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 = '118dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var CineonToneMapping = 3;
  109. var ACESFilmicToneMapping = 4;
  110. var UVMapping = 300;
  111. var CubeReflectionMapping = 301;
  112. var CubeRefractionMapping = 302;
  113. var EquirectangularReflectionMapping = 303;
  114. var EquirectangularRefractionMapping = 304;
  115. var CubeUVReflectionMapping = 306;
  116. var CubeUVRefractionMapping = 307;
  117. var RepeatWrapping = 1000;
  118. var ClampToEdgeWrapping = 1001;
  119. var MirroredRepeatWrapping = 1002;
  120. var NearestFilter = 1003;
  121. var NearestMipmapNearestFilter = 1004;
  122. var NearestMipMapNearestFilter = 1004;
  123. var NearestMipmapLinearFilter = 1005;
  124. var NearestMipMapLinearFilter = 1005;
  125. var LinearFilter = 1006;
  126. var LinearMipmapNearestFilter = 1007;
  127. var LinearMipMapNearestFilter = 1007;
  128. var LinearMipmapLinearFilter = 1008;
  129. var LinearMipMapLinearFilter = 1008;
  130. var UnsignedByteType = 1009;
  131. var ByteType = 1010;
  132. var ShortType = 1011;
  133. var UnsignedShortType = 1012;
  134. var IntType = 1013;
  135. var UnsignedIntType = 1014;
  136. var FloatType = 1015;
  137. var HalfFloatType = 1016;
  138. var UnsignedShort4444Type = 1017;
  139. var UnsignedShort5551Type = 1018;
  140. var UnsignedShort565Type = 1019;
  141. var UnsignedInt248Type = 1020;
  142. var AlphaFormat = 1021;
  143. var RGBFormat = 1022;
  144. var RGBAFormat = 1023;
  145. var LuminanceFormat = 1024;
  146. var LuminanceAlphaFormat = 1025;
  147. var RGBEFormat = RGBAFormat;
  148. var DepthFormat = 1026;
  149. var DepthStencilFormat = 1027;
  150. var RedFormat = 1028;
  151. var RedIntegerFormat = 1029;
  152. var RGFormat = 1030;
  153. var RGIntegerFormat = 1031;
  154. var RGBIntegerFormat = 1032;
  155. var RGBAIntegerFormat = 1033;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGB_ETC2_Format = 37492;
  166. var RGBA_ETC2_EAC_Format = 37496;
  167. var RGBA_ASTC_4x4_Format = 37808;
  168. var RGBA_ASTC_5x4_Format = 37809;
  169. var RGBA_ASTC_5x5_Format = 37810;
  170. var RGBA_ASTC_6x5_Format = 37811;
  171. var RGBA_ASTC_6x6_Format = 37812;
  172. var RGBA_ASTC_8x5_Format = 37813;
  173. var RGBA_ASTC_8x6_Format = 37814;
  174. var RGBA_ASTC_8x8_Format = 37815;
  175. var RGBA_ASTC_10x5_Format = 37816;
  176. var RGBA_ASTC_10x6_Format = 37817;
  177. var RGBA_ASTC_10x8_Format = 37818;
  178. var RGBA_ASTC_10x10_Format = 37819;
  179. var RGBA_ASTC_12x10_Format = 37820;
  180. var RGBA_ASTC_12x12_Format = 37821;
  181. var RGBA_BPTC_Format = 36492;
  182. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  183. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  184. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  185. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  186. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  187. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  188. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  189. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  190. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  191. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  192. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  193. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  194. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  195. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  196. var LoopOnce = 2200;
  197. var LoopRepeat = 2201;
  198. var LoopPingPong = 2202;
  199. var InterpolateDiscrete = 2300;
  200. var InterpolateLinear = 2301;
  201. var InterpolateSmooth = 2302;
  202. var ZeroCurvatureEnding = 2400;
  203. var ZeroSlopeEnding = 2401;
  204. var WrapAroundEnding = 2402;
  205. var NormalAnimationBlendMode = 2500;
  206. var AdditiveAnimationBlendMode = 2501;
  207. var TrianglesDrawMode = 0;
  208. var TriangleStripDrawMode = 1;
  209. var TriangleFanDrawMode = 2;
  210. var LinearEncoding = 3000;
  211. var sRGBEncoding = 3001;
  212. var GammaEncoding = 3007;
  213. var RGBEEncoding = 3002;
  214. var LogLuvEncoding = 3003;
  215. var RGBM7Encoding = 3004;
  216. var RGBM16Encoding = 3005;
  217. var RGBDEncoding = 3006;
  218. var BasicDepthPacking = 3200;
  219. var RGBADepthPacking = 3201;
  220. var TangentSpaceNormalMap = 0;
  221. var ObjectSpaceNormalMap = 1;
  222. var ZeroStencilOp = 0;
  223. var KeepStencilOp = 7680;
  224. var ReplaceStencilOp = 7681;
  225. var IncrementStencilOp = 7682;
  226. var DecrementStencilOp = 7683;
  227. var IncrementWrapStencilOp = 34055;
  228. var DecrementWrapStencilOp = 34056;
  229. var InvertStencilOp = 5386;
  230. var NeverStencilFunc = 512;
  231. var LessStencilFunc = 513;
  232. var EqualStencilFunc = 514;
  233. var LessEqualStencilFunc = 515;
  234. var GreaterStencilFunc = 516;
  235. var NotEqualStencilFunc = 517;
  236. var GreaterEqualStencilFunc = 518;
  237. var AlwaysStencilFunc = 519;
  238. var StaticDrawUsage = 35044;
  239. var DynamicDrawUsage = 35048;
  240. var StreamDrawUsage = 35040;
  241. var StaticReadUsage = 35045;
  242. var DynamicReadUsage = 35049;
  243. var StreamReadUsage = 35041;
  244. var StaticCopyUsage = 35046;
  245. var DynamicCopyUsage = 35050;
  246. var StreamCopyUsage = 35042;
  247. /**
  248. * https://github.com/mrdoob/eventdispatcher.js/
  249. */
  250. function EventDispatcher() {}
  251. Object.assign( EventDispatcher.prototype, {
  252. addEventListener: function ( type, listener ) {
  253. if ( this._listeners === undefined ) { this._listeners = {}; }
  254. var listeners = this._listeners;
  255. if ( listeners[ type ] === undefined ) {
  256. listeners[ type ] = [];
  257. }
  258. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  259. listeners[ type ].push( listener );
  260. }
  261. },
  262. hasEventListener: function ( type, listener ) {
  263. if ( this._listeners === undefined ) { return false; }
  264. var listeners = this._listeners;
  265. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  266. },
  267. removeEventListener: function ( type, listener ) {
  268. if ( this._listeners === undefined ) { return; }
  269. var listeners = this._listeners;
  270. var listenerArray = listeners[ type ];
  271. if ( listenerArray !== undefined ) {
  272. var index = listenerArray.indexOf( listener );
  273. if ( index !== - 1 ) {
  274. listenerArray.splice( index, 1 );
  275. }
  276. }
  277. },
  278. dispatchEvent: function ( event ) {
  279. if ( this._listeners === undefined ) { return; }
  280. var listeners = this._listeners;
  281. var listenerArray = listeners[ event.type ];
  282. if ( listenerArray !== undefined ) {
  283. event.target = this;
  284. // Make a copy, in case listeners are removed while iterating.
  285. var array = listenerArray.slice( 0 );
  286. for ( var i = 0, l = array.length; i < l; i ++ ) {
  287. array[ i ].call( this, event );
  288. }
  289. }
  290. }
  291. } );
  292. /**
  293. * @author alteredq / http://alteredqualia.com/
  294. * @author mrdoob / http://mrdoob.com/
  295. * @author WestLangley / http://github.com/WestLangley
  296. * @author thezwap
  297. */
  298. var _lut = [];
  299. for ( var i = 0; i < 256; i ++ ) {
  300. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  301. }
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. degToRad: function ( degrees ) {
  360. return degrees * MathUtils.DEG2RAD;
  361. },
  362. radToDeg: function ( radians ) {
  363. return radians * MathUtils.RAD2DEG;
  364. },
  365. isPowerOfTwo: function ( value ) {
  366. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  367. },
  368. ceilPowerOfTwo: function ( value ) {
  369. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  370. },
  371. floorPowerOfTwo: function ( value ) {
  372. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  373. },
  374. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  375. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  376. // rotations are applied to the axes in the order specified by 'order'
  377. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  378. // angles are in radians
  379. var cos = Math.cos;
  380. var sin = Math.sin;
  381. var c2 = cos( b / 2 );
  382. var s2 = sin( b / 2 );
  383. var c13 = cos( ( a + c ) / 2 );
  384. var s13 = sin( ( a + c ) / 2 );
  385. var c1_3 = cos( ( a - c ) / 2 );
  386. var s1_3 = sin( ( a - c ) / 2 );
  387. var c3_1 = cos( ( c - a ) / 2 );
  388. var s3_1 = sin( ( c - a ) / 2 );
  389. switch ( order ) {
  390. case 'XYX':
  391. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  392. break;
  393. case 'YZY':
  394. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  395. break;
  396. case 'ZXZ':
  397. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  398. break;
  399. case 'XZX':
  400. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  401. break;
  402. case 'YXY':
  403. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  404. break;
  405. case 'ZYZ':
  406. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  407. break;
  408. default:
  409. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  410. }
  411. }
  412. };
  413. /**
  414. * @author mrdoob / http://mrdoob.com/
  415. * @author philogb / http://blog.thejit.org/
  416. * @author egraether / http://egraether.com/
  417. * @author zz85 / http://www.lab4games.net/zz85/blog
  418. */
  419. function Vector2( x, y ) {
  420. this.x = x || 0;
  421. this.y = y || 0;
  422. }
  423. Object.defineProperties( Vector2.prototype, {
  424. "width": {
  425. get: function () {
  426. return this.x;
  427. },
  428. set: function ( value ) {
  429. this.x = value;
  430. }
  431. },
  432. "height": {
  433. get: function () {
  434. return this.y;
  435. },
  436. set: function ( value ) {
  437. this.y = value;
  438. }
  439. }
  440. } );
  441. Object.assign( Vector2.prototype, {
  442. isVector2: true,
  443. set: function ( x, y ) {
  444. this.x = x;
  445. this.y = y;
  446. return this;
  447. },
  448. setScalar: function ( scalar ) {
  449. this.x = scalar;
  450. this.y = scalar;
  451. return this;
  452. },
  453. setX: function ( x ) {
  454. this.x = x;
  455. return this;
  456. },
  457. setY: function ( y ) {
  458. this.y = y;
  459. return this;
  460. },
  461. setComponent: function ( index, value ) {
  462. switch ( index ) {
  463. case 0: this.x = value; break;
  464. case 1: this.y = value; break;
  465. default: throw new Error( 'index is out of range: ' + index );
  466. }
  467. return this;
  468. },
  469. getComponent: function ( index ) {
  470. switch ( index ) {
  471. case 0: return this.x;
  472. case 1: return this.y;
  473. default: throw new Error( 'index is out of range: ' + index );
  474. }
  475. },
  476. clone: function () {
  477. return new this.constructor( this.x, this.y );
  478. },
  479. copy: function ( v ) {
  480. this.x = v.x;
  481. this.y = v.y;
  482. return this;
  483. },
  484. add: function ( v, w ) {
  485. if ( w !== undefined ) {
  486. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  487. return this.addVectors( v, w );
  488. }
  489. this.x += v.x;
  490. this.y += v.y;
  491. return this;
  492. },
  493. addScalar: function ( s ) {
  494. this.x += s;
  495. this.y += s;
  496. return this;
  497. },
  498. addVectors: function ( a, b ) {
  499. this.x = a.x + b.x;
  500. this.y = a.y + b.y;
  501. return this;
  502. },
  503. addScaledVector: function ( v, s ) {
  504. this.x += v.x * s;
  505. this.y += v.y * s;
  506. return this;
  507. },
  508. sub: function ( v, w ) {
  509. if ( w !== undefined ) {
  510. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  511. return this.subVectors( v, w );
  512. }
  513. this.x -= v.x;
  514. this.y -= v.y;
  515. return this;
  516. },
  517. subScalar: function ( s ) {
  518. this.x -= s;
  519. this.y -= s;
  520. return this;
  521. },
  522. subVectors: function ( a, b ) {
  523. this.x = a.x - b.x;
  524. this.y = a.y - b.y;
  525. return this;
  526. },
  527. multiply: function ( v ) {
  528. this.x *= v.x;
  529. this.y *= v.y;
  530. return this;
  531. },
  532. multiplyScalar: function ( scalar ) {
  533. this.x *= scalar;
  534. this.y *= scalar;
  535. return this;
  536. },
  537. divide: function ( v ) {
  538. this.x /= v.x;
  539. this.y /= v.y;
  540. return this;
  541. },
  542. divideScalar: function ( scalar ) {
  543. return this.multiplyScalar( 1 / scalar );
  544. },
  545. applyMatrix3: function ( m ) {
  546. var x = this.x, y = this.y;
  547. var e = m.elements;
  548. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  549. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  550. return this;
  551. },
  552. min: function ( v ) {
  553. this.x = Math.min( this.x, v.x );
  554. this.y = Math.min( this.y, v.y );
  555. return this;
  556. },
  557. max: function ( v ) {
  558. this.x = Math.max( this.x, v.x );
  559. this.y = Math.max( this.y, v.y );
  560. return this;
  561. },
  562. clamp: function ( min, max ) {
  563. // assumes min < max, componentwise
  564. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  565. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  566. return this;
  567. },
  568. clampScalar: function ( minVal, maxVal ) {
  569. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  570. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  571. return this;
  572. },
  573. clampLength: function ( min, max ) {
  574. var length = this.length();
  575. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  576. },
  577. floor: function () {
  578. this.x = Math.floor( this.x );
  579. this.y = Math.floor( this.y );
  580. return this;
  581. },
  582. ceil: function () {
  583. this.x = Math.ceil( this.x );
  584. this.y = Math.ceil( this.y );
  585. return this;
  586. },
  587. round: function () {
  588. this.x = Math.round( this.x );
  589. this.y = Math.round( this.y );
  590. return this;
  591. },
  592. roundToZero: function () {
  593. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  594. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  595. return this;
  596. },
  597. negate: function () {
  598. this.x = - this.x;
  599. this.y = - this.y;
  600. return this;
  601. },
  602. dot: function ( v ) {
  603. return this.x * v.x + this.y * v.y;
  604. },
  605. cross: function ( v ) {
  606. return this.x * v.y - this.y * v.x;
  607. },
  608. lengthSq: function () {
  609. return this.x * this.x + this.y * this.y;
  610. },
  611. length: function () {
  612. return Math.sqrt( this.x * this.x + this.y * this.y );
  613. },
  614. manhattanLength: function () {
  615. return Math.abs( this.x ) + Math.abs( this.y );
  616. },
  617. normalize: function () {
  618. return this.divideScalar( this.length() || 1 );
  619. },
  620. angle: function () {
  621. // computes the angle in radians with respect to the positive x-axis
  622. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  623. return angle;
  624. },
  625. distanceTo: function ( v ) {
  626. return Math.sqrt( this.distanceToSquared( v ) );
  627. },
  628. distanceToSquared: function ( v ) {
  629. var dx = this.x - v.x, dy = this.y - v.y;
  630. return dx * dx + dy * dy;
  631. },
  632. manhattanDistanceTo: function ( v ) {
  633. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  634. },
  635. setLength: function ( length ) {
  636. return this.normalize().multiplyScalar( length );
  637. },
  638. lerp: function ( v, alpha ) {
  639. this.x += ( v.x - this.x ) * alpha;
  640. this.y += ( v.y - this.y ) * alpha;
  641. return this;
  642. },
  643. lerpVectors: function ( v1, v2, alpha ) {
  644. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  645. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  646. return this;
  647. },
  648. equals: function ( v ) {
  649. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  650. },
  651. fromArray: function ( array, offset ) {
  652. if ( offset === undefined ) { offset = 0; }
  653. this.x = array[ offset ];
  654. this.y = array[ offset + 1 ];
  655. return this;
  656. },
  657. toArray: function ( array, offset ) {
  658. if ( array === undefined ) { array = []; }
  659. if ( offset === undefined ) { offset = 0; }
  660. array[ offset ] = this.x;
  661. array[ offset + 1 ] = this.y;
  662. return array;
  663. },
  664. fromBufferAttribute: function ( attribute, index, offset ) {
  665. if ( offset !== undefined ) {
  666. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  667. }
  668. this.x = attribute.getX( index );
  669. this.y = attribute.getY( index );
  670. return this;
  671. },
  672. rotateAround: function ( center, angle ) {
  673. var c = Math.cos( angle ), s = Math.sin( angle );
  674. var x = this.x - center.x;
  675. var y = this.y - center.y;
  676. this.x = x * c - y * s + center.x;
  677. this.y = x * s + y * c + center.y;
  678. return this;
  679. },
  680. random: function () {
  681. this.x = Math.random();
  682. this.y = Math.random();
  683. return this;
  684. }
  685. } );
  686. /**
  687. * @author alteredq / http://alteredqualia.com/
  688. * @author WestLangley / http://github.com/WestLangley
  689. * @author bhouston / http://clara.io
  690. * @author tschw
  691. */
  692. function Matrix3() {
  693. this.elements = [
  694. 1, 0, 0,
  695. 0, 1, 0,
  696. 0, 0, 1
  697. ];
  698. if ( arguments.length > 0 ) {
  699. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  700. }
  701. }
  702. Object.assign( Matrix3.prototype, {
  703. isMatrix3: true,
  704. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  705. var te = this.elements;
  706. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  707. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  708. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  709. return this;
  710. },
  711. identity: function () {
  712. this.set(
  713. 1, 0, 0,
  714. 0, 1, 0,
  715. 0, 0, 1
  716. );
  717. return this;
  718. },
  719. clone: function () {
  720. return new this.constructor().fromArray( this.elements );
  721. },
  722. copy: function ( m ) {
  723. var te = this.elements;
  724. var me = m.elements;
  725. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  726. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  727. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  728. return this;
  729. },
  730. extractBasis: function ( xAxis, yAxis, zAxis ) {
  731. xAxis.setFromMatrix3Column( this, 0 );
  732. yAxis.setFromMatrix3Column( this, 1 );
  733. zAxis.setFromMatrix3Column( this, 2 );
  734. return this;
  735. },
  736. setFromMatrix4: function ( m ) {
  737. var me = m.elements;
  738. this.set(
  739. me[ 0 ], me[ 4 ], me[ 8 ],
  740. me[ 1 ], me[ 5 ], me[ 9 ],
  741. me[ 2 ], me[ 6 ], me[ 10 ]
  742. );
  743. return this;
  744. },
  745. multiply: function ( m ) {
  746. return this.multiplyMatrices( this, m );
  747. },
  748. premultiply: function ( m ) {
  749. return this.multiplyMatrices( m, this );
  750. },
  751. multiplyMatrices: function ( a, b ) {
  752. var ae = a.elements;
  753. var be = b.elements;
  754. var te = this.elements;
  755. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  756. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  757. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  758. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  759. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  760. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  761. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  762. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  763. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  764. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  765. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  766. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  767. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  768. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  769. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  770. return this;
  771. },
  772. multiplyScalar: function ( s ) {
  773. var te = this.elements;
  774. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  775. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  776. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  777. return this;
  778. },
  779. determinant: function () {
  780. var te = this.elements;
  781. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  782. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  783. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  784. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  785. },
  786. getInverse: function ( matrix, throwOnDegenerate ) {
  787. if ( throwOnDegenerate !== undefined ) {
  788. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  789. }
  790. var me = matrix.elements,
  791. te = this.elements,
  792. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  793. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  794. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  795. t11 = n33 * n22 - n32 * n23,
  796. t12 = n32 * n13 - n33 * n12,
  797. t13 = n23 * n12 - n22 * n13,
  798. det = n11 * t11 + n21 * t12 + n31 * t13;
  799. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  800. var detInv = 1 / det;
  801. te[ 0 ] = t11 * detInv;
  802. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  803. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  804. te[ 3 ] = t12 * detInv;
  805. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  806. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  807. te[ 6 ] = t13 * detInv;
  808. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  809. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  810. return this;
  811. },
  812. transpose: function () {
  813. var tmp;
  814. var m = this.elements;
  815. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  816. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  817. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  818. return this;
  819. },
  820. getNormalMatrix: function ( matrix4 ) {
  821. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  822. },
  823. transposeIntoArray: function ( r ) {
  824. var m = this.elements;
  825. r[ 0 ] = m[ 0 ];
  826. r[ 1 ] = m[ 3 ];
  827. r[ 2 ] = m[ 6 ];
  828. r[ 3 ] = m[ 1 ];
  829. r[ 4 ] = m[ 4 ];
  830. r[ 5 ] = m[ 7 ];
  831. r[ 6 ] = m[ 2 ];
  832. r[ 7 ] = m[ 5 ];
  833. r[ 8 ] = m[ 8 ];
  834. return this;
  835. },
  836. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  837. var c = Math.cos( rotation );
  838. var s = Math.sin( rotation );
  839. this.set(
  840. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  841. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  842. 0, 0, 1
  843. );
  844. },
  845. scale: function ( sx, sy ) {
  846. var te = this.elements;
  847. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  848. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  849. return this;
  850. },
  851. rotate: function ( theta ) {
  852. var c = Math.cos( theta );
  853. var s = Math.sin( theta );
  854. var te = this.elements;
  855. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  856. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  857. te[ 0 ] = c * a11 + s * a21;
  858. te[ 3 ] = c * a12 + s * a22;
  859. te[ 6 ] = c * a13 + s * a23;
  860. te[ 1 ] = - s * a11 + c * a21;
  861. te[ 4 ] = - s * a12 + c * a22;
  862. te[ 7 ] = - s * a13 + c * a23;
  863. return this;
  864. },
  865. translate: function ( tx, ty ) {
  866. var te = this.elements;
  867. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  868. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  869. return this;
  870. },
  871. equals: function ( matrix ) {
  872. var te = this.elements;
  873. var me = matrix.elements;
  874. for ( var i = 0; i < 9; i ++ ) {
  875. if ( te[ i ] !== me[ i ] ) { return false; }
  876. }
  877. return true;
  878. },
  879. fromArray: function ( array, offset ) {
  880. if ( offset === undefined ) { offset = 0; }
  881. for ( var i = 0; i < 9; i ++ ) {
  882. this.elements[ i ] = array[ i + offset ];
  883. }
  884. return this;
  885. },
  886. toArray: function ( array, offset ) {
  887. if ( array === undefined ) { array = []; }
  888. if ( offset === undefined ) { offset = 0; }
  889. var te = this.elements;
  890. array[ offset ] = te[ 0 ];
  891. array[ offset + 1 ] = te[ 1 ];
  892. array[ offset + 2 ] = te[ 2 ];
  893. array[ offset + 3 ] = te[ 3 ];
  894. array[ offset + 4 ] = te[ 4 ];
  895. array[ offset + 5 ] = te[ 5 ];
  896. array[ offset + 6 ] = te[ 6 ];
  897. array[ offset + 7 ] = te[ 7 ];
  898. array[ offset + 8 ] = te[ 8 ];
  899. return array;
  900. }
  901. } );
  902. /**
  903. * @author mrdoob / http://mrdoob.com/
  904. * @author alteredq / http://alteredqualia.com/
  905. * @author szimek / https://github.com/szimek/
  906. */
  907. var _canvas;
  908. var ImageUtils = {
  909. getDataURL: function ( image ) {
  910. if ( /^data:/i.test( image.src ) ) {
  911. return image.src;
  912. }
  913. if ( typeof HTMLCanvasElement == 'undefined' ) {
  914. return image.src;
  915. }
  916. var canvas;
  917. if ( image instanceof HTMLCanvasElement ) {
  918. canvas = image;
  919. } else {
  920. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  921. _canvas.width = image.width;
  922. _canvas.height = image.height;
  923. var context = _canvas.getContext( '2d' );
  924. if ( image instanceof ImageData ) {
  925. context.putImageData( image, 0, 0 );
  926. } else {
  927. context.drawImage( image, 0, 0, image.width, image.height );
  928. }
  929. canvas = _canvas;
  930. }
  931. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  932. return canvas.toDataURL( 'image/jpeg', 0.6 );
  933. } else {
  934. return canvas.toDataURL( 'image/png' );
  935. }
  936. }
  937. };
  938. /**
  939. * @author mrdoob / http://mrdoob.com/
  940. * @author alteredq / http://alteredqualia.com/
  941. * @author szimek / https://github.com/szimek/
  942. */
  943. var textureId = 0;
  944. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  945. Object.defineProperty( this, 'id', { value: textureId ++ } );
  946. this.uuid = MathUtils.generateUUID();
  947. this.name = '';
  948. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  949. this.mipmaps = [];
  950. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  951. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  952. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  953. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  954. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  955. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  956. this.format = format !== undefined ? format : RGBAFormat;
  957. this.internalFormat = null;
  958. this.type = type !== undefined ? type : UnsignedByteType;
  959. this.offset = new Vector2( 0, 0 );
  960. this.repeat = new Vector2( 1, 1 );
  961. this.center = new Vector2( 0, 0 );
  962. this.rotation = 0;
  963. this.matrixAutoUpdate = true;
  964. this.matrix = new Matrix3();
  965. this.generateMipmaps = true;
  966. this.premultiplyAlpha = false;
  967. this.flipY = true;
  968. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  969. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  970. //
  971. // Also changing the encoding after already used by a Material will not automatically make the Material
  972. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  973. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  974. this.version = 0;
  975. this.onUpdate = null;
  976. }
  977. Texture.DEFAULT_IMAGE = undefined;
  978. Texture.DEFAULT_MAPPING = UVMapping;
  979. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  980. constructor: Texture,
  981. isTexture: true,
  982. updateMatrix: function () {
  983. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  984. },
  985. clone: function () {
  986. return new this.constructor().copy( this );
  987. },
  988. copy: function ( source ) {
  989. this.name = source.name;
  990. this.image = source.image;
  991. this.mipmaps = source.mipmaps.slice( 0 );
  992. this.mapping = source.mapping;
  993. this.wrapS = source.wrapS;
  994. this.wrapT = source.wrapT;
  995. this.magFilter = source.magFilter;
  996. this.minFilter = source.minFilter;
  997. this.anisotropy = source.anisotropy;
  998. this.format = source.format;
  999. this.internalFormat = source.internalFormat;
  1000. this.type = source.type;
  1001. this.offset.copy( source.offset );
  1002. this.repeat.copy( source.repeat );
  1003. this.center.copy( source.center );
  1004. this.rotation = source.rotation;
  1005. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1006. this.matrix.copy( source.matrix );
  1007. this.generateMipmaps = source.generateMipmaps;
  1008. this.premultiplyAlpha = source.premultiplyAlpha;
  1009. this.flipY = source.flipY;
  1010. this.unpackAlignment = source.unpackAlignment;
  1011. this.encoding = source.encoding;
  1012. return this;
  1013. },
  1014. toJSON: function ( meta ) {
  1015. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1016. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1017. return meta.textures[ this.uuid ];
  1018. }
  1019. var output = {
  1020. metadata: {
  1021. version: 4.5,
  1022. type: 'Texture',
  1023. generator: 'Texture.toJSON'
  1024. },
  1025. uuid: this.uuid,
  1026. name: this.name,
  1027. mapping: this.mapping,
  1028. repeat: [ this.repeat.x, this.repeat.y ],
  1029. offset: [ this.offset.x, this.offset.y ],
  1030. center: [ this.center.x, this.center.y ],
  1031. rotation: this.rotation,
  1032. wrap: [ this.wrapS, this.wrapT ],
  1033. format: this.format,
  1034. type: this.type,
  1035. encoding: this.encoding,
  1036. minFilter: this.minFilter,
  1037. magFilter: this.magFilter,
  1038. anisotropy: this.anisotropy,
  1039. flipY: this.flipY,
  1040. premultiplyAlpha: this.premultiplyAlpha,
  1041. unpackAlignment: this.unpackAlignment
  1042. };
  1043. if ( this.image !== undefined ) {
  1044. // TODO: Move to THREE.Image
  1045. var image = this.image;
  1046. if ( image.uuid === undefined ) {
  1047. image.uuid = MathUtils.generateUUID(); // UGH
  1048. }
  1049. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1050. var url;
  1051. if ( Array.isArray( image ) ) {
  1052. // process array of images e.g. CubeTexture
  1053. url = [];
  1054. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1055. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1056. }
  1057. } else {
  1058. // process single image
  1059. url = ImageUtils.getDataURL( image );
  1060. }
  1061. meta.images[ image.uuid ] = {
  1062. uuid: image.uuid,
  1063. url: url
  1064. };
  1065. }
  1066. output.image = image.uuid;
  1067. }
  1068. if ( ! isRootObject ) {
  1069. meta.textures[ this.uuid ] = output;
  1070. }
  1071. return output;
  1072. },
  1073. dispose: function () {
  1074. this.dispatchEvent( { type: 'dispose' } );
  1075. },
  1076. transformUv: function ( uv ) {
  1077. if ( this.mapping !== UVMapping ) { return uv; }
  1078. uv.applyMatrix3( this.matrix );
  1079. if ( uv.x < 0 || uv.x > 1 ) {
  1080. switch ( this.wrapS ) {
  1081. case RepeatWrapping:
  1082. uv.x = uv.x - Math.floor( uv.x );
  1083. break;
  1084. case ClampToEdgeWrapping:
  1085. uv.x = uv.x < 0 ? 0 : 1;
  1086. break;
  1087. case MirroredRepeatWrapping:
  1088. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1089. uv.x = Math.ceil( uv.x ) - uv.x;
  1090. } else {
  1091. uv.x = uv.x - Math.floor( uv.x );
  1092. }
  1093. break;
  1094. }
  1095. }
  1096. if ( uv.y < 0 || uv.y > 1 ) {
  1097. switch ( this.wrapT ) {
  1098. case RepeatWrapping:
  1099. uv.y = uv.y - Math.floor( uv.y );
  1100. break;
  1101. case ClampToEdgeWrapping:
  1102. uv.y = uv.y < 0 ? 0 : 1;
  1103. break;
  1104. case MirroredRepeatWrapping:
  1105. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1106. uv.y = Math.ceil( uv.y ) - uv.y;
  1107. } else {
  1108. uv.y = uv.y - Math.floor( uv.y );
  1109. }
  1110. break;
  1111. }
  1112. }
  1113. if ( this.flipY ) {
  1114. uv.y = 1 - uv.y;
  1115. }
  1116. return uv;
  1117. }
  1118. } );
  1119. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1120. set: function ( value ) {
  1121. if ( value === true ) { this.version ++; }
  1122. }
  1123. } );
  1124. /**
  1125. * @author supereggbert / http://www.paulbrunt.co.uk/
  1126. * @author philogb / http://blog.thejit.org/
  1127. * @author mikael emtinger / http://gomo.se/
  1128. * @author egraether / http://egraether.com/
  1129. * @author WestLangley / http://github.com/WestLangley
  1130. */
  1131. function Vector4( x, y, z, w ) {
  1132. this.x = x || 0;
  1133. this.y = y || 0;
  1134. this.z = z || 0;
  1135. this.w = ( w !== undefined ) ? w : 1;
  1136. }
  1137. Object.defineProperties( Vector4.prototype, {
  1138. "width": {
  1139. get: function () {
  1140. return this.z;
  1141. },
  1142. set: function ( value ) {
  1143. this.z = value;
  1144. }
  1145. },
  1146. "height": {
  1147. get: function () {
  1148. return this.w;
  1149. },
  1150. set: function ( value ) {
  1151. this.w = value;
  1152. }
  1153. }
  1154. } );
  1155. Object.assign( Vector4.prototype, {
  1156. isVector4: true,
  1157. set: function ( x, y, z, w ) {
  1158. this.x = x;
  1159. this.y = y;
  1160. this.z = z;
  1161. this.w = w;
  1162. return this;
  1163. },
  1164. setScalar: function ( scalar ) {
  1165. this.x = scalar;
  1166. this.y = scalar;
  1167. this.z = scalar;
  1168. this.w = scalar;
  1169. return this;
  1170. },
  1171. setX: function ( x ) {
  1172. this.x = x;
  1173. return this;
  1174. },
  1175. setY: function ( y ) {
  1176. this.y = y;
  1177. return this;
  1178. },
  1179. setZ: function ( z ) {
  1180. this.z = z;
  1181. return this;
  1182. },
  1183. setW: function ( w ) {
  1184. this.w = w;
  1185. return this;
  1186. },
  1187. setComponent: function ( index, value ) {
  1188. switch ( index ) {
  1189. case 0: this.x = value; break;
  1190. case 1: this.y = value; break;
  1191. case 2: this.z = value; break;
  1192. case 3: this.w = value; break;
  1193. default: throw new Error( 'index is out of range: ' + index );
  1194. }
  1195. return this;
  1196. },
  1197. getComponent: function ( index ) {
  1198. switch ( index ) {
  1199. case 0: return this.x;
  1200. case 1: return this.y;
  1201. case 2: return this.z;
  1202. case 3: return this.w;
  1203. default: throw new Error( 'index is out of range: ' + index );
  1204. }
  1205. },
  1206. clone: function () {
  1207. return new this.constructor( this.x, this.y, this.z, this.w );
  1208. },
  1209. copy: function ( v ) {
  1210. this.x = v.x;
  1211. this.y = v.y;
  1212. this.z = v.z;
  1213. this.w = ( v.w !== undefined ) ? v.w : 1;
  1214. return this;
  1215. },
  1216. add: function ( v, w ) {
  1217. if ( w !== undefined ) {
  1218. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1219. return this.addVectors( v, w );
  1220. }
  1221. this.x += v.x;
  1222. this.y += v.y;
  1223. this.z += v.z;
  1224. this.w += v.w;
  1225. return this;
  1226. },
  1227. addScalar: function ( s ) {
  1228. this.x += s;
  1229. this.y += s;
  1230. this.z += s;
  1231. this.w += s;
  1232. return this;
  1233. },
  1234. addVectors: function ( a, b ) {
  1235. this.x = a.x + b.x;
  1236. this.y = a.y + b.y;
  1237. this.z = a.z + b.z;
  1238. this.w = a.w + b.w;
  1239. return this;
  1240. },
  1241. addScaledVector: function ( v, s ) {
  1242. this.x += v.x * s;
  1243. this.y += v.y * s;
  1244. this.z += v.z * s;
  1245. this.w += v.w * s;
  1246. return this;
  1247. },
  1248. sub: function ( v, w ) {
  1249. if ( w !== undefined ) {
  1250. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1251. return this.subVectors( v, w );
  1252. }
  1253. this.x -= v.x;
  1254. this.y -= v.y;
  1255. this.z -= v.z;
  1256. this.w -= v.w;
  1257. return this;
  1258. },
  1259. subScalar: function ( s ) {
  1260. this.x -= s;
  1261. this.y -= s;
  1262. this.z -= s;
  1263. this.w -= s;
  1264. return this;
  1265. },
  1266. subVectors: function ( a, b ) {
  1267. this.x = a.x - b.x;
  1268. this.y = a.y - b.y;
  1269. this.z = a.z - b.z;
  1270. this.w = a.w - b.w;
  1271. return this;
  1272. },
  1273. multiplyScalar: function ( scalar ) {
  1274. this.x *= scalar;
  1275. this.y *= scalar;
  1276. this.z *= scalar;
  1277. this.w *= scalar;
  1278. return this;
  1279. },
  1280. applyMatrix4: function ( m ) {
  1281. var x = this.x, y = this.y, z = this.z, w = this.w;
  1282. var e = m.elements;
  1283. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1284. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1285. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1286. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1287. return this;
  1288. },
  1289. divideScalar: function ( scalar ) {
  1290. return this.multiplyScalar( 1 / scalar );
  1291. },
  1292. setAxisAngleFromQuaternion: function ( q ) {
  1293. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1294. // q is assumed to be normalized
  1295. this.w = 2 * Math.acos( q.w );
  1296. var s = Math.sqrt( 1 - q.w * q.w );
  1297. if ( s < 0.0001 ) {
  1298. this.x = 1;
  1299. this.y = 0;
  1300. this.z = 0;
  1301. } else {
  1302. this.x = q.x / s;
  1303. this.y = q.y / s;
  1304. this.z = q.z / s;
  1305. }
  1306. return this;
  1307. },
  1308. setAxisAngleFromRotationMatrix: function ( m ) {
  1309. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1310. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1311. var angle, x, y, z; // variables for result
  1312. var epsilon = 0.01, // margin to allow for rounding errors
  1313. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1314. te = m.elements,
  1315. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1316. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1317. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1318. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1319. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1320. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1321. // singularity found
  1322. // first check for identity matrix which must have +1 for all terms
  1323. // in leading diagonal and zero in other terms
  1324. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1325. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1326. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1327. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1328. // this singularity is identity matrix so angle = 0
  1329. this.set( 1, 0, 0, 0 );
  1330. return this; // zero angle, arbitrary axis
  1331. }
  1332. // otherwise this singularity is angle = 180
  1333. angle = Math.PI;
  1334. var xx = ( m11 + 1 ) / 2;
  1335. var yy = ( m22 + 1 ) / 2;
  1336. var zz = ( m33 + 1 ) / 2;
  1337. var xy = ( m12 + m21 ) / 4;
  1338. var xz = ( m13 + m31 ) / 4;
  1339. var yz = ( m23 + m32 ) / 4;
  1340. if ( ( xx > yy ) && ( xx > zz ) ) {
  1341. // m11 is the largest diagonal term
  1342. if ( xx < epsilon ) {
  1343. x = 0;
  1344. y = 0.707106781;
  1345. z = 0.707106781;
  1346. } else {
  1347. x = Math.sqrt( xx );
  1348. y = xy / x;
  1349. z = xz / x;
  1350. }
  1351. } else if ( yy > zz ) {
  1352. // m22 is the largest diagonal term
  1353. if ( yy < epsilon ) {
  1354. x = 0.707106781;
  1355. y = 0;
  1356. z = 0.707106781;
  1357. } else {
  1358. y = Math.sqrt( yy );
  1359. x = xy / y;
  1360. z = yz / y;
  1361. }
  1362. } else {
  1363. // m33 is the largest diagonal term so base result on this
  1364. if ( zz < epsilon ) {
  1365. x = 0.707106781;
  1366. y = 0.707106781;
  1367. z = 0;
  1368. } else {
  1369. z = Math.sqrt( zz );
  1370. x = xz / z;
  1371. y = yz / z;
  1372. }
  1373. }
  1374. this.set( x, y, z, angle );
  1375. return this; // return 180 deg rotation
  1376. }
  1377. // as we have reached here there are no singularities so we can handle normally
  1378. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1379. ( m13 - m31 ) * ( m13 - m31 ) +
  1380. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1381. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1382. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1383. // caught by singularity test above, but I've left it in just in case
  1384. this.x = ( m32 - m23 ) / s;
  1385. this.y = ( m13 - m31 ) / s;
  1386. this.z = ( m21 - m12 ) / s;
  1387. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1388. return this;
  1389. },
  1390. min: function ( v ) {
  1391. this.x = Math.min( this.x, v.x );
  1392. this.y = Math.min( this.y, v.y );
  1393. this.z = Math.min( this.z, v.z );
  1394. this.w = Math.min( this.w, v.w );
  1395. return this;
  1396. },
  1397. max: function ( v ) {
  1398. this.x = Math.max( this.x, v.x );
  1399. this.y = Math.max( this.y, v.y );
  1400. this.z = Math.max( this.z, v.z );
  1401. this.w = Math.max( this.w, v.w );
  1402. return this;
  1403. },
  1404. clamp: function ( min, max ) {
  1405. // assumes min < max, componentwise
  1406. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1407. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1408. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1409. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1410. return this;
  1411. },
  1412. clampScalar: function ( minVal, maxVal ) {
  1413. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1414. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1415. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1416. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1417. return this;
  1418. },
  1419. clampLength: function ( min, max ) {
  1420. var length = this.length();
  1421. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1422. },
  1423. floor: function () {
  1424. this.x = Math.floor( this.x );
  1425. this.y = Math.floor( this.y );
  1426. this.z = Math.floor( this.z );
  1427. this.w = Math.floor( this.w );
  1428. return this;
  1429. },
  1430. ceil: function () {
  1431. this.x = Math.ceil( this.x );
  1432. this.y = Math.ceil( this.y );
  1433. this.z = Math.ceil( this.z );
  1434. this.w = Math.ceil( this.w );
  1435. return this;
  1436. },
  1437. round: function () {
  1438. this.x = Math.round( this.x );
  1439. this.y = Math.round( this.y );
  1440. this.z = Math.round( this.z );
  1441. this.w = Math.round( this.w );
  1442. return this;
  1443. },
  1444. roundToZero: function () {
  1445. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1446. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1447. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1448. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1449. return this;
  1450. },
  1451. negate: function () {
  1452. this.x = - this.x;
  1453. this.y = - this.y;
  1454. this.z = - this.z;
  1455. this.w = - this.w;
  1456. return this;
  1457. },
  1458. dot: function ( v ) {
  1459. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1460. },
  1461. lengthSq: function () {
  1462. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1463. },
  1464. length: function () {
  1465. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1466. },
  1467. manhattanLength: function () {
  1468. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1469. },
  1470. normalize: function () {
  1471. return this.divideScalar( this.length() || 1 );
  1472. },
  1473. setLength: function ( length ) {
  1474. return this.normalize().multiplyScalar( length );
  1475. },
  1476. lerp: function ( v, alpha ) {
  1477. this.x += ( v.x - this.x ) * alpha;
  1478. this.y += ( v.y - this.y ) * alpha;
  1479. this.z += ( v.z - this.z ) * alpha;
  1480. this.w += ( v.w - this.w ) * alpha;
  1481. return this;
  1482. },
  1483. lerpVectors: function ( v1, v2, alpha ) {
  1484. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1485. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1486. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1487. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1488. return this;
  1489. },
  1490. equals: function ( v ) {
  1491. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1492. },
  1493. fromArray: function ( array, offset ) {
  1494. if ( offset === undefined ) { offset = 0; }
  1495. this.x = array[ offset ];
  1496. this.y = array[ offset + 1 ];
  1497. this.z = array[ offset + 2 ];
  1498. this.w = array[ offset + 3 ];
  1499. return this;
  1500. },
  1501. toArray: function ( array, offset ) {
  1502. if ( array === undefined ) { array = []; }
  1503. if ( offset === undefined ) { offset = 0; }
  1504. array[ offset ] = this.x;
  1505. array[ offset + 1 ] = this.y;
  1506. array[ offset + 2 ] = this.z;
  1507. array[ offset + 3 ] = this.w;
  1508. return array;
  1509. },
  1510. fromBufferAttribute: function ( attribute, index, offset ) {
  1511. if ( offset !== undefined ) {
  1512. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1513. }
  1514. this.x = attribute.getX( index );
  1515. this.y = attribute.getY( index );
  1516. this.z = attribute.getZ( index );
  1517. this.w = attribute.getW( index );
  1518. return this;
  1519. },
  1520. random: function () {
  1521. this.x = Math.random();
  1522. this.y = Math.random();
  1523. this.z = Math.random();
  1524. this.w = Math.random();
  1525. return this;
  1526. }
  1527. } );
  1528. /**
  1529. * @author szimek / https://github.com/szimek/
  1530. * @author alteredq / http://alteredqualia.com/
  1531. * @author Marius Kintel / https://github.com/kintel
  1532. */
  1533. /*
  1534. In options, we can specify:
  1535. * Texture parameters for an auto-generated target texture
  1536. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1537. */
  1538. function WebGLRenderTarget( width, height, options ) {
  1539. this.width = width;
  1540. this.height = height;
  1541. this.scissor = new Vector4( 0, 0, width, height );
  1542. this.scissorTest = false;
  1543. this.viewport = new Vector4( 0, 0, width, height );
  1544. options = options || {};
  1545. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1546. this.texture.image = {};
  1547. this.texture.image.width = width;
  1548. this.texture.image.height = height;
  1549. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1550. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1551. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1552. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1553. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1554. }
  1555. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1556. constructor: WebGLRenderTarget,
  1557. isWebGLRenderTarget: true,
  1558. setSize: function ( width, height ) {
  1559. if ( this.width !== width || this.height !== height ) {
  1560. this.width = width;
  1561. this.height = height;
  1562. this.texture.image.width = width;
  1563. this.texture.image.height = height;
  1564. this.dispose();
  1565. }
  1566. this.viewport.set( 0, 0, width, height );
  1567. this.scissor.set( 0, 0, width, height );
  1568. },
  1569. clone: function () {
  1570. return new this.constructor().copy( this );
  1571. },
  1572. copy: function ( source ) {
  1573. this.width = source.width;
  1574. this.height = source.height;
  1575. this.viewport.copy( source.viewport );
  1576. this.texture = source.texture.clone();
  1577. this.depthBuffer = source.depthBuffer;
  1578. this.stencilBuffer = source.stencilBuffer;
  1579. this.depthTexture = source.depthTexture;
  1580. return this;
  1581. },
  1582. dispose: function () {
  1583. this.dispatchEvent( { type: 'dispose' } );
  1584. }
  1585. } );
  1586. /**
  1587. * @author Mugen87 / https://github.com/Mugen87
  1588. * @author Matt DesLauriers / @mattdesl
  1589. */
  1590. function WebGLMultisampleRenderTarget( width, height, options ) {
  1591. WebGLRenderTarget.call( this, width, height, options );
  1592. this.samples = 4;
  1593. }
  1594. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1595. constructor: WebGLMultisampleRenderTarget,
  1596. isWebGLMultisampleRenderTarget: true,
  1597. copy: function ( source ) {
  1598. WebGLRenderTarget.prototype.copy.call( this, source );
  1599. this.samples = source.samples;
  1600. return this;
  1601. }
  1602. } );
  1603. /**
  1604. * @author mikael emtinger / http://gomo.se/
  1605. * @author alteredq / http://alteredqualia.com/
  1606. * @author WestLangley / http://github.com/WestLangley
  1607. * @author bhouston / http://clara.io
  1608. */
  1609. function Quaternion( x, y, z, w ) {
  1610. this._x = x || 0;
  1611. this._y = y || 0;
  1612. this._z = z || 0;
  1613. this._w = ( w !== undefined ) ? w : 1;
  1614. }
  1615. Object.assign( Quaternion, {
  1616. slerp: function ( qa, qb, qm, t ) {
  1617. return qm.copy( qa ).slerp( qb, t );
  1618. },
  1619. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1620. // fuzz-free, array-based Quaternion SLERP operation
  1621. var x0 = src0[ srcOffset0 + 0 ],
  1622. y0 = src0[ srcOffset0 + 1 ],
  1623. z0 = src0[ srcOffset0 + 2 ],
  1624. w0 = src0[ srcOffset0 + 3 ];
  1625. var x1 = src1[ srcOffset1 + 0 ],
  1626. y1 = src1[ srcOffset1 + 1 ],
  1627. z1 = src1[ srcOffset1 + 2 ],
  1628. w1 = src1[ srcOffset1 + 3 ];
  1629. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1630. var s = 1 - t,
  1631. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1632. dir = ( cos >= 0 ? 1 : - 1 ),
  1633. sqrSin = 1 - cos * cos;
  1634. // Skip the Slerp for tiny steps to avoid numeric problems:
  1635. if ( sqrSin > Number.EPSILON ) {
  1636. var sin = Math.sqrt( sqrSin ),
  1637. len = Math.atan2( sin, cos * dir );
  1638. s = Math.sin( s * len ) / sin;
  1639. t = Math.sin( t * len ) / sin;
  1640. }
  1641. var tDir = t * dir;
  1642. x0 = x0 * s + x1 * tDir;
  1643. y0 = y0 * s + y1 * tDir;
  1644. z0 = z0 * s + z1 * tDir;
  1645. w0 = w0 * s + w1 * tDir;
  1646. // Normalize in case we just did a lerp:
  1647. if ( s === 1 - t ) {
  1648. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1649. x0 *= f;
  1650. y0 *= f;
  1651. z0 *= f;
  1652. w0 *= f;
  1653. }
  1654. }
  1655. dst[ dstOffset ] = x0;
  1656. dst[ dstOffset + 1 ] = y0;
  1657. dst[ dstOffset + 2 ] = z0;
  1658. dst[ dstOffset + 3 ] = w0;
  1659. },
  1660. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1661. var x0 = src0[ srcOffset0 ];
  1662. var y0 = src0[ srcOffset0 + 1 ];
  1663. var z0 = src0[ srcOffset0 + 2 ];
  1664. var w0 = src0[ srcOffset0 + 3 ];
  1665. var x1 = src1[ srcOffset1 ];
  1666. var y1 = src1[ srcOffset1 + 1 ];
  1667. var z1 = src1[ srcOffset1 + 2 ];
  1668. var w1 = src1[ srcOffset1 + 3 ];
  1669. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1670. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1671. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1672. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1673. return dst;
  1674. }
  1675. } );
  1676. Object.defineProperties( Quaternion.prototype, {
  1677. x: {
  1678. get: function () {
  1679. return this._x;
  1680. },
  1681. set: function ( value ) {
  1682. this._x = value;
  1683. this._onChangeCallback();
  1684. }
  1685. },
  1686. y: {
  1687. get: function () {
  1688. return this._y;
  1689. },
  1690. set: function ( value ) {
  1691. this._y = value;
  1692. this._onChangeCallback();
  1693. }
  1694. },
  1695. z: {
  1696. get: function () {
  1697. return this._z;
  1698. },
  1699. set: function ( value ) {
  1700. this._z = value;
  1701. this._onChangeCallback();
  1702. }
  1703. },
  1704. w: {
  1705. get: function () {
  1706. return this._w;
  1707. },
  1708. set: function ( value ) {
  1709. this._w = value;
  1710. this._onChangeCallback();
  1711. }
  1712. }
  1713. } );
  1714. Object.assign( Quaternion.prototype, {
  1715. isQuaternion: true,
  1716. set: function ( x, y, z, w ) {
  1717. this._x = x;
  1718. this._y = y;
  1719. this._z = z;
  1720. this._w = w;
  1721. this._onChangeCallback();
  1722. return this;
  1723. },
  1724. clone: function () {
  1725. return new this.constructor( this._x, this._y, this._z, this._w );
  1726. },
  1727. copy: function ( quaternion ) {
  1728. this._x = quaternion.x;
  1729. this._y = quaternion.y;
  1730. this._z = quaternion.z;
  1731. this._w = quaternion.w;
  1732. this._onChangeCallback();
  1733. return this;
  1734. },
  1735. setFromEuler: function ( euler, update ) {
  1736. if ( ! ( euler && euler.isEuler ) ) {
  1737. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1738. }
  1739. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1740. // http://www.mathworks.com/matlabcentral/fileexchange/
  1741. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1742. // content/SpinCalc.m
  1743. var cos = Math.cos;
  1744. var sin = Math.sin;
  1745. var c1 = cos( x / 2 );
  1746. var c2 = cos( y / 2 );
  1747. var c3 = cos( z / 2 );
  1748. var s1 = sin( x / 2 );
  1749. var s2 = sin( y / 2 );
  1750. var s3 = sin( z / 2 );
  1751. switch ( order ) {
  1752. case 'XYZ':
  1753. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1754. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1755. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1756. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1757. break;
  1758. case 'YXZ':
  1759. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1760. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1763. break;
  1764. case 'ZXY':
  1765. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1766. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1767. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1768. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1769. break;
  1770. case 'ZYX':
  1771. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1772. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1773. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1774. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1775. break;
  1776. case 'YZX':
  1777. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1778. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1779. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1780. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1781. break;
  1782. case 'XZY':
  1783. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1784. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1785. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1786. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1787. break;
  1788. default:
  1789. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1790. }
  1791. if ( update !== false ) { this._onChangeCallback(); }
  1792. return this;
  1793. },
  1794. setFromAxisAngle: function ( axis, angle ) {
  1795. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1796. // assumes axis is normalized
  1797. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1798. this._x = axis.x * s;
  1799. this._y = axis.y * s;
  1800. this._z = axis.z * s;
  1801. this._w = Math.cos( halfAngle );
  1802. this._onChangeCallback();
  1803. return this;
  1804. },
  1805. setFromRotationMatrix: function ( m ) {
  1806. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1807. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1808. var te = m.elements,
  1809. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1810. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1811. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1812. trace = m11 + m22 + m33;
  1813. if ( trace > 0 ) {
  1814. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1815. this._w = 0.25 / s;
  1816. this._x = ( m32 - m23 ) * s;
  1817. this._y = ( m13 - m31 ) * s;
  1818. this._z = ( m21 - m12 ) * s;
  1819. } else if ( m11 > m22 && m11 > m33 ) {
  1820. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1821. this._w = ( m32 - m23 ) / s$1;
  1822. this._x = 0.25 * s$1;
  1823. this._y = ( m12 + m21 ) / s$1;
  1824. this._z = ( m13 + m31 ) / s$1;
  1825. } else if ( m22 > m33 ) {
  1826. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1827. this._w = ( m13 - m31 ) / s$2;
  1828. this._x = ( m12 + m21 ) / s$2;
  1829. this._y = 0.25 * s$2;
  1830. this._z = ( m23 + m32 ) / s$2;
  1831. } else {
  1832. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1833. this._w = ( m21 - m12 ) / s$3;
  1834. this._x = ( m13 + m31 ) / s$3;
  1835. this._y = ( m23 + m32 ) / s$3;
  1836. this._z = 0.25 * s$3;
  1837. }
  1838. this._onChangeCallback();
  1839. return this;
  1840. },
  1841. setFromUnitVectors: function ( vFrom, vTo ) {
  1842. // assumes direction vectors vFrom and vTo are normalized
  1843. var EPS = 0.000001;
  1844. var r = vFrom.dot( vTo ) + 1;
  1845. if ( r < EPS ) {
  1846. r = 0;
  1847. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1848. this._x = - vFrom.y;
  1849. this._y = vFrom.x;
  1850. this._z = 0;
  1851. this._w = r;
  1852. } else {
  1853. this._x = 0;
  1854. this._y = - vFrom.z;
  1855. this._z = vFrom.y;
  1856. this._w = r;
  1857. }
  1858. } else {
  1859. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1860. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1861. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1862. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1863. this._w = r;
  1864. }
  1865. return this.normalize();
  1866. },
  1867. angleTo: function ( q ) {
  1868. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1869. },
  1870. rotateTowards: function ( q, step ) {
  1871. var angle = this.angleTo( q );
  1872. if ( angle === 0 ) { return this; }
  1873. var t = Math.min( 1, step / angle );
  1874. this.slerp( q, t );
  1875. return this;
  1876. },
  1877. inverse: function () {
  1878. // quaternion is assumed to have unit length
  1879. return this.conjugate();
  1880. },
  1881. conjugate: function () {
  1882. this._x *= - 1;
  1883. this._y *= - 1;
  1884. this._z *= - 1;
  1885. this._onChangeCallback();
  1886. return this;
  1887. },
  1888. dot: function ( v ) {
  1889. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1890. },
  1891. lengthSq: function () {
  1892. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1893. },
  1894. length: function () {
  1895. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1896. },
  1897. normalize: function () {
  1898. var l = this.length();
  1899. if ( l === 0 ) {
  1900. this._x = 0;
  1901. this._y = 0;
  1902. this._z = 0;
  1903. this._w = 1;
  1904. } else {
  1905. l = 1 / l;
  1906. this._x = this._x * l;
  1907. this._y = this._y * l;
  1908. this._z = this._z * l;
  1909. this._w = this._w * l;
  1910. }
  1911. this._onChangeCallback();
  1912. return this;
  1913. },
  1914. multiply: function ( q, p ) {
  1915. if ( p !== undefined ) {
  1916. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1917. return this.multiplyQuaternions( q, p );
  1918. }
  1919. return this.multiplyQuaternions( this, q );
  1920. },
  1921. premultiply: function ( q ) {
  1922. return this.multiplyQuaternions( q, this );
  1923. },
  1924. multiplyQuaternions: function ( a, b ) {
  1925. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1926. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1927. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1928. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1929. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1930. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1931. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1932. this._onChangeCallback();
  1933. return this;
  1934. },
  1935. slerp: function ( qb, t ) {
  1936. if ( t === 0 ) { return this; }
  1937. if ( t === 1 ) { return this.copy( qb ); }
  1938. var x = this._x, y = this._y, z = this._z, w = this._w;
  1939. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1940. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1941. if ( cosHalfTheta < 0 ) {
  1942. this._w = - qb._w;
  1943. this._x = - qb._x;
  1944. this._y = - qb._y;
  1945. this._z = - qb._z;
  1946. cosHalfTheta = - cosHalfTheta;
  1947. } else {
  1948. this.copy( qb );
  1949. }
  1950. if ( cosHalfTheta >= 1.0 ) {
  1951. this._w = w;
  1952. this._x = x;
  1953. this._y = y;
  1954. this._z = z;
  1955. return this;
  1956. }
  1957. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1958. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1959. var s = 1 - t;
  1960. this._w = s * w + t * this._w;
  1961. this._x = s * x + t * this._x;
  1962. this._y = s * y + t * this._y;
  1963. this._z = s * z + t * this._z;
  1964. this.normalize();
  1965. this._onChangeCallback();
  1966. return this;
  1967. }
  1968. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1969. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1970. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1971. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1972. this._w = ( w * ratioA + this._w * ratioB );
  1973. this._x = ( x * ratioA + this._x * ratioB );
  1974. this._y = ( y * ratioA + this._y * ratioB );
  1975. this._z = ( z * ratioA + this._z * ratioB );
  1976. this._onChangeCallback();
  1977. return this;
  1978. },
  1979. equals: function ( quaternion ) {
  1980. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1981. },
  1982. fromArray: function ( array, offset ) {
  1983. if ( offset === undefined ) { offset = 0; }
  1984. this._x = array[ offset ];
  1985. this._y = array[ offset + 1 ];
  1986. this._z = array[ offset + 2 ];
  1987. this._w = array[ offset + 3 ];
  1988. this._onChangeCallback();
  1989. return this;
  1990. },
  1991. toArray: function ( array, offset ) {
  1992. if ( array === undefined ) { array = []; }
  1993. if ( offset === undefined ) { offset = 0; }
  1994. array[ offset ] = this._x;
  1995. array[ offset + 1 ] = this._y;
  1996. array[ offset + 2 ] = this._z;
  1997. array[ offset + 3 ] = this._w;
  1998. return array;
  1999. },
  2000. fromBufferAttribute: function ( attribute, index ) {
  2001. this._x = attribute.getX( index );
  2002. this._y = attribute.getY( index );
  2003. this._z = attribute.getZ( index );
  2004. this._w = attribute.getW( index );
  2005. return this;
  2006. },
  2007. _onChange: function ( callback ) {
  2008. this._onChangeCallback = callback;
  2009. return this;
  2010. },
  2011. _onChangeCallback: function () {}
  2012. } );
  2013. /**
  2014. * @author mrdoob / http://mrdoob.com/
  2015. * @author kile / http://kile.stravaganza.org/
  2016. * @author philogb / http://blog.thejit.org/
  2017. * @author mikael emtinger / http://gomo.se/
  2018. * @author egraether / http://egraether.com/
  2019. * @author WestLangley / http://github.com/WestLangley
  2020. */
  2021. var _vector = new Vector3();
  2022. var _quaternion = new Quaternion();
  2023. function Vector3( x, y, z ) {
  2024. this.x = x || 0;
  2025. this.y = y || 0;
  2026. this.z = z || 0;
  2027. }
  2028. Object.assign( Vector3.prototype, {
  2029. isVector3: true,
  2030. set: function ( x, y, z ) {
  2031. this.x = x;
  2032. this.y = y;
  2033. this.z = z;
  2034. return this;
  2035. },
  2036. setScalar: function ( scalar ) {
  2037. this.x = scalar;
  2038. this.y = scalar;
  2039. this.z = scalar;
  2040. return this;
  2041. },
  2042. setX: function ( x ) {
  2043. this.x = x;
  2044. return this;
  2045. },
  2046. setY: function ( y ) {
  2047. this.y = y;
  2048. return this;
  2049. },
  2050. setZ: function ( z ) {
  2051. this.z = z;
  2052. return this;
  2053. },
  2054. setComponent: function ( index, value ) {
  2055. switch ( index ) {
  2056. case 0: this.x = value; break;
  2057. case 1: this.y = value; break;
  2058. case 2: this.z = value; break;
  2059. default: throw new Error( 'index is out of range: ' + index );
  2060. }
  2061. return this;
  2062. },
  2063. getComponent: function ( index ) {
  2064. switch ( index ) {
  2065. case 0: return this.x;
  2066. case 1: return this.y;
  2067. case 2: return this.z;
  2068. default: throw new Error( 'index is out of range: ' + index );
  2069. }
  2070. },
  2071. clone: function () {
  2072. return new this.constructor( this.x, this.y, this.z );
  2073. },
  2074. copy: function ( v ) {
  2075. this.x = v.x;
  2076. this.y = v.y;
  2077. this.z = v.z;
  2078. return this;
  2079. },
  2080. add: function ( v, w ) {
  2081. if ( w !== undefined ) {
  2082. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2083. return this.addVectors( v, w );
  2084. }
  2085. this.x += v.x;
  2086. this.y += v.y;
  2087. this.z += v.z;
  2088. return this;
  2089. },
  2090. addScalar: function ( s ) {
  2091. this.x += s;
  2092. this.y += s;
  2093. this.z += s;
  2094. return this;
  2095. },
  2096. addVectors: function ( a, b ) {
  2097. this.x = a.x + b.x;
  2098. this.y = a.y + b.y;
  2099. this.z = a.z + b.z;
  2100. return this;
  2101. },
  2102. addScaledVector: function ( v, s ) {
  2103. this.x += v.x * s;
  2104. this.y += v.y * s;
  2105. this.z += v.z * s;
  2106. return this;
  2107. },
  2108. sub: function ( v, w ) {
  2109. if ( w !== undefined ) {
  2110. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2111. return this.subVectors( v, w );
  2112. }
  2113. this.x -= v.x;
  2114. this.y -= v.y;
  2115. this.z -= v.z;
  2116. return this;
  2117. },
  2118. subScalar: function ( s ) {
  2119. this.x -= s;
  2120. this.y -= s;
  2121. this.z -= s;
  2122. return this;
  2123. },
  2124. subVectors: function ( a, b ) {
  2125. this.x = a.x - b.x;
  2126. this.y = a.y - b.y;
  2127. this.z = a.z - b.z;
  2128. return this;
  2129. },
  2130. multiply: function ( v, w ) {
  2131. if ( w !== undefined ) {
  2132. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2133. return this.multiplyVectors( v, w );
  2134. }
  2135. this.x *= v.x;
  2136. this.y *= v.y;
  2137. this.z *= v.z;
  2138. return this;
  2139. },
  2140. multiplyScalar: function ( scalar ) {
  2141. this.x *= scalar;
  2142. this.y *= scalar;
  2143. this.z *= scalar;
  2144. return this;
  2145. },
  2146. multiplyVectors: function ( a, b ) {
  2147. this.x = a.x * b.x;
  2148. this.y = a.y * b.y;
  2149. this.z = a.z * b.z;
  2150. return this;
  2151. },
  2152. applyEuler: function ( euler ) {
  2153. if ( ! ( euler && euler.isEuler ) ) {
  2154. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2155. }
  2156. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2157. },
  2158. applyAxisAngle: function ( axis, angle ) {
  2159. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2160. },
  2161. applyMatrix3: function ( m ) {
  2162. var x = this.x, y = this.y, z = this.z;
  2163. var e = m.elements;
  2164. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2165. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2166. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2167. return this;
  2168. },
  2169. applyNormalMatrix: function ( m ) {
  2170. return this.applyMatrix3( m ).normalize();
  2171. },
  2172. applyMatrix4: function ( m ) {
  2173. var x = this.x, y = this.y, z = this.z;
  2174. var e = m.elements;
  2175. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2176. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2177. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2178. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2179. return this;
  2180. },
  2181. applyQuaternion: function ( q ) {
  2182. var x = this.x, y = this.y, z = this.z;
  2183. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2184. // calculate quat * vector
  2185. var ix = qw * x + qy * z - qz * y;
  2186. var iy = qw * y + qz * x - qx * z;
  2187. var iz = qw * z + qx * y - qy * x;
  2188. var iw = - qx * x - qy * y - qz * z;
  2189. // calculate result * inverse quat
  2190. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2191. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2192. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2193. return this;
  2194. },
  2195. project: function ( camera ) {
  2196. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2197. },
  2198. unproject: function ( camera ) {
  2199. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2200. },
  2201. transformDirection: function ( m ) {
  2202. // input: THREE.Matrix4 affine matrix
  2203. // vector interpreted as a direction
  2204. var x = this.x, y = this.y, z = this.z;
  2205. var e = m.elements;
  2206. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2207. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2208. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2209. return this.normalize();
  2210. },
  2211. divide: function ( v ) {
  2212. this.x /= v.x;
  2213. this.y /= v.y;
  2214. this.z /= v.z;
  2215. return this;
  2216. },
  2217. divideScalar: function ( scalar ) {
  2218. return this.multiplyScalar( 1 / scalar );
  2219. },
  2220. min: function ( v ) {
  2221. this.x = Math.min( this.x, v.x );
  2222. this.y = Math.min( this.y, v.y );
  2223. this.z = Math.min( this.z, v.z );
  2224. return this;
  2225. },
  2226. max: function ( v ) {
  2227. this.x = Math.max( this.x, v.x );
  2228. this.y = Math.max( this.y, v.y );
  2229. this.z = Math.max( this.z, v.z );
  2230. return this;
  2231. },
  2232. clamp: function ( min, max ) {
  2233. // assumes min < max, componentwise
  2234. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2235. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2236. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2237. return this;
  2238. },
  2239. clampScalar: function ( minVal, maxVal ) {
  2240. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2241. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2242. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2243. return this;
  2244. },
  2245. clampLength: function ( min, max ) {
  2246. var length = this.length();
  2247. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2248. },
  2249. floor: function () {
  2250. this.x = Math.floor( this.x );
  2251. this.y = Math.floor( this.y );
  2252. this.z = Math.floor( this.z );
  2253. return this;
  2254. },
  2255. ceil: function () {
  2256. this.x = Math.ceil( this.x );
  2257. this.y = Math.ceil( this.y );
  2258. this.z = Math.ceil( this.z );
  2259. return this;
  2260. },
  2261. round: function () {
  2262. this.x = Math.round( this.x );
  2263. this.y = Math.round( this.y );
  2264. this.z = Math.round( this.z );
  2265. return this;
  2266. },
  2267. roundToZero: function () {
  2268. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2269. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2270. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2271. return this;
  2272. },
  2273. negate: function () {
  2274. this.x = - this.x;
  2275. this.y = - this.y;
  2276. this.z = - this.z;
  2277. return this;
  2278. },
  2279. dot: function ( v ) {
  2280. return this.x * v.x + this.y * v.y + this.z * v.z;
  2281. },
  2282. // TODO lengthSquared?
  2283. lengthSq: function () {
  2284. return this.x * this.x + this.y * this.y + this.z * this.z;
  2285. },
  2286. length: function () {
  2287. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2288. },
  2289. manhattanLength: function () {
  2290. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2291. },
  2292. normalize: function () {
  2293. return this.divideScalar( this.length() || 1 );
  2294. },
  2295. setLength: function ( length ) {
  2296. return this.normalize().multiplyScalar( length );
  2297. },
  2298. lerp: function ( v, alpha ) {
  2299. this.x += ( v.x - this.x ) * alpha;
  2300. this.y += ( v.y - this.y ) * alpha;
  2301. this.z += ( v.z - this.z ) * alpha;
  2302. return this;
  2303. },
  2304. lerpVectors: function ( v1, v2, alpha ) {
  2305. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2306. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2307. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2308. return this;
  2309. },
  2310. cross: function ( v, w ) {
  2311. if ( w !== undefined ) {
  2312. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2313. return this.crossVectors( v, w );
  2314. }
  2315. return this.crossVectors( this, v );
  2316. },
  2317. crossVectors: function ( a, b ) {
  2318. var ax = a.x, ay = a.y, az = a.z;
  2319. var bx = b.x, by = b.y, bz = b.z;
  2320. this.x = ay * bz - az * by;
  2321. this.y = az * bx - ax * bz;
  2322. this.z = ax * by - ay * bx;
  2323. return this;
  2324. },
  2325. projectOnVector: function ( v ) {
  2326. var denominator = v.lengthSq();
  2327. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2328. var scalar = v.dot( this ) / denominator;
  2329. return this.copy( v ).multiplyScalar( scalar );
  2330. },
  2331. projectOnPlane: function ( planeNormal ) {
  2332. _vector.copy( this ).projectOnVector( planeNormal );
  2333. return this.sub( _vector );
  2334. },
  2335. reflect: function ( normal ) {
  2336. // reflect incident vector off plane orthogonal to normal
  2337. // normal is assumed to have unit length
  2338. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2339. },
  2340. angleTo: function ( v ) {
  2341. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2342. if ( denominator === 0 ) { return Math.PI / 2; }
  2343. var theta = this.dot( v ) / denominator;
  2344. // clamp, to handle numerical problems
  2345. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2346. },
  2347. distanceTo: function ( v ) {
  2348. return Math.sqrt( this.distanceToSquared( v ) );
  2349. },
  2350. distanceToSquared: function ( v ) {
  2351. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2352. return dx * dx + dy * dy + dz * dz;
  2353. },
  2354. manhattanDistanceTo: function ( v ) {
  2355. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2356. },
  2357. setFromSpherical: function ( s ) {
  2358. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2359. },
  2360. setFromSphericalCoords: function ( radius, phi, theta ) {
  2361. var sinPhiRadius = Math.sin( phi ) * radius;
  2362. this.x = sinPhiRadius * Math.sin( theta );
  2363. this.y = Math.cos( phi ) * radius;
  2364. this.z = sinPhiRadius * Math.cos( theta );
  2365. return this;
  2366. },
  2367. setFromCylindrical: function ( c ) {
  2368. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2369. },
  2370. setFromCylindricalCoords: function ( radius, theta, y ) {
  2371. this.x = radius * Math.sin( theta );
  2372. this.y = y;
  2373. this.z = radius * Math.cos( theta );
  2374. return this;
  2375. },
  2376. setFromMatrixPosition: function ( m ) {
  2377. var e = m.elements;
  2378. this.x = e[ 12 ];
  2379. this.y = e[ 13 ];
  2380. this.z = e[ 14 ];
  2381. return this;
  2382. },
  2383. setFromMatrixScale: function ( m ) {
  2384. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2385. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2386. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2387. this.x = sx;
  2388. this.y = sy;
  2389. this.z = sz;
  2390. return this;
  2391. },
  2392. setFromMatrixColumn: function ( m, index ) {
  2393. return this.fromArray( m.elements, index * 4 );
  2394. },
  2395. setFromMatrix3Column: function ( m, index ) {
  2396. return this.fromArray( m.elements, index * 3 );
  2397. },
  2398. equals: function ( v ) {
  2399. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2400. },
  2401. fromArray: function ( array, offset ) {
  2402. if ( offset === undefined ) { offset = 0; }
  2403. this.x = array[ offset ];
  2404. this.y = array[ offset + 1 ];
  2405. this.z = array[ offset + 2 ];
  2406. return this;
  2407. },
  2408. toArray: function ( array, offset ) {
  2409. if ( array === undefined ) { array = []; }
  2410. if ( offset === undefined ) { offset = 0; }
  2411. array[ offset ] = this.x;
  2412. array[ offset + 1 ] = this.y;
  2413. array[ offset + 2 ] = this.z;
  2414. return array;
  2415. },
  2416. fromBufferAttribute: function ( attribute, index, offset ) {
  2417. if ( offset !== undefined ) {
  2418. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2419. }
  2420. this.x = attribute.getX( index );
  2421. this.y = attribute.getY( index );
  2422. this.z = attribute.getZ( index );
  2423. return this;
  2424. },
  2425. random: function () {
  2426. this.x = Math.random();
  2427. this.y = Math.random();
  2428. this.z = Math.random();
  2429. return this;
  2430. }
  2431. } );
  2432. var _v1 = new Vector3();
  2433. var _m1 = new Matrix4();
  2434. var _zero = new Vector3( 0, 0, 0 );
  2435. var _one = new Vector3( 1, 1, 1 );
  2436. var _x = new Vector3();
  2437. var _y = new Vector3();
  2438. var _z = new Vector3();
  2439. /**
  2440. * @author mrdoob / http://mrdoob.com/
  2441. * @author supereggbert / http://www.paulbrunt.co.uk/
  2442. * @author philogb / http://blog.thejit.org/
  2443. * @author jordi_ros / http://plattsoft.com
  2444. * @author D1plo1d / http://github.com/D1plo1d
  2445. * @author alteredq / http://alteredqualia.com/
  2446. * @author mikael emtinger / http://gomo.se/
  2447. * @author timknip / http://www.floorplanner.com/
  2448. * @author bhouston / http://clara.io
  2449. * @author WestLangley / http://github.com/WestLangley
  2450. */
  2451. function Matrix4() {
  2452. this.elements = [
  2453. 1, 0, 0, 0,
  2454. 0, 1, 0, 0,
  2455. 0, 0, 1, 0,
  2456. 0, 0, 0, 1
  2457. ];
  2458. if ( arguments.length > 0 ) {
  2459. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2460. }
  2461. }
  2462. Object.assign( Matrix4.prototype, {
  2463. isMatrix4: true,
  2464. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2465. var te = this.elements;
  2466. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2467. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2468. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2469. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2470. return this;
  2471. },
  2472. identity: function () {
  2473. this.set(
  2474. 1, 0, 0, 0,
  2475. 0, 1, 0, 0,
  2476. 0, 0, 1, 0,
  2477. 0, 0, 0, 1
  2478. );
  2479. return this;
  2480. },
  2481. clone: function () {
  2482. return new Matrix4().fromArray( this.elements );
  2483. },
  2484. copy: function ( m ) {
  2485. var te = this.elements;
  2486. var me = m.elements;
  2487. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2488. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2489. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2490. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2491. return this;
  2492. },
  2493. copyPosition: function ( m ) {
  2494. var te = this.elements, me = m.elements;
  2495. te[ 12 ] = me[ 12 ];
  2496. te[ 13 ] = me[ 13 ];
  2497. te[ 14 ] = me[ 14 ];
  2498. return this;
  2499. },
  2500. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2501. xAxis.setFromMatrixColumn( this, 0 );
  2502. yAxis.setFromMatrixColumn( this, 1 );
  2503. zAxis.setFromMatrixColumn( this, 2 );
  2504. return this;
  2505. },
  2506. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2507. this.set(
  2508. xAxis.x, yAxis.x, zAxis.x, 0,
  2509. xAxis.y, yAxis.y, zAxis.y, 0,
  2510. xAxis.z, yAxis.z, zAxis.z, 0,
  2511. 0, 0, 0, 1
  2512. );
  2513. return this;
  2514. },
  2515. extractRotation: function ( m ) {
  2516. // this method does not support reflection matrices
  2517. var te = this.elements;
  2518. var me = m.elements;
  2519. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2520. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2521. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2522. te[ 0 ] = me[ 0 ] * scaleX;
  2523. te[ 1 ] = me[ 1 ] * scaleX;
  2524. te[ 2 ] = me[ 2 ] * scaleX;
  2525. te[ 3 ] = 0;
  2526. te[ 4 ] = me[ 4 ] * scaleY;
  2527. te[ 5 ] = me[ 5 ] * scaleY;
  2528. te[ 6 ] = me[ 6 ] * scaleY;
  2529. te[ 7 ] = 0;
  2530. te[ 8 ] = me[ 8 ] * scaleZ;
  2531. te[ 9 ] = me[ 9 ] * scaleZ;
  2532. te[ 10 ] = me[ 10 ] * scaleZ;
  2533. te[ 11 ] = 0;
  2534. te[ 12 ] = 0;
  2535. te[ 13 ] = 0;
  2536. te[ 14 ] = 0;
  2537. te[ 15 ] = 1;
  2538. return this;
  2539. },
  2540. makeRotationFromEuler: function ( euler ) {
  2541. if ( ! ( euler && euler.isEuler ) ) {
  2542. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2543. }
  2544. var te = this.elements;
  2545. var x = euler.x, y = euler.y, z = euler.z;
  2546. var a = Math.cos( x ), b = Math.sin( x );
  2547. var c = Math.cos( y ), d = Math.sin( y );
  2548. var e = Math.cos( z ), f = Math.sin( z );
  2549. if ( euler.order === 'XYZ' ) {
  2550. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2551. te[ 0 ] = c * e;
  2552. te[ 4 ] = - c * f;
  2553. te[ 8 ] = d;
  2554. te[ 1 ] = af + be * d;
  2555. te[ 5 ] = ae - bf * d;
  2556. te[ 9 ] = - b * c;
  2557. te[ 2 ] = bf - ae * d;
  2558. te[ 6 ] = be + af * d;
  2559. te[ 10 ] = a * c;
  2560. } else if ( euler.order === 'YXZ' ) {
  2561. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2562. te[ 0 ] = ce + df * b;
  2563. te[ 4 ] = de * b - cf;
  2564. te[ 8 ] = a * d;
  2565. te[ 1 ] = a * f;
  2566. te[ 5 ] = a * e;
  2567. te[ 9 ] = - b;
  2568. te[ 2 ] = cf * b - de;
  2569. te[ 6 ] = df + ce * b;
  2570. te[ 10 ] = a * c;
  2571. } else if ( euler.order === 'ZXY' ) {
  2572. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2573. te[ 0 ] = ce$1 - df$1 * b;
  2574. te[ 4 ] = - a * f;
  2575. te[ 8 ] = de$1 + cf$1 * b;
  2576. te[ 1 ] = cf$1 + de$1 * b;
  2577. te[ 5 ] = a * e;
  2578. te[ 9 ] = df$1 - ce$1 * b;
  2579. te[ 2 ] = - a * d;
  2580. te[ 6 ] = b;
  2581. te[ 10 ] = a * c;
  2582. } else if ( euler.order === 'ZYX' ) {
  2583. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2584. te[ 0 ] = c * e;
  2585. te[ 4 ] = be$1 * d - af$1;
  2586. te[ 8 ] = ae$1 * d + bf$1;
  2587. te[ 1 ] = c * f;
  2588. te[ 5 ] = bf$1 * d + ae$1;
  2589. te[ 9 ] = af$1 * d - be$1;
  2590. te[ 2 ] = - d;
  2591. te[ 6 ] = b * c;
  2592. te[ 10 ] = a * c;
  2593. } else if ( euler.order === 'YZX' ) {
  2594. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2595. te[ 0 ] = c * e;
  2596. te[ 4 ] = bd - ac * f;
  2597. te[ 8 ] = bc * f + ad;
  2598. te[ 1 ] = f;
  2599. te[ 5 ] = a * e;
  2600. te[ 9 ] = - b * e;
  2601. te[ 2 ] = - d * e;
  2602. te[ 6 ] = ad * f + bc;
  2603. te[ 10 ] = ac - bd * f;
  2604. } else if ( euler.order === 'XZY' ) {
  2605. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2606. te[ 0 ] = c * e;
  2607. te[ 4 ] = - f;
  2608. te[ 8 ] = d * e;
  2609. te[ 1 ] = ac$1 * f + bd$1;
  2610. te[ 5 ] = a * e;
  2611. te[ 9 ] = ad$1 * f - bc$1;
  2612. te[ 2 ] = bc$1 * f - ad$1;
  2613. te[ 6 ] = b * e;
  2614. te[ 10 ] = bd$1 * f + ac$1;
  2615. }
  2616. // bottom row
  2617. te[ 3 ] = 0;
  2618. te[ 7 ] = 0;
  2619. te[ 11 ] = 0;
  2620. // last column
  2621. te[ 12 ] = 0;
  2622. te[ 13 ] = 0;
  2623. te[ 14 ] = 0;
  2624. te[ 15 ] = 1;
  2625. return this;
  2626. },
  2627. makeRotationFromQuaternion: function ( q ) {
  2628. return this.compose( _zero, q, _one );
  2629. },
  2630. lookAt: function ( eye, target, up ) {
  2631. var te = this.elements;
  2632. _z.subVectors( eye, target );
  2633. if ( _z.lengthSq() === 0 ) {
  2634. // eye and target are in the same position
  2635. _z.z = 1;
  2636. }
  2637. _z.normalize();
  2638. _x.crossVectors( up, _z );
  2639. if ( _x.lengthSq() === 0 ) {
  2640. // up and z are parallel
  2641. if ( Math.abs( up.z ) === 1 ) {
  2642. _z.x += 0.0001;
  2643. } else {
  2644. _z.z += 0.0001;
  2645. }
  2646. _z.normalize();
  2647. _x.crossVectors( up, _z );
  2648. }
  2649. _x.normalize();
  2650. _y.crossVectors( _z, _x );
  2651. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2652. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2653. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2654. return this;
  2655. },
  2656. multiply: function ( m, n ) {
  2657. if ( n !== undefined ) {
  2658. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2659. return this.multiplyMatrices( m, n );
  2660. }
  2661. return this.multiplyMatrices( this, m );
  2662. },
  2663. premultiply: function ( m ) {
  2664. return this.multiplyMatrices( m, this );
  2665. },
  2666. multiplyMatrices: function ( a, b ) {
  2667. var ae = a.elements;
  2668. var be = b.elements;
  2669. var te = this.elements;
  2670. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2671. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2672. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2673. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2674. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2675. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2676. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2677. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2678. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2679. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2680. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2681. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2682. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2683. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2684. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2685. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2686. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2687. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2688. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2689. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2690. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2691. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2692. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2693. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2694. return this;
  2695. },
  2696. multiplyScalar: function ( s ) {
  2697. var te = this.elements;
  2698. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2699. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2700. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2701. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2702. return this;
  2703. },
  2704. determinant: function () {
  2705. var te = this.elements;
  2706. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2707. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2708. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2709. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2710. //TODO: make this more efficient
  2711. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2712. return (
  2713. n41 * (
  2714. + n14 * n23 * n32
  2715. - n13 * n24 * n32
  2716. - n14 * n22 * n33
  2717. + n12 * n24 * n33
  2718. + n13 * n22 * n34
  2719. - n12 * n23 * n34
  2720. ) +
  2721. n42 * (
  2722. + n11 * n23 * n34
  2723. - n11 * n24 * n33
  2724. + n14 * n21 * n33
  2725. - n13 * n21 * n34
  2726. + n13 * n24 * n31
  2727. - n14 * n23 * n31
  2728. ) +
  2729. n43 * (
  2730. + n11 * n24 * n32
  2731. - n11 * n22 * n34
  2732. - n14 * n21 * n32
  2733. + n12 * n21 * n34
  2734. + n14 * n22 * n31
  2735. - n12 * n24 * n31
  2736. ) +
  2737. n44 * (
  2738. - n13 * n22 * n31
  2739. - n11 * n23 * n32
  2740. + n11 * n22 * n33
  2741. + n13 * n21 * n32
  2742. - n12 * n21 * n33
  2743. + n12 * n23 * n31
  2744. )
  2745. );
  2746. },
  2747. transpose: function () {
  2748. var te = this.elements;
  2749. var tmp;
  2750. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2751. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2752. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2753. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2754. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2755. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2756. return this;
  2757. },
  2758. setPosition: function ( x, y, z ) {
  2759. var te = this.elements;
  2760. if ( x.isVector3 ) {
  2761. te[ 12 ] = x.x;
  2762. te[ 13 ] = x.y;
  2763. te[ 14 ] = x.z;
  2764. } else {
  2765. te[ 12 ] = x;
  2766. te[ 13 ] = y;
  2767. te[ 14 ] = z;
  2768. }
  2769. return this;
  2770. },
  2771. getInverse: function ( m, throwOnDegenerate ) {
  2772. if ( throwOnDegenerate !== undefined ) {
  2773. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2774. }
  2775. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2776. var te = this.elements,
  2777. me = m.elements,
  2778. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2779. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2780. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2781. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2782. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2783. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2784. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2785. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2786. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2787. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2788. var detInv = 1 / det;
  2789. te[ 0 ] = t11 * detInv;
  2790. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2791. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2792. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2793. te[ 4 ] = t12 * detInv;
  2794. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2795. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2796. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2797. te[ 8 ] = t13 * detInv;
  2798. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2799. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2800. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2801. te[ 12 ] = t14 * detInv;
  2802. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2803. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2804. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2805. return this;
  2806. },
  2807. scale: function ( v ) {
  2808. var te = this.elements;
  2809. var x = v.x, y = v.y, z = v.z;
  2810. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2811. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2812. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2813. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2814. return this;
  2815. },
  2816. getMaxScaleOnAxis: function () {
  2817. var te = this.elements;
  2818. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2819. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2820. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2821. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2822. },
  2823. makeTranslation: function ( x, y, z ) {
  2824. this.set(
  2825. 1, 0, 0, x,
  2826. 0, 1, 0, y,
  2827. 0, 0, 1, z,
  2828. 0, 0, 0, 1
  2829. );
  2830. return this;
  2831. },
  2832. makeRotationX: function ( theta ) {
  2833. var c = Math.cos( theta ), s = Math.sin( theta );
  2834. this.set(
  2835. 1, 0, 0, 0,
  2836. 0, c, - s, 0,
  2837. 0, s, c, 0,
  2838. 0, 0, 0, 1
  2839. );
  2840. return this;
  2841. },
  2842. makeRotationY: function ( theta ) {
  2843. var c = Math.cos( theta ), s = Math.sin( theta );
  2844. this.set(
  2845. c, 0, s, 0,
  2846. 0, 1, 0, 0,
  2847. - s, 0, c, 0,
  2848. 0, 0, 0, 1
  2849. );
  2850. return this;
  2851. },
  2852. makeRotationZ: function ( theta ) {
  2853. var c = Math.cos( theta ), s = Math.sin( theta );
  2854. this.set(
  2855. c, - s, 0, 0,
  2856. s, c, 0, 0,
  2857. 0, 0, 1, 0,
  2858. 0, 0, 0, 1
  2859. );
  2860. return this;
  2861. },
  2862. makeRotationAxis: function ( axis, angle ) {
  2863. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2864. var c = Math.cos( angle );
  2865. var s = Math.sin( angle );
  2866. var t = 1 - c;
  2867. var x = axis.x, y = axis.y, z = axis.z;
  2868. var tx = t * x, ty = t * y;
  2869. this.set(
  2870. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2871. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2872. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2873. 0, 0, 0, 1
  2874. );
  2875. return this;
  2876. },
  2877. makeScale: function ( x, y, z ) {
  2878. this.set(
  2879. x, 0, 0, 0,
  2880. 0, y, 0, 0,
  2881. 0, 0, z, 0,
  2882. 0, 0, 0, 1
  2883. );
  2884. return this;
  2885. },
  2886. makeShear: function ( x, y, z ) {
  2887. this.set(
  2888. 1, y, z, 0,
  2889. x, 1, z, 0,
  2890. x, y, 1, 0,
  2891. 0, 0, 0, 1
  2892. );
  2893. return this;
  2894. },
  2895. compose: function ( position, quaternion, scale ) {
  2896. var te = this.elements;
  2897. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2898. var x2 = x + x, y2 = y + y, z2 = z + z;
  2899. var xx = x * x2, xy = x * y2, xz = x * z2;
  2900. var yy = y * y2, yz = y * z2, zz = z * z2;
  2901. var wx = w * x2, wy = w * y2, wz = w * z2;
  2902. var sx = scale.x, sy = scale.y, sz = scale.z;
  2903. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2904. te[ 1 ] = ( xy + wz ) * sx;
  2905. te[ 2 ] = ( xz - wy ) * sx;
  2906. te[ 3 ] = 0;
  2907. te[ 4 ] = ( xy - wz ) * sy;
  2908. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2909. te[ 6 ] = ( yz + wx ) * sy;
  2910. te[ 7 ] = 0;
  2911. te[ 8 ] = ( xz + wy ) * sz;
  2912. te[ 9 ] = ( yz - wx ) * sz;
  2913. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2914. te[ 11 ] = 0;
  2915. te[ 12 ] = position.x;
  2916. te[ 13 ] = position.y;
  2917. te[ 14 ] = position.z;
  2918. te[ 15 ] = 1;
  2919. return this;
  2920. },
  2921. decompose: function ( position, quaternion, scale ) {
  2922. var te = this.elements;
  2923. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2924. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2925. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2926. // if determine is negative, we need to invert one scale
  2927. var det = this.determinant();
  2928. if ( det < 0 ) { sx = - sx; }
  2929. position.x = te[ 12 ];
  2930. position.y = te[ 13 ];
  2931. position.z = te[ 14 ];
  2932. // scale the rotation part
  2933. _m1.copy( this );
  2934. var invSX = 1 / sx;
  2935. var invSY = 1 / sy;
  2936. var invSZ = 1 / sz;
  2937. _m1.elements[ 0 ] *= invSX;
  2938. _m1.elements[ 1 ] *= invSX;
  2939. _m1.elements[ 2 ] *= invSX;
  2940. _m1.elements[ 4 ] *= invSY;
  2941. _m1.elements[ 5 ] *= invSY;
  2942. _m1.elements[ 6 ] *= invSY;
  2943. _m1.elements[ 8 ] *= invSZ;
  2944. _m1.elements[ 9 ] *= invSZ;
  2945. _m1.elements[ 10 ] *= invSZ;
  2946. quaternion.setFromRotationMatrix( _m1 );
  2947. scale.x = sx;
  2948. scale.y = sy;
  2949. scale.z = sz;
  2950. return this;
  2951. },
  2952. makePerspective: function ( left, right, top, bottom, near, far ) {
  2953. if ( far === undefined ) {
  2954. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2955. }
  2956. var te = this.elements;
  2957. var x = 2 * near / ( right - left );
  2958. var y = 2 * near / ( top - bottom );
  2959. var a = ( right + left ) / ( right - left );
  2960. var b = ( top + bottom ) / ( top - bottom );
  2961. var c = - ( far + near ) / ( far - near );
  2962. var d = - 2 * far * near / ( far - near );
  2963. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2964. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2965. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2966. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2967. return this;
  2968. },
  2969. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2970. var te = this.elements;
  2971. var w = 1.0 / ( right - left );
  2972. var h = 1.0 / ( top - bottom );
  2973. var p = 1.0 / ( far - near );
  2974. var x = ( right + left ) * w;
  2975. var y = ( top + bottom ) * h;
  2976. var z = ( far + near ) * p;
  2977. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2978. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2979. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2980. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2981. return this;
  2982. },
  2983. equals: function ( matrix ) {
  2984. var te = this.elements;
  2985. var me = matrix.elements;
  2986. for ( var i = 0; i < 16; i ++ ) {
  2987. if ( te[ i ] !== me[ i ] ) { return false; }
  2988. }
  2989. return true;
  2990. },
  2991. fromArray: function ( array, offset ) {
  2992. if ( offset === undefined ) { offset = 0; }
  2993. for ( var i = 0; i < 16; i ++ ) {
  2994. this.elements[ i ] = array[ i + offset ];
  2995. }
  2996. return this;
  2997. },
  2998. toArray: function ( array, offset ) {
  2999. if ( array === undefined ) { array = []; }
  3000. if ( offset === undefined ) { offset = 0; }
  3001. var te = this.elements;
  3002. array[ offset ] = te[ 0 ];
  3003. array[ offset + 1 ] = te[ 1 ];
  3004. array[ offset + 2 ] = te[ 2 ];
  3005. array[ offset + 3 ] = te[ 3 ];
  3006. array[ offset + 4 ] = te[ 4 ];
  3007. array[ offset + 5 ] = te[ 5 ];
  3008. array[ offset + 6 ] = te[ 6 ];
  3009. array[ offset + 7 ] = te[ 7 ];
  3010. array[ offset + 8 ] = te[ 8 ];
  3011. array[ offset + 9 ] = te[ 9 ];
  3012. array[ offset + 10 ] = te[ 10 ];
  3013. array[ offset + 11 ] = te[ 11 ];
  3014. array[ offset + 12 ] = te[ 12 ];
  3015. array[ offset + 13 ] = te[ 13 ];
  3016. array[ offset + 14 ] = te[ 14 ];
  3017. array[ offset + 15 ] = te[ 15 ];
  3018. return array;
  3019. }
  3020. } );
  3021. /**
  3022. * @author mrdoob / http://mrdoob.com/
  3023. * @author WestLangley / http://github.com/WestLangley
  3024. * @author bhouston / http://clara.io
  3025. */
  3026. var _matrix = new Matrix4();
  3027. var _quaternion$1 = new Quaternion();
  3028. function Euler( x, y, z, order ) {
  3029. this._x = x || 0;
  3030. this._y = y || 0;
  3031. this._z = z || 0;
  3032. this._order = order || Euler.DefaultOrder;
  3033. }
  3034. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3035. Euler.DefaultOrder = 'XYZ';
  3036. Object.defineProperties( Euler.prototype, {
  3037. x: {
  3038. get: function () {
  3039. return this._x;
  3040. },
  3041. set: function ( value ) {
  3042. this._x = value;
  3043. this._onChangeCallback();
  3044. }
  3045. },
  3046. y: {
  3047. get: function () {
  3048. return this._y;
  3049. },
  3050. set: function ( value ) {
  3051. this._y = value;
  3052. this._onChangeCallback();
  3053. }
  3054. },
  3055. z: {
  3056. get: function () {
  3057. return this._z;
  3058. },
  3059. set: function ( value ) {
  3060. this._z = value;
  3061. this._onChangeCallback();
  3062. }
  3063. },
  3064. order: {
  3065. get: function () {
  3066. return this._order;
  3067. },
  3068. set: function ( value ) {
  3069. this._order = value;
  3070. this._onChangeCallback();
  3071. }
  3072. }
  3073. } );
  3074. Object.assign( Euler.prototype, {
  3075. isEuler: true,
  3076. set: function ( x, y, z, order ) {
  3077. this._x = x;
  3078. this._y = y;
  3079. this._z = z;
  3080. this._order = order || this._order;
  3081. this._onChangeCallback();
  3082. return this;
  3083. },
  3084. clone: function () {
  3085. return new this.constructor( this._x, this._y, this._z, this._order );
  3086. },
  3087. copy: function ( euler ) {
  3088. this._x = euler._x;
  3089. this._y = euler._y;
  3090. this._z = euler._z;
  3091. this._order = euler._order;
  3092. this._onChangeCallback();
  3093. return this;
  3094. },
  3095. setFromRotationMatrix: function ( m, order, update ) {
  3096. var clamp = MathUtils.clamp;
  3097. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3098. var te = m.elements;
  3099. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3100. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3101. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3102. order = order || this._order;
  3103. switch ( order ) {
  3104. case 'XYZ':
  3105. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3106. if ( Math.abs( m13 ) < 0.9999999 ) {
  3107. this._x = Math.atan2( - m23, m33 );
  3108. this._z = Math.atan2( - m12, m11 );
  3109. } else {
  3110. this._x = Math.atan2( m32, m22 );
  3111. this._z = 0;
  3112. }
  3113. break;
  3114. case 'YXZ':
  3115. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3116. if ( Math.abs( m23 ) < 0.9999999 ) {
  3117. this._y = Math.atan2( m13, m33 );
  3118. this._z = Math.atan2( m21, m22 );
  3119. } else {
  3120. this._y = Math.atan2( - m31, m11 );
  3121. this._z = 0;
  3122. }
  3123. break;
  3124. case 'ZXY':
  3125. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3126. if ( Math.abs( m32 ) < 0.9999999 ) {
  3127. this._y = Math.atan2( - m31, m33 );
  3128. this._z = Math.atan2( - m12, m22 );
  3129. } else {
  3130. this._y = 0;
  3131. this._z = Math.atan2( m21, m11 );
  3132. }
  3133. break;
  3134. case 'ZYX':
  3135. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3136. if ( Math.abs( m31 ) < 0.9999999 ) {
  3137. this._x = Math.atan2( m32, m33 );
  3138. this._z = Math.atan2( m21, m11 );
  3139. } else {
  3140. this._x = 0;
  3141. this._z = Math.atan2( - m12, m22 );
  3142. }
  3143. break;
  3144. case 'YZX':
  3145. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3146. if ( Math.abs( m21 ) < 0.9999999 ) {
  3147. this._x = Math.atan2( - m23, m22 );
  3148. this._y = Math.atan2( - m31, m11 );
  3149. } else {
  3150. this._x = 0;
  3151. this._y = Math.atan2( m13, m33 );
  3152. }
  3153. break;
  3154. case 'XZY':
  3155. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3156. if ( Math.abs( m12 ) < 0.9999999 ) {
  3157. this._x = Math.atan2( m32, m22 );
  3158. this._y = Math.atan2( m13, m11 );
  3159. } else {
  3160. this._x = Math.atan2( - m23, m33 );
  3161. this._y = 0;
  3162. }
  3163. break;
  3164. default:
  3165. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3166. }
  3167. this._order = order;
  3168. if ( update !== false ) { this._onChangeCallback(); }
  3169. return this;
  3170. },
  3171. setFromQuaternion: function ( q, order, update ) {
  3172. _matrix.makeRotationFromQuaternion( q );
  3173. return this.setFromRotationMatrix( _matrix, order, update );
  3174. },
  3175. setFromVector3: function ( v, order ) {
  3176. return this.set( v.x, v.y, v.z, order || this._order );
  3177. },
  3178. reorder: function ( newOrder ) {
  3179. // WARNING: this discards revolution information -bhouston
  3180. _quaternion$1.setFromEuler( this );
  3181. return this.setFromQuaternion( _quaternion$1, newOrder );
  3182. },
  3183. equals: function ( euler ) {
  3184. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3185. },
  3186. fromArray: function ( array ) {
  3187. this._x = array[ 0 ];
  3188. this._y = array[ 1 ];
  3189. this._z = array[ 2 ];
  3190. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3191. this._onChangeCallback();
  3192. return this;
  3193. },
  3194. toArray: function ( array, offset ) {
  3195. if ( array === undefined ) { array = []; }
  3196. if ( offset === undefined ) { offset = 0; }
  3197. array[ offset ] = this._x;
  3198. array[ offset + 1 ] = this._y;
  3199. array[ offset + 2 ] = this._z;
  3200. array[ offset + 3 ] = this._order;
  3201. return array;
  3202. },
  3203. toVector3: function ( optionalResult ) {
  3204. if ( optionalResult ) {
  3205. return optionalResult.set( this._x, this._y, this._z );
  3206. } else {
  3207. return new Vector3( this._x, this._y, this._z );
  3208. }
  3209. },
  3210. _onChange: function ( callback ) {
  3211. this._onChangeCallback = callback;
  3212. return this;
  3213. },
  3214. _onChangeCallback: function () {}
  3215. } );
  3216. /**
  3217. * @author mrdoob / http://mrdoob.com/
  3218. */
  3219. function Layers() {
  3220. this.mask = 1 | 0;
  3221. }
  3222. Object.assign( Layers.prototype, {
  3223. set: function ( channel ) {
  3224. this.mask = 1 << channel | 0;
  3225. },
  3226. enable: function ( channel ) {
  3227. this.mask |= 1 << channel | 0;
  3228. },
  3229. enableAll: function () {
  3230. this.mask = 0xffffffff | 0;
  3231. },
  3232. toggle: function ( channel ) {
  3233. this.mask ^= 1 << channel | 0;
  3234. },
  3235. disable: function ( channel ) {
  3236. this.mask &= ~ ( 1 << channel | 0 );
  3237. },
  3238. disableAll: function () {
  3239. this.mask = 0;
  3240. },
  3241. test: function ( layers ) {
  3242. return ( this.mask & layers.mask ) !== 0;
  3243. }
  3244. } );
  3245. var _object3DId = 0;
  3246. var _v1$1 = new Vector3();
  3247. var _q1 = new Quaternion();
  3248. var _m1$1 = new Matrix4();
  3249. var _target = new Vector3();
  3250. var _position = new Vector3();
  3251. var _scale = new Vector3();
  3252. var _quaternion$2 = new Quaternion();
  3253. var _xAxis = new Vector3( 1, 0, 0 );
  3254. var _yAxis = new Vector3( 0, 1, 0 );
  3255. var _zAxis = new Vector3( 0, 0, 1 );
  3256. var _addedEvent = { type: 'added' };
  3257. var _removedEvent = { type: 'removed' };
  3258. /**
  3259. * @author mrdoob / http://mrdoob.com/
  3260. * @author mikael emtinger / http://gomo.se/
  3261. * @author alteredq / http://alteredqualia.com/
  3262. * @author WestLangley / http://github.com/WestLangley
  3263. * @author elephantatwork / www.elephantatwork.ch
  3264. */
  3265. function Object3D() {
  3266. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3267. this.uuid = MathUtils.generateUUID();
  3268. this.name = '';
  3269. this.type = 'Object3D';
  3270. this.parent = null;
  3271. this.children = [];
  3272. this.up = Object3D.DefaultUp.clone();
  3273. var position = new Vector3();
  3274. var rotation = new Euler();
  3275. var quaternion = new Quaternion();
  3276. var scale = new Vector3( 1, 1, 1 );
  3277. function onRotationChange() {
  3278. quaternion.setFromEuler( rotation, false );
  3279. }
  3280. function onQuaternionChange() {
  3281. rotation.setFromQuaternion( quaternion, undefined, false );
  3282. }
  3283. rotation._onChange( onRotationChange );
  3284. quaternion._onChange( onQuaternionChange );
  3285. Object.defineProperties( this, {
  3286. position: {
  3287. configurable: true,
  3288. enumerable: true,
  3289. value: position
  3290. },
  3291. rotation: {
  3292. configurable: true,
  3293. enumerable: true,
  3294. value: rotation
  3295. },
  3296. quaternion: {
  3297. configurable: true,
  3298. enumerable: true,
  3299. value: quaternion
  3300. },
  3301. scale: {
  3302. configurable: true,
  3303. enumerable: true,
  3304. value: scale
  3305. },
  3306. modelViewMatrix: {
  3307. value: new Matrix4()
  3308. },
  3309. normalMatrix: {
  3310. value: new Matrix3()
  3311. }
  3312. } );
  3313. this.matrix = new Matrix4();
  3314. this.matrixWorld = new Matrix4();
  3315. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3316. this.matrixWorldNeedsUpdate = false;
  3317. this.layers = new Layers();
  3318. this.visible = true;
  3319. this.castShadow = false;
  3320. this.receiveShadow = false;
  3321. this.frustumCulled = true;
  3322. this.renderOrder = 0;
  3323. this.userData = {};
  3324. }
  3325. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3326. Object3D.DefaultMatrixAutoUpdate = true;
  3327. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3328. constructor: Object3D,
  3329. isObject3D: true,
  3330. onBeforeRender: function () {},
  3331. onAfterRender: function () {},
  3332. applyMatrix4: function ( matrix ) {
  3333. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3334. this.matrix.premultiply( matrix );
  3335. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3336. },
  3337. applyQuaternion: function ( q ) {
  3338. this.quaternion.premultiply( q );
  3339. return this;
  3340. },
  3341. setRotationFromAxisAngle: function ( axis, angle ) {
  3342. // assumes axis is normalized
  3343. this.quaternion.setFromAxisAngle( axis, angle );
  3344. },
  3345. setRotationFromEuler: function ( euler ) {
  3346. this.quaternion.setFromEuler( euler, true );
  3347. },
  3348. setRotationFromMatrix: function ( m ) {
  3349. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3350. this.quaternion.setFromRotationMatrix( m );
  3351. },
  3352. setRotationFromQuaternion: function ( q ) {
  3353. // assumes q is normalized
  3354. this.quaternion.copy( q );
  3355. },
  3356. rotateOnAxis: function ( axis, angle ) {
  3357. // rotate object on axis in object space
  3358. // axis is assumed to be normalized
  3359. _q1.setFromAxisAngle( axis, angle );
  3360. this.quaternion.multiply( _q1 );
  3361. return this;
  3362. },
  3363. rotateOnWorldAxis: function ( axis, angle ) {
  3364. // rotate object on axis in world space
  3365. // axis is assumed to be normalized
  3366. // method assumes no rotated parent
  3367. _q1.setFromAxisAngle( axis, angle );
  3368. this.quaternion.premultiply( _q1 );
  3369. return this;
  3370. },
  3371. rotateX: function ( angle ) {
  3372. return this.rotateOnAxis( _xAxis, angle );
  3373. },
  3374. rotateY: function ( angle ) {
  3375. return this.rotateOnAxis( _yAxis, angle );
  3376. },
  3377. rotateZ: function ( angle ) {
  3378. return this.rotateOnAxis( _zAxis, angle );
  3379. },
  3380. translateOnAxis: function ( axis, distance ) {
  3381. // translate object by distance along axis in object space
  3382. // axis is assumed to be normalized
  3383. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3384. this.position.add( _v1$1.multiplyScalar( distance ) );
  3385. return this;
  3386. },
  3387. translateX: function ( distance ) {
  3388. return this.translateOnAxis( _xAxis, distance );
  3389. },
  3390. translateY: function ( distance ) {
  3391. return this.translateOnAxis( _yAxis, distance );
  3392. },
  3393. translateZ: function ( distance ) {
  3394. return this.translateOnAxis( _zAxis, distance );
  3395. },
  3396. localToWorld: function ( vector ) {
  3397. return vector.applyMatrix4( this.matrixWorld );
  3398. },
  3399. worldToLocal: function ( vector ) {
  3400. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3401. },
  3402. lookAt: function ( x, y, z ) {
  3403. // This method does not support objects having non-uniformly-scaled parent(s)
  3404. if ( x.isVector3 ) {
  3405. _target.copy( x );
  3406. } else {
  3407. _target.set( x, y, z );
  3408. }
  3409. var parent = this.parent;
  3410. this.updateWorldMatrix( true, false );
  3411. _position.setFromMatrixPosition( this.matrixWorld );
  3412. if ( this.isCamera || this.isLight ) {
  3413. _m1$1.lookAt( _position, _target, this.up );
  3414. } else {
  3415. _m1$1.lookAt( _target, _position, this.up );
  3416. }
  3417. this.quaternion.setFromRotationMatrix( _m1$1 );
  3418. if ( parent ) {
  3419. _m1$1.extractRotation( parent.matrixWorld );
  3420. _q1.setFromRotationMatrix( _m1$1 );
  3421. this.quaternion.premultiply( _q1.inverse() );
  3422. }
  3423. },
  3424. add: function ( object ) {
  3425. if ( arguments.length > 1 ) {
  3426. for ( var i = 0; i < arguments.length; i ++ ) {
  3427. this.add( arguments[ i ] );
  3428. }
  3429. return this;
  3430. }
  3431. if ( object === this ) {
  3432. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3433. return this;
  3434. }
  3435. if ( ( object && object.isObject3D ) ) {
  3436. if ( object.parent !== null ) {
  3437. object.parent.remove( object );
  3438. }
  3439. object.parent = this;
  3440. this.children.push( object );
  3441. object.dispatchEvent( _addedEvent );
  3442. } else {
  3443. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3444. }
  3445. return this;
  3446. },
  3447. remove: function ( object ) {
  3448. if ( arguments.length > 1 ) {
  3449. for ( var i = 0; i < arguments.length; i ++ ) {
  3450. this.remove( arguments[ i ] );
  3451. }
  3452. return this;
  3453. }
  3454. var index = this.children.indexOf( object );
  3455. if ( index !== - 1 ) {
  3456. object.parent = null;
  3457. this.children.splice( index, 1 );
  3458. object.dispatchEvent( _removedEvent );
  3459. }
  3460. return this;
  3461. },
  3462. attach: function ( object ) {
  3463. // adds object as a child of this, while maintaining the object's world transform
  3464. this.updateWorldMatrix( true, false );
  3465. _m1$1.getInverse( this.matrixWorld );
  3466. if ( object.parent !== null ) {
  3467. object.parent.updateWorldMatrix( true, false );
  3468. _m1$1.multiply( object.parent.matrixWorld );
  3469. }
  3470. object.applyMatrix4( _m1$1 );
  3471. object.updateWorldMatrix( false, false );
  3472. this.add( object );
  3473. return this;
  3474. },
  3475. getObjectById: function ( id ) {
  3476. return this.getObjectByProperty( 'id', id );
  3477. },
  3478. getObjectByName: function ( name ) {
  3479. return this.getObjectByProperty( 'name', name );
  3480. },
  3481. getObjectByProperty: function ( name, value ) {
  3482. if ( this[ name ] === value ) { return this; }
  3483. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3484. var child = this.children[ i ];
  3485. var object = child.getObjectByProperty( name, value );
  3486. if ( object !== undefined ) {
  3487. return object;
  3488. }
  3489. }
  3490. return undefined;
  3491. },
  3492. getWorldPosition: function ( target ) {
  3493. if ( target === undefined ) {
  3494. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3495. target = new Vector3();
  3496. }
  3497. this.updateMatrixWorld( true );
  3498. return target.setFromMatrixPosition( this.matrixWorld );
  3499. },
  3500. getWorldQuaternion: function ( target ) {
  3501. if ( target === undefined ) {
  3502. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3503. target = new Quaternion();
  3504. }
  3505. this.updateMatrixWorld( true );
  3506. this.matrixWorld.decompose( _position, target, _scale );
  3507. return target;
  3508. },
  3509. getWorldScale: function ( target ) {
  3510. if ( target === undefined ) {
  3511. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3512. target = new Vector3();
  3513. }
  3514. this.updateMatrixWorld( true );
  3515. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3516. return target;
  3517. },
  3518. getWorldDirection: function ( target ) {
  3519. if ( target === undefined ) {
  3520. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3521. target = new Vector3();
  3522. }
  3523. this.updateMatrixWorld( true );
  3524. var e = this.matrixWorld.elements;
  3525. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3526. },
  3527. raycast: function () {},
  3528. traverse: function ( callback ) {
  3529. callback( this );
  3530. var children = this.children;
  3531. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3532. children[ i ].traverse( callback );
  3533. }
  3534. },
  3535. traverseVisible: function ( callback ) {
  3536. if ( this.visible === false ) { return; }
  3537. callback( this );
  3538. var children = this.children;
  3539. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3540. children[ i ].traverseVisible( callback );
  3541. }
  3542. },
  3543. traverseAncestors: function ( callback ) {
  3544. var parent = this.parent;
  3545. if ( parent !== null ) {
  3546. callback( parent );
  3547. parent.traverseAncestors( callback );
  3548. }
  3549. },
  3550. updateMatrix: function () {
  3551. this.matrix.compose( this.position, this.quaternion, this.scale );
  3552. this.matrixWorldNeedsUpdate = true;
  3553. },
  3554. updateMatrixWorld: function ( force ) {
  3555. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3556. if ( this.matrixWorldNeedsUpdate || force ) {
  3557. if ( this.parent === null ) {
  3558. this.matrixWorld.copy( this.matrix );
  3559. } else {
  3560. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3561. }
  3562. this.matrixWorldNeedsUpdate = false;
  3563. force = true;
  3564. }
  3565. // update children
  3566. var children = this.children;
  3567. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3568. children[ i ].updateMatrixWorld( force );
  3569. }
  3570. },
  3571. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3572. var parent = this.parent;
  3573. if ( updateParents === true && parent !== null ) {
  3574. parent.updateWorldMatrix( true, false );
  3575. }
  3576. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3577. if ( this.parent === null ) {
  3578. this.matrixWorld.copy( this.matrix );
  3579. } else {
  3580. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3581. }
  3582. // update children
  3583. if ( updateChildren === true ) {
  3584. var children = this.children;
  3585. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3586. children[ i ].updateWorldMatrix( false, true );
  3587. }
  3588. }
  3589. },
  3590. toJSON: function ( meta ) {
  3591. // meta is a string when called from JSON.stringify
  3592. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3593. var output = {};
  3594. // meta is a hash used to collect geometries, materials.
  3595. // not providing it implies that this is the root object
  3596. // being serialized.
  3597. if ( isRootObject ) {
  3598. // initialize meta obj
  3599. meta = {
  3600. geometries: {},
  3601. materials: {},
  3602. textures: {},
  3603. images: {},
  3604. shapes: {}
  3605. };
  3606. output.metadata = {
  3607. version: 4.5,
  3608. type: 'Object',
  3609. generator: 'Object3D.toJSON'
  3610. };
  3611. }
  3612. // standard Object3D serialization
  3613. var object = {};
  3614. object.uuid = this.uuid;
  3615. object.type = this.type;
  3616. if ( this.name !== '' ) { object.name = this.name; }
  3617. if ( this.castShadow === true ) { object.castShadow = true; }
  3618. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3619. if ( this.visible === false ) { object.visible = false; }
  3620. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3621. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3622. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3623. object.layers = this.layers.mask;
  3624. object.matrix = this.matrix.toArray();
  3625. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3626. // object specific properties
  3627. if ( this.isInstancedMesh ) {
  3628. object.type = 'InstancedMesh';
  3629. object.count = this.count;
  3630. object.instanceMatrix = this.instanceMatrix.toJSON();
  3631. }
  3632. //
  3633. function serialize( library, element ) {
  3634. if ( library[ element.uuid ] === undefined ) {
  3635. library[ element.uuid ] = element.toJSON( meta );
  3636. }
  3637. return element.uuid;
  3638. }
  3639. if ( this.isMesh || this.isLine || this.isPoints ) {
  3640. object.geometry = serialize( meta.geometries, this.geometry );
  3641. var parameters = this.geometry.parameters;
  3642. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3643. var shapes = parameters.shapes;
  3644. if ( Array.isArray( shapes ) ) {
  3645. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3646. var shape = shapes[ i ];
  3647. serialize( meta.shapes, shape );
  3648. }
  3649. } else {
  3650. serialize( meta.shapes, shapes );
  3651. }
  3652. }
  3653. }
  3654. if ( this.material !== undefined ) {
  3655. if ( Array.isArray( this.material ) ) {
  3656. var uuids = [];
  3657. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3658. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3659. }
  3660. object.material = uuids;
  3661. } else {
  3662. object.material = serialize( meta.materials, this.material );
  3663. }
  3664. }
  3665. //
  3666. if ( this.children.length > 0 ) {
  3667. object.children = [];
  3668. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3669. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3670. }
  3671. }
  3672. if ( isRootObject ) {
  3673. var geometries = extractFromCache( meta.geometries );
  3674. var materials = extractFromCache( meta.materials );
  3675. var textures = extractFromCache( meta.textures );
  3676. var images = extractFromCache( meta.images );
  3677. var shapes$1 = extractFromCache( meta.shapes );
  3678. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3679. if ( materials.length > 0 ) { output.materials = materials; }
  3680. if ( textures.length > 0 ) { output.textures = textures; }
  3681. if ( images.length > 0 ) { output.images = images; }
  3682. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3683. }
  3684. output.object = object;
  3685. return output;
  3686. // extract data from the cache hash
  3687. // remove metadata on each item
  3688. // and return as array
  3689. function extractFromCache( cache ) {
  3690. var values = [];
  3691. for ( var key in cache ) {
  3692. var data = cache[ key ];
  3693. delete data.metadata;
  3694. values.push( data );
  3695. }
  3696. return values;
  3697. }
  3698. },
  3699. clone: function ( recursive ) {
  3700. return new this.constructor().copy( this, recursive );
  3701. },
  3702. copy: function ( source, recursive ) {
  3703. if ( recursive === undefined ) { recursive = true; }
  3704. this.name = source.name;
  3705. this.up.copy( source.up );
  3706. this.position.copy( source.position );
  3707. this.quaternion.copy( source.quaternion );
  3708. this.scale.copy( source.scale );
  3709. this.matrix.copy( source.matrix );
  3710. this.matrixWorld.copy( source.matrixWorld );
  3711. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3712. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3713. this.layers.mask = source.layers.mask;
  3714. this.visible = source.visible;
  3715. this.castShadow = source.castShadow;
  3716. this.receiveShadow = source.receiveShadow;
  3717. this.frustumCulled = source.frustumCulled;
  3718. this.renderOrder = source.renderOrder;
  3719. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3720. if ( recursive === true ) {
  3721. for ( var i = 0; i < source.children.length; i ++ ) {
  3722. var child = source.children[ i ];
  3723. this.add( child.clone() );
  3724. }
  3725. }
  3726. return this;
  3727. }
  3728. } );
  3729. /**
  3730. * @author mrdoob / http://mrdoob.com/
  3731. */
  3732. function Scene() {
  3733. Object3D.call( this );
  3734. this.type = 'Scene';
  3735. this.background = null;
  3736. this.environment = null;
  3737. this.fog = null;
  3738. this.overrideMaterial = null;
  3739. this.autoUpdate = true; // checked by the renderer
  3740. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3741. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3742. }
  3743. }
  3744. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3745. constructor: Scene,
  3746. isScene: true,
  3747. copy: function ( source, recursive ) {
  3748. Object3D.prototype.copy.call( this, source, recursive );
  3749. if ( source.background !== null ) { this.background = source.background.clone(); }
  3750. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3751. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3752. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3753. this.autoUpdate = source.autoUpdate;
  3754. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3755. return this;
  3756. },
  3757. toJSON: function ( meta ) {
  3758. var data = Object3D.prototype.toJSON.call( this, meta );
  3759. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3760. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3761. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3762. return data;
  3763. },
  3764. dispose: function () {
  3765. this.dispatchEvent( { type: 'dispose' } );
  3766. }
  3767. } );
  3768. var _points = [
  3769. new Vector3(),
  3770. new Vector3(),
  3771. new Vector3(),
  3772. new Vector3(),
  3773. new Vector3(),
  3774. new Vector3(),
  3775. new Vector3(),
  3776. new Vector3()
  3777. ];
  3778. var _vector$1 = new Vector3();
  3779. var _box = new Box3();
  3780. // triangle centered vertices
  3781. var _v0 = new Vector3();
  3782. var _v1$2 = new Vector3();
  3783. var _v2 = new Vector3();
  3784. // triangle edge vectors
  3785. var _f0 = new Vector3();
  3786. var _f1 = new Vector3();
  3787. var _f2 = new Vector3();
  3788. var _center = new Vector3();
  3789. var _extents = new Vector3();
  3790. var _triangleNormal = new Vector3();
  3791. var _testAxis = new Vector3();
  3792. /**
  3793. * @author bhouston / http://clara.io
  3794. * @author WestLangley / http://github.com/WestLangley
  3795. */
  3796. function Box3( min, max ) {
  3797. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3798. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3799. }
  3800. Object.assign( Box3.prototype, {
  3801. isBox3: true,
  3802. set: function ( min, max ) {
  3803. this.min.copy( min );
  3804. this.max.copy( max );
  3805. return this;
  3806. },
  3807. setFromArray: function ( array ) {
  3808. var minX = + Infinity;
  3809. var minY = + Infinity;
  3810. var minZ = + Infinity;
  3811. var maxX = - Infinity;
  3812. var maxY = - Infinity;
  3813. var maxZ = - Infinity;
  3814. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3815. var x = array[ i ];
  3816. var y = array[ i + 1 ];
  3817. var z = array[ i + 2 ];
  3818. if ( x < minX ) { minX = x; }
  3819. if ( y < minY ) { minY = y; }
  3820. if ( z < minZ ) { minZ = z; }
  3821. if ( x > maxX ) { maxX = x; }
  3822. if ( y > maxY ) { maxY = y; }
  3823. if ( z > maxZ ) { maxZ = z; }
  3824. }
  3825. this.min.set( minX, minY, minZ );
  3826. this.max.set( maxX, maxY, maxZ );
  3827. return this;
  3828. },
  3829. setFromBufferAttribute: function ( attribute ) {
  3830. var minX = + Infinity;
  3831. var minY = + Infinity;
  3832. var minZ = + Infinity;
  3833. var maxX = - Infinity;
  3834. var maxY = - Infinity;
  3835. var maxZ = - Infinity;
  3836. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3837. var x = attribute.getX( i );
  3838. var y = attribute.getY( i );
  3839. var z = attribute.getZ( i );
  3840. if ( x < minX ) { minX = x; }
  3841. if ( y < minY ) { minY = y; }
  3842. if ( z < minZ ) { minZ = z; }
  3843. if ( x > maxX ) { maxX = x; }
  3844. if ( y > maxY ) { maxY = y; }
  3845. if ( z > maxZ ) { maxZ = z; }
  3846. }
  3847. this.min.set( minX, minY, minZ );
  3848. this.max.set( maxX, maxY, maxZ );
  3849. return this;
  3850. },
  3851. setFromPoints: function ( points ) {
  3852. this.makeEmpty();
  3853. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3854. this.expandByPoint( points[ i ] );
  3855. }
  3856. return this;
  3857. },
  3858. setFromCenterAndSize: function ( center, size ) {
  3859. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3860. this.min.copy( center ).sub( halfSize );
  3861. this.max.copy( center ).add( halfSize );
  3862. return this;
  3863. },
  3864. setFromObject: function ( object ) {
  3865. this.makeEmpty();
  3866. return this.expandByObject( object );
  3867. },
  3868. clone: function () {
  3869. return new this.constructor().copy( this );
  3870. },
  3871. copy: function ( box ) {
  3872. this.min.copy( box.min );
  3873. this.max.copy( box.max );
  3874. return this;
  3875. },
  3876. makeEmpty: function () {
  3877. this.min.x = this.min.y = this.min.z = + Infinity;
  3878. this.max.x = this.max.y = this.max.z = - Infinity;
  3879. return this;
  3880. },
  3881. isEmpty: function () {
  3882. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3883. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3884. },
  3885. getCenter: function ( target ) {
  3886. if ( target === undefined ) {
  3887. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3888. target = new Vector3();
  3889. }
  3890. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3891. },
  3892. getSize: function ( target ) {
  3893. if ( target === undefined ) {
  3894. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3895. target = new Vector3();
  3896. }
  3897. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3898. },
  3899. expandByPoint: function ( point ) {
  3900. this.min.min( point );
  3901. this.max.max( point );
  3902. return this;
  3903. },
  3904. expandByVector: function ( vector ) {
  3905. this.min.sub( vector );
  3906. this.max.add( vector );
  3907. return this;
  3908. },
  3909. expandByScalar: function ( scalar ) {
  3910. this.min.addScalar( - scalar );
  3911. this.max.addScalar( scalar );
  3912. return this;
  3913. },
  3914. expandByObject: function ( object ) {
  3915. // Computes the world-axis-aligned bounding box of an object (including its children),
  3916. // accounting for both the object's, and children's, world transforms
  3917. object.updateWorldMatrix( false, false );
  3918. var geometry = object.geometry;
  3919. if ( geometry !== undefined ) {
  3920. if ( geometry.boundingBox === null ) {
  3921. geometry.computeBoundingBox();
  3922. }
  3923. _box.copy( geometry.boundingBox );
  3924. _box.applyMatrix4( object.matrixWorld );
  3925. this.union( _box );
  3926. }
  3927. var children = object.children;
  3928. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3929. this.expandByObject( children[ i ] );
  3930. }
  3931. return this;
  3932. },
  3933. containsPoint: function ( point ) {
  3934. return point.x < this.min.x || point.x > this.max.x ||
  3935. point.y < this.min.y || point.y > this.max.y ||
  3936. point.z < this.min.z || point.z > this.max.z ? false : true;
  3937. },
  3938. containsBox: function ( box ) {
  3939. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3940. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3941. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3942. },
  3943. getParameter: function ( point, target ) {
  3944. // This can potentially have a divide by zero if the box
  3945. // has a size dimension of 0.
  3946. if ( target === undefined ) {
  3947. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3948. target = new Vector3();
  3949. }
  3950. return target.set(
  3951. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3952. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3953. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3954. );
  3955. },
  3956. intersectsBox: function ( box ) {
  3957. // using 6 splitting planes to rule out intersections.
  3958. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3959. box.max.y < this.min.y || box.min.y > this.max.y ||
  3960. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3961. },
  3962. intersectsSphere: function ( sphere ) {
  3963. // Find the point on the AABB closest to the sphere center.
  3964. this.clampPoint( sphere.center, _vector$1 );
  3965. // If that point is inside the sphere, the AABB and sphere intersect.
  3966. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3967. },
  3968. intersectsPlane: function ( plane ) {
  3969. // We compute the minimum and maximum dot product values. If those values
  3970. // are on the same side (back or front) of the plane, then there is no intersection.
  3971. var min, max;
  3972. if ( plane.normal.x > 0 ) {
  3973. min = plane.normal.x * this.min.x;
  3974. max = plane.normal.x * this.max.x;
  3975. } else {
  3976. min = plane.normal.x * this.max.x;
  3977. max = plane.normal.x * this.min.x;
  3978. }
  3979. if ( plane.normal.y > 0 ) {
  3980. min += plane.normal.y * this.min.y;
  3981. max += plane.normal.y * this.max.y;
  3982. } else {
  3983. min += plane.normal.y * this.max.y;
  3984. max += plane.normal.y * this.min.y;
  3985. }
  3986. if ( plane.normal.z > 0 ) {
  3987. min += plane.normal.z * this.min.z;
  3988. max += plane.normal.z * this.max.z;
  3989. } else {
  3990. min += plane.normal.z * this.max.z;
  3991. max += plane.normal.z * this.min.z;
  3992. }
  3993. return ( min <= - plane.constant && max >= - plane.constant );
  3994. },
  3995. intersectsTriangle: function ( triangle ) {
  3996. if ( this.isEmpty() ) {
  3997. return false;
  3998. }
  3999. // compute box center and extents
  4000. this.getCenter( _center );
  4001. _extents.subVectors( this.max, _center );
  4002. // translate triangle to aabb origin
  4003. _v0.subVectors( triangle.a, _center );
  4004. _v1$2.subVectors( triangle.b, _center );
  4005. _v2.subVectors( triangle.c, _center );
  4006. // compute edge vectors for triangle
  4007. _f0.subVectors( _v1$2, _v0 );
  4008. _f1.subVectors( _v2, _v1$2 );
  4009. _f2.subVectors( _v0, _v2 );
  4010. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4011. // 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
  4012. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4013. var axes = [
  4014. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4015. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4016. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4017. ];
  4018. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4019. return false;
  4020. }
  4021. // test 3 face normals from the aabb
  4022. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4023. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4024. return false;
  4025. }
  4026. // finally testing the face normal of the triangle
  4027. // use already existing triangle edge vectors here
  4028. _triangleNormal.crossVectors( _f0, _f1 );
  4029. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4030. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4031. },
  4032. clampPoint: function ( point, target ) {
  4033. if ( target === undefined ) {
  4034. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4035. target = new Vector3();
  4036. }
  4037. return target.copy( point ).clamp( this.min, this.max );
  4038. },
  4039. distanceToPoint: function ( point ) {
  4040. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4041. return clampedPoint.sub( point ).length();
  4042. },
  4043. getBoundingSphere: function ( target ) {
  4044. if ( target === undefined ) {
  4045. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4046. //target = new Sphere(); // removed to avoid cyclic dependency
  4047. }
  4048. this.getCenter( target.center );
  4049. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4050. return target;
  4051. },
  4052. intersect: function ( box ) {
  4053. this.min.max( box.min );
  4054. this.max.min( box.max );
  4055. // 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.
  4056. if ( this.isEmpty() ) { this.makeEmpty(); }
  4057. return this;
  4058. },
  4059. union: function ( box ) {
  4060. this.min.min( box.min );
  4061. this.max.max( box.max );
  4062. return this;
  4063. },
  4064. applyMatrix4: function ( matrix ) {
  4065. // transform of empty box is an empty box.
  4066. if ( this.isEmpty() ) { return this; }
  4067. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4068. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4069. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4070. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4071. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4072. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4073. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4074. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4075. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4076. this.setFromPoints( _points );
  4077. return this;
  4078. },
  4079. translate: function ( offset ) {
  4080. this.min.add( offset );
  4081. this.max.add( offset );
  4082. return this;
  4083. },
  4084. equals: function ( box ) {
  4085. return box.min.equals( this.min ) && box.max.equals( this.max );
  4086. }
  4087. } );
  4088. function satForAxes( axes, v0, v1, v2, extents ) {
  4089. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4090. _testAxis.fromArray( axes, i );
  4091. // project the aabb onto the seperating axis
  4092. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4093. // project all 3 vertices of the triangle onto the seperating axis
  4094. var p0 = v0.dot( _testAxis );
  4095. var p1 = v1.dot( _testAxis );
  4096. var p2 = v2.dot( _testAxis );
  4097. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4098. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4099. // points of the projected triangle are outside the projected half-length of the aabb
  4100. // the axis is seperating and we can exit
  4101. return false;
  4102. }
  4103. }
  4104. return true;
  4105. }
  4106. var _box$1 = new Box3();
  4107. /**
  4108. * @author bhouston / http://clara.io
  4109. * @author mrdoob / http://mrdoob.com/
  4110. */
  4111. function Sphere( center, radius ) {
  4112. this.center = ( center !== undefined ) ? center : new Vector3();
  4113. this.radius = ( radius !== undefined ) ? radius : - 1;
  4114. }
  4115. Object.assign( Sphere.prototype, {
  4116. set: function ( center, radius ) {
  4117. this.center.copy( center );
  4118. this.radius = radius;
  4119. return this;
  4120. },
  4121. setFromPoints: function ( points, optionalCenter ) {
  4122. var center = this.center;
  4123. if ( optionalCenter !== undefined ) {
  4124. center.copy( optionalCenter );
  4125. } else {
  4126. _box$1.setFromPoints( points ).getCenter( center );
  4127. }
  4128. var maxRadiusSq = 0;
  4129. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4130. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4131. }
  4132. this.radius = Math.sqrt( maxRadiusSq );
  4133. return this;
  4134. },
  4135. clone: function () {
  4136. return new this.constructor().copy( this );
  4137. },
  4138. copy: function ( sphere ) {
  4139. this.center.copy( sphere.center );
  4140. this.radius = sphere.radius;
  4141. return this;
  4142. },
  4143. isEmpty: function () {
  4144. return ( this.radius < 0 );
  4145. },
  4146. makeEmpty: function () {
  4147. this.center.set( 0, 0, 0 );
  4148. this.radius = - 1;
  4149. return this;
  4150. },
  4151. containsPoint: function ( point ) {
  4152. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4153. },
  4154. distanceToPoint: function ( point ) {
  4155. return ( point.distanceTo( this.center ) - this.radius );
  4156. },
  4157. intersectsSphere: function ( sphere ) {
  4158. var radiusSum = this.radius + sphere.radius;
  4159. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4160. },
  4161. intersectsBox: function ( box ) {
  4162. return box.intersectsSphere( this );
  4163. },
  4164. intersectsPlane: function ( plane ) {
  4165. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4166. },
  4167. clampPoint: function ( point, target ) {
  4168. var deltaLengthSq = this.center.distanceToSquared( point );
  4169. if ( target === undefined ) {
  4170. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4171. target = new Vector3();
  4172. }
  4173. target.copy( point );
  4174. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4175. target.sub( this.center ).normalize();
  4176. target.multiplyScalar( this.radius ).add( this.center );
  4177. }
  4178. return target;
  4179. },
  4180. getBoundingBox: function ( target ) {
  4181. if ( target === undefined ) {
  4182. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4183. target = new Box3();
  4184. }
  4185. if ( this.isEmpty() ) {
  4186. // Empty sphere produces empty bounding box
  4187. target.makeEmpty();
  4188. return target;
  4189. }
  4190. target.set( this.center, this.center );
  4191. target.expandByScalar( this.radius );
  4192. return target;
  4193. },
  4194. applyMatrix4: function ( matrix ) {
  4195. this.center.applyMatrix4( matrix );
  4196. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4197. return this;
  4198. },
  4199. translate: function ( offset ) {
  4200. this.center.add( offset );
  4201. return this;
  4202. },
  4203. equals: function ( sphere ) {
  4204. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4205. }
  4206. } );
  4207. var _vector$2 = new Vector3();
  4208. var _segCenter = new Vector3();
  4209. var _segDir = new Vector3();
  4210. var _diff = new Vector3();
  4211. var _edge1 = new Vector3();
  4212. var _edge2 = new Vector3();
  4213. var _normal = new Vector3();
  4214. /**
  4215. * @author bhouston / http://clara.io
  4216. */
  4217. function Ray( origin, direction ) {
  4218. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4219. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4220. }
  4221. Object.assign( Ray.prototype, {
  4222. set: function ( origin, direction ) {
  4223. this.origin.copy( origin );
  4224. this.direction.copy( direction );
  4225. return this;
  4226. },
  4227. clone: function () {
  4228. return new this.constructor().copy( this );
  4229. },
  4230. copy: function ( ray ) {
  4231. this.origin.copy( ray.origin );
  4232. this.direction.copy( ray.direction );
  4233. return this;
  4234. },
  4235. at: function ( t, target ) {
  4236. if ( target === undefined ) {
  4237. console.warn( 'THREE.Ray: .at() target is now required' );
  4238. target = new Vector3();
  4239. }
  4240. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4241. },
  4242. lookAt: function ( v ) {
  4243. this.direction.copy( v ).sub( this.origin ).normalize();
  4244. return this;
  4245. },
  4246. recast: function ( t ) {
  4247. this.origin.copy( this.at( t, _vector$2 ) );
  4248. return this;
  4249. },
  4250. closestPointToPoint: function ( point, target ) {
  4251. if ( target === undefined ) {
  4252. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4253. target = new Vector3();
  4254. }
  4255. target.subVectors( point, this.origin );
  4256. var directionDistance = target.dot( this.direction );
  4257. if ( directionDistance < 0 ) {
  4258. return target.copy( this.origin );
  4259. }
  4260. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4261. },
  4262. distanceToPoint: function ( point ) {
  4263. return Math.sqrt( this.distanceSqToPoint( point ) );
  4264. },
  4265. distanceSqToPoint: function ( point ) {
  4266. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4267. // point behind the ray
  4268. if ( directionDistance < 0 ) {
  4269. return this.origin.distanceToSquared( point );
  4270. }
  4271. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4272. return _vector$2.distanceToSquared( point );
  4273. },
  4274. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4275. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4276. // It returns the min distance between the ray and the segment
  4277. // defined by v0 and v1
  4278. // It can also set two optional targets :
  4279. // - The closest point on the ray
  4280. // - The closest point on the segment
  4281. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4282. _segDir.copy( v1 ).sub( v0 ).normalize();
  4283. _diff.copy( this.origin ).sub( _segCenter );
  4284. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4285. var a01 = - this.direction.dot( _segDir );
  4286. var b0 = _diff.dot( this.direction );
  4287. var b1 = - _diff.dot( _segDir );
  4288. var c = _diff.lengthSq();
  4289. var det = Math.abs( 1 - a01 * a01 );
  4290. var s0, s1, sqrDist, extDet;
  4291. if ( det > 0 ) {
  4292. // The ray and segment are not parallel.
  4293. s0 = a01 * b1 - b0;
  4294. s1 = a01 * b0 - b1;
  4295. extDet = segExtent * det;
  4296. if ( s0 >= 0 ) {
  4297. if ( s1 >= - extDet ) {
  4298. if ( s1 <= extDet ) {
  4299. // region 0
  4300. // Minimum at interior points of ray and segment.
  4301. var invDet = 1 / det;
  4302. s0 *= invDet;
  4303. s1 *= invDet;
  4304. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4305. } else {
  4306. // region 1
  4307. s1 = segExtent;
  4308. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4309. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4310. }
  4311. } else {
  4312. // region 5
  4313. s1 = - segExtent;
  4314. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4315. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4316. }
  4317. } else {
  4318. if ( s1 <= - extDet ) {
  4319. // region 4
  4320. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4321. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4322. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4323. } else if ( s1 <= extDet ) {
  4324. // region 3
  4325. s0 = 0;
  4326. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4327. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4328. } else {
  4329. // region 2
  4330. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4331. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4332. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4333. }
  4334. }
  4335. } else {
  4336. // Ray and segment are parallel.
  4337. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4338. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4339. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4340. }
  4341. if ( optionalPointOnRay ) {
  4342. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4343. }
  4344. if ( optionalPointOnSegment ) {
  4345. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4346. }
  4347. return sqrDist;
  4348. },
  4349. intersectSphere: function ( sphere, target ) {
  4350. _vector$2.subVectors( sphere.center, this.origin );
  4351. var tca = _vector$2.dot( this.direction );
  4352. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4353. var radius2 = sphere.radius * sphere.radius;
  4354. if ( d2 > radius2 ) { return null; }
  4355. var thc = Math.sqrt( radius2 - d2 );
  4356. // t0 = first intersect point - entrance on front of sphere
  4357. var t0 = tca - thc;
  4358. // t1 = second intersect point - exit point on back of sphere
  4359. var t1 = tca + thc;
  4360. // test to see if both t0 and t1 are behind the ray - if so, return null
  4361. if ( t0 < 0 && t1 < 0 ) { return null; }
  4362. // test to see if t0 is behind the ray:
  4363. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4364. // in order to always return an intersect point that is in front of the ray.
  4365. if ( t0 < 0 ) { return this.at( t1, target ); }
  4366. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4367. return this.at( t0, target );
  4368. },
  4369. intersectsSphere: function ( sphere ) {
  4370. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4371. },
  4372. distanceToPlane: function ( plane ) {
  4373. var denominator = plane.normal.dot( this.direction );
  4374. if ( denominator === 0 ) {
  4375. // line is coplanar, return origin
  4376. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4377. return 0;
  4378. }
  4379. // Null is preferable to undefined since undefined means.... it is undefined
  4380. return null;
  4381. }
  4382. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4383. // Return if the ray never intersects the plane
  4384. return t >= 0 ? t : null;
  4385. },
  4386. intersectPlane: function ( plane, target ) {
  4387. var t = this.distanceToPlane( plane );
  4388. if ( t === null ) {
  4389. return null;
  4390. }
  4391. return this.at( t, target );
  4392. },
  4393. intersectsPlane: function ( plane ) {
  4394. // check if the ray lies on the plane first
  4395. var distToPoint = plane.distanceToPoint( this.origin );
  4396. if ( distToPoint === 0 ) {
  4397. return true;
  4398. }
  4399. var denominator = plane.normal.dot( this.direction );
  4400. if ( denominator * distToPoint < 0 ) {
  4401. return true;
  4402. }
  4403. // ray origin is behind the plane (and is pointing behind it)
  4404. return false;
  4405. },
  4406. intersectBox: function ( box, target ) {
  4407. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4408. var invdirx = 1 / this.direction.x,
  4409. invdiry = 1 / this.direction.y,
  4410. invdirz = 1 / this.direction.z;
  4411. var origin = this.origin;
  4412. if ( invdirx >= 0 ) {
  4413. tmin = ( box.min.x - origin.x ) * invdirx;
  4414. tmax = ( box.max.x - origin.x ) * invdirx;
  4415. } else {
  4416. tmin = ( box.max.x - origin.x ) * invdirx;
  4417. tmax = ( box.min.x - origin.x ) * invdirx;
  4418. }
  4419. if ( invdiry >= 0 ) {
  4420. tymin = ( box.min.y - origin.y ) * invdiry;
  4421. tymax = ( box.max.y - origin.y ) * invdiry;
  4422. } else {
  4423. tymin = ( box.max.y - origin.y ) * invdiry;
  4424. tymax = ( box.min.y - origin.y ) * invdiry;
  4425. }
  4426. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4427. // These lines also handle the case where tmin or tmax is NaN
  4428. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4429. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4430. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4431. if ( invdirz >= 0 ) {
  4432. tzmin = ( box.min.z - origin.z ) * invdirz;
  4433. tzmax = ( box.max.z - origin.z ) * invdirz;
  4434. } else {
  4435. tzmin = ( box.max.z - origin.z ) * invdirz;
  4436. tzmax = ( box.min.z - origin.z ) * invdirz;
  4437. }
  4438. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4439. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4440. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4441. //return point closest to the ray (positive side)
  4442. if ( tmax < 0 ) { return null; }
  4443. return this.at( tmin >= 0 ? tmin : tmax, target );
  4444. },
  4445. intersectsBox: function ( box ) {
  4446. return this.intersectBox( box, _vector$2 ) !== null;
  4447. },
  4448. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4449. // Compute the offset origin, edges, and normal.
  4450. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4451. _edge1.subVectors( b, a );
  4452. _edge2.subVectors( c, a );
  4453. _normal.crossVectors( _edge1, _edge2 );
  4454. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4455. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4456. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4457. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4458. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4459. var DdN = this.direction.dot( _normal );
  4460. var sign;
  4461. if ( DdN > 0 ) {
  4462. if ( backfaceCulling ) { return null; }
  4463. sign = 1;
  4464. } else if ( DdN < 0 ) {
  4465. sign = - 1;
  4466. DdN = - DdN;
  4467. } else {
  4468. return null;
  4469. }
  4470. _diff.subVectors( this.origin, a );
  4471. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4472. // b1 < 0, no intersection
  4473. if ( DdQxE2 < 0 ) {
  4474. return null;
  4475. }
  4476. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4477. // b2 < 0, no intersection
  4478. if ( DdE1xQ < 0 ) {
  4479. return null;
  4480. }
  4481. // b1+b2 > 1, no intersection
  4482. if ( DdQxE2 + DdE1xQ > DdN ) {
  4483. return null;
  4484. }
  4485. // Line intersects triangle, check if ray does.
  4486. var QdN = - sign * _diff.dot( _normal );
  4487. // t < 0, no intersection
  4488. if ( QdN < 0 ) {
  4489. return null;
  4490. }
  4491. // Ray intersects triangle.
  4492. return this.at( QdN / DdN, target );
  4493. },
  4494. applyMatrix4: function ( matrix4 ) {
  4495. this.origin.applyMatrix4( matrix4 );
  4496. this.direction.transformDirection( matrix4 );
  4497. return this;
  4498. },
  4499. equals: function ( ray ) {
  4500. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4501. }
  4502. } );
  4503. /**
  4504. * @author bhouston / http://clara.io
  4505. */
  4506. var _vector1 = new Vector3();
  4507. var _vector2 = new Vector3();
  4508. var _normalMatrix = new Matrix3();
  4509. function Plane( normal, constant ) {
  4510. // normal is assumed to be normalized
  4511. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4512. this.constant = ( constant !== undefined ) ? constant : 0;
  4513. }
  4514. Object.assign( Plane.prototype, {
  4515. isPlane: true,
  4516. set: function ( normal, constant ) {
  4517. this.normal.copy( normal );
  4518. this.constant = constant;
  4519. return this;
  4520. },
  4521. setComponents: function ( x, y, z, w ) {
  4522. this.normal.set( x, y, z );
  4523. this.constant = w;
  4524. return this;
  4525. },
  4526. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4527. this.normal.copy( normal );
  4528. this.constant = - point.dot( this.normal );
  4529. return this;
  4530. },
  4531. setFromCoplanarPoints: function ( a, b, c ) {
  4532. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4533. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4534. this.setFromNormalAndCoplanarPoint( normal, a );
  4535. return this;
  4536. },
  4537. clone: function () {
  4538. return new this.constructor().copy( this );
  4539. },
  4540. copy: function ( plane ) {
  4541. this.normal.copy( plane.normal );
  4542. this.constant = plane.constant;
  4543. return this;
  4544. },
  4545. normalize: function () {
  4546. // Note: will lead to a divide by zero if the plane is invalid.
  4547. var inverseNormalLength = 1.0 / this.normal.length();
  4548. this.normal.multiplyScalar( inverseNormalLength );
  4549. this.constant *= inverseNormalLength;
  4550. return this;
  4551. },
  4552. negate: function () {
  4553. this.constant *= - 1;
  4554. this.normal.negate();
  4555. return this;
  4556. },
  4557. distanceToPoint: function ( point ) {
  4558. return this.normal.dot( point ) + this.constant;
  4559. },
  4560. distanceToSphere: function ( sphere ) {
  4561. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4562. },
  4563. projectPoint: function ( point, target ) {
  4564. if ( target === undefined ) {
  4565. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4566. target = new Vector3();
  4567. }
  4568. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4569. },
  4570. intersectLine: function ( line, target ) {
  4571. if ( target === undefined ) {
  4572. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4573. target = new Vector3();
  4574. }
  4575. var direction = line.delta( _vector1 );
  4576. var denominator = this.normal.dot( direction );
  4577. if ( denominator === 0 ) {
  4578. // line is coplanar, return origin
  4579. if ( this.distanceToPoint( line.start ) === 0 ) {
  4580. return target.copy( line.start );
  4581. }
  4582. // Unsure if this is the correct method to handle this case.
  4583. return undefined;
  4584. }
  4585. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4586. if ( t < 0 || t > 1 ) {
  4587. return undefined;
  4588. }
  4589. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4590. },
  4591. intersectsLine: function ( line ) {
  4592. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4593. var startSign = this.distanceToPoint( line.start );
  4594. var endSign = this.distanceToPoint( line.end );
  4595. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4596. },
  4597. intersectsBox: function ( box ) {
  4598. return box.intersectsPlane( this );
  4599. },
  4600. intersectsSphere: function ( sphere ) {
  4601. return sphere.intersectsPlane( this );
  4602. },
  4603. coplanarPoint: function ( target ) {
  4604. if ( target === undefined ) {
  4605. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4606. target = new Vector3();
  4607. }
  4608. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4609. },
  4610. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4611. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4612. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4613. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4614. this.constant = - referencePoint.dot( normal );
  4615. return this;
  4616. },
  4617. translate: function ( offset ) {
  4618. this.constant -= offset.dot( this.normal );
  4619. return this;
  4620. },
  4621. equals: function ( plane ) {
  4622. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4623. }
  4624. } );
  4625. /**
  4626. * @author bhouston / http://clara.io
  4627. * @author mrdoob / http://mrdoob.com/
  4628. */
  4629. var _v0$1 = new Vector3();
  4630. var _v1$3 = new Vector3();
  4631. var _v2$1 = new Vector3();
  4632. var _v3 = new Vector3();
  4633. var _vab = new Vector3();
  4634. var _vac = new Vector3();
  4635. var _vbc = new Vector3();
  4636. var _vap = new Vector3();
  4637. var _vbp = new Vector3();
  4638. var _vcp = new Vector3();
  4639. function Triangle( a, b, c ) {
  4640. this.a = ( a !== undefined ) ? a : new Vector3();
  4641. this.b = ( b !== undefined ) ? b : new Vector3();
  4642. this.c = ( c !== undefined ) ? c : new Vector3();
  4643. }
  4644. Object.assign( Triangle, {
  4645. getNormal: function ( a, b, c, target ) {
  4646. if ( target === undefined ) {
  4647. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4648. target = new Vector3();
  4649. }
  4650. target.subVectors( c, b );
  4651. _v0$1.subVectors( a, b );
  4652. target.cross( _v0$1 );
  4653. var targetLengthSq = target.lengthSq();
  4654. if ( targetLengthSq > 0 ) {
  4655. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4656. }
  4657. return target.set( 0, 0, 0 );
  4658. },
  4659. // static/instance method to calculate barycentric coordinates
  4660. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4661. getBarycoord: function ( point, a, b, c, target ) {
  4662. _v0$1.subVectors( c, a );
  4663. _v1$3.subVectors( b, a );
  4664. _v2$1.subVectors( point, a );
  4665. var dot00 = _v0$1.dot( _v0$1 );
  4666. var dot01 = _v0$1.dot( _v1$3 );
  4667. var dot02 = _v0$1.dot( _v2$1 );
  4668. var dot11 = _v1$3.dot( _v1$3 );
  4669. var dot12 = _v1$3.dot( _v2$1 );
  4670. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4671. if ( target === undefined ) {
  4672. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4673. target = new Vector3();
  4674. }
  4675. // collinear or singular triangle
  4676. if ( denom === 0 ) {
  4677. // arbitrary location outside of triangle?
  4678. // not sure if this is the best idea, maybe should be returning undefined
  4679. return target.set( - 2, - 1, - 1 );
  4680. }
  4681. var invDenom = 1 / denom;
  4682. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4683. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4684. // barycentric coordinates must always sum to 1
  4685. return target.set( 1 - u - v, v, u );
  4686. },
  4687. containsPoint: function ( point, a, b, c ) {
  4688. Triangle.getBarycoord( point, a, b, c, _v3 );
  4689. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4690. },
  4691. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4692. this.getBarycoord( point, p1, p2, p3, _v3 );
  4693. target.set( 0, 0 );
  4694. target.addScaledVector( uv1, _v3.x );
  4695. target.addScaledVector( uv2, _v3.y );
  4696. target.addScaledVector( uv3, _v3.z );
  4697. return target;
  4698. },
  4699. isFrontFacing: function ( a, b, c, direction ) {
  4700. _v0$1.subVectors( c, b );
  4701. _v1$3.subVectors( a, b );
  4702. // strictly front facing
  4703. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4704. }
  4705. } );
  4706. Object.assign( Triangle.prototype, {
  4707. set: function ( a, b, c ) {
  4708. this.a.copy( a );
  4709. this.b.copy( b );
  4710. this.c.copy( c );
  4711. return this;
  4712. },
  4713. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4714. this.a.copy( points[ i0 ] );
  4715. this.b.copy( points[ i1 ] );
  4716. this.c.copy( points[ i2 ] );
  4717. return this;
  4718. },
  4719. clone: function () {
  4720. return new this.constructor().copy( this );
  4721. },
  4722. copy: function ( triangle ) {
  4723. this.a.copy( triangle.a );
  4724. this.b.copy( triangle.b );
  4725. this.c.copy( triangle.c );
  4726. return this;
  4727. },
  4728. getArea: function () {
  4729. _v0$1.subVectors( this.c, this.b );
  4730. _v1$3.subVectors( this.a, this.b );
  4731. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4732. },
  4733. getMidpoint: function ( target ) {
  4734. if ( target === undefined ) {
  4735. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4736. target = new Vector3();
  4737. }
  4738. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4739. },
  4740. getNormal: function ( target ) {
  4741. return Triangle.getNormal( this.a, this.b, this.c, target );
  4742. },
  4743. getPlane: function ( target ) {
  4744. if ( target === undefined ) {
  4745. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4746. target = new Plane();
  4747. }
  4748. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4749. },
  4750. getBarycoord: function ( point, target ) {
  4751. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4752. },
  4753. getUV: function ( point, uv1, uv2, uv3, target ) {
  4754. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4755. },
  4756. containsPoint: function ( point ) {
  4757. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4758. },
  4759. isFrontFacing: function ( direction ) {
  4760. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4761. },
  4762. intersectsBox: function ( box ) {
  4763. return box.intersectsTriangle( this );
  4764. },
  4765. closestPointToPoint: function ( p, target ) {
  4766. if ( target === undefined ) {
  4767. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4768. target = new Vector3();
  4769. }
  4770. var a = this.a, b = this.b, c = this.c;
  4771. var v, w;
  4772. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4773. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4774. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4775. // basically, we're distinguishing which of the voronoi regions of the triangle
  4776. // the point lies in with the minimum amount of redundant computation.
  4777. _vab.subVectors( b, a );
  4778. _vac.subVectors( c, a );
  4779. _vap.subVectors( p, a );
  4780. var d1 = _vab.dot( _vap );
  4781. var d2 = _vac.dot( _vap );
  4782. if ( d1 <= 0 && d2 <= 0 ) {
  4783. // vertex region of A; barycentric coords (1, 0, 0)
  4784. return target.copy( a );
  4785. }
  4786. _vbp.subVectors( p, b );
  4787. var d3 = _vab.dot( _vbp );
  4788. var d4 = _vac.dot( _vbp );
  4789. if ( d3 >= 0 && d4 <= d3 ) {
  4790. // vertex region of B; barycentric coords (0, 1, 0)
  4791. return target.copy( b );
  4792. }
  4793. var vc = d1 * d4 - d3 * d2;
  4794. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4795. v = d1 / ( d1 - d3 );
  4796. // edge region of AB; barycentric coords (1-v, v, 0)
  4797. return target.copy( a ).addScaledVector( _vab, v );
  4798. }
  4799. _vcp.subVectors( p, c );
  4800. var d5 = _vab.dot( _vcp );
  4801. var d6 = _vac.dot( _vcp );
  4802. if ( d6 >= 0 && d5 <= d6 ) {
  4803. // vertex region of C; barycentric coords (0, 0, 1)
  4804. return target.copy( c );
  4805. }
  4806. var vb = d5 * d2 - d1 * d6;
  4807. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4808. w = d2 / ( d2 - d6 );
  4809. // edge region of AC; barycentric coords (1-w, 0, w)
  4810. return target.copy( a ).addScaledVector( _vac, w );
  4811. }
  4812. var va = d3 * d6 - d5 * d4;
  4813. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4814. _vbc.subVectors( c, b );
  4815. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4816. // edge region of BC; barycentric coords (0, 1-w, w)
  4817. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4818. }
  4819. // face region
  4820. var denom = 1 / ( va + vb + vc );
  4821. // u = va * denom
  4822. v = vb * denom;
  4823. w = vc * denom;
  4824. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4825. },
  4826. equals: function ( triangle ) {
  4827. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4828. }
  4829. } );
  4830. /**
  4831. * @author mrdoob / http://mrdoob.com/
  4832. */
  4833. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4834. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4835. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4836. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4837. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4838. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4839. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4840. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4841. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4842. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4843. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4844. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4845. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4846. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4847. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4848. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4849. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4850. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4851. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4852. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4853. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4854. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4855. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4856. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4857. var _hslA = { h: 0, s: 0, l: 0 };
  4858. var _hslB = { h: 0, s: 0, l: 0 };
  4859. function Color( r, g, b ) {
  4860. if ( g === undefined && b === undefined ) {
  4861. // r is THREE.Color, hex or string
  4862. return this.set( r );
  4863. }
  4864. return this.setRGB( r, g, b );
  4865. }
  4866. function hue2rgb( p, q, t ) {
  4867. if ( t < 0 ) { t += 1; }
  4868. if ( t > 1 ) { t -= 1; }
  4869. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4870. if ( t < 1 / 2 ) { return q; }
  4871. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4872. return p;
  4873. }
  4874. function SRGBToLinear( c ) {
  4875. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4876. }
  4877. function LinearToSRGB( c ) {
  4878. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4879. }
  4880. Object.assign( Color.prototype, {
  4881. isColor: true,
  4882. r: 1, g: 1, b: 1,
  4883. set: function ( value ) {
  4884. if ( value && value.isColor ) {
  4885. this.copy( value );
  4886. } else if ( typeof value === 'number' ) {
  4887. this.setHex( value );
  4888. } else if ( typeof value === 'string' ) {
  4889. this.setStyle( value );
  4890. }
  4891. return this;
  4892. },
  4893. setScalar: function ( scalar ) {
  4894. this.r = scalar;
  4895. this.g = scalar;
  4896. this.b = scalar;
  4897. return this;
  4898. },
  4899. setHex: function ( hex ) {
  4900. hex = Math.floor( hex );
  4901. this.r = ( hex >> 16 & 255 ) / 255;
  4902. this.g = ( hex >> 8 & 255 ) / 255;
  4903. this.b = ( hex & 255 ) / 255;
  4904. return this;
  4905. },
  4906. setRGB: function ( r, g, b ) {
  4907. this.r = r;
  4908. this.g = g;
  4909. this.b = b;
  4910. return this;
  4911. },
  4912. setHSL: function ( h, s, l ) {
  4913. // h,s,l ranges are in 0.0 - 1.0
  4914. h = MathUtils.euclideanModulo( h, 1 );
  4915. s = MathUtils.clamp( s, 0, 1 );
  4916. l = MathUtils.clamp( l, 0, 1 );
  4917. if ( s === 0 ) {
  4918. this.r = this.g = this.b = l;
  4919. } else {
  4920. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4921. var q = ( 2 * l ) - p;
  4922. this.r = hue2rgb( q, p, h + 1 / 3 );
  4923. this.g = hue2rgb( q, p, h );
  4924. this.b = hue2rgb( q, p, h - 1 / 3 );
  4925. }
  4926. return this;
  4927. },
  4928. setStyle: function ( style ) {
  4929. function handleAlpha( string ) {
  4930. if ( string === undefined ) { return; }
  4931. if ( parseFloat( string ) < 1 ) {
  4932. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4933. }
  4934. }
  4935. var m;
  4936. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4937. // rgb / hsl
  4938. var color;
  4939. var name = m[ 1 ];
  4940. var components = m[ 2 ];
  4941. switch ( name ) {
  4942. case 'rgb':
  4943. case 'rgba':
  4944. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4945. // rgb(255,0,0) rgba(255,0,0,0.5)
  4946. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4947. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4948. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4949. handleAlpha( color[ 5 ] );
  4950. return this;
  4951. }
  4952. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4953. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4954. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4955. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4956. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4957. handleAlpha( color[ 5 ] );
  4958. return this;
  4959. }
  4960. break;
  4961. case 'hsl':
  4962. case 'hsla':
  4963. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4964. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4965. var h = parseFloat( color[ 1 ] ) / 360;
  4966. var s = parseInt( color[ 2 ], 10 ) / 100;
  4967. var l = parseInt( color[ 3 ], 10 ) / 100;
  4968. handleAlpha( color[ 5 ] );
  4969. return this.setHSL( h, s, l );
  4970. }
  4971. break;
  4972. }
  4973. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4974. // hex color
  4975. var hex = m[ 1 ];
  4976. var size = hex.length;
  4977. if ( size === 3 ) {
  4978. // #ff0
  4979. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4980. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4981. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4982. return this;
  4983. } else if ( size === 6 ) {
  4984. // #ff0000
  4985. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4986. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4987. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4988. return this;
  4989. }
  4990. }
  4991. if ( style && style.length > 0 ) {
  4992. return this.setColorName( style );
  4993. }
  4994. return this;
  4995. },
  4996. setColorName: function ( style ) {
  4997. // color keywords
  4998. var hex = _colorKeywords[ style ];
  4999. if ( hex !== undefined ) {
  5000. // red
  5001. this.setHex( hex );
  5002. } else {
  5003. // unknown color
  5004. console.warn( 'THREE.Color: Unknown color ' + style );
  5005. }
  5006. return this;
  5007. },
  5008. clone: function () {
  5009. return new this.constructor( this.r, this.g, this.b );
  5010. },
  5011. copy: function ( color ) {
  5012. this.r = color.r;
  5013. this.g = color.g;
  5014. this.b = color.b;
  5015. return this;
  5016. },
  5017. copyGammaToLinear: function ( color, gammaFactor ) {
  5018. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5019. this.r = Math.pow( color.r, gammaFactor );
  5020. this.g = Math.pow( color.g, gammaFactor );
  5021. this.b = Math.pow( color.b, gammaFactor );
  5022. return this;
  5023. },
  5024. copyLinearToGamma: function ( color, gammaFactor ) {
  5025. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5026. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5027. this.r = Math.pow( color.r, safeInverse );
  5028. this.g = Math.pow( color.g, safeInverse );
  5029. this.b = Math.pow( color.b, safeInverse );
  5030. return this;
  5031. },
  5032. convertGammaToLinear: function ( gammaFactor ) {
  5033. this.copyGammaToLinear( this, gammaFactor );
  5034. return this;
  5035. },
  5036. convertLinearToGamma: function ( gammaFactor ) {
  5037. this.copyLinearToGamma( this, gammaFactor );
  5038. return this;
  5039. },
  5040. copySRGBToLinear: function ( color ) {
  5041. this.r = SRGBToLinear( color.r );
  5042. this.g = SRGBToLinear( color.g );
  5043. this.b = SRGBToLinear( color.b );
  5044. return this;
  5045. },
  5046. copyLinearToSRGB: function ( color ) {
  5047. this.r = LinearToSRGB( color.r );
  5048. this.g = LinearToSRGB( color.g );
  5049. this.b = LinearToSRGB( color.b );
  5050. return this;
  5051. },
  5052. convertSRGBToLinear: function () {
  5053. this.copySRGBToLinear( this );
  5054. return this;
  5055. },
  5056. convertLinearToSRGB: function () {
  5057. this.copyLinearToSRGB( this );
  5058. return this;
  5059. },
  5060. getHex: function () {
  5061. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5062. },
  5063. getHexString: function () {
  5064. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5065. },
  5066. getHSL: function ( target ) {
  5067. // h,s,l ranges are in 0.0 - 1.0
  5068. if ( target === undefined ) {
  5069. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5070. target = { h: 0, s: 0, l: 0 };
  5071. }
  5072. var r = this.r, g = this.g, b = this.b;
  5073. var max = Math.max( r, g, b );
  5074. var min = Math.min( r, g, b );
  5075. var hue, saturation;
  5076. var lightness = ( min + max ) / 2.0;
  5077. if ( min === max ) {
  5078. hue = 0;
  5079. saturation = 0;
  5080. } else {
  5081. var delta = max - min;
  5082. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5083. switch ( max ) {
  5084. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5085. case g: hue = ( b - r ) / delta + 2; break;
  5086. case b: hue = ( r - g ) / delta + 4; break;
  5087. }
  5088. hue /= 6;
  5089. }
  5090. target.h = hue;
  5091. target.s = saturation;
  5092. target.l = lightness;
  5093. return target;
  5094. },
  5095. getStyle: function () {
  5096. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5097. },
  5098. offsetHSL: function ( h, s, l ) {
  5099. this.getHSL( _hslA );
  5100. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5101. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5102. return this;
  5103. },
  5104. add: function ( color ) {
  5105. this.r += color.r;
  5106. this.g += color.g;
  5107. this.b += color.b;
  5108. return this;
  5109. },
  5110. addColors: function ( color1, color2 ) {
  5111. this.r = color1.r + color2.r;
  5112. this.g = color1.g + color2.g;
  5113. this.b = color1.b + color2.b;
  5114. return this;
  5115. },
  5116. addScalar: function ( s ) {
  5117. this.r += s;
  5118. this.g += s;
  5119. this.b += s;
  5120. return this;
  5121. },
  5122. sub: function ( color ) {
  5123. this.r = Math.max( 0, this.r - color.r );
  5124. this.g = Math.max( 0, this.g - color.g );
  5125. this.b = Math.max( 0, this.b - color.b );
  5126. return this;
  5127. },
  5128. multiply: function ( color ) {
  5129. this.r *= color.r;
  5130. this.g *= color.g;
  5131. this.b *= color.b;
  5132. return this;
  5133. },
  5134. multiplyScalar: function ( s ) {
  5135. this.r *= s;
  5136. this.g *= s;
  5137. this.b *= s;
  5138. return this;
  5139. },
  5140. lerp: function ( color, alpha ) {
  5141. this.r += ( color.r - this.r ) * alpha;
  5142. this.g += ( color.g - this.g ) * alpha;
  5143. this.b += ( color.b - this.b ) * alpha;
  5144. return this;
  5145. },
  5146. lerpHSL: function ( color, alpha ) {
  5147. this.getHSL( _hslA );
  5148. color.getHSL( _hslB );
  5149. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5150. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5151. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5152. this.setHSL( h, s, l );
  5153. return this;
  5154. },
  5155. equals: function ( c ) {
  5156. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5157. },
  5158. fromArray: function ( array, offset ) {
  5159. if ( offset === undefined ) { offset = 0; }
  5160. this.r = array[ offset ];
  5161. this.g = array[ offset + 1 ];
  5162. this.b = array[ offset + 2 ];
  5163. return this;
  5164. },
  5165. toArray: function ( array, offset ) {
  5166. if ( array === undefined ) { array = []; }
  5167. if ( offset === undefined ) { offset = 0; }
  5168. array[ offset ] = this.r;
  5169. array[ offset + 1 ] = this.g;
  5170. array[ offset + 2 ] = this.b;
  5171. return array;
  5172. },
  5173. fromBufferAttribute: function ( attribute, index ) {
  5174. this.r = attribute.getX( index );
  5175. this.g = attribute.getY( index );
  5176. this.b = attribute.getZ( index );
  5177. if ( attribute.normalized === true ) {
  5178. // assuming Uint8Array
  5179. this.r /= 255;
  5180. this.g /= 255;
  5181. this.b /= 255;
  5182. }
  5183. return this;
  5184. },
  5185. toJSON: function () {
  5186. return this.getHex();
  5187. }
  5188. } );
  5189. Color.NAMES = _colorKeywords;
  5190. /**
  5191. * @author mrdoob / http://mrdoob.com/
  5192. * @author alteredq / http://alteredqualia.com/
  5193. */
  5194. function Face3( a, b, c, normal, color, materialIndex ) {
  5195. this.a = a;
  5196. this.b = b;
  5197. this.c = c;
  5198. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5199. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5200. this.color = ( color && color.isColor ) ? color : new Color();
  5201. this.vertexColors = Array.isArray( color ) ? color : [];
  5202. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5203. }
  5204. Object.assign( Face3.prototype, {
  5205. clone: function () {
  5206. return new this.constructor().copy( this );
  5207. },
  5208. copy: function ( source ) {
  5209. this.a = source.a;
  5210. this.b = source.b;
  5211. this.c = source.c;
  5212. this.normal.copy( source.normal );
  5213. this.color.copy( source.color );
  5214. this.materialIndex = source.materialIndex;
  5215. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5216. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5217. }
  5218. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5219. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5220. }
  5221. return this;
  5222. }
  5223. } );
  5224. /**
  5225. * @author mrdoob / http://mrdoob.com/
  5226. * @author alteredq / http://alteredqualia.com/
  5227. */
  5228. var materialId = 0;
  5229. function Material() {
  5230. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5231. this.uuid = MathUtils.generateUUID();
  5232. this.name = '';
  5233. this.type = 'Material';
  5234. this.fog = true;
  5235. this.blending = NormalBlending;
  5236. this.side = FrontSide;
  5237. this.flatShading = false;
  5238. this.vertexColors = false;
  5239. this.opacity = 1;
  5240. this.transparent = false;
  5241. this.blendSrc = SrcAlphaFactor;
  5242. this.blendDst = OneMinusSrcAlphaFactor;
  5243. this.blendEquation = AddEquation;
  5244. this.blendSrcAlpha = null;
  5245. this.blendDstAlpha = null;
  5246. this.blendEquationAlpha = null;
  5247. this.depthFunc = LessEqualDepth;
  5248. this.depthTest = true;
  5249. this.depthWrite = true;
  5250. this.stencilWriteMask = 0xff;
  5251. this.stencilFunc = AlwaysStencilFunc;
  5252. this.stencilRef = 0;
  5253. this.stencilFuncMask = 0xff;
  5254. this.stencilFail = KeepStencilOp;
  5255. this.stencilZFail = KeepStencilOp;
  5256. this.stencilZPass = KeepStencilOp;
  5257. this.stencilWrite = false;
  5258. this.clippingPlanes = null;
  5259. this.clipIntersection = false;
  5260. this.clipShadows = false;
  5261. this.shadowSide = null;
  5262. this.colorWrite = true;
  5263. this.precision = null; // override the renderer's default precision for this material
  5264. this.polygonOffset = false;
  5265. this.polygonOffsetFactor = 0;
  5266. this.polygonOffsetUnits = 0;
  5267. this.dithering = false;
  5268. this.alphaTest = 0;
  5269. this.premultipliedAlpha = false;
  5270. this.visible = true;
  5271. this.toneMapped = true;
  5272. this.userData = {};
  5273. this.version = 0;
  5274. }
  5275. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5276. constructor: Material,
  5277. isMaterial: true,
  5278. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5279. setValues: function ( values ) {
  5280. if ( values === undefined ) { return; }
  5281. for ( var key in values ) {
  5282. var newValue = values[ key ];
  5283. if ( newValue === undefined ) {
  5284. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5285. continue;
  5286. }
  5287. // for backward compatability if shading is set in the constructor
  5288. if ( key === 'shading' ) {
  5289. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5290. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5291. continue;
  5292. }
  5293. var currentValue = this[ key ];
  5294. if ( currentValue === undefined ) {
  5295. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5296. continue;
  5297. }
  5298. if ( currentValue && currentValue.isColor ) {
  5299. currentValue.set( newValue );
  5300. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5301. currentValue.copy( newValue );
  5302. } else {
  5303. this[ key ] = newValue;
  5304. }
  5305. }
  5306. },
  5307. toJSON: function ( meta ) {
  5308. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5309. if ( isRoot ) {
  5310. meta = {
  5311. textures: {},
  5312. images: {}
  5313. };
  5314. }
  5315. var data = {
  5316. metadata: {
  5317. version: 4.5,
  5318. type: 'Material',
  5319. generator: 'Material.toJSON'
  5320. }
  5321. };
  5322. // standard Material serialization
  5323. data.uuid = this.uuid;
  5324. data.type = this.type;
  5325. if ( this.name !== '' ) { data.name = this.name; }
  5326. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5327. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5328. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5329. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5330. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5331. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5332. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5333. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5334. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5335. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5336. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5337. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5338. }
  5339. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5340. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5341. }
  5342. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5343. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5344. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5345. }
  5346. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5347. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5348. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5349. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5350. if ( this.aoMap && this.aoMap.isTexture ) {
  5351. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5352. data.aoMapIntensity = this.aoMapIntensity;
  5353. }
  5354. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5355. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5356. data.bumpScale = this.bumpScale;
  5357. }
  5358. if ( this.normalMap && this.normalMap.isTexture ) {
  5359. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5360. data.normalMapType = this.normalMapType;
  5361. data.normalScale = this.normalScale.toArray();
  5362. }
  5363. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5364. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5365. data.displacementScale = this.displacementScale;
  5366. data.displacementBias = this.displacementBias;
  5367. }
  5368. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5369. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5370. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5371. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5372. if ( this.envMap && this.envMap.isTexture ) {
  5373. data.envMap = this.envMap.toJSON( meta ).uuid;
  5374. data.reflectivity = this.reflectivity; // Scale behind envMap
  5375. data.refractionRatio = this.refractionRatio;
  5376. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5377. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5378. }
  5379. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5380. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5381. }
  5382. if ( this.size !== undefined ) { data.size = this.size; }
  5383. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5384. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5385. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5386. if ( this.side !== FrontSide ) { data.side = this.side; }
  5387. if ( this.vertexColors ) { data.vertexColors = true; }
  5388. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5389. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5390. data.depthFunc = this.depthFunc;
  5391. data.depthTest = this.depthTest;
  5392. data.depthWrite = this.depthWrite;
  5393. data.stencilWrite = this.stencilWrite;
  5394. data.stencilWriteMask = this.stencilWriteMask;
  5395. data.stencilFunc = this.stencilFunc;
  5396. data.stencilRef = this.stencilRef;
  5397. data.stencilFuncMask = this.stencilFuncMask;
  5398. data.stencilFail = this.stencilFail;
  5399. data.stencilZFail = this.stencilZFail;
  5400. data.stencilZPass = this.stencilZPass;
  5401. // rotation (SpriteMaterial)
  5402. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5403. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5404. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5405. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5406. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5407. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5408. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5409. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5410. if ( this.dithering === true ) { data.dithering = true; }
  5411. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5412. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5413. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5414. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5415. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5416. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5417. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5418. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5419. if ( this.skinning === true ) { data.skinning = true; }
  5420. if ( this.visible === false ) { data.visible = false; }
  5421. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5422. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5423. // TODO: Copied from Object3D.toJSON
  5424. function extractFromCache( cache ) {
  5425. var values = [];
  5426. for ( var key in cache ) {
  5427. var data = cache[ key ];
  5428. delete data.metadata;
  5429. values.push( data );
  5430. }
  5431. return values;
  5432. }
  5433. if ( isRoot ) {
  5434. var textures = extractFromCache( meta.textures );
  5435. var images = extractFromCache( meta.images );
  5436. if ( textures.length > 0 ) { data.textures = textures; }
  5437. if ( images.length > 0 ) { data.images = images; }
  5438. }
  5439. return data;
  5440. },
  5441. clone: function () {
  5442. return new this.constructor().copy( this );
  5443. },
  5444. copy: function ( source ) {
  5445. this.name = source.name;
  5446. this.fog = source.fog;
  5447. this.blending = source.blending;
  5448. this.side = source.side;
  5449. this.flatShading = source.flatShading;
  5450. this.vertexColors = source.vertexColors;
  5451. this.opacity = source.opacity;
  5452. this.transparent = source.transparent;
  5453. this.blendSrc = source.blendSrc;
  5454. this.blendDst = source.blendDst;
  5455. this.blendEquation = source.blendEquation;
  5456. this.blendSrcAlpha = source.blendSrcAlpha;
  5457. this.blendDstAlpha = source.blendDstAlpha;
  5458. this.blendEquationAlpha = source.blendEquationAlpha;
  5459. this.depthFunc = source.depthFunc;
  5460. this.depthTest = source.depthTest;
  5461. this.depthWrite = source.depthWrite;
  5462. this.stencilWriteMask = source.stencilWriteMask;
  5463. this.stencilFunc = source.stencilFunc;
  5464. this.stencilRef = source.stencilRef;
  5465. this.stencilFuncMask = source.stencilFuncMask;
  5466. this.stencilFail = source.stencilFail;
  5467. this.stencilZFail = source.stencilZFail;
  5468. this.stencilZPass = source.stencilZPass;
  5469. this.stencilWrite = source.stencilWrite;
  5470. var srcPlanes = source.clippingPlanes;
  5471. var dstPlanes = null;
  5472. if ( srcPlanes !== null ) {
  5473. var n = srcPlanes.length;
  5474. dstPlanes = new Array( n );
  5475. for ( var i = 0; i !== n; ++ i ) {
  5476. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5477. }
  5478. }
  5479. this.clippingPlanes = dstPlanes;
  5480. this.clipIntersection = source.clipIntersection;
  5481. this.clipShadows = source.clipShadows;
  5482. this.shadowSide = source.shadowSide;
  5483. this.colorWrite = source.colorWrite;
  5484. this.precision = source.precision;
  5485. this.polygonOffset = source.polygonOffset;
  5486. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5487. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5488. this.dithering = source.dithering;
  5489. this.alphaTest = source.alphaTest;
  5490. this.premultipliedAlpha = source.premultipliedAlpha;
  5491. this.visible = source.visible;
  5492. this.toneMapped = source.toneMapped;
  5493. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5494. return this;
  5495. },
  5496. dispose: function () {
  5497. this.dispatchEvent( { type: 'dispose' } );
  5498. }
  5499. } );
  5500. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5501. set: function ( value ) {
  5502. if ( value === true ) { this.version ++; }
  5503. }
  5504. } );
  5505. /**
  5506. * @author mrdoob / http://mrdoob.com/
  5507. * @author alteredq / http://alteredqualia.com/
  5508. *
  5509. * parameters = {
  5510. * color: <hex>,
  5511. * opacity: <float>,
  5512. * map: new THREE.Texture( <Image> ),
  5513. *
  5514. * lightMap: new THREE.Texture( <Image> ),
  5515. * lightMapIntensity: <float>
  5516. *
  5517. * aoMap: new THREE.Texture( <Image> ),
  5518. * aoMapIntensity: <float>
  5519. *
  5520. * specularMap: new THREE.Texture( <Image> ),
  5521. *
  5522. * alphaMap: new THREE.Texture( <Image> ),
  5523. *
  5524. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5525. * combine: THREE.Multiply,
  5526. * reflectivity: <float>,
  5527. * refractionRatio: <float>,
  5528. *
  5529. * depthTest: <bool>,
  5530. * depthWrite: <bool>,
  5531. *
  5532. * wireframe: <boolean>,
  5533. * wireframeLinewidth: <float>,
  5534. *
  5535. * skinning: <bool>,
  5536. * morphTargets: <bool>
  5537. * }
  5538. */
  5539. function MeshBasicMaterial( parameters ) {
  5540. Material.call( this );
  5541. this.type = 'MeshBasicMaterial';
  5542. this.color = new Color( 0xffffff ); // emissive
  5543. this.map = null;
  5544. this.lightMap = null;
  5545. this.lightMapIntensity = 1.0;
  5546. this.aoMap = null;
  5547. this.aoMapIntensity = 1.0;
  5548. this.specularMap = null;
  5549. this.alphaMap = null;
  5550. this.envMap = null;
  5551. this.combine = MultiplyOperation;
  5552. this.reflectivity = 1;
  5553. this.refractionRatio = 0.98;
  5554. this.wireframe = false;
  5555. this.wireframeLinewidth = 1;
  5556. this.wireframeLinecap = 'round';
  5557. this.wireframeLinejoin = 'round';
  5558. this.skinning = false;
  5559. this.morphTargets = false;
  5560. this.setValues( parameters );
  5561. }
  5562. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5563. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5564. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5565. MeshBasicMaterial.prototype.copy = function ( source ) {
  5566. Material.prototype.copy.call( this, source );
  5567. this.color.copy( source.color );
  5568. this.map = source.map;
  5569. this.lightMap = source.lightMap;
  5570. this.lightMapIntensity = source.lightMapIntensity;
  5571. this.aoMap = source.aoMap;
  5572. this.aoMapIntensity = source.aoMapIntensity;
  5573. this.specularMap = source.specularMap;
  5574. this.alphaMap = source.alphaMap;
  5575. this.envMap = source.envMap;
  5576. this.combine = source.combine;
  5577. this.reflectivity = source.reflectivity;
  5578. this.refractionRatio = source.refractionRatio;
  5579. this.wireframe = source.wireframe;
  5580. this.wireframeLinewidth = source.wireframeLinewidth;
  5581. this.wireframeLinecap = source.wireframeLinecap;
  5582. this.wireframeLinejoin = source.wireframeLinejoin;
  5583. this.skinning = source.skinning;
  5584. this.morphTargets = source.morphTargets;
  5585. return this;
  5586. };
  5587. /**
  5588. * @author mrdoob / http://mrdoob.com/
  5589. */
  5590. var _vector$3 = new Vector3();
  5591. var _vector2$1 = new Vector2();
  5592. function BufferAttribute( array, itemSize, normalized ) {
  5593. if ( Array.isArray( array ) ) {
  5594. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5595. }
  5596. this.name = '';
  5597. this.array = array;
  5598. this.itemSize = itemSize;
  5599. this.count = array !== undefined ? array.length / itemSize : 0;
  5600. this.normalized = normalized === true;
  5601. this.usage = StaticDrawUsage;
  5602. this.updateRange = { offset: 0, count: - 1 };
  5603. this.version = 0;
  5604. }
  5605. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5606. set: function ( value ) {
  5607. if ( value === true ) { this.version ++; }
  5608. }
  5609. } );
  5610. Object.assign( BufferAttribute.prototype, {
  5611. isBufferAttribute: true,
  5612. onUploadCallback: function () {},
  5613. setUsage: function ( value ) {
  5614. this.usage = value;
  5615. return this;
  5616. },
  5617. copy: function ( source ) {
  5618. this.name = source.name;
  5619. this.array = new source.array.constructor( source.array );
  5620. this.itemSize = source.itemSize;
  5621. this.count = source.count;
  5622. this.normalized = source.normalized;
  5623. this.usage = source.usage;
  5624. return this;
  5625. },
  5626. copyAt: function ( index1, attribute, index2 ) {
  5627. index1 *= this.itemSize;
  5628. index2 *= attribute.itemSize;
  5629. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5630. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5631. }
  5632. return this;
  5633. },
  5634. copyArray: function ( array ) {
  5635. this.array.set( array );
  5636. return this;
  5637. },
  5638. copyColorsArray: function ( colors ) {
  5639. var array = this.array;
  5640. var offset = 0;
  5641. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5642. var color = colors[ i ];
  5643. if ( color === undefined ) {
  5644. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5645. color = new Color();
  5646. }
  5647. array[ offset ++ ] = color.r;
  5648. array[ offset ++ ] = color.g;
  5649. array[ offset ++ ] = color.b;
  5650. }
  5651. return this;
  5652. },
  5653. copyVector2sArray: function ( vectors ) {
  5654. var array = this.array;
  5655. var offset = 0;
  5656. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5657. var vector = vectors[ i ];
  5658. if ( vector === undefined ) {
  5659. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5660. vector = new Vector2();
  5661. }
  5662. array[ offset ++ ] = vector.x;
  5663. array[ offset ++ ] = vector.y;
  5664. }
  5665. return this;
  5666. },
  5667. copyVector3sArray: function ( vectors ) {
  5668. var array = this.array;
  5669. var offset = 0;
  5670. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5671. var vector = vectors[ i ];
  5672. if ( vector === undefined ) {
  5673. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5674. vector = new Vector3();
  5675. }
  5676. array[ offset ++ ] = vector.x;
  5677. array[ offset ++ ] = vector.y;
  5678. array[ offset ++ ] = vector.z;
  5679. }
  5680. return this;
  5681. },
  5682. copyVector4sArray: function ( vectors ) {
  5683. var array = this.array;
  5684. var offset = 0;
  5685. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5686. var vector = vectors[ i ];
  5687. if ( vector === undefined ) {
  5688. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5689. vector = new Vector4();
  5690. }
  5691. array[ offset ++ ] = vector.x;
  5692. array[ offset ++ ] = vector.y;
  5693. array[ offset ++ ] = vector.z;
  5694. array[ offset ++ ] = vector.w;
  5695. }
  5696. return this;
  5697. },
  5698. applyMatrix3: function ( m ) {
  5699. if ( this.itemSize === 2 ) {
  5700. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5701. _vector2$1.fromBufferAttribute( this, i );
  5702. _vector2$1.applyMatrix3( m );
  5703. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5704. }
  5705. } else if ( this.itemSize === 3 ) {
  5706. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5707. _vector$3.fromBufferAttribute( this, i$1 );
  5708. _vector$3.applyMatrix3( m );
  5709. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5710. }
  5711. }
  5712. return this;
  5713. },
  5714. applyMatrix4: function ( m ) {
  5715. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5716. _vector$3.x = this.getX( i );
  5717. _vector$3.y = this.getY( i );
  5718. _vector$3.z = this.getZ( i );
  5719. _vector$3.applyMatrix4( m );
  5720. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5721. }
  5722. return this;
  5723. },
  5724. applyNormalMatrix: function ( m ) {
  5725. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5726. _vector$3.x = this.getX( i );
  5727. _vector$3.y = this.getY( i );
  5728. _vector$3.z = this.getZ( i );
  5729. _vector$3.applyNormalMatrix( m );
  5730. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5731. }
  5732. return this;
  5733. },
  5734. transformDirection: function ( m ) {
  5735. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5736. _vector$3.x = this.getX( i );
  5737. _vector$3.y = this.getY( i );
  5738. _vector$3.z = this.getZ( i );
  5739. _vector$3.transformDirection( m );
  5740. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5741. }
  5742. return this;
  5743. },
  5744. set: function ( value, offset ) {
  5745. if ( offset === undefined ) { offset = 0; }
  5746. this.array.set( value, offset );
  5747. return this;
  5748. },
  5749. getX: function ( index ) {
  5750. return this.array[ index * this.itemSize ];
  5751. },
  5752. setX: function ( index, x ) {
  5753. this.array[ index * this.itemSize ] = x;
  5754. return this;
  5755. },
  5756. getY: function ( index ) {
  5757. return this.array[ index * this.itemSize + 1 ];
  5758. },
  5759. setY: function ( index, y ) {
  5760. this.array[ index * this.itemSize + 1 ] = y;
  5761. return this;
  5762. },
  5763. getZ: function ( index ) {
  5764. return this.array[ index * this.itemSize + 2 ];
  5765. },
  5766. setZ: function ( index, z ) {
  5767. this.array[ index * this.itemSize + 2 ] = z;
  5768. return this;
  5769. },
  5770. getW: function ( index ) {
  5771. return this.array[ index * this.itemSize + 3 ];
  5772. },
  5773. setW: function ( index, w ) {
  5774. this.array[ index * this.itemSize + 3 ] = w;
  5775. return this;
  5776. },
  5777. setXY: function ( index, x, y ) {
  5778. index *= this.itemSize;
  5779. this.array[ index + 0 ] = x;
  5780. this.array[ index + 1 ] = y;
  5781. return this;
  5782. },
  5783. setXYZ: function ( index, x, y, z ) {
  5784. index *= this.itemSize;
  5785. this.array[ index + 0 ] = x;
  5786. this.array[ index + 1 ] = y;
  5787. this.array[ index + 2 ] = z;
  5788. return this;
  5789. },
  5790. setXYZW: function ( index, x, y, z, w ) {
  5791. index *= this.itemSize;
  5792. this.array[ index + 0 ] = x;
  5793. this.array[ index + 1 ] = y;
  5794. this.array[ index + 2 ] = z;
  5795. this.array[ index + 3 ] = w;
  5796. return this;
  5797. },
  5798. onUpload: function ( callback ) {
  5799. this.onUploadCallback = callback;
  5800. return this;
  5801. },
  5802. clone: function () {
  5803. return new this.constructor( this.array, this.itemSize ).copy( this );
  5804. },
  5805. toJSON: function () {
  5806. return {
  5807. itemSize: this.itemSize,
  5808. type: this.array.constructor.name,
  5809. array: Array.prototype.slice.call( this.array ),
  5810. normalized: this.normalized
  5811. };
  5812. }
  5813. } );
  5814. //
  5815. function Int8BufferAttribute( array, itemSize, normalized ) {
  5816. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5817. }
  5818. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5819. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5820. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5821. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5822. }
  5823. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5824. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5825. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5826. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5827. }
  5828. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5829. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5830. function Int16BufferAttribute( array, itemSize, normalized ) {
  5831. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5832. }
  5833. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5834. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5835. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5836. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5837. }
  5838. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5839. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5840. function Int32BufferAttribute( array, itemSize, normalized ) {
  5841. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5842. }
  5843. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5844. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5845. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5846. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5847. }
  5848. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5849. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5850. function Float32BufferAttribute( array, itemSize, normalized ) {
  5851. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5852. }
  5853. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5854. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5855. function Float64BufferAttribute( array, itemSize, normalized ) {
  5856. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5857. }
  5858. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5859. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5860. /**
  5861. * @author mrdoob / http://mrdoob.com/
  5862. */
  5863. function DirectGeometry() {
  5864. this.vertices = [];
  5865. this.normals = [];
  5866. this.colors = [];
  5867. this.uvs = [];
  5868. this.uvs2 = [];
  5869. this.groups = [];
  5870. this.morphTargets = {};
  5871. this.skinWeights = [];
  5872. this.skinIndices = [];
  5873. // this.lineDistances = [];
  5874. this.boundingBox = null;
  5875. this.boundingSphere = null;
  5876. // update flags
  5877. this.verticesNeedUpdate = false;
  5878. this.normalsNeedUpdate = false;
  5879. this.colorsNeedUpdate = false;
  5880. this.uvsNeedUpdate = false;
  5881. this.groupsNeedUpdate = false;
  5882. }
  5883. Object.assign( DirectGeometry.prototype, {
  5884. computeGroups: function ( geometry ) {
  5885. var groups = [];
  5886. var group, i;
  5887. var materialIndex = undefined;
  5888. var faces = geometry.faces;
  5889. for ( i = 0; i < faces.length; i ++ ) {
  5890. var face = faces[ i ];
  5891. // materials
  5892. if ( face.materialIndex !== materialIndex ) {
  5893. materialIndex = face.materialIndex;
  5894. if ( group !== undefined ) {
  5895. group.count = ( i * 3 ) - group.start;
  5896. groups.push( group );
  5897. }
  5898. group = {
  5899. start: i * 3,
  5900. materialIndex: materialIndex
  5901. };
  5902. }
  5903. }
  5904. if ( group !== undefined ) {
  5905. group.count = ( i * 3 ) - group.start;
  5906. groups.push( group );
  5907. }
  5908. this.groups = groups;
  5909. },
  5910. fromGeometry: function ( geometry ) {
  5911. var faces = geometry.faces;
  5912. var vertices = geometry.vertices;
  5913. var faceVertexUvs = geometry.faceVertexUvs;
  5914. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5915. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5916. // morphs
  5917. var morphTargets = geometry.morphTargets;
  5918. var morphTargetsLength = morphTargets.length;
  5919. var morphTargetsPosition;
  5920. if ( morphTargetsLength > 0 ) {
  5921. morphTargetsPosition = [];
  5922. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5923. morphTargetsPosition[ i ] = {
  5924. name: morphTargets[ i ].name,
  5925. data: []
  5926. };
  5927. }
  5928. this.morphTargets.position = morphTargetsPosition;
  5929. }
  5930. var morphNormals = geometry.morphNormals;
  5931. var morphNormalsLength = morphNormals.length;
  5932. var morphTargetsNormal;
  5933. if ( morphNormalsLength > 0 ) {
  5934. morphTargetsNormal = [];
  5935. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5936. morphTargetsNormal[ i$1 ] = {
  5937. name: morphNormals[ i$1 ].name,
  5938. data: []
  5939. };
  5940. }
  5941. this.morphTargets.normal = morphTargetsNormal;
  5942. }
  5943. // skins
  5944. var skinIndices = geometry.skinIndices;
  5945. var skinWeights = geometry.skinWeights;
  5946. var hasSkinIndices = skinIndices.length === vertices.length;
  5947. var hasSkinWeights = skinWeights.length === vertices.length;
  5948. //
  5949. if ( vertices.length > 0 && faces.length === 0 ) {
  5950. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5951. }
  5952. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5953. var face = faces[ i$2 ];
  5954. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5955. var vertexNormals = face.vertexNormals;
  5956. if ( vertexNormals.length === 3 ) {
  5957. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5958. } else {
  5959. var normal = face.normal;
  5960. this.normals.push( normal, normal, normal );
  5961. }
  5962. var vertexColors = face.vertexColors;
  5963. if ( vertexColors.length === 3 ) {
  5964. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5965. } else {
  5966. var color = face.color;
  5967. this.colors.push( color, color, color );
  5968. }
  5969. if ( hasFaceVertexUv === true ) {
  5970. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5971. if ( vertexUvs !== undefined ) {
  5972. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5973. } else {
  5974. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5975. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5976. }
  5977. }
  5978. if ( hasFaceVertexUv2 === true ) {
  5979. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  5980. if ( vertexUvs$1 !== undefined ) {
  5981. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  5982. } else {
  5983. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  5984. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5985. }
  5986. }
  5987. // morphs
  5988. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5989. var morphTarget = morphTargets[ j ].vertices;
  5990. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5991. }
  5992. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  5993. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  5994. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5995. }
  5996. // skins
  5997. if ( hasSkinIndices ) {
  5998. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5999. }
  6000. if ( hasSkinWeights ) {
  6001. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6002. }
  6003. }
  6004. this.computeGroups( geometry );
  6005. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6006. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6007. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6008. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6009. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6010. if ( geometry.boundingSphere !== null ) {
  6011. this.boundingSphere = geometry.boundingSphere.clone();
  6012. }
  6013. if ( geometry.boundingBox !== null ) {
  6014. this.boundingBox = geometry.boundingBox.clone();
  6015. }
  6016. return this;
  6017. }
  6018. } );
  6019. /**
  6020. * @author mrdoob / http://mrdoob.com/
  6021. */
  6022. function arrayMax( array ) {
  6023. if ( array.length === 0 ) { return - Infinity; }
  6024. var max = array[ 0 ];
  6025. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6026. if ( array[ i ] > max ) { max = array[ i ]; }
  6027. }
  6028. return max;
  6029. }
  6030. /**
  6031. * @author alteredq / http://alteredqualia.com/
  6032. * @author mrdoob / http://mrdoob.com/
  6033. */
  6034. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6035. var _m1$2 = new Matrix4();
  6036. var _obj = new Object3D();
  6037. var _offset = new Vector3();
  6038. var _box$2 = new Box3();
  6039. var _boxMorphTargets = new Box3();
  6040. var _vector$4 = new Vector3();
  6041. function BufferGeometry() {
  6042. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6043. this.uuid = MathUtils.generateUUID();
  6044. this.name = '';
  6045. this.type = 'BufferGeometry';
  6046. this.index = null;
  6047. this.attributes = {};
  6048. this.morphAttributes = {};
  6049. this.morphTargetsRelative = false;
  6050. this.groups = [];
  6051. this.boundingBox = null;
  6052. this.boundingSphere = null;
  6053. this.drawRange = { start: 0, count: Infinity };
  6054. this.userData = {};
  6055. }
  6056. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6057. constructor: BufferGeometry,
  6058. isBufferGeometry: true,
  6059. getIndex: function () {
  6060. return this.index;
  6061. },
  6062. setIndex: function ( index ) {
  6063. if ( Array.isArray( index ) ) {
  6064. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6065. } else {
  6066. this.index = index;
  6067. }
  6068. },
  6069. getAttribute: function ( name ) {
  6070. return this.attributes[ name ];
  6071. },
  6072. setAttribute: function ( name, attribute ) {
  6073. this.attributes[ name ] = attribute;
  6074. return this;
  6075. },
  6076. deleteAttribute: function ( name ) {
  6077. delete this.attributes[ name ];
  6078. return this;
  6079. },
  6080. addGroup: function ( start, count, materialIndex ) {
  6081. this.groups.push( {
  6082. start: start,
  6083. count: count,
  6084. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6085. } );
  6086. },
  6087. clearGroups: function () {
  6088. this.groups = [];
  6089. },
  6090. setDrawRange: function ( start, count ) {
  6091. this.drawRange.start = start;
  6092. this.drawRange.count = count;
  6093. },
  6094. applyMatrix4: function ( matrix ) {
  6095. var position = this.attributes.position;
  6096. if ( position !== undefined ) {
  6097. position.applyMatrix4( matrix );
  6098. position.needsUpdate = true;
  6099. }
  6100. var normal = this.attributes.normal;
  6101. if ( normal !== undefined ) {
  6102. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6103. normal.applyNormalMatrix( normalMatrix );
  6104. normal.needsUpdate = true;
  6105. }
  6106. var tangent = this.attributes.tangent;
  6107. if ( tangent !== undefined ) {
  6108. tangent.transformDirection( matrix );
  6109. tangent.needsUpdate = true;
  6110. }
  6111. if ( this.boundingBox !== null ) {
  6112. this.computeBoundingBox();
  6113. }
  6114. if ( this.boundingSphere !== null ) {
  6115. this.computeBoundingSphere();
  6116. }
  6117. return this;
  6118. },
  6119. rotateX: function ( angle ) {
  6120. // rotate geometry around world x-axis
  6121. _m1$2.makeRotationX( angle );
  6122. this.applyMatrix4( _m1$2 );
  6123. return this;
  6124. },
  6125. rotateY: function ( angle ) {
  6126. // rotate geometry around world y-axis
  6127. _m1$2.makeRotationY( angle );
  6128. this.applyMatrix4( _m1$2 );
  6129. return this;
  6130. },
  6131. rotateZ: function ( angle ) {
  6132. // rotate geometry around world z-axis
  6133. _m1$2.makeRotationZ( angle );
  6134. this.applyMatrix4( _m1$2 );
  6135. return this;
  6136. },
  6137. translate: function ( x, y, z ) {
  6138. // translate geometry
  6139. _m1$2.makeTranslation( x, y, z );
  6140. this.applyMatrix4( _m1$2 );
  6141. return this;
  6142. },
  6143. scale: function ( x, y, z ) {
  6144. // scale geometry
  6145. _m1$2.makeScale( x, y, z );
  6146. this.applyMatrix4( _m1$2 );
  6147. return this;
  6148. },
  6149. lookAt: function ( vector ) {
  6150. _obj.lookAt( vector );
  6151. _obj.updateMatrix();
  6152. this.applyMatrix4( _obj.matrix );
  6153. return this;
  6154. },
  6155. center: function () {
  6156. this.computeBoundingBox();
  6157. this.boundingBox.getCenter( _offset ).negate();
  6158. this.translate( _offset.x, _offset.y, _offset.z );
  6159. return this;
  6160. },
  6161. setFromObject: function ( object ) {
  6162. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6163. var geometry = object.geometry;
  6164. if ( object.isPoints || object.isLine ) {
  6165. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6166. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6167. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6168. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6169. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6170. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6171. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6172. }
  6173. if ( geometry.boundingSphere !== null ) {
  6174. this.boundingSphere = geometry.boundingSphere.clone();
  6175. }
  6176. if ( geometry.boundingBox !== null ) {
  6177. this.boundingBox = geometry.boundingBox.clone();
  6178. }
  6179. } else if ( object.isMesh ) {
  6180. if ( geometry && geometry.isGeometry ) {
  6181. this.fromGeometry( geometry );
  6182. }
  6183. }
  6184. return this;
  6185. },
  6186. setFromPoints: function ( points ) {
  6187. var position = [];
  6188. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6189. var point = points[ i ];
  6190. position.push( point.x, point.y, point.z || 0 );
  6191. }
  6192. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6193. return this;
  6194. },
  6195. updateFromObject: function ( object ) {
  6196. var geometry = object.geometry;
  6197. if ( object.isMesh ) {
  6198. var direct = geometry.__directGeometry;
  6199. if ( geometry.elementsNeedUpdate === true ) {
  6200. direct = undefined;
  6201. geometry.elementsNeedUpdate = false;
  6202. }
  6203. if ( direct === undefined ) {
  6204. return this.fromGeometry( geometry );
  6205. }
  6206. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6207. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6208. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6209. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6210. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6211. geometry.verticesNeedUpdate = false;
  6212. geometry.normalsNeedUpdate = false;
  6213. geometry.colorsNeedUpdate = false;
  6214. geometry.uvsNeedUpdate = false;
  6215. geometry.groupsNeedUpdate = false;
  6216. geometry = direct;
  6217. }
  6218. if ( geometry.verticesNeedUpdate === true ) {
  6219. var attribute = this.attributes.position;
  6220. if ( attribute !== undefined ) {
  6221. attribute.copyVector3sArray( geometry.vertices );
  6222. attribute.needsUpdate = true;
  6223. }
  6224. geometry.verticesNeedUpdate = false;
  6225. }
  6226. if ( geometry.normalsNeedUpdate === true ) {
  6227. var attribute$1 = this.attributes.normal;
  6228. if ( attribute$1 !== undefined ) {
  6229. attribute$1.copyVector3sArray( geometry.normals );
  6230. attribute$1.needsUpdate = true;
  6231. }
  6232. geometry.normalsNeedUpdate = false;
  6233. }
  6234. if ( geometry.colorsNeedUpdate === true ) {
  6235. var attribute$2 = this.attributes.color;
  6236. if ( attribute$2 !== undefined ) {
  6237. attribute$2.copyColorsArray( geometry.colors );
  6238. attribute$2.needsUpdate = true;
  6239. }
  6240. geometry.colorsNeedUpdate = false;
  6241. }
  6242. if ( geometry.uvsNeedUpdate ) {
  6243. var attribute$3 = this.attributes.uv;
  6244. if ( attribute$3 !== undefined ) {
  6245. attribute$3.copyVector2sArray( geometry.uvs );
  6246. attribute$3.needsUpdate = true;
  6247. }
  6248. geometry.uvsNeedUpdate = false;
  6249. }
  6250. if ( geometry.lineDistancesNeedUpdate ) {
  6251. var attribute$4 = this.attributes.lineDistance;
  6252. if ( attribute$4 !== undefined ) {
  6253. attribute$4.copyArray( geometry.lineDistances );
  6254. attribute$4.needsUpdate = true;
  6255. }
  6256. geometry.lineDistancesNeedUpdate = false;
  6257. }
  6258. if ( geometry.groupsNeedUpdate ) {
  6259. geometry.computeGroups( object.geometry );
  6260. this.groups = geometry.groups;
  6261. geometry.groupsNeedUpdate = false;
  6262. }
  6263. return this;
  6264. },
  6265. fromGeometry: function ( geometry ) {
  6266. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6267. return this.fromDirectGeometry( geometry.__directGeometry );
  6268. },
  6269. fromDirectGeometry: function ( geometry ) {
  6270. var positions = new Float32Array( geometry.vertices.length * 3 );
  6271. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6272. if ( geometry.normals.length > 0 ) {
  6273. var normals = new Float32Array( geometry.normals.length * 3 );
  6274. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6275. }
  6276. if ( geometry.colors.length > 0 ) {
  6277. var colors = new Float32Array( geometry.colors.length * 3 );
  6278. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6279. }
  6280. if ( geometry.uvs.length > 0 ) {
  6281. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6282. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6283. }
  6284. if ( geometry.uvs2.length > 0 ) {
  6285. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6286. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6287. }
  6288. // groups
  6289. this.groups = geometry.groups;
  6290. // morphs
  6291. for ( var name in geometry.morphTargets ) {
  6292. var array = [];
  6293. var morphTargets = geometry.morphTargets[ name ];
  6294. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6295. var morphTarget = morphTargets[ i ];
  6296. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6297. attribute.name = morphTarget.name;
  6298. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6299. }
  6300. this.morphAttributes[ name ] = array;
  6301. }
  6302. // skinning
  6303. if ( geometry.skinIndices.length > 0 ) {
  6304. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6305. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6306. }
  6307. if ( geometry.skinWeights.length > 0 ) {
  6308. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6309. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6310. }
  6311. //
  6312. if ( geometry.boundingSphere !== null ) {
  6313. this.boundingSphere = geometry.boundingSphere.clone();
  6314. }
  6315. if ( geometry.boundingBox !== null ) {
  6316. this.boundingBox = geometry.boundingBox.clone();
  6317. }
  6318. return this;
  6319. },
  6320. computeBoundingBox: function () {
  6321. if ( this.boundingBox === null ) {
  6322. this.boundingBox = new Box3();
  6323. }
  6324. var position = this.attributes.position;
  6325. var morphAttributesPosition = this.morphAttributes.position;
  6326. if ( position !== undefined ) {
  6327. this.boundingBox.setFromBufferAttribute( position );
  6328. // process morph attributes if present
  6329. if ( morphAttributesPosition ) {
  6330. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6331. var morphAttribute = morphAttributesPosition[ i ];
  6332. _box$2.setFromBufferAttribute( morphAttribute );
  6333. if ( this.morphTargetsRelative ) {
  6334. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6335. this.boundingBox.expandByPoint( _vector$4 );
  6336. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6337. this.boundingBox.expandByPoint( _vector$4 );
  6338. } else {
  6339. this.boundingBox.expandByPoint( _box$2.min );
  6340. this.boundingBox.expandByPoint( _box$2.max );
  6341. }
  6342. }
  6343. }
  6344. } else {
  6345. this.boundingBox.makeEmpty();
  6346. }
  6347. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6348. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6349. }
  6350. },
  6351. computeBoundingSphere: function () {
  6352. if ( this.boundingSphere === null ) {
  6353. this.boundingSphere = new Sphere();
  6354. }
  6355. var position = this.attributes.position;
  6356. var morphAttributesPosition = this.morphAttributes.position;
  6357. if ( position ) {
  6358. // first, find the center of the bounding sphere
  6359. var center = this.boundingSphere.center;
  6360. _box$2.setFromBufferAttribute( position );
  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. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6366. if ( this.morphTargetsRelative ) {
  6367. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6368. _box$2.expandByPoint( _vector$4 );
  6369. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6370. _box$2.expandByPoint( _vector$4 );
  6371. } else {
  6372. _box$2.expandByPoint( _boxMorphTargets.min );
  6373. _box$2.expandByPoint( _boxMorphTargets.max );
  6374. }
  6375. }
  6376. }
  6377. _box$2.getCenter( center );
  6378. // second, try to find a boundingSphere with a radius smaller than the
  6379. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6380. var maxRadiusSq = 0;
  6381. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6382. _vector$4.fromBufferAttribute( position, i$1 );
  6383. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6384. }
  6385. // process morph attributes if present
  6386. if ( morphAttributesPosition ) {
  6387. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6388. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6389. var morphTargetsRelative = this.morphTargetsRelative;
  6390. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6391. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6392. if ( morphTargetsRelative ) {
  6393. _offset.fromBufferAttribute( position, j );
  6394. _vector$4.add( _offset );
  6395. }
  6396. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6397. }
  6398. }
  6399. }
  6400. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6401. if ( isNaN( this.boundingSphere.radius ) ) {
  6402. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6403. }
  6404. }
  6405. },
  6406. computeFaceNormals: function () {
  6407. // backwards compatibility
  6408. },
  6409. computeVertexNormals: function () {
  6410. var index = this.index;
  6411. var positionAttribute = this.getAttribute( 'position' );
  6412. if ( positionAttribute !== undefined ) {
  6413. var normalAttribute = this.getAttribute( 'normal' );
  6414. if ( normalAttribute === undefined ) {
  6415. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6416. this.setAttribute( 'normal', normalAttribute );
  6417. } else {
  6418. // reset existing normals to zero
  6419. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6420. normalAttribute.setXYZ( i, 0, 0, 0 );
  6421. }
  6422. }
  6423. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6424. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6425. var cb = new Vector3(), ab = new Vector3();
  6426. // indexed elements
  6427. if ( index ) {
  6428. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6429. var vA = index.getX( i$1 + 0 );
  6430. var vB = index.getX( i$1 + 1 );
  6431. var vC = index.getX( i$1 + 2 );
  6432. pA.fromBufferAttribute( positionAttribute, vA );
  6433. pB.fromBufferAttribute( positionAttribute, vB );
  6434. pC.fromBufferAttribute( positionAttribute, vC );
  6435. cb.subVectors( pC, pB );
  6436. ab.subVectors( pA, pB );
  6437. cb.cross( ab );
  6438. nA.fromBufferAttribute( normalAttribute, vA );
  6439. nB.fromBufferAttribute( normalAttribute, vB );
  6440. nC.fromBufferAttribute( normalAttribute, vC );
  6441. nA.add( cb );
  6442. nB.add( cb );
  6443. nC.add( cb );
  6444. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6445. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6446. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6447. }
  6448. } else {
  6449. // non-indexed elements (unconnected triangle soup)
  6450. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6451. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6452. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6453. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6454. cb.subVectors( pC, pB );
  6455. ab.subVectors( pA, pB );
  6456. cb.cross( ab );
  6457. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6458. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6459. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6460. }
  6461. }
  6462. this.normalizeNormals();
  6463. normalAttribute.needsUpdate = true;
  6464. }
  6465. },
  6466. merge: function ( geometry, offset ) {
  6467. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6468. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6469. return;
  6470. }
  6471. if ( offset === undefined ) {
  6472. offset = 0;
  6473. console.warn(
  6474. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6475. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6476. );
  6477. }
  6478. var attributes = this.attributes;
  6479. for ( var key in attributes ) {
  6480. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6481. var attribute1 = attributes[ key ];
  6482. var attributeArray1 = attribute1.array;
  6483. var attribute2 = geometry.attributes[ key ];
  6484. var attributeArray2 = attribute2.array;
  6485. var attributeOffset = attribute2.itemSize * offset;
  6486. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6487. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6488. attributeArray1[ j ] = attributeArray2[ i ];
  6489. }
  6490. }
  6491. return this;
  6492. },
  6493. normalizeNormals: function () {
  6494. var normals = this.attributes.normal;
  6495. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6496. _vector$4.fromBufferAttribute( normals, i );
  6497. _vector$4.normalize();
  6498. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6499. }
  6500. },
  6501. toNonIndexed: function () {
  6502. function convertBufferAttribute( attribute, indices ) {
  6503. var array = attribute.array;
  6504. var itemSize = attribute.itemSize;
  6505. var normalized = attribute.normalized;
  6506. var array2 = new array.constructor( indices.length * itemSize );
  6507. var index = 0, index2 = 0;
  6508. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6509. index = indices[ i ] * itemSize;
  6510. for ( var j = 0; j < itemSize; j ++ ) {
  6511. array2[ index2 ++ ] = array[ index ++ ];
  6512. }
  6513. }
  6514. return new BufferAttribute( array2, itemSize, normalized );
  6515. }
  6516. //
  6517. if ( this.index === null ) {
  6518. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6519. return this;
  6520. }
  6521. var geometry2 = new BufferGeometry();
  6522. var indices = this.index.array;
  6523. var attributes = this.attributes;
  6524. // attributes
  6525. for ( var name in attributes ) {
  6526. var attribute = attributes[ name ];
  6527. var newAttribute = convertBufferAttribute( attribute, indices );
  6528. geometry2.setAttribute( name, newAttribute );
  6529. }
  6530. // morph attributes
  6531. var morphAttributes = this.morphAttributes;
  6532. for ( var name$1 in morphAttributes ) {
  6533. var morphArray = [];
  6534. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6535. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6536. var attribute$1 = morphAttribute[ i ];
  6537. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6538. morphArray.push( newAttribute$1 );
  6539. }
  6540. geometry2.morphAttributes[ name$1 ] = morphArray;
  6541. }
  6542. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6543. // groups
  6544. var groups = this.groups;
  6545. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6546. var group = groups[ i$1 ];
  6547. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6548. }
  6549. return geometry2;
  6550. },
  6551. toJSON: function () {
  6552. var data = {
  6553. metadata: {
  6554. version: 4.5,
  6555. type: 'BufferGeometry',
  6556. generator: 'BufferGeometry.toJSON'
  6557. }
  6558. };
  6559. // standard BufferGeometry serialization
  6560. data.uuid = this.uuid;
  6561. data.type = this.type;
  6562. if ( this.name !== '' ) { data.name = this.name; }
  6563. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6564. if ( this.parameters !== undefined ) {
  6565. var parameters = this.parameters;
  6566. for ( var key in parameters ) {
  6567. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6568. }
  6569. return data;
  6570. }
  6571. data.data = { attributes: {} };
  6572. var index = this.index;
  6573. if ( index !== null ) {
  6574. data.data.index = {
  6575. type: index.array.constructor.name,
  6576. array: Array.prototype.slice.call( index.array )
  6577. };
  6578. }
  6579. var attributes = this.attributes;
  6580. for ( var key$1 in attributes ) {
  6581. var attribute = attributes[ key$1 ];
  6582. var attributeData = attribute.toJSON( data.data );
  6583. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6584. data.data.attributes[ key$1 ] = attributeData;
  6585. }
  6586. var morphAttributes = {};
  6587. var hasMorphAttributes = false;
  6588. for ( var key$2 in this.morphAttributes ) {
  6589. var attributeArray = this.morphAttributes[ key$2 ];
  6590. var array = [];
  6591. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6592. var attribute$1 = attributeArray[ i ];
  6593. var attributeData$1 = attribute$1.toJSON( data.data );
  6594. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6595. array.push( attributeData$1 );
  6596. }
  6597. if ( array.length > 0 ) {
  6598. morphAttributes[ key$2 ] = array;
  6599. hasMorphAttributes = true;
  6600. }
  6601. }
  6602. if ( hasMorphAttributes ) {
  6603. data.data.morphAttributes = morphAttributes;
  6604. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6605. }
  6606. var groups = this.groups;
  6607. if ( groups.length > 0 ) {
  6608. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6609. }
  6610. var boundingSphere = this.boundingSphere;
  6611. if ( boundingSphere !== null ) {
  6612. data.data.boundingSphere = {
  6613. center: boundingSphere.center.toArray(),
  6614. radius: boundingSphere.radius
  6615. };
  6616. }
  6617. return data;
  6618. },
  6619. clone: function () {
  6620. /*
  6621. // Handle primitives
  6622. const parameters = this.parameters;
  6623. if ( parameters !== undefined ) {
  6624. const values = [];
  6625. for ( const key in parameters ) {
  6626. values.push( parameters[ key ] );
  6627. }
  6628. const geometry = Object.create( this.constructor.prototype );
  6629. this.constructor.apply( geometry, values );
  6630. return geometry;
  6631. }
  6632. return new this.constructor().copy( this );
  6633. */
  6634. return new BufferGeometry().copy( this );
  6635. },
  6636. copy: function ( source ) {
  6637. // reset
  6638. this.index = null;
  6639. this.attributes = {};
  6640. this.morphAttributes = {};
  6641. this.groups = [];
  6642. this.boundingBox = null;
  6643. this.boundingSphere = null;
  6644. // used for storing cloned, shared data
  6645. var data = {};
  6646. // name
  6647. this.name = source.name;
  6648. // index
  6649. var index = source.index;
  6650. if ( index !== null ) {
  6651. this.setIndex( index.clone( data ) );
  6652. }
  6653. // attributes
  6654. var attributes = source.attributes;
  6655. for ( var name in attributes ) {
  6656. var attribute = attributes[ name ];
  6657. this.setAttribute( name, attribute.clone( data ) );
  6658. }
  6659. // morph attributes
  6660. var morphAttributes = source.morphAttributes;
  6661. for ( var name$1 in morphAttributes ) {
  6662. var array = [];
  6663. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6664. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6665. array.push( morphAttribute[ i ].clone( data ) );
  6666. }
  6667. this.morphAttributes[ name$1 ] = array;
  6668. }
  6669. this.morphTargetsRelative = source.morphTargetsRelative;
  6670. // groups
  6671. var groups = source.groups;
  6672. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6673. var group = groups[ i$1 ];
  6674. this.addGroup( group.start, group.count, group.materialIndex );
  6675. }
  6676. // bounding box
  6677. var boundingBox = source.boundingBox;
  6678. if ( boundingBox !== null ) {
  6679. this.boundingBox = boundingBox.clone();
  6680. }
  6681. // bounding sphere
  6682. var boundingSphere = source.boundingSphere;
  6683. if ( boundingSphere !== null ) {
  6684. this.boundingSphere = boundingSphere.clone();
  6685. }
  6686. // draw range
  6687. this.drawRange.start = source.drawRange.start;
  6688. this.drawRange.count = source.drawRange.count;
  6689. // user data
  6690. this.userData = source.userData;
  6691. return this;
  6692. },
  6693. dispose: function () {
  6694. this.dispatchEvent( { type: 'dispose' } );
  6695. }
  6696. } );
  6697. /**
  6698. * @author mrdoob / http://mrdoob.com/
  6699. * @author alteredq / http://alteredqualia.com/
  6700. * @author mikael emtinger / http://gomo.se/
  6701. * @author jonobr1 / http://jonobr1.com/
  6702. */
  6703. var _inverseMatrix = new Matrix4();
  6704. var _ray = new Ray();
  6705. var _sphere = new Sphere();
  6706. var _vA = new Vector3();
  6707. var _vB = new Vector3();
  6708. var _vC = new Vector3();
  6709. var _tempA = new Vector3();
  6710. var _tempB = new Vector3();
  6711. var _tempC = new Vector3();
  6712. var _morphA = new Vector3();
  6713. var _morphB = new Vector3();
  6714. var _morphC = new Vector3();
  6715. var _uvA = new Vector2();
  6716. var _uvB = new Vector2();
  6717. var _uvC = new Vector2();
  6718. var _intersectionPoint = new Vector3();
  6719. var _intersectionPointWorld = new Vector3();
  6720. function Mesh( geometry, material ) {
  6721. Object3D.call( this );
  6722. this.type = 'Mesh';
  6723. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6724. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6725. this.updateMorphTargets();
  6726. }
  6727. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6728. constructor: Mesh,
  6729. isMesh: true,
  6730. copy: function ( source ) {
  6731. Object3D.prototype.copy.call( this, source );
  6732. if ( source.morphTargetInfluences !== undefined ) {
  6733. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6734. }
  6735. if ( source.morphTargetDictionary !== undefined ) {
  6736. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6737. }
  6738. this.material = source.material;
  6739. this.geometry = source.geometry;
  6740. return this;
  6741. },
  6742. updateMorphTargets: function () {
  6743. var geometry = this.geometry;
  6744. if ( geometry.isBufferGeometry ) {
  6745. var morphAttributes = geometry.morphAttributes;
  6746. var keys = Object.keys( morphAttributes );
  6747. if ( keys.length > 0 ) {
  6748. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6749. if ( morphAttribute !== undefined ) {
  6750. this.morphTargetInfluences = [];
  6751. this.morphTargetDictionary = {};
  6752. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6753. var name = morphAttribute[ m ].name || String( m );
  6754. this.morphTargetInfluences.push( 0 );
  6755. this.morphTargetDictionary[ name ] = m;
  6756. }
  6757. }
  6758. }
  6759. } else {
  6760. var morphTargets = geometry.morphTargets;
  6761. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6762. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6763. }
  6764. }
  6765. },
  6766. raycast: function ( raycaster, intersects ) {
  6767. var geometry = this.geometry;
  6768. var material = this.material;
  6769. var matrixWorld = this.matrixWorld;
  6770. if ( material === undefined ) { return; }
  6771. // Checking boundingSphere distance to ray
  6772. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6773. _sphere.copy( geometry.boundingSphere );
  6774. _sphere.applyMatrix4( matrixWorld );
  6775. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6776. //
  6777. _inverseMatrix.getInverse( matrixWorld );
  6778. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6779. // Check boundingBox before continuing
  6780. if ( geometry.boundingBox !== null ) {
  6781. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6782. }
  6783. var intersection;
  6784. if ( geometry.isBufferGeometry ) {
  6785. var index = geometry.index;
  6786. var position = geometry.attributes.position;
  6787. var morphPosition = geometry.morphAttributes.position;
  6788. var morphTargetsRelative = geometry.morphTargetsRelative;
  6789. var uv = geometry.attributes.uv;
  6790. var uv2 = geometry.attributes.uv2;
  6791. var groups = geometry.groups;
  6792. var drawRange = geometry.drawRange;
  6793. if ( index !== null ) {
  6794. // indexed buffer geometry
  6795. if ( Array.isArray( material ) ) {
  6796. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6797. var group = groups[ i ];
  6798. var groupMaterial = material[ group.materialIndex ];
  6799. var start = Math.max( group.start, drawRange.start );
  6800. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6801. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6802. var a = index.getX( j );
  6803. var b = index.getX( j + 1 );
  6804. var c = index.getX( j + 2 );
  6805. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6806. if ( intersection ) {
  6807. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6808. intersection.face.materialIndex = group.materialIndex;
  6809. intersects.push( intersection );
  6810. }
  6811. }
  6812. }
  6813. } else {
  6814. var start$1 = Math.max( 0, drawRange.start );
  6815. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6816. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6817. var a$1 = index.getX( i$1 );
  6818. var b$1 = index.getX( i$1 + 1 );
  6819. var c$1 = index.getX( i$1 + 2 );
  6820. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6821. if ( intersection ) {
  6822. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6823. intersects.push( intersection );
  6824. }
  6825. }
  6826. }
  6827. } else if ( position !== undefined ) {
  6828. // non-indexed buffer geometry
  6829. if ( Array.isArray( material ) ) {
  6830. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6831. var group$1 = groups[ i$2 ];
  6832. var groupMaterial$1 = material[ group$1.materialIndex ];
  6833. var start$2 = Math.max( group$1.start, drawRange.start );
  6834. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6835. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6836. var a$2 = j$1;
  6837. var b$2 = j$1 + 1;
  6838. var c$2 = j$1 + 2;
  6839. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6840. if ( intersection ) {
  6841. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6842. intersection.face.materialIndex = group$1.materialIndex;
  6843. intersects.push( intersection );
  6844. }
  6845. }
  6846. }
  6847. } else {
  6848. var start$3 = Math.max( 0, drawRange.start );
  6849. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6850. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6851. var a$3 = i$3;
  6852. var b$3 = i$3 + 1;
  6853. var c$3 = i$3 + 2;
  6854. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6855. if ( intersection ) {
  6856. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6857. intersects.push( intersection );
  6858. }
  6859. }
  6860. }
  6861. }
  6862. } else if ( geometry.isGeometry ) {
  6863. var isMultiMaterial = Array.isArray( material );
  6864. var vertices = geometry.vertices;
  6865. var faces = geometry.faces;
  6866. var uvs;
  6867. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6868. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6869. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6870. var face = faces[ f ];
  6871. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6872. if ( faceMaterial === undefined ) { continue; }
  6873. var fvA = vertices[ face.a ];
  6874. var fvB = vertices[ face.b ];
  6875. var fvC = vertices[ face.c ];
  6876. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6877. if ( intersection ) {
  6878. if ( uvs && uvs[ f ] ) {
  6879. var uvs_f = uvs[ f ];
  6880. _uvA.copy( uvs_f[ 0 ] );
  6881. _uvB.copy( uvs_f[ 1 ] );
  6882. _uvC.copy( uvs_f[ 2 ] );
  6883. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6884. }
  6885. intersection.face = face;
  6886. intersection.faceIndex = f;
  6887. intersects.push( intersection );
  6888. }
  6889. }
  6890. }
  6891. }
  6892. } );
  6893. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6894. var intersect;
  6895. if ( material.side === BackSide ) {
  6896. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6897. } else {
  6898. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6899. }
  6900. if ( intersect === null ) { return null; }
  6901. _intersectionPointWorld.copy( point );
  6902. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6903. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6904. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6905. return {
  6906. distance: distance,
  6907. point: _intersectionPointWorld.clone(),
  6908. object: object
  6909. };
  6910. }
  6911. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6912. _vA.fromBufferAttribute( position, a );
  6913. _vB.fromBufferAttribute( position, b );
  6914. _vC.fromBufferAttribute( position, c );
  6915. var morphInfluences = object.morphTargetInfluences;
  6916. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6917. _morphA.set( 0, 0, 0 );
  6918. _morphB.set( 0, 0, 0 );
  6919. _morphC.set( 0, 0, 0 );
  6920. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6921. var influence = morphInfluences[ i ];
  6922. var morphAttribute = morphPosition[ i ];
  6923. if ( influence === 0 ) { continue; }
  6924. _tempA.fromBufferAttribute( morphAttribute, a );
  6925. _tempB.fromBufferAttribute( morphAttribute, b );
  6926. _tempC.fromBufferAttribute( morphAttribute, c );
  6927. if ( morphTargetsRelative ) {
  6928. _morphA.addScaledVector( _tempA, influence );
  6929. _morphB.addScaledVector( _tempB, influence );
  6930. _morphC.addScaledVector( _tempC, influence );
  6931. } else {
  6932. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6933. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6934. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6935. }
  6936. }
  6937. _vA.add( _morphA );
  6938. _vB.add( _morphB );
  6939. _vC.add( _morphC );
  6940. }
  6941. if ( object.isSkinnedMesh ) {
  6942. object.boneTransform( a, _vA );
  6943. object.boneTransform( b, _vB );
  6944. object.boneTransform( c, _vC );
  6945. }
  6946. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6947. if ( intersection ) {
  6948. if ( uv ) {
  6949. _uvA.fromBufferAttribute( uv, a );
  6950. _uvB.fromBufferAttribute( uv, b );
  6951. _uvC.fromBufferAttribute( uv, c );
  6952. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6953. }
  6954. if ( uv2 ) {
  6955. _uvA.fromBufferAttribute( uv2, a );
  6956. _uvB.fromBufferAttribute( uv2, b );
  6957. _uvC.fromBufferAttribute( uv2, c );
  6958. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6959. }
  6960. var face = new Face3( a, b, c );
  6961. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6962. intersection.face = face;
  6963. }
  6964. return intersection;
  6965. }
  6966. /**
  6967. * @author mrdoob / http://mrdoob.com/
  6968. * @author kile / http://kile.stravaganza.org/
  6969. * @author alteredq / http://alteredqualia.com/
  6970. * @author mikael emtinger / http://gomo.se/
  6971. * @author zz85 / http://www.lab4games.net/zz85/blog
  6972. * @author bhouston / http://clara.io
  6973. */
  6974. var _geometryId = 0; // Geometry uses even numbers as Id
  6975. var _m1$3 = new Matrix4();
  6976. var _obj$1 = new Object3D();
  6977. var _offset$1 = new Vector3();
  6978. function Geometry() {
  6979. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6980. this.uuid = MathUtils.generateUUID();
  6981. this.name = '';
  6982. this.type = 'Geometry';
  6983. this.vertices = [];
  6984. this.colors = [];
  6985. this.faces = [];
  6986. this.faceVertexUvs = [[]];
  6987. this.morphTargets = [];
  6988. this.morphNormals = [];
  6989. this.skinWeights = [];
  6990. this.skinIndices = [];
  6991. this.lineDistances = [];
  6992. this.boundingBox = null;
  6993. this.boundingSphere = null;
  6994. // update flags
  6995. this.elementsNeedUpdate = false;
  6996. this.verticesNeedUpdate = false;
  6997. this.uvsNeedUpdate = false;
  6998. this.normalsNeedUpdate = false;
  6999. this.colorsNeedUpdate = false;
  7000. this.lineDistancesNeedUpdate = false;
  7001. this.groupsNeedUpdate = false;
  7002. }
  7003. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7004. constructor: Geometry,
  7005. isGeometry: true,
  7006. applyMatrix4: function ( matrix ) {
  7007. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7008. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7009. var vertex = this.vertices[ i ];
  7010. vertex.applyMatrix4( matrix );
  7011. }
  7012. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7013. var face = this.faces[ i$1 ];
  7014. face.normal.applyMatrix3( normalMatrix ).normalize();
  7015. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7016. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7017. }
  7018. }
  7019. if ( this.boundingBox !== null ) {
  7020. this.computeBoundingBox();
  7021. }
  7022. if ( this.boundingSphere !== null ) {
  7023. this.computeBoundingSphere();
  7024. }
  7025. this.verticesNeedUpdate = true;
  7026. this.normalsNeedUpdate = true;
  7027. return this;
  7028. },
  7029. rotateX: function ( angle ) {
  7030. // rotate geometry around world x-axis
  7031. _m1$3.makeRotationX( angle );
  7032. this.applyMatrix4( _m1$3 );
  7033. return this;
  7034. },
  7035. rotateY: function ( angle ) {
  7036. // rotate geometry around world y-axis
  7037. _m1$3.makeRotationY( angle );
  7038. this.applyMatrix4( _m1$3 );
  7039. return this;
  7040. },
  7041. rotateZ: function ( angle ) {
  7042. // rotate geometry around world z-axis
  7043. _m1$3.makeRotationZ( angle );
  7044. this.applyMatrix4( _m1$3 );
  7045. return this;
  7046. },
  7047. translate: function ( x, y, z ) {
  7048. // translate geometry
  7049. _m1$3.makeTranslation( x, y, z );
  7050. this.applyMatrix4( _m1$3 );
  7051. return this;
  7052. },
  7053. scale: function ( x, y, z ) {
  7054. // scale geometry
  7055. _m1$3.makeScale( x, y, z );
  7056. this.applyMatrix4( _m1$3 );
  7057. return this;
  7058. },
  7059. lookAt: function ( vector ) {
  7060. _obj$1.lookAt( vector );
  7061. _obj$1.updateMatrix();
  7062. this.applyMatrix4( _obj$1.matrix );
  7063. return this;
  7064. },
  7065. fromBufferGeometry: function ( geometry ) {
  7066. var scope = this;
  7067. var index = geometry.index !== null ? geometry.index : undefined;
  7068. var attributes = geometry.attributes;
  7069. if ( attributes.position === undefined ) {
  7070. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7071. return this;
  7072. }
  7073. var position = attributes.position;
  7074. var normal = attributes.normal;
  7075. var color = attributes.color;
  7076. var uv = attributes.uv;
  7077. var uv2 = attributes.uv2;
  7078. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7079. for ( var i = 0; i < position.count; i ++ ) {
  7080. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7081. if ( color !== undefined ) {
  7082. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7083. }
  7084. }
  7085. function addFace( a, b, c, materialIndex ) {
  7086. var vertexColors = ( color === undefined ) ? [] : [
  7087. scope.colors[ a ].clone(),
  7088. scope.colors[ b ].clone(),
  7089. scope.colors[ c ].clone()
  7090. ];
  7091. var vertexNormals = ( normal === undefined ) ? [] : [
  7092. new Vector3().fromBufferAttribute( normal, a ),
  7093. new Vector3().fromBufferAttribute( normal, b ),
  7094. new Vector3().fromBufferAttribute( normal, c )
  7095. ];
  7096. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7097. scope.faces.push( face );
  7098. if ( uv !== undefined ) {
  7099. scope.faceVertexUvs[ 0 ].push( [
  7100. new Vector2().fromBufferAttribute( uv, a ),
  7101. new Vector2().fromBufferAttribute( uv, b ),
  7102. new Vector2().fromBufferAttribute( uv, c )
  7103. ] );
  7104. }
  7105. if ( uv2 !== undefined ) {
  7106. scope.faceVertexUvs[ 1 ].push( [
  7107. new Vector2().fromBufferAttribute( uv2, a ),
  7108. new Vector2().fromBufferAttribute( uv2, b ),
  7109. new Vector2().fromBufferAttribute( uv2, c )
  7110. ] );
  7111. }
  7112. }
  7113. var groups = geometry.groups;
  7114. if ( groups.length > 0 ) {
  7115. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7116. var group = groups[ i$1 ];
  7117. var start = group.start;
  7118. var count = group.count;
  7119. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7120. if ( index !== undefined ) {
  7121. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7122. } else {
  7123. addFace( j, j + 1, j + 2, group.materialIndex );
  7124. }
  7125. }
  7126. }
  7127. } else {
  7128. if ( index !== undefined ) {
  7129. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7130. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7131. }
  7132. } else {
  7133. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7134. addFace( i$3, i$3 + 1, i$3 + 2 );
  7135. }
  7136. }
  7137. }
  7138. this.computeFaceNormals();
  7139. if ( geometry.boundingBox !== null ) {
  7140. this.boundingBox = geometry.boundingBox.clone();
  7141. }
  7142. if ( geometry.boundingSphere !== null ) {
  7143. this.boundingSphere = geometry.boundingSphere.clone();
  7144. }
  7145. return this;
  7146. },
  7147. center: function () {
  7148. this.computeBoundingBox();
  7149. this.boundingBox.getCenter( _offset$1 ).negate();
  7150. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7151. return this;
  7152. },
  7153. normalize: function () {
  7154. this.computeBoundingSphere();
  7155. var center = this.boundingSphere.center;
  7156. var radius = this.boundingSphere.radius;
  7157. var s = radius === 0 ? 1 : 1.0 / radius;
  7158. var matrix = new Matrix4();
  7159. matrix.set(
  7160. s, 0, 0, - s * center.x,
  7161. 0, s, 0, - s * center.y,
  7162. 0, 0, s, - s * center.z,
  7163. 0, 0, 0, 1
  7164. );
  7165. this.applyMatrix4( matrix );
  7166. return this;
  7167. },
  7168. computeFaceNormals: function () {
  7169. var cb = new Vector3(), ab = new Vector3();
  7170. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7171. var face = this.faces[ f ];
  7172. var vA = this.vertices[ face.a ];
  7173. var vB = this.vertices[ face.b ];
  7174. var vC = this.vertices[ face.c ];
  7175. cb.subVectors( vC, vB );
  7176. ab.subVectors( vA, vB );
  7177. cb.cross( ab );
  7178. cb.normalize();
  7179. face.normal.copy( cb );
  7180. }
  7181. },
  7182. computeVertexNormals: function ( areaWeighted ) {
  7183. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7184. var vertices = new Array( this.vertices.length );
  7185. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7186. vertices[ v ] = new Vector3();
  7187. }
  7188. if ( areaWeighted ) {
  7189. // vertex normals weighted by triangle areas
  7190. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7191. var cb = new Vector3(), ab = new Vector3();
  7192. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7193. var face = this.faces[ f ];
  7194. var vA = this.vertices[ face.a ];
  7195. var vB = this.vertices[ face.b ];
  7196. var vC = this.vertices[ face.c ];
  7197. cb.subVectors( vC, vB );
  7198. ab.subVectors( vA, vB );
  7199. cb.cross( ab );
  7200. vertices[ face.a ].add( cb );
  7201. vertices[ face.b ].add( cb );
  7202. vertices[ face.c ].add( cb );
  7203. }
  7204. } else {
  7205. this.computeFaceNormals();
  7206. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7207. var face$1 = this.faces[ f$1 ];
  7208. vertices[ face$1.a ].add( face$1.normal );
  7209. vertices[ face$1.b ].add( face$1.normal );
  7210. vertices[ face$1.c ].add( face$1.normal );
  7211. }
  7212. }
  7213. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7214. vertices[ v$1 ].normalize();
  7215. }
  7216. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7217. var face$2 = this.faces[ f$2 ];
  7218. var vertexNormals = face$2.vertexNormals;
  7219. if ( vertexNormals.length === 3 ) {
  7220. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7221. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7222. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7223. } else {
  7224. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7225. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7226. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7227. }
  7228. }
  7229. if ( this.faces.length > 0 ) {
  7230. this.normalsNeedUpdate = true;
  7231. }
  7232. },
  7233. computeFlatVertexNormals: function () {
  7234. this.computeFaceNormals();
  7235. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7236. var face = this.faces[ f ];
  7237. var vertexNormals = face.vertexNormals;
  7238. if ( vertexNormals.length === 3 ) {
  7239. vertexNormals[ 0 ].copy( face.normal );
  7240. vertexNormals[ 1 ].copy( face.normal );
  7241. vertexNormals[ 2 ].copy( face.normal );
  7242. } else {
  7243. vertexNormals[ 0 ] = face.normal.clone();
  7244. vertexNormals[ 1 ] = face.normal.clone();
  7245. vertexNormals[ 2 ] = face.normal.clone();
  7246. }
  7247. }
  7248. if ( this.faces.length > 0 ) {
  7249. this.normalsNeedUpdate = true;
  7250. }
  7251. },
  7252. computeMorphNormals: function () {
  7253. // save original normals
  7254. // - create temp variables on first access
  7255. // otherwise just copy (for faster repeated calls)
  7256. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7257. var face = this.faces[ f ];
  7258. if ( ! face.__originalFaceNormal ) {
  7259. face.__originalFaceNormal = face.normal.clone();
  7260. } else {
  7261. face.__originalFaceNormal.copy( face.normal );
  7262. }
  7263. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7264. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7265. if ( ! face.__originalVertexNormals[ i ] ) {
  7266. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7267. } else {
  7268. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7269. }
  7270. }
  7271. }
  7272. // use temp geometry to compute face and vertex normals for each morph
  7273. var tmpGeo = new Geometry();
  7274. tmpGeo.faces = this.faces;
  7275. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7276. // create on first access
  7277. if ( ! this.morphNormals[ i$1 ] ) {
  7278. this.morphNormals[ i$1 ] = {};
  7279. this.morphNormals[ i$1 ].faceNormals = [];
  7280. this.morphNormals[ i$1 ].vertexNormals = [];
  7281. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7282. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7283. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7284. var faceNormal = new Vector3();
  7285. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7286. dstNormalsFace.push( faceNormal );
  7287. dstNormalsVertex.push( vertexNormals );
  7288. }
  7289. }
  7290. var morphNormals = this.morphNormals[ i$1 ];
  7291. // set vertices to morph target
  7292. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7293. // compute morph normals
  7294. tmpGeo.computeFaceNormals();
  7295. tmpGeo.computeVertexNormals();
  7296. // store morph normals
  7297. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7298. var face$1 = this.faces[ f$2 ];
  7299. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7300. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7301. faceNormal$1.copy( face$1.normal );
  7302. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7303. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7304. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7305. }
  7306. }
  7307. // restore original normals
  7308. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7309. var face$2 = this.faces[ f$3 ];
  7310. face$2.normal = face$2.__originalFaceNormal;
  7311. face$2.vertexNormals = face$2.__originalVertexNormals;
  7312. }
  7313. },
  7314. computeBoundingBox: function () {
  7315. if ( this.boundingBox === null ) {
  7316. this.boundingBox = new Box3();
  7317. }
  7318. this.boundingBox.setFromPoints( this.vertices );
  7319. },
  7320. computeBoundingSphere: function () {
  7321. if ( this.boundingSphere === null ) {
  7322. this.boundingSphere = new Sphere();
  7323. }
  7324. this.boundingSphere.setFromPoints( this.vertices );
  7325. },
  7326. merge: function ( geometry, matrix, materialIndexOffset ) {
  7327. if ( ! ( geometry && geometry.isGeometry ) ) {
  7328. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7329. return;
  7330. }
  7331. var normalMatrix,
  7332. vertexOffset = this.vertices.length,
  7333. vertices1 = this.vertices,
  7334. vertices2 = geometry.vertices,
  7335. faces1 = this.faces,
  7336. faces2 = geometry.faces,
  7337. colors1 = this.colors,
  7338. colors2 = geometry.colors;
  7339. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7340. if ( matrix !== undefined ) {
  7341. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7342. }
  7343. // vertices
  7344. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7345. var vertex = vertices2[ i ];
  7346. var vertexCopy = vertex.clone();
  7347. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7348. vertices1.push( vertexCopy );
  7349. }
  7350. // colors
  7351. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7352. colors1.push( colors2[ i$1 ].clone() );
  7353. }
  7354. // faces
  7355. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7356. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7357. faceVertexNormals = face.vertexNormals,
  7358. faceVertexColors = face.vertexColors;
  7359. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7360. faceCopy.normal.copy( face.normal );
  7361. if ( normalMatrix !== undefined ) {
  7362. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7363. }
  7364. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7365. normal = faceVertexNormals[ j ].clone();
  7366. if ( normalMatrix !== undefined ) {
  7367. normal.applyMatrix3( normalMatrix ).normalize();
  7368. }
  7369. faceCopy.vertexNormals.push( normal );
  7370. }
  7371. faceCopy.color.copy( face.color );
  7372. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7373. color = faceVertexColors[ j$1 ];
  7374. faceCopy.vertexColors.push( color.clone() );
  7375. }
  7376. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7377. faces1.push( faceCopy );
  7378. }
  7379. // uvs
  7380. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7381. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7382. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7383. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7384. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7385. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7386. uvsCopy.push( uvs2[ k ].clone() );
  7387. }
  7388. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7389. }
  7390. }
  7391. },
  7392. mergeMesh: function ( mesh ) {
  7393. if ( ! ( mesh && mesh.isMesh ) ) {
  7394. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7395. return;
  7396. }
  7397. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7398. this.merge( mesh.geometry, mesh.matrix );
  7399. },
  7400. /*
  7401. * Checks for duplicate vertices with hashmap.
  7402. * Duplicated vertices are removed
  7403. * and faces' vertices are updated.
  7404. */
  7405. mergeVertices: function () {
  7406. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7407. var unique = [], changes = [];
  7408. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7409. var precision = Math.pow( 10, precisionPoints );
  7410. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7411. var v = this.vertices[ i ];
  7412. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7413. if ( verticesMap[ key ] === undefined ) {
  7414. verticesMap[ key ] = i;
  7415. unique.push( this.vertices[ i ] );
  7416. changes[ i ] = unique.length - 1;
  7417. } else {
  7418. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7419. changes[ i ] = changes[ verticesMap[ key ] ];
  7420. }
  7421. }
  7422. // if faces are completely degenerate after merging vertices, we
  7423. // have to remove them from the geometry.
  7424. var faceIndicesToRemove = [];
  7425. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7426. var face = this.faces[ i$1 ];
  7427. face.a = changes[ face.a ];
  7428. face.b = changes[ face.b ];
  7429. face.c = changes[ face.c ];
  7430. var indices = [ face.a, face.b, face.c ];
  7431. // if any duplicate vertices are found in a Face3
  7432. // we have to remove the face as nothing can be saved
  7433. for ( var n = 0; n < 3; n ++ ) {
  7434. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7435. faceIndicesToRemove.push( i$1 );
  7436. break;
  7437. }
  7438. }
  7439. }
  7440. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7441. var idx = faceIndicesToRemove[ i$2 ];
  7442. this.faces.splice( idx, 1 );
  7443. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7444. this.faceVertexUvs[ j ].splice( idx, 1 );
  7445. }
  7446. }
  7447. // Use unique set of vertices
  7448. var diff = this.vertices.length - unique.length;
  7449. this.vertices = unique;
  7450. return diff;
  7451. },
  7452. setFromPoints: function ( points ) {
  7453. this.vertices = [];
  7454. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7455. var point = points[ i ];
  7456. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7457. }
  7458. return this;
  7459. },
  7460. sortFacesByMaterialIndex: function () {
  7461. var faces = this.faces;
  7462. var length = faces.length;
  7463. // tag faces
  7464. for ( var i = 0; i < length; i ++ ) {
  7465. faces[ i ]._id = i;
  7466. }
  7467. // sort faces
  7468. function materialIndexSort( a, b ) {
  7469. return a.materialIndex - b.materialIndex;
  7470. }
  7471. faces.sort( materialIndexSort );
  7472. // sort uvs
  7473. var uvs1 = this.faceVertexUvs[ 0 ];
  7474. var uvs2 = this.faceVertexUvs[ 1 ];
  7475. var newUvs1, newUvs2;
  7476. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7477. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7478. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7479. var id = faces[ i$1 ]._id;
  7480. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7481. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7482. }
  7483. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7484. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7485. },
  7486. toJSON: function () {
  7487. var data = {
  7488. metadata: {
  7489. version: 4.5,
  7490. type: 'Geometry',
  7491. generator: 'Geometry.toJSON'
  7492. }
  7493. };
  7494. // standard Geometry serialization
  7495. data.uuid = this.uuid;
  7496. data.type = this.type;
  7497. if ( this.name !== '' ) { data.name = this.name; }
  7498. if ( this.parameters !== undefined ) {
  7499. var parameters = this.parameters;
  7500. for ( var key in parameters ) {
  7501. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7502. }
  7503. return data;
  7504. }
  7505. var vertices = [];
  7506. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7507. var vertex = this.vertices[ i ];
  7508. vertices.push( vertex.x, vertex.y, vertex.z );
  7509. }
  7510. var faces = [];
  7511. var normals = [];
  7512. var normalsHash = {};
  7513. var colors = [];
  7514. var colorsHash = {};
  7515. var uvs = [];
  7516. var uvsHash = {};
  7517. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7518. var face = this.faces[ i$1 ];
  7519. var hasMaterial = true;
  7520. var hasFaceUv = false; // deprecated
  7521. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7522. var hasFaceNormal = face.normal.length() > 0;
  7523. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7524. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7525. var hasFaceVertexColor = face.vertexColors.length > 0;
  7526. var faceType = 0;
  7527. faceType = setBit( faceType, 0, 0 ); // isQuad
  7528. faceType = setBit( faceType, 1, hasMaterial );
  7529. faceType = setBit( faceType, 2, hasFaceUv );
  7530. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7531. faceType = setBit( faceType, 4, hasFaceNormal );
  7532. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7533. faceType = setBit( faceType, 6, hasFaceColor );
  7534. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7535. faces.push( faceType );
  7536. faces.push( face.a, face.b, face.c );
  7537. faces.push( face.materialIndex );
  7538. if ( hasFaceVertexUv ) {
  7539. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7540. faces.push(
  7541. getUvIndex( faceVertexUvs[ 0 ] ),
  7542. getUvIndex( faceVertexUvs[ 1 ] ),
  7543. getUvIndex( faceVertexUvs[ 2 ] )
  7544. );
  7545. }
  7546. if ( hasFaceNormal ) {
  7547. faces.push( getNormalIndex( face.normal ) );
  7548. }
  7549. if ( hasFaceVertexNormal ) {
  7550. var vertexNormals = face.vertexNormals;
  7551. faces.push(
  7552. getNormalIndex( vertexNormals[ 0 ] ),
  7553. getNormalIndex( vertexNormals[ 1 ] ),
  7554. getNormalIndex( vertexNormals[ 2 ] )
  7555. );
  7556. }
  7557. if ( hasFaceColor ) {
  7558. faces.push( getColorIndex( face.color ) );
  7559. }
  7560. if ( hasFaceVertexColor ) {
  7561. var vertexColors = face.vertexColors;
  7562. faces.push(
  7563. getColorIndex( vertexColors[ 0 ] ),
  7564. getColorIndex( vertexColors[ 1 ] ),
  7565. getColorIndex( vertexColors[ 2 ] )
  7566. );
  7567. }
  7568. }
  7569. function setBit( value, position, enabled ) {
  7570. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7571. }
  7572. function getNormalIndex( normal ) {
  7573. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7574. if ( normalsHash[ hash ] !== undefined ) {
  7575. return normalsHash[ hash ];
  7576. }
  7577. normalsHash[ hash ] = normals.length / 3;
  7578. normals.push( normal.x, normal.y, normal.z );
  7579. return normalsHash[ hash ];
  7580. }
  7581. function getColorIndex( color ) {
  7582. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7583. if ( colorsHash[ hash ] !== undefined ) {
  7584. return colorsHash[ hash ];
  7585. }
  7586. colorsHash[ hash ] = colors.length;
  7587. colors.push( color.getHex() );
  7588. return colorsHash[ hash ];
  7589. }
  7590. function getUvIndex( uv ) {
  7591. var hash = uv.x.toString() + uv.y.toString();
  7592. if ( uvsHash[ hash ] !== undefined ) {
  7593. return uvsHash[ hash ];
  7594. }
  7595. uvsHash[ hash ] = uvs.length / 2;
  7596. uvs.push( uv.x, uv.y );
  7597. return uvsHash[ hash ];
  7598. }
  7599. data.data = {};
  7600. data.data.vertices = vertices;
  7601. data.data.normals = normals;
  7602. if ( colors.length > 0 ) { data.data.colors = colors; }
  7603. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7604. data.data.faces = faces;
  7605. return data;
  7606. },
  7607. clone: function () {
  7608. /*
  7609. // Handle primitives
  7610. const parameters = this.parameters;
  7611. if ( parameters !== undefined ) {
  7612. const values = [];
  7613. for ( const key in parameters ) {
  7614. values.push( parameters[ key ] );
  7615. }
  7616. const geometry = Object.create( this.constructor.prototype );
  7617. this.constructor.apply( geometry, values );
  7618. return geometry;
  7619. }
  7620. return new this.constructor().copy( this );
  7621. */
  7622. return new Geometry().copy( this );
  7623. },
  7624. copy: function ( source ) {
  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 ( var 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 ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7647. this.colors.push( colors[ i$1 ].clone() );
  7648. }
  7649. // faces
  7650. var faces = source.faces;
  7651. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7652. this.faces.push( faces[ i$2 ].clone() );
  7653. }
  7654. // face vertex uvs
  7655. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7656. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7657. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7658. this.faceVertexUvs[ i$3 ] = [];
  7659. }
  7660. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7661. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7662. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7663. var uv = uvs[ k ];
  7664. uvsCopy.push( uv.clone() );
  7665. }
  7666. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7667. }
  7668. }
  7669. // morph targets
  7670. var morphTargets = source.morphTargets;
  7671. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7672. var morphTarget = {};
  7673. morphTarget.name = morphTargets[ i$4 ].name;
  7674. // vertices
  7675. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7676. morphTarget.vertices = [];
  7677. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7678. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7679. }
  7680. }
  7681. // normals
  7682. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7683. morphTarget.normals = [];
  7684. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7685. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7686. }
  7687. }
  7688. this.morphTargets.push( morphTarget );
  7689. }
  7690. // morph normals
  7691. var morphNormals = source.morphNormals;
  7692. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7693. var morphNormal = {};
  7694. // vertex normals
  7695. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7696. morphNormal.vertexNormals = [];
  7697. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7698. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  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$5 ].faceNormals !== undefined ) {
  7708. morphNormal.faceNormals = [];
  7709. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7710. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7711. }
  7712. }
  7713. this.morphNormals.push( morphNormal );
  7714. }
  7715. // skin weights
  7716. var skinWeights = source.skinWeights;
  7717. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7718. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7719. }
  7720. // skin indices
  7721. var skinIndices = source.skinIndices;
  7722. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7723. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7724. }
  7725. // line distances
  7726. var lineDistances = source.lineDistances;
  7727. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7728. this.lineDistances.push( lineDistances[ i$8 ] );
  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 vector = new Vector3();
  7831. // generate vertices, normals and uvs
  7832. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7833. var y = iy * segmentHeight - heightHalf;
  7834. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7835. var x = ix * segmentWidth - widthHalf;
  7836. // set values to correct vector component
  7837. vector[ u ] = x * udir;
  7838. vector[ v ] = y * vdir;
  7839. vector[ w ] = depthHalf;
  7840. // now apply vector to vertex buffer
  7841. vertices.push( vector.x, vector.y, vector.z );
  7842. // set values to correct vector component
  7843. vector[ u ] = 0;
  7844. vector[ v ] = 0;
  7845. vector[ w ] = depth > 0 ? 1 : - 1;
  7846. // now apply vector to normal buffer
  7847. normals.push( vector.x, vector.y, vector.z );
  7848. // uvs
  7849. uvs.push( ix / gridX );
  7850. uvs.push( 1 - ( iy / gridY ) );
  7851. // counters
  7852. vertexCounter += 1;
  7853. }
  7854. }
  7855. // indices
  7856. // 1. you need three indices to draw a single face
  7857. // 2. a single segment consists of two faces
  7858. // 3. so we need to generate six (2*3) indices per segment
  7859. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7860. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7861. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7862. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7863. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7864. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7865. // faces
  7866. indices.push( a, b, d );
  7867. indices.push( b, c, d );
  7868. // increase counter
  7869. groupCount += 6;
  7870. }
  7871. }
  7872. // add a group to the geometry. this will ensure multi material support
  7873. scope.addGroup( groupStart, groupCount, materialIndex );
  7874. // calculate new start value for groups
  7875. groupStart += groupCount;
  7876. // update total number of vertices
  7877. numberOfVertices += vertexCounter;
  7878. }
  7879. }
  7880. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7881. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7882. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7883. return BoxBufferGeometry;
  7884. }(BufferGeometry));
  7885. /**
  7886. * Uniform Utilities
  7887. */
  7888. function cloneUniforms( src ) {
  7889. var dst = {};
  7890. for ( var u in src ) {
  7891. dst[ u ] = {};
  7892. for ( var p in src[ u ] ) {
  7893. var property = src[ u ][ p ];
  7894. if ( property && ( property.isColor ||
  7895. property.isMatrix3 || property.isMatrix4 ||
  7896. property.isVector2 || property.isVector3 || property.isVector4 ||
  7897. property.isTexture ) ) {
  7898. dst[ u ][ p ] = property.clone();
  7899. } else if ( Array.isArray( property ) ) {
  7900. dst[ u ][ p ] = property.slice();
  7901. } else {
  7902. dst[ u ][ p ] = property;
  7903. }
  7904. }
  7905. }
  7906. return dst;
  7907. }
  7908. function mergeUniforms( uniforms ) {
  7909. var merged = {};
  7910. for ( var u = 0; u < uniforms.length; u ++ ) {
  7911. var tmp = cloneUniforms( uniforms[ u ] );
  7912. for ( var p in tmp ) {
  7913. merged[ p ] = tmp[ p ];
  7914. }
  7915. }
  7916. return merged;
  7917. }
  7918. // Legacy
  7919. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7920. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7921. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7922. /**
  7923. * @author alteredq / http://alteredqualia.com/
  7924. *
  7925. * parameters = {
  7926. * defines: { "label" : "value" },
  7927. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7928. *
  7929. * fragmentShader: <string>,
  7930. * vertexShader: <string>,
  7931. *
  7932. * wireframe: <boolean>,
  7933. * wireframeLinewidth: <float>,
  7934. *
  7935. * lights: <bool>,
  7936. *
  7937. * skinning: <bool>,
  7938. * morphTargets: <bool>,
  7939. * morphNormals: <bool>
  7940. * }
  7941. */
  7942. function ShaderMaterial( parameters ) {
  7943. Material.call( this );
  7944. this.type = 'ShaderMaterial';
  7945. this.defines = {};
  7946. this.uniforms = {};
  7947. this.vertexShader = default_vertex;
  7948. this.fragmentShader = default_fragment;
  7949. this.linewidth = 1;
  7950. this.wireframe = false;
  7951. this.wireframeLinewidth = 1;
  7952. this.fog = false; // set to use scene fog
  7953. this.lights = false; // set to use scene lights
  7954. this.clipping = false; // set to use user-defined clipping planes
  7955. this.skinning = false; // set to use skinning attribute streams
  7956. this.morphTargets = false; // set to use morph targets
  7957. this.morphNormals = false; // set to use morph normals
  7958. this.extensions = {
  7959. derivatives: false, // set to use derivatives
  7960. fragDepth: false, // set to use fragment depth values
  7961. drawBuffers: false, // set to use draw buffers
  7962. shaderTextureLOD: false // set to use shader texture LOD
  7963. };
  7964. // When rendered geometry doesn't include these attributes but the material does,
  7965. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7966. this.defaultAttributeValues = {
  7967. 'color': [ 1, 1, 1 ],
  7968. 'uv': [ 0, 0 ],
  7969. 'uv2': [ 0, 0 ]
  7970. };
  7971. this.index0AttributeName = undefined;
  7972. this.uniformsNeedUpdate = false;
  7973. if ( parameters !== undefined ) {
  7974. if ( parameters.attributes !== undefined ) {
  7975. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7976. }
  7977. this.setValues( parameters );
  7978. }
  7979. }
  7980. ShaderMaterial.prototype = Object.create( Material.prototype );
  7981. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7982. ShaderMaterial.prototype.isShaderMaterial = true;
  7983. ShaderMaterial.prototype.copy = function ( source ) {
  7984. Material.prototype.copy.call( this, source );
  7985. this.fragmentShader = source.fragmentShader;
  7986. this.vertexShader = source.vertexShader;
  7987. this.uniforms = cloneUniforms( source.uniforms );
  7988. this.defines = Object.assign( {}, source.defines );
  7989. this.wireframe = source.wireframe;
  7990. this.wireframeLinewidth = source.wireframeLinewidth;
  7991. this.lights = source.lights;
  7992. this.clipping = source.clipping;
  7993. this.skinning = source.skinning;
  7994. this.morphTargets = source.morphTargets;
  7995. this.morphNormals = source.morphNormals;
  7996. this.extensions = Object.assign( {}, source.extensions );
  7997. return this;
  7998. };
  7999. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8000. var data = Material.prototype.toJSON.call( this, meta );
  8001. data.uniforms = {};
  8002. for ( var name in this.uniforms ) {
  8003. var uniform = this.uniforms[ name ];
  8004. var value = uniform.value;
  8005. if ( value && value.isTexture ) {
  8006. data.uniforms[ name ] = {
  8007. type: 't',
  8008. value: value.toJSON( meta ).uuid
  8009. };
  8010. } else if ( value && value.isColor ) {
  8011. data.uniforms[ name ] = {
  8012. type: 'c',
  8013. value: value.getHex()
  8014. };
  8015. } else if ( value && value.isVector2 ) {
  8016. data.uniforms[ name ] = {
  8017. type: 'v2',
  8018. value: value.toArray()
  8019. };
  8020. } else if ( value && value.isVector3 ) {
  8021. data.uniforms[ name ] = {
  8022. type: 'v3',
  8023. value: value.toArray()
  8024. };
  8025. } else if ( value && value.isVector4 ) {
  8026. data.uniforms[ name ] = {
  8027. type: 'v4',
  8028. value: value.toArray()
  8029. };
  8030. } else if ( value && value.isMatrix3 ) {
  8031. data.uniforms[ name ] = {
  8032. type: 'm3',
  8033. value: value.toArray()
  8034. };
  8035. } else if ( value && value.isMatrix4 ) {
  8036. data.uniforms[ name ] = {
  8037. type: 'm4',
  8038. value: value.toArray()
  8039. };
  8040. } else {
  8041. data.uniforms[ name ] = {
  8042. value: value
  8043. };
  8044. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8045. }
  8046. }
  8047. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8048. data.vertexShader = this.vertexShader;
  8049. data.fragmentShader = this.fragmentShader;
  8050. var extensions = {};
  8051. for ( var key in this.extensions ) {
  8052. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8053. }
  8054. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8055. return data;
  8056. };
  8057. /**
  8058. * @author mrdoob / http://mrdoob.com/
  8059. * @author mikael emtinger / http://gomo.se/
  8060. * @author WestLangley / http://github.com/WestLangley
  8061. */
  8062. function Camera() {
  8063. Object3D.call( this );
  8064. this.type = 'Camera';
  8065. this.matrixWorldInverse = new Matrix4();
  8066. this.projectionMatrix = new Matrix4();
  8067. this.projectionMatrixInverse = new Matrix4();
  8068. }
  8069. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8070. constructor: Camera,
  8071. isCamera: true,
  8072. copy: function ( source, recursive ) {
  8073. Object3D.prototype.copy.call( this, source, recursive );
  8074. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8075. this.projectionMatrix.copy( source.projectionMatrix );
  8076. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8077. return this;
  8078. },
  8079. getWorldDirection: function ( target ) {
  8080. if ( target === undefined ) {
  8081. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8082. target = new Vector3();
  8083. }
  8084. this.updateMatrixWorld( true );
  8085. var e = this.matrixWorld.elements;
  8086. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8087. },
  8088. updateMatrixWorld: function ( force ) {
  8089. Object3D.prototype.updateMatrixWorld.call( this, force );
  8090. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8091. },
  8092. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8093. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8094. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8095. },
  8096. clone: function () {
  8097. return new this.constructor().copy( this );
  8098. }
  8099. } );
  8100. /**
  8101. * @author mrdoob / http://mrdoob.com/
  8102. * @author greggman / http://games.greggman.com/
  8103. * @author zz85 / http://www.lab4games.net/zz85/blog
  8104. * @author tschw
  8105. */
  8106. function PerspectiveCamera( fov, aspect, near, far ) {
  8107. Camera.call( this );
  8108. this.type = 'PerspectiveCamera';
  8109. this.fov = fov !== undefined ? fov : 50;
  8110. this.zoom = 1;
  8111. this.near = near !== undefined ? near : 0.1;
  8112. this.far = far !== undefined ? far : 2000;
  8113. this.focus = 10;
  8114. this.aspect = aspect !== undefined ? aspect : 1;
  8115. this.view = null;
  8116. this.filmGauge = 35; // width of the film (default in millimeters)
  8117. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8118. this.updateProjectionMatrix();
  8119. }
  8120. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8121. constructor: PerspectiveCamera,
  8122. isPerspectiveCamera: true,
  8123. copy: function ( source, recursive ) {
  8124. Camera.prototype.copy.call( this, source, recursive );
  8125. this.fov = source.fov;
  8126. this.zoom = source.zoom;
  8127. this.near = source.near;
  8128. this.far = source.far;
  8129. this.focus = source.focus;
  8130. this.aspect = source.aspect;
  8131. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8132. this.filmGauge = source.filmGauge;
  8133. this.filmOffset = source.filmOffset;
  8134. return this;
  8135. },
  8136. /**
  8137. * Sets the FOV by focal length in respect to the current .filmGauge.
  8138. *
  8139. * The default film gauge is 35, so that the focal length can be specified for
  8140. * a 35mm (full frame) camera.
  8141. *
  8142. * Values for focal length and film gauge must have the same unit.
  8143. */
  8144. setFocalLength: function ( focalLength ) {
  8145. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8146. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8147. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8148. this.updateProjectionMatrix();
  8149. },
  8150. /**
  8151. * Calculates the focal length from the current .fov and .filmGauge.
  8152. */
  8153. getFocalLength: function () {
  8154. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8155. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8156. },
  8157. getEffectiveFOV: function () {
  8158. return MathUtils.RAD2DEG * 2 * Math.atan(
  8159. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8160. },
  8161. getFilmWidth: function () {
  8162. // film not completely covered in portrait format (aspect < 1)
  8163. return this.filmGauge * Math.min( this.aspect, 1 );
  8164. },
  8165. getFilmHeight: function () {
  8166. // film not completely covered in landscape format (aspect > 1)
  8167. return this.filmGauge / Math.max( this.aspect, 1 );
  8168. },
  8169. /**
  8170. * Sets an offset in a larger frustum. This is useful for multi-window or
  8171. * multi-monitor/multi-machine setups.
  8172. *
  8173. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8174. * the monitors are in grid like this
  8175. *
  8176. * +---+---+---+
  8177. * | A | B | C |
  8178. * +---+---+---+
  8179. * | D | E | F |
  8180. * +---+---+---+
  8181. *
  8182. * then for each monitor you would call it like this
  8183. *
  8184. * const w = 1920;
  8185. * const h = 1080;
  8186. * const fullWidth = w * 3;
  8187. * const fullHeight = h * 2;
  8188. *
  8189. * --A--
  8190. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8191. * --B--
  8192. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8193. * --C--
  8194. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8195. * --D--
  8196. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8197. * --E--
  8198. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8199. * --F--
  8200. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8201. *
  8202. * Note there is no reason monitors have to be the same size or in a grid.
  8203. */
  8204. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8205. this.aspect = fullWidth / fullHeight;
  8206. if ( this.view === null ) {
  8207. this.view = {
  8208. enabled: true,
  8209. fullWidth: 1,
  8210. fullHeight: 1,
  8211. offsetX: 0,
  8212. offsetY: 0,
  8213. width: 1,
  8214. height: 1
  8215. };
  8216. }
  8217. this.view.enabled = true;
  8218. this.view.fullWidth = fullWidth;
  8219. this.view.fullHeight = fullHeight;
  8220. this.view.offsetX = x;
  8221. this.view.offsetY = y;
  8222. this.view.width = width;
  8223. this.view.height = height;
  8224. this.updateProjectionMatrix();
  8225. },
  8226. clearViewOffset: function () {
  8227. if ( this.view !== null ) {
  8228. this.view.enabled = false;
  8229. }
  8230. this.updateProjectionMatrix();
  8231. },
  8232. updateProjectionMatrix: function () {
  8233. var near = this.near,
  8234. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8235. height = 2 * top,
  8236. width = this.aspect * height,
  8237. left = - 0.5 * width,
  8238. view = this.view;
  8239. if ( this.view !== null && this.view.enabled ) {
  8240. var fullWidth = view.fullWidth,
  8241. fullHeight = view.fullHeight;
  8242. left += view.offsetX * width / fullWidth;
  8243. top -= view.offsetY * height / fullHeight;
  8244. width *= view.width / fullWidth;
  8245. height *= view.height / fullHeight;
  8246. }
  8247. var skew = this.filmOffset;
  8248. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8249. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8250. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8251. },
  8252. toJSON: function ( meta ) {
  8253. var data = Object3D.prototype.toJSON.call( this, meta );
  8254. data.object.fov = this.fov;
  8255. data.object.zoom = this.zoom;
  8256. data.object.near = this.near;
  8257. data.object.far = this.far;
  8258. data.object.focus = this.focus;
  8259. data.object.aspect = this.aspect;
  8260. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8261. data.object.filmGauge = this.filmGauge;
  8262. data.object.filmOffset = this.filmOffset;
  8263. return data;
  8264. }
  8265. } );
  8266. /**
  8267. * Camera for rendering cube maps
  8268. * - renders scene into axis-aligned cube
  8269. *
  8270. * @author alteredq / http://alteredqualia.com/
  8271. */
  8272. var fov = 90, aspect = 1;
  8273. function CubeCamera( near, far, renderTarget ) {
  8274. Object3D.call( this );
  8275. this.type = 'CubeCamera';
  8276. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8277. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8278. return;
  8279. }
  8280. this.renderTarget = renderTarget;
  8281. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8282. cameraPX.layers = this.layers;
  8283. cameraPX.up.set( 0, - 1, 0 );
  8284. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8285. this.add( cameraPX );
  8286. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8287. cameraNX.layers = this.layers;
  8288. cameraNX.up.set( 0, - 1, 0 );
  8289. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8290. this.add( cameraNX );
  8291. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8292. cameraPY.layers = this.layers;
  8293. cameraPY.up.set( 0, 0, 1 );
  8294. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8295. this.add( cameraPY );
  8296. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8297. cameraNY.layers = this.layers;
  8298. cameraNY.up.set( 0, 0, - 1 );
  8299. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8300. this.add( cameraNY );
  8301. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8302. cameraPZ.layers = this.layers;
  8303. cameraPZ.up.set( 0, - 1, 0 );
  8304. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8305. this.add( cameraPZ );
  8306. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8307. cameraNZ.layers = this.layers;
  8308. cameraNZ.up.set( 0, - 1, 0 );
  8309. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8310. this.add( cameraNZ );
  8311. this.update = function ( renderer, scene ) {
  8312. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8313. var currentXrEnabled = renderer.xr.enabled;
  8314. var currentRenderTarget = renderer.getRenderTarget();
  8315. renderer.xr.enabled = false;
  8316. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8317. renderTarget.texture.generateMipmaps = false;
  8318. renderer.setRenderTarget( renderTarget, 0 );
  8319. renderer.render( scene, cameraPX );
  8320. renderer.setRenderTarget( renderTarget, 1 );
  8321. renderer.render( scene, cameraNX );
  8322. renderer.setRenderTarget( renderTarget, 2 );
  8323. renderer.render( scene, cameraPY );
  8324. renderer.setRenderTarget( renderTarget, 3 );
  8325. renderer.render( scene, cameraNY );
  8326. renderer.setRenderTarget( renderTarget, 4 );
  8327. renderer.render( scene, cameraPZ );
  8328. renderTarget.texture.generateMipmaps = generateMipmaps;
  8329. renderer.setRenderTarget( renderTarget, 5 );
  8330. renderer.render( scene, cameraNZ );
  8331. renderer.setRenderTarget( currentRenderTarget );
  8332. renderer.xr.enabled = currentXrEnabled;
  8333. };
  8334. this.clear = function ( renderer, color, depth, stencil ) {
  8335. var currentRenderTarget = renderer.getRenderTarget();
  8336. for ( var i = 0; i < 6; i ++ ) {
  8337. renderer.setRenderTarget( renderTarget, i );
  8338. renderer.clear( color, depth, stencil );
  8339. }
  8340. renderer.setRenderTarget( currentRenderTarget );
  8341. };
  8342. }
  8343. CubeCamera.prototype = Object.create( Object3D.prototype );
  8344. CubeCamera.prototype.constructor = CubeCamera;
  8345. /**
  8346. * @author alteredq / http://alteredqualia.com
  8347. * @author WestLangley / http://github.com/WestLangley
  8348. */
  8349. function WebGLCubeRenderTarget( size, options, dummy ) {
  8350. if ( Number.isInteger( options ) ) {
  8351. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8352. options = dummy;
  8353. }
  8354. WebGLRenderTarget.call( this, size, size, options );
  8355. }
  8356. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8357. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8358. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8359. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8360. this.texture.type = texture.type;
  8361. this.texture.format = texture.format;
  8362. this.texture.encoding = texture.encoding;
  8363. var scene = new Scene();
  8364. var shader = {
  8365. uniforms: {
  8366. tEquirect: { value: null },
  8367. },
  8368. vertexShader: [
  8369. "varying vec3 vWorldDirection;",
  8370. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8371. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8372. "}",
  8373. "void main() {",
  8374. " vWorldDirection = transformDirection( position, modelMatrix );",
  8375. " #include <begin_vertex>",
  8376. " #include <project_vertex>",
  8377. "}"
  8378. ].join( '\n' ),
  8379. fragmentShader: [
  8380. "uniform sampler2D tEquirect;",
  8381. "varying vec3 vWorldDirection;",
  8382. "#include <common>",
  8383. "void main() {",
  8384. " vec3 direction = normalize( vWorldDirection );",
  8385. " vec2 sampleUV = equirectUv( direction );",
  8386. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8387. "}"
  8388. ].join( '\n' ),
  8389. };
  8390. var material = new ShaderMaterial( {
  8391. name: 'CubemapFromEquirect',
  8392. uniforms: cloneUniforms( shader.uniforms ),
  8393. vertexShader: shader.vertexShader,
  8394. fragmentShader: shader.fragmentShader,
  8395. side: BackSide,
  8396. blending: NoBlending
  8397. } );
  8398. material.uniforms.tEquirect.value = texture;
  8399. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8400. scene.add( mesh );
  8401. var camera = new CubeCamera( 1, 10, this );
  8402. camera.update( renderer, scene );
  8403. mesh.geometry.dispose();
  8404. mesh.material.dispose();
  8405. return this;
  8406. };
  8407. /**
  8408. * @author alteredq / http://alteredqualia.com/
  8409. */
  8410. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8411. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8412. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8413. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8414. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8415. this.generateMipmaps = false;
  8416. this.flipY = false;
  8417. this.unpackAlignment = 1;
  8418. this.needsUpdate = true;
  8419. }
  8420. DataTexture.prototype = Object.create( Texture.prototype );
  8421. DataTexture.prototype.constructor = DataTexture;
  8422. DataTexture.prototype.isDataTexture = true;
  8423. /**
  8424. * @author mrdoob / http://mrdoob.com/
  8425. * @author alteredq / http://alteredqualia.com/
  8426. * @author bhouston / http://clara.io
  8427. */
  8428. var _sphere$1 = new Sphere();
  8429. var _vector$5 = new Vector3();
  8430. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8431. this.planes = [
  8432. ( p0 !== undefined ) ? p0 : new Plane(),
  8433. ( p1 !== undefined ) ? p1 : new Plane(),
  8434. ( p2 !== undefined ) ? p2 : new Plane(),
  8435. ( p3 !== undefined ) ? p3 : new Plane(),
  8436. ( p4 !== undefined ) ? p4 : new Plane(),
  8437. ( p5 !== undefined ) ? p5 : new Plane()
  8438. ];
  8439. }
  8440. Object.assign( Frustum.prototype, {
  8441. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8442. var planes = this.planes;
  8443. planes[ 0 ].copy( p0 );
  8444. planes[ 1 ].copy( p1 );
  8445. planes[ 2 ].copy( p2 );
  8446. planes[ 3 ].copy( p3 );
  8447. planes[ 4 ].copy( p4 );
  8448. planes[ 5 ].copy( p5 );
  8449. return this;
  8450. },
  8451. clone: function () {
  8452. return new this.constructor().copy( this );
  8453. },
  8454. copy: function ( frustum ) {
  8455. var planes = this.planes;
  8456. for ( var i = 0; i < 6; i ++ ) {
  8457. planes[ i ].copy( frustum.planes[ i ] );
  8458. }
  8459. return this;
  8460. },
  8461. setFromProjectionMatrix: function ( m ) {
  8462. var planes = this.planes;
  8463. var me = m.elements;
  8464. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8465. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8466. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8467. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8468. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8469. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8470. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8471. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8472. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8473. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8474. return this;
  8475. },
  8476. intersectsObject: function ( object ) {
  8477. var geometry = object.geometry;
  8478. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8479. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8480. return this.intersectsSphere( _sphere$1 );
  8481. },
  8482. intersectsSprite: function ( sprite ) {
  8483. _sphere$1.center.set( 0, 0, 0 );
  8484. _sphere$1.radius = 0.7071067811865476;
  8485. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8486. return this.intersectsSphere( _sphere$1 );
  8487. },
  8488. intersectsSphere: function ( sphere ) {
  8489. var planes = this.planes;
  8490. var center = sphere.center;
  8491. var negRadius = - sphere.radius;
  8492. for ( var i = 0; i < 6; i ++ ) {
  8493. var distance = planes[ i ].distanceToPoint( center );
  8494. if ( distance < negRadius ) {
  8495. return false;
  8496. }
  8497. }
  8498. return true;
  8499. },
  8500. intersectsBox: function ( box ) {
  8501. var planes = this.planes;
  8502. for ( var i = 0; i < 6; i ++ ) {
  8503. var plane = planes[ i ];
  8504. // corner at max distance
  8505. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8506. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8507. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8508. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8509. return false;
  8510. }
  8511. }
  8512. return true;
  8513. },
  8514. containsPoint: function ( point ) {
  8515. var planes = this.planes;
  8516. for ( var i = 0; i < 6; i ++ ) {
  8517. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8518. return false;
  8519. }
  8520. }
  8521. return true;
  8522. }
  8523. } );
  8524. /**
  8525. * Uniforms library for shared webgl shaders
  8526. */
  8527. var UniformsLib = {
  8528. common: {
  8529. diffuse: { value: new Color( 0xeeeeee ) },
  8530. opacity: { value: 1.0 },
  8531. map: { value: null },
  8532. uvTransform: { value: new Matrix3() },
  8533. uv2Transform: { value: new Matrix3() },
  8534. alphaMap: { value: null },
  8535. },
  8536. specularmap: {
  8537. specularMap: { value: null },
  8538. },
  8539. envmap: {
  8540. envMap: { value: null },
  8541. flipEnvMap: { value: - 1 },
  8542. reflectivity: { value: 1.0 },
  8543. refractionRatio: { value: 0.98 },
  8544. maxMipLevel: { value: 0 }
  8545. },
  8546. aomap: {
  8547. aoMap: { value: null },
  8548. aoMapIntensity: { value: 1 }
  8549. },
  8550. lightmap: {
  8551. lightMap: { value: null },
  8552. lightMapIntensity: { value: 1 }
  8553. },
  8554. emissivemap: {
  8555. emissiveMap: { value: null }
  8556. },
  8557. bumpmap: {
  8558. bumpMap: { value: null },
  8559. bumpScale: { value: 1 }
  8560. },
  8561. normalmap: {
  8562. normalMap: { value: null },
  8563. normalScale: { value: new Vector2( 1, 1 ) }
  8564. },
  8565. displacementmap: {
  8566. displacementMap: { value: null },
  8567. displacementScale: { value: 1 },
  8568. displacementBias: { value: 0 }
  8569. },
  8570. roughnessmap: {
  8571. roughnessMap: { value: null }
  8572. },
  8573. metalnessmap: {
  8574. metalnessMap: { value: null }
  8575. },
  8576. gradientmap: {
  8577. gradientMap: { value: null }
  8578. },
  8579. fog: {
  8580. fogDensity: { value: 0.00025 },
  8581. fogNear: { value: 1 },
  8582. fogFar: { value: 2000 },
  8583. fogColor: { value: new Color( 0xffffff ) }
  8584. },
  8585. lights: {
  8586. ambientLightColor: { value: [] },
  8587. lightProbe: { value: [] },
  8588. directionalLights: { value: [], properties: {
  8589. direction: {},
  8590. color: {}
  8591. } },
  8592. directionalLightShadows: { value: [], properties: {
  8593. shadowBias: {},
  8594. shadowRadius: {},
  8595. shadowMapSize: {}
  8596. } },
  8597. directionalShadowMap: { value: [] },
  8598. directionalShadowMatrix: { value: [] },
  8599. spotLights: { value: [], properties: {
  8600. color: {},
  8601. position: {},
  8602. direction: {},
  8603. distance: {},
  8604. coneCos: {},
  8605. penumbraCos: {},
  8606. decay: {}
  8607. } },
  8608. spotLightShadows: { value: [], properties: {
  8609. shadowBias: {},
  8610. shadowRadius: {},
  8611. shadowMapSize: {}
  8612. } },
  8613. spotShadowMap: { value: [] },
  8614. spotShadowMatrix: { value: [] },
  8615. pointLights: { value: [], properties: {
  8616. color: {},
  8617. position: {},
  8618. decay: {},
  8619. distance: {}
  8620. } },
  8621. pointLightShadows: { value: [], properties: {
  8622. shadowBias: {},
  8623. shadowRadius: {},
  8624. shadowMapSize: {},
  8625. shadowCameraNear: {},
  8626. shadowCameraFar: {}
  8627. } },
  8628. pointShadowMap: { value: [] },
  8629. pointShadowMatrix: { value: [] },
  8630. hemisphereLights: { value: [], properties: {
  8631. direction: {},
  8632. skyColor: {},
  8633. groundColor: {}
  8634. } },
  8635. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8636. rectAreaLights: { value: [], properties: {
  8637. color: {},
  8638. position: {},
  8639. width: {},
  8640. height: {}
  8641. } }
  8642. },
  8643. points: {
  8644. diffuse: { value: new Color( 0xeeeeee ) },
  8645. opacity: { value: 1.0 },
  8646. size: { value: 1.0 },
  8647. scale: { value: 1.0 },
  8648. map: { value: null },
  8649. alphaMap: { value: null },
  8650. uvTransform: { value: new Matrix3() }
  8651. },
  8652. sprite: {
  8653. diffuse: { value: new Color( 0xeeeeee ) },
  8654. opacity: { value: 1.0 },
  8655. center: { value: new Vector2( 0.5, 0.5 ) },
  8656. rotation: { value: 0.0 },
  8657. map: { value: null },
  8658. alphaMap: { value: null },
  8659. uvTransform: { value: new Matrix3() }
  8660. }
  8661. };
  8662. /**
  8663. * @author mrdoob / http://mrdoob.com/
  8664. */
  8665. function WebGLAnimation() {
  8666. var context = null;
  8667. var isAnimating = false;
  8668. var animationLoop = null;
  8669. function onAnimationFrame( time, frame ) {
  8670. if ( isAnimating === false ) { return; }
  8671. animationLoop( time, frame );
  8672. context.requestAnimationFrame( onAnimationFrame );
  8673. }
  8674. return {
  8675. start: function () {
  8676. if ( isAnimating === true ) { return; }
  8677. if ( animationLoop === null ) { return; }
  8678. context.requestAnimationFrame( onAnimationFrame );
  8679. isAnimating = true;
  8680. },
  8681. stop: function () {
  8682. isAnimating = false;
  8683. },
  8684. setAnimationLoop: function ( callback ) {
  8685. animationLoop = callback;
  8686. },
  8687. setContext: function ( value ) {
  8688. context = value;
  8689. }
  8690. };
  8691. }
  8692. /**
  8693. * @author mrdoob / http://mrdoob.com/
  8694. */
  8695. function WebGLAttributes( gl, capabilities ) {
  8696. var isWebGL2 = capabilities.isWebGL2;
  8697. var buffers = new WeakMap();
  8698. function createBuffer( attribute, bufferType ) {
  8699. var array = attribute.array;
  8700. var usage = attribute.usage;
  8701. var buffer = gl.createBuffer();
  8702. gl.bindBuffer( bufferType, buffer );
  8703. gl.bufferData( bufferType, array, usage );
  8704. attribute.onUploadCallback();
  8705. var type = 5126;
  8706. if ( array instanceof Float32Array ) {
  8707. type = 5126;
  8708. } else if ( array instanceof Float64Array ) {
  8709. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8710. } else if ( array instanceof Uint16Array ) {
  8711. type = 5123;
  8712. } else if ( array instanceof Int16Array ) {
  8713. type = 5122;
  8714. } else if ( array instanceof Uint32Array ) {
  8715. type = 5125;
  8716. } else if ( array instanceof Int32Array ) {
  8717. type = 5124;
  8718. } else if ( array instanceof Int8Array ) {
  8719. type = 5120;
  8720. } else if ( array instanceof Uint8Array ) {
  8721. type = 5121;
  8722. }
  8723. return {
  8724. buffer: buffer,
  8725. type: type,
  8726. bytesPerElement: array.BYTES_PER_ELEMENT,
  8727. version: attribute.version
  8728. };
  8729. }
  8730. function updateBuffer( buffer, attribute, bufferType ) {
  8731. var array = attribute.array;
  8732. var updateRange = attribute.updateRange;
  8733. gl.bindBuffer( bufferType, buffer );
  8734. if ( updateRange.count === - 1 ) {
  8735. // Not using update ranges
  8736. gl.bufferSubData( bufferType, 0, array );
  8737. } else {
  8738. if ( isWebGL2 ) {
  8739. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8740. array, updateRange.offset, updateRange.count );
  8741. } else {
  8742. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8743. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8744. }
  8745. updateRange.count = - 1; // reset range
  8746. }
  8747. }
  8748. //
  8749. function get( attribute ) {
  8750. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8751. return buffers.get( attribute );
  8752. }
  8753. function remove( attribute ) {
  8754. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8755. var data = buffers.get( attribute );
  8756. if ( data ) {
  8757. gl.deleteBuffer( data.buffer );
  8758. buffers.delete( attribute );
  8759. }
  8760. }
  8761. function update( attribute, bufferType ) {
  8762. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8763. var data = buffers.get( attribute );
  8764. if ( data === undefined ) {
  8765. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8766. } else if ( data.version < attribute.version ) {
  8767. updateBuffer( data.buffer, attribute, bufferType );
  8768. data.version = attribute.version;
  8769. }
  8770. }
  8771. return {
  8772. get: get,
  8773. remove: remove,
  8774. update: update
  8775. };
  8776. }
  8777. /**
  8778. * @author mrdoob / http://mrdoob.com/
  8779. * @author Mugen87 / https://github.com/Mugen87
  8780. */
  8781. // PlaneGeometry
  8782. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8783. Geometry.call( this );
  8784. this.type = 'PlaneGeometry';
  8785. this.parameters = {
  8786. width: width,
  8787. height: height,
  8788. widthSegments: widthSegments,
  8789. heightSegments: heightSegments
  8790. };
  8791. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8792. this.mergeVertices();
  8793. }
  8794. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8795. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8796. // PlaneBufferGeometry
  8797. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8798. BufferGeometry.call( this );
  8799. this.type = 'PlaneBufferGeometry';
  8800. this.parameters = {
  8801. width: width,
  8802. height: height,
  8803. widthSegments: widthSegments,
  8804. heightSegments: heightSegments
  8805. };
  8806. width = width || 1;
  8807. height = height || 1;
  8808. var width_half = width / 2;
  8809. var height_half = height / 2;
  8810. var gridX = Math.floor( widthSegments ) || 1;
  8811. var gridY = Math.floor( heightSegments ) || 1;
  8812. var gridX1 = gridX + 1;
  8813. var gridY1 = gridY + 1;
  8814. var segment_width = width / gridX;
  8815. var segment_height = height / gridY;
  8816. // buffers
  8817. var indices = [];
  8818. var vertices = [];
  8819. var normals = [];
  8820. var uvs = [];
  8821. // generate vertices, normals and uvs
  8822. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8823. var y = iy * segment_height - height_half;
  8824. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8825. var x = ix * segment_width - width_half;
  8826. vertices.push( x, - y, 0 );
  8827. normals.push( 0, 0, 1 );
  8828. uvs.push( ix / gridX );
  8829. uvs.push( 1 - ( iy / gridY ) );
  8830. }
  8831. }
  8832. // indices
  8833. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8834. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8835. var a = ix$1 + gridX1 * iy$1;
  8836. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8837. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8838. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8839. // faces
  8840. indices.push( a, b, d );
  8841. indices.push( b, c, d );
  8842. }
  8843. }
  8844. // build geometry
  8845. this.setIndex( indices );
  8846. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8847. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8848. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8849. }
  8850. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8851. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8852. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8853. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8854. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8855. 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";
  8856. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8857. var begin_vertex = "vec3 transformed = vec3( position );";
  8858. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8859. 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";
  8860. 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";
  8861. 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";
  8862. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8863. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8864. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8865. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8866. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8867. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8868. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8869. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8870. 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";
  8871. 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";
  8872. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8873. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8874. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8875. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8876. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8877. 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}";
  8878. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8879. 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";
  8880. 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";
  8881. 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";
  8882. 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";
  8883. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8884. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8885. 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";
  8886. 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";
  8887. 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}";
  8888. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8889. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8890. 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";
  8891. 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";
  8892. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8893. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8894. 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)";
  8895. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8896. 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)";
  8897. 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";
  8898. 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}";
  8899. 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";
  8900. 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";
  8901. 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";
  8902. 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";
  8903. 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";
  8904. 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";
  8905. 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";
  8906. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8907. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8908. 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";
  8909. 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";
  8910. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8911. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8912. 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";
  8913. 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";
  8914. 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";
  8915. 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;";
  8916. 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";
  8917. 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";
  8918. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8919. 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";
  8920. 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";
  8921. 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}";
  8922. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8923. 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;";
  8924. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8925. 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";
  8926. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8927. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8928. 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";
  8929. 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";
  8930. 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";
  8931. 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}";
  8932. 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";
  8933. 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";
  8934. 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";
  8935. 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";
  8936. 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";
  8937. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8938. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8939. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}";
  8940. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8941. 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";
  8942. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8943. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8944. 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";
  8945. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8946. 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";
  8947. 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}";
  8948. 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}";
  8949. 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}";
  8950. 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}";
  8951. 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}";
  8952. 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}";
  8953. 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}";
  8954. 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}";
  8955. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8956. 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}";
  8957. 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}";
  8958. 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}";
  8959. 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}";
  8960. 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}";
  8961. 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}";
  8962. 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}";
  8963. 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}";
  8964. 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}";
  8965. 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}";
  8966. 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}";
  8967. 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}";
  8968. 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}";
  8969. 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}";
  8970. 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}";
  8971. 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}";
  8972. 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}";
  8973. 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}";
  8974. 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}";
  8975. 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}";
  8976. 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}";
  8977. 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}";
  8978. 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}";
  8979. var ShaderChunk = {
  8980. alphamap_fragment: alphamap_fragment,
  8981. alphamap_pars_fragment: alphamap_pars_fragment,
  8982. alphatest_fragment: alphatest_fragment,
  8983. aomap_fragment: aomap_fragment,
  8984. aomap_pars_fragment: aomap_pars_fragment,
  8985. begin_vertex: begin_vertex,
  8986. beginnormal_vertex: beginnormal_vertex,
  8987. bsdfs: bsdfs,
  8988. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8989. clipping_planes_fragment: clipping_planes_fragment,
  8990. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8991. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8992. clipping_planes_vertex: clipping_planes_vertex,
  8993. color_fragment: color_fragment,
  8994. color_pars_fragment: color_pars_fragment,
  8995. color_pars_vertex: color_pars_vertex,
  8996. color_vertex: color_vertex,
  8997. common: common,
  8998. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8999. defaultnormal_vertex: defaultnormal_vertex,
  9000. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9001. displacementmap_vertex: displacementmap_vertex,
  9002. emissivemap_fragment: emissivemap_fragment,
  9003. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9004. encodings_fragment: encodings_fragment,
  9005. encodings_pars_fragment: encodings_pars_fragment,
  9006. envmap_fragment: envmap_fragment,
  9007. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9008. envmap_pars_fragment: envmap_pars_fragment,
  9009. envmap_pars_vertex: envmap_pars_vertex,
  9010. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9011. envmap_vertex: envmap_vertex,
  9012. fog_vertex: fog_vertex,
  9013. fog_pars_vertex: fog_pars_vertex,
  9014. fog_fragment: fog_fragment,
  9015. fog_pars_fragment: fog_pars_fragment,
  9016. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9017. lightmap_fragment: lightmap_fragment,
  9018. lightmap_pars_fragment: lightmap_pars_fragment,
  9019. lights_lambert_vertex: lights_lambert_vertex,
  9020. lights_pars_begin: lights_pars_begin,
  9021. lights_toon_fragment: lights_toon_fragment,
  9022. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9023. lights_phong_fragment: lights_phong_fragment,
  9024. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9025. lights_physical_fragment: lights_physical_fragment,
  9026. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9027. lights_fragment_begin: lights_fragment_begin,
  9028. lights_fragment_maps: lights_fragment_maps,
  9029. lights_fragment_end: lights_fragment_end,
  9030. logdepthbuf_fragment: logdepthbuf_fragment,
  9031. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9032. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9033. logdepthbuf_vertex: logdepthbuf_vertex,
  9034. map_fragment: map_fragment,
  9035. map_pars_fragment: map_pars_fragment,
  9036. map_particle_fragment: map_particle_fragment,
  9037. map_particle_pars_fragment: map_particle_pars_fragment,
  9038. metalnessmap_fragment: metalnessmap_fragment,
  9039. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9040. morphnormal_vertex: morphnormal_vertex,
  9041. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9042. morphtarget_vertex: morphtarget_vertex,
  9043. normal_fragment_begin: normal_fragment_begin,
  9044. normal_fragment_maps: normal_fragment_maps,
  9045. normalmap_pars_fragment: normalmap_pars_fragment,
  9046. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9047. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9048. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9049. packing: packing,
  9050. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9051. project_vertex: project_vertex,
  9052. dithering_fragment: dithering_fragment,
  9053. dithering_pars_fragment: dithering_pars_fragment,
  9054. roughnessmap_fragment: roughnessmap_fragment,
  9055. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9056. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9057. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9058. shadowmap_vertex: shadowmap_vertex,
  9059. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9060. skinbase_vertex: skinbase_vertex,
  9061. skinning_pars_vertex: skinning_pars_vertex,
  9062. skinning_vertex: skinning_vertex,
  9063. skinnormal_vertex: skinnormal_vertex,
  9064. specularmap_fragment: specularmap_fragment,
  9065. specularmap_pars_fragment: specularmap_pars_fragment,
  9066. tonemapping_fragment: tonemapping_fragment,
  9067. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9068. uv_pars_fragment: uv_pars_fragment,
  9069. uv_pars_vertex: uv_pars_vertex,
  9070. uv_vertex: uv_vertex,
  9071. uv2_pars_fragment: uv2_pars_fragment,
  9072. uv2_pars_vertex: uv2_pars_vertex,
  9073. uv2_vertex: uv2_vertex,
  9074. worldpos_vertex: worldpos_vertex,
  9075. background_frag: background_frag,
  9076. background_vert: background_vert,
  9077. cube_frag: cube_frag,
  9078. cube_vert: cube_vert,
  9079. depth_frag: depth_frag,
  9080. depth_vert: depth_vert,
  9081. distanceRGBA_frag: distanceRGBA_frag,
  9082. distanceRGBA_vert: distanceRGBA_vert,
  9083. equirect_frag: equirect_frag,
  9084. equirect_vert: equirect_vert,
  9085. linedashed_frag: linedashed_frag,
  9086. linedashed_vert: linedashed_vert,
  9087. meshbasic_frag: meshbasic_frag,
  9088. meshbasic_vert: meshbasic_vert,
  9089. meshlambert_frag: meshlambert_frag,
  9090. meshlambert_vert: meshlambert_vert,
  9091. meshmatcap_frag: meshmatcap_frag,
  9092. meshmatcap_vert: meshmatcap_vert,
  9093. meshtoon_frag: meshtoon_frag,
  9094. meshtoon_vert: meshtoon_vert,
  9095. meshphong_frag: meshphong_frag,
  9096. meshphong_vert: meshphong_vert,
  9097. meshphysical_frag: meshphysical_frag,
  9098. meshphysical_vert: meshphysical_vert,
  9099. normal_frag: normal_frag,
  9100. normal_vert: normal_vert,
  9101. points_frag: points_frag,
  9102. points_vert: points_vert,
  9103. shadow_frag: shadow_frag,
  9104. shadow_vert: shadow_vert,
  9105. sprite_frag: sprite_frag,
  9106. sprite_vert: sprite_vert
  9107. };
  9108. /**
  9109. * @author alteredq / http://alteredqualia.com/
  9110. * @author mrdoob / http://mrdoob.com/
  9111. * @author mikael emtinger / http://gomo.se/
  9112. */
  9113. var ShaderLib = {
  9114. basic: {
  9115. uniforms: mergeUniforms( [
  9116. UniformsLib.common,
  9117. UniformsLib.specularmap,
  9118. UniformsLib.envmap,
  9119. UniformsLib.aomap,
  9120. UniformsLib.lightmap,
  9121. UniformsLib.fog
  9122. ] ),
  9123. vertexShader: ShaderChunk.meshbasic_vert,
  9124. fragmentShader: ShaderChunk.meshbasic_frag
  9125. },
  9126. lambert: {
  9127. uniforms: mergeUniforms( [
  9128. UniformsLib.common,
  9129. UniformsLib.specularmap,
  9130. UniformsLib.envmap,
  9131. UniformsLib.aomap,
  9132. UniformsLib.lightmap,
  9133. UniformsLib.emissivemap,
  9134. UniformsLib.fog,
  9135. UniformsLib.lights,
  9136. {
  9137. emissive: { value: new Color( 0x000000 ) }
  9138. }
  9139. ] ),
  9140. vertexShader: ShaderChunk.meshlambert_vert,
  9141. fragmentShader: ShaderChunk.meshlambert_frag
  9142. },
  9143. phong: {
  9144. uniforms: mergeUniforms( [
  9145. UniformsLib.common,
  9146. UniformsLib.specularmap,
  9147. UniformsLib.envmap,
  9148. UniformsLib.aomap,
  9149. UniformsLib.lightmap,
  9150. UniformsLib.emissivemap,
  9151. UniformsLib.bumpmap,
  9152. UniformsLib.normalmap,
  9153. UniformsLib.displacementmap,
  9154. UniformsLib.fog,
  9155. UniformsLib.lights,
  9156. {
  9157. emissive: { value: new Color( 0x000000 ) },
  9158. specular: { value: new Color( 0x111111 ) },
  9159. shininess: { value: 30 }
  9160. }
  9161. ] ),
  9162. vertexShader: ShaderChunk.meshphong_vert,
  9163. fragmentShader: ShaderChunk.meshphong_frag
  9164. },
  9165. standard: {
  9166. uniforms: mergeUniforms( [
  9167. UniformsLib.common,
  9168. UniformsLib.envmap,
  9169. UniformsLib.aomap,
  9170. UniformsLib.lightmap,
  9171. UniformsLib.emissivemap,
  9172. UniformsLib.bumpmap,
  9173. UniformsLib.normalmap,
  9174. UniformsLib.displacementmap,
  9175. UniformsLib.roughnessmap,
  9176. UniformsLib.metalnessmap,
  9177. UniformsLib.fog,
  9178. UniformsLib.lights,
  9179. {
  9180. emissive: { value: new Color( 0x000000 ) },
  9181. roughness: { value: 1.0 },
  9182. metalness: { value: 0.0 },
  9183. envMapIntensity: { value: 1 } // temporary
  9184. }
  9185. ] ),
  9186. vertexShader: ShaderChunk.meshphysical_vert,
  9187. fragmentShader: ShaderChunk.meshphysical_frag
  9188. },
  9189. toon: {
  9190. uniforms: mergeUniforms( [
  9191. UniformsLib.common,
  9192. UniformsLib.specularmap,
  9193. UniformsLib.aomap,
  9194. UniformsLib.lightmap,
  9195. UniformsLib.emissivemap,
  9196. UniformsLib.bumpmap,
  9197. UniformsLib.normalmap,
  9198. UniformsLib.displacementmap,
  9199. UniformsLib.gradientmap,
  9200. UniformsLib.fog,
  9201. UniformsLib.lights,
  9202. {
  9203. emissive: { value: new Color( 0x000000 ) },
  9204. specular: { value: new Color( 0x111111 ) },
  9205. shininess: { value: 30 }
  9206. }
  9207. ] ),
  9208. vertexShader: ShaderChunk.meshtoon_vert,
  9209. fragmentShader: ShaderChunk.meshtoon_frag
  9210. },
  9211. matcap: {
  9212. uniforms: mergeUniforms( [
  9213. UniformsLib.common,
  9214. UniformsLib.bumpmap,
  9215. UniformsLib.normalmap,
  9216. UniformsLib.displacementmap,
  9217. UniformsLib.fog,
  9218. {
  9219. matcap: { value: null }
  9220. }
  9221. ] ),
  9222. vertexShader: ShaderChunk.meshmatcap_vert,
  9223. fragmentShader: ShaderChunk.meshmatcap_frag
  9224. },
  9225. points: {
  9226. uniforms: mergeUniforms( [
  9227. UniformsLib.points,
  9228. UniformsLib.fog
  9229. ] ),
  9230. vertexShader: ShaderChunk.points_vert,
  9231. fragmentShader: ShaderChunk.points_frag
  9232. },
  9233. dashed: {
  9234. uniforms: mergeUniforms( [
  9235. UniformsLib.common,
  9236. UniformsLib.fog,
  9237. {
  9238. scale: { value: 1 },
  9239. dashSize: { value: 1 },
  9240. totalSize: { value: 2 }
  9241. }
  9242. ] ),
  9243. vertexShader: ShaderChunk.linedashed_vert,
  9244. fragmentShader: ShaderChunk.linedashed_frag
  9245. },
  9246. depth: {
  9247. uniforms: mergeUniforms( [
  9248. UniformsLib.common,
  9249. UniformsLib.displacementmap
  9250. ] ),
  9251. vertexShader: ShaderChunk.depth_vert,
  9252. fragmentShader: ShaderChunk.depth_frag
  9253. },
  9254. normal: {
  9255. uniforms: mergeUniforms( [
  9256. UniformsLib.common,
  9257. UniformsLib.bumpmap,
  9258. UniformsLib.normalmap,
  9259. UniformsLib.displacementmap,
  9260. {
  9261. opacity: { value: 1.0 }
  9262. }
  9263. ] ),
  9264. vertexShader: ShaderChunk.normal_vert,
  9265. fragmentShader: ShaderChunk.normal_frag
  9266. },
  9267. sprite: {
  9268. uniforms: mergeUniforms( [
  9269. UniformsLib.sprite,
  9270. UniformsLib.fog
  9271. ] ),
  9272. vertexShader: ShaderChunk.sprite_vert,
  9273. fragmentShader: ShaderChunk.sprite_frag
  9274. },
  9275. background: {
  9276. uniforms: {
  9277. uvTransform: { value: new Matrix3() },
  9278. t2D: { value: null },
  9279. },
  9280. vertexShader: ShaderChunk.background_vert,
  9281. fragmentShader: ShaderChunk.background_frag
  9282. },
  9283. /* -------------------------------------------------------------------------
  9284. // Cube map shader
  9285. ------------------------------------------------------------------------- */
  9286. cube: {
  9287. uniforms: mergeUniforms( [
  9288. UniformsLib.envmap,
  9289. {
  9290. opacity: { value: 1.0 }
  9291. }
  9292. ] ),
  9293. vertexShader: ShaderChunk.cube_vert,
  9294. fragmentShader: ShaderChunk.cube_frag
  9295. },
  9296. equirect: {
  9297. uniforms: {
  9298. tEquirect: { value: null },
  9299. },
  9300. vertexShader: ShaderChunk.equirect_vert,
  9301. fragmentShader: ShaderChunk.equirect_frag
  9302. },
  9303. distanceRGBA: {
  9304. uniforms: mergeUniforms( [
  9305. UniformsLib.common,
  9306. UniformsLib.displacementmap,
  9307. {
  9308. referencePosition: { value: new Vector3() },
  9309. nearDistance: { value: 1 },
  9310. farDistance: { value: 1000 }
  9311. }
  9312. ] ),
  9313. vertexShader: ShaderChunk.distanceRGBA_vert,
  9314. fragmentShader: ShaderChunk.distanceRGBA_frag
  9315. },
  9316. shadow: {
  9317. uniforms: mergeUniforms( [
  9318. UniformsLib.lights,
  9319. UniformsLib.fog,
  9320. {
  9321. color: { value: new Color( 0x00000 ) },
  9322. opacity: { value: 1.0 }
  9323. } ] ),
  9324. vertexShader: ShaderChunk.shadow_vert,
  9325. fragmentShader: ShaderChunk.shadow_frag
  9326. }
  9327. };
  9328. ShaderLib.physical = {
  9329. uniforms: mergeUniforms( [
  9330. ShaderLib.standard.uniforms,
  9331. {
  9332. clearcoat: { value: 0 },
  9333. clearcoatMap: { value: null },
  9334. clearcoatRoughness: { value: 0 },
  9335. clearcoatRoughnessMap: { value: null },
  9336. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9337. clearcoatNormalMap: { value: null },
  9338. sheen: { value: new Color( 0x000000 ) },
  9339. transparency: { value: 0 },
  9340. }
  9341. ] ),
  9342. vertexShader: ShaderChunk.meshphysical_vert,
  9343. fragmentShader: ShaderChunk.meshphysical_frag
  9344. };
  9345. /**
  9346. * @author mrdoob / http://mrdoob.com/
  9347. */
  9348. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9349. var clearColor = new Color( 0x000000 );
  9350. var clearAlpha = 0;
  9351. var planeMesh;
  9352. var boxMesh;
  9353. var currentBackground = null;
  9354. var currentBackgroundVersion = 0;
  9355. var currentTonemapping = null;
  9356. function render( renderList, scene, camera, forceClear ) {
  9357. var background = scene.isScene === true ? scene.background : null;
  9358. // Ignore background in AR
  9359. // TODO: Reconsider this.
  9360. var xr = renderer.xr;
  9361. var session = xr.getSession && xr.getSession();
  9362. if ( session && session.environmentBlendMode === 'additive' ) {
  9363. background = null;
  9364. }
  9365. if ( background === null ) {
  9366. setClear( clearColor, clearAlpha );
  9367. } else if ( background && background.isColor ) {
  9368. setClear( background, 1 );
  9369. forceClear = true;
  9370. }
  9371. if ( renderer.autoClear || forceClear ) {
  9372. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9373. }
  9374. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9375. if ( boxMesh === undefined ) {
  9376. boxMesh = new Mesh(
  9377. new BoxBufferGeometry( 1, 1, 1 ),
  9378. new ShaderMaterial( {
  9379. name: 'BackgroundCubeMaterial',
  9380. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9381. vertexShader: ShaderLib.cube.vertexShader,
  9382. fragmentShader: ShaderLib.cube.fragmentShader,
  9383. side: BackSide,
  9384. depthTest: false,
  9385. depthWrite: false,
  9386. fog: false
  9387. } )
  9388. );
  9389. boxMesh.geometry.deleteAttribute( 'normal' );
  9390. boxMesh.geometry.deleteAttribute( 'uv' );
  9391. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9392. this.matrixWorld.copyPosition( camera.matrixWorld );
  9393. };
  9394. // enable code injection for non-built-in material
  9395. Object.defineProperty( boxMesh.material, 'envMap', {
  9396. get: function () {
  9397. return this.uniforms.envMap.value;
  9398. }
  9399. } );
  9400. objects.update( boxMesh );
  9401. }
  9402. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9403. boxMesh.material.uniforms.envMap.value = texture;
  9404. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9405. if ( currentBackground !== background ||
  9406. currentBackgroundVersion !== texture.version ||
  9407. currentTonemapping !== renderer.toneMapping ) {
  9408. boxMesh.material.needsUpdate = true;
  9409. currentBackground = background;
  9410. currentBackgroundVersion = texture.version;
  9411. currentTonemapping = renderer.toneMapping;
  9412. }
  9413. // push to the pre-sorted opaque render list
  9414. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9415. } else if ( background && background.isTexture ) {
  9416. if ( planeMesh === undefined ) {
  9417. planeMesh = new Mesh(
  9418. new PlaneBufferGeometry( 2, 2 ),
  9419. new ShaderMaterial( {
  9420. name: 'BackgroundMaterial',
  9421. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9422. vertexShader: ShaderLib.background.vertexShader,
  9423. fragmentShader: ShaderLib.background.fragmentShader,
  9424. side: FrontSide,
  9425. depthTest: false,
  9426. depthWrite: false,
  9427. fog: false
  9428. } )
  9429. );
  9430. planeMesh.geometry.deleteAttribute( 'normal' );
  9431. // enable code injection for non-built-in material
  9432. Object.defineProperty( planeMesh.material, 'map', {
  9433. get: function () {
  9434. return this.uniforms.t2D.value;
  9435. }
  9436. } );
  9437. objects.update( planeMesh );
  9438. }
  9439. planeMesh.material.uniforms.t2D.value = background;
  9440. if ( background.matrixAutoUpdate === true ) {
  9441. background.updateMatrix();
  9442. }
  9443. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9444. if ( currentBackground !== background ||
  9445. currentBackgroundVersion !== background.version ||
  9446. currentTonemapping !== renderer.toneMapping ) {
  9447. planeMesh.material.needsUpdate = true;
  9448. currentBackground = background;
  9449. currentBackgroundVersion = background.version;
  9450. currentTonemapping = renderer.toneMapping;
  9451. }
  9452. // push to the pre-sorted opaque render list
  9453. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9454. }
  9455. }
  9456. function setClear( color, alpha ) {
  9457. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9458. }
  9459. return {
  9460. getClearColor: function () {
  9461. return clearColor;
  9462. },
  9463. setClearColor: function ( color, alpha ) {
  9464. clearColor.set( color );
  9465. clearAlpha = alpha !== undefined ? alpha : 1;
  9466. setClear( clearColor, clearAlpha );
  9467. },
  9468. getClearAlpha: function () {
  9469. return clearAlpha;
  9470. },
  9471. setClearAlpha: function ( alpha ) {
  9472. clearAlpha = alpha;
  9473. setClear( clearColor, clearAlpha );
  9474. },
  9475. render: render
  9476. };
  9477. }
  9478. /**
  9479. * @author mrdoob / http://mrdoob.com/
  9480. */
  9481. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9482. var isWebGL2 = capabilities.isWebGL2;
  9483. var mode;
  9484. function setMode( value ) {
  9485. mode = value;
  9486. }
  9487. function render( start, count ) {
  9488. gl.drawArrays( mode, start, count );
  9489. info.update( count, mode );
  9490. }
  9491. function renderInstances( geometry, start, count, primcount ) {
  9492. if ( primcount === 0 ) { return; }
  9493. var extension, methodName;
  9494. if ( isWebGL2 ) {
  9495. extension = gl;
  9496. methodName = 'drawArraysInstanced';
  9497. } else {
  9498. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9499. methodName = 'drawArraysInstancedANGLE';
  9500. if ( extension === null ) {
  9501. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9502. return;
  9503. }
  9504. }
  9505. extension[ methodName ]( mode, start, count, primcount );
  9506. info.update( count, mode, primcount );
  9507. }
  9508. //
  9509. this.setMode = setMode;
  9510. this.render = render;
  9511. this.renderInstances = renderInstances;
  9512. }
  9513. /**
  9514. * @author mrdoob / http://mrdoob.com/
  9515. */
  9516. function WebGLCapabilities( gl, extensions, parameters ) {
  9517. var maxAnisotropy;
  9518. function getMaxAnisotropy() {
  9519. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9520. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9521. if ( extension !== null ) {
  9522. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9523. } else {
  9524. maxAnisotropy = 0;
  9525. }
  9526. return maxAnisotropy;
  9527. }
  9528. function getMaxPrecision( precision ) {
  9529. if ( precision === 'highp' ) {
  9530. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9531. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9532. return 'highp';
  9533. }
  9534. precision = 'mediump';
  9535. }
  9536. if ( precision === 'mediump' ) {
  9537. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9538. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9539. return 'mediump';
  9540. }
  9541. }
  9542. return 'lowp';
  9543. }
  9544. /* eslint-disable no-undef */
  9545. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9546. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9547. /* eslint-enable no-undef */
  9548. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9549. var maxPrecision = getMaxPrecision( precision );
  9550. if ( maxPrecision !== precision ) {
  9551. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9552. precision = maxPrecision;
  9553. }
  9554. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9555. var maxTextures = gl.getParameter( 34930 );
  9556. var maxVertexTextures = gl.getParameter( 35660 );
  9557. var maxTextureSize = gl.getParameter( 3379 );
  9558. var maxCubemapSize = gl.getParameter( 34076 );
  9559. var maxAttributes = gl.getParameter( 34921 );
  9560. var maxVertexUniforms = gl.getParameter( 36347 );
  9561. var maxVaryings = gl.getParameter( 36348 );
  9562. var maxFragmentUniforms = gl.getParameter( 36349 );
  9563. var vertexTextures = maxVertexTextures > 0;
  9564. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9565. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9566. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9567. return {
  9568. isWebGL2: isWebGL2,
  9569. getMaxAnisotropy: getMaxAnisotropy,
  9570. getMaxPrecision: getMaxPrecision,
  9571. precision: precision,
  9572. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9573. maxTextures: maxTextures,
  9574. maxVertexTextures: maxVertexTextures,
  9575. maxTextureSize: maxTextureSize,
  9576. maxCubemapSize: maxCubemapSize,
  9577. maxAttributes: maxAttributes,
  9578. maxVertexUniforms: maxVertexUniforms,
  9579. maxVaryings: maxVaryings,
  9580. maxFragmentUniforms: maxFragmentUniforms,
  9581. vertexTextures: vertexTextures,
  9582. floatFragmentTextures: floatFragmentTextures,
  9583. floatVertexTextures: floatVertexTextures,
  9584. maxSamples: maxSamples
  9585. };
  9586. }
  9587. /**
  9588. * @author tschw
  9589. */
  9590. function WebGLClipping() {
  9591. var scope = this;
  9592. var globalState = null,
  9593. numGlobalPlanes = 0,
  9594. localClippingEnabled = false,
  9595. renderingShadows = false;
  9596. var plane = new Plane(),
  9597. viewNormalMatrix = new Matrix3(),
  9598. uniform = { value: null, needsUpdate: false };
  9599. this.uniform = uniform;
  9600. this.numPlanes = 0;
  9601. this.numIntersection = 0;
  9602. this.init = function ( planes, enableLocalClipping, camera ) {
  9603. var enabled =
  9604. planes.length !== 0 ||
  9605. enableLocalClipping ||
  9606. // enable state of previous frame - the clipping code has to
  9607. // run another frame in order to reset the state:
  9608. numGlobalPlanes !== 0 ||
  9609. localClippingEnabled;
  9610. localClippingEnabled = enableLocalClipping;
  9611. globalState = projectPlanes( planes, camera, 0 );
  9612. numGlobalPlanes = planes.length;
  9613. return enabled;
  9614. };
  9615. this.beginShadows = function () {
  9616. renderingShadows = true;
  9617. projectPlanes( null );
  9618. };
  9619. this.endShadows = function () {
  9620. renderingShadows = false;
  9621. resetGlobalState();
  9622. };
  9623. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9624. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9625. // there's no local clipping
  9626. if ( renderingShadows ) {
  9627. // there's no global clipping
  9628. projectPlanes( null );
  9629. } else {
  9630. resetGlobalState();
  9631. }
  9632. } else {
  9633. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9634. lGlobal = nGlobal * 4;
  9635. var dstArray = cache.clippingState || null;
  9636. uniform.value = dstArray; // ensure unique state
  9637. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9638. for ( var i = 0; i !== lGlobal; ++ i ) {
  9639. dstArray[ i ] = globalState[ i ];
  9640. }
  9641. cache.clippingState = dstArray;
  9642. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9643. this.numPlanes += nGlobal;
  9644. }
  9645. };
  9646. function resetGlobalState() {
  9647. if ( uniform.value !== globalState ) {
  9648. uniform.value = globalState;
  9649. uniform.needsUpdate = numGlobalPlanes > 0;
  9650. }
  9651. scope.numPlanes = numGlobalPlanes;
  9652. scope.numIntersection = 0;
  9653. }
  9654. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9655. var nPlanes = planes !== null ? planes.length : 0,
  9656. dstArray = null;
  9657. if ( nPlanes !== 0 ) {
  9658. dstArray = uniform.value;
  9659. if ( skipTransform !== true || dstArray === null ) {
  9660. var flatSize = dstOffset + nPlanes * 4,
  9661. viewMatrix = camera.matrixWorldInverse;
  9662. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9663. if ( dstArray === null || dstArray.length < flatSize ) {
  9664. dstArray = new Float32Array( flatSize );
  9665. }
  9666. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9667. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9668. plane.normal.toArray( dstArray, i4 );
  9669. dstArray[ i4 + 3 ] = plane.constant;
  9670. }
  9671. }
  9672. uniform.value = dstArray;
  9673. uniform.needsUpdate = true;
  9674. }
  9675. scope.numPlanes = nPlanes;
  9676. scope.numIntersection = 0;
  9677. return dstArray;
  9678. }
  9679. }
  9680. /**
  9681. * @author mrdoob / http://mrdoob.com/
  9682. */
  9683. function WebGLExtensions( gl ) {
  9684. var extensions = {};
  9685. return {
  9686. get: function ( name ) {
  9687. if ( extensions[ name ] !== undefined ) {
  9688. return extensions[ name ];
  9689. }
  9690. var extension;
  9691. switch ( name ) {
  9692. case 'WEBGL_depth_texture':
  9693. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9694. break;
  9695. case 'EXT_texture_filter_anisotropic':
  9696. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9697. break;
  9698. case 'WEBGL_compressed_texture_s3tc':
  9699. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9700. break;
  9701. case 'WEBGL_compressed_texture_pvrtc':
  9702. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9703. break;
  9704. default:
  9705. extension = gl.getExtension( name );
  9706. }
  9707. if ( extension === null ) {
  9708. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9709. }
  9710. extensions[ name ] = extension;
  9711. return extension;
  9712. }
  9713. };
  9714. }
  9715. /**
  9716. * @author mrdoob / http://mrdoob.com/
  9717. */
  9718. function WebGLGeometries( gl, attributes, info ) {
  9719. var geometries = new WeakMap();
  9720. var wireframeAttributes = new WeakMap();
  9721. function onGeometryDispose( event ) {
  9722. var geometry = event.target;
  9723. var buffergeometry = geometries.get( geometry );
  9724. if ( buffergeometry.index !== null ) {
  9725. attributes.remove( buffergeometry.index );
  9726. }
  9727. for ( var name in buffergeometry.attributes ) {
  9728. attributes.remove( buffergeometry.attributes[ name ] );
  9729. }
  9730. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9731. geometries.delete( geometry );
  9732. var attribute = wireframeAttributes.get( buffergeometry );
  9733. if ( attribute ) {
  9734. attributes.remove( attribute );
  9735. wireframeAttributes.delete( buffergeometry );
  9736. }
  9737. //
  9738. info.memory.geometries --;
  9739. }
  9740. function get( object, geometry ) {
  9741. var buffergeometry = geometries.get( geometry );
  9742. if ( buffergeometry ) { return buffergeometry; }
  9743. geometry.addEventListener( 'dispose', onGeometryDispose );
  9744. if ( geometry.isBufferGeometry ) {
  9745. buffergeometry = geometry;
  9746. } else if ( geometry.isGeometry ) {
  9747. if ( geometry._bufferGeometry === undefined ) {
  9748. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9749. }
  9750. buffergeometry = geometry._bufferGeometry;
  9751. }
  9752. geometries.set( geometry, buffergeometry );
  9753. info.memory.geometries ++;
  9754. return buffergeometry;
  9755. }
  9756. function update( geometry ) {
  9757. var index = geometry.index;
  9758. var geometryAttributes = geometry.attributes;
  9759. if ( index !== null ) {
  9760. attributes.update( index, 34963 );
  9761. }
  9762. for ( var name in geometryAttributes ) {
  9763. attributes.update( geometryAttributes[ name ], 34962 );
  9764. }
  9765. // morph targets
  9766. var morphAttributes = geometry.morphAttributes;
  9767. for ( var name$1 in morphAttributes ) {
  9768. var array = morphAttributes[ name$1 ];
  9769. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9770. attributes.update( array[ i ], 34962 );
  9771. }
  9772. }
  9773. }
  9774. function updateWireframeAttribute( geometry ) {
  9775. var indices = [];
  9776. var geometryIndex = geometry.index;
  9777. var geometryPosition = geometry.attributes.position;
  9778. var version = 0;
  9779. if ( geometryIndex !== null ) {
  9780. var array = geometryIndex.array;
  9781. version = geometryIndex.version;
  9782. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9783. var a = array[ i + 0 ];
  9784. var b = array[ i + 1 ];
  9785. var c = array[ i + 2 ];
  9786. indices.push( a, b, b, c, c, a );
  9787. }
  9788. } else {
  9789. var array$1 = geometryPosition.array;
  9790. version = geometryPosition.version;
  9791. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  9792. var a$1 = i$1 + 0;
  9793. var b$1 = i$1 + 1;
  9794. var c$1 = i$1 + 2;
  9795. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  9796. }
  9797. }
  9798. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9799. attribute.version = version;
  9800. attributes.update( attribute, 34963 );
  9801. //
  9802. var previousAttribute = wireframeAttributes.get( geometry );
  9803. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9804. //
  9805. wireframeAttributes.set( geometry, attribute );
  9806. }
  9807. function getWireframeAttribute( geometry ) {
  9808. var currentAttribute = wireframeAttributes.get( geometry );
  9809. if ( currentAttribute ) {
  9810. var geometryIndex = geometry.index;
  9811. if ( geometryIndex !== null ) {
  9812. // if the attribute is obsolete, create a new one
  9813. if ( currentAttribute.version < geometryIndex.version ) {
  9814. updateWireframeAttribute( geometry );
  9815. }
  9816. }
  9817. } else {
  9818. updateWireframeAttribute( geometry );
  9819. }
  9820. return wireframeAttributes.get( geometry );
  9821. }
  9822. return {
  9823. get: get,
  9824. update: update,
  9825. getWireframeAttribute: getWireframeAttribute
  9826. };
  9827. }
  9828. /**
  9829. * @author mrdoob / http://mrdoob.com/
  9830. */
  9831. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9832. var isWebGL2 = capabilities.isWebGL2;
  9833. var mode;
  9834. function setMode( value ) {
  9835. mode = value;
  9836. }
  9837. var type, bytesPerElement;
  9838. function setIndex( value ) {
  9839. type = value.type;
  9840. bytesPerElement = value.bytesPerElement;
  9841. }
  9842. function render( start, count ) {
  9843. gl.drawElements( mode, count, type, start * bytesPerElement );
  9844. info.update( count, mode );
  9845. }
  9846. function renderInstances( geometry, start, count, primcount ) {
  9847. if ( primcount === 0 ) { return; }
  9848. var extension, methodName;
  9849. if ( isWebGL2 ) {
  9850. extension = gl;
  9851. methodName = 'drawElementsInstanced';
  9852. } else {
  9853. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9854. methodName = 'drawElementsInstancedANGLE';
  9855. if ( extension === null ) {
  9856. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9857. return;
  9858. }
  9859. }
  9860. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9861. info.update( count, mode, primcount );
  9862. }
  9863. //
  9864. this.setMode = setMode;
  9865. this.setIndex = setIndex;
  9866. this.render = render;
  9867. this.renderInstances = renderInstances;
  9868. }
  9869. /**
  9870. * @author Mugen87 / https://github.com/Mugen87
  9871. */
  9872. function WebGLInfo( gl ) {
  9873. var memory = {
  9874. geometries: 0,
  9875. textures: 0
  9876. };
  9877. var render = {
  9878. frame: 0,
  9879. calls: 0,
  9880. triangles: 0,
  9881. points: 0,
  9882. lines: 0
  9883. };
  9884. function update( count, mode, instanceCount ) {
  9885. instanceCount = instanceCount || 1;
  9886. render.calls ++;
  9887. switch ( mode ) {
  9888. case 4:
  9889. render.triangles += instanceCount * ( count / 3 );
  9890. break;
  9891. case 1:
  9892. render.lines += instanceCount * ( count / 2 );
  9893. break;
  9894. case 3:
  9895. render.lines += instanceCount * ( count - 1 );
  9896. break;
  9897. case 2:
  9898. render.lines += instanceCount * count;
  9899. break;
  9900. case 0:
  9901. render.points += instanceCount * count;
  9902. break;
  9903. default:
  9904. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9905. break;
  9906. }
  9907. }
  9908. function reset() {
  9909. render.frame ++;
  9910. render.calls = 0;
  9911. render.triangles = 0;
  9912. render.points = 0;
  9913. render.lines = 0;
  9914. }
  9915. return {
  9916. memory: memory,
  9917. render: render,
  9918. programs: null,
  9919. autoReset: true,
  9920. reset: reset,
  9921. update: update
  9922. };
  9923. }
  9924. /**
  9925. * @author mrdoob / http://mrdoob.com/
  9926. */
  9927. function absNumericalSort( a, b ) {
  9928. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9929. }
  9930. function WebGLMorphtargets( gl ) {
  9931. var influencesList = {};
  9932. var morphInfluences = new Float32Array( 8 );
  9933. function update( object, geometry, material, program ) {
  9934. var objectInfluences = object.morphTargetInfluences;
  9935. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9936. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9937. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9938. var influences = influencesList[ geometry.id ];
  9939. if ( influences === undefined ) {
  9940. // initialise list
  9941. influences = [];
  9942. for ( var i = 0; i < length; i ++ ) {
  9943. influences[ i ] = [ i, 0 ];
  9944. }
  9945. influencesList[ geometry.id ] = influences;
  9946. }
  9947. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9948. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9949. // Remove current morphAttributes
  9950. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  9951. var influence = influences[ i$1 ];
  9952. if ( influence[ 1 ] !== 0 ) {
  9953. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i$1 ); }
  9954. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i$1 ); }
  9955. }
  9956. }
  9957. // Collect influences
  9958. for ( var i$2 = 0; i$2 < length; i$2 ++ ) {
  9959. var influence$1 = influences[ i$2 ];
  9960. influence$1[ 0 ] = i$2;
  9961. influence$1[ 1 ] = objectInfluences[ i$2 ];
  9962. }
  9963. influences.sort( absNumericalSort );
  9964. // Add morphAttributes
  9965. var morphInfluencesSum = 0;
  9966. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  9967. var influence$2 = influences[ i$3 ];
  9968. if ( influence$2 ) {
  9969. var index = influence$2[ 0 ];
  9970. var value = influence$2[ 1 ];
  9971. if ( value ) {
  9972. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] ); }
  9973. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] ); }
  9974. morphInfluences[ i$3 ] = value;
  9975. morphInfluencesSum += value;
  9976. continue;
  9977. }
  9978. }
  9979. morphInfluences[ i$3 ] = 0;
  9980. }
  9981. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9982. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9983. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9984. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9985. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9986. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9987. }
  9988. return {
  9989. update: update
  9990. };
  9991. }
  9992. /**
  9993. * @author mrdoob / http://mrdoob.com/
  9994. */
  9995. function WebGLObjects( gl, geometries, attributes, info ) {
  9996. var updateMap = new WeakMap();
  9997. function update( object ) {
  9998. var frame = info.render.frame;
  9999. var geometry = object.geometry;
  10000. var buffergeometry = geometries.get( object, geometry );
  10001. // Update once per frame
  10002. if ( updateMap.get( buffergeometry ) !== frame ) {
  10003. if ( geometry.isGeometry ) {
  10004. buffergeometry.updateFromObject( object );
  10005. }
  10006. geometries.update( buffergeometry );
  10007. updateMap.set( buffergeometry, frame );
  10008. }
  10009. if ( object.isInstancedMesh ) {
  10010. attributes.update( object.instanceMatrix, 34962 );
  10011. }
  10012. return buffergeometry;
  10013. }
  10014. function dispose() {
  10015. updateMap = new WeakMap();
  10016. }
  10017. return {
  10018. update: update,
  10019. dispose: dispose
  10020. };
  10021. }
  10022. /**
  10023. * @author mrdoob / http://mrdoob.com/
  10024. */
  10025. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10026. images = images !== undefined ? images : [];
  10027. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10028. format = format !== undefined ? format : RGBFormat;
  10029. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10030. this.flipY = false;
  10031. }
  10032. CubeTexture.prototype = Object.create( Texture.prototype );
  10033. CubeTexture.prototype.constructor = CubeTexture;
  10034. CubeTexture.prototype.isCubeTexture = true;
  10035. Object.defineProperty( CubeTexture.prototype, 'images', {
  10036. get: function () {
  10037. return this.image;
  10038. },
  10039. set: function ( value ) {
  10040. this.image = value;
  10041. }
  10042. } );
  10043. /**
  10044. * @author Takahiro https://github.com/takahirox
  10045. */
  10046. function DataTexture2DArray( data, width, height, depth ) {
  10047. Texture.call( this, null );
  10048. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10049. this.magFilter = NearestFilter;
  10050. this.minFilter = NearestFilter;
  10051. this.wrapR = ClampToEdgeWrapping;
  10052. this.generateMipmaps = false;
  10053. this.flipY = false;
  10054. this.needsUpdate = true;
  10055. }
  10056. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10057. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10058. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10059. /**
  10060. * @author Artur Trzesiok
  10061. */
  10062. function DataTexture3D( data, width, height, depth ) {
  10063. // We're going to add .setXXX() methods for setting properties later.
  10064. // Users can still set in DataTexture3D directly.
  10065. //
  10066. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10067. // texture.anisotropy = 16;
  10068. //
  10069. // See #14839
  10070. Texture.call( this, null );
  10071. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10072. this.magFilter = NearestFilter;
  10073. this.minFilter = NearestFilter;
  10074. this.wrapR = ClampToEdgeWrapping;
  10075. this.generateMipmaps = false;
  10076. this.flipY = false;
  10077. this.needsUpdate = true;
  10078. }
  10079. DataTexture3D.prototype = Object.create( Texture.prototype );
  10080. DataTexture3D.prototype.constructor = DataTexture3D;
  10081. DataTexture3D.prototype.isDataTexture3D = true;
  10082. /**
  10083. * @author tschw
  10084. * @author Mugen87 / https://github.com/Mugen87
  10085. * @author mrdoob / http://mrdoob.com/
  10086. *
  10087. * Uniforms of a program.
  10088. * Those form a tree structure with a special top-level container for the root,
  10089. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10090. *
  10091. *
  10092. * Properties of inner nodes including the top-level container:
  10093. *
  10094. * .seq - array of nested uniforms
  10095. * .map - nested uniforms by name
  10096. *
  10097. *
  10098. * Methods of all nodes except the top-level container:
  10099. *
  10100. * .setValue( gl, value, [textures] )
  10101. *
  10102. * uploads a uniform value(s)
  10103. * the 'textures' parameter is needed for sampler uniforms
  10104. *
  10105. *
  10106. * Static methods of the top-level container (textures factorizations):
  10107. *
  10108. * .upload( gl, seq, values, textures )
  10109. *
  10110. * sets uniforms in 'seq' to 'values[id].value'
  10111. *
  10112. * .seqWithValue( seq, values ) : filteredSeq
  10113. *
  10114. * filters 'seq' entries with corresponding entry in values
  10115. *
  10116. *
  10117. * Methods of the top-level container (textures factorizations):
  10118. *
  10119. * .setValue( gl, name, value, textures )
  10120. *
  10121. * sets uniform with name 'name' to 'value'
  10122. *
  10123. * .setOptional( gl, obj, prop )
  10124. *
  10125. * like .set for an optional property of the object
  10126. *
  10127. */
  10128. var emptyTexture = new Texture();
  10129. var emptyTexture2dArray = new DataTexture2DArray();
  10130. var emptyTexture3d = new DataTexture3D();
  10131. var emptyCubeTexture = new CubeTexture();
  10132. // --- Utilities ---
  10133. // Array Caches (provide typed arrays for temporary by size)
  10134. var arrayCacheF32 = [];
  10135. var arrayCacheI32 = [];
  10136. // Float32Array caches used for uploading Matrix uniforms
  10137. var mat4array = new Float32Array( 16 );
  10138. var mat3array = new Float32Array( 9 );
  10139. var mat2array = new Float32Array( 4 );
  10140. // Flattening for arrays of vectors and matrices
  10141. function flatten( array, nBlocks, blockSize ) {
  10142. var firstElem = array[ 0 ];
  10143. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10144. // unoptimized: ! isNaN( firstElem )
  10145. // see http://jacksondunstan.com/articles/983
  10146. var n = nBlocks * blockSize,
  10147. r = arrayCacheF32[ n ];
  10148. if ( r === undefined ) {
  10149. r = new Float32Array( n );
  10150. arrayCacheF32[ n ] = r;
  10151. }
  10152. if ( nBlocks !== 0 ) {
  10153. firstElem.toArray( r, 0 );
  10154. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10155. offset += blockSize;
  10156. array[ i ].toArray( r, offset );
  10157. }
  10158. }
  10159. return r;
  10160. }
  10161. function arraysEqual( a, b ) {
  10162. if ( a.length !== b.length ) { return false; }
  10163. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10164. if ( a[ i ] !== b[ i ] ) { return false; }
  10165. }
  10166. return true;
  10167. }
  10168. function copyArray( a, b ) {
  10169. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10170. a[ i ] = b[ i ];
  10171. }
  10172. }
  10173. // Texture unit allocation
  10174. function allocTexUnits( textures, n ) {
  10175. var r = arrayCacheI32[ n ];
  10176. if ( r === undefined ) {
  10177. r = new Int32Array( n );
  10178. arrayCacheI32[ n ] = r;
  10179. }
  10180. for ( var i = 0; i !== n; ++ i ) {
  10181. r[ i ] = textures.allocateTextureUnit();
  10182. }
  10183. return r;
  10184. }
  10185. // --- Setters ---
  10186. // Note: Defining these methods externally, because they come in a bunch
  10187. // and this way their names minify.
  10188. // Single scalar
  10189. function setValueV1f( gl, v ) {
  10190. var cache = this.cache;
  10191. if ( cache[ 0 ] === v ) { return; }
  10192. gl.uniform1f( this.addr, v );
  10193. cache[ 0 ] = v;
  10194. }
  10195. // Single float vector (from flat array or THREE.VectorN)
  10196. function setValueV2f( gl, v ) {
  10197. var cache = this.cache;
  10198. if ( v.x !== undefined ) {
  10199. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10200. gl.uniform2f( this.addr, v.x, v.y );
  10201. cache[ 0 ] = v.x;
  10202. cache[ 1 ] = v.y;
  10203. }
  10204. } else {
  10205. if ( arraysEqual( cache, v ) ) { return; }
  10206. gl.uniform2fv( this.addr, v );
  10207. copyArray( cache, v );
  10208. }
  10209. }
  10210. function setValueV3f( gl, v ) {
  10211. var cache = this.cache;
  10212. if ( v.x !== undefined ) {
  10213. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10214. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10215. cache[ 0 ] = v.x;
  10216. cache[ 1 ] = v.y;
  10217. cache[ 2 ] = v.z;
  10218. }
  10219. } else if ( v.r !== undefined ) {
  10220. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10221. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10222. cache[ 0 ] = v.r;
  10223. cache[ 1 ] = v.g;
  10224. cache[ 2 ] = v.b;
  10225. }
  10226. } else {
  10227. if ( arraysEqual( cache, v ) ) { return; }
  10228. gl.uniform3fv( this.addr, v );
  10229. copyArray( cache, v );
  10230. }
  10231. }
  10232. function setValueV4f( gl, v ) {
  10233. var cache = this.cache;
  10234. if ( v.x !== undefined ) {
  10235. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10236. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10237. cache[ 0 ] = v.x;
  10238. cache[ 1 ] = v.y;
  10239. cache[ 2 ] = v.z;
  10240. cache[ 3 ] = v.w;
  10241. }
  10242. } else {
  10243. if ( arraysEqual( cache, v ) ) { return; }
  10244. gl.uniform4fv( this.addr, v );
  10245. copyArray( cache, v );
  10246. }
  10247. }
  10248. // Single matrix (from flat array or MatrixN)
  10249. function setValueM2( gl, v ) {
  10250. var cache = this.cache;
  10251. var elements = v.elements;
  10252. if ( elements === undefined ) {
  10253. if ( arraysEqual( cache, v ) ) { return; }
  10254. gl.uniformMatrix2fv( this.addr, false, v );
  10255. copyArray( cache, v );
  10256. } else {
  10257. if ( arraysEqual( cache, elements ) ) { return; }
  10258. mat2array.set( elements );
  10259. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10260. copyArray( cache, elements );
  10261. }
  10262. }
  10263. function setValueM3( gl, v ) {
  10264. var cache = this.cache;
  10265. var elements = v.elements;
  10266. if ( elements === undefined ) {
  10267. if ( arraysEqual( cache, v ) ) { return; }
  10268. gl.uniformMatrix3fv( this.addr, false, v );
  10269. copyArray( cache, v );
  10270. } else {
  10271. if ( arraysEqual( cache, elements ) ) { return; }
  10272. mat3array.set( elements );
  10273. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10274. copyArray( cache, elements );
  10275. }
  10276. }
  10277. function setValueM4( gl, v ) {
  10278. var cache = this.cache;
  10279. var elements = v.elements;
  10280. if ( elements === undefined ) {
  10281. if ( arraysEqual( cache, v ) ) { return; }
  10282. gl.uniformMatrix4fv( this.addr, false, v );
  10283. copyArray( cache, v );
  10284. } else {
  10285. if ( arraysEqual( cache, elements ) ) { return; }
  10286. mat4array.set( elements );
  10287. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10288. copyArray( cache, elements );
  10289. }
  10290. }
  10291. // Single texture (2D / Cube)
  10292. function setValueT1( gl, v, textures ) {
  10293. var cache = this.cache;
  10294. var unit = textures.allocateTextureUnit();
  10295. if ( cache[ 0 ] !== unit ) {
  10296. gl.uniform1i( this.addr, unit );
  10297. cache[ 0 ] = unit;
  10298. }
  10299. textures.safeSetTexture2D( v || emptyTexture, unit );
  10300. }
  10301. function setValueT2DArray1( gl, v, textures ) {
  10302. var cache = this.cache;
  10303. var unit = textures.allocateTextureUnit();
  10304. if ( cache[ 0 ] !== unit ) {
  10305. gl.uniform1i( this.addr, unit );
  10306. cache[ 0 ] = unit;
  10307. }
  10308. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10309. }
  10310. function setValueT3D1( gl, v, textures ) {
  10311. var cache = this.cache;
  10312. var unit = textures.allocateTextureUnit();
  10313. if ( cache[ 0 ] !== unit ) {
  10314. gl.uniform1i( this.addr, unit );
  10315. cache[ 0 ] = unit;
  10316. }
  10317. textures.setTexture3D( v || emptyTexture3d, unit );
  10318. }
  10319. function setValueT6( gl, v, textures ) {
  10320. var cache = this.cache;
  10321. var unit = textures.allocateTextureUnit();
  10322. if ( cache[ 0 ] !== unit ) {
  10323. gl.uniform1i( this.addr, unit );
  10324. cache[ 0 ] = unit;
  10325. }
  10326. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10327. }
  10328. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10329. function setValueV1i( gl, v ) {
  10330. var cache = this.cache;
  10331. if ( cache[ 0 ] === v ) { return; }
  10332. gl.uniform1i( this.addr, v );
  10333. cache[ 0 ] = v;
  10334. }
  10335. function setValueV2i( gl, v ) {
  10336. var cache = this.cache;
  10337. if ( arraysEqual( cache, v ) ) { return; }
  10338. gl.uniform2iv( this.addr, v );
  10339. copyArray( cache, v );
  10340. }
  10341. function setValueV3i( gl, v ) {
  10342. var cache = this.cache;
  10343. if ( arraysEqual( cache, v ) ) { return; }
  10344. gl.uniform3iv( this.addr, v );
  10345. copyArray( cache, v );
  10346. }
  10347. function setValueV4i( gl, v ) {
  10348. var cache = this.cache;
  10349. if ( arraysEqual( cache, v ) ) { return; }
  10350. gl.uniform4iv( this.addr, v );
  10351. copyArray( cache, v );
  10352. }
  10353. // uint
  10354. function setValueV1ui( gl, v ) {
  10355. var cache = this.cache;
  10356. if ( cache[ 0 ] === v ) { return; }
  10357. gl.uniform1ui( this.addr, v );
  10358. cache[ 0 ] = v;
  10359. }
  10360. // Helper to pick the right setter for the singular case
  10361. function getSingularSetter( type ) {
  10362. switch ( type ) {
  10363. case 0x1406: return setValueV1f; // FLOAT
  10364. case 0x8b50: return setValueV2f; // _VEC2
  10365. case 0x8b51: return setValueV3f; // _VEC3
  10366. case 0x8b52: return setValueV4f; // _VEC4
  10367. case 0x8b5a: return setValueM2; // _MAT2
  10368. case 0x8b5b: return setValueM3; // _MAT3
  10369. case 0x8b5c: return setValueM4; // _MAT4
  10370. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10371. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10372. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10373. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10374. case 0x1405: return setValueV1ui; // UINT
  10375. case 0x8b5e: // SAMPLER_2D
  10376. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10377. case 0x8dca: // INT_SAMPLER_2D
  10378. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10379. case 0x8b62: // SAMPLER_2D_SHADOW
  10380. return setValueT1;
  10381. case 0x8b5f: // SAMPLER_3D
  10382. case 0x8dcb: // INT_SAMPLER_3D
  10383. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10384. return setValueT3D1;
  10385. case 0x8b60: // SAMPLER_CUBE
  10386. case 0x8dcc: // INT_SAMPLER_CUBE
  10387. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10388. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10389. return setValueT6;
  10390. case 0x8dc1: // SAMPLER_2D_ARRAY
  10391. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10392. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10393. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10394. return setValueT2DArray1;
  10395. }
  10396. }
  10397. // Array of scalars
  10398. function setValueV1fArray( gl, v ) {
  10399. gl.uniform1fv( this.addr, v );
  10400. }
  10401. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10402. function setValueV1iArray( gl, v ) {
  10403. gl.uniform1iv( this.addr, v );
  10404. }
  10405. function setValueV2iArray( gl, v ) {
  10406. gl.uniform2iv( this.addr, v );
  10407. }
  10408. function setValueV3iArray( gl, v ) {
  10409. gl.uniform3iv( this.addr, v );
  10410. }
  10411. function setValueV4iArray( gl, v ) {
  10412. gl.uniform4iv( this.addr, v );
  10413. }
  10414. // Array of vectors (flat or from THREE classes)
  10415. function setValueV2fArray( gl, v ) {
  10416. var data = flatten( v, this.size, 2 );
  10417. gl.uniform2fv( this.addr, data );
  10418. }
  10419. function setValueV3fArray( gl, v ) {
  10420. var data = flatten( v, this.size, 3 );
  10421. gl.uniform3fv( this.addr, data );
  10422. }
  10423. function setValueV4fArray( gl, v ) {
  10424. var data = flatten( v, this.size, 4 );
  10425. gl.uniform4fv( this.addr, data );
  10426. }
  10427. // Array of matrices (flat or from THREE clases)
  10428. function setValueM2Array( gl, v ) {
  10429. var data = flatten( v, this.size, 4 );
  10430. gl.uniformMatrix2fv( this.addr, false, data );
  10431. }
  10432. function setValueM3Array( gl, v ) {
  10433. var data = flatten( v, this.size, 9 );
  10434. gl.uniformMatrix3fv( this.addr, false, data );
  10435. }
  10436. function setValueM4Array( gl, v ) {
  10437. var data = flatten( v, this.size, 16 );
  10438. gl.uniformMatrix4fv( this.addr, false, data );
  10439. }
  10440. // Array of textures (2D / Cube)
  10441. function setValueT1Array( gl, v, textures ) {
  10442. var n = v.length;
  10443. var units = allocTexUnits( textures, n );
  10444. gl.uniform1iv( this.addr, units );
  10445. for ( var i = 0; i !== n; ++ i ) {
  10446. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10447. }
  10448. }
  10449. function setValueT6Array( gl, v, textures ) {
  10450. var n = v.length;
  10451. var units = allocTexUnits( textures, n );
  10452. gl.uniform1iv( this.addr, units );
  10453. for ( var i = 0; i !== n; ++ i ) {
  10454. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10455. }
  10456. }
  10457. // Helper to pick the right setter for a pure (bottom-level) array
  10458. function getPureArraySetter( type ) {
  10459. switch ( type ) {
  10460. case 0x1406: return setValueV1fArray; // FLOAT
  10461. case 0x8b50: return setValueV2fArray; // _VEC2
  10462. case 0x8b51: return setValueV3fArray; // _VEC3
  10463. case 0x8b52: return setValueV4fArray; // _VEC4
  10464. case 0x8b5a: return setValueM2Array; // _MAT2
  10465. case 0x8b5b: return setValueM3Array; // _MAT3
  10466. case 0x8b5c: return setValueM4Array; // _MAT4
  10467. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10468. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10469. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10470. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10471. case 0x8b5e: // SAMPLER_2D
  10472. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10473. case 0x8dca: // INT_SAMPLER_2D
  10474. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10475. case 0x8b62: // SAMPLER_2D_SHADOW
  10476. return setValueT1Array;
  10477. case 0x8b60: // SAMPLER_CUBE
  10478. case 0x8dcc: // INT_SAMPLER_CUBE
  10479. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10480. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10481. return setValueT6Array;
  10482. }
  10483. }
  10484. // --- Uniform Classes ---
  10485. function SingleUniform( id, activeInfo, addr ) {
  10486. this.id = id;
  10487. this.addr = addr;
  10488. this.cache = [];
  10489. this.setValue = getSingularSetter( activeInfo.type );
  10490. // this.path = activeInfo.name; // DEBUG
  10491. }
  10492. function PureArrayUniform( id, activeInfo, addr ) {
  10493. this.id = id;
  10494. this.addr = addr;
  10495. this.cache = [];
  10496. this.size = activeInfo.size;
  10497. this.setValue = getPureArraySetter( activeInfo.type );
  10498. // this.path = activeInfo.name; // DEBUG
  10499. }
  10500. PureArrayUniform.prototype.updateCache = function ( data ) {
  10501. var cache = this.cache;
  10502. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10503. this.cache = new Float32Array( data.length );
  10504. }
  10505. copyArray( cache, data );
  10506. };
  10507. function StructuredUniform( id ) {
  10508. this.id = id;
  10509. this.seq = [];
  10510. this.map = {};
  10511. }
  10512. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10513. var seq = this.seq;
  10514. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10515. var u = seq[ i ];
  10516. u.setValue( gl, value[ u.id ], textures );
  10517. }
  10518. };
  10519. // --- Top-level ---
  10520. // Parser - builds up the property tree from the path strings
  10521. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10522. // extracts
  10523. // - the identifier (member name or array index)
  10524. // - followed by an optional right bracket (found when array index)
  10525. // - followed by an optional left bracket or dot (type of subscript)
  10526. //
  10527. // Note: These portions can be read in a non-overlapping fashion and
  10528. // allow straightforward parsing of the hierarchy that WebGL encodes
  10529. // in the uniform names.
  10530. function addUniform( container, uniformObject ) {
  10531. container.seq.push( uniformObject );
  10532. container.map[ uniformObject.id ] = uniformObject;
  10533. }
  10534. function parseUniform( activeInfo, addr, container ) {
  10535. var path = activeInfo.name,
  10536. pathLength = path.length;
  10537. // reset RegExp object, because of the early exit of a previous run
  10538. RePathPart.lastIndex = 0;
  10539. while ( true ) {
  10540. var match = RePathPart.exec( path ),
  10541. matchEnd = RePathPart.lastIndex;
  10542. var id = match[ 1 ],
  10543. idIsIndex = match[ 2 ] === ']',
  10544. subscript = match[ 3 ];
  10545. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10546. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10547. // bare name or "pure" bottom-level array "[0]" suffix
  10548. addUniform( container, subscript === undefined ?
  10549. new SingleUniform( id, activeInfo, addr ) :
  10550. new PureArrayUniform( id, activeInfo, addr ) );
  10551. break;
  10552. } else {
  10553. // step into inner node / create it in case it doesn't exist
  10554. var map = container.map;
  10555. var next = map[ id ];
  10556. if ( next === undefined ) {
  10557. next = new StructuredUniform( id );
  10558. addUniform( container, next );
  10559. }
  10560. container = next;
  10561. }
  10562. }
  10563. }
  10564. // Root Container
  10565. function WebGLUniforms( gl, program ) {
  10566. this.seq = [];
  10567. this.map = {};
  10568. var n = gl.getProgramParameter( program, 35718 );
  10569. for ( var i = 0; i < n; ++ i ) {
  10570. var info = gl.getActiveUniform( program, i ),
  10571. addr = gl.getUniformLocation( program, info.name );
  10572. parseUniform( info, addr, this );
  10573. }
  10574. }
  10575. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10576. var u = this.map[ name ];
  10577. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10578. };
  10579. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10580. var v = object[ name ];
  10581. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10582. };
  10583. // Static interface
  10584. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10585. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10586. var u = seq[ i ],
  10587. v = values[ u.id ];
  10588. if ( v.needsUpdate !== false ) {
  10589. // note: always updating when .needsUpdate is undefined
  10590. u.setValue( gl, v.value, textures );
  10591. }
  10592. }
  10593. };
  10594. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10595. var r = [];
  10596. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10597. var u = seq[ i ];
  10598. if ( u.id in values ) { r.push( u ); }
  10599. }
  10600. return r;
  10601. };
  10602. /**
  10603. * @author mrdoob / http://mrdoob.com/
  10604. */
  10605. function WebGLShader( gl, type, string ) {
  10606. var shader = gl.createShader( type );
  10607. gl.shaderSource( shader, string );
  10608. gl.compileShader( shader );
  10609. return shader;
  10610. }
  10611. /**
  10612. * @author mrdoob / http://mrdoob.com/
  10613. */
  10614. var programIdCount = 0;
  10615. function addLineNumbers( string ) {
  10616. var lines = string.split( '\n' );
  10617. for ( var i = 0; i < lines.length; i ++ ) {
  10618. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10619. }
  10620. return lines.join( '\n' );
  10621. }
  10622. function getEncodingComponents( encoding ) {
  10623. switch ( encoding ) {
  10624. case LinearEncoding:
  10625. return [ 'Linear', '( value )' ];
  10626. case sRGBEncoding:
  10627. return [ 'sRGB', '( value )' ];
  10628. case RGBEEncoding:
  10629. return [ 'RGBE', '( value )' ];
  10630. case RGBM7Encoding:
  10631. return [ 'RGBM', '( value, 7.0 )' ];
  10632. case RGBM16Encoding:
  10633. return [ 'RGBM', '( value, 16.0 )' ];
  10634. case RGBDEncoding:
  10635. return [ 'RGBD', '( value, 256.0 )' ];
  10636. case GammaEncoding:
  10637. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10638. case LogLuvEncoding:
  10639. return [ 'LogLuv', '( value )' ];
  10640. default:
  10641. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10642. return [ 'Linear', '( value )' ];
  10643. }
  10644. }
  10645. function getShaderErrors( gl, shader, type ) {
  10646. var status = gl.getShaderParameter( shader, 35713 );
  10647. var log = gl.getShaderInfoLog( shader ).trim();
  10648. if ( status && log === '' ) { return ''; }
  10649. // --enable-privileged-webgl-extension
  10650. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10651. var source = gl.getShaderSource( shader );
  10652. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10653. }
  10654. function getTexelDecodingFunction( functionName, encoding ) {
  10655. var components = getEncodingComponents( encoding );
  10656. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10657. }
  10658. function getTexelEncodingFunction( functionName, encoding ) {
  10659. var components = getEncodingComponents( encoding );
  10660. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10661. }
  10662. function getToneMappingFunction( functionName, toneMapping ) {
  10663. var toneMappingName;
  10664. switch ( toneMapping ) {
  10665. case LinearToneMapping:
  10666. toneMappingName = 'Linear';
  10667. break;
  10668. case ReinhardToneMapping:
  10669. toneMappingName = 'Reinhard';
  10670. break;
  10671. case CineonToneMapping:
  10672. toneMappingName = 'OptimizedCineon';
  10673. break;
  10674. case ACESFilmicToneMapping:
  10675. toneMappingName = 'ACESFilmic';
  10676. break;
  10677. default:
  10678. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  10679. toneMappingName = 'Linear';
  10680. }
  10681. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10682. }
  10683. function generateExtensions( parameters ) {
  10684. var chunks = [
  10685. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10686. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10687. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10688. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10689. ];
  10690. return chunks.filter( filterEmptyLine ).join( '\n' );
  10691. }
  10692. function generateDefines( defines ) {
  10693. var chunks = [];
  10694. for ( var name in defines ) {
  10695. var value = defines[ name ];
  10696. if ( value === false ) { continue; }
  10697. chunks.push( '#define ' + name + ' ' + value );
  10698. }
  10699. return chunks.join( '\n' );
  10700. }
  10701. function fetchAttributeLocations( gl, program ) {
  10702. var attributes = {};
  10703. var n = gl.getProgramParameter( program, 35721 );
  10704. for ( var i = 0; i < n; i ++ ) {
  10705. var info = gl.getActiveAttrib( program, i );
  10706. var name = info.name;
  10707. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10708. attributes[ name ] = gl.getAttribLocation( program, name );
  10709. }
  10710. return attributes;
  10711. }
  10712. function filterEmptyLine( string ) {
  10713. return string !== '';
  10714. }
  10715. function replaceLightNums( string, parameters ) {
  10716. return string
  10717. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10718. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10719. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10720. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10721. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10722. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10723. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10724. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10725. }
  10726. function replaceClippingPlaneNums( string, parameters ) {
  10727. return string
  10728. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10729. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10730. }
  10731. // Resolve Includes
  10732. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10733. function resolveIncludes( string ) {
  10734. return string.replace( includePattern, includeReplacer );
  10735. }
  10736. function includeReplacer( match, include ) {
  10737. var string = ShaderChunk[ include ];
  10738. if ( string === undefined ) {
  10739. throw new Error( 'Can not resolve #include <' + include + '>' );
  10740. }
  10741. return resolveIncludes( string );
  10742. }
  10743. // Unroll Loops
  10744. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10745. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10746. function unrollLoops( string ) {
  10747. return string
  10748. .replace( unrollLoopPattern, loopReplacer )
  10749. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10750. }
  10751. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10752. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10753. return loopReplacer( match, start, end, snippet );
  10754. }
  10755. function loopReplacer( match, start, end, snippet ) {
  10756. var string = '';
  10757. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10758. string += snippet
  10759. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10760. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10761. }
  10762. return string;
  10763. }
  10764. //
  10765. function generatePrecision( parameters ) {
  10766. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10767. if ( parameters.precision === "highp" ) {
  10768. precisionstring += "\n#define HIGH_PRECISION";
  10769. } else if ( parameters.precision === "mediump" ) {
  10770. precisionstring += "\n#define MEDIUM_PRECISION";
  10771. } else if ( parameters.precision === "lowp" ) {
  10772. precisionstring += "\n#define LOW_PRECISION";
  10773. }
  10774. return precisionstring;
  10775. }
  10776. function generateShadowMapTypeDefine( parameters ) {
  10777. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10778. if ( parameters.shadowMapType === PCFShadowMap ) {
  10779. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10780. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10781. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10782. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10783. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10784. }
  10785. return shadowMapTypeDefine;
  10786. }
  10787. function generateEnvMapTypeDefine( parameters ) {
  10788. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10789. if ( parameters.envMap ) {
  10790. switch ( parameters.envMapMode ) {
  10791. case CubeReflectionMapping:
  10792. case CubeRefractionMapping:
  10793. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10794. break;
  10795. case CubeUVReflectionMapping:
  10796. case CubeUVRefractionMapping:
  10797. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10798. break;
  10799. case EquirectangularReflectionMapping:
  10800. case EquirectangularRefractionMapping:
  10801. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10802. break;
  10803. }
  10804. }
  10805. return envMapTypeDefine;
  10806. }
  10807. function generateEnvMapModeDefine( parameters ) {
  10808. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10809. if ( parameters.envMap ) {
  10810. switch ( parameters.envMapMode ) {
  10811. case CubeRefractionMapping:
  10812. case EquirectangularRefractionMapping:
  10813. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10814. break;
  10815. }
  10816. }
  10817. return envMapModeDefine;
  10818. }
  10819. function generateEnvMapBlendingDefine( parameters ) {
  10820. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10821. if ( parameters.envMap ) {
  10822. switch ( parameters.combine ) {
  10823. case MultiplyOperation:
  10824. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10825. break;
  10826. case MixOperation:
  10827. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10828. break;
  10829. case AddOperation:
  10830. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10831. break;
  10832. }
  10833. }
  10834. return envMapBlendingDefine;
  10835. }
  10836. function WebGLProgram( renderer, cacheKey, parameters ) {
  10837. var gl = renderer.getContext();
  10838. var defines = parameters.defines;
  10839. var vertexShader = parameters.vertexShader;
  10840. var fragmentShader = parameters.fragmentShader;
  10841. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10842. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10843. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10844. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10845. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10846. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10847. var customDefines = generateDefines( defines );
  10848. var program = gl.createProgram();
  10849. var prefixVertex, prefixFragment;
  10850. if ( parameters.isRawShaderMaterial ) {
  10851. prefixVertex = [
  10852. customDefines
  10853. ].filter( filterEmptyLine ).join( '\n' );
  10854. if ( prefixVertex.length > 0 ) {
  10855. prefixVertex += '\n';
  10856. }
  10857. prefixFragment = [
  10858. customExtensions,
  10859. customDefines
  10860. ].filter( filterEmptyLine ).join( '\n' );
  10861. if ( prefixFragment.length > 0 ) {
  10862. prefixFragment += '\n';
  10863. }
  10864. } else {
  10865. prefixVertex = [
  10866. generatePrecision( parameters ),
  10867. '#define SHADER_NAME ' + parameters.shaderName,
  10868. customDefines,
  10869. parameters.instancing ? '#define USE_INSTANCING' : '',
  10870. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10871. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10872. '#define MAX_BONES ' + parameters.maxBones,
  10873. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10874. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10875. parameters.map ? '#define USE_MAP' : '',
  10876. parameters.envMap ? '#define USE_ENVMAP' : '',
  10877. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10878. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10879. parameters.aoMap ? '#define USE_AOMAP' : '',
  10880. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10881. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10882. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10883. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10884. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10885. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10886. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10887. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10888. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10889. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10890. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10891. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10892. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10893. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10894. parameters.vertexColors ? '#define USE_COLOR' : '',
  10895. parameters.vertexUvs ? '#define USE_UV' : '',
  10896. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10897. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10898. parameters.skinning ? '#define USE_SKINNING' : '',
  10899. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10900. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10901. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10902. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10903. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10904. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10905. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10906. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10907. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10908. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10909. 'uniform mat4 modelMatrix;',
  10910. 'uniform mat4 modelViewMatrix;',
  10911. 'uniform mat4 projectionMatrix;',
  10912. 'uniform mat4 viewMatrix;',
  10913. 'uniform mat3 normalMatrix;',
  10914. 'uniform vec3 cameraPosition;',
  10915. 'uniform bool isOrthographic;',
  10916. '#ifdef USE_INSTANCING',
  10917. ' attribute mat4 instanceMatrix;',
  10918. '#endif',
  10919. 'attribute vec3 position;',
  10920. 'attribute vec3 normal;',
  10921. 'attribute vec2 uv;',
  10922. '#ifdef USE_TANGENT',
  10923. ' attribute vec4 tangent;',
  10924. '#endif',
  10925. '#ifdef USE_COLOR',
  10926. ' attribute vec3 color;',
  10927. '#endif',
  10928. '#ifdef USE_MORPHTARGETS',
  10929. ' attribute vec3 morphTarget0;',
  10930. ' attribute vec3 morphTarget1;',
  10931. ' attribute vec3 morphTarget2;',
  10932. ' attribute vec3 morphTarget3;',
  10933. ' #ifdef USE_MORPHNORMALS',
  10934. ' attribute vec3 morphNormal0;',
  10935. ' attribute vec3 morphNormal1;',
  10936. ' attribute vec3 morphNormal2;',
  10937. ' attribute vec3 morphNormal3;',
  10938. ' #else',
  10939. ' attribute vec3 morphTarget4;',
  10940. ' attribute vec3 morphTarget5;',
  10941. ' attribute vec3 morphTarget6;',
  10942. ' attribute vec3 morphTarget7;',
  10943. ' #endif',
  10944. '#endif',
  10945. '#ifdef USE_SKINNING',
  10946. ' attribute vec4 skinIndex;',
  10947. ' attribute vec4 skinWeight;',
  10948. '#endif',
  10949. '\n'
  10950. ].filter( filterEmptyLine ).join( '\n' );
  10951. prefixFragment = [
  10952. customExtensions,
  10953. generatePrecision( parameters ),
  10954. '#define SHADER_NAME ' + parameters.shaderName,
  10955. customDefines,
  10956. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10957. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10958. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10959. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10960. parameters.map ? '#define USE_MAP' : '',
  10961. parameters.matcap ? '#define USE_MATCAP' : '',
  10962. parameters.envMap ? '#define USE_ENVMAP' : '',
  10963. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10964. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10965. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10966. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10967. parameters.aoMap ? '#define USE_AOMAP' : '',
  10968. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10969. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10970. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10971. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10972. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10973. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10974. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10975. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10976. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10977. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10978. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10979. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10980. parameters.sheen ? '#define USE_SHEEN' : '',
  10981. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10982. parameters.vertexColors ? '#define USE_COLOR' : '',
  10983. parameters.vertexUvs ? '#define USE_UV' : '',
  10984. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10985. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10986. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10987. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10988. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10989. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10990. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10991. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10992. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10993. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10994. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10995. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10996. 'uniform mat4 viewMatrix;',
  10997. 'uniform vec3 cameraPosition;',
  10998. 'uniform bool isOrthographic;',
  10999. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11000. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11001. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11002. parameters.dithering ? '#define DITHERING' : '',
  11003. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11004. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11005. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11006. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11007. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11008. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11009. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11010. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11011. '\n'
  11012. ].filter( filterEmptyLine ).join( '\n' );
  11013. }
  11014. vertexShader = resolveIncludes( vertexShader );
  11015. vertexShader = replaceLightNums( vertexShader, parameters );
  11016. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11017. fragmentShader = resolveIncludes( fragmentShader );
  11018. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11019. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11020. vertexShader = unrollLoops( vertexShader );
  11021. fragmentShader = unrollLoops( fragmentShader );
  11022. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11023. var isGLSL3ShaderMaterial = false;
  11024. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11025. if ( parameters.isShaderMaterial &&
  11026. vertexShader.match( versionRegex ) !== null &&
  11027. fragmentShader.match( versionRegex ) !== null ) {
  11028. isGLSL3ShaderMaterial = true;
  11029. vertexShader = vertexShader.replace( versionRegex, '' );
  11030. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11031. }
  11032. // GLSL 3.0 conversion
  11033. prefixVertex = [
  11034. '#version 300 es\n',
  11035. '#define attribute in',
  11036. '#define varying out',
  11037. '#define texture2D texture'
  11038. ].join( '\n' ) + '\n' + prefixVertex;
  11039. prefixFragment = [
  11040. '#version 300 es\n',
  11041. '#define varying in',
  11042. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11043. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11044. '#define gl_FragDepthEXT gl_FragDepth',
  11045. '#define texture2D texture',
  11046. '#define textureCube texture',
  11047. '#define texture2DProj textureProj',
  11048. '#define texture2DLodEXT textureLod',
  11049. '#define texture2DProjLodEXT textureProjLod',
  11050. '#define textureCubeLodEXT textureLod',
  11051. '#define texture2DGradEXT textureGrad',
  11052. '#define texture2DProjGradEXT textureProjGrad',
  11053. '#define textureCubeGradEXT textureGrad'
  11054. ].join( '\n' ) + '\n' + prefixFragment;
  11055. }
  11056. var vertexGlsl = prefixVertex + vertexShader;
  11057. var fragmentGlsl = prefixFragment + fragmentShader;
  11058. // console.log( '*VERTEX*', vertexGlsl );
  11059. // console.log( '*FRAGMENT*', fragmentGlsl );
  11060. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11061. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11062. gl.attachShader( program, glVertexShader );
  11063. gl.attachShader( program, glFragmentShader );
  11064. // Force a particular attribute to index 0.
  11065. if ( parameters.index0AttributeName !== undefined ) {
  11066. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11067. } else if ( parameters.morphTargets === true ) {
  11068. // programs with morphTargets displace position out of attribute 0
  11069. gl.bindAttribLocation( program, 0, 'position' );
  11070. }
  11071. gl.linkProgram( program );
  11072. // check for link errors
  11073. if ( renderer.debug.checkShaderErrors ) {
  11074. var programLog = gl.getProgramInfoLog( program ).trim();
  11075. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11076. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11077. var runnable = true;
  11078. var haveDiagnostics = true;
  11079. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11080. runnable = false;
  11081. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11082. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11083. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11084. } else if ( programLog !== '' ) {
  11085. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11086. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11087. haveDiagnostics = false;
  11088. }
  11089. if ( haveDiagnostics ) {
  11090. this.diagnostics = {
  11091. runnable: runnable,
  11092. programLog: programLog,
  11093. vertexShader: {
  11094. log: vertexLog,
  11095. prefix: prefixVertex
  11096. },
  11097. fragmentShader: {
  11098. log: fragmentLog,
  11099. prefix: prefixFragment
  11100. }
  11101. };
  11102. }
  11103. }
  11104. // Clean up
  11105. // Crashes in iOS9 and iOS10. #18402
  11106. // gl.detachShader( program, glVertexShader );
  11107. // gl.detachShader( program, glFragmentShader );
  11108. gl.deleteShader( glVertexShader );
  11109. gl.deleteShader( glFragmentShader );
  11110. // set up caching for uniform locations
  11111. var cachedUniforms;
  11112. this.getUniforms = function () {
  11113. if ( cachedUniforms === undefined ) {
  11114. cachedUniforms = new WebGLUniforms( gl, program );
  11115. }
  11116. return cachedUniforms;
  11117. };
  11118. // set up caching for attribute locations
  11119. var cachedAttributes;
  11120. this.getAttributes = function () {
  11121. if ( cachedAttributes === undefined ) {
  11122. cachedAttributes = fetchAttributeLocations( gl, program );
  11123. }
  11124. return cachedAttributes;
  11125. };
  11126. // free resource
  11127. this.destroy = function () {
  11128. gl.deleteProgram( program );
  11129. this.program = undefined;
  11130. };
  11131. //
  11132. this.name = parameters.shaderName;
  11133. this.id = programIdCount ++;
  11134. this.cacheKey = cacheKey;
  11135. this.usedTimes = 1;
  11136. this.program = program;
  11137. this.vertexShader = glVertexShader;
  11138. this.fragmentShader = glFragmentShader;
  11139. return this;
  11140. }
  11141. /**
  11142. * @author mrdoob / http://mrdoob.com/
  11143. */
  11144. function WebGLPrograms( renderer, extensions, capabilities ) {
  11145. var programs = [];
  11146. var isWebGL2 = capabilities.isWebGL2;
  11147. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11148. var floatVertexTextures = capabilities.floatVertexTextures;
  11149. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11150. var vertexTextures = capabilities.vertexTextures;
  11151. var precision = capabilities.precision;
  11152. var shaderIDs = {
  11153. MeshDepthMaterial: 'depth',
  11154. MeshDistanceMaterial: 'distanceRGBA',
  11155. MeshNormalMaterial: 'normal',
  11156. MeshBasicMaterial: 'basic',
  11157. MeshLambertMaterial: 'lambert',
  11158. MeshPhongMaterial: 'phong',
  11159. MeshToonMaterial: 'toon',
  11160. MeshStandardMaterial: 'physical',
  11161. MeshPhysicalMaterial: 'physical',
  11162. MeshMatcapMaterial: 'matcap',
  11163. LineBasicMaterial: 'basic',
  11164. LineDashedMaterial: 'dashed',
  11165. PointsMaterial: 'points',
  11166. ShadowMaterial: 'shadow',
  11167. SpriteMaterial: 'sprite'
  11168. };
  11169. var parameterNames = [
  11170. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11171. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11172. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11173. "roughnessMap", "metalnessMap", "gradientMap",
  11174. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11175. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11176. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11177. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11178. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11179. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11180. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11181. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11182. "sheen"
  11183. ];
  11184. function getShaderObject( material, shaderID ) {
  11185. var shaderobject;
  11186. if ( shaderID ) {
  11187. var shader = ShaderLib[ shaderID ];
  11188. shaderobject = {
  11189. name: material.name || material.type,
  11190. uniforms: UniformsUtils.clone( shader.uniforms ),
  11191. vertexShader: shader.vertexShader,
  11192. fragmentShader: shader.fragmentShader
  11193. };
  11194. } else {
  11195. shaderobject = {
  11196. name: material.name || material.type,
  11197. uniforms: material.uniforms,
  11198. vertexShader: material.vertexShader,
  11199. fragmentShader: material.fragmentShader
  11200. };
  11201. }
  11202. return shaderobject;
  11203. }
  11204. function allocateBones( object ) {
  11205. var skeleton = object.skeleton;
  11206. var bones = skeleton.bones;
  11207. if ( floatVertexTextures ) {
  11208. return 1024;
  11209. } else {
  11210. // default for when object is not specified
  11211. // ( for example when prebuilding shader to be used with multiple objects )
  11212. //
  11213. // - leave some extra space for other uniforms
  11214. // - limit here is ANGLE's 254 max uniform vectors
  11215. // (up to 54 should be safe)
  11216. var nVertexUniforms = maxVertexUniforms;
  11217. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11218. var maxBones = Math.min( nVertexMatrices, bones.length );
  11219. if ( maxBones < bones.length ) {
  11220. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11221. return 0;
  11222. }
  11223. return maxBones;
  11224. }
  11225. }
  11226. function getTextureEncodingFromMap( map ) {
  11227. var encoding;
  11228. if ( ! map ) {
  11229. encoding = LinearEncoding;
  11230. } else if ( map.isTexture ) {
  11231. encoding = map.encoding;
  11232. } else if ( map.isWebGLRenderTarget ) {
  11233. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11234. encoding = map.texture.encoding;
  11235. }
  11236. return encoding;
  11237. }
  11238. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11239. var fog = scene.fog;
  11240. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11241. var envMap = material.envMap || environment;
  11242. var shaderID = shaderIDs[ material.type ];
  11243. // heuristics to create shader parameters according to lights in the scene
  11244. // (not to blow over maxLights budget)
  11245. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11246. if ( material.precision !== null ) {
  11247. precision = capabilities.getMaxPrecision( material.precision );
  11248. if ( precision !== material.precision ) {
  11249. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11250. }
  11251. }
  11252. var shaderobject = getShaderObject( material, shaderID );
  11253. material.onBeforeCompile( shaderobject, renderer );
  11254. var currentRenderTarget = renderer.getRenderTarget();
  11255. var parameters = {
  11256. isWebGL2: isWebGL2,
  11257. shaderID: shaderID,
  11258. shaderName: shaderobject.name,
  11259. uniforms: shaderobject.uniforms,
  11260. vertexShader: shaderobject.vertexShader,
  11261. fragmentShader: shaderobject.fragmentShader,
  11262. defines: material.defines,
  11263. isRawShaderMaterial: material.isRawShaderMaterial,
  11264. isShaderMaterial: material.isShaderMaterial,
  11265. precision: precision,
  11266. instancing: object.isInstancedMesh === true,
  11267. supportsVertexTextures: vertexTextures,
  11268. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11269. map: !! material.map,
  11270. mapEncoding: getTextureEncodingFromMap( material.map ),
  11271. matcap: !! material.matcap,
  11272. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11273. envMap: !! envMap,
  11274. envMapMode: envMap && envMap.mapping,
  11275. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11276. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11277. lightMap: !! material.lightMap,
  11278. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11279. aoMap: !! material.aoMap,
  11280. emissiveMap: !! material.emissiveMap,
  11281. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11282. bumpMap: !! material.bumpMap,
  11283. normalMap: !! material.normalMap,
  11284. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11285. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11286. clearcoatMap: !! material.clearcoatMap,
  11287. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11288. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11289. displacementMap: !! material.displacementMap,
  11290. roughnessMap: !! material.roughnessMap,
  11291. metalnessMap: !! material.metalnessMap,
  11292. specularMap: !! material.specularMap,
  11293. alphaMap: !! material.alphaMap,
  11294. gradientMap: !! material.gradientMap,
  11295. sheen: !! material.sheen,
  11296. combine: material.combine,
  11297. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11298. vertexColors: material.vertexColors,
  11299. 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,
  11300. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11301. fog: !! fog,
  11302. useFog: material.fog,
  11303. fogExp2: ( fog && fog.isFogExp2 ),
  11304. flatShading: material.flatShading,
  11305. sizeAttenuation: material.sizeAttenuation,
  11306. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11307. skinning: material.skinning && maxBones > 0,
  11308. maxBones: maxBones,
  11309. useVertexTexture: floatVertexTextures,
  11310. morphTargets: material.morphTargets,
  11311. morphNormals: material.morphNormals,
  11312. maxMorphTargets: renderer.maxMorphTargets,
  11313. maxMorphNormals: renderer.maxMorphNormals,
  11314. numDirLights: lights.directional.length,
  11315. numPointLights: lights.point.length,
  11316. numSpotLights: lights.spot.length,
  11317. numRectAreaLights: lights.rectArea.length,
  11318. numHemiLights: lights.hemi.length,
  11319. numDirLightShadows: lights.directionalShadowMap.length,
  11320. numPointLightShadows: lights.pointShadowMap.length,
  11321. numSpotLightShadows: lights.spotShadowMap.length,
  11322. numClippingPlanes: nClipPlanes,
  11323. numClipIntersection: nClipIntersection,
  11324. dithering: material.dithering,
  11325. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11326. shadowMapType: renderer.shadowMap.type,
  11327. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11328. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11329. premultipliedAlpha: material.premultipliedAlpha,
  11330. alphaTest: material.alphaTest,
  11331. doubleSided: material.side === DoubleSide,
  11332. flipSided: material.side === BackSide,
  11333. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11334. index0AttributeName: material.index0AttributeName,
  11335. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11336. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11337. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11338. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11339. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11340. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11341. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11342. onBeforeCompile: material.onBeforeCompile
  11343. };
  11344. return parameters;
  11345. }
  11346. function getProgramCacheKey( parameters ) {
  11347. var array = [];
  11348. if ( parameters.shaderID ) {
  11349. array.push( parameters.shaderID );
  11350. } else {
  11351. array.push( parameters.fragmentShader );
  11352. array.push( parameters.vertexShader );
  11353. }
  11354. if ( parameters.defines !== undefined ) {
  11355. for ( var name in parameters.defines ) {
  11356. array.push( name );
  11357. array.push( parameters.defines[ name ] );
  11358. }
  11359. }
  11360. if ( parameters.isRawShaderMaterial === undefined ) {
  11361. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11362. array.push( parameters[ parameterNames[ i ] ] );
  11363. }
  11364. array.push( renderer.outputEncoding );
  11365. array.push( renderer.gammaFactor );
  11366. }
  11367. array.push( parameters.onBeforeCompile.toString() );
  11368. return array.join();
  11369. }
  11370. function acquireProgram( parameters, cacheKey ) {
  11371. var program;
  11372. // Check if code has been already compiled
  11373. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11374. var preexistingProgram = programs[ p ];
  11375. if ( preexistingProgram.cacheKey === cacheKey ) {
  11376. program = preexistingProgram;
  11377. ++ program.usedTimes;
  11378. break;
  11379. }
  11380. }
  11381. if ( program === undefined ) {
  11382. program = new WebGLProgram( renderer, cacheKey, parameters );
  11383. programs.push( program );
  11384. }
  11385. return program;
  11386. }
  11387. function releaseProgram( program ) {
  11388. if ( -- program.usedTimes === 0 ) {
  11389. // Remove from unordered set
  11390. var i = programs.indexOf( program );
  11391. programs[ i ] = programs[ programs.length - 1 ];
  11392. programs.pop();
  11393. // Free WebGL resources
  11394. program.destroy();
  11395. }
  11396. }
  11397. return {
  11398. getParameters: getParameters,
  11399. getProgramCacheKey: getProgramCacheKey,
  11400. acquireProgram: acquireProgram,
  11401. releaseProgram: releaseProgram,
  11402. // Exposed for resource monitoring & error feedback via renderer.info:
  11403. programs: programs
  11404. };
  11405. }
  11406. /**
  11407. * @author fordacious / fordacious.github.io
  11408. */
  11409. function WebGLProperties() {
  11410. var properties = new WeakMap();
  11411. function get( object ) {
  11412. var map = properties.get( object );
  11413. if ( map === undefined ) {
  11414. map = {};
  11415. properties.set( object, map );
  11416. }
  11417. return map;
  11418. }
  11419. function remove( object ) {
  11420. properties.delete( object );
  11421. }
  11422. function update( object, key, value ) {
  11423. properties.get( object )[ key ] = value;
  11424. }
  11425. function dispose() {
  11426. properties = new WeakMap();
  11427. }
  11428. return {
  11429. get: get,
  11430. remove: remove,
  11431. update: update,
  11432. dispose: dispose
  11433. };
  11434. }
  11435. /**
  11436. * @author mrdoob / http://mrdoob.com/
  11437. */
  11438. function painterSortStable( a, b ) {
  11439. if ( a.groupOrder !== b.groupOrder ) {
  11440. return a.groupOrder - b.groupOrder;
  11441. } else if ( a.renderOrder !== b.renderOrder ) {
  11442. return a.renderOrder - b.renderOrder;
  11443. } else if ( a.program !== b.program ) {
  11444. return a.program.id - b.program.id;
  11445. } else if ( a.material.id !== b.material.id ) {
  11446. return a.material.id - b.material.id;
  11447. } else if ( a.z !== b.z ) {
  11448. return a.z - b.z;
  11449. } else {
  11450. return a.id - b.id;
  11451. }
  11452. }
  11453. function reversePainterSortStable( a, b ) {
  11454. if ( a.groupOrder !== b.groupOrder ) {
  11455. return a.groupOrder - b.groupOrder;
  11456. } else if ( a.renderOrder !== b.renderOrder ) {
  11457. return a.renderOrder - b.renderOrder;
  11458. } else if ( a.z !== b.z ) {
  11459. return b.z - a.z;
  11460. } else {
  11461. return a.id - b.id;
  11462. }
  11463. }
  11464. function WebGLRenderList() {
  11465. var renderItems = [];
  11466. var renderItemsIndex = 0;
  11467. var opaque = [];
  11468. var transparent = [];
  11469. var defaultProgram = { id: - 1 };
  11470. function init() {
  11471. renderItemsIndex = 0;
  11472. opaque.length = 0;
  11473. transparent.length = 0;
  11474. }
  11475. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11476. var renderItem = renderItems[ renderItemsIndex ];
  11477. if ( renderItem === undefined ) {
  11478. renderItem = {
  11479. id: object.id,
  11480. object: object,
  11481. geometry: geometry,
  11482. material: material,
  11483. program: material.program || defaultProgram,
  11484. groupOrder: groupOrder,
  11485. renderOrder: object.renderOrder,
  11486. z: z,
  11487. group: group
  11488. };
  11489. renderItems[ renderItemsIndex ] = renderItem;
  11490. } else {
  11491. renderItem.id = object.id;
  11492. renderItem.object = object;
  11493. renderItem.geometry = geometry;
  11494. renderItem.material = material;
  11495. renderItem.program = material.program || defaultProgram;
  11496. renderItem.groupOrder = groupOrder;
  11497. renderItem.renderOrder = object.renderOrder;
  11498. renderItem.z = z;
  11499. renderItem.group = group;
  11500. }
  11501. renderItemsIndex ++;
  11502. return renderItem;
  11503. }
  11504. function push( object, geometry, material, groupOrder, z, group ) {
  11505. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11506. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11507. }
  11508. function unshift( object, geometry, material, groupOrder, z, group ) {
  11509. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11510. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11511. }
  11512. function sort( customOpaqueSort, customTransparentSort ) {
  11513. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11514. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11515. }
  11516. function finish() {
  11517. // Clear references from inactive renderItems in the list
  11518. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11519. var renderItem = renderItems[ i ];
  11520. if ( renderItem.id === null ) { break; }
  11521. renderItem.id = null;
  11522. renderItem.object = null;
  11523. renderItem.geometry = null;
  11524. renderItem.material = null;
  11525. renderItem.program = null;
  11526. renderItem.group = null;
  11527. }
  11528. }
  11529. return {
  11530. opaque: opaque,
  11531. transparent: transparent,
  11532. init: init,
  11533. push: push,
  11534. unshift: unshift,
  11535. finish: finish,
  11536. sort: sort
  11537. };
  11538. }
  11539. function WebGLRenderLists() {
  11540. var lists = new WeakMap();
  11541. function onSceneDispose( event ) {
  11542. var scene = event.target;
  11543. scene.removeEventListener( 'dispose', onSceneDispose );
  11544. lists.delete( scene );
  11545. }
  11546. function get( scene, camera ) {
  11547. var cameras = lists.get( scene );
  11548. var list;
  11549. if ( cameras === undefined ) {
  11550. list = new WebGLRenderList();
  11551. lists.set( scene, new WeakMap() );
  11552. lists.get( scene ).set( camera, list );
  11553. scene.addEventListener( 'dispose', onSceneDispose );
  11554. } else {
  11555. list = cameras.get( camera );
  11556. if ( list === undefined ) {
  11557. list = new WebGLRenderList();
  11558. cameras.set( camera, list );
  11559. }
  11560. }
  11561. return list;
  11562. }
  11563. function dispose() {
  11564. lists = new WeakMap();
  11565. }
  11566. return {
  11567. get: get,
  11568. dispose: dispose
  11569. };
  11570. }
  11571. /**
  11572. * @author mrdoob / http://mrdoob.com/
  11573. */
  11574. function UniformsCache() {
  11575. var lights = {};
  11576. return {
  11577. get: function ( light ) {
  11578. if ( lights[ light.id ] !== undefined ) {
  11579. return lights[ light.id ];
  11580. }
  11581. var uniforms;
  11582. switch ( light.type ) {
  11583. case 'DirectionalLight':
  11584. uniforms = {
  11585. direction: new Vector3(),
  11586. color: new Color()
  11587. };
  11588. break;
  11589. case 'SpotLight':
  11590. uniforms = {
  11591. position: new Vector3(),
  11592. direction: new Vector3(),
  11593. color: new Color(),
  11594. distance: 0,
  11595. coneCos: 0,
  11596. penumbraCos: 0,
  11597. decay: 0
  11598. };
  11599. break;
  11600. case 'PointLight':
  11601. uniforms = {
  11602. position: new Vector3(),
  11603. color: new Color(),
  11604. distance: 0,
  11605. decay: 0
  11606. };
  11607. break;
  11608. case 'HemisphereLight':
  11609. uniforms = {
  11610. direction: new Vector3(),
  11611. skyColor: new Color(),
  11612. groundColor: new Color()
  11613. };
  11614. break;
  11615. case 'RectAreaLight':
  11616. uniforms = {
  11617. color: new Color(),
  11618. position: new Vector3(),
  11619. halfWidth: new Vector3(),
  11620. halfHeight: new Vector3()
  11621. };
  11622. break;
  11623. }
  11624. lights[ light.id ] = uniforms;
  11625. return uniforms;
  11626. }
  11627. };
  11628. }
  11629. function ShadowUniformsCache() {
  11630. var lights = {};
  11631. return {
  11632. get: function ( light ) {
  11633. if ( lights[ light.id ] !== undefined ) {
  11634. return lights[ light.id ];
  11635. }
  11636. var uniforms;
  11637. switch ( light.type ) {
  11638. case 'DirectionalLight':
  11639. uniforms = {
  11640. shadowBias: 0,
  11641. shadowRadius: 1,
  11642. shadowMapSize: new Vector2()
  11643. };
  11644. break;
  11645. case 'SpotLight':
  11646. uniforms = {
  11647. shadowBias: 0,
  11648. shadowRadius: 1,
  11649. shadowMapSize: new Vector2()
  11650. };
  11651. break;
  11652. case 'PointLight':
  11653. uniforms = {
  11654. shadowBias: 0,
  11655. shadowRadius: 1,
  11656. shadowMapSize: new Vector2(),
  11657. shadowCameraNear: 1,
  11658. shadowCameraFar: 1000
  11659. };
  11660. break;
  11661. // TODO (abelnation): set RectAreaLight shadow uniforms
  11662. }
  11663. lights[ light.id ] = uniforms;
  11664. return uniforms;
  11665. }
  11666. };
  11667. }
  11668. var nextVersion = 0;
  11669. function shadowCastingLightsFirst( lightA, lightB ) {
  11670. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11671. }
  11672. function WebGLLights() {
  11673. var cache = new UniformsCache();
  11674. var shadowCache = ShadowUniformsCache();
  11675. var state = {
  11676. version: 0,
  11677. hash: {
  11678. directionalLength: - 1,
  11679. pointLength: - 1,
  11680. spotLength: - 1,
  11681. rectAreaLength: - 1,
  11682. hemiLength: - 1,
  11683. numDirectionalShadows: - 1,
  11684. numPointShadows: - 1,
  11685. numSpotShadows: - 1
  11686. },
  11687. ambient: [ 0, 0, 0 ],
  11688. probe: [],
  11689. directional: [],
  11690. directionalShadow: [],
  11691. directionalShadowMap: [],
  11692. directionalShadowMatrix: [],
  11693. spot: [],
  11694. spotShadow: [],
  11695. spotShadowMap: [],
  11696. spotShadowMatrix: [],
  11697. rectArea: [],
  11698. point: [],
  11699. pointShadow: [],
  11700. pointShadowMap: [],
  11701. pointShadowMatrix: [],
  11702. hemi: []
  11703. };
  11704. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11705. var vector3 = new Vector3();
  11706. var matrix4 = new Matrix4();
  11707. var matrix42 = new Matrix4();
  11708. function setup( lights, shadows, camera ) {
  11709. var r = 0, g = 0, b = 0;
  11710. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11711. var directionalLength = 0;
  11712. var pointLength = 0;
  11713. var spotLength = 0;
  11714. var rectAreaLength = 0;
  11715. var hemiLength = 0;
  11716. var numDirectionalShadows = 0;
  11717. var numPointShadows = 0;
  11718. var numSpotShadows = 0;
  11719. var viewMatrix = camera.matrixWorldInverse;
  11720. lights.sort( shadowCastingLightsFirst );
  11721. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  11722. var light = lights[ i$1 ];
  11723. var color = light.color;
  11724. var intensity = light.intensity;
  11725. var distance = light.distance;
  11726. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11727. if ( light.isAmbientLight ) {
  11728. r += color.r * intensity;
  11729. g += color.g * intensity;
  11730. b += color.b * intensity;
  11731. } else if ( light.isLightProbe ) {
  11732. for ( var j = 0; j < 9; j ++ ) {
  11733. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11734. }
  11735. } else if ( light.isDirectionalLight ) {
  11736. var uniforms = cache.get( light );
  11737. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11738. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11739. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11740. uniforms.direction.sub( vector3 );
  11741. uniforms.direction.transformDirection( viewMatrix );
  11742. if ( light.castShadow ) {
  11743. var shadow = light.shadow;
  11744. var shadowUniforms = shadowCache.get( light );
  11745. shadowUniforms.shadowBias = shadow.bias;
  11746. shadowUniforms.shadowRadius = shadow.radius;
  11747. shadowUniforms.shadowMapSize = shadow.mapSize;
  11748. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11749. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11750. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11751. numDirectionalShadows ++;
  11752. }
  11753. state.directional[ directionalLength ] = uniforms;
  11754. directionalLength ++;
  11755. } else if ( light.isSpotLight ) {
  11756. var uniforms$1 = cache.get( light );
  11757. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  11758. uniforms$1.position.applyMatrix4( viewMatrix );
  11759. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  11760. uniforms$1.distance = distance;
  11761. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  11762. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11763. uniforms$1.direction.sub( vector3 );
  11764. uniforms$1.direction.transformDirection( viewMatrix );
  11765. uniforms$1.coneCos = Math.cos( light.angle );
  11766. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11767. uniforms$1.decay = light.decay;
  11768. if ( light.castShadow ) {
  11769. var shadow$1 = light.shadow;
  11770. var shadowUniforms$1 = shadowCache.get( light );
  11771. shadowUniforms$1.shadowBias = shadow$1.bias;
  11772. shadowUniforms$1.shadowRadius = shadow$1.radius;
  11773. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  11774. state.spotShadow[ spotLength ] = shadowUniforms$1;
  11775. state.spotShadowMap[ spotLength ] = shadowMap;
  11776. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11777. numSpotShadows ++;
  11778. }
  11779. state.spot[ spotLength ] = uniforms$1;
  11780. spotLength ++;
  11781. } else if ( light.isRectAreaLight ) {
  11782. var uniforms$2 = cache.get( light );
  11783. // (a) intensity is the total visible light emitted
  11784. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11785. // (b) intensity is the brightness of the light
  11786. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  11787. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  11788. uniforms$2.position.applyMatrix4( viewMatrix );
  11789. // extract local rotation of light to derive width/height half vectors
  11790. matrix42.identity();
  11791. matrix4.copy( light.matrixWorld );
  11792. matrix4.premultiply( viewMatrix );
  11793. matrix42.extractRotation( matrix4 );
  11794. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11795. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11796. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  11797. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  11798. // TODO (abelnation): RectAreaLight distance?
  11799. // uniforms.distance = distance;
  11800. state.rectArea[ rectAreaLength ] = uniforms$2;
  11801. rectAreaLength ++;
  11802. } else if ( light.isPointLight ) {
  11803. var uniforms$3 = cache.get( light );
  11804. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  11805. uniforms$3.position.applyMatrix4( viewMatrix );
  11806. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  11807. uniforms$3.distance = light.distance;
  11808. uniforms$3.decay = light.decay;
  11809. if ( light.castShadow ) {
  11810. var shadow$2 = light.shadow;
  11811. var shadowUniforms$2 = shadowCache.get( light );
  11812. shadowUniforms$2.shadowBias = shadow$2.bias;
  11813. shadowUniforms$2.shadowRadius = shadow$2.radius;
  11814. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  11815. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  11816. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  11817. state.pointShadow[ pointLength ] = shadowUniforms$2;
  11818. state.pointShadowMap[ pointLength ] = shadowMap;
  11819. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11820. numPointShadows ++;
  11821. }
  11822. state.point[ pointLength ] = uniforms$3;
  11823. pointLength ++;
  11824. } else if ( light.isHemisphereLight ) {
  11825. var uniforms$4 = cache.get( light );
  11826. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  11827. uniforms$4.direction.transformDirection( viewMatrix );
  11828. uniforms$4.direction.normalize();
  11829. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  11830. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11831. state.hemi[ hemiLength ] = uniforms$4;
  11832. hemiLength ++;
  11833. }
  11834. }
  11835. state.ambient[ 0 ] = r;
  11836. state.ambient[ 1 ] = g;
  11837. state.ambient[ 2 ] = b;
  11838. var hash = state.hash;
  11839. if ( hash.directionalLength !== directionalLength ||
  11840. hash.pointLength !== pointLength ||
  11841. hash.spotLength !== spotLength ||
  11842. hash.rectAreaLength !== rectAreaLength ||
  11843. hash.hemiLength !== hemiLength ||
  11844. hash.numDirectionalShadows !== numDirectionalShadows ||
  11845. hash.numPointShadows !== numPointShadows ||
  11846. hash.numSpotShadows !== numSpotShadows ) {
  11847. state.directional.length = directionalLength;
  11848. state.spot.length = spotLength;
  11849. state.rectArea.length = rectAreaLength;
  11850. state.point.length = pointLength;
  11851. state.hemi.length = hemiLength;
  11852. state.directionalShadow.length = numDirectionalShadows;
  11853. state.directionalShadowMap.length = numDirectionalShadows;
  11854. state.pointShadow.length = numPointShadows;
  11855. state.pointShadowMap.length = numPointShadows;
  11856. state.spotShadow.length = numSpotShadows;
  11857. state.spotShadowMap.length = numSpotShadows;
  11858. state.directionalShadowMatrix.length = numDirectionalShadows;
  11859. state.pointShadowMatrix.length = numPointShadows;
  11860. state.spotShadowMatrix.length = numSpotShadows;
  11861. hash.directionalLength = directionalLength;
  11862. hash.pointLength = pointLength;
  11863. hash.spotLength = spotLength;
  11864. hash.rectAreaLength = rectAreaLength;
  11865. hash.hemiLength = hemiLength;
  11866. hash.numDirectionalShadows = numDirectionalShadows;
  11867. hash.numPointShadows = numPointShadows;
  11868. hash.numSpotShadows = numSpotShadows;
  11869. state.version = nextVersion ++;
  11870. }
  11871. }
  11872. return {
  11873. setup: setup,
  11874. state: state
  11875. };
  11876. }
  11877. /**
  11878. * @author Mugen87 / https://github.com/Mugen87
  11879. */
  11880. function WebGLRenderState() {
  11881. var lights = new WebGLLights();
  11882. var lightsArray = [];
  11883. var shadowsArray = [];
  11884. function init() {
  11885. lightsArray.length = 0;
  11886. shadowsArray.length = 0;
  11887. }
  11888. function pushLight( light ) {
  11889. lightsArray.push( light );
  11890. }
  11891. function pushShadow( shadowLight ) {
  11892. shadowsArray.push( shadowLight );
  11893. }
  11894. function setupLights( camera ) {
  11895. lights.setup( lightsArray, shadowsArray, camera );
  11896. }
  11897. var state = {
  11898. lightsArray: lightsArray,
  11899. shadowsArray: shadowsArray,
  11900. lights: lights
  11901. };
  11902. return {
  11903. init: init,
  11904. state: state,
  11905. setupLights: setupLights,
  11906. pushLight: pushLight,
  11907. pushShadow: pushShadow
  11908. };
  11909. }
  11910. function WebGLRenderStates() {
  11911. var renderStates = new WeakMap();
  11912. function onSceneDispose( event ) {
  11913. var scene = event.target;
  11914. scene.removeEventListener( 'dispose', onSceneDispose );
  11915. renderStates.delete( scene );
  11916. }
  11917. function get( scene, camera ) {
  11918. var renderState;
  11919. if ( renderStates.has( scene ) === false ) {
  11920. renderState = new WebGLRenderState();
  11921. renderStates.set( scene, new WeakMap() );
  11922. renderStates.get( scene ).set( camera, renderState );
  11923. scene.addEventListener( 'dispose', onSceneDispose );
  11924. } else {
  11925. if ( renderStates.get( scene ).has( camera ) === false ) {
  11926. renderState = new WebGLRenderState();
  11927. renderStates.get( scene ).set( camera, renderState );
  11928. } else {
  11929. renderState = renderStates.get( scene ).get( camera );
  11930. }
  11931. }
  11932. return renderState;
  11933. }
  11934. function dispose() {
  11935. renderStates = new WeakMap();
  11936. }
  11937. return {
  11938. get: get,
  11939. dispose: dispose
  11940. };
  11941. }
  11942. /**
  11943. * @author mrdoob / http://mrdoob.com/
  11944. * @author alteredq / http://alteredqualia.com/
  11945. * @author bhouston / https://clara.io
  11946. * @author WestLangley / http://github.com/WestLangley
  11947. *
  11948. * parameters = {
  11949. *
  11950. * opacity: <float>,
  11951. *
  11952. * map: new THREE.Texture( <Image> ),
  11953. *
  11954. * alphaMap: new THREE.Texture( <Image> ),
  11955. *
  11956. * displacementMap: new THREE.Texture( <Image> ),
  11957. * displacementScale: <float>,
  11958. * displacementBias: <float>,
  11959. *
  11960. * wireframe: <boolean>,
  11961. * wireframeLinewidth: <float>
  11962. * }
  11963. */
  11964. function MeshDepthMaterial( parameters ) {
  11965. Material.call( this );
  11966. this.type = 'MeshDepthMaterial';
  11967. this.depthPacking = BasicDepthPacking;
  11968. this.skinning = false;
  11969. this.morphTargets = false;
  11970. this.map = null;
  11971. this.alphaMap = null;
  11972. this.displacementMap = null;
  11973. this.displacementScale = 1;
  11974. this.displacementBias = 0;
  11975. this.wireframe = false;
  11976. this.wireframeLinewidth = 1;
  11977. this.fog = false;
  11978. this.setValues( parameters );
  11979. }
  11980. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11981. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11982. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11983. MeshDepthMaterial.prototype.copy = function ( source ) {
  11984. Material.prototype.copy.call( this, source );
  11985. this.depthPacking = source.depthPacking;
  11986. this.skinning = source.skinning;
  11987. this.morphTargets = source.morphTargets;
  11988. this.map = source.map;
  11989. this.alphaMap = source.alphaMap;
  11990. this.displacementMap = source.displacementMap;
  11991. this.displacementScale = source.displacementScale;
  11992. this.displacementBias = source.displacementBias;
  11993. this.wireframe = source.wireframe;
  11994. this.wireframeLinewidth = source.wireframeLinewidth;
  11995. return this;
  11996. };
  11997. /**
  11998. * @author WestLangley / http://github.com/WestLangley
  11999. *
  12000. * parameters = {
  12001. *
  12002. * referencePosition: <float>,
  12003. * nearDistance: <float>,
  12004. * farDistance: <float>,
  12005. *
  12006. * skinning: <bool>,
  12007. * morphTargets: <bool>,
  12008. *
  12009. * map: new THREE.Texture( <Image> ),
  12010. *
  12011. * alphaMap: new THREE.Texture( <Image> ),
  12012. *
  12013. * displacementMap: new THREE.Texture( <Image> ),
  12014. * displacementScale: <float>,
  12015. * displacementBias: <float>
  12016. *
  12017. * }
  12018. */
  12019. function MeshDistanceMaterial( parameters ) {
  12020. Material.call( this );
  12021. this.type = 'MeshDistanceMaterial';
  12022. this.referencePosition = new Vector3();
  12023. this.nearDistance = 1;
  12024. this.farDistance = 1000;
  12025. this.skinning = false;
  12026. this.morphTargets = false;
  12027. this.map = null;
  12028. this.alphaMap = null;
  12029. this.displacementMap = null;
  12030. this.displacementScale = 1;
  12031. this.displacementBias = 0;
  12032. this.fog = false;
  12033. this.setValues( parameters );
  12034. }
  12035. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12036. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12037. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12038. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12039. Material.prototype.copy.call( this, source );
  12040. this.referencePosition.copy( source.referencePosition );
  12041. this.nearDistance = source.nearDistance;
  12042. this.farDistance = source.farDistance;
  12043. this.skinning = source.skinning;
  12044. this.morphTargets = source.morphTargets;
  12045. this.map = source.map;
  12046. this.alphaMap = source.alphaMap;
  12047. this.displacementMap = source.displacementMap;
  12048. this.displacementScale = source.displacementScale;
  12049. this.displacementBias = source.displacementBias;
  12050. return this;
  12051. };
  12052. 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}";
  12053. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12054. /**
  12055. * @author alteredq / http://alteredqualia.com/
  12056. * @author mrdoob / http://mrdoob.com/
  12057. */
  12058. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12059. var _frustum = new Frustum();
  12060. var _shadowMapSize = new Vector2(),
  12061. _viewportSize = new Vector2(),
  12062. _viewport = new Vector4(),
  12063. _depthMaterials = [],
  12064. _distanceMaterials = [],
  12065. _materialCache = {};
  12066. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12067. var shadowMaterialVertical = new ShaderMaterial( {
  12068. defines: {
  12069. SAMPLE_RATE: 2.0 / 8.0,
  12070. HALF_SAMPLE_RATE: 1.0 / 8.0
  12071. },
  12072. uniforms: {
  12073. shadow_pass: { value: null },
  12074. resolution: { value: new Vector2() },
  12075. radius: { value: 4.0 }
  12076. },
  12077. vertexShader: vsm_vert,
  12078. fragmentShader: vsm_frag
  12079. } );
  12080. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12081. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12082. var fullScreenTri = new BufferGeometry();
  12083. fullScreenTri.setAttribute(
  12084. "position",
  12085. new BufferAttribute(
  12086. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12087. 3
  12088. )
  12089. );
  12090. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12091. var scope = this;
  12092. this.enabled = false;
  12093. this.autoUpdate = true;
  12094. this.needsUpdate = false;
  12095. this.type = PCFShadowMap;
  12096. this.render = function ( lights, scene, camera ) {
  12097. if ( scope.enabled === false ) { return; }
  12098. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12099. if ( lights.length === 0 ) { return; }
  12100. var currentRenderTarget = _renderer.getRenderTarget();
  12101. var activeCubeFace = _renderer.getActiveCubeFace();
  12102. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12103. var _state = _renderer.state;
  12104. // Set GL state for depth map.
  12105. _state.setBlending( NoBlending );
  12106. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12107. _state.buffers.depth.setTest( true );
  12108. _state.setScissorTest( false );
  12109. // render depth map
  12110. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12111. var light = lights[ i ];
  12112. var shadow = light.shadow;
  12113. if ( shadow === undefined ) {
  12114. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12115. continue;
  12116. }
  12117. _shadowMapSize.copy( shadow.mapSize );
  12118. var shadowFrameExtents = shadow.getFrameExtents();
  12119. _shadowMapSize.multiply( shadowFrameExtents );
  12120. _viewportSize.copy( shadow.mapSize );
  12121. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12122. if ( _shadowMapSize.x > maxTextureSize ) {
  12123. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12124. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12125. shadow.mapSize.x = _viewportSize.x;
  12126. }
  12127. if ( _shadowMapSize.y > maxTextureSize ) {
  12128. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12129. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12130. shadow.mapSize.y = _viewportSize.y;
  12131. }
  12132. }
  12133. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12134. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12135. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12136. shadow.map.texture.name = light.name + ".shadowMap";
  12137. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12138. shadow.camera.updateProjectionMatrix();
  12139. }
  12140. if ( shadow.map === null ) {
  12141. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12142. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12143. shadow.map.texture.name = light.name + ".shadowMap";
  12144. shadow.camera.updateProjectionMatrix();
  12145. }
  12146. _renderer.setRenderTarget( shadow.map );
  12147. _renderer.clear();
  12148. var viewportCount = shadow.getViewportCount();
  12149. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12150. var viewport = shadow.getViewport( vp );
  12151. _viewport.set(
  12152. _viewportSize.x * viewport.x,
  12153. _viewportSize.y * viewport.y,
  12154. _viewportSize.x * viewport.z,
  12155. _viewportSize.y * viewport.w
  12156. );
  12157. _state.viewport( _viewport );
  12158. shadow.updateMatrices( light, vp );
  12159. _frustum = shadow.getFrustum();
  12160. renderObject( scene, camera, shadow.camera, light, this.type );
  12161. }
  12162. // do blur pass for VSM
  12163. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12164. VSMPass( shadow, camera );
  12165. }
  12166. }
  12167. scope.needsUpdate = false;
  12168. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12169. };
  12170. function VSMPass( shadow, camera ) {
  12171. var geometry = _objects.update( fullScreenMesh );
  12172. // vertical pass
  12173. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12174. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12175. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12176. _renderer.setRenderTarget( shadow.mapPass );
  12177. _renderer.clear();
  12178. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12179. // horizonal pass
  12180. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12181. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12182. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12183. _renderer.setRenderTarget( shadow.map );
  12184. _renderer.clear();
  12185. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12186. }
  12187. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12188. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12189. var material = _depthMaterials[ index ];
  12190. if ( material === undefined ) {
  12191. material = new MeshDepthMaterial( {
  12192. depthPacking: RGBADepthPacking,
  12193. morphTargets: useMorphing,
  12194. skinning: useSkinning
  12195. } );
  12196. _depthMaterials[ index ] = material;
  12197. }
  12198. return material;
  12199. }
  12200. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12201. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12202. var material = _distanceMaterials[ index ];
  12203. if ( material === undefined ) {
  12204. material = new MeshDistanceMaterial( {
  12205. morphTargets: useMorphing,
  12206. skinning: useSkinning
  12207. } );
  12208. _distanceMaterials[ index ] = material;
  12209. }
  12210. return material;
  12211. }
  12212. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12213. var result = null;
  12214. var getMaterialVariant = getDepthMaterialVariant;
  12215. var customMaterial = object.customDepthMaterial;
  12216. if ( light.isPointLight === true ) {
  12217. getMaterialVariant = getDistanceMaterialVariant;
  12218. customMaterial = object.customDistanceMaterial;
  12219. }
  12220. if ( customMaterial === undefined ) {
  12221. var useMorphing = false;
  12222. if ( material.morphTargets === true ) {
  12223. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12224. }
  12225. var useSkinning = false;
  12226. if ( object.isSkinnedMesh === true ) {
  12227. if ( material.skinning === true ) {
  12228. useSkinning = true;
  12229. } else {
  12230. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12231. }
  12232. }
  12233. var useInstancing = object.isInstancedMesh === true;
  12234. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12235. } else {
  12236. result = customMaterial;
  12237. }
  12238. if ( _renderer.localClippingEnabled &&
  12239. material.clipShadows === true &&
  12240. material.clippingPlanes.length !== 0 ) {
  12241. // in this case we need a unique material instance reflecting the
  12242. // appropriate state
  12243. var keyA = result.uuid, keyB = material.uuid;
  12244. var materialsForVariant = _materialCache[ keyA ];
  12245. if ( materialsForVariant === undefined ) {
  12246. materialsForVariant = {};
  12247. _materialCache[ keyA ] = materialsForVariant;
  12248. }
  12249. var cachedMaterial = materialsForVariant[ keyB ];
  12250. if ( cachedMaterial === undefined ) {
  12251. cachedMaterial = result.clone();
  12252. materialsForVariant[ keyB ] = cachedMaterial;
  12253. }
  12254. result = cachedMaterial;
  12255. }
  12256. result.visible = material.visible;
  12257. result.wireframe = material.wireframe;
  12258. if ( type === VSMShadowMap ) {
  12259. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12260. } else {
  12261. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12262. }
  12263. result.clipShadows = material.clipShadows;
  12264. result.clippingPlanes = material.clippingPlanes;
  12265. result.clipIntersection = material.clipIntersection;
  12266. result.wireframeLinewidth = material.wireframeLinewidth;
  12267. result.linewidth = material.linewidth;
  12268. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12269. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12270. result.nearDistance = shadowCameraNear;
  12271. result.farDistance = shadowCameraFar;
  12272. }
  12273. return result;
  12274. }
  12275. function renderObject( object, camera, shadowCamera, light, type ) {
  12276. if ( object.visible === false ) { return; }
  12277. var visible = object.layers.test( camera.layers );
  12278. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12279. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12280. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12281. var geometry = _objects.update( object );
  12282. var material = object.material;
  12283. if ( Array.isArray( material ) ) {
  12284. var groups = geometry.groups;
  12285. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12286. var group = groups[ k ];
  12287. var groupMaterial = material[ group.materialIndex ];
  12288. if ( groupMaterial && groupMaterial.visible ) {
  12289. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12290. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12291. }
  12292. }
  12293. } else if ( material.visible ) {
  12294. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12295. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12296. }
  12297. }
  12298. }
  12299. var children = object.children;
  12300. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12301. renderObject( children[ i ], camera, shadowCamera, light, type );
  12302. }
  12303. }
  12304. }
  12305. /**
  12306. * @author mrdoob / http://mrdoob.com/
  12307. */
  12308. function WebGLState( gl, extensions, capabilities ) {
  12309. var isWebGL2 = capabilities.isWebGL2;
  12310. function ColorBuffer() {
  12311. var locked = false;
  12312. var color = new Vector4();
  12313. var currentColorMask = null;
  12314. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12315. return {
  12316. setMask: function ( colorMask ) {
  12317. if ( currentColorMask !== colorMask && ! locked ) {
  12318. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12319. currentColorMask = colorMask;
  12320. }
  12321. },
  12322. setLocked: function ( lock ) {
  12323. locked = lock;
  12324. },
  12325. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12326. if ( premultipliedAlpha === true ) {
  12327. r *= a; g *= a; b *= a;
  12328. }
  12329. color.set( r, g, b, a );
  12330. if ( currentColorClear.equals( color ) === false ) {
  12331. gl.clearColor( r, g, b, a );
  12332. currentColorClear.copy( color );
  12333. }
  12334. },
  12335. reset: function () {
  12336. locked = false;
  12337. currentColorMask = null;
  12338. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12339. }
  12340. };
  12341. }
  12342. function DepthBuffer() {
  12343. var locked = false;
  12344. var currentDepthMask = null;
  12345. var currentDepthFunc = null;
  12346. var currentDepthClear = null;
  12347. return {
  12348. setTest: function ( depthTest ) {
  12349. if ( depthTest ) {
  12350. enable( 2929 );
  12351. } else {
  12352. disable( 2929 );
  12353. }
  12354. },
  12355. setMask: function ( depthMask ) {
  12356. if ( currentDepthMask !== depthMask && ! locked ) {
  12357. gl.depthMask( depthMask );
  12358. currentDepthMask = depthMask;
  12359. }
  12360. },
  12361. setFunc: function ( depthFunc ) {
  12362. if ( currentDepthFunc !== depthFunc ) {
  12363. if ( depthFunc ) {
  12364. switch ( depthFunc ) {
  12365. case NeverDepth:
  12366. gl.depthFunc( 512 );
  12367. break;
  12368. case AlwaysDepth:
  12369. gl.depthFunc( 519 );
  12370. break;
  12371. case LessDepth:
  12372. gl.depthFunc( 513 );
  12373. break;
  12374. case LessEqualDepth:
  12375. gl.depthFunc( 515 );
  12376. break;
  12377. case EqualDepth:
  12378. gl.depthFunc( 514 );
  12379. break;
  12380. case GreaterEqualDepth:
  12381. gl.depthFunc( 518 );
  12382. break;
  12383. case GreaterDepth:
  12384. gl.depthFunc( 516 );
  12385. break;
  12386. case NotEqualDepth:
  12387. gl.depthFunc( 517 );
  12388. break;
  12389. default:
  12390. gl.depthFunc( 515 );
  12391. }
  12392. } else {
  12393. gl.depthFunc( 515 );
  12394. }
  12395. currentDepthFunc = depthFunc;
  12396. }
  12397. },
  12398. setLocked: function ( lock ) {
  12399. locked = lock;
  12400. },
  12401. setClear: function ( depth ) {
  12402. if ( currentDepthClear !== depth ) {
  12403. gl.clearDepth( depth );
  12404. currentDepthClear = depth;
  12405. }
  12406. },
  12407. reset: function () {
  12408. locked = false;
  12409. currentDepthMask = null;
  12410. currentDepthFunc = null;
  12411. currentDepthClear = null;
  12412. }
  12413. };
  12414. }
  12415. function StencilBuffer() {
  12416. var locked = false;
  12417. var currentStencilMask = null;
  12418. var currentStencilFunc = null;
  12419. var currentStencilRef = null;
  12420. var currentStencilFuncMask = null;
  12421. var currentStencilFail = null;
  12422. var currentStencilZFail = null;
  12423. var currentStencilZPass = null;
  12424. var currentStencilClear = null;
  12425. return {
  12426. setTest: function ( stencilTest ) {
  12427. if ( ! locked ) {
  12428. if ( stencilTest ) {
  12429. enable( 2960 );
  12430. } else {
  12431. disable( 2960 );
  12432. }
  12433. }
  12434. },
  12435. setMask: function ( stencilMask ) {
  12436. if ( currentStencilMask !== stencilMask && ! locked ) {
  12437. gl.stencilMask( stencilMask );
  12438. currentStencilMask = stencilMask;
  12439. }
  12440. },
  12441. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12442. if ( currentStencilFunc !== stencilFunc ||
  12443. currentStencilRef !== stencilRef ||
  12444. currentStencilFuncMask !== stencilMask ) {
  12445. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12446. currentStencilFunc = stencilFunc;
  12447. currentStencilRef = stencilRef;
  12448. currentStencilFuncMask = stencilMask;
  12449. }
  12450. },
  12451. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12452. if ( currentStencilFail !== stencilFail ||
  12453. currentStencilZFail !== stencilZFail ||
  12454. currentStencilZPass !== stencilZPass ) {
  12455. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12456. currentStencilFail = stencilFail;
  12457. currentStencilZFail = stencilZFail;
  12458. currentStencilZPass = stencilZPass;
  12459. }
  12460. },
  12461. setLocked: function ( lock ) {
  12462. locked = lock;
  12463. },
  12464. setClear: function ( stencil ) {
  12465. if ( currentStencilClear !== stencil ) {
  12466. gl.clearStencil( stencil );
  12467. currentStencilClear = stencil;
  12468. }
  12469. },
  12470. reset: function () {
  12471. locked = false;
  12472. currentStencilMask = null;
  12473. currentStencilFunc = null;
  12474. currentStencilRef = null;
  12475. currentStencilFuncMask = null;
  12476. currentStencilFail = null;
  12477. currentStencilZFail = null;
  12478. currentStencilZPass = null;
  12479. currentStencilClear = null;
  12480. }
  12481. };
  12482. }
  12483. //
  12484. var colorBuffer = new ColorBuffer();
  12485. var depthBuffer = new DepthBuffer();
  12486. var stencilBuffer = new StencilBuffer();
  12487. var maxVertexAttributes = gl.getParameter( 34921 );
  12488. var newAttributes = new Uint8Array( maxVertexAttributes );
  12489. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12490. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12491. var enabledCapabilities = {};
  12492. var currentProgram = null;
  12493. var currentBlendingEnabled = null;
  12494. var currentBlending = null;
  12495. var currentBlendEquation = null;
  12496. var currentBlendSrc = null;
  12497. var currentBlendDst = null;
  12498. var currentBlendEquationAlpha = null;
  12499. var currentBlendSrcAlpha = null;
  12500. var currentBlendDstAlpha = null;
  12501. var currentPremultipledAlpha = false;
  12502. var currentFlipSided = null;
  12503. var currentCullFace = null;
  12504. var currentLineWidth = null;
  12505. var currentPolygonOffsetFactor = null;
  12506. var currentPolygonOffsetUnits = null;
  12507. var maxTextures = gl.getParameter( 35661 );
  12508. var lineWidthAvailable = false;
  12509. var version = 0;
  12510. var glVersion = gl.getParameter( 7938 );
  12511. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12512. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12513. lineWidthAvailable = ( version >= 1.0 );
  12514. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12515. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12516. lineWidthAvailable = ( version >= 2.0 );
  12517. }
  12518. var currentTextureSlot = null;
  12519. var currentBoundTextures = {};
  12520. var currentScissor = new Vector4();
  12521. var currentViewport = new Vector4();
  12522. function createTexture( type, target, count ) {
  12523. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12524. var texture = gl.createTexture();
  12525. gl.bindTexture( type, texture );
  12526. gl.texParameteri( type, 10241, 9728 );
  12527. gl.texParameteri( type, 10240, 9728 );
  12528. for ( var i = 0; i < count; i ++ ) {
  12529. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12530. }
  12531. return texture;
  12532. }
  12533. var emptyTextures = {};
  12534. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12535. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12536. // init
  12537. colorBuffer.setClear( 0, 0, 0, 1 );
  12538. depthBuffer.setClear( 1 );
  12539. stencilBuffer.setClear( 0 );
  12540. enable( 2929 );
  12541. depthBuffer.setFunc( LessEqualDepth );
  12542. setFlipSided( false );
  12543. setCullFace( CullFaceBack );
  12544. enable( 2884 );
  12545. setBlending( NoBlending );
  12546. //
  12547. function initAttributes() {
  12548. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12549. newAttributes[ i ] = 0;
  12550. }
  12551. }
  12552. function enableAttribute( attribute ) {
  12553. enableAttributeAndDivisor( attribute, 0 );
  12554. }
  12555. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12556. newAttributes[ attribute ] = 1;
  12557. if ( enabledAttributes[ attribute ] === 0 ) {
  12558. gl.enableVertexAttribArray( attribute );
  12559. enabledAttributes[ attribute ] = 1;
  12560. }
  12561. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12562. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12563. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12564. attributeDivisors[ attribute ] = meshPerAttribute;
  12565. }
  12566. }
  12567. function disableUnusedAttributes() {
  12568. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12569. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12570. gl.disableVertexAttribArray( i );
  12571. enabledAttributes[ i ] = 0;
  12572. }
  12573. }
  12574. }
  12575. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12576. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12577. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12578. } else {
  12579. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12580. }
  12581. }
  12582. function enable( id ) {
  12583. if ( enabledCapabilities[ id ] !== true ) {
  12584. gl.enable( id );
  12585. enabledCapabilities[ id ] = true;
  12586. }
  12587. }
  12588. function disable( id ) {
  12589. if ( enabledCapabilities[ id ] !== false ) {
  12590. gl.disable( id );
  12591. enabledCapabilities[ id ] = false;
  12592. }
  12593. }
  12594. function useProgram( program ) {
  12595. if ( currentProgram !== program ) {
  12596. gl.useProgram( program );
  12597. currentProgram = program;
  12598. return true;
  12599. }
  12600. return false;
  12601. }
  12602. var equationToGL = {};
  12603. equationToGL[ AddEquation ] = 32774;
  12604. equationToGL[ SubtractEquation ] = 32778;
  12605. equationToGL[ ReverseSubtractEquation ] = 32779;
  12606. if ( isWebGL2 ) {
  12607. equationToGL[ MinEquation ] = 32775;
  12608. equationToGL[ MaxEquation ] = 32776;
  12609. } else {
  12610. var extension = extensions.get( 'EXT_blend_minmax' );
  12611. if ( extension !== null ) {
  12612. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12613. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12614. }
  12615. }
  12616. var factorToGL = {};
  12617. factorToGL[ ZeroFactor ] = 0;
  12618. factorToGL[ OneFactor ] = 1;
  12619. factorToGL[ SrcColorFactor ] = 768;
  12620. factorToGL[ SrcAlphaFactor ] = 770;
  12621. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12622. factorToGL[ DstColorFactor ] = 774;
  12623. factorToGL[ DstAlphaFactor ] = 772;
  12624. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12625. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12626. factorToGL[ OneMinusDstColorFactor ] = 775;
  12627. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12628. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12629. if ( blending === NoBlending ) {
  12630. if ( currentBlendingEnabled ) {
  12631. disable( 3042 );
  12632. currentBlendingEnabled = false;
  12633. }
  12634. return;
  12635. }
  12636. if ( ! currentBlendingEnabled ) {
  12637. enable( 3042 );
  12638. currentBlendingEnabled = true;
  12639. }
  12640. if ( blending !== CustomBlending ) {
  12641. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12642. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12643. gl.blendEquation( 32774 );
  12644. currentBlendEquation = AddEquation;
  12645. currentBlendEquationAlpha = AddEquation;
  12646. }
  12647. if ( premultipliedAlpha ) {
  12648. switch ( blending ) {
  12649. case NormalBlending:
  12650. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12651. break;
  12652. case AdditiveBlending:
  12653. gl.blendFunc( 1, 1 );
  12654. break;
  12655. case SubtractiveBlending:
  12656. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12657. break;
  12658. case MultiplyBlending:
  12659. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12660. break;
  12661. default:
  12662. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12663. break;
  12664. }
  12665. } else {
  12666. switch ( blending ) {
  12667. case NormalBlending:
  12668. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12669. break;
  12670. case AdditiveBlending:
  12671. gl.blendFunc( 770, 1 );
  12672. break;
  12673. case SubtractiveBlending:
  12674. gl.blendFunc( 0, 769 );
  12675. break;
  12676. case MultiplyBlending:
  12677. gl.blendFunc( 0, 768 );
  12678. break;
  12679. default:
  12680. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12681. break;
  12682. }
  12683. }
  12684. currentBlendSrc = null;
  12685. currentBlendDst = null;
  12686. currentBlendSrcAlpha = null;
  12687. currentBlendDstAlpha = null;
  12688. currentBlending = blending;
  12689. currentPremultipledAlpha = premultipliedAlpha;
  12690. }
  12691. return;
  12692. }
  12693. // custom blending
  12694. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12695. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12696. blendDstAlpha = blendDstAlpha || blendDst;
  12697. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12698. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12699. currentBlendEquation = blendEquation;
  12700. currentBlendEquationAlpha = blendEquationAlpha;
  12701. }
  12702. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12703. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12704. currentBlendSrc = blendSrc;
  12705. currentBlendDst = blendDst;
  12706. currentBlendSrcAlpha = blendSrcAlpha;
  12707. currentBlendDstAlpha = blendDstAlpha;
  12708. }
  12709. currentBlending = blending;
  12710. currentPremultipledAlpha = null;
  12711. }
  12712. function setMaterial( material, frontFaceCW ) {
  12713. material.side === DoubleSide
  12714. ? disable( 2884 )
  12715. : enable( 2884 );
  12716. var flipSided = ( material.side === BackSide );
  12717. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12718. setFlipSided( flipSided );
  12719. ( material.blending === NormalBlending && material.transparent === false )
  12720. ? setBlending( NoBlending )
  12721. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12722. depthBuffer.setFunc( material.depthFunc );
  12723. depthBuffer.setTest( material.depthTest );
  12724. depthBuffer.setMask( material.depthWrite );
  12725. colorBuffer.setMask( material.colorWrite );
  12726. var stencilWrite = material.stencilWrite;
  12727. stencilBuffer.setTest( stencilWrite );
  12728. if ( stencilWrite ) {
  12729. stencilBuffer.setMask( material.stencilWriteMask );
  12730. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12731. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12732. }
  12733. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12734. }
  12735. //
  12736. function setFlipSided( flipSided ) {
  12737. if ( currentFlipSided !== flipSided ) {
  12738. if ( flipSided ) {
  12739. gl.frontFace( 2304 );
  12740. } else {
  12741. gl.frontFace( 2305 );
  12742. }
  12743. currentFlipSided = flipSided;
  12744. }
  12745. }
  12746. function setCullFace( cullFace ) {
  12747. if ( cullFace !== CullFaceNone ) {
  12748. enable( 2884 );
  12749. if ( cullFace !== currentCullFace ) {
  12750. if ( cullFace === CullFaceBack ) {
  12751. gl.cullFace( 1029 );
  12752. } else if ( cullFace === CullFaceFront ) {
  12753. gl.cullFace( 1028 );
  12754. } else {
  12755. gl.cullFace( 1032 );
  12756. }
  12757. }
  12758. } else {
  12759. disable( 2884 );
  12760. }
  12761. currentCullFace = cullFace;
  12762. }
  12763. function setLineWidth( width ) {
  12764. if ( width !== currentLineWidth ) {
  12765. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12766. currentLineWidth = width;
  12767. }
  12768. }
  12769. function setPolygonOffset( polygonOffset, factor, units ) {
  12770. if ( polygonOffset ) {
  12771. enable( 32823 );
  12772. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12773. gl.polygonOffset( factor, units );
  12774. currentPolygonOffsetFactor = factor;
  12775. currentPolygonOffsetUnits = units;
  12776. }
  12777. } else {
  12778. disable( 32823 );
  12779. }
  12780. }
  12781. function setScissorTest( scissorTest ) {
  12782. if ( scissorTest ) {
  12783. enable( 3089 );
  12784. } else {
  12785. disable( 3089 );
  12786. }
  12787. }
  12788. // texture
  12789. function activeTexture( webglSlot ) {
  12790. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12791. if ( currentTextureSlot !== webglSlot ) {
  12792. gl.activeTexture( webglSlot );
  12793. currentTextureSlot = webglSlot;
  12794. }
  12795. }
  12796. function bindTexture( webglType, webglTexture ) {
  12797. if ( currentTextureSlot === null ) {
  12798. activeTexture();
  12799. }
  12800. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12801. if ( boundTexture === undefined ) {
  12802. boundTexture = { type: undefined, texture: undefined };
  12803. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12804. }
  12805. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12806. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12807. boundTexture.type = webglType;
  12808. boundTexture.texture = webglTexture;
  12809. }
  12810. }
  12811. function unbindTexture() {
  12812. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12813. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12814. gl.bindTexture( boundTexture.type, null );
  12815. boundTexture.type = undefined;
  12816. boundTexture.texture = undefined;
  12817. }
  12818. }
  12819. function compressedTexImage2D() {
  12820. try {
  12821. gl.compressedTexImage2D.apply( gl, arguments );
  12822. } catch ( error ) {
  12823. console.error( 'THREE.WebGLState:', error );
  12824. }
  12825. }
  12826. function texImage2D() {
  12827. try {
  12828. gl.texImage2D.apply( gl, arguments );
  12829. } catch ( error ) {
  12830. console.error( 'THREE.WebGLState:', error );
  12831. }
  12832. }
  12833. function texImage3D() {
  12834. try {
  12835. gl.texImage3D.apply( gl, arguments );
  12836. } catch ( error ) {
  12837. console.error( 'THREE.WebGLState:', error );
  12838. }
  12839. }
  12840. //
  12841. function scissor( scissor ) {
  12842. if ( currentScissor.equals( scissor ) === false ) {
  12843. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12844. currentScissor.copy( scissor );
  12845. }
  12846. }
  12847. function viewport( viewport ) {
  12848. if ( currentViewport.equals( viewport ) === false ) {
  12849. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12850. currentViewport.copy( viewport );
  12851. }
  12852. }
  12853. //
  12854. function reset() {
  12855. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12856. if ( enabledAttributes[ i ] === 1 ) {
  12857. gl.disableVertexAttribArray( i );
  12858. enabledAttributes[ i ] = 0;
  12859. }
  12860. }
  12861. enabledCapabilities = {};
  12862. currentTextureSlot = null;
  12863. currentBoundTextures = {};
  12864. currentProgram = null;
  12865. currentBlending = null;
  12866. currentFlipSided = null;
  12867. currentCullFace = null;
  12868. colorBuffer.reset();
  12869. depthBuffer.reset();
  12870. stencilBuffer.reset();
  12871. }
  12872. return {
  12873. buffers: {
  12874. color: colorBuffer,
  12875. depth: depthBuffer,
  12876. stencil: stencilBuffer
  12877. },
  12878. initAttributes: initAttributes,
  12879. enableAttribute: enableAttribute,
  12880. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12881. disableUnusedAttributes: disableUnusedAttributes,
  12882. vertexAttribPointer: vertexAttribPointer,
  12883. enable: enable,
  12884. disable: disable,
  12885. useProgram: useProgram,
  12886. setBlending: setBlending,
  12887. setMaterial: setMaterial,
  12888. setFlipSided: setFlipSided,
  12889. setCullFace: setCullFace,
  12890. setLineWidth: setLineWidth,
  12891. setPolygonOffset: setPolygonOffset,
  12892. setScissorTest: setScissorTest,
  12893. activeTexture: activeTexture,
  12894. bindTexture: bindTexture,
  12895. unbindTexture: unbindTexture,
  12896. compressedTexImage2D: compressedTexImage2D,
  12897. texImage2D: texImage2D,
  12898. texImage3D: texImage3D,
  12899. scissor: scissor,
  12900. viewport: viewport,
  12901. reset: reset
  12902. };
  12903. }
  12904. /**
  12905. * @author mrdoob / http://mrdoob.com/
  12906. */
  12907. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12908. var isWebGL2 = capabilities.isWebGL2;
  12909. var maxTextures = capabilities.maxTextures;
  12910. var maxCubemapSize = capabilities.maxCubemapSize;
  12911. var maxTextureSize = capabilities.maxTextureSize;
  12912. var maxSamples = capabilities.maxSamples;
  12913. var _videoTextures = new WeakMap();
  12914. var _canvas;
  12915. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12916. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12917. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12918. var useOffscreenCanvas = false;
  12919. try {
  12920. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12921. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12922. } catch ( err ) {
  12923. // Ignore any errors
  12924. }
  12925. function createCanvas( width, height ) {
  12926. // Use OffscreenCanvas when available. Specially needed in web workers
  12927. return useOffscreenCanvas ?
  12928. new OffscreenCanvas( width, height ) :
  12929. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12930. }
  12931. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12932. var scale = 1;
  12933. // handle case if texture exceeds max size
  12934. if ( image.width > maxSize || image.height > maxSize ) {
  12935. scale = maxSize / Math.max( image.width, image.height );
  12936. }
  12937. // only perform resize if necessary
  12938. if ( scale < 1 || needsPowerOfTwo === true ) {
  12939. // only perform resize for certain image types
  12940. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12941. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12942. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12943. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12944. var width = floor( scale * image.width );
  12945. var height = floor( scale * image.height );
  12946. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12947. // cube textures can't reuse the same canvas
  12948. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12949. canvas.width = width;
  12950. canvas.height = height;
  12951. var context = canvas.getContext( '2d' );
  12952. context.drawImage( image, 0, 0, width, height );
  12953. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12954. return canvas;
  12955. } else {
  12956. if ( 'data' in image ) {
  12957. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12958. }
  12959. return image;
  12960. }
  12961. }
  12962. return image;
  12963. }
  12964. function isPowerOfTwo( image ) {
  12965. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12966. }
  12967. function textureNeedsPowerOfTwo( texture ) {
  12968. if ( isWebGL2 ) { return false; }
  12969. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12970. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12971. }
  12972. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12973. return texture.generateMipmaps && supportsMips &&
  12974. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12975. }
  12976. function generateMipmap( target, texture, width, height ) {
  12977. _gl.generateMipmap( target );
  12978. var textureProperties = properties.get( texture );
  12979. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12980. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12981. }
  12982. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12983. if ( isWebGL2 === false ) { return glFormat; }
  12984. if ( internalFormatName !== null ) {
  12985. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12986. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12987. }
  12988. var internalFormat = glFormat;
  12989. if ( glFormat === 6403 ) {
  12990. if ( glType === 5126 ) { internalFormat = 33326; }
  12991. if ( glType === 5131 ) { internalFormat = 33325; }
  12992. if ( glType === 5121 ) { internalFormat = 33321; }
  12993. }
  12994. if ( glFormat === 6407 ) {
  12995. if ( glType === 5126 ) { internalFormat = 34837; }
  12996. if ( glType === 5131 ) { internalFormat = 34843; }
  12997. if ( glType === 5121 ) { internalFormat = 32849; }
  12998. }
  12999. if ( glFormat === 6408 ) {
  13000. if ( glType === 5126 ) { internalFormat = 34836; }
  13001. if ( glType === 5131 ) { internalFormat = 34842; }
  13002. if ( glType === 5121 ) { internalFormat = 32856; }
  13003. }
  13004. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13005. internalFormat === 34842 || internalFormat === 34836 ) {
  13006. extensions.get( 'EXT_color_buffer_float' );
  13007. }
  13008. return internalFormat;
  13009. }
  13010. // Fallback filters for non-power-of-2 textures
  13011. function filterFallback( f ) {
  13012. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13013. return 9728;
  13014. }
  13015. return 9729;
  13016. }
  13017. //
  13018. function onTextureDispose( event ) {
  13019. var texture = event.target;
  13020. texture.removeEventListener( 'dispose', onTextureDispose );
  13021. deallocateTexture( texture );
  13022. if ( texture.isVideoTexture ) {
  13023. _videoTextures.delete( texture );
  13024. }
  13025. info.memory.textures --;
  13026. }
  13027. function onRenderTargetDispose( event ) {
  13028. var renderTarget = event.target;
  13029. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13030. deallocateRenderTarget( renderTarget );
  13031. info.memory.textures --;
  13032. }
  13033. //
  13034. function deallocateTexture( texture ) {
  13035. var textureProperties = properties.get( texture );
  13036. if ( textureProperties.__webglInit === undefined ) { return; }
  13037. _gl.deleteTexture( textureProperties.__webglTexture );
  13038. properties.remove( texture );
  13039. }
  13040. function deallocateRenderTarget( renderTarget ) {
  13041. var renderTargetProperties = properties.get( renderTarget );
  13042. var textureProperties = properties.get( renderTarget.texture );
  13043. if ( ! renderTarget ) { return; }
  13044. if ( textureProperties.__webglTexture !== undefined ) {
  13045. _gl.deleteTexture( textureProperties.__webglTexture );
  13046. }
  13047. if ( renderTarget.depthTexture ) {
  13048. renderTarget.depthTexture.dispose();
  13049. }
  13050. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13051. for ( var i = 0; i < 6; i ++ ) {
  13052. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13053. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13054. }
  13055. } else {
  13056. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13057. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13058. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13059. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13060. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13061. }
  13062. properties.remove( renderTarget.texture );
  13063. properties.remove( renderTarget );
  13064. }
  13065. //
  13066. var textureUnits = 0;
  13067. function resetTextureUnits() {
  13068. textureUnits = 0;
  13069. }
  13070. function allocateTextureUnit() {
  13071. var textureUnit = textureUnits;
  13072. if ( textureUnit >= maxTextures ) {
  13073. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13074. }
  13075. textureUnits += 1;
  13076. return textureUnit;
  13077. }
  13078. //
  13079. function setTexture2D( texture, slot ) {
  13080. var textureProperties = properties.get( texture );
  13081. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13082. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13083. var image = texture.image;
  13084. if ( image === undefined ) {
  13085. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13086. } else if ( image.complete === false ) {
  13087. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13088. } else {
  13089. uploadTexture( textureProperties, texture, slot );
  13090. return;
  13091. }
  13092. }
  13093. state.activeTexture( 33984 + slot );
  13094. state.bindTexture( 3553, textureProperties.__webglTexture );
  13095. }
  13096. function setTexture2DArray( texture, slot ) {
  13097. var textureProperties = properties.get( texture );
  13098. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13099. uploadTexture( textureProperties, texture, slot );
  13100. return;
  13101. }
  13102. state.activeTexture( 33984 + slot );
  13103. state.bindTexture( 35866, textureProperties.__webglTexture );
  13104. }
  13105. function setTexture3D( texture, slot ) {
  13106. var textureProperties = properties.get( texture );
  13107. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13108. uploadTexture( textureProperties, texture, slot );
  13109. return;
  13110. }
  13111. state.activeTexture( 33984 + slot );
  13112. state.bindTexture( 32879, textureProperties.__webglTexture );
  13113. }
  13114. function setTextureCube( texture, slot ) {
  13115. if ( texture.image.length !== 6 ) { return; }
  13116. var textureProperties = properties.get( texture );
  13117. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13118. initTexture( textureProperties, texture );
  13119. state.activeTexture( 33984 + slot );
  13120. state.bindTexture( 34067, textureProperties.__webglTexture );
  13121. _gl.pixelStorei( 37440, texture.flipY );
  13122. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13123. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13124. var cubeImage = [];
  13125. for ( var i = 0; i < 6; i ++ ) {
  13126. if ( ! isCompressed && ! isDataTexture ) {
  13127. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13128. } else {
  13129. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13130. }
  13131. }
  13132. var image = cubeImage[ 0 ],
  13133. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13134. glFormat = utils.convert( texture.format ),
  13135. glType = utils.convert( texture.type ),
  13136. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13137. setTextureParameters( 34067, texture, supportsMips );
  13138. var mipmaps;
  13139. if ( isCompressed ) {
  13140. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13141. mipmaps = cubeImage[ i$1 ].mipmaps;
  13142. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13143. var mipmap = mipmaps[ j ];
  13144. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13145. if ( glFormat !== null ) {
  13146. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13147. } else {
  13148. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13149. }
  13150. } else {
  13151. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13152. }
  13153. }
  13154. }
  13155. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13156. } else {
  13157. mipmaps = texture.mipmaps;
  13158. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13159. if ( isDataTexture ) {
  13160. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13161. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13162. var mipmap$1 = mipmaps[ j$1 ];
  13163. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13164. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13165. }
  13166. } else {
  13167. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13168. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13169. var mipmap$2 = mipmaps[ j$2 ];
  13170. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13171. }
  13172. }
  13173. }
  13174. textureProperties.__maxMipLevel = mipmaps.length;
  13175. }
  13176. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13177. // We assume images for cube map have the same size.
  13178. generateMipmap( 34067, texture, image.width, image.height );
  13179. }
  13180. textureProperties.__version = texture.version;
  13181. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13182. } else {
  13183. state.activeTexture( 33984 + slot );
  13184. state.bindTexture( 34067, textureProperties.__webglTexture );
  13185. }
  13186. }
  13187. function setTextureCubeDynamic( texture, slot ) {
  13188. state.activeTexture( 33984 + slot );
  13189. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13190. }
  13191. var wrappingToGL = {};
  13192. wrappingToGL[ RepeatWrapping ] = 10497;
  13193. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13194. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13195. var filterToGL = {};
  13196. filterToGL[ NearestFilter ] = 9728;
  13197. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13198. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13199. filterToGL[ LinearFilter ] = 9729;
  13200. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13201. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13202. function setTextureParameters( textureType, texture, supportsMips ) {
  13203. if ( supportsMips ) {
  13204. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13205. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13206. if ( textureType === 32879 || textureType === 35866 ) {
  13207. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13208. }
  13209. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13210. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13211. } else {
  13212. _gl.texParameteri( textureType, 10242, 33071 );
  13213. _gl.texParameteri( textureType, 10243, 33071 );
  13214. if ( textureType === 32879 || textureType === 35866 ) {
  13215. _gl.texParameteri( textureType, 32882, 33071 );
  13216. }
  13217. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13218. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13219. }
  13220. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13221. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13222. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13223. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13224. }
  13225. }
  13226. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13227. if ( extension ) {
  13228. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13229. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13230. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13231. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13232. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13233. }
  13234. }
  13235. }
  13236. function initTexture( textureProperties, texture ) {
  13237. if ( textureProperties.__webglInit === undefined ) {
  13238. textureProperties.__webglInit = true;
  13239. texture.addEventListener( 'dispose', onTextureDispose );
  13240. textureProperties.__webglTexture = _gl.createTexture();
  13241. info.memory.textures ++;
  13242. }
  13243. }
  13244. function uploadTexture( textureProperties, texture, slot ) {
  13245. var textureType = 3553;
  13246. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13247. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13248. initTexture( textureProperties, texture );
  13249. state.activeTexture( 33984 + slot );
  13250. state.bindTexture( textureType, textureProperties.__webglTexture );
  13251. _gl.pixelStorei( 37440, texture.flipY );
  13252. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13253. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13254. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13255. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13256. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13257. glFormat = utils.convert( texture.format );
  13258. var glType = utils.convert( texture.type ),
  13259. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13260. setTextureParameters( textureType, texture, supportsMips );
  13261. var mipmap;
  13262. var mipmaps = texture.mipmaps;
  13263. if ( texture.isDepthTexture ) {
  13264. // populate depth texture with dummy data
  13265. glInternalFormat = 6402;
  13266. if ( isWebGL2 ) {
  13267. if ( texture.type === FloatType ) {
  13268. glInternalFormat = 36012;
  13269. } else if ( texture.type === UnsignedIntType ) {
  13270. glInternalFormat = 33190;
  13271. } else if ( texture.type === UnsignedInt248Type ) {
  13272. glInternalFormat = 35056;
  13273. } else {
  13274. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13275. }
  13276. } else {
  13277. if ( texture.type === FloatType ) {
  13278. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13279. }
  13280. }
  13281. // validation checks for WebGL 1
  13282. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13283. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13284. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13285. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13286. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13287. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13288. texture.type = UnsignedShortType;
  13289. glType = utils.convert( texture.type );
  13290. }
  13291. }
  13292. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13293. // Depth stencil textures need the DEPTH_STENCIL internal format
  13294. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13295. glInternalFormat = 34041;
  13296. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13297. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13298. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13299. if ( texture.type !== UnsignedInt248Type ) {
  13300. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13301. texture.type = UnsignedInt248Type;
  13302. glType = utils.convert( texture.type );
  13303. }
  13304. }
  13305. //
  13306. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13307. } else if ( texture.isDataTexture ) {
  13308. // use manually created mipmaps if available
  13309. // if there are no manual mipmaps
  13310. // set 0 level mipmap and then use GL to generate other mipmap levels
  13311. if ( mipmaps.length > 0 && supportsMips ) {
  13312. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13313. mipmap = mipmaps[ i ];
  13314. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13315. }
  13316. texture.generateMipmaps = false;
  13317. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13318. } else {
  13319. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13320. textureProperties.__maxMipLevel = 0;
  13321. }
  13322. } else if ( texture.isCompressedTexture ) {
  13323. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13324. mipmap = mipmaps[ i$1 ];
  13325. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13326. if ( glFormat !== null ) {
  13327. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13328. } else {
  13329. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13330. }
  13331. } else {
  13332. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13333. }
  13334. }
  13335. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13336. } else if ( texture.isDataTexture2DArray ) {
  13337. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13338. textureProperties.__maxMipLevel = 0;
  13339. } else if ( texture.isDataTexture3D ) {
  13340. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13341. textureProperties.__maxMipLevel = 0;
  13342. } else {
  13343. // regular Texture (image, video, canvas)
  13344. // use manually created mipmaps if available
  13345. // if there are no manual mipmaps
  13346. // set 0 level mipmap and then use GL to generate other mipmap levels
  13347. if ( mipmaps.length > 0 && supportsMips ) {
  13348. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13349. mipmap = mipmaps[ i$2 ];
  13350. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13351. }
  13352. texture.generateMipmaps = false;
  13353. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13354. } else {
  13355. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13356. textureProperties.__maxMipLevel = 0;
  13357. }
  13358. }
  13359. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13360. generateMipmap( textureType, texture, image.width, image.height );
  13361. }
  13362. textureProperties.__version = texture.version;
  13363. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13364. }
  13365. // Render targets
  13366. // Setup storage for target texture and bind it to correct framebuffer
  13367. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13368. var glFormat = utils.convert( renderTarget.texture.format );
  13369. var glType = utils.convert( renderTarget.texture.type );
  13370. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13371. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13372. _gl.bindFramebuffer( 36160, framebuffer );
  13373. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13374. _gl.bindFramebuffer( 36160, null );
  13375. }
  13376. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13377. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13378. _gl.bindRenderbuffer( 36161, renderbuffer );
  13379. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13380. var glInternalFormat = 33189;
  13381. if ( isMultisample ) {
  13382. var depthTexture = renderTarget.depthTexture;
  13383. if ( depthTexture && depthTexture.isDepthTexture ) {
  13384. if ( depthTexture.type === FloatType ) {
  13385. glInternalFormat = 36012;
  13386. } else if ( depthTexture.type === UnsignedIntType ) {
  13387. glInternalFormat = 33190;
  13388. }
  13389. }
  13390. var samples = getRenderTargetSamples( renderTarget );
  13391. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13392. } else {
  13393. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13394. }
  13395. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13396. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13397. if ( isMultisample ) {
  13398. var samples$1 = getRenderTargetSamples( renderTarget );
  13399. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13400. } else {
  13401. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13402. }
  13403. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13404. } else {
  13405. var glFormat = utils.convert( renderTarget.texture.format );
  13406. var glType = utils.convert( renderTarget.texture.type );
  13407. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13408. if ( isMultisample ) {
  13409. var samples$2 = getRenderTargetSamples( renderTarget );
  13410. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13411. } else {
  13412. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13413. }
  13414. }
  13415. _gl.bindRenderbuffer( 36161, null );
  13416. }
  13417. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13418. function setupDepthTexture( framebuffer, renderTarget ) {
  13419. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13420. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13421. _gl.bindFramebuffer( 36160, framebuffer );
  13422. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13423. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13424. }
  13425. // upload an empty depth texture with framebuffer size
  13426. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13427. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13428. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13429. renderTarget.depthTexture.image.width = renderTarget.width;
  13430. renderTarget.depthTexture.image.height = renderTarget.height;
  13431. renderTarget.depthTexture.needsUpdate = true;
  13432. }
  13433. setTexture2D( renderTarget.depthTexture, 0 );
  13434. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13435. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13436. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13437. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13438. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13439. } else {
  13440. throw new Error( 'Unknown depthTexture format' );
  13441. }
  13442. }
  13443. // Setup GL resources for a non-texture depth buffer
  13444. function setupDepthRenderbuffer( renderTarget ) {
  13445. var renderTargetProperties = properties.get( renderTarget );
  13446. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13447. if ( renderTarget.depthTexture ) {
  13448. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13449. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13450. } else {
  13451. if ( isCube ) {
  13452. renderTargetProperties.__webglDepthbuffer = [];
  13453. for ( var i = 0; i < 6; i ++ ) {
  13454. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13455. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13456. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13457. }
  13458. } else {
  13459. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13460. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13461. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13462. }
  13463. }
  13464. _gl.bindFramebuffer( 36160, null );
  13465. }
  13466. // Set up GL resources for the render target
  13467. function setupRenderTarget( renderTarget ) {
  13468. var renderTargetProperties = properties.get( renderTarget );
  13469. var textureProperties = properties.get( renderTarget.texture );
  13470. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13471. textureProperties.__webglTexture = _gl.createTexture();
  13472. info.memory.textures ++;
  13473. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13474. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13475. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13476. // Handles WebGL2 RGBFormat fallback - #18858
  13477. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13478. renderTarget.texture.format = RGBAFormat;
  13479. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13480. }
  13481. // Setup framebuffer
  13482. if ( isCube ) {
  13483. renderTargetProperties.__webglFramebuffer = [];
  13484. for ( var i = 0; i < 6; i ++ ) {
  13485. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13486. }
  13487. } else {
  13488. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13489. if ( isMultisample ) {
  13490. if ( isWebGL2 ) {
  13491. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13492. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13493. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13494. var glFormat = utils.convert( renderTarget.texture.format );
  13495. var glType = utils.convert( renderTarget.texture.type );
  13496. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13497. var samples = getRenderTargetSamples( renderTarget );
  13498. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13499. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13500. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13501. _gl.bindRenderbuffer( 36161, null );
  13502. if ( renderTarget.depthBuffer ) {
  13503. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13504. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13505. }
  13506. _gl.bindFramebuffer( 36160, null );
  13507. } else {
  13508. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13509. }
  13510. }
  13511. }
  13512. // Setup color buffer
  13513. if ( isCube ) {
  13514. state.bindTexture( 34067, textureProperties.__webglTexture );
  13515. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13516. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13517. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13518. }
  13519. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13520. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13521. }
  13522. state.bindTexture( 34067, null );
  13523. } else {
  13524. state.bindTexture( 3553, textureProperties.__webglTexture );
  13525. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13526. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13527. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13528. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13529. }
  13530. state.bindTexture( 3553, null );
  13531. }
  13532. // Setup depth and stencil buffers
  13533. if ( renderTarget.depthBuffer ) {
  13534. setupDepthRenderbuffer( renderTarget );
  13535. }
  13536. }
  13537. function updateRenderTargetMipmap( renderTarget ) {
  13538. var texture = renderTarget.texture;
  13539. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13540. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13541. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13542. var webglTexture = properties.get( texture ).__webglTexture;
  13543. state.bindTexture( target, webglTexture );
  13544. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13545. state.bindTexture( target, null );
  13546. }
  13547. }
  13548. function updateMultisampleRenderTarget( renderTarget ) {
  13549. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13550. if ( isWebGL2 ) {
  13551. var renderTargetProperties = properties.get( renderTarget );
  13552. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13553. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13554. var width = renderTarget.width;
  13555. var height = renderTarget.height;
  13556. var mask = 16384;
  13557. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13558. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13559. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13560. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13561. } else {
  13562. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13563. }
  13564. }
  13565. }
  13566. function getRenderTargetSamples( renderTarget ) {
  13567. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13568. Math.min( maxSamples, renderTarget.samples ) : 0;
  13569. }
  13570. function updateVideoTexture( texture ) {
  13571. var frame = info.render.frame;
  13572. // Check the last frame we updated the VideoTexture
  13573. if ( _videoTextures.get( texture ) !== frame ) {
  13574. _videoTextures.set( texture, frame );
  13575. texture.update();
  13576. }
  13577. }
  13578. // backwards compatibility
  13579. var warnedTexture2D = false;
  13580. var warnedTextureCube = false;
  13581. function safeSetTexture2D( texture, slot ) {
  13582. if ( texture && texture.isWebGLRenderTarget ) {
  13583. if ( warnedTexture2D === false ) {
  13584. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13585. warnedTexture2D = true;
  13586. }
  13587. texture = texture.texture;
  13588. }
  13589. setTexture2D( texture, slot );
  13590. }
  13591. function safeSetTextureCube( texture, slot ) {
  13592. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13593. if ( warnedTextureCube === false ) {
  13594. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13595. warnedTextureCube = true;
  13596. }
  13597. texture = texture.texture;
  13598. }
  13599. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13600. // TODO: unify these code paths
  13601. if ( ( texture && texture.isCubeTexture ) ||
  13602. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13603. // CompressedTexture can have Array in image :/
  13604. // this function alone should take care of cube textures
  13605. setTextureCube( texture, slot );
  13606. } else {
  13607. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13608. setTextureCubeDynamic( texture, slot );
  13609. }
  13610. }
  13611. //
  13612. this.allocateTextureUnit = allocateTextureUnit;
  13613. this.resetTextureUnits = resetTextureUnits;
  13614. this.setTexture2D = setTexture2D;
  13615. this.setTexture2DArray = setTexture2DArray;
  13616. this.setTexture3D = setTexture3D;
  13617. this.setTextureCube = setTextureCube;
  13618. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13619. this.setupRenderTarget = setupRenderTarget;
  13620. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13621. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13622. this.safeSetTexture2D = safeSetTexture2D;
  13623. this.safeSetTextureCube = safeSetTextureCube;
  13624. }
  13625. /**
  13626. * @author thespite / http://www.twitter.com/thespite
  13627. */
  13628. function WebGLUtils( gl, extensions, capabilities ) {
  13629. var isWebGL2 = capabilities.isWebGL2;
  13630. function convert( p ) {
  13631. var extension;
  13632. if ( p === UnsignedByteType ) { return 5121; }
  13633. if ( p === UnsignedShort4444Type ) { return 32819; }
  13634. if ( p === UnsignedShort5551Type ) { return 32820; }
  13635. if ( p === UnsignedShort565Type ) { return 33635; }
  13636. if ( p === ByteType ) { return 5120; }
  13637. if ( p === ShortType ) { return 5122; }
  13638. if ( p === UnsignedShortType ) { return 5123; }
  13639. if ( p === IntType ) { return 5124; }
  13640. if ( p === UnsignedIntType ) { return 5125; }
  13641. if ( p === FloatType ) { return 5126; }
  13642. if ( p === HalfFloatType ) {
  13643. if ( isWebGL2 ) { return 5131; }
  13644. extension = extensions.get( 'OES_texture_half_float' );
  13645. if ( extension !== null ) {
  13646. return extension.HALF_FLOAT_OES;
  13647. } else {
  13648. return null;
  13649. }
  13650. }
  13651. if ( p === AlphaFormat ) { return 6406; }
  13652. if ( p === RGBFormat ) { return 6407; }
  13653. if ( p === RGBAFormat ) { return 6408; }
  13654. if ( p === LuminanceFormat ) { return 6409; }
  13655. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13656. if ( p === DepthFormat ) { return 6402; }
  13657. if ( p === DepthStencilFormat ) { return 34041; }
  13658. if ( p === RedFormat ) { return 6403; }
  13659. // WebGL2 formats.
  13660. if ( p === RedIntegerFormat ) { return 36244; }
  13661. if ( p === RGFormat ) { return 33319; }
  13662. if ( p === RGIntegerFormat ) { return 33320; }
  13663. if ( p === RGBIntegerFormat ) { return 36248; }
  13664. if ( p === RGBAIntegerFormat ) { return 36249; }
  13665. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13666. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13667. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13668. if ( extension !== null ) {
  13669. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13670. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13671. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13672. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13673. } else {
  13674. return null;
  13675. }
  13676. }
  13677. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13678. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13679. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13680. if ( extension !== null ) {
  13681. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13682. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13683. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13684. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13685. } else {
  13686. return null;
  13687. }
  13688. }
  13689. if ( p === RGB_ETC1_Format ) {
  13690. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13691. if ( extension !== null ) {
  13692. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13693. } else {
  13694. return null;
  13695. }
  13696. }
  13697. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13698. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13699. if ( extension !== null ) {
  13700. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13701. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13702. }
  13703. }
  13704. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13705. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13706. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13707. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13708. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13709. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13710. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13711. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13712. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13713. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13714. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13715. if ( extension !== null ) {
  13716. // TODO Complete?
  13717. return p;
  13718. } else {
  13719. return null;
  13720. }
  13721. }
  13722. if ( p === RGBA_BPTC_Format ) {
  13723. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13724. if ( extension !== null ) {
  13725. // TODO Complete?
  13726. return p;
  13727. } else {
  13728. return null;
  13729. }
  13730. }
  13731. if ( p === UnsignedInt248Type ) {
  13732. if ( isWebGL2 ) { return 34042; }
  13733. extension = extensions.get( 'WEBGL_depth_texture' );
  13734. if ( extension !== null ) {
  13735. return extension.UNSIGNED_INT_24_8_WEBGL;
  13736. } else {
  13737. return null;
  13738. }
  13739. }
  13740. }
  13741. return { convert: convert };
  13742. }
  13743. /**
  13744. * @author mrdoob / http://mrdoob.com/
  13745. */
  13746. function ArrayCamera( array ) {
  13747. PerspectiveCamera.call( this );
  13748. this.cameras = array || [];
  13749. }
  13750. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13751. constructor: ArrayCamera,
  13752. isArrayCamera: true
  13753. } );
  13754. /**
  13755. * @author mrdoob / http://mrdoob.com/
  13756. */
  13757. function Group() {
  13758. Object3D.call( this );
  13759. this.type = 'Group';
  13760. }
  13761. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13762. constructor: Group,
  13763. isGroup: true
  13764. } );
  13765. /**
  13766. * @author Mugen87 / https://github.com/Mugen87
  13767. */
  13768. function WebXRController() {
  13769. this._targetRay = null;
  13770. this._grip = null;
  13771. }
  13772. Object.assign( WebXRController.prototype, {
  13773. constructor: WebXRController,
  13774. getTargetRaySpace: function () {
  13775. if ( this._targetRay === null ) {
  13776. this._targetRay = new Group();
  13777. this._targetRay.matrixAutoUpdate = false;
  13778. this._targetRay.visible = false;
  13779. }
  13780. return this._targetRay;
  13781. },
  13782. getGripSpace: function () {
  13783. if ( this._grip === null ) {
  13784. this._grip = new Group();
  13785. this._grip.matrixAutoUpdate = false;
  13786. this._grip.visible = false;
  13787. }
  13788. return this._grip;
  13789. },
  13790. dispatchEvent: function ( event ) {
  13791. if ( this._targetRay !== null ) {
  13792. this._targetRay.dispatchEvent( event );
  13793. }
  13794. if ( this._grip !== null ) {
  13795. this._grip.dispatchEvent( event );
  13796. }
  13797. return this;
  13798. },
  13799. disconnect: function ( inputSource ) {
  13800. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13801. if ( this._targetRay !== null ) {
  13802. this._targetRay.visible = false;
  13803. }
  13804. if ( this._grip !== null ) {
  13805. this._grip.visible = false;
  13806. }
  13807. return this;
  13808. },
  13809. update: function ( inputSource, frame, referenceSpace ) {
  13810. var inputPose = null;
  13811. var gripPose = null;
  13812. var targetRay = this._targetRay;
  13813. var grip = this._grip;
  13814. if ( inputSource ) {
  13815. if ( targetRay !== null ) {
  13816. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13817. if ( inputPose !== null ) {
  13818. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13819. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13820. }
  13821. }
  13822. if ( grip !== null && inputSource.gripSpace ) {
  13823. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13824. if ( gripPose !== null ) {
  13825. grip.matrix.fromArray( gripPose.transform.matrix );
  13826. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13827. }
  13828. }
  13829. }
  13830. if ( targetRay !== null ) {
  13831. targetRay.visible = ( inputPose !== null );
  13832. }
  13833. if ( grip !== null ) {
  13834. grip.visible = ( gripPose !== null );
  13835. }
  13836. return this;
  13837. }
  13838. } );
  13839. /**
  13840. * @author mrdoob / http://mrdoob.com/
  13841. */
  13842. function WebXRManager( renderer, gl ) {
  13843. var scope = this;
  13844. var session = null;
  13845. var framebufferScaleFactor = 1.0;
  13846. var referenceSpace = null;
  13847. var referenceSpaceType = 'local-floor';
  13848. var pose = null;
  13849. var controllers = [];
  13850. var inputSourcesMap = new Map();
  13851. //
  13852. var cameraL = new PerspectiveCamera();
  13853. cameraL.layers.enable( 1 );
  13854. cameraL.viewport = new Vector4();
  13855. var cameraR = new PerspectiveCamera();
  13856. cameraR.layers.enable( 2 );
  13857. cameraR.viewport = new Vector4();
  13858. var cameras = [ cameraL, cameraR ];
  13859. var cameraVR = new ArrayCamera();
  13860. cameraVR.layers.enable( 1 );
  13861. cameraVR.layers.enable( 2 );
  13862. var _currentDepthNear = null;
  13863. var _currentDepthFar = null;
  13864. //
  13865. this.enabled = false;
  13866. this.isPresenting = false;
  13867. this.getController = function ( index ) {
  13868. var controller = controllers[ index ];
  13869. if ( controller === undefined ) {
  13870. controller = new WebXRController();
  13871. controllers[ index ] = controller;
  13872. }
  13873. return controller.getTargetRaySpace();
  13874. };
  13875. this.getControllerGrip = function ( index ) {
  13876. var controller = controllers[ index ];
  13877. if ( controller === undefined ) {
  13878. controller = new WebXRController();
  13879. controllers[ index ] = controller;
  13880. }
  13881. return controller.getGripSpace();
  13882. };
  13883. //
  13884. function onSessionEvent( event ) {
  13885. var controller = inputSourcesMap.get( event.inputSource );
  13886. if ( controller ) {
  13887. controller.dispatchEvent( { type: event.type } );
  13888. }
  13889. }
  13890. function onSessionEnd() {
  13891. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13892. controller.disconnect( inputSource );
  13893. } );
  13894. inputSourcesMap.clear();
  13895. //
  13896. renderer.setFramebuffer( null );
  13897. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13898. animation.stop();
  13899. scope.isPresenting = false;
  13900. scope.dispatchEvent( { type: 'sessionend' } );
  13901. }
  13902. function onRequestReferenceSpace( value ) {
  13903. referenceSpace = value;
  13904. animation.setContext( session );
  13905. animation.start();
  13906. scope.isPresenting = true;
  13907. scope.dispatchEvent( { type: 'sessionstart' } );
  13908. }
  13909. this.setFramebufferScaleFactor = function ( value ) {
  13910. framebufferScaleFactor = value;
  13911. if ( scope.isPresenting === true ) {
  13912. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13913. }
  13914. };
  13915. this.setReferenceSpaceType = function ( value ) {
  13916. referenceSpaceType = value;
  13917. if ( scope.isPresenting === true ) {
  13918. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  13919. }
  13920. };
  13921. this.getReferenceSpace = function () {
  13922. return referenceSpace;
  13923. };
  13924. this.getSession = function () {
  13925. return session;
  13926. };
  13927. this.setSession = function ( value ) {
  13928. session = value;
  13929. if ( session !== null ) {
  13930. session.addEventListener( 'select', onSessionEvent );
  13931. session.addEventListener( 'selectstart', onSessionEvent );
  13932. session.addEventListener( 'selectend', onSessionEvent );
  13933. session.addEventListener( 'squeeze', onSessionEvent );
  13934. session.addEventListener( 'squeezestart', onSessionEvent );
  13935. session.addEventListener( 'squeezeend', onSessionEvent );
  13936. session.addEventListener( 'end', onSessionEnd );
  13937. var attributes = gl.getContextAttributes();
  13938. if ( attributes.xrCompatible !== true ) {
  13939. gl.makeXRCompatible();
  13940. }
  13941. var layerInit = {
  13942. antialias: attributes.antialias,
  13943. alpha: attributes.alpha,
  13944. depth: attributes.depth,
  13945. stencil: attributes.stencil,
  13946. framebufferScaleFactor: framebufferScaleFactor
  13947. };
  13948. // eslint-disable-next-line no-undef
  13949. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13950. session.updateRenderState( { baseLayer: baseLayer } );
  13951. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13952. //
  13953. session.addEventListener( 'inputsourceschange', updateInputSources );
  13954. }
  13955. };
  13956. function updateInputSources( event ) {
  13957. var inputSources = session.inputSources;
  13958. // Assign inputSources to available controllers
  13959. for ( var i = 0; i < controllers.length; i ++ ) {
  13960. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13961. }
  13962. // Notify disconnected
  13963. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  13964. var inputSource = event.removed[ i$1 ];
  13965. var controller = inputSourcesMap.get( inputSource );
  13966. if ( controller ) {
  13967. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13968. inputSourcesMap.delete( inputSource );
  13969. }
  13970. }
  13971. // Notify connected
  13972. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  13973. var inputSource$1 = event.added[ i$2 ];
  13974. var controller$1 = inputSourcesMap.get( inputSource$1 );
  13975. if ( controller$1 ) {
  13976. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  13977. }
  13978. }
  13979. }
  13980. //
  13981. var cameraLPos = new Vector3();
  13982. var cameraRPos = new Vector3();
  13983. /**
  13984. * @author jsantell / https://www.jsantell.com/
  13985. *
  13986. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13987. * the cameras' projection and world matrices have already been set.
  13988. * And that near and far planes are identical for both cameras.
  13989. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13990. */
  13991. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13992. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13993. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13994. var ipd = cameraLPos.distanceTo( cameraRPos );
  13995. var projL = cameraL.projectionMatrix.elements;
  13996. var projR = cameraR.projectionMatrix.elements;
  13997. // VR systems will have identical far and near planes, and
  13998. // most likely identical top and bottom frustum extents.
  13999. // Use the left camera for these values.
  14000. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14001. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14002. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14003. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14004. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14005. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14006. var left = near * leftFov;
  14007. var right = near * rightFov;
  14008. // Calculate the new camera's position offset from the
  14009. // left camera. xOffset should be roughly half `ipd`.
  14010. var zOffset = ipd / ( - leftFov + rightFov );
  14011. var xOffset = zOffset * - leftFov;
  14012. // TODO: Better way to apply this offset?
  14013. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14014. camera.translateX( xOffset );
  14015. camera.translateZ( zOffset );
  14016. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14017. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14018. // Find the union of the frustum values of the cameras and scale
  14019. // the values so that the near plane's position does not change in world space,
  14020. // although must now be relative to the new union camera.
  14021. var near2 = near + zOffset;
  14022. var far2 = far + zOffset;
  14023. var left2 = left - xOffset;
  14024. var right2 = right + ( ipd - xOffset );
  14025. var top2 = topFov * far / far2 * near2;
  14026. var bottom2 = bottomFov * far / far2 * near2;
  14027. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14028. }
  14029. function updateCamera( camera, parent ) {
  14030. if ( parent === null ) {
  14031. camera.matrixWorld.copy( camera.matrix );
  14032. } else {
  14033. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14034. }
  14035. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14036. }
  14037. this.getCamera = function ( camera ) {
  14038. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14039. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14040. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14041. // Note that the new renderState won't apply until the next frame. See #18320
  14042. session.updateRenderState( {
  14043. depthNear: cameraVR.near,
  14044. depthFar: cameraVR.far
  14045. } );
  14046. _currentDepthNear = cameraVR.near;
  14047. _currentDepthFar = cameraVR.far;
  14048. }
  14049. var parent = camera.parent;
  14050. var cameras = cameraVR.cameras;
  14051. updateCamera( cameraVR, parent );
  14052. for ( var i = 0; i < cameras.length; i ++ ) {
  14053. updateCamera( cameras[ i ], parent );
  14054. }
  14055. // update camera and its children
  14056. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14057. var children = camera.children;
  14058. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14059. children[ i$1 ].updateMatrixWorld( true );
  14060. }
  14061. // update projection matrix for proper view frustum culling
  14062. if ( cameras.length === 2 ) {
  14063. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14064. } else {
  14065. // assume single camera setup (AR)
  14066. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14067. }
  14068. return cameraVR;
  14069. };
  14070. // Animation Loop
  14071. var onAnimationFrameCallback = null;
  14072. function onAnimationFrame( time, frame ) {
  14073. pose = frame.getViewerPose( referenceSpace );
  14074. if ( pose !== null ) {
  14075. var views = pose.views;
  14076. var baseLayer = session.renderState.baseLayer;
  14077. renderer.setFramebuffer( baseLayer.framebuffer );
  14078. var cameraVRNeedsUpdate = false;
  14079. // check if it's necessary to rebuild cameraVR's camera list
  14080. if ( views.length !== cameraVR.cameras.length ) {
  14081. cameraVR.cameras.length = 0;
  14082. cameraVRNeedsUpdate = true;
  14083. }
  14084. for ( var i = 0; i < views.length; i ++ ) {
  14085. var view = views[ i ];
  14086. var viewport = baseLayer.getViewport( view );
  14087. var camera = cameras[ i ];
  14088. camera.matrix.fromArray( view.transform.matrix );
  14089. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14090. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14091. if ( i === 0 ) {
  14092. cameraVR.matrix.copy( camera.matrix );
  14093. }
  14094. if ( cameraVRNeedsUpdate === true ) {
  14095. cameraVR.cameras.push( camera );
  14096. }
  14097. }
  14098. }
  14099. //
  14100. var inputSources = session.inputSources;
  14101. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14102. var controller = controllers[ i$1 ];
  14103. var inputSource = inputSources[ i$1 ];
  14104. controller.update( inputSource, frame, referenceSpace );
  14105. }
  14106. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14107. }
  14108. var animation = new WebGLAnimation();
  14109. animation.setAnimationLoop( onAnimationFrame );
  14110. this.setAnimationLoop = function ( callback ) {
  14111. onAnimationFrameCallback = callback;
  14112. };
  14113. this.dispose = function () {};
  14114. }
  14115. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14116. /**
  14117. * @author mrdoob / http://mrdoob.com/
  14118. */
  14119. function WebGLMaterials( properties ) {
  14120. function refreshFogUniforms( uniforms, fog ) {
  14121. uniforms.fogColor.value.copy( fog.color );
  14122. if ( fog.isFog ) {
  14123. uniforms.fogNear.value = fog.near;
  14124. uniforms.fogFar.value = fog.far;
  14125. } else if ( fog.isFogExp2 ) {
  14126. uniforms.fogDensity.value = fog.density;
  14127. }
  14128. }
  14129. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14130. if ( material.isMeshBasicMaterial ) {
  14131. refreshUniformsCommon( uniforms, material );
  14132. } else if ( material.isMeshLambertMaterial ) {
  14133. refreshUniformsCommon( uniforms, material );
  14134. refreshUniformsLambert( uniforms, material );
  14135. } else if ( material.isMeshToonMaterial ) {
  14136. refreshUniformsCommon( uniforms, material );
  14137. refreshUniformsToon( uniforms, material );
  14138. } else if ( material.isMeshPhongMaterial ) {
  14139. refreshUniformsCommon( uniforms, material );
  14140. refreshUniformsPhong( uniforms, material );
  14141. } else if ( material.isMeshStandardMaterial ) {
  14142. refreshUniformsCommon( uniforms, material, environment );
  14143. if ( material.isMeshPhysicalMaterial ) {
  14144. refreshUniformsPhysical( uniforms, material, environment );
  14145. } else {
  14146. refreshUniformsStandard( uniforms, material, environment );
  14147. }
  14148. } else if ( material.isMeshMatcapMaterial ) {
  14149. refreshUniformsCommon( uniforms, material );
  14150. refreshUniformsMatcap( uniforms, material );
  14151. } else if ( material.isMeshDepthMaterial ) {
  14152. refreshUniformsCommon( uniforms, material );
  14153. refreshUniformsDepth( uniforms, material );
  14154. } else if ( material.isMeshDistanceMaterial ) {
  14155. refreshUniformsCommon( uniforms, material );
  14156. refreshUniformsDistance( uniforms, material );
  14157. } else if ( material.isMeshNormalMaterial ) {
  14158. refreshUniformsCommon( uniforms, material );
  14159. refreshUniformsNormal( uniforms, material );
  14160. } else if ( material.isLineBasicMaterial ) {
  14161. refreshUniformsLine( uniforms, material );
  14162. if ( material.isLineDashedMaterial ) {
  14163. refreshUniformsDash( uniforms, material );
  14164. }
  14165. } else if ( material.isPointsMaterial ) {
  14166. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14167. } else if ( material.isSpriteMaterial ) {
  14168. refreshUniformsSprites( uniforms, material );
  14169. } else if ( material.isShadowMaterial ) {
  14170. uniforms.color.value.copy( material.color );
  14171. uniforms.opacity.value = material.opacity;
  14172. } else if ( material.isShaderMaterial ) {
  14173. material.uniformsNeedUpdate = false; // #15581
  14174. }
  14175. }
  14176. function refreshUniformsCommon( uniforms, material, environment ) {
  14177. uniforms.opacity.value = material.opacity;
  14178. if ( material.color ) {
  14179. uniforms.diffuse.value.copy( material.color );
  14180. }
  14181. if ( material.emissive ) {
  14182. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14183. }
  14184. if ( material.map ) {
  14185. uniforms.map.value = material.map;
  14186. }
  14187. if ( material.alphaMap ) {
  14188. uniforms.alphaMap.value = material.alphaMap;
  14189. }
  14190. if ( material.specularMap ) {
  14191. uniforms.specularMap.value = material.specularMap;
  14192. }
  14193. var envMap = material.envMap || environment;
  14194. if ( envMap ) {
  14195. uniforms.envMap.value = envMap;
  14196. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14197. uniforms.reflectivity.value = material.reflectivity;
  14198. uniforms.refractionRatio.value = material.refractionRatio;
  14199. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14200. }
  14201. if ( material.lightMap ) {
  14202. uniforms.lightMap.value = material.lightMap;
  14203. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14204. }
  14205. if ( material.aoMap ) {
  14206. uniforms.aoMap.value = material.aoMap;
  14207. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14208. }
  14209. // uv repeat and offset setting priorities
  14210. // 1. color map
  14211. // 2. specular map
  14212. // 3. normal map
  14213. // 4. bump map
  14214. // 5. alpha map
  14215. // 6. emissive map
  14216. var uvScaleMap;
  14217. if ( material.map ) {
  14218. uvScaleMap = material.map;
  14219. } else if ( material.specularMap ) {
  14220. uvScaleMap = material.specularMap;
  14221. } else if ( material.displacementMap ) {
  14222. uvScaleMap = material.displacementMap;
  14223. } else if ( material.normalMap ) {
  14224. uvScaleMap = material.normalMap;
  14225. } else if ( material.bumpMap ) {
  14226. uvScaleMap = material.bumpMap;
  14227. } else if ( material.roughnessMap ) {
  14228. uvScaleMap = material.roughnessMap;
  14229. } else if ( material.metalnessMap ) {
  14230. uvScaleMap = material.metalnessMap;
  14231. } else if ( material.alphaMap ) {
  14232. uvScaleMap = material.alphaMap;
  14233. } else if ( material.emissiveMap ) {
  14234. uvScaleMap = material.emissiveMap;
  14235. }
  14236. if ( uvScaleMap !== undefined ) {
  14237. // backwards compatibility
  14238. if ( uvScaleMap.isWebGLRenderTarget ) {
  14239. uvScaleMap = uvScaleMap.texture;
  14240. }
  14241. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14242. uvScaleMap.updateMatrix();
  14243. }
  14244. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14245. }
  14246. // uv repeat and offset setting priorities for uv2
  14247. // 1. ao map
  14248. // 2. light map
  14249. var uv2ScaleMap;
  14250. if ( material.aoMap ) {
  14251. uv2ScaleMap = material.aoMap;
  14252. } else if ( material.lightMap ) {
  14253. uv2ScaleMap = material.lightMap;
  14254. }
  14255. if ( uv2ScaleMap !== undefined ) {
  14256. // backwards compatibility
  14257. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14258. uv2ScaleMap = uv2ScaleMap.texture;
  14259. }
  14260. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14261. uv2ScaleMap.updateMatrix();
  14262. }
  14263. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14264. }
  14265. }
  14266. function refreshUniformsLine( uniforms, material ) {
  14267. uniforms.diffuse.value.copy( material.color );
  14268. uniforms.opacity.value = material.opacity;
  14269. }
  14270. function refreshUniformsDash( uniforms, material ) {
  14271. uniforms.dashSize.value = material.dashSize;
  14272. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14273. uniforms.scale.value = material.scale;
  14274. }
  14275. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14276. uniforms.diffuse.value.copy( material.color );
  14277. uniforms.opacity.value = material.opacity;
  14278. uniforms.size.value = material.size * pixelRatio;
  14279. uniforms.scale.value = height * 0.5;
  14280. if ( material.map ) {
  14281. uniforms.map.value = material.map;
  14282. }
  14283. if ( material.alphaMap ) {
  14284. uniforms.alphaMap.value = material.alphaMap;
  14285. }
  14286. // uv repeat and offset setting priorities
  14287. // 1. color map
  14288. // 2. alpha map
  14289. var uvScaleMap;
  14290. if ( material.map ) {
  14291. uvScaleMap = material.map;
  14292. } else if ( material.alphaMap ) {
  14293. uvScaleMap = material.alphaMap;
  14294. }
  14295. if ( uvScaleMap !== undefined ) {
  14296. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14297. uvScaleMap.updateMatrix();
  14298. }
  14299. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14300. }
  14301. }
  14302. function refreshUniformsSprites( uniforms, material ) {
  14303. uniforms.diffuse.value.copy( material.color );
  14304. uniforms.opacity.value = material.opacity;
  14305. uniforms.rotation.value = material.rotation;
  14306. if ( material.map ) {
  14307. uniforms.map.value = material.map;
  14308. }
  14309. if ( material.alphaMap ) {
  14310. uniforms.alphaMap.value = material.alphaMap;
  14311. }
  14312. // uv repeat and offset setting priorities
  14313. // 1. color map
  14314. // 2. alpha map
  14315. var uvScaleMap;
  14316. if ( material.map ) {
  14317. uvScaleMap = material.map;
  14318. } else if ( material.alphaMap ) {
  14319. uvScaleMap = material.alphaMap;
  14320. }
  14321. if ( uvScaleMap !== undefined ) {
  14322. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14323. uvScaleMap.updateMatrix();
  14324. }
  14325. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14326. }
  14327. }
  14328. function refreshUniformsLambert( uniforms, material ) {
  14329. if ( material.emissiveMap ) {
  14330. uniforms.emissiveMap.value = material.emissiveMap;
  14331. }
  14332. }
  14333. function refreshUniformsPhong( uniforms, material ) {
  14334. uniforms.specular.value.copy( material.specular );
  14335. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14336. if ( material.emissiveMap ) {
  14337. uniforms.emissiveMap.value = material.emissiveMap;
  14338. }
  14339. if ( material.bumpMap ) {
  14340. uniforms.bumpMap.value = material.bumpMap;
  14341. uniforms.bumpScale.value = material.bumpScale;
  14342. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14343. }
  14344. if ( material.normalMap ) {
  14345. uniforms.normalMap.value = material.normalMap;
  14346. uniforms.normalScale.value.copy( material.normalScale );
  14347. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14348. }
  14349. if ( material.displacementMap ) {
  14350. uniforms.displacementMap.value = material.displacementMap;
  14351. uniforms.displacementScale.value = material.displacementScale;
  14352. uniforms.displacementBias.value = material.displacementBias;
  14353. }
  14354. }
  14355. function refreshUniformsToon( uniforms, material ) {
  14356. uniforms.specular.value.copy( material.specular );
  14357. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14358. if ( material.gradientMap ) {
  14359. uniforms.gradientMap.value = material.gradientMap;
  14360. }
  14361. if ( material.emissiveMap ) {
  14362. uniforms.emissiveMap.value = material.emissiveMap;
  14363. }
  14364. if ( material.bumpMap ) {
  14365. uniforms.bumpMap.value = material.bumpMap;
  14366. uniforms.bumpScale.value = material.bumpScale;
  14367. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14368. }
  14369. if ( material.normalMap ) {
  14370. uniforms.normalMap.value = material.normalMap;
  14371. uniforms.normalScale.value.copy( material.normalScale );
  14372. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14373. }
  14374. if ( material.displacementMap ) {
  14375. uniforms.displacementMap.value = material.displacementMap;
  14376. uniforms.displacementScale.value = material.displacementScale;
  14377. uniforms.displacementBias.value = material.displacementBias;
  14378. }
  14379. }
  14380. function refreshUniformsStandard( uniforms, material, environment ) {
  14381. uniforms.roughness.value = material.roughness;
  14382. uniforms.metalness.value = material.metalness;
  14383. if ( material.roughnessMap ) {
  14384. uniforms.roughnessMap.value = material.roughnessMap;
  14385. }
  14386. if ( material.metalnessMap ) {
  14387. uniforms.metalnessMap.value = material.metalnessMap;
  14388. }
  14389. if ( material.emissiveMap ) {
  14390. uniforms.emissiveMap.value = material.emissiveMap;
  14391. }
  14392. if ( material.bumpMap ) {
  14393. uniforms.bumpMap.value = material.bumpMap;
  14394. uniforms.bumpScale.value = material.bumpScale;
  14395. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14396. }
  14397. if ( material.normalMap ) {
  14398. uniforms.normalMap.value = material.normalMap;
  14399. uniforms.normalScale.value.copy( material.normalScale );
  14400. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14401. }
  14402. if ( material.displacementMap ) {
  14403. uniforms.displacementMap.value = material.displacementMap;
  14404. uniforms.displacementScale.value = material.displacementScale;
  14405. uniforms.displacementBias.value = material.displacementBias;
  14406. }
  14407. if ( material.envMap || environment ) {
  14408. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14409. uniforms.envMapIntensity.value = material.envMapIntensity;
  14410. }
  14411. }
  14412. function refreshUniformsPhysical( uniforms, material, environment ) {
  14413. refreshUniformsStandard( uniforms, material, environment );
  14414. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14415. uniforms.clearcoat.value = material.clearcoat;
  14416. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14417. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14418. if ( material.clearcoatMap ) {
  14419. uniforms.clearcoatMap.value = material.clearcoatMap;
  14420. }
  14421. if ( material.clearcoatRoughnessMap ) {
  14422. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14423. }
  14424. if ( material.clearcoatNormalMap ) {
  14425. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14426. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14427. if ( material.side === BackSide ) {
  14428. uniforms.clearcoatNormalScale.value.negate();
  14429. }
  14430. }
  14431. uniforms.transparency.value = material.transparency;
  14432. }
  14433. function refreshUniformsMatcap( uniforms, material ) {
  14434. if ( material.matcap ) {
  14435. uniforms.matcap.value = material.matcap;
  14436. }
  14437. if ( material.bumpMap ) {
  14438. uniforms.bumpMap.value = material.bumpMap;
  14439. uniforms.bumpScale.value = material.bumpScale;
  14440. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14441. }
  14442. if ( material.normalMap ) {
  14443. uniforms.normalMap.value = material.normalMap;
  14444. uniforms.normalScale.value.copy( material.normalScale );
  14445. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14446. }
  14447. if ( material.displacementMap ) {
  14448. uniforms.displacementMap.value = material.displacementMap;
  14449. uniforms.displacementScale.value = material.displacementScale;
  14450. uniforms.displacementBias.value = material.displacementBias;
  14451. }
  14452. }
  14453. function refreshUniformsDepth( uniforms, material ) {
  14454. if ( material.displacementMap ) {
  14455. uniforms.displacementMap.value = material.displacementMap;
  14456. uniforms.displacementScale.value = material.displacementScale;
  14457. uniforms.displacementBias.value = material.displacementBias;
  14458. }
  14459. }
  14460. function refreshUniformsDistance( uniforms, material ) {
  14461. if ( material.displacementMap ) {
  14462. uniforms.displacementMap.value = material.displacementMap;
  14463. uniforms.displacementScale.value = material.displacementScale;
  14464. uniforms.displacementBias.value = material.displacementBias;
  14465. }
  14466. uniforms.referencePosition.value.copy( material.referencePosition );
  14467. uniforms.nearDistance.value = material.nearDistance;
  14468. uniforms.farDistance.value = material.farDistance;
  14469. }
  14470. function refreshUniformsNormal( uniforms, material ) {
  14471. if ( material.bumpMap ) {
  14472. uniforms.bumpMap.value = material.bumpMap;
  14473. uniforms.bumpScale.value = material.bumpScale;
  14474. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14475. }
  14476. if ( material.normalMap ) {
  14477. uniforms.normalMap.value = material.normalMap;
  14478. uniforms.normalScale.value.copy( material.normalScale );
  14479. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14480. }
  14481. if ( material.displacementMap ) {
  14482. uniforms.displacementMap.value = material.displacementMap;
  14483. uniforms.displacementScale.value = material.displacementScale;
  14484. uniforms.displacementBias.value = material.displacementBias;
  14485. }
  14486. }
  14487. return {
  14488. refreshFogUniforms: refreshFogUniforms,
  14489. refreshMaterialUniforms: refreshMaterialUniforms
  14490. };
  14491. }
  14492. /**
  14493. * @author supereggbert / http://www.paulbrunt.co.uk/
  14494. * @author mrdoob / http://mrdoob.com/
  14495. * @author alteredq / http://alteredqualia.com/
  14496. * @author szimek / https://github.com/szimek/
  14497. * @author tschw
  14498. */
  14499. function WebGLRenderer( parameters ) {
  14500. parameters = parameters || {};
  14501. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14502. _context = parameters.context !== undefined ? parameters.context : null,
  14503. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14504. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14505. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14506. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14507. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14508. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14509. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14510. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14511. var currentRenderList = null;
  14512. var currentRenderState = null;
  14513. // public properties
  14514. this.domElement = _canvas;
  14515. // Debug configuration container
  14516. this.debug = {
  14517. /**
  14518. * Enables error checking and reporting when shader programs are being compiled
  14519. * @type {boolean}
  14520. */
  14521. checkShaderErrors: true
  14522. };
  14523. // clearing
  14524. this.autoClear = true;
  14525. this.autoClearColor = true;
  14526. this.autoClearDepth = true;
  14527. this.autoClearStencil = true;
  14528. // scene graph
  14529. this.sortObjects = true;
  14530. // user-defined clipping
  14531. this.clippingPlanes = [];
  14532. this.localClippingEnabled = false;
  14533. // physically based shading
  14534. this.gammaFactor = 2.0; // for backwards compatibility
  14535. this.outputEncoding = LinearEncoding;
  14536. // physical lights
  14537. this.physicallyCorrectLights = false;
  14538. // tone mapping
  14539. this.toneMapping = NoToneMapping;
  14540. this.toneMappingExposure = 1.0;
  14541. // morphs
  14542. this.maxMorphTargets = 8;
  14543. this.maxMorphNormals = 4;
  14544. // internal properties
  14545. var _this = this;
  14546. var _isContextLost = false;
  14547. // internal state cache
  14548. var _framebuffer = null;
  14549. var _currentActiveCubeFace = 0;
  14550. var _currentActiveMipmapLevel = 0;
  14551. var _currentRenderTarget = null;
  14552. var _currentFramebuffer = null;
  14553. var _currentMaterialId = - 1;
  14554. // geometry and program caching
  14555. var _currentGeometryProgram = {
  14556. geometry: null,
  14557. program: null,
  14558. wireframe: false
  14559. };
  14560. var _currentCamera = null;
  14561. var _currentArrayCamera = null;
  14562. var _currentViewport = new Vector4();
  14563. var _currentScissor = new Vector4();
  14564. var _currentScissorTest = null;
  14565. //
  14566. var _width = _canvas.width;
  14567. var _height = _canvas.height;
  14568. var _pixelRatio = 1;
  14569. var _opaqueSort = null;
  14570. var _transparentSort = null;
  14571. var _viewport = new Vector4( 0, 0, _width, _height );
  14572. var _scissor = new Vector4( 0, 0, _width, _height );
  14573. var _scissorTest = false;
  14574. // frustum
  14575. var _frustum = new Frustum();
  14576. // clipping
  14577. var _clipping = new WebGLClipping();
  14578. var _clippingEnabled = false;
  14579. var _localClippingEnabled = false;
  14580. // camera matrices cache
  14581. var _projScreenMatrix = new Matrix4();
  14582. var _vector3 = new Vector3();
  14583. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14584. function getTargetPixelRatio() {
  14585. return _currentRenderTarget === null ? _pixelRatio : 1;
  14586. }
  14587. // initialize
  14588. var _gl;
  14589. try {
  14590. var contextAttributes = {
  14591. alpha: _alpha,
  14592. depth: _depth,
  14593. stencil: _stencil,
  14594. antialias: _antialias,
  14595. premultipliedAlpha: _premultipliedAlpha,
  14596. preserveDrawingBuffer: _preserveDrawingBuffer,
  14597. powerPreference: _powerPreference,
  14598. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14599. };
  14600. // event listeners must be registered before WebGL context is created, see #12753
  14601. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14602. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14603. _gl = _context || _canvas.getContext( 'webgl2', contextAttributes ) || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14604. if ( _gl === null ) {
  14605. if ( _canvas.getContext( 'webgl2' ) || _canvas.getContext( 'webgl' ) || _canvas.getContext( 'experimental-webgl' ) ) {
  14606. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14607. } else {
  14608. throw new Error( 'Error creating WebGL context.' );
  14609. }
  14610. }
  14611. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14612. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14613. _gl.getShaderPrecisionFormat = function () {
  14614. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14615. };
  14616. }
  14617. } catch ( error ) {
  14618. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14619. throw error;
  14620. }
  14621. var extensions, capabilities, state, info;
  14622. var properties, textures, attributes, geometries, objects;
  14623. var programCache, materials, renderLists, renderStates;
  14624. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14625. var utils;
  14626. function initGLContext() {
  14627. extensions = new WebGLExtensions( _gl );
  14628. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14629. if ( capabilities.isWebGL2 === false ) {
  14630. extensions.get( 'WEBGL_depth_texture' );
  14631. extensions.get( 'OES_texture_float' );
  14632. extensions.get( 'OES_texture_half_float' );
  14633. extensions.get( 'OES_texture_half_float_linear' );
  14634. extensions.get( 'OES_standard_derivatives' );
  14635. extensions.get( 'OES_element_index_uint' );
  14636. extensions.get( 'ANGLE_instanced_arrays' );
  14637. }
  14638. extensions.get( 'OES_texture_float_linear' );
  14639. utils = new WebGLUtils( _gl, extensions, capabilities );
  14640. state = new WebGLState( _gl, extensions, capabilities );
  14641. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14642. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14643. info = new WebGLInfo( _gl );
  14644. properties = new WebGLProperties();
  14645. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14646. attributes = new WebGLAttributes( _gl, capabilities );
  14647. geometries = new WebGLGeometries( _gl, attributes, info );
  14648. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14649. morphtargets = new WebGLMorphtargets( _gl );
  14650. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14651. materials = new WebGLMaterials( properties );
  14652. renderLists = new WebGLRenderLists();
  14653. renderStates = new WebGLRenderStates();
  14654. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14655. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14656. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14657. info.programs = programCache.programs;
  14658. _this.capabilities = capabilities;
  14659. _this.extensions = extensions;
  14660. _this.properties = properties;
  14661. _this.renderLists = renderLists;
  14662. _this.state = state;
  14663. _this.info = info;
  14664. }
  14665. initGLContext();
  14666. // xr
  14667. var xr = new WebXRManager( _this, _gl );
  14668. this.xr = xr;
  14669. // shadow map
  14670. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14671. this.shadowMap = shadowMap;
  14672. // API
  14673. this.getContext = function () {
  14674. return _gl;
  14675. };
  14676. this.getContextAttributes = function () {
  14677. return _gl.getContextAttributes();
  14678. };
  14679. this.forceContextLoss = function () {
  14680. var extension = extensions.get( 'WEBGL_lose_context' );
  14681. if ( extension ) { extension.loseContext(); }
  14682. };
  14683. this.forceContextRestore = function () {
  14684. var extension = extensions.get( 'WEBGL_lose_context' );
  14685. if ( extension ) { extension.restoreContext(); }
  14686. };
  14687. this.getPixelRatio = function () {
  14688. return _pixelRatio;
  14689. };
  14690. this.setPixelRatio = function ( value ) {
  14691. if ( value === undefined ) { return; }
  14692. _pixelRatio = value;
  14693. this.setSize( _width, _height, false );
  14694. };
  14695. this.getSize = function ( target ) {
  14696. if ( target === undefined ) {
  14697. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14698. target = new Vector2();
  14699. }
  14700. return target.set( _width, _height );
  14701. };
  14702. this.setSize = function ( width, height, updateStyle ) {
  14703. if ( xr.isPresenting ) {
  14704. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14705. return;
  14706. }
  14707. _width = width;
  14708. _height = height;
  14709. _canvas.width = Math.floor( width * _pixelRatio );
  14710. _canvas.height = Math.floor( height * _pixelRatio );
  14711. if ( updateStyle !== false ) {
  14712. _canvas.style.width = width + 'px';
  14713. _canvas.style.height = height + 'px';
  14714. }
  14715. this.setViewport( 0, 0, width, height );
  14716. };
  14717. this.getDrawingBufferSize = function ( target ) {
  14718. if ( target === undefined ) {
  14719. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14720. target = new Vector2();
  14721. }
  14722. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14723. };
  14724. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14725. _width = width;
  14726. _height = height;
  14727. _pixelRatio = pixelRatio;
  14728. _canvas.width = Math.floor( width * pixelRatio );
  14729. _canvas.height = Math.floor( height * pixelRatio );
  14730. this.setViewport( 0, 0, width, height );
  14731. };
  14732. this.getCurrentViewport = function ( target ) {
  14733. if ( target === undefined ) {
  14734. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14735. target = new Vector4();
  14736. }
  14737. return target.copy( _currentViewport );
  14738. };
  14739. this.getViewport = function ( target ) {
  14740. return target.copy( _viewport );
  14741. };
  14742. this.setViewport = function ( x, y, width, height ) {
  14743. if ( x.isVector4 ) {
  14744. _viewport.set( x.x, x.y, x.z, x.w );
  14745. } else {
  14746. _viewport.set( x, y, width, height );
  14747. }
  14748. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14749. };
  14750. this.getScissor = function ( target ) {
  14751. return target.copy( _scissor );
  14752. };
  14753. this.setScissor = function ( x, y, width, height ) {
  14754. if ( x.isVector4 ) {
  14755. _scissor.set( x.x, x.y, x.z, x.w );
  14756. } else {
  14757. _scissor.set( x, y, width, height );
  14758. }
  14759. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14760. };
  14761. this.getScissorTest = function () {
  14762. return _scissorTest;
  14763. };
  14764. this.setScissorTest = function ( boolean ) {
  14765. state.setScissorTest( _scissorTest = boolean );
  14766. };
  14767. this.setOpaqueSort = function ( method ) {
  14768. _opaqueSort = method;
  14769. };
  14770. this.setTransparentSort = function ( method ) {
  14771. _transparentSort = method;
  14772. };
  14773. // Clearing
  14774. this.getClearColor = function () {
  14775. return background.getClearColor();
  14776. };
  14777. this.setClearColor = function () {
  14778. background.setClearColor.apply( background, arguments );
  14779. };
  14780. this.getClearAlpha = function () {
  14781. return background.getClearAlpha();
  14782. };
  14783. this.setClearAlpha = function () {
  14784. background.setClearAlpha.apply( background, arguments );
  14785. };
  14786. this.clear = function ( color, depth, stencil ) {
  14787. var bits = 0;
  14788. if ( color === undefined || color ) { bits |= 16384; }
  14789. if ( depth === undefined || depth ) { bits |= 256; }
  14790. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14791. _gl.clear( bits );
  14792. };
  14793. this.clearColor = function () {
  14794. this.clear( true, false, false );
  14795. };
  14796. this.clearDepth = function () {
  14797. this.clear( false, true, false );
  14798. };
  14799. this.clearStencil = function () {
  14800. this.clear( false, false, true );
  14801. };
  14802. //
  14803. this.dispose = function () {
  14804. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14805. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14806. renderLists.dispose();
  14807. renderStates.dispose();
  14808. properties.dispose();
  14809. objects.dispose();
  14810. xr.dispose();
  14811. animation.stop();
  14812. };
  14813. // Events
  14814. function onContextLost( event ) {
  14815. event.preventDefault();
  14816. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14817. _isContextLost = true;
  14818. }
  14819. function onContextRestore( /* event */ ) {
  14820. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14821. _isContextLost = false;
  14822. initGLContext();
  14823. }
  14824. function onMaterialDispose( event ) {
  14825. var material = event.target;
  14826. material.removeEventListener( 'dispose', onMaterialDispose );
  14827. deallocateMaterial( material );
  14828. }
  14829. // Buffer deallocation
  14830. function deallocateMaterial( material ) {
  14831. releaseMaterialProgramReference( material );
  14832. properties.remove( material );
  14833. }
  14834. function releaseMaterialProgramReference( material ) {
  14835. var programInfo = properties.get( material ).program;
  14836. material.program = undefined;
  14837. if ( programInfo !== undefined ) {
  14838. programCache.releaseProgram( programInfo );
  14839. }
  14840. }
  14841. // Buffer rendering
  14842. function renderObjectImmediate( object, program ) {
  14843. object.render( function ( object ) {
  14844. _this.renderBufferImmediate( object, program );
  14845. } );
  14846. }
  14847. this.renderBufferImmediate = function ( object, program ) {
  14848. state.initAttributes();
  14849. var buffers = properties.get( object );
  14850. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14851. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14852. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14853. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14854. var programAttributes = program.getAttributes();
  14855. if ( object.hasPositions ) {
  14856. _gl.bindBuffer( 34962, buffers.position );
  14857. _gl.bufferData( 34962, object.positionArray, 35048 );
  14858. state.enableAttribute( programAttributes.position );
  14859. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14860. }
  14861. if ( object.hasNormals ) {
  14862. _gl.bindBuffer( 34962, buffers.normal );
  14863. _gl.bufferData( 34962, object.normalArray, 35048 );
  14864. state.enableAttribute( programAttributes.normal );
  14865. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14866. }
  14867. if ( object.hasUvs ) {
  14868. _gl.bindBuffer( 34962, buffers.uv );
  14869. _gl.bufferData( 34962, object.uvArray, 35048 );
  14870. state.enableAttribute( programAttributes.uv );
  14871. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14872. }
  14873. if ( object.hasColors ) {
  14874. _gl.bindBuffer( 34962, buffers.color );
  14875. _gl.bufferData( 34962, object.colorArray, 35048 );
  14876. state.enableAttribute( programAttributes.color );
  14877. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14878. }
  14879. state.disableUnusedAttributes();
  14880. _gl.drawArrays( 4, 0, object.count );
  14881. object.count = 0;
  14882. };
  14883. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14884. if ( scene === null ) { scene = _emptyScene; } // 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$1 = attributes.get( object.instanceMatrix );
  15024. // TODO Attribute may not be available on context restore
  15025. if ( attribute$1 === undefined ) { continue; }
  15026. var buffer$1 = attribute$1.buffer;
  15027. var type$1 = attribute$1.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$1 );
  15033. _gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  15034. _gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  15035. _gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  15036. _gl.vertexAttribPointer( programAttribute + 3, 4, type$1, 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 = new WeakMap();
  15073. scene.traverse( function ( object ) {
  15074. var material = object.material;
  15075. if ( material ) {
  15076. if ( Array.isArray( material ) ) {
  15077. for ( var i = 0; i < material.length; i ++ ) {
  15078. var material2 = material[ i ];
  15079. if ( compiled.has( material2 ) === false ) {
  15080. initMaterial( material2, scene, object );
  15081. compiled.set( material2 );
  15082. }
  15083. }
  15084. } else if ( compiled.has( material ) === false ) {
  15085. initMaterial( material, scene, object );
  15086. compiled.set( material );
  15087. }
  15088. }
  15089. } );
  15090. };
  15091. // Animation Loop
  15092. var onAnimationFrameCallback = null;
  15093. function onAnimationFrame( time ) {
  15094. if ( xr.isPresenting ) { return; }
  15095. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15096. }
  15097. var animation = new WebGLAnimation();
  15098. animation.setAnimationLoop( onAnimationFrame );
  15099. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15100. this.setAnimationLoop = function ( callback ) {
  15101. onAnimationFrameCallback = callback;
  15102. xr.setAnimationLoop( callback );
  15103. animation.start();
  15104. };
  15105. // Rendering
  15106. this.render = function ( scene, camera ) {
  15107. var renderTarget, forceClear;
  15108. if ( arguments[ 2 ] !== undefined ) {
  15109. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15110. renderTarget = arguments[ 2 ];
  15111. }
  15112. if ( arguments[ 3 ] !== undefined ) {
  15113. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15114. forceClear = arguments[ 3 ];
  15115. }
  15116. if ( camera !== undefined && camera.isCamera !== true ) {
  15117. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15118. return;
  15119. }
  15120. if ( _isContextLost === true ) { return; }
  15121. // reset caching for this frame
  15122. _currentGeometryProgram.geometry = null;
  15123. _currentGeometryProgram.program = null;
  15124. _currentGeometryProgram.wireframe = false;
  15125. _currentMaterialId = - 1;
  15126. _currentCamera = null;
  15127. // update scene graph
  15128. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15129. // update camera matrices and frustum
  15130. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15131. if ( xr.enabled === true && xr.isPresenting === true ) {
  15132. camera = xr.getCamera( camera );
  15133. }
  15134. //
  15135. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15136. currentRenderState = renderStates.get( scene, camera );
  15137. currentRenderState.init();
  15138. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15139. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15140. _localClippingEnabled = this.localClippingEnabled;
  15141. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15142. currentRenderList = renderLists.get( scene, camera );
  15143. currentRenderList.init();
  15144. projectObject( scene, camera, 0, _this.sortObjects );
  15145. currentRenderList.finish();
  15146. if ( _this.sortObjects === true ) {
  15147. currentRenderList.sort( _opaqueSort, _transparentSort );
  15148. }
  15149. //
  15150. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15151. var shadowsArray = currentRenderState.state.shadowsArray;
  15152. shadowMap.render( shadowsArray, scene, camera );
  15153. currentRenderState.setupLights( camera );
  15154. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15155. //
  15156. if ( this.info.autoReset === true ) { this.info.reset(); }
  15157. if ( renderTarget !== undefined ) {
  15158. this.setRenderTarget( renderTarget );
  15159. }
  15160. //
  15161. background.render( currentRenderList, scene, camera, forceClear );
  15162. // render scene
  15163. var opaqueObjects = currentRenderList.opaque;
  15164. var transparentObjects = currentRenderList.transparent;
  15165. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15166. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15167. //
  15168. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15169. //
  15170. if ( _currentRenderTarget !== null ) {
  15171. // Generate mipmap if we're using any kind of mipmap filtering
  15172. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15173. // resolve multisample renderbuffers to a single-sample texture if necessary
  15174. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15175. }
  15176. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15177. state.buffers.depth.setTest( true );
  15178. state.buffers.depth.setMask( true );
  15179. state.buffers.color.setMask( true );
  15180. state.setPolygonOffset( false );
  15181. // _gl.finish();
  15182. currentRenderList = null;
  15183. currentRenderState = null;
  15184. };
  15185. function projectObject( object, camera, groupOrder, sortObjects ) {
  15186. if ( object.visible === false ) { return; }
  15187. var visible = object.layers.test( camera.layers );
  15188. if ( visible ) {
  15189. if ( object.isGroup ) {
  15190. groupOrder = object.renderOrder;
  15191. } else if ( object.isLOD ) {
  15192. if ( object.autoUpdate === true ) { object.update( camera ); }
  15193. } else if ( object.isLight ) {
  15194. currentRenderState.pushLight( object );
  15195. if ( object.castShadow ) {
  15196. currentRenderState.pushShadow( object );
  15197. }
  15198. } else if ( object.isSprite ) {
  15199. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15200. if ( sortObjects ) {
  15201. _vector3.setFromMatrixPosition( object.matrixWorld )
  15202. .applyMatrix4( _projScreenMatrix );
  15203. }
  15204. var geometry = objects.update( object );
  15205. var material = object.material;
  15206. if ( material.visible ) {
  15207. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15208. }
  15209. }
  15210. } else if ( object.isImmediateRenderObject ) {
  15211. if ( sortObjects ) {
  15212. _vector3.setFromMatrixPosition( object.matrixWorld )
  15213. .applyMatrix4( _projScreenMatrix );
  15214. }
  15215. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15216. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15217. if ( object.isSkinnedMesh ) {
  15218. // update skeleton only once in a frame
  15219. if ( object.skeleton.frame !== info.render.frame ) {
  15220. object.skeleton.update();
  15221. object.skeleton.frame = info.render.frame;
  15222. }
  15223. }
  15224. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15225. if ( sortObjects ) {
  15226. _vector3.setFromMatrixPosition( object.matrixWorld )
  15227. .applyMatrix4( _projScreenMatrix );
  15228. }
  15229. var geometry$1 = objects.update( object );
  15230. var material$1 = object.material;
  15231. if ( Array.isArray( material$1 ) ) {
  15232. var groups = geometry$1.groups;
  15233. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15234. var group = groups[ i ];
  15235. var groupMaterial = material$1[ group.materialIndex ];
  15236. if ( groupMaterial && groupMaterial.visible ) {
  15237. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15238. }
  15239. }
  15240. } else if ( material$1.visible ) {
  15241. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15242. }
  15243. }
  15244. }
  15245. }
  15246. var children = object.children;
  15247. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15248. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15249. }
  15250. }
  15251. function renderObjects( renderList, scene, camera ) {
  15252. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15253. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15254. var renderItem = renderList[ i ];
  15255. var object = renderItem.object;
  15256. var geometry = renderItem.geometry;
  15257. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15258. var group = renderItem.group;
  15259. if ( camera.isArrayCamera ) {
  15260. _currentArrayCamera = camera;
  15261. var cameras = camera.cameras;
  15262. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15263. var camera2 = cameras[ j ];
  15264. if ( object.layers.test( camera2.layers ) ) {
  15265. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15266. currentRenderState.setupLights( camera2 );
  15267. renderObject( object, scene, camera2, geometry, material, group );
  15268. }
  15269. }
  15270. } else {
  15271. _currentArrayCamera = null;
  15272. renderObject( object, scene, camera, geometry, material, group );
  15273. }
  15274. }
  15275. }
  15276. function renderObject( object, scene, camera, geometry, material, group ) {
  15277. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15278. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15279. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15280. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15281. if ( object.isImmediateRenderObject ) {
  15282. var program = setProgram( camera, scene, material, object );
  15283. state.setMaterial( material );
  15284. _currentGeometryProgram.geometry = null;
  15285. _currentGeometryProgram.program = null;
  15286. _currentGeometryProgram.wireframe = false;
  15287. renderObjectImmediate( object, program );
  15288. } else {
  15289. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15290. }
  15291. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15292. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15293. }
  15294. function initMaterial( material, scene, object ) {
  15295. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15296. var materialProperties = properties.get( material );
  15297. var lights = currentRenderState.state.lights;
  15298. var shadowsArray = currentRenderState.state.shadowsArray;
  15299. var lightsStateVersion = lights.state.version;
  15300. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15301. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15302. var program = materialProperties.program;
  15303. var programChange = true;
  15304. if ( program === undefined ) {
  15305. // new material
  15306. material.addEventListener( 'dispose', onMaterialDispose );
  15307. } else if ( program.cacheKey !== programCacheKey ) {
  15308. // changed glsl or parameters
  15309. releaseMaterialProgramReference( material );
  15310. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15311. materialProperties.lightsStateVersion = lightsStateVersion;
  15312. programChange = false;
  15313. } else if ( parameters.shaderID !== undefined ) {
  15314. // same glsl and uniform list
  15315. return;
  15316. } else {
  15317. // only rebuild uniform list
  15318. programChange = false;
  15319. }
  15320. if ( programChange ) {
  15321. program = programCache.acquireProgram( parameters, programCacheKey );
  15322. materialProperties.program = program;
  15323. materialProperties.uniforms = parameters.uniforms;
  15324. materialProperties.outputEncoding = parameters.outputEncoding;
  15325. material.program = program;
  15326. }
  15327. var programAttributes = program.getAttributes();
  15328. if ( material.morphTargets ) {
  15329. material.numSupportedMorphTargets = 0;
  15330. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15331. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15332. material.numSupportedMorphTargets ++;
  15333. }
  15334. }
  15335. }
  15336. if ( material.morphNormals ) {
  15337. material.numSupportedMorphNormals = 0;
  15338. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15339. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15340. material.numSupportedMorphNormals ++;
  15341. }
  15342. }
  15343. }
  15344. var uniforms = materialProperties.uniforms;
  15345. if ( ! material.isShaderMaterial &&
  15346. ! material.isRawShaderMaterial ||
  15347. material.clipping === true ) {
  15348. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15349. materialProperties.numIntersection = _clipping.numIntersection;
  15350. uniforms.clippingPlanes = _clipping.uniform;
  15351. }
  15352. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15353. materialProperties.fog = scene.fog;
  15354. // store the light setup it was created for
  15355. materialProperties.needsLights = materialNeedsLights( material );
  15356. materialProperties.lightsStateVersion = lightsStateVersion;
  15357. if ( materialProperties.needsLights ) {
  15358. // wire up the material to this renderer's lighting state
  15359. uniforms.ambientLightColor.value = lights.state.ambient;
  15360. uniforms.lightProbe.value = lights.state.probe;
  15361. uniforms.directionalLights.value = lights.state.directional;
  15362. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15363. uniforms.spotLights.value = lights.state.spot;
  15364. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15365. uniforms.rectAreaLights.value = lights.state.rectArea;
  15366. uniforms.pointLights.value = lights.state.point;
  15367. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15368. uniforms.hemisphereLights.value = lights.state.hemi;
  15369. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15370. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15371. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15372. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15373. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15374. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15375. // TODO (abelnation): add area lights shadow info to uniforms
  15376. }
  15377. var progUniforms = materialProperties.program.getUniforms(),
  15378. uniformsList =
  15379. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15380. materialProperties.uniformsList = uniformsList;
  15381. }
  15382. function setProgram( camera, scene, material, object ) {
  15383. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15384. textures.resetTextureUnits();
  15385. var fog = scene.fog;
  15386. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15387. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15388. var materialProperties = properties.get( material );
  15389. var lights = currentRenderState.state.lights;
  15390. if ( _clippingEnabled === true ) {
  15391. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15392. var useCache =
  15393. camera === _currentCamera &&
  15394. material.id === _currentMaterialId;
  15395. // we might want to call this function with some ClippingGroup
  15396. // object instead of the material, once it becomes feasible
  15397. // (#8465, #8379)
  15398. _clipping.setState(
  15399. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15400. camera, materialProperties, useCache );
  15401. }
  15402. }
  15403. if ( material.version === materialProperties.__version ) {
  15404. if ( materialProperties.program === undefined ) {
  15405. initMaterial( material, scene, object );
  15406. } else if ( material.fog && materialProperties.fog !== fog ) {
  15407. initMaterial( material, scene, object );
  15408. } else if ( materialProperties.environment !== environment ) {
  15409. initMaterial( material, scene, object );
  15410. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15411. initMaterial( material, scene, object );
  15412. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15413. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15414. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15415. initMaterial( material, scene, object );
  15416. } else if ( materialProperties.outputEncoding !== encoding ) {
  15417. initMaterial( material, scene, object );
  15418. }
  15419. } else {
  15420. initMaterial( material, scene, object );
  15421. materialProperties.__version = material.version;
  15422. }
  15423. var refreshProgram = false;
  15424. var refreshMaterial = false;
  15425. var refreshLights = false;
  15426. var program = materialProperties.program,
  15427. p_uniforms = program.getUniforms(),
  15428. m_uniforms = materialProperties.uniforms;
  15429. if ( state.useProgram( program.program ) ) {
  15430. refreshProgram = true;
  15431. refreshMaterial = true;
  15432. refreshLights = true;
  15433. }
  15434. if ( material.id !== _currentMaterialId ) {
  15435. _currentMaterialId = material.id;
  15436. refreshMaterial = true;
  15437. }
  15438. if ( refreshProgram || _currentCamera !== camera ) {
  15439. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15440. if ( capabilities.logarithmicDepthBuffer ) {
  15441. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15442. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15443. }
  15444. if ( _currentCamera !== camera ) {
  15445. _currentCamera = camera;
  15446. // lighting uniforms depend on the camera so enforce an update
  15447. // now, in case this material supports lights - or later, when
  15448. // the next material that does gets activated:
  15449. refreshMaterial = true; // set to true on material change
  15450. refreshLights = true; // remains set until update done
  15451. }
  15452. // load material specific uniforms
  15453. // (shader material also gets them for the sake of genericity)
  15454. if ( material.isShaderMaterial ||
  15455. material.isMeshPhongMaterial ||
  15456. material.isMeshToonMaterial ||
  15457. material.isMeshStandardMaterial ||
  15458. material.envMap ) {
  15459. var uCamPos = p_uniforms.map.cameraPosition;
  15460. if ( uCamPos !== undefined ) {
  15461. uCamPos.setValue( _gl,
  15462. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15463. }
  15464. }
  15465. if ( material.isMeshPhongMaterial ||
  15466. material.isMeshToonMaterial ||
  15467. material.isMeshLambertMaterial ||
  15468. material.isMeshBasicMaterial ||
  15469. material.isMeshStandardMaterial ||
  15470. material.isShaderMaterial ) {
  15471. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15472. }
  15473. if ( material.isMeshPhongMaterial ||
  15474. material.isMeshToonMaterial ||
  15475. material.isMeshLambertMaterial ||
  15476. material.isMeshBasicMaterial ||
  15477. material.isMeshStandardMaterial ||
  15478. material.isShaderMaterial ||
  15479. material.skinning ) {
  15480. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15481. }
  15482. }
  15483. // skinning uniforms must be set even if material didn't change
  15484. // auto-setting of texture unit for bone texture must go before other textures
  15485. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15486. if ( material.skinning ) {
  15487. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15488. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15489. var skeleton = object.skeleton;
  15490. if ( skeleton ) {
  15491. var bones = skeleton.bones;
  15492. if ( capabilities.floatVertexTextures ) {
  15493. if ( skeleton.boneTexture === undefined ) {
  15494. // layout (1 matrix = 4 pixels)
  15495. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15496. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15497. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15498. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15499. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15500. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15501. size = MathUtils.ceilPowerOfTwo( size );
  15502. size = Math.max( size, 4 );
  15503. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15504. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15505. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15506. skeleton.boneMatrices = boneMatrices;
  15507. skeleton.boneTexture = boneTexture;
  15508. skeleton.boneTextureSize = size;
  15509. }
  15510. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15511. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15512. } else {
  15513. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15514. }
  15515. }
  15516. }
  15517. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15518. materialProperties.receiveShadow = object.receiveShadow;
  15519. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15520. }
  15521. if ( refreshMaterial ) {
  15522. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15523. if ( materialProperties.needsLights ) {
  15524. // the current material requires lighting info
  15525. // note: all lighting uniforms are always set correctly
  15526. // they simply reference the renderer's state for their
  15527. // values
  15528. //
  15529. // use the current material's .needsUpdate flags to set
  15530. // the GL state when required
  15531. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15532. }
  15533. // refresh uniforms common to several materials
  15534. if ( fog && material.fog ) {
  15535. materials.refreshFogUniforms( m_uniforms, fog );
  15536. }
  15537. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15538. // RectAreaLight Texture
  15539. // TODO (mrdoob): Find a nicer implementation
  15540. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15541. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15542. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15543. }
  15544. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15545. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15546. material.uniformsNeedUpdate = false;
  15547. }
  15548. if ( material.isSpriteMaterial ) {
  15549. p_uniforms.setValue( _gl, 'center', object.center );
  15550. }
  15551. // common matrices
  15552. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15553. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15554. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15555. return program;
  15556. }
  15557. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15558. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15559. uniforms.ambientLightColor.needsUpdate = value;
  15560. uniforms.lightProbe.needsUpdate = value;
  15561. uniforms.directionalLights.needsUpdate = value;
  15562. uniforms.directionalLightShadows.needsUpdate = value;
  15563. uniforms.pointLights.needsUpdate = value;
  15564. uniforms.pointLightShadows.needsUpdate = value;
  15565. uniforms.spotLights.needsUpdate = value;
  15566. uniforms.spotLightShadows.needsUpdate = value;
  15567. uniforms.rectAreaLights.needsUpdate = value;
  15568. uniforms.hemisphereLights.needsUpdate = value;
  15569. }
  15570. function materialNeedsLights( material ) {
  15571. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15572. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15573. ( material.isShaderMaterial && material.lights === true );
  15574. }
  15575. //
  15576. this.setFramebuffer = function ( value ) {
  15577. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15578. _framebuffer = value;
  15579. };
  15580. this.getActiveCubeFace = function () {
  15581. return _currentActiveCubeFace;
  15582. };
  15583. this.getActiveMipmapLevel = function () {
  15584. return _currentActiveMipmapLevel;
  15585. };
  15586. this.getRenderTarget = function () {
  15587. return _currentRenderTarget;
  15588. };
  15589. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15590. _currentRenderTarget = renderTarget;
  15591. _currentActiveCubeFace = activeCubeFace;
  15592. _currentActiveMipmapLevel = activeMipmapLevel;
  15593. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15594. textures.setupRenderTarget( renderTarget );
  15595. }
  15596. var framebuffer = _framebuffer;
  15597. var isCube = false;
  15598. if ( renderTarget ) {
  15599. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15600. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15601. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15602. isCube = true;
  15603. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15604. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15605. } else {
  15606. framebuffer = _webglFramebuffer;
  15607. }
  15608. _currentViewport.copy( renderTarget.viewport );
  15609. _currentScissor.copy( renderTarget.scissor );
  15610. _currentScissorTest = renderTarget.scissorTest;
  15611. } else {
  15612. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15613. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15614. _currentScissorTest = _scissorTest;
  15615. }
  15616. if ( _currentFramebuffer !== framebuffer ) {
  15617. _gl.bindFramebuffer( 36160, framebuffer );
  15618. _currentFramebuffer = framebuffer;
  15619. }
  15620. state.viewport( _currentViewport );
  15621. state.scissor( _currentScissor );
  15622. state.setScissorTest( _currentScissorTest );
  15623. if ( isCube ) {
  15624. var textureProperties = properties.get( renderTarget.texture );
  15625. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15626. }
  15627. };
  15628. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15629. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15630. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15631. return;
  15632. }
  15633. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15634. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15635. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15636. }
  15637. if ( framebuffer ) {
  15638. var restore = false;
  15639. if ( framebuffer !== _currentFramebuffer ) {
  15640. _gl.bindFramebuffer( 36160, framebuffer );
  15641. restore = true;
  15642. }
  15643. try {
  15644. var texture = renderTarget.texture;
  15645. var textureFormat = texture.format;
  15646. var textureType = texture.type;
  15647. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15648. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15649. return;
  15650. }
  15651. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15652. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15653. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15654. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15655. return;
  15656. }
  15657. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15658. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15659. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15660. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15661. }
  15662. } else {
  15663. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15664. }
  15665. } finally {
  15666. if ( restore ) {
  15667. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15668. }
  15669. }
  15670. }
  15671. };
  15672. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15673. if ( level === undefined ) { level = 0; }
  15674. var levelScale = Math.pow( 2, - level );
  15675. var width = Math.floor( texture.image.width * levelScale );
  15676. var height = Math.floor( texture.image.height * levelScale );
  15677. var glFormat = utils.convert( texture.format );
  15678. textures.setTexture2D( texture, 0 );
  15679. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15680. state.unbindTexture();
  15681. };
  15682. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15683. if ( level === undefined ) { level = 0; }
  15684. var width = srcTexture.image.width;
  15685. var height = srcTexture.image.height;
  15686. var glFormat = utils.convert( dstTexture.format );
  15687. var glType = utils.convert( dstTexture.type );
  15688. textures.setTexture2D( dstTexture, 0 );
  15689. if ( srcTexture.isDataTexture ) {
  15690. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15691. } else {
  15692. if ( srcTexture.isCompressedTexture ) {
  15693. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15694. } else {
  15695. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15696. }
  15697. }
  15698. // Generate mipmaps only when copying level 0
  15699. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15700. state.unbindTexture();
  15701. };
  15702. this.initTexture = function ( texture ) {
  15703. textures.setTexture2D( texture, 0 );
  15704. state.unbindTexture();
  15705. };
  15706. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15707. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15708. }
  15709. }
  15710. /**
  15711. * @author mrdoob / http://mrdoob.com/
  15712. * @author alteredq / http://alteredqualia.com/
  15713. */
  15714. function FogExp2( color, density ) {
  15715. this.name = '';
  15716. this.color = new Color( color );
  15717. this.density = ( density !== undefined ) ? density : 0.00025;
  15718. }
  15719. Object.assign( FogExp2.prototype, {
  15720. isFogExp2: true,
  15721. clone: function () {
  15722. return new FogExp2( this.color, this.density );
  15723. },
  15724. toJSON: function ( /* meta */ ) {
  15725. return {
  15726. type: 'FogExp2',
  15727. color: this.color.getHex(),
  15728. density: this.density
  15729. };
  15730. }
  15731. } );
  15732. /**
  15733. * @author mrdoob / http://mrdoob.com/
  15734. * @author alteredq / http://alteredqualia.com/
  15735. */
  15736. function Fog( color, near, far ) {
  15737. this.name = '';
  15738. this.color = new Color( color );
  15739. this.near = ( near !== undefined ) ? near : 1;
  15740. this.far = ( far !== undefined ) ? far : 1000;
  15741. }
  15742. Object.assign( Fog.prototype, {
  15743. isFog: true,
  15744. clone: function () {
  15745. return new Fog( this.color, this.near, this.far );
  15746. },
  15747. toJSON: function ( /* meta */ ) {
  15748. return {
  15749. type: 'Fog',
  15750. color: this.color.getHex(),
  15751. near: this.near,
  15752. far: this.far
  15753. };
  15754. }
  15755. } );
  15756. /**
  15757. * @author benaadams / https://twitter.com/ben_a_adams
  15758. */
  15759. function InterleavedBuffer( array, stride ) {
  15760. this.array = array;
  15761. this.stride = stride;
  15762. this.count = array !== undefined ? array.length / stride : 0;
  15763. this.usage = StaticDrawUsage;
  15764. this.updateRange = { offset: 0, count: - 1 };
  15765. this.version = 0;
  15766. this.uuid = MathUtils.generateUUID();
  15767. }
  15768. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15769. set: function ( value ) {
  15770. if ( value === true ) { this.version ++; }
  15771. }
  15772. } );
  15773. Object.assign( InterleavedBuffer.prototype, {
  15774. isInterleavedBuffer: true,
  15775. onUploadCallback: function () {},
  15776. setUsage: function ( value ) {
  15777. this.usage = value;
  15778. return this;
  15779. },
  15780. copy: function ( source ) {
  15781. this.array = new source.array.constructor( source.array );
  15782. this.count = source.count;
  15783. this.stride = source.stride;
  15784. this.usage = source.usage;
  15785. return this;
  15786. },
  15787. copyAt: function ( index1, attribute, index2 ) {
  15788. index1 *= this.stride;
  15789. index2 *= attribute.stride;
  15790. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15791. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15792. }
  15793. return this;
  15794. },
  15795. set: function ( value, offset ) {
  15796. if ( offset === undefined ) { offset = 0; }
  15797. this.array.set( value, offset );
  15798. return this;
  15799. },
  15800. clone: function ( data ) {
  15801. if ( data.arrayBuffers === undefined ) {
  15802. data.arrayBuffers = {};
  15803. }
  15804. if ( this.array.buffer._uuid === undefined ) {
  15805. this.array.buffer._uuid = MathUtils.generateUUID();
  15806. }
  15807. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15808. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  15809. }
  15810. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  15811. var ib = new InterleavedBuffer( array, this.stride );
  15812. ib.setUsage( this.usage );
  15813. return ib;
  15814. },
  15815. onUpload: function ( callback ) {
  15816. this.onUploadCallback = callback;
  15817. return this;
  15818. },
  15819. toJSON: function ( data ) {
  15820. if ( data.arrayBuffers === undefined ) {
  15821. data.arrayBuffers = {};
  15822. }
  15823. // generate UUID for array buffer if necessary
  15824. if ( this.array.buffer._uuid === undefined ) {
  15825. this.array.buffer._uuid = MathUtils.generateUUID();
  15826. }
  15827. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15828. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  15829. }
  15830. //
  15831. return {
  15832. uuid: this.uuid,
  15833. buffer: this.array.buffer._uuid,
  15834. type: this.array.constructor.name,
  15835. stride: this.stride
  15836. };
  15837. }
  15838. } );
  15839. /**
  15840. * @author benaadams / https://twitter.com/ben_a_adams
  15841. */
  15842. var _vector$6 = new Vector3();
  15843. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15844. this.name = '';
  15845. this.data = interleavedBuffer;
  15846. this.itemSize = itemSize;
  15847. this.offset = offset;
  15848. this.normalized = normalized === true;
  15849. }
  15850. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15851. count: {
  15852. get: function () {
  15853. return this.data.count;
  15854. }
  15855. },
  15856. array: {
  15857. get: function () {
  15858. return this.data.array;
  15859. }
  15860. }
  15861. } );
  15862. Object.assign( InterleavedBufferAttribute.prototype, {
  15863. isInterleavedBufferAttribute: true,
  15864. applyMatrix4: function ( m ) {
  15865. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15866. _vector$6.x = this.getX( i );
  15867. _vector$6.y = this.getY( i );
  15868. _vector$6.z = this.getZ( i );
  15869. _vector$6.applyMatrix4( m );
  15870. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15871. }
  15872. return this;
  15873. },
  15874. setX: function ( index, x ) {
  15875. this.data.array[ index * this.data.stride + this.offset ] = x;
  15876. return this;
  15877. },
  15878. setY: function ( index, y ) {
  15879. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15880. return this;
  15881. },
  15882. setZ: function ( index, z ) {
  15883. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15884. return this;
  15885. },
  15886. setW: function ( index, w ) {
  15887. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15888. return this;
  15889. },
  15890. getX: function ( index ) {
  15891. return this.data.array[ index * this.data.stride + this.offset ];
  15892. },
  15893. getY: function ( index ) {
  15894. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15895. },
  15896. getZ: function ( index ) {
  15897. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15898. },
  15899. getW: function ( index ) {
  15900. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15901. },
  15902. setXY: function ( index, x, y ) {
  15903. index = index * this.data.stride + this.offset;
  15904. this.data.array[ index + 0 ] = x;
  15905. this.data.array[ index + 1 ] = y;
  15906. return this;
  15907. },
  15908. setXYZ: function ( index, x, y, z ) {
  15909. index = index * this.data.stride + this.offset;
  15910. this.data.array[ index + 0 ] = x;
  15911. this.data.array[ index + 1 ] = y;
  15912. this.data.array[ index + 2 ] = z;
  15913. return this;
  15914. },
  15915. setXYZW: function ( index, x, y, z, w ) {
  15916. index = index * this.data.stride + this.offset;
  15917. this.data.array[ index + 0 ] = x;
  15918. this.data.array[ index + 1 ] = y;
  15919. this.data.array[ index + 2 ] = z;
  15920. this.data.array[ index + 3 ] = w;
  15921. return this;
  15922. },
  15923. clone: function ( data ) {
  15924. if ( data === undefined ) {
  15925. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15926. var array = [];
  15927. for ( var i = 0; i < this.count; i ++ ) {
  15928. var index = i * this.data.stride + this.offset;
  15929. for ( var j = 0; j < this.itemSize; j ++ ) {
  15930. array.push( this.data.array[ index + j ] );
  15931. }
  15932. }
  15933. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15934. } else {
  15935. if ( data.interleavedBuffers === undefined ) {
  15936. data.interleavedBuffers = {};
  15937. }
  15938. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15939. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15940. }
  15941. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15942. }
  15943. },
  15944. toJSON: function ( data ) {
  15945. if ( data === undefined ) {
  15946. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15947. var array = [];
  15948. for ( var i = 0; i < this.count; i ++ ) {
  15949. var index = i * this.data.stride + this.offset;
  15950. for ( var j = 0; j < this.itemSize; j ++ ) {
  15951. array.push( this.data.array[ index + j ] );
  15952. }
  15953. }
  15954. // deinterleave data and save it as an ordinary buffer attribute for now
  15955. return {
  15956. itemSize: this.itemSize,
  15957. type: this.array.constructor.name,
  15958. array: array,
  15959. normalized: this.normalized
  15960. };
  15961. } else {
  15962. // save as true interlaved attribtue
  15963. if ( data.interleavedBuffers === undefined ) {
  15964. data.interleavedBuffers = {};
  15965. }
  15966. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15967. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15968. }
  15969. return {
  15970. isInterleavedBufferAttribute: true,
  15971. itemSize: this.itemSize,
  15972. data: this.data.uuid,
  15973. offset: this.offset,
  15974. normalized: this.normalized
  15975. };
  15976. }
  15977. }
  15978. } );
  15979. /**
  15980. * @author alteredq / http://alteredqualia.com/
  15981. *
  15982. * parameters = {
  15983. * color: <hex>,
  15984. * map: new THREE.Texture( <Image> ),
  15985. * alphaMap: new THREE.Texture( <Image> ),
  15986. * rotation: <float>,
  15987. * sizeAttenuation: <bool>
  15988. * }
  15989. */
  15990. function SpriteMaterial( parameters ) {
  15991. Material.call( this );
  15992. this.type = 'SpriteMaterial';
  15993. this.color = new Color( 0xffffff );
  15994. this.map = null;
  15995. this.alphaMap = null;
  15996. this.rotation = 0;
  15997. this.sizeAttenuation = true;
  15998. this.transparent = true;
  15999. this.setValues( parameters );
  16000. }
  16001. SpriteMaterial.prototype = Object.create( Material.prototype );
  16002. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16003. SpriteMaterial.prototype.isSpriteMaterial = true;
  16004. SpriteMaterial.prototype.copy = function ( source ) {
  16005. Material.prototype.copy.call( this, source );
  16006. this.color.copy( source.color );
  16007. this.map = source.map;
  16008. this.alphaMap = source.alphaMap;
  16009. this.rotation = source.rotation;
  16010. this.sizeAttenuation = source.sizeAttenuation;
  16011. return this;
  16012. };
  16013. /**
  16014. * @author mikael emtinger / http://gomo.se/
  16015. * @author alteredq / http://alteredqualia.com/
  16016. */
  16017. var _geometry;
  16018. var _intersectPoint = new Vector3();
  16019. var _worldScale = new Vector3();
  16020. var _mvPosition = new Vector3();
  16021. var _alignedPosition = new Vector2();
  16022. var _rotatedPosition = new Vector2();
  16023. var _viewWorldMatrix = new Matrix4();
  16024. var _vA$1 = new Vector3();
  16025. var _vB$1 = new Vector3();
  16026. var _vC$1 = new Vector3();
  16027. var _uvA$1 = new Vector2();
  16028. var _uvB$1 = new Vector2();
  16029. var _uvC$1 = new Vector2();
  16030. function Sprite( material ) {
  16031. Object3D.call( this );
  16032. this.type = 'Sprite';
  16033. if ( _geometry === undefined ) {
  16034. _geometry = new BufferGeometry();
  16035. var float32Array = new Float32Array( [
  16036. - 0.5, - 0.5, 0, 0, 0,
  16037. 0.5, - 0.5, 0, 1, 0,
  16038. 0.5, 0.5, 0, 1, 1,
  16039. - 0.5, 0.5, 0, 0, 1
  16040. ] );
  16041. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16042. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16043. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16044. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16045. }
  16046. this.geometry = _geometry;
  16047. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16048. this.center = new Vector2( 0.5, 0.5 );
  16049. }
  16050. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16051. constructor: Sprite,
  16052. isSprite: true,
  16053. raycast: function ( raycaster, intersects ) {
  16054. if ( raycaster.camera === null ) {
  16055. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16056. }
  16057. _worldScale.setFromMatrixScale( this.matrixWorld );
  16058. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16059. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16060. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16061. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16062. _worldScale.multiplyScalar( - _mvPosition.z );
  16063. }
  16064. var rotation = this.material.rotation;
  16065. var sin, cos;
  16066. if ( rotation !== 0 ) {
  16067. cos = Math.cos( rotation );
  16068. sin = Math.sin( rotation );
  16069. }
  16070. var center = this.center;
  16071. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16072. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16073. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16074. _uvA$1.set( 0, 0 );
  16075. _uvB$1.set( 1, 0 );
  16076. _uvC$1.set( 1, 1 );
  16077. // check first triangle
  16078. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16079. if ( intersect === null ) {
  16080. // check second triangle
  16081. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16082. _uvB$1.set( 0, 1 );
  16083. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16084. if ( intersect === null ) {
  16085. return;
  16086. }
  16087. }
  16088. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16089. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16090. intersects.push( {
  16091. distance: distance,
  16092. point: _intersectPoint.clone(),
  16093. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16094. face: null,
  16095. object: this
  16096. } );
  16097. },
  16098. copy: function ( source ) {
  16099. Object3D.prototype.copy.call( this, source );
  16100. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16101. this.material = source.material;
  16102. return this;
  16103. }
  16104. } );
  16105. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16106. // compute position in camera space
  16107. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16108. // to check if rotation is not zero
  16109. if ( sin !== undefined ) {
  16110. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16111. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16112. } else {
  16113. _rotatedPosition.copy( _alignedPosition );
  16114. }
  16115. vertexPosition.copy( mvPosition );
  16116. vertexPosition.x += _rotatedPosition.x;
  16117. vertexPosition.y += _rotatedPosition.y;
  16118. // transform to world space
  16119. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16120. }
  16121. /**
  16122. * @author mikael emtinger / http://gomo.se/
  16123. * @author alteredq / http://alteredqualia.com/
  16124. * @author mrdoob / http://mrdoob.com/
  16125. */
  16126. var _v1$4 = new Vector3();
  16127. var _v2$2 = new Vector3();
  16128. function LOD() {
  16129. Object3D.call( this );
  16130. this._currentLevel = 0;
  16131. this.type = 'LOD';
  16132. Object.defineProperties( this, {
  16133. levels: {
  16134. enumerable: true,
  16135. value: []
  16136. }
  16137. } );
  16138. this.autoUpdate = true;
  16139. }
  16140. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16141. constructor: LOD,
  16142. isLOD: true,
  16143. copy: function ( source ) {
  16144. Object3D.prototype.copy.call( this, source, false );
  16145. var levels = source.levels;
  16146. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16147. var level = levels[ i ];
  16148. this.addLevel( level.object.clone(), level.distance );
  16149. }
  16150. this.autoUpdate = source.autoUpdate;
  16151. return this;
  16152. },
  16153. addLevel: function ( object, distance ) {
  16154. if ( distance === undefined ) { distance = 0; }
  16155. distance = Math.abs( distance );
  16156. var levels = this.levels;
  16157. var l;
  16158. for ( l = 0; l < levels.length; l ++ ) {
  16159. if ( distance < levels[ l ].distance ) {
  16160. break;
  16161. }
  16162. }
  16163. levels.splice( l, 0, { distance: distance, object: object } );
  16164. this.add( object );
  16165. return this;
  16166. },
  16167. getCurrentLevel: function () {
  16168. return this._currentLevel;
  16169. },
  16170. getObjectForDistance: function ( distance ) {
  16171. var levels = this.levels;
  16172. if ( levels.length > 0 ) {
  16173. var i, l;
  16174. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16175. if ( distance < levels[ i ].distance ) {
  16176. break;
  16177. }
  16178. }
  16179. return levels[ i - 1 ].object;
  16180. }
  16181. return null;
  16182. },
  16183. raycast: function ( raycaster, intersects ) {
  16184. var levels = this.levels;
  16185. if ( levels.length > 0 ) {
  16186. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16187. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16188. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16189. }
  16190. },
  16191. update: function ( camera ) {
  16192. var levels = this.levels;
  16193. if ( levels.length > 1 ) {
  16194. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16195. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16196. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16197. levels[ 0 ].object.visible = true;
  16198. var i, l;
  16199. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16200. if ( distance >= levels[ i ].distance ) {
  16201. levels[ i - 1 ].object.visible = false;
  16202. levels[ i ].object.visible = true;
  16203. } else {
  16204. break;
  16205. }
  16206. }
  16207. this._currentLevel = i - 1;
  16208. for ( ; i < l; i ++ ) {
  16209. levels[ i ].object.visible = false;
  16210. }
  16211. }
  16212. },
  16213. toJSON: function ( meta ) {
  16214. var data = Object3D.prototype.toJSON.call( this, meta );
  16215. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16216. data.object.levels = [];
  16217. var levels = this.levels;
  16218. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16219. var level = levels[ i ];
  16220. data.object.levels.push( {
  16221. object: level.object.uuid,
  16222. distance: level.distance
  16223. } );
  16224. }
  16225. return data;
  16226. }
  16227. } );
  16228. /**
  16229. * @author mikael emtinger / http://gomo.se/
  16230. * @author alteredq / http://alteredqualia.com/
  16231. * @author ikerr / http://verold.com
  16232. */
  16233. function SkinnedMesh( geometry, material ) {
  16234. if ( geometry && geometry.isGeometry ) {
  16235. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16236. }
  16237. Mesh.call( this, geometry, material );
  16238. this.type = 'SkinnedMesh';
  16239. this.bindMode = 'attached';
  16240. this.bindMatrix = new Matrix4();
  16241. this.bindMatrixInverse = new Matrix4();
  16242. }
  16243. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16244. constructor: SkinnedMesh,
  16245. isSkinnedMesh: true,
  16246. copy: function ( source ) {
  16247. Mesh.prototype.copy.call( this, source );
  16248. this.bindMode = source.bindMode;
  16249. this.bindMatrix.copy( source.bindMatrix );
  16250. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16251. this.skeleton = source.skeleton;
  16252. return this;
  16253. },
  16254. bind: function ( skeleton, bindMatrix ) {
  16255. this.skeleton = skeleton;
  16256. if ( bindMatrix === undefined ) {
  16257. this.updateMatrixWorld( true );
  16258. this.skeleton.calculateInverses();
  16259. bindMatrix = this.matrixWorld;
  16260. }
  16261. this.bindMatrix.copy( bindMatrix );
  16262. this.bindMatrixInverse.getInverse( bindMatrix );
  16263. },
  16264. pose: function () {
  16265. this.skeleton.pose();
  16266. },
  16267. normalizeSkinWeights: function () {
  16268. var vector = new Vector4();
  16269. var skinWeight = this.geometry.attributes.skinWeight;
  16270. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16271. vector.x = skinWeight.getX( i );
  16272. vector.y = skinWeight.getY( i );
  16273. vector.z = skinWeight.getZ( i );
  16274. vector.w = skinWeight.getW( i );
  16275. var scale = 1.0 / vector.manhattanLength();
  16276. if ( scale !== Infinity ) {
  16277. vector.multiplyScalar( scale );
  16278. } else {
  16279. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16280. }
  16281. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16282. }
  16283. },
  16284. updateMatrixWorld: function ( force ) {
  16285. Mesh.prototype.updateMatrixWorld.call( this, force );
  16286. if ( this.bindMode === 'attached' ) {
  16287. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16288. } else if ( this.bindMode === 'detached' ) {
  16289. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16290. } else {
  16291. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16292. }
  16293. },
  16294. boneTransform: ( function () {
  16295. var basePosition = new Vector3();
  16296. var skinIndex = new Vector4();
  16297. var skinWeight = new Vector4();
  16298. var vector = new Vector3();
  16299. var matrix = new Matrix4();
  16300. return function ( index, target ) {
  16301. var skeleton = this.skeleton;
  16302. var geometry = this.geometry;
  16303. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16304. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16305. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16306. target.set( 0, 0, 0 );
  16307. for ( var i = 0; i < 4; i ++ ) {
  16308. var weight = skinWeight.getComponent( i );
  16309. if ( weight !== 0 ) {
  16310. var boneIndex = skinIndex.getComponent( i );
  16311. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16312. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16313. }
  16314. }
  16315. return target.applyMatrix4( this.bindMatrixInverse );
  16316. };
  16317. }() )
  16318. } );
  16319. /**
  16320. * @author mikael emtinger / http://gomo.se/
  16321. * @author alteredq / http://alteredqualia.com/
  16322. * @author michael guerrero / http://realitymeltdown.com
  16323. * @author ikerr / http://verold.com
  16324. */
  16325. var _offsetMatrix = new Matrix4();
  16326. var _identityMatrix = new Matrix4();
  16327. function Skeleton( bones, boneInverses ) {
  16328. // copy the bone array
  16329. bones = bones || [];
  16330. this.bones = bones.slice( 0 );
  16331. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16332. this.frame = - 1;
  16333. // use the supplied bone inverses or calculate the inverses
  16334. if ( boneInverses === undefined ) {
  16335. this.calculateInverses();
  16336. } else {
  16337. if ( this.bones.length === boneInverses.length ) {
  16338. this.boneInverses = boneInverses.slice( 0 );
  16339. } else {
  16340. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16341. this.boneInverses = [];
  16342. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16343. this.boneInverses.push( new Matrix4() );
  16344. }
  16345. }
  16346. }
  16347. }
  16348. Object.assign( Skeleton.prototype, {
  16349. calculateInverses: function () {
  16350. this.boneInverses = [];
  16351. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16352. var inverse = new Matrix4();
  16353. if ( this.bones[ i ] ) {
  16354. inverse.getInverse( this.bones[ i ].matrixWorld );
  16355. }
  16356. this.boneInverses.push( inverse );
  16357. }
  16358. },
  16359. pose: function () {
  16360. // recover the bind-time world matrices
  16361. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16362. var bone = this.bones[ i ];
  16363. if ( bone ) {
  16364. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16365. }
  16366. }
  16367. // compute the local matrices, positions, rotations and scales
  16368. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16369. var bone$1 = this.bones[ i$1 ];
  16370. if ( bone$1 ) {
  16371. if ( bone$1.parent && bone$1.parent.isBone ) {
  16372. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16373. bone$1.matrix.multiply( bone$1.matrixWorld );
  16374. } else {
  16375. bone$1.matrix.copy( bone$1.matrixWorld );
  16376. }
  16377. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16378. }
  16379. }
  16380. },
  16381. update: function () {
  16382. var bones = this.bones;
  16383. var boneInverses = this.boneInverses;
  16384. var boneMatrices = this.boneMatrices;
  16385. var boneTexture = this.boneTexture;
  16386. // flatten bone matrices to array
  16387. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16388. // compute the offset between the current and the original transform
  16389. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16390. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16391. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16392. }
  16393. if ( boneTexture !== undefined ) {
  16394. boneTexture.needsUpdate = true;
  16395. }
  16396. },
  16397. clone: function () {
  16398. return new Skeleton( this.bones, this.boneInverses );
  16399. },
  16400. getBoneByName: function ( name ) {
  16401. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16402. var bone = this.bones[ i ];
  16403. if ( bone.name === name ) {
  16404. return bone;
  16405. }
  16406. }
  16407. return undefined;
  16408. },
  16409. dispose: function ( ) {
  16410. if ( this.boneTexture ) {
  16411. this.boneTexture.dispose();
  16412. this.boneTexture = undefined;
  16413. }
  16414. }
  16415. } );
  16416. /**
  16417. * @author mikael emtinger / http://gomo.se/
  16418. * @author alteredq / http://alteredqualia.com/
  16419. * @author ikerr / http://verold.com
  16420. */
  16421. function Bone() {
  16422. Object3D.call( this );
  16423. this.type = 'Bone';
  16424. }
  16425. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16426. constructor: Bone,
  16427. isBone: true
  16428. } );
  16429. /**
  16430. * @author mrdoob / http://mrdoob.com/
  16431. */
  16432. var _instanceLocalMatrix = new Matrix4();
  16433. var _instanceWorldMatrix = new Matrix4();
  16434. var _instanceIntersects = [];
  16435. var _mesh = new Mesh();
  16436. function InstancedMesh( geometry, material, count ) {
  16437. Mesh.call( this, geometry, material );
  16438. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16439. this.count = count;
  16440. this.frustumCulled = false;
  16441. }
  16442. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16443. constructor: InstancedMesh,
  16444. isInstancedMesh: true,
  16445. copy: function ( source ) {
  16446. Mesh.prototype.copy.call( this, source );
  16447. this.instanceMatrix.copy( source.instanceMatrix );
  16448. this.count = source.count;
  16449. return this;
  16450. },
  16451. getMatrixAt: function ( index, matrix ) {
  16452. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16453. },
  16454. raycast: function ( raycaster, intersects ) {
  16455. var matrixWorld = this.matrixWorld;
  16456. var raycastTimes = this.count;
  16457. _mesh.geometry = this.geometry;
  16458. _mesh.material = this.material;
  16459. if ( _mesh.material === undefined ) { return; }
  16460. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16461. // calculate the world matrix for each instance
  16462. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16463. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16464. // the mesh represents this single instance
  16465. _mesh.matrixWorld = _instanceWorldMatrix;
  16466. _mesh.raycast( raycaster, _instanceIntersects );
  16467. // process the result of raycast
  16468. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16469. var intersect = _instanceIntersects[ i ];
  16470. intersect.instanceId = instanceId;
  16471. intersect.object = this;
  16472. intersects.push( intersect );
  16473. }
  16474. _instanceIntersects.length = 0;
  16475. }
  16476. },
  16477. setMatrixAt: function ( index, matrix ) {
  16478. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16479. },
  16480. updateMorphTargets: function () {
  16481. }
  16482. } );
  16483. /**
  16484. * @author mrdoob / http://mrdoob.com/
  16485. * @author alteredq / http://alteredqualia.com/
  16486. *
  16487. * parameters = {
  16488. * color: <hex>,
  16489. * opacity: <float>,
  16490. *
  16491. * linewidth: <float>,
  16492. * linecap: "round",
  16493. * linejoin: "round"
  16494. * }
  16495. */
  16496. function LineBasicMaterial( parameters ) {
  16497. Material.call( this );
  16498. this.type = 'LineBasicMaterial';
  16499. this.color = new Color( 0xffffff );
  16500. this.linewidth = 1;
  16501. this.linecap = 'round';
  16502. this.linejoin = 'round';
  16503. this.morphTargets = false;
  16504. this.setValues( parameters );
  16505. }
  16506. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16507. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16508. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16509. LineBasicMaterial.prototype.copy = function ( source ) {
  16510. Material.prototype.copy.call( this, source );
  16511. this.color.copy( source.color );
  16512. this.linewidth = source.linewidth;
  16513. this.linecap = source.linecap;
  16514. this.linejoin = source.linejoin;
  16515. this.morphTargets = source.morphTargets;
  16516. return this;
  16517. };
  16518. /**
  16519. * @author mrdoob / http://mrdoob.com/
  16520. */
  16521. var _start = new Vector3();
  16522. var _end = new Vector3();
  16523. var _inverseMatrix$1 = new Matrix4();
  16524. var _ray$1 = new Ray();
  16525. var _sphere$2 = new Sphere();
  16526. function Line( geometry, material, mode ) {
  16527. if ( mode === 1 ) {
  16528. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16529. }
  16530. Object3D.call( this );
  16531. this.type = 'Line';
  16532. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16533. this.material = material !== undefined ? material : new LineBasicMaterial();
  16534. this.updateMorphTargets();
  16535. }
  16536. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16537. constructor: Line,
  16538. isLine: true,
  16539. copy: function ( source ) {
  16540. Object3D.prototype.copy.call( this, source );
  16541. this.material = source.material;
  16542. this.geometry = source.geometry;
  16543. return this;
  16544. },
  16545. computeLineDistances: function () {
  16546. var geometry = this.geometry;
  16547. if ( geometry.isBufferGeometry ) {
  16548. // we assume non-indexed geometry
  16549. if ( geometry.index === null ) {
  16550. var positionAttribute = geometry.attributes.position;
  16551. var lineDistances = [ 0 ];
  16552. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16553. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16554. _end.fromBufferAttribute( positionAttribute, i );
  16555. lineDistances[ i ] = lineDistances[ i - 1 ];
  16556. lineDistances[ i ] += _start.distanceTo( _end );
  16557. }
  16558. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16559. } else {
  16560. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16561. }
  16562. } else if ( geometry.isGeometry ) {
  16563. var vertices = geometry.vertices;
  16564. var lineDistances$1 = geometry.lineDistances;
  16565. lineDistances$1[ 0 ] = 0;
  16566. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16567. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16568. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16569. }
  16570. }
  16571. return this;
  16572. },
  16573. raycast: function ( raycaster, intersects ) {
  16574. var geometry = this.geometry;
  16575. var matrixWorld = this.matrixWorld;
  16576. var threshold = raycaster.params.Line.threshold;
  16577. // Checking boundingSphere distance to ray
  16578. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16579. _sphere$2.copy( geometry.boundingSphere );
  16580. _sphere$2.applyMatrix4( matrixWorld );
  16581. _sphere$2.radius += threshold;
  16582. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16583. //
  16584. _inverseMatrix$1.getInverse( matrixWorld );
  16585. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16586. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16587. var localThresholdSq = localThreshold * localThreshold;
  16588. var vStart = new Vector3();
  16589. var vEnd = new Vector3();
  16590. var interSegment = new Vector3();
  16591. var interRay = new Vector3();
  16592. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16593. if ( geometry.isBufferGeometry ) {
  16594. var index = geometry.index;
  16595. var attributes = geometry.attributes;
  16596. var positions = attributes.position.array;
  16597. if ( index !== null ) {
  16598. var indices = index.array;
  16599. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16600. var a = indices[ i ];
  16601. var b = indices[ i + 1 ];
  16602. vStart.fromArray( positions, a * 3 );
  16603. vEnd.fromArray( positions, b * 3 );
  16604. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16605. if ( distSq > localThresholdSq ) { continue; }
  16606. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16607. var distance = raycaster.ray.origin.distanceTo( interRay );
  16608. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16609. intersects.push( {
  16610. distance: distance,
  16611. // What do we want? intersection point on the ray or on the segment??
  16612. // point: raycaster.ray.at( distance ),
  16613. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16614. index: i,
  16615. face: null,
  16616. faceIndex: null,
  16617. object: this
  16618. } );
  16619. }
  16620. } else {
  16621. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16622. vStart.fromArray( positions, 3 * i$1 );
  16623. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16624. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16625. if ( distSq$1 > localThresholdSq ) { continue; }
  16626. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16627. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16628. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16629. intersects.push( {
  16630. distance: distance$1,
  16631. // What do we want? intersection point on the ray or on the segment??
  16632. // point: raycaster.ray.at( distance ),
  16633. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16634. index: i$1,
  16635. face: null,
  16636. faceIndex: null,
  16637. object: this
  16638. } );
  16639. }
  16640. }
  16641. } else if ( geometry.isGeometry ) {
  16642. var vertices = geometry.vertices;
  16643. var nbVertices = vertices.length;
  16644. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16645. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16646. if ( distSq$2 > localThresholdSq ) { continue; }
  16647. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16648. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16649. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16650. intersects.push( {
  16651. distance: distance$2,
  16652. // What do we want? intersection point on the ray or on the segment??
  16653. // point: raycaster.ray.at( distance ),
  16654. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16655. index: i$2,
  16656. face: null,
  16657. faceIndex: null,
  16658. object: this
  16659. } );
  16660. }
  16661. }
  16662. },
  16663. updateMorphTargets: function () {
  16664. var geometry = this.geometry;
  16665. if ( geometry.isBufferGeometry ) {
  16666. var morphAttributes = geometry.morphAttributes;
  16667. var keys = Object.keys( morphAttributes );
  16668. if ( keys.length > 0 ) {
  16669. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16670. if ( morphAttribute !== undefined ) {
  16671. this.morphTargetInfluences = [];
  16672. this.morphTargetDictionary = {};
  16673. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16674. var name = morphAttribute[ m ].name || String( m );
  16675. this.morphTargetInfluences.push( 0 );
  16676. this.morphTargetDictionary[ name ] = m;
  16677. }
  16678. }
  16679. }
  16680. } else {
  16681. var morphTargets = geometry.morphTargets;
  16682. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16683. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16684. }
  16685. }
  16686. }
  16687. } );
  16688. /**
  16689. * @author mrdoob / http://mrdoob.com/
  16690. */
  16691. var _start$1 = new Vector3();
  16692. var _end$1 = new Vector3();
  16693. function LineSegments( geometry, material ) {
  16694. Line.call( this, geometry, material );
  16695. this.type = 'LineSegments';
  16696. }
  16697. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16698. constructor: LineSegments,
  16699. isLineSegments: true,
  16700. computeLineDistances: function () {
  16701. var geometry = this.geometry;
  16702. if ( geometry.isBufferGeometry ) {
  16703. // we assume non-indexed geometry
  16704. if ( geometry.index === null ) {
  16705. var positionAttribute = geometry.attributes.position;
  16706. var lineDistances = [];
  16707. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16708. _start$1.fromBufferAttribute( positionAttribute, i );
  16709. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16710. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16711. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16712. }
  16713. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16714. } else {
  16715. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16716. }
  16717. } else if ( geometry.isGeometry ) {
  16718. var vertices = geometry.vertices;
  16719. var lineDistances$1 = geometry.lineDistances;
  16720. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16721. _start$1.copy( vertices[ i$1 ] );
  16722. _end$1.copy( vertices[ i$1 + 1 ] );
  16723. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16724. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16725. }
  16726. }
  16727. return this;
  16728. }
  16729. } );
  16730. /**
  16731. * @author mgreter / http://github.com/mgreter
  16732. */
  16733. function LineLoop( geometry, material ) {
  16734. Line.call( this, geometry, material );
  16735. this.type = 'LineLoop';
  16736. }
  16737. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16738. constructor: LineLoop,
  16739. isLineLoop: true,
  16740. } );
  16741. /**
  16742. * @author mrdoob / http://mrdoob.com/
  16743. * @author alteredq / http://alteredqualia.com/
  16744. *
  16745. * parameters = {
  16746. * color: <hex>,
  16747. * opacity: <float>,
  16748. * map: new THREE.Texture( <Image> ),
  16749. * alphaMap: new THREE.Texture( <Image> ),
  16750. *
  16751. * size: <float>,
  16752. * sizeAttenuation: <bool>
  16753. *
  16754. * morphTargets: <bool>
  16755. * }
  16756. */
  16757. function PointsMaterial( parameters ) {
  16758. Material.call( this );
  16759. this.type = 'PointsMaterial';
  16760. this.color = new Color( 0xffffff );
  16761. this.map = null;
  16762. this.alphaMap = null;
  16763. this.size = 1;
  16764. this.sizeAttenuation = true;
  16765. this.morphTargets = false;
  16766. this.setValues( parameters );
  16767. }
  16768. PointsMaterial.prototype = Object.create( Material.prototype );
  16769. PointsMaterial.prototype.constructor = PointsMaterial;
  16770. PointsMaterial.prototype.isPointsMaterial = true;
  16771. PointsMaterial.prototype.copy = function ( source ) {
  16772. Material.prototype.copy.call( this, source );
  16773. this.color.copy( source.color );
  16774. this.map = source.map;
  16775. this.alphaMap = source.alphaMap;
  16776. this.size = source.size;
  16777. this.sizeAttenuation = source.sizeAttenuation;
  16778. this.morphTargets = source.morphTargets;
  16779. return this;
  16780. };
  16781. /**
  16782. * @author alteredq / http://alteredqualia.com/
  16783. */
  16784. var _inverseMatrix$2 = new Matrix4();
  16785. var _ray$2 = new Ray();
  16786. var _sphere$3 = new Sphere();
  16787. var _position$1 = new Vector3();
  16788. function Points( geometry, material ) {
  16789. Object3D.call( this );
  16790. this.type = 'Points';
  16791. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16792. this.material = material !== undefined ? material : new PointsMaterial();
  16793. this.updateMorphTargets();
  16794. }
  16795. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16796. constructor: Points,
  16797. isPoints: true,
  16798. copy: function ( source ) {
  16799. Object3D.prototype.copy.call( this, source );
  16800. this.material = source.material;
  16801. this.geometry = source.geometry;
  16802. return this;
  16803. },
  16804. raycast: function ( raycaster, intersects ) {
  16805. var geometry = this.geometry;
  16806. var matrixWorld = this.matrixWorld;
  16807. var threshold = raycaster.params.Points.threshold;
  16808. // Checking boundingSphere distance to ray
  16809. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16810. _sphere$3.copy( geometry.boundingSphere );
  16811. _sphere$3.applyMatrix4( matrixWorld );
  16812. _sphere$3.radius += threshold;
  16813. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16814. //
  16815. _inverseMatrix$2.getInverse( matrixWorld );
  16816. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16817. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16818. var localThresholdSq = localThreshold * localThreshold;
  16819. if ( geometry.isBufferGeometry ) {
  16820. var index = geometry.index;
  16821. var attributes = geometry.attributes;
  16822. var positions = attributes.position.array;
  16823. if ( index !== null ) {
  16824. var indices = index.array;
  16825. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16826. var a = indices[ i ];
  16827. _position$1.fromArray( positions, a * 3 );
  16828. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16829. }
  16830. } else {
  16831. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  16832. _position$1.fromArray( positions, i$1 * 3 );
  16833. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16834. }
  16835. }
  16836. } else {
  16837. var vertices = geometry.vertices;
  16838. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  16839. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16840. }
  16841. }
  16842. },
  16843. updateMorphTargets: function () {
  16844. var geometry = this.geometry;
  16845. if ( geometry.isBufferGeometry ) {
  16846. var morphAttributes = geometry.morphAttributes;
  16847. var keys = Object.keys( morphAttributes );
  16848. if ( keys.length > 0 ) {
  16849. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16850. if ( morphAttribute !== undefined ) {
  16851. this.morphTargetInfluences = [];
  16852. this.morphTargetDictionary = {};
  16853. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16854. var name = morphAttribute[ m ].name || String( m );
  16855. this.morphTargetInfluences.push( 0 );
  16856. this.morphTargetDictionary[ name ] = m;
  16857. }
  16858. }
  16859. }
  16860. } else {
  16861. var morphTargets = geometry.morphTargets;
  16862. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16863. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16864. }
  16865. }
  16866. }
  16867. } );
  16868. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16869. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16870. if ( rayPointDistanceSq < localThresholdSq ) {
  16871. var intersectPoint = new Vector3();
  16872. _ray$2.closestPointToPoint( point, intersectPoint );
  16873. intersectPoint.applyMatrix4( matrixWorld );
  16874. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16875. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16876. intersects.push( {
  16877. distance: distance,
  16878. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16879. point: intersectPoint,
  16880. index: index,
  16881. face: null,
  16882. object: object
  16883. } );
  16884. }
  16885. }
  16886. /**
  16887. * @author mrdoob / http://mrdoob.com/
  16888. */
  16889. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16890. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16891. this.format = format !== undefined ? format : RGBFormat;
  16892. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16893. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16894. this.generateMipmaps = false;
  16895. }
  16896. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16897. constructor: VideoTexture,
  16898. isVideoTexture: true,
  16899. update: function () {
  16900. var video = this.image;
  16901. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16902. this.needsUpdate = true;
  16903. }
  16904. }
  16905. } );
  16906. /**
  16907. * @author alteredq / http://alteredqualia.com/
  16908. */
  16909. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16910. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16911. this.image = { width: width, height: height };
  16912. this.mipmaps = mipmaps;
  16913. // no flipping for cube textures
  16914. // (also flipping doesn't work for compressed textures )
  16915. this.flipY = false;
  16916. // can't generate mipmaps for compressed textures
  16917. // mips must be embedded in DDS files
  16918. this.generateMipmaps = false;
  16919. }
  16920. CompressedTexture.prototype = Object.create( Texture.prototype );
  16921. CompressedTexture.prototype.constructor = CompressedTexture;
  16922. CompressedTexture.prototype.isCompressedTexture = true;
  16923. /**
  16924. * @author mrdoob / http://mrdoob.com/
  16925. */
  16926. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16927. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16928. this.needsUpdate = true;
  16929. }
  16930. CanvasTexture.prototype = Object.create( Texture.prototype );
  16931. CanvasTexture.prototype.constructor = CanvasTexture;
  16932. CanvasTexture.prototype.isCanvasTexture = true;
  16933. /**
  16934. * @author Matt DesLauriers / @mattdesl
  16935. * @author atix / arthursilber.de
  16936. */
  16937. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16938. format = format !== undefined ? format : DepthFormat;
  16939. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16940. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16941. }
  16942. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16943. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16944. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16945. this.image = { width: width, height: height };
  16946. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16947. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16948. this.flipY = false;
  16949. this.generateMipmaps = false;
  16950. }
  16951. DepthTexture.prototype = Object.create( Texture.prototype );
  16952. DepthTexture.prototype.constructor = DepthTexture;
  16953. DepthTexture.prototype.isDepthTexture = true;
  16954. /**
  16955. * @author mrdoob / http://mrdoob.com/
  16956. * @author Mugen87 / https://github.com/Mugen87
  16957. */
  16958. function WireframeGeometry( geometry ) {
  16959. BufferGeometry.call( this );
  16960. this.type = 'WireframeGeometry';
  16961. // buffer
  16962. var vertices = [];
  16963. // helper variables
  16964. var edge = [ 0, 0 ], edges = {};
  16965. var keys = [ 'a', 'b', 'c' ];
  16966. // different logic for Geometry and BufferGeometry
  16967. if ( geometry && geometry.isGeometry ) {
  16968. // create a data structure that contains all edges without duplicates
  16969. var faces = geometry.faces;
  16970. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  16971. var face = faces[ i ];
  16972. for ( var j = 0; j < 3; j ++ ) {
  16973. var edge1 = face[ keys[ j ] ];
  16974. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16975. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16976. edge[ 1 ] = Math.max( edge1, edge2 );
  16977. var key = edge[ 0 ] + ',' + edge[ 1 ];
  16978. if ( edges[ key ] === undefined ) {
  16979. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16980. }
  16981. }
  16982. }
  16983. // generate vertices
  16984. for ( var key$1 in edges ) {
  16985. var e = edges[ key$1 ];
  16986. var vertex = geometry.vertices[ e.index1 ];
  16987. vertices.push( vertex.x, vertex.y, vertex.z );
  16988. vertex = geometry.vertices[ e.index2 ];
  16989. vertices.push( vertex.x, vertex.y, vertex.z );
  16990. }
  16991. } else if ( geometry && geometry.isBufferGeometry ) {
  16992. var vertex$1 = new Vector3();
  16993. if ( geometry.index !== null ) {
  16994. // indexed BufferGeometry
  16995. var position = geometry.attributes.position;
  16996. var indices = geometry.index;
  16997. var groups = geometry.groups;
  16998. if ( groups.length === 0 ) {
  16999. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17000. }
  17001. // create a data structure that contains all eges without duplicates
  17002. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17003. var group = groups[ o ];
  17004. var start = group.start;
  17005. var count = group.count;
  17006. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17007. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17008. var edge1$1 = indices.getX( i$1 + j$1 );
  17009. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17010. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17011. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17012. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17013. if ( edges[ key$2 ] === undefined ) {
  17014. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17015. }
  17016. }
  17017. }
  17018. }
  17019. // generate vertices
  17020. for ( var key$3 in edges ) {
  17021. var e$1 = edges[ key$3 ];
  17022. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17023. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17024. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17025. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17026. }
  17027. } else {
  17028. // non-indexed BufferGeometry
  17029. var position$1 = geometry.attributes.position;
  17030. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17031. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17032. // three edges per triangle, an edge is represented as (index1, index2)
  17033. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17034. var index1 = 3 * i$2 + j$2;
  17035. vertex$1.fromBufferAttribute( position$1, index1 );
  17036. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17037. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17038. vertex$1.fromBufferAttribute( position$1, index2 );
  17039. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17040. }
  17041. }
  17042. }
  17043. }
  17044. // build geometry
  17045. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17046. }
  17047. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17048. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17049. /**
  17050. * @author zz85 / https://github.com/zz85
  17051. * @author Mugen87 / https://github.com/Mugen87
  17052. *
  17053. * Parametric Surfaces Geometry
  17054. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17055. */
  17056. // ParametricGeometry
  17057. function ParametricGeometry( func, slices, stacks ) {
  17058. Geometry.call( this );
  17059. this.type = 'ParametricGeometry';
  17060. this.parameters = {
  17061. func: func,
  17062. slices: slices,
  17063. stacks: stacks
  17064. };
  17065. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17066. this.mergeVertices();
  17067. }
  17068. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17069. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17070. // ParametricBufferGeometry
  17071. function ParametricBufferGeometry( func, slices, stacks ) {
  17072. BufferGeometry.call( this );
  17073. this.type = 'ParametricBufferGeometry';
  17074. this.parameters = {
  17075. func: func,
  17076. slices: slices,
  17077. stacks: stacks
  17078. };
  17079. // buffers
  17080. var indices = [];
  17081. var vertices = [];
  17082. var normals = [];
  17083. var uvs = [];
  17084. var EPS = 0.00001;
  17085. var normal = new Vector3();
  17086. var p0 = new Vector3(), p1 = new Vector3();
  17087. var pu = new Vector3(), pv = new Vector3();
  17088. if ( func.length < 3 ) {
  17089. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17090. }
  17091. // generate vertices, normals and uvs
  17092. var sliceCount = slices + 1;
  17093. for ( var i = 0; i <= stacks; i ++ ) {
  17094. var v = i / stacks;
  17095. for ( var j = 0; j <= slices; j ++ ) {
  17096. var u = j / slices;
  17097. // vertex
  17098. func( u, v, p0 );
  17099. vertices.push( p0.x, p0.y, p0.z );
  17100. // normal
  17101. // approximate tangent vectors via finite differences
  17102. if ( u - EPS >= 0 ) {
  17103. func( u - EPS, v, p1 );
  17104. pu.subVectors( p0, p1 );
  17105. } else {
  17106. func( u + EPS, v, p1 );
  17107. pu.subVectors( p1, p0 );
  17108. }
  17109. if ( v - EPS >= 0 ) {
  17110. func( u, v - EPS, p1 );
  17111. pv.subVectors( p0, p1 );
  17112. } else {
  17113. func( u, v + EPS, p1 );
  17114. pv.subVectors( p1, p0 );
  17115. }
  17116. // cross product of tangent vectors returns surface normal
  17117. normal.crossVectors( pu, pv ).normalize();
  17118. normals.push( normal.x, normal.y, normal.z );
  17119. // uv
  17120. uvs.push( u, v );
  17121. }
  17122. }
  17123. // generate indices
  17124. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17125. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17126. var a = i$1 * sliceCount + j$1;
  17127. var b = i$1 * sliceCount + j$1 + 1;
  17128. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17129. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17130. // faces one and two
  17131. indices.push( a, b, d );
  17132. indices.push( b, c, d );
  17133. }
  17134. }
  17135. // build geometry
  17136. this.setIndex( indices );
  17137. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17138. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17139. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17140. }
  17141. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17142. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17143. /**
  17144. * @author clockworkgeek / https://github.com/clockworkgeek
  17145. * @author timothypratley / https://github.com/timothypratley
  17146. * @author WestLangley / http://github.com/WestLangley
  17147. * @author Mugen87 / https://github.com/Mugen87
  17148. */
  17149. // PolyhedronGeometry
  17150. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17151. Geometry.call( this );
  17152. this.type = 'PolyhedronGeometry';
  17153. this.parameters = {
  17154. vertices: vertices,
  17155. indices: indices,
  17156. radius: radius,
  17157. detail: detail
  17158. };
  17159. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17160. this.mergeVertices();
  17161. }
  17162. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17163. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17164. // PolyhedronBufferGeometry
  17165. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17166. BufferGeometry.call( this );
  17167. this.type = 'PolyhedronBufferGeometry';
  17168. this.parameters = {
  17169. vertices: vertices,
  17170. indices: indices,
  17171. radius: radius,
  17172. detail: detail
  17173. };
  17174. radius = radius || 1;
  17175. detail = detail || 0;
  17176. // default buffer data
  17177. var vertexBuffer = [];
  17178. var uvBuffer = [];
  17179. // the subdivision creates the vertex buffer data
  17180. subdivide( detail );
  17181. // all vertices should lie on a conceptual sphere with a given radius
  17182. applyRadius( radius );
  17183. // finally, create the uv data
  17184. generateUVs();
  17185. // build non-indexed geometry
  17186. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17187. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17188. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17189. if ( detail === 0 ) {
  17190. this.computeVertexNormals(); // flat normals
  17191. } else {
  17192. this.normalizeNormals(); // smooth normals
  17193. }
  17194. // helper functions
  17195. function subdivide( detail ) {
  17196. var a = new Vector3();
  17197. var b = new Vector3();
  17198. var c = new Vector3();
  17199. // iterate over all faces and apply a subdivison with the given detail value
  17200. for ( var i = 0; i < indices.length; i += 3 ) {
  17201. // get the vertices of the face
  17202. getVertexByIndex( indices[ i + 0 ], a );
  17203. getVertexByIndex( indices[ i + 1 ], b );
  17204. getVertexByIndex( indices[ i + 2 ], c );
  17205. // perform subdivision
  17206. subdivideFace( a, b, c, detail );
  17207. }
  17208. }
  17209. function subdivideFace( a, b, c, detail ) {
  17210. var cols = Math.pow( 2, detail );
  17211. // we use this multidimensional array as a data structure for creating the subdivision
  17212. var v = [];
  17213. // construct all of the vertices for this subdivision
  17214. for ( var i = 0; i <= cols; i ++ ) {
  17215. v[ i ] = [];
  17216. var aj = a.clone().lerp( c, i / cols );
  17217. var bj = b.clone().lerp( c, i / cols );
  17218. var rows = cols - i;
  17219. for ( var j = 0; j <= rows; j ++ ) {
  17220. if ( j === 0 && i === cols ) {
  17221. v[ i ][ j ] = aj;
  17222. } else {
  17223. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17224. }
  17225. }
  17226. }
  17227. // construct all of the faces
  17228. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17229. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17230. var k = Math.floor( j$1 / 2 );
  17231. if ( j$1 % 2 === 0 ) {
  17232. pushVertex( v[ i$1 ][ k + 1 ] );
  17233. pushVertex( v[ i$1 + 1 ][ k ] );
  17234. pushVertex( v[ i$1 ][ k ] );
  17235. } else {
  17236. pushVertex( v[ i$1 ][ k + 1 ] );
  17237. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17238. pushVertex( v[ i$1 + 1 ][ k ] );
  17239. }
  17240. }
  17241. }
  17242. }
  17243. function applyRadius( radius ) {
  17244. var vertex = new Vector3();
  17245. // iterate over the entire buffer and apply the radius to each vertex
  17246. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17247. vertex.x = vertexBuffer[ i + 0 ];
  17248. vertex.y = vertexBuffer[ i + 1 ];
  17249. vertex.z = vertexBuffer[ i + 2 ];
  17250. vertex.normalize().multiplyScalar( radius );
  17251. vertexBuffer[ i + 0 ] = vertex.x;
  17252. vertexBuffer[ i + 1 ] = vertex.y;
  17253. vertexBuffer[ i + 2 ] = vertex.z;
  17254. }
  17255. }
  17256. function generateUVs() {
  17257. var vertex = new Vector3();
  17258. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17259. vertex.x = vertexBuffer[ i + 0 ];
  17260. vertex.y = vertexBuffer[ i + 1 ];
  17261. vertex.z = vertexBuffer[ i + 2 ];
  17262. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17263. var v = inclination( vertex ) / Math.PI + 0.5;
  17264. uvBuffer.push( u, 1 - v );
  17265. }
  17266. correctUVs();
  17267. correctSeam();
  17268. }
  17269. function correctSeam() {
  17270. // handle case when face straddles the seam, see #3269
  17271. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17272. // uv data of a single face
  17273. var x0 = uvBuffer[ i + 0 ];
  17274. var x1 = uvBuffer[ i + 2 ];
  17275. var x2 = uvBuffer[ i + 4 ];
  17276. var max = Math.max( x0, x1, x2 );
  17277. var min = Math.min( x0, x1, x2 );
  17278. // 0.9 is somewhat arbitrary
  17279. if ( max > 0.9 && min < 0.1 ) {
  17280. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17281. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17282. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17283. }
  17284. }
  17285. }
  17286. function pushVertex( vertex ) {
  17287. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17288. }
  17289. function getVertexByIndex( index, vertex ) {
  17290. var stride = index * 3;
  17291. vertex.x = vertices[ stride + 0 ];
  17292. vertex.y = vertices[ stride + 1 ];
  17293. vertex.z = vertices[ stride + 2 ];
  17294. }
  17295. function correctUVs() {
  17296. var a = new Vector3();
  17297. var b = new Vector3();
  17298. var c = new Vector3();
  17299. var centroid = new Vector3();
  17300. var uvA = new Vector2();
  17301. var uvB = new Vector2();
  17302. var uvC = new Vector2();
  17303. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17304. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17305. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17306. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17307. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17308. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17309. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17310. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17311. var azi = azimuth( centroid );
  17312. correctUV( uvA, j + 0, a, azi );
  17313. correctUV( uvB, j + 2, b, azi );
  17314. correctUV( uvC, j + 4, c, azi );
  17315. }
  17316. }
  17317. function correctUV( uv, stride, vector, azimuth ) {
  17318. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17319. uvBuffer[ stride ] = uv.x - 1;
  17320. }
  17321. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17322. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17323. }
  17324. }
  17325. // Angle around the Y axis, counter-clockwise when looking from above.
  17326. function azimuth( vector ) {
  17327. return Math.atan2( vector.z, - vector.x );
  17328. }
  17329. // Angle above the XZ plane.
  17330. function inclination( vector ) {
  17331. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17332. }
  17333. }
  17334. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17335. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17336. /**
  17337. * @author timothypratley / https://github.com/timothypratley
  17338. * @author Mugen87 / https://github.com/Mugen87
  17339. */
  17340. // TetrahedronGeometry
  17341. function TetrahedronGeometry( radius, detail ) {
  17342. Geometry.call( this );
  17343. this.type = 'TetrahedronGeometry';
  17344. this.parameters = {
  17345. radius: radius,
  17346. detail: detail
  17347. };
  17348. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17349. this.mergeVertices();
  17350. }
  17351. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17352. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17353. // TetrahedronBufferGeometry
  17354. function TetrahedronBufferGeometry( radius, detail ) {
  17355. var vertices = [
  17356. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17357. ];
  17358. var indices = [
  17359. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17360. ];
  17361. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17362. this.type = 'TetrahedronBufferGeometry';
  17363. this.parameters = {
  17364. radius: radius,
  17365. detail: detail
  17366. };
  17367. }
  17368. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17369. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17370. /**
  17371. * @author timothypratley / https://github.com/timothypratley
  17372. * @author Mugen87 / https://github.com/Mugen87
  17373. */
  17374. // OctahedronGeometry
  17375. function OctahedronGeometry( radius, detail ) {
  17376. Geometry.call( this );
  17377. this.type = 'OctahedronGeometry';
  17378. this.parameters = {
  17379. radius: radius,
  17380. detail: detail
  17381. };
  17382. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17383. this.mergeVertices();
  17384. }
  17385. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17386. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17387. // OctahedronBufferGeometry
  17388. function OctahedronBufferGeometry( radius, detail ) {
  17389. var vertices = [
  17390. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17391. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17392. ];
  17393. var indices = [
  17394. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17395. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17396. 1, 3, 4, 1, 4, 2
  17397. ];
  17398. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17399. this.type = 'OctahedronBufferGeometry';
  17400. this.parameters = {
  17401. radius: radius,
  17402. detail: detail
  17403. };
  17404. }
  17405. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17406. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17407. /**
  17408. * @author timothypratley / https://github.com/timothypratley
  17409. * @author Mugen87 / https://github.com/Mugen87
  17410. */
  17411. // IcosahedronGeometry
  17412. function IcosahedronGeometry( radius, detail ) {
  17413. Geometry.call( this );
  17414. this.type = 'IcosahedronGeometry';
  17415. this.parameters = {
  17416. radius: radius,
  17417. detail: detail
  17418. };
  17419. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17420. this.mergeVertices();
  17421. }
  17422. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17423. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17424. // IcosahedronBufferGeometry
  17425. function IcosahedronBufferGeometry( radius, detail ) {
  17426. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17427. var vertices = [
  17428. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17429. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17430. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17431. ];
  17432. var indices = [
  17433. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17434. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17435. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17436. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17437. ];
  17438. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17439. this.type = 'IcosahedronBufferGeometry';
  17440. this.parameters = {
  17441. radius: radius,
  17442. detail: detail
  17443. };
  17444. }
  17445. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17446. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17447. /**
  17448. * @author Abe Pazos / https://hamoid.com
  17449. * @author Mugen87 / https://github.com/Mugen87
  17450. */
  17451. // DodecahedronGeometry
  17452. function DodecahedronGeometry( radius, detail ) {
  17453. Geometry.call( this );
  17454. this.type = 'DodecahedronGeometry';
  17455. this.parameters = {
  17456. radius: radius,
  17457. detail: detail
  17458. };
  17459. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17460. this.mergeVertices();
  17461. }
  17462. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17463. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17464. // DodecahedronBufferGeometry
  17465. function DodecahedronBufferGeometry( radius, detail ) {
  17466. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17467. var r = 1 / t;
  17468. var vertices = [
  17469. // (±1, ±1, ±1)
  17470. - 1, - 1, - 1, - 1, - 1, 1,
  17471. - 1, 1, - 1, - 1, 1, 1,
  17472. 1, - 1, - 1, 1, - 1, 1,
  17473. 1, 1, - 1, 1, 1, 1,
  17474. // (0, ±1/φ, ±φ)
  17475. 0, - r, - t, 0, - r, t,
  17476. 0, r, - t, 0, r, t,
  17477. // (±1/φ, ±φ, 0)
  17478. - r, - t, 0, - r, t, 0,
  17479. r, - t, 0, r, t, 0,
  17480. // (±φ, 0, ±1/φ)
  17481. - t, 0, - r, t, 0, - r,
  17482. - t, 0, r, t, 0, r
  17483. ];
  17484. var indices = [
  17485. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17486. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17487. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17488. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17489. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17490. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17491. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17492. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17493. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17494. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17495. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17496. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17497. ];
  17498. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17499. this.type = 'DodecahedronBufferGeometry';
  17500. this.parameters = {
  17501. radius: radius,
  17502. detail: detail
  17503. };
  17504. }
  17505. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17506. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17507. /**
  17508. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17509. * @author WestLangley / https://github.com/WestLangley
  17510. * @author zz85 / https://github.com/zz85
  17511. * @author miningold / https://github.com/miningold
  17512. * @author jonobr1 / https://github.com/jonobr1
  17513. * @author Mugen87 / https://github.com/Mugen87
  17514. *
  17515. */
  17516. // TubeGeometry
  17517. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17518. Geometry.call( this );
  17519. this.type = 'TubeGeometry';
  17520. this.parameters = {
  17521. path: path,
  17522. tubularSegments: tubularSegments,
  17523. radius: radius,
  17524. radialSegments: radialSegments,
  17525. closed: closed
  17526. };
  17527. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17528. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17529. // expose internals
  17530. this.tangents = bufferGeometry.tangents;
  17531. this.normals = bufferGeometry.normals;
  17532. this.binormals = bufferGeometry.binormals;
  17533. // create geometry
  17534. this.fromBufferGeometry( bufferGeometry );
  17535. this.mergeVertices();
  17536. }
  17537. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17538. TubeGeometry.prototype.constructor = TubeGeometry;
  17539. // TubeBufferGeometry
  17540. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17541. BufferGeometry.call( this );
  17542. this.type = 'TubeBufferGeometry';
  17543. this.parameters = {
  17544. path: path,
  17545. tubularSegments: tubularSegments,
  17546. radius: radius,
  17547. radialSegments: radialSegments,
  17548. closed: closed
  17549. };
  17550. tubularSegments = tubularSegments || 64;
  17551. radius = radius || 1;
  17552. radialSegments = radialSegments || 8;
  17553. closed = closed || false;
  17554. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17555. // expose internals
  17556. this.tangents = frames.tangents;
  17557. this.normals = frames.normals;
  17558. this.binormals = frames.binormals;
  17559. // helper variables
  17560. var vertex = new Vector3();
  17561. var normal = new Vector3();
  17562. var uv = new Vector2();
  17563. var P = new Vector3();
  17564. // buffer
  17565. var vertices = [];
  17566. var normals = [];
  17567. var uvs = [];
  17568. var indices = [];
  17569. // create buffer data
  17570. generateBufferData();
  17571. // build geometry
  17572. this.setIndex( indices );
  17573. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17574. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17575. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17576. // functions
  17577. function generateBufferData() {
  17578. for ( var i = 0; i < tubularSegments; i ++ ) {
  17579. generateSegment( i );
  17580. }
  17581. // if the geometry is not closed, generate the last row of vertices and normals
  17582. // at the regular position on the given path
  17583. //
  17584. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17585. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17586. // uvs are generated in a separate function.
  17587. // this makes it easy compute correct values for closed geometries
  17588. generateUVs();
  17589. // finally create faces
  17590. generateIndices();
  17591. }
  17592. function generateSegment( i ) {
  17593. // we use getPointAt to sample evenly distributed points from the given path
  17594. P = path.getPointAt( i / tubularSegments, P );
  17595. // retrieve corresponding normal and binormal
  17596. var N = frames.normals[ i ];
  17597. var B = frames.binormals[ i ];
  17598. // generate normals and vertices for the current segment
  17599. for ( var j = 0; j <= radialSegments; j ++ ) {
  17600. var v = j / radialSegments * Math.PI * 2;
  17601. var sin = Math.sin( v );
  17602. var cos = - Math.cos( v );
  17603. // normal
  17604. normal.x = ( cos * N.x + sin * B.x );
  17605. normal.y = ( cos * N.y + sin * B.y );
  17606. normal.z = ( cos * N.z + sin * B.z );
  17607. normal.normalize();
  17608. normals.push( normal.x, normal.y, normal.z );
  17609. // vertex
  17610. vertex.x = P.x + radius * normal.x;
  17611. vertex.y = P.y + radius * normal.y;
  17612. vertex.z = P.z + radius * normal.z;
  17613. vertices.push( vertex.x, vertex.y, vertex.z );
  17614. }
  17615. }
  17616. function generateIndices() {
  17617. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17618. for ( var i = 1; i <= radialSegments; i ++ ) {
  17619. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17620. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17621. var c = ( radialSegments + 1 ) * j + i;
  17622. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17623. // faces
  17624. indices.push( a, b, d );
  17625. indices.push( b, c, d );
  17626. }
  17627. }
  17628. }
  17629. function generateUVs() {
  17630. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17631. for ( var j = 0; j <= radialSegments; j ++ ) {
  17632. uv.x = i / tubularSegments;
  17633. uv.y = j / radialSegments;
  17634. uvs.push( uv.x, uv.y );
  17635. }
  17636. }
  17637. }
  17638. }
  17639. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17640. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17641. TubeBufferGeometry.prototype.toJSON = function () {
  17642. var data = BufferGeometry.prototype.toJSON.call( this );
  17643. data.path = this.parameters.path.toJSON();
  17644. return data;
  17645. };
  17646. /**
  17647. * @author oosmoxiecode
  17648. * @author Mugen87 / https://github.com/Mugen87
  17649. *
  17650. * based on http://www.blackpawn.com/texts/pqtorus/
  17651. */
  17652. // TorusKnotGeometry
  17653. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17654. Geometry.call( this );
  17655. this.type = 'TorusKnotGeometry';
  17656. this.parameters = {
  17657. radius: radius,
  17658. tube: tube,
  17659. tubularSegments: tubularSegments,
  17660. radialSegments: radialSegments,
  17661. p: p,
  17662. q: q
  17663. };
  17664. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17665. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17666. this.mergeVertices();
  17667. }
  17668. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17669. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17670. // TorusKnotBufferGeometry
  17671. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17672. BufferGeometry.call( this );
  17673. this.type = 'TorusKnotBufferGeometry';
  17674. this.parameters = {
  17675. radius: radius,
  17676. tube: tube,
  17677. tubularSegments: tubularSegments,
  17678. radialSegments: radialSegments,
  17679. p: p,
  17680. q: q
  17681. };
  17682. radius = radius || 1;
  17683. tube = tube || 0.4;
  17684. tubularSegments = Math.floor( tubularSegments ) || 64;
  17685. radialSegments = Math.floor( radialSegments ) || 8;
  17686. p = p || 2;
  17687. q = q || 3;
  17688. // buffers
  17689. var indices = [];
  17690. var vertices = [];
  17691. var normals = [];
  17692. var uvs = [];
  17693. // helper variables
  17694. var vertex = new Vector3();
  17695. var normal = new Vector3();
  17696. var P1 = new Vector3();
  17697. var P2 = new Vector3();
  17698. var B = new Vector3();
  17699. var T = new Vector3();
  17700. var N = new Vector3();
  17701. // generate vertices, normals and uvs
  17702. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17703. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17704. var u = i / tubularSegments * p * Math.PI * 2;
  17705. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17706. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17707. calculatePositionOnCurve( u, p, q, radius, P1 );
  17708. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17709. // calculate orthonormal basis
  17710. T.subVectors( P2, P1 );
  17711. N.addVectors( P2, P1 );
  17712. B.crossVectors( T, N );
  17713. N.crossVectors( B, T );
  17714. // normalize B, N. T can be ignored, we don't use it
  17715. B.normalize();
  17716. N.normalize();
  17717. for ( var j = 0; j <= radialSegments; ++ j ) {
  17718. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17719. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17720. var v = j / radialSegments * Math.PI * 2;
  17721. var cx = - tube * Math.cos( v );
  17722. var cy = tube * Math.sin( v );
  17723. // now calculate the final vertex position.
  17724. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17725. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17726. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17727. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17728. vertices.push( vertex.x, vertex.y, vertex.z );
  17729. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17730. normal.subVectors( vertex, P1 ).normalize();
  17731. normals.push( normal.x, normal.y, normal.z );
  17732. // uv
  17733. uvs.push( i / tubularSegments );
  17734. uvs.push( j / radialSegments );
  17735. }
  17736. }
  17737. // generate indices
  17738. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17739. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17740. // indices
  17741. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17742. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17743. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17744. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17745. // faces
  17746. indices.push( a, b, d );
  17747. indices.push( b, c, d );
  17748. }
  17749. }
  17750. // build geometry
  17751. this.setIndex( indices );
  17752. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17753. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17754. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17755. // this function calculates the current position on the torus curve
  17756. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17757. var cu = Math.cos( u );
  17758. var su = Math.sin( u );
  17759. var quOverP = q / p * u;
  17760. var cs = Math.cos( quOverP );
  17761. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17762. position.y = radius * ( 2 + cs ) * su * 0.5;
  17763. position.z = radius * Math.sin( quOverP ) * 0.5;
  17764. }
  17765. }
  17766. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17767. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17768. /**
  17769. * @author oosmoxiecode
  17770. * @author mrdoob / http://mrdoob.com/
  17771. * @author Mugen87 / https://github.com/Mugen87
  17772. */
  17773. // TorusGeometry
  17774. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17775. Geometry.call( this );
  17776. this.type = 'TorusGeometry';
  17777. this.parameters = {
  17778. radius: radius,
  17779. tube: tube,
  17780. radialSegments: radialSegments,
  17781. tubularSegments: tubularSegments,
  17782. arc: arc
  17783. };
  17784. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17785. this.mergeVertices();
  17786. }
  17787. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17788. TorusGeometry.prototype.constructor = TorusGeometry;
  17789. // TorusBufferGeometry
  17790. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17791. BufferGeometry.call( this );
  17792. this.type = 'TorusBufferGeometry';
  17793. this.parameters = {
  17794. radius: radius,
  17795. tube: tube,
  17796. radialSegments: radialSegments,
  17797. tubularSegments: tubularSegments,
  17798. arc: arc
  17799. };
  17800. radius = radius || 1;
  17801. tube = tube || 0.4;
  17802. radialSegments = Math.floor( radialSegments ) || 8;
  17803. tubularSegments = Math.floor( tubularSegments ) || 6;
  17804. arc = arc || Math.PI * 2;
  17805. // buffers
  17806. var indices = [];
  17807. var vertices = [];
  17808. var normals = [];
  17809. var uvs = [];
  17810. // helper variables
  17811. var center = new Vector3();
  17812. var vertex = new Vector3();
  17813. var normal = new Vector3();
  17814. // generate vertices, normals and uvs
  17815. for ( var j = 0; j <= radialSegments; j ++ ) {
  17816. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17817. var u = i / tubularSegments * arc;
  17818. var v = j / radialSegments * Math.PI * 2;
  17819. // vertex
  17820. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17821. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17822. vertex.z = tube * Math.sin( v );
  17823. vertices.push( vertex.x, vertex.y, vertex.z );
  17824. // normal
  17825. center.x = radius * Math.cos( u );
  17826. center.y = radius * Math.sin( u );
  17827. normal.subVectors( vertex, center ).normalize();
  17828. normals.push( normal.x, normal.y, normal.z );
  17829. // uv
  17830. uvs.push( i / tubularSegments );
  17831. uvs.push( j / radialSegments );
  17832. }
  17833. }
  17834. // generate indices
  17835. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  17836. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  17837. // indices
  17838. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  17839. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  17840. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17841. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  17842. // faces
  17843. indices.push( a, b, d );
  17844. indices.push( b, c, d );
  17845. }
  17846. }
  17847. // build geometry
  17848. this.setIndex( indices );
  17849. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17850. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17851. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17852. }
  17853. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17854. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17855. /**
  17856. * @author Mugen87 / https://github.com/Mugen87
  17857. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17858. */
  17859. var Earcut = {
  17860. triangulate: function ( data, holeIndices, dim ) {
  17861. dim = dim || 2;
  17862. var hasHoles = holeIndices && holeIndices.length,
  17863. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17864. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17865. triangles = [];
  17866. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17867. var minX, minY, maxX, maxY, x, y, invSize;
  17868. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17869. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17870. if ( data.length > 80 * dim ) {
  17871. minX = maxX = data[ 0 ];
  17872. minY = maxY = data[ 1 ];
  17873. for ( var i = dim; i < outerLen; i += dim ) {
  17874. x = data[ i ];
  17875. y = data[ i + 1 ];
  17876. if ( x < minX ) { minX = x; }
  17877. if ( y < minY ) { minY = y; }
  17878. if ( x > maxX ) { maxX = x; }
  17879. if ( y > maxY ) { maxY = y; }
  17880. }
  17881. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17882. invSize = Math.max( maxX - minX, maxY - minY );
  17883. invSize = invSize !== 0 ? 1 / invSize : 0;
  17884. }
  17885. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17886. return triangles;
  17887. }
  17888. };
  17889. // create a circular doubly linked list from polygon points in the specified winding order
  17890. function linkedList( data, start, end, dim, clockwise ) {
  17891. var i, last;
  17892. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17893. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17894. } else {
  17895. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17896. }
  17897. if ( last && equals( last, last.next ) ) {
  17898. removeNode( last );
  17899. last = last.next;
  17900. }
  17901. return last;
  17902. }
  17903. // eliminate colinear or duplicate points
  17904. function filterPoints( start, end ) {
  17905. if ( ! start ) { return start; }
  17906. if ( ! end ) { end = start; }
  17907. var p = start,
  17908. again;
  17909. do {
  17910. again = false;
  17911. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17912. removeNode( p );
  17913. p = end = p.prev;
  17914. if ( p === p.next ) { break; }
  17915. again = true;
  17916. } else {
  17917. p = p.next;
  17918. }
  17919. } while ( again || p !== end );
  17920. return end;
  17921. }
  17922. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17923. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17924. if ( ! ear ) { return; }
  17925. // interlink polygon nodes in z-order
  17926. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17927. var stop = ear,
  17928. prev, next;
  17929. // iterate through ears, slicing them one by one
  17930. while ( ear.prev !== ear.next ) {
  17931. prev = ear.prev;
  17932. next = ear.next;
  17933. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17934. // cut off the triangle
  17935. triangles.push( prev.i / dim );
  17936. triangles.push( ear.i / dim );
  17937. triangles.push( next.i / dim );
  17938. removeNode( ear );
  17939. // skipping the next vertex leads to less sliver triangles
  17940. ear = next.next;
  17941. stop = next.next;
  17942. continue;
  17943. }
  17944. ear = next;
  17945. // if we looped through the whole remaining polygon and can't find any more ears
  17946. if ( ear === stop ) {
  17947. // try filtering points and slicing again
  17948. if ( ! pass ) {
  17949. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17950. // if this didn't work, try curing all small self-intersections locally
  17951. } else if ( pass === 1 ) {
  17952. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17953. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17954. // as a last resort, try splitting the remaining polygon into two
  17955. } else if ( pass === 2 ) {
  17956. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17957. }
  17958. break;
  17959. }
  17960. }
  17961. }
  17962. // check whether a polygon node forms a valid ear with adjacent nodes
  17963. function isEar( ear ) {
  17964. var a = ear.prev,
  17965. b = ear,
  17966. c = ear.next;
  17967. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17968. // now make sure we don't have other points inside the potential ear
  17969. var p = ear.next.next;
  17970. while ( p !== ear.prev ) {
  17971. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17972. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17973. p = p.next;
  17974. }
  17975. return true;
  17976. }
  17977. function isEarHashed( ear, minX, minY, invSize ) {
  17978. var a = ear.prev,
  17979. b = ear,
  17980. c = ear.next;
  17981. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17982. // triangle bbox; min & max are calculated like this for speed
  17983. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17984. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17985. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17986. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17987. // z-order range for the current triangle bbox;
  17988. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17989. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17990. var p = ear.prevZ,
  17991. n = ear.nextZ;
  17992. // look for points inside the triangle in both directions
  17993. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17994. if ( p !== ear.prev && p !== ear.next &&
  17995. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17996. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17997. p = p.prevZ;
  17998. if ( n !== ear.prev && n !== ear.next &&
  17999. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18000. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18001. n = n.nextZ;
  18002. }
  18003. // look for remaining points in decreasing z-order
  18004. while ( p && p.z >= minZ ) {
  18005. if ( p !== ear.prev && p !== ear.next &&
  18006. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18007. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18008. p = p.prevZ;
  18009. }
  18010. // look for remaining points in increasing z-order
  18011. while ( n && n.z <= maxZ ) {
  18012. if ( n !== ear.prev && n !== ear.next &&
  18013. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18014. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18015. n = n.nextZ;
  18016. }
  18017. return true;
  18018. }
  18019. // go through all polygon nodes and cure small local self-intersections
  18020. function cureLocalIntersections( start, triangles, dim ) {
  18021. var p = start;
  18022. do {
  18023. var a = p.prev,
  18024. b = p.next.next;
  18025. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18026. triangles.push( a.i / dim );
  18027. triangles.push( p.i / dim );
  18028. triangles.push( b.i / dim );
  18029. // remove two nodes involved
  18030. removeNode( p );
  18031. removeNode( p.next );
  18032. p = start = b;
  18033. }
  18034. p = p.next;
  18035. } while ( p !== start );
  18036. return filterPoints( p );
  18037. }
  18038. // try splitting polygon into two and triangulate them independently
  18039. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18040. // look for a valid diagonal that divides the polygon into two
  18041. var a = start;
  18042. do {
  18043. var b = a.next.next;
  18044. while ( b !== a.prev ) {
  18045. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18046. // split the polygon in two by the diagonal
  18047. var c = splitPolygon( a, b );
  18048. // filter colinear points around the cuts
  18049. a = filterPoints( a, a.next );
  18050. c = filterPoints( c, c.next );
  18051. // run earcut on each half
  18052. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18053. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18054. return;
  18055. }
  18056. b = b.next;
  18057. }
  18058. a = a.next;
  18059. } while ( a !== start );
  18060. }
  18061. // link every hole into the outer loop, producing a single-ring polygon without holes
  18062. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18063. var queue = [],
  18064. i, len, start, end, list;
  18065. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18066. start = holeIndices[ i ] * dim;
  18067. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18068. list = linkedList( data, start, end, dim, false );
  18069. if ( list === list.next ) { list.steiner = true; }
  18070. queue.push( getLeftmost( list ) );
  18071. }
  18072. queue.sort( compareX );
  18073. // process holes from left to right
  18074. for ( i = 0; i < queue.length; i ++ ) {
  18075. eliminateHole( queue[ i ], outerNode );
  18076. outerNode = filterPoints( outerNode, outerNode.next );
  18077. }
  18078. return outerNode;
  18079. }
  18080. function compareX( a, b ) {
  18081. return a.x - b.x;
  18082. }
  18083. // find a bridge between vertices that connects hole with an outer ring and and link it
  18084. function eliminateHole( hole, outerNode ) {
  18085. outerNode = findHoleBridge( hole, outerNode );
  18086. if ( outerNode ) {
  18087. var b = splitPolygon( outerNode, hole );
  18088. // filter collinear points around the cuts
  18089. filterPoints( outerNode, outerNode.next );
  18090. filterPoints( b, b.next );
  18091. }
  18092. }
  18093. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18094. function findHoleBridge( hole, outerNode ) {
  18095. var p = outerNode,
  18096. hx = hole.x,
  18097. hy = hole.y,
  18098. qx = - Infinity,
  18099. m;
  18100. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18101. // segment's endpoint with lesser x will be potential connection point
  18102. do {
  18103. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18104. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18105. if ( x <= hx && x > qx ) {
  18106. qx = x;
  18107. if ( x === hx ) {
  18108. if ( hy === p.y ) { return p; }
  18109. if ( hy === p.next.y ) { return p.next; }
  18110. }
  18111. m = p.x < p.next.x ? p : p.next;
  18112. }
  18113. }
  18114. p = p.next;
  18115. } while ( p !== outerNode );
  18116. if ( ! m ) { return null; }
  18117. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18118. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18119. // if there are no points found, we have a valid connection;
  18120. // otherwise choose the point of the minimum angle with the ray as connection point
  18121. var stop = m,
  18122. mx = m.x,
  18123. my = m.y,
  18124. tanMin = Infinity,
  18125. tan;
  18126. p = m;
  18127. do {
  18128. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18129. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18130. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18131. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18132. m = p;
  18133. tanMin = tan;
  18134. }
  18135. }
  18136. p = p.next;
  18137. } while ( p !== stop );
  18138. return m;
  18139. }
  18140. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18141. function sectorContainsSector( m, p ) {
  18142. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18143. }
  18144. // interlink polygon nodes in z-order
  18145. function indexCurve( start, minX, minY, invSize ) {
  18146. var p = start;
  18147. do {
  18148. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18149. p.prevZ = p.prev;
  18150. p.nextZ = p.next;
  18151. p = p.next;
  18152. } while ( p !== start );
  18153. p.prevZ.nextZ = null;
  18154. p.prevZ = null;
  18155. sortLinked( p );
  18156. }
  18157. // Simon Tatham's linked list merge sort algorithm
  18158. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18159. function sortLinked( list ) {
  18160. var i, p, q, e, tail, numMerges, pSize, qSize,
  18161. inSize = 1;
  18162. do {
  18163. p = list;
  18164. list = null;
  18165. tail = null;
  18166. numMerges = 0;
  18167. while ( p ) {
  18168. numMerges ++;
  18169. q = p;
  18170. pSize = 0;
  18171. for ( i = 0; i < inSize; i ++ ) {
  18172. pSize ++;
  18173. q = q.nextZ;
  18174. if ( ! q ) { break; }
  18175. }
  18176. qSize = inSize;
  18177. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18178. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18179. e = p;
  18180. p = p.nextZ;
  18181. pSize --;
  18182. } else {
  18183. e = q;
  18184. q = q.nextZ;
  18185. qSize --;
  18186. }
  18187. if ( tail ) { tail.nextZ = e; }
  18188. else { list = e; }
  18189. e.prevZ = tail;
  18190. tail = e;
  18191. }
  18192. p = q;
  18193. }
  18194. tail.nextZ = null;
  18195. inSize *= 2;
  18196. } while ( numMerges > 1 );
  18197. return list;
  18198. }
  18199. // z-order of a point given coords and inverse of the longer side of data bbox
  18200. function zOrder( x, y, minX, minY, invSize ) {
  18201. // coords are transformed into non-negative 15-bit integer range
  18202. x = 32767 * ( x - minX ) * invSize;
  18203. y = 32767 * ( y - minY ) * invSize;
  18204. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18205. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18206. x = ( x | ( x << 2 ) ) & 0x33333333;
  18207. x = ( x | ( x << 1 ) ) & 0x55555555;
  18208. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18209. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18210. y = ( y | ( y << 2 ) ) & 0x33333333;
  18211. y = ( y | ( y << 1 ) ) & 0x55555555;
  18212. return x | ( y << 1 );
  18213. }
  18214. // find the leftmost node of a polygon ring
  18215. function getLeftmost( start ) {
  18216. var p = start,
  18217. leftmost = start;
  18218. do {
  18219. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18220. p = p.next;
  18221. } while ( p !== start );
  18222. return leftmost;
  18223. }
  18224. // check if a point lies within a convex triangle
  18225. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18226. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18227. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18228. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18229. }
  18230. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18231. function isValidDiagonal( a, b ) {
  18232. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18233. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18234. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18235. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18236. }
  18237. // signed area of a triangle
  18238. function area( p, q, r ) {
  18239. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18240. }
  18241. // check if two points are equal
  18242. function equals( p1, p2 ) {
  18243. return p1.x === p2.x && p1.y === p2.y;
  18244. }
  18245. // check if two segments intersect
  18246. function intersects( p1, q1, p2, q2 ) {
  18247. var o1 = sign( area( p1, q1, p2 ) );
  18248. var o2 = sign( area( p1, q1, q2 ) );
  18249. var o3 = sign( area( p2, q2, p1 ) );
  18250. var o4 = sign( area( p2, q2, q1 ) );
  18251. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18252. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18253. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18254. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18255. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18256. return false;
  18257. }
  18258. // for collinear points p, q, r, check if point q lies on segment pr
  18259. function onSegment( p, q, r ) {
  18260. 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 );
  18261. }
  18262. function sign( num ) {
  18263. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18264. }
  18265. // check if a polygon diagonal intersects any polygon segments
  18266. function intersectsPolygon( a, b ) {
  18267. var p = a;
  18268. do {
  18269. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18270. intersects( p, p.next, a, b ) ) { return true; }
  18271. p = p.next;
  18272. } while ( p !== a );
  18273. return false;
  18274. }
  18275. // check if a polygon diagonal is locally inside the polygon
  18276. function locallyInside( a, b ) {
  18277. return area( a.prev, a, a.next ) < 0 ?
  18278. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18279. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18280. }
  18281. // check if the middle point of a polygon diagonal is inside the polygon
  18282. function middleInside( a, b ) {
  18283. var p = a,
  18284. inside = false,
  18285. px = ( a.x + b.x ) / 2,
  18286. py = ( a.y + b.y ) / 2;
  18287. do {
  18288. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18289. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18290. { inside = ! inside; }
  18291. p = p.next;
  18292. } while ( p !== a );
  18293. return inside;
  18294. }
  18295. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18296. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18297. function splitPolygon( a, b ) {
  18298. var a2 = new Node( a.i, a.x, a.y ),
  18299. b2 = new Node( b.i, b.x, b.y ),
  18300. an = a.next,
  18301. bp = b.prev;
  18302. a.next = b;
  18303. b.prev = a;
  18304. a2.next = an;
  18305. an.prev = a2;
  18306. b2.next = a2;
  18307. a2.prev = b2;
  18308. bp.next = b2;
  18309. b2.prev = bp;
  18310. return b2;
  18311. }
  18312. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18313. function insertNode( i, x, y, last ) {
  18314. var p = new Node( i, x, y );
  18315. if ( ! last ) {
  18316. p.prev = p;
  18317. p.next = p;
  18318. } else {
  18319. p.next = last.next;
  18320. p.prev = last;
  18321. last.next.prev = p;
  18322. last.next = p;
  18323. }
  18324. return p;
  18325. }
  18326. function removeNode( p ) {
  18327. p.next.prev = p.prev;
  18328. p.prev.next = p.next;
  18329. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18330. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18331. }
  18332. function Node( i, x, y ) {
  18333. // vertex index in coordinates array
  18334. this.i = i;
  18335. // vertex coordinates
  18336. this.x = x;
  18337. this.y = y;
  18338. // previous and next vertex nodes in a polygon ring
  18339. this.prev = null;
  18340. this.next = null;
  18341. // z-order curve value
  18342. this.z = null;
  18343. // previous and next nodes in z-order
  18344. this.prevZ = null;
  18345. this.nextZ = null;
  18346. // indicates whether this is a steiner point
  18347. this.steiner = false;
  18348. }
  18349. function signedArea( data, start, end, dim ) {
  18350. var sum = 0;
  18351. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18352. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18353. j = i;
  18354. }
  18355. return sum;
  18356. }
  18357. /**
  18358. * @author zz85 / http://www.lab4games.net/zz85/blog
  18359. */
  18360. var ShapeUtils = {
  18361. // calculate area of the contour polygon
  18362. area: function ( contour ) {
  18363. var n = contour.length;
  18364. var a = 0.0;
  18365. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18366. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18367. }
  18368. return a * 0.5;
  18369. },
  18370. isClockWise: function ( pts ) {
  18371. return ShapeUtils.area( pts ) < 0;
  18372. },
  18373. triangulateShape: function ( contour, holes ) {
  18374. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18375. var holeIndices = []; // array of hole indices
  18376. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18377. removeDupEndPts( contour );
  18378. addContour( vertices, contour );
  18379. //
  18380. var holeIndex = contour.length;
  18381. holes.forEach( removeDupEndPts );
  18382. for ( var i = 0; i < holes.length; i ++ ) {
  18383. holeIndices.push( holeIndex );
  18384. holeIndex += holes[ i ].length;
  18385. addContour( vertices, holes[ i ] );
  18386. }
  18387. //
  18388. var triangles = Earcut.triangulate( vertices, holeIndices );
  18389. //
  18390. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18391. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18392. }
  18393. return faces;
  18394. }
  18395. };
  18396. function removeDupEndPts( points ) {
  18397. var l = points.length;
  18398. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18399. points.pop();
  18400. }
  18401. }
  18402. function addContour( vertices, contour ) {
  18403. for ( var i = 0; i < contour.length; i ++ ) {
  18404. vertices.push( contour[ i ].x );
  18405. vertices.push( contour[ i ].y );
  18406. }
  18407. }
  18408. /**
  18409. * @author zz85 / http://www.lab4games.net/zz85/blog
  18410. *
  18411. * Creates extruded geometry from a path shape.
  18412. *
  18413. * parameters = {
  18414. *
  18415. * curveSegments: <int>, // number of points on the curves
  18416. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18417. * depth: <float>, // Depth to extrude the shape
  18418. *
  18419. * bevelEnabled: <bool>, // turn on bevel
  18420. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18421. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18422. * bevelOffset: <float>, // how far from shape outline does bevel start
  18423. * bevelSegments: <int>, // number of bevel layers
  18424. *
  18425. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18426. *
  18427. * UVGenerator: <Object> // object that provides UV generator functions
  18428. *
  18429. * }
  18430. */
  18431. // ExtrudeGeometry
  18432. function ExtrudeGeometry( shapes, options ) {
  18433. Geometry.call( this );
  18434. this.type = 'ExtrudeGeometry';
  18435. this.parameters = {
  18436. shapes: shapes,
  18437. options: options
  18438. };
  18439. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18440. this.mergeVertices();
  18441. }
  18442. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18443. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18444. ExtrudeGeometry.prototype.toJSON = function () {
  18445. var data = Geometry.prototype.toJSON.call( this );
  18446. var shapes = this.parameters.shapes;
  18447. var options = this.parameters.options;
  18448. return toJSON( shapes, options, data );
  18449. };
  18450. // ExtrudeBufferGeometry
  18451. function ExtrudeBufferGeometry( shapes, options ) {
  18452. BufferGeometry.call( this );
  18453. this.type = 'ExtrudeBufferGeometry';
  18454. this.parameters = {
  18455. shapes: shapes,
  18456. options: options
  18457. };
  18458. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18459. var scope = this;
  18460. var verticesArray = [];
  18461. var uvArray = [];
  18462. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18463. var shape = shapes[ i ];
  18464. addShape( shape );
  18465. }
  18466. // build geometry
  18467. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18468. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18469. this.computeVertexNormals();
  18470. // functions
  18471. function addShape( shape ) {
  18472. var placeholder = [];
  18473. // options
  18474. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18475. var steps = options.steps !== undefined ? options.steps : 1;
  18476. var depth = options.depth !== undefined ? options.depth : 100;
  18477. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18478. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18479. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18480. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18481. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18482. var extrudePath = options.extrudePath;
  18483. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18484. // deprecated options
  18485. if ( options.amount !== undefined ) {
  18486. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18487. depth = options.amount;
  18488. }
  18489. //
  18490. var extrudePts, extrudeByPath = false;
  18491. var splineTube, binormal, normal, position2;
  18492. if ( extrudePath ) {
  18493. extrudePts = extrudePath.getSpacedPoints( steps );
  18494. extrudeByPath = true;
  18495. bevelEnabled = false; // bevels not supported for path extrusion
  18496. // SETUP TNB variables
  18497. // TODO1 - have a .isClosed in spline?
  18498. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18499. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18500. binormal = new Vector3();
  18501. normal = new Vector3();
  18502. position2 = new Vector3();
  18503. }
  18504. // Safeguards if bevels are not enabled
  18505. if ( ! bevelEnabled ) {
  18506. bevelSegments = 0;
  18507. bevelThickness = 0;
  18508. bevelSize = 0;
  18509. bevelOffset = 0;
  18510. }
  18511. // Variables initialization
  18512. var shapePoints = shape.extractPoints( curveSegments );
  18513. var vertices = shapePoints.shape;
  18514. var holes = shapePoints.holes;
  18515. var reverse = ! ShapeUtils.isClockWise( vertices );
  18516. if ( reverse ) {
  18517. vertices = vertices.reverse();
  18518. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18519. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18520. var ahole = holes[ h ];
  18521. if ( ShapeUtils.isClockWise( ahole ) ) {
  18522. holes[ h ] = ahole.reverse();
  18523. }
  18524. }
  18525. }
  18526. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18527. /* Vertices */
  18528. var contour = vertices; // vertices has all points but contour has only points of circumference
  18529. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18530. var ahole$1 = holes[ h$1 ];
  18531. vertices = vertices.concat( ahole$1 );
  18532. }
  18533. function scalePt2( pt, vec, size ) {
  18534. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18535. return vec.clone().multiplyScalar( size ).add( pt );
  18536. }
  18537. var vlen = vertices.length, flen = faces.length;
  18538. // Find directions for point movement
  18539. function getBevelVec( inPt, inPrev, inNext ) {
  18540. // computes for inPt the corresponding point inPt' on a new contour
  18541. // shifted by 1 unit (length of normalized vector) to the left
  18542. // if we walk along contour clockwise, this new contour is outside the old one
  18543. //
  18544. // inPt' is the intersection of the two lines parallel to the two
  18545. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18546. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18547. // good reading for geometry algorithms (here: line-line intersection)
  18548. // http://geomalgorithms.com/a05-_intersect-1.html
  18549. var v_prev_x = inPt.x - inPrev.x,
  18550. v_prev_y = inPt.y - inPrev.y;
  18551. var v_next_x = inNext.x - inPt.x,
  18552. v_next_y = inNext.y - inPt.y;
  18553. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18554. // check for collinear edges
  18555. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18556. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18557. // not collinear
  18558. // length of vectors for normalizing
  18559. var v_prev_len = Math.sqrt( v_prev_lensq );
  18560. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18561. // shift adjacent points by unit vectors to the left
  18562. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18563. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18564. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18565. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18566. // scaling factor for v_prev to intersection point
  18567. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18568. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18569. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18570. // vector from inPt to intersection point
  18571. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18572. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18573. // Don't normalize!, otherwise sharp corners become ugly
  18574. // but prevent crazy spikes
  18575. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18576. if ( v_trans_lensq <= 2 ) {
  18577. return new Vector2( v_trans_x, v_trans_y );
  18578. } else {
  18579. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18580. }
  18581. } else {
  18582. // handle special case of collinear edges
  18583. var direction_eq = false; // assumes: opposite
  18584. if ( v_prev_x > Number.EPSILON ) {
  18585. if ( v_next_x > Number.EPSILON ) {
  18586. direction_eq = true;
  18587. }
  18588. } else {
  18589. if ( v_prev_x < - Number.EPSILON ) {
  18590. if ( v_next_x < - Number.EPSILON ) {
  18591. direction_eq = true;
  18592. }
  18593. } else {
  18594. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18595. direction_eq = true;
  18596. }
  18597. }
  18598. }
  18599. if ( direction_eq ) {
  18600. // console.log("Warning: lines are a straight sequence");
  18601. v_trans_x = - v_prev_y;
  18602. v_trans_y = v_prev_x;
  18603. shrink_by = Math.sqrt( v_prev_lensq );
  18604. } else {
  18605. // console.log("Warning: lines are a straight spike");
  18606. v_trans_x = v_prev_x;
  18607. v_trans_y = v_prev_y;
  18608. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18609. }
  18610. }
  18611. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18612. }
  18613. var contourMovements = [];
  18614. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18615. if ( j === il ) { j = 0; }
  18616. if ( k === il ) { k = 0; }
  18617. // (j)---(i)---(k)
  18618. // console.log('i,j,k', i, j , k)
  18619. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18620. }
  18621. var holesMovements = [];
  18622. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18623. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18624. var ahole$2 = holes[ h$2 ];
  18625. oneHoleMovements = [];
  18626. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18627. if ( j$1 === il$1 ) { j$1 = 0; }
  18628. if ( k$1 === il$1 ) { k$1 = 0; }
  18629. // (j)---(i)---(k)
  18630. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18631. }
  18632. holesMovements.push( oneHoleMovements );
  18633. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18634. }
  18635. // Loop bevelSegments, 1 for the front, 1 for the back
  18636. for ( var b = 0; b < bevelSegments; b ++ ) {
  18637. //for ( b = bevelSegments; b > 0; b -- ) {
  18638. var t = b / bevelSegments;
  18639. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18640. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18641. // contract shape
  18642. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18643. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18644. v( vert.x, vert.y, - z );
  18645. }
  18646. // expand holes
  18647. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18648. var ahole$3 = holes[ h$3 ];
  18649. oneHoleMovements = holesMovements[ h$3 ];
  18650. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18651. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18652. v( vert$1.x, vert$1.y, - z );
  18653. }
  18654. }
  18655. }
  18656. var bs = bevelSize + bevelOffset;
  18657. // Back facing vertices
  18658. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18659. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18660. if ( ! extrudeByPath ) {
  18661. v( vert$2.x, vert$2.y, 0 );
  18662. } else {
  18663. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18664. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18665. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18666. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18667. v( position2.x, position2.y, position2.z );
  18668. }
  18669. }
  18670. // Add stepped vertices...
  18671. // Including front facing vertices
  18672. for ( var s = 1; s <= steps; s ++ ) {
  18673. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18674. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18675. if ( ! extrudeByPath ) {
  18676. v( vert$3.x, vert$3.y, depth / steps * s );
  18677. } else {
  18678. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18679. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18680. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18681. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18682. v( position2.x, position2.y, position2.z );
  18683. }
  18684. }
  18685. }
  18686. // Add bevel segments planes
  18687. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18688. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18689. var t$1 = b$1 / bevelSegments;
  18690. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18691. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18692. // contract shape
  18693. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18694. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18695. v( vert$4.x, vert$4.y, depth + z$1 );
  18696. }
  18697. // expand holes
  18698. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18699. var ahole$4 = holes[ h$4 ];
  18700. oneHoleMovements = holesMovements[ h$4 ];
  18701. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18702. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18703. if ( ! extrudeByPath ) {
  18704. v( vert$5.x, vert$5.y, depth + z$1 );
  18705. } else {
  18706. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18707. }
  18708. }
  18709. }
  18710. }
  18711. /* Faces */
  18712. // Top and bottom faces
  18713. buildLidFaces();
  18714. // Sides faces
  18715. buildSideFaces();
  18716. ///// Internal functions
  18717. function buildLidFaces() {
  18718. var start = verticesArray.length / 3;
  18719. if ( bevelEnabled ) {
  18720. var layer = 0; // steps + 1
  18721. var offset = vlen * layer;
  18722. // Bottom faces
  18723. for ( var i = 0; i < flen; i ++ ) {
  18724. var face = faces[ i ];
  18725. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18726. }
  18727. layer = steps + bevelSegments * 2;
  18728. offset = vlen * layer;
  18729. // Top faces
  18730. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18731. var face$1 = faces[ i$1 ];
  18732. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18733. }
  18734. } else {
  18735. // Bottom faces
  18736. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18737. var face$2 = faces[ i$2 ];
  18738. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18739. }
  18740. // Top faces
  18741. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18742. var face$3 = faces[ i$3 ];
  18743. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18744. }
  18745. }
  18746. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18747. }
  18748. // Create faces for the z-sides of the shape
  18749. function buildSideFaces() {
  18750. var start = verticesArray.length / 3;
  18751. var layeroffset = 0;
  18752. sidewalls( contour, layeroffset );
  18753. layeroffset += contour.length;
  18754. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18755. var ahole = holes[ h ];
  18756. sidewalls( ahole, layeroffset );
  18757. //, true
  18758. layeroffset += ahole.length;
  18759. }
  18760. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18761. }
  18762. function sidewalls( contour, layeroffset ) {
  18763. var i = contour.length;
  18764. while ( -- i >= 0 ) {
  18765. var j = i;
  18766. var k = i - 1;
  18767. if ( k < 0 ) { k = contour.length - 1; }
  18768. //console.log('b', i,j, i-1, k,vertices.length);
  18769. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18770. var slen1 = vlen * s;
  18771. var slen2 = vlen * ( s + 1 );
  18772. var a = layeroffset + j + slen1,
  18773. b = layeroffset + k + slen1,
  18774. c = layeroffset + k + slen2,
  18775. d = layeroffset + j + slen2;
  18776. f4( a, b, c, d );
  18777. }
  18778. }
  18779. }
  18780. function v( x, y, z ) {
  18781. placeholder.push( x );
  18782. placeholder.push( y );
  18783. placeholder.push( z );
  18784. }
  18785. function f3( a, b, c ) {
  18786. addVertex( a );
  18787. addVertex( b );
  18788. addVertex( c );
  18789. var nextIndex = verticesArray.length / 3;
  18790. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18791. addUV( uvs[ 0 ] );
  18792. addUV( uvs[ 1 ] );
  18793. addUV( uvs[ 2 ] );
  18794. }
  18795. function f4( a, b, c, d ) {
  18796. addVertex( a );
  18797. addVertex( b );
  18798. addVertex( d );
  18799. addVertex( b );
  18800. addVertex( c );
  18801. addVertex( d );
  18802. var nextIndex = verticesArray.length / 3;
  18803. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18804. addUV( uvs[ 0 ] );
  18805. addUV( uvs[ 1 ] );
  18806. addUV( uvs[ 3 ] );
  18807. addUV( uvs[ 1 ] );
  18808. addUV( uvs[ 2 ] );
  18809. addUV( uvs[ 3 ] );
  18810. }
  18811. function addVertex( index ) {
  18812. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18813. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18814. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18815. }
  18816. function addUV( vector2 ) {
  18817. uvArray.push( vector2.x );
  18818. uvArray.push( vector2.y );
  18819. }
  18820. }
  18821. }
  18822. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18823. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18824. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18825. var data = BufferGeometry.prototype.toJSON.call( this );
  18826. var shapes = this.parameters.shapes;
  18827. var options = this.parameters.options;
  18828. return toJSON( shapes, options, data );
  18829. };
  18830. //
  18831. var WorldUVGenerator = {
  18832. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18833. var a_x = vertices[ indexA * 3 ];
  18834. var a_y = vertices[ indexA * 3 + 1 ];
  18835. var b_x = vertices[ indexB * 3 ];
  18836. var b_y = vertices[ indexB * 3 + 1 ];
  18837. var c_x = vertices[ indexC * 3 ];
  18838. var c_y = vertices[ indexC * 3 + 1 ];
  18839. return [
  18840. new Vector2( a_x, a_y ),
  18841. new Vector2( b_x, b_y ),
  18842. new Vector2( c_x, c_y )
  18843. ];
  18844. },
  18845. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18846. var a_x = vertices[ indexA * 3 ];
  18847. var a_y = vertices[ indexA * 3 + 1 ];
  18848. var a_z = vertices[ indexA * 3 + 2 ];
  18849. var b_x = vertices[ indexB * 3 ];
  18850. var b_y = vertices[ indexB * 3 + 1 ];
  18851. var b_z = vertices[ indexB * 3 + 2 ];
  18852. var c_x = vertices[ indexC * 3 ];
  18853. var c_y = vertices[ indexC * 3 + 1 ];
  18854. var c_z = vertices[ indexC * 3 + 2 ];
  18855. var d_x = vertices[ indexD * 3 ];
  18856. var d_y = vertices[ indexD * 3 + 1 ];
  18857. var d_z = vertices[ indexD * 3 + 2 ];
  18858. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18859. return [
  18860. new Vector2( a_x, 1 - a_z ),
  18861. new Vector2( b_x, 1 - b_z ),
  18862. new Vector2( c_x, 1 - c_z ),
  18863. new Vector2( d_x, 1 - d_z )
  18864. ];
  18865. } else {
  18866. return [
  18867. new Vector2( a_y, 1 - a_z ),
  18868. new Vector2( b_y, 1 - b_z ),
  18869. new Vector2( c_y, 1 - c_z ),
  18870. new Vector2( d_y, 1 - d_z )
  18871. ];
  18872. }
  18873. }
  18874. };
  18875. function toJSON( shapes, options, data ) {
  18876. //
  18877. data.shapes = [];
  18878. if ( Array.isArray( shapes ) ) {
  18879. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18880. var shape = shapes[ i ];
  18881. data.shapes.push( shape.uuid );
  18882. }
  18883. } else {
  18884. data.shapes.push( shapes.uuid );
  18885. }
  18886. //
  18887. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18888. return data;
  18889. }
  18890. /**
  18891. * @author zz85 / http://www.lab4games.net/zz85/blog
  18892. * @author alteredq / http://alteredqualia.com/
  18893. *
  18894. * Text = 3D Text
  18895. *
  18896. * parameters = {
  18897. * font: <THREE.Font>, // font
  18898. *
  18899. * size: <float>, // size of the text
  18900. * height: <float>, // thickness to extrude text
  18901. * curveSegments: <int>, // number of points on the curves
  18902. *
  18903. * bevelEnabled: <bool>, // turn on bevel
  18904. * bevelThickness: <float>, // how deep into text bevel goes
  18905. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18906. * bevelOffset: <float> // how far from text outline does bevel start
  18907. * }
  18908. */
  18909. // TextGeometry
  18910. function TextGeometry( text, parameters ) {
  18911. Geometry.call( this );
  18912. this.type = 'TextGeometry';
  18913. this.parameters = {
  18914. text: text,
  18915. parameters: parameters
  18916. };
  18917. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18918. this.mergeVertices();
  18919. }
  18920. TextGeometry.prototype = Object.create( Geometry.prototype );
  18921. TextGeometry.prototype.constructor = TextGeometry;
  18922. // TextBufferGeometry
  18923. function TextBufferGeometry( text, parameters ) {
  18924. parameters = parameters || {};
  18925. var font = parameters.font;
  18926. if ( ! ( font && font.isFont ) ) {
  18927. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18928. return new Geometry();
  18929. }
  18930. var shapes = font.generateShapes( text, parameters.size );
  18931. // translate parameters to ExtrudeGeometry API
  18932. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18933. // defaults
  18934. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18935. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18936. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18937. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18938. this.type = 'TextBufferGeometry';
  18939. }
  18940. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18941. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18942. /**
  18943. * @author mrdoob / http://mrdoob.com/
  18944. * @author benaadams / https://twitter.com/ben_a_adams
  18945. * @author Mugen87 / https://github.com/Mugen87
  18946. */
  18947. // SphereGeometry
  18948. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18949. Geometry.call( this );
  18950. this.type = 'SphereGeometry';
  18951. this.parameters = {
  18952. radius: radius,
  18953. widthSegments: widthSegments,
  18954. heightSegments: heightSegments,
  18955. phiStart: phiStart,
  18956. phiLength: phiLength,
  18957. thetaStart: thetaStart,
  18958. thetaLength: thetaLength
  18959. };
  18960. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18961. this.mergeVertices();
  18962. }
  18963. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18964. SphereGeometry.prototype.constructor = SphereGeometry;
  18965. // SphereBufferGeometry
  18966. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18967. BufferGeometry.call( this );
  18968. this.type = 'SphereBufferGeometry';
  18969. this.parameters = {
  18970. radius: radius,
  18971. widthSegments: widthSegments,
  18972. heightSegments: heightSegments,
  18973. phiStart: phiStart,
  18974. phiLength: phiLength,
  18975. thetaStart: thetaStart,
  18976. thetaLength: thetaLength
  18977. };
  18978. radius = radius || 1;
  18979. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18980. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18981. phiStart = phiStart !== undefined ? phiStart : 0;
  18982. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18983. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18984. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18985. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18986. var index = 0;
  18987. var grid = [];
  18988. var vertex = new Vector3();
  18989. var normal = new Vector3();
  18990. // buffers
  18991. var indices = [];
  18992. var vertices = [];
  18993. var normals = [];
  18994. var uvs = [];
  18995. // generate vertices, normals and uvs
  18996. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  18997. var verticesRow = [];
  18998. var v = iy / heightSegments;
  18999. // special case for the poles
  19000. var uOffset = 0;
  19001. if ( iy == 0 && thetaStart == 0 ) {
  19002. uOffset = 0.5 / widthSegments;
  19003. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19004. uOffset = - 0.5 / widthSegments;
  19005. }
  19006. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19007. var u = ix / widthSegments;
  19008. // vertex
  19009. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19010. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19011. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19012. vertices.push( vertex.x, vertex.y, vertex.z );
  19013. // normal
  19014. normal.copy( vertex ).normalize();
  19015. normals.push( normal.x, normal.y, normal.z );
  19016. // uv
  19017. uvs.push( u + uOffset, 1 - v );
  19018. verticesRow.push( index ++ );
  19019. }
  19020. grid.push( verticesRow );
  19021. }
  19022. // indices
  19023. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19024. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19025. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19026. var b = grid[ iy$1 ][ ix$1 ];
  19027. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19028. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19029. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19030. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19031. }
  19032. }
  19033. // build geometry
  19034. this.setIndex( indices );
  19035. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19036. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19037. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19038. }
  19039. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19040. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19041. /**
  19042. * @author Kaleb Murphy
  19043. * @author Mugen87 / https://github.com/Mugen87
  19044. */
  19045. // RingGeometry
  19046. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19047. Geometry.call( this );
  19048. this.type = 'RingGeometry';
  19049. this.parameters = {
  19050. innerRadius: innerRadius,
  19051. outerRadius: outerRadius,
  19052. thetaSegments: thetaSegments,
  19053. phiSegments: phiSegments,
  19054. thetaStart: thetaStart,
  19055. thetaLength: thetaLength
  19056. };
  19057. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19058. this.mergeVertices();
  19059. }
  19060. RingGeometry.prototype = Object.create( Geometry.prototype );
  19061. RingGeometry.prototype.constructor = RingGeometry;
  19062. // RingBufferGeometry
  19063. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19064. BufferGeometry.call( this );
  19065. this.type = 'RingBufferGeometry';
  19066. this.parameters = {
  19067. innerRadius: innerRadius,
  19068. outerRadius: outerRadius,
  19069. thetaSegments: thetaSegments,
  19070. phiSegments: phiSegments,
  19071. thetaStart: thetaStart,
  19072. thetaLength: thetaLength
  19073. };
  19074. innerRadius = innerRadius || 0.5;
  19075. outerRadius = outerRadius || 1;
  19076. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19077. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19078. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19079. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19080. // buffers
  19081. var indices = [];
  19082. var vertices = [];
  19083. var normals = [];
  19084. var uvs = [];
  19085. // some helper variables
  19086. var radius = innerRadius;
  19087. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19088. var vertex = new Vector3();
  19089. var uv = new Vector2();
  19090. // generate vertices, normals and uvs
  19091. for ( var j = 0; j <= phiSegments; j ++ ) {
  19092. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19093. // values are generate from the inside of the ring to the outside
  19094. var segment = thetaStart + i / thetaSegments * thetaLength;
  19095. // vertex
  19096. vertex.x = radius * Math.cos( segment );
  19097. vertex.y = radius * Math.sin( segment );
  19098. vertices.push( vertex.x, vertex.y, vertex.z );
  19099. // normal
  19100. normals.push( 0, 0, 1 );
  19101. // uv
  19102. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19103. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19104. uvs.push( uv.x, uv.y );
  19105. }
  19106. // increase the radius for next row of vertices
  19107. radius += radiusStep;
  19108. }
  19109. // indices
  19110. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19111. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19112. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19113. var segment$1 = i$1 + thetaSegmentLevel;
  19114. var a = segment$1;
  19115. var b = segment$1 + thetaSegments + 1;
  19116. var c = segment$1 + thetaSegments + 2;
  19117. var d = segment$1 + 1;
  19118. // faces
  19119. indices.push( a, b, d );
  19120. indices.push( b, c, d );
  19121. }
  19122. }
  19123. // build geometry
  19124. this.setIndex( indices );
  19125. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19126. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19127. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19128. }
  19129. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19130. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19131. /**
  19132. * @author zz85 / https://github.com/zz85
  19133. * @author bhouston / http://clara.io
  19134. * @author Mugen87 / https://github.com/Mugen87
  19135. */
  19136. // LatheGeometry
  19137. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19138. Geometry.call( this );
  19139. this.type = 'LatheGeometry';
  19140. this.parameters = {
  19141. points: points,
  19142. segments: segments,
  19143. phiStart: phiStart,
  19144. phiLength: phiLength
  19145. };
  19146. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19147. this.mergeVertices();
  19148. }
  19149. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19150. LatheGeometry.prototype.constructor = LatheGeometry;
  19151. // LatheBufferGeometry
  19152. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19153. BufferGeometry.call( this );
  19154. this.type = 'LatheBufferGeometry';
  19155. this.parameters = {
  19156. points: points,
  19157. segments: segments,
  19158. phiStart: phiStart,
  19159. phiLength: phiLength
  19160. };
  19161. segments = Math.floor( segments ) || 12;
  19162. phiStart = phiStart || 0;
  19163. phiLength = phiLength || Math.PI * 2;
  19164. // clamp phiLength so it's in range of [ 0, 2PI ]
  19165. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19166. // buffers
  19167. var indices = [];
  19168. var vertices = [];
  19169. var uvs = [];
  19170. // helper variables
  19171. var inverseSegments = 1.0 / segments;
  19172. var vertex = new Vector3();
  19173. var uv = new Vector2();
  19174. // generate vertices and uvs
  19175. for ( var i = 0; i <= segments; i ++ ) {
  19176. var phi = phiStart + i * inverseSegments * phiLength;
  19177. var sin = Math.sin( phi );
  19178. var cos = Math.cos( phi );
  19179. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19180. // vertex
  19181. vertex.x = points[ j ].x * sin;
  19182. vertex.y = points[ j ].y;
  19183. vertex.z = points[ j ].x * cos;
  19184. vertices.push( vertex.x, vertex.y, vertex.z );
  19185. // uv
  19186. uv.x = i / segments;
  19187. uv.y = j / ( points.length - 1 );
  19188. uvs.push( uv.x, uv.y );
  19189. }
  19190. }
  19191. // indices
  19192. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19193. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19194. var base = j$1 + i$1 * points.length;
  19195. var a = base;
  19196. var b = base + points.length;
  19197. var c = base + points.length + 1;
  19198. var d = base + 1;
  19199. // faces
  19200. indices.push( a, b, d );
  19201. indices.push( b, c, d );
  19202. }
  19203. }
  19204. // build geometry
  19205. this.setIndex( indices );
  19206. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19207. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19208. // generate normals
  19209. this.computeVertexNormals();
  19210. // if the geometry is closed, we need to average the normals along the seam.
  19211. // because the corresponding vertices are identical (but still have different UVs).
  19212. if ( phiLength === Math.PI * 2 ) {
  19213. var normals = this.attributes.normal.array;
  19214. var n1 = new Vector3();
  19215. var n2 = new Vector3();
  19216. var n = new Vector3();
  19217. // this is the buffer offset for the last line of vertices
  19218. var base$1 = segments * points.length * 3;
  19219. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19220. // select the normal of the vertex in the first line
  19221. n1.x = normals[ j$2 + 0 ];
  19222. n1.y = normals[ j$2 + 1 ];
  19223. n1.z = normals[ j$2 + 2 ];
  19224. // select the normal of the vertex in the last line
  19225. n2.x = normals[ base$1 + j$2 + 0 ];
  19226. n2.y = normals[ base$1 + j$2 + 1 ];
  19227. n2.z = normals[ base$1 + j$2 + 2 ];
  19228. // average normals
  19229. n.addVectors( n1, n2 ).normalize();
  19230. // assign the new values to both normals
  19231. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19232. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19233. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19234. }
  19235. }
  19236. }
  19237. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19238. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19239. /**
  19240. * @author jonobr1 / http://jonobr1.com
  19241. * @author Mugen87 / https://github.com/Mugen87
  19242. */
  19243. // ShapeGeometry
  19244. function ShapeGeometry( shapes, curveSegments ) {
  19245. Geometry.call( this );
  19246. this.type = 'ShapeGeometry';
  19247. if ( typeof curveSegments === 'object' ) {
  19248. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19249. curveSegments = curveSegments.curveSegments;
  19250. }
  19251. this.parameters = {
  19252. shapes: shapes,
  19253. curveSegments: curveSegments
  19254. };
  19255. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19256. this.mergeVertices();
  19257. }
  19258. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19259. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19260. ShapeGeometry.prototype.toJSON = function () {
  19261. var data = Geometry.prototype.toJSON.call( this );
  19262. var shapes = this.parameters.shapes;
  19263. return toJSON$1( shapes, data );
  19264. };
  19265. // ShapeBufferGeometry
  19266. function ShapeBufferGeometry( shapes, curveSegments ) {
  19267. BufferGeometry.call( this );
  19268. this.type = 'ShapeBufferGeometry';
  19269. this.parameters = {
  19270. shapes: shapes,
  19271. curveSegments: curveSegments
  19272. };
  19273. curveSegments = curveSegments || 12;
  19274. // buffers
  19275. var indices = [];
  19276. var vertices = [];
  19277. var normals = [];
  19278. var uvs = [];
  19279. // helper variables
  19280. var groupStart = 0;
  19281. var groupCount = 0;
  19282. // allow single and array values for "shapes" parameter
  19283. if ( Array.isArray( shapes ) === false ) {
  19284. addShape( shapes );
  19285. } else {
  19286. for ( var i = 0; i < shapes.length; i ++ ) {
  19287. addShape( shapes[ i ] );
  19288. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19289. groupStart += groupCount;
  19290. groupCount = 0;
  19291. }
  19292. }
  19293. // build geometry
  19294. this.setIndex( indices );
  19295. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19296. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19297. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19298. // helper functions
  19299. function addShape( shape ) {
  19300. var indexOffset = vertices.length / 3;
  19301. var points = shape.extractPoints( curveSegments );
  19302. var shapeVertices = points.shape;
  19303. var shapeHoles = points.holes;
  19304. // check direction of vertices
  19305. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19306. shapeVertices = shapeVertices.reverse();
  19307. }
  19308. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19309. var shapeHole = shapeHoles[ i ];
  19310. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19311. shapeHoles[ i ] = shapeHole.reverse();
  19312. }
  19313. }
  19314. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19315. // join vertices of inner and outer paths to a single array
  19316. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19317. var shapeHole$1 = shapeHoles[ i$1 ];
  19318. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19319. }
  19320. // vertices, normals, uvs
  19321. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19322. var vertex = shapeVertices[ i$2 ];
  19323. vertices.push( vertex.x, vertex.y, 0 );
  19324. normals.push( 0, 0, 1 );
  19325. uvs.push( vertex.x, vertex.y ); // world uvs
  19326. }
  19327. // incides
  19328. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19329. var face = faces[ i$3 ];
  19330. var a = face[ 0 ] + indexOffset;
  19331. var b = face[ 1 ] + indexOffset;
  19332. var c = face[ 2 ] + indexOffset;
  19333. indices.push( a, b, c );
  19334. groupCount += 3;
  19335. }
  19336. }
  19337. }
  19338. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19339. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19340. ShapeBufferGeometry.prototype.toJSON = function () {
  19341. var data = BufferGeometry.prototype.toJSON.call( this );
  19342. var shapes = this.parameters.shapes;
  19343. return toJSON$1( shapes, data );
  19344. };
  19345. //
  19346. function toJSON$1( shapes, data ) {
  19347. data.shapes = [];
  19348. if ( Array.isArray( shapes ) ) {
  19349. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19350. var shape = shapes[ i ];
  19351. data.shapes.push( shape.uuid );
  19352. }
  19353. } else {
  19354. data.shapes.push( shapes.uuid );
  19355. }
  19356. return data;
  19357. }
  19358. /**
  19359. * @author WestLangley / http://github.com/WestLangley
  19360. * @author Mugen87 / https://github.com/Mugen87
  19361. */
  19362. function EdgesGeometry( geometry, thresholdAngle ) {
  19363. BufferGeometry.call( this );
  19364. this.type = 'EdgesGeometry';
  19365. this.parameters = {
  19366. thresholdAngle: thresholdAngle
  19367. };
  19368. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19369. // buffer
  19370. var vertices = [];
  19371. // helper variables
  19372. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19373. var edge = [ 0, 0 ], edges = {};
  19374. var edge1, edge2, key;
  19375. var keys = [ 'a', 'b', 'c' ];
  19376. // prepare source geometry
  19377. var geometry2;
  19378. if ( geometry.isBufferGeometry ) {
  19379. geometry2 = new Geometry();
  19380. geometry2.fromBufferGeometry( geometry );
  19381. } else {
  19382. geometry2 = geometry.clone();
  19383. }
  19384. geometry2.mergeVertices();
  19385. geometry2.computeFaceNormals();
  19386. var sourceVertices = geometry2.vertices;
  19387. var faces = geometry2.faces;
  19388. // now create a data structure where each entry represents an edge with its adjoining faces
  19389. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19390. var face = faces[ i ];
  19391. for ( var j = 0; j < 3; j ++ ) {
  19392. edge1 = face[ keys[ j ] ];
  19393. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19394. edge[ 0 ] = Math.min( edge1, edge2 );
  19395. edge[ 1 ] = Math.max( edge1, edge2 );
  19396. key = edge[ 0 ] + ',' + edge[ 1 ];
  19397. if ( edges[ key ] === undefined ) {
  19398. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19399. } else {
  19400. edges[ key ].face2 = i;
  19401. }
  19402. }
  19403. }
  19404. // generate vertices
  19405. for ( key in edges ) {
  19406. var e = edges[ key ];
  19407. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19408. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19409. var vertex = sourceVertices[ e.index1 ];
  19410. vertices.push( vertex.x, vertex.y, vertex.z );
  19411. vertex = sourceVertices[ e.index2 ];
  19412. vertices.push( vertex.x, vertex.y, vertex.z );
  19413. }
  19414. }
  19415. // build geometry
  19416. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19417. }
  19418. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19419. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19420. /**
  19421. * @author mrdoob / http://mrdoob.com/
  19422. * @author Mugen87 / https://github.com/Mugen87
  19423. */
  19424. // CylinderGeometry
  19425. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19426. Geometry.call( this );
  19427. this.type = 'CylinderGeometry';
  19428. this.parameters = {
  19429. radiusTop: radiusTop,
  19430. radiusBottom: radiusBottom,
  19431. height: height,
  19432. radialSegments: radialSegments,
  19433. heightSegments: heightSegments,
  19434. openEnded: openEnded,
  19435. thetaStart: thetaStart,
  19436. thetaLength: thetaLength
  19437. };
  19438. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19439. this.mergeVertices();
  19440. }
  19441. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19442. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19443. // CylinderBufferGeometry
  19444. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19445. BufferGeometry.call( this );
  19446. this.type = 'CylinderBufferGeometry';
  19447. this.parameters = {
  19448. radiusTop: radiusTop,
  19449. radiusBottom: radiusBottom,
  19450. height: height,
  19451. radialSegments: radialSegments,
  19452. heightSegments: heightSegments,
  19453. openEnded: openEnded,
  19454. thetaStart: thetaStart,
  19455. thetaLength: thetaLength
  19456. };
  19457. var scope = this;
  19458. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19459. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19460. height = height || 1;
  19461. radialSegments = Math.floor( radialSegments ) || 8;
  19462. heightSegments = Math.floor( heightSegments ) || 1;
  19463. openEnded = openEnded !== undefined ? openEnded : false;
  19464. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19465. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19466. // buffers
  19467. var indices = [];
  19468. var vertices = [];
  19469. var normals = [];
  19470. var uvs = [];
  19471. // helper variables
  19472. var index = 0;
  19473. var indexArray = [];
  19474. var halfHeight = height / 2;
  19475. var groupStart = 0;
  19476. // generate geometry
  19477. generateTorso();
  19478. if ( openEnded === false ) {
  19479. if ( radiusTop > 0 ) { generateCap( true ); }
  19480. if ( radiusBottom > 0 ) { generateCap( false ); }
  19481. }
  19482. // build geometry
  19483. this.setIndex( indices );
  19484. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19485. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19486. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19487. function generateTorso() {
  19488. var normal = new Vector3();
  19489. var vertex = new Vector3();
  19490. var groupCount = 0;
  19491. // this will be used to calculate the normal
  19492. var slope = ( radiusBottom - radiusTop ) / height;
  19493. // generate vertices, normals and uvs
  19494. for ( var y = 0; y <= heightSegments; y ++ ) {
  19495. var indexRow = [];
  19496. var v = y / heightSegments;
  19497. // calculate the radius of the current row
  19498. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19499. for ( var x = 0; x <= radialSegments; x ++ ) {
  19500. var u = x / radialSegments;
  19501. var theta = u * thetaLength + thetaStart;
  19502. var sinTheta = Math.sin( theta );
  19503. var cosTheta = Math.cos( theta );
  19504. // vertex
  19505. vertex.x = radius * sinTheta;
  19506. vertex.y = - v * height + halfHeight;
  19507. vertex.z = radius * cosTheta;
  19508. vertices.push( vertex.x, vertex.y, vertex.z );
  19509. // normal
  19510. normal.set( sinTheta, slope, cosTheta ).normalize();
  19511. normals.push( normal.x, normal.y, normal.z );
  19512. // uv
  19513. uvs.push( u, 1 - v );
  19514. // save index of vertex in respective row
  19515. indexRow.push( index ++ );
  19516. }
  19517. // now save vertices of the row in our index array
  19518. indexArray.push( indexRow );
  19519. }
  19520. // generate indices
  19521. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19522. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19523. // we use the index array to access the correct indices
  19524. var a = indexArray[ y$1 ][ x$1 ];
  19525. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19526. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19527. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19528. // faces
  19529. indices.push( a, b, d );
  19530. indices.push( b, c, d );
  19531. // update group counter
  19532. groupCount += 6;
  19533. }
  19534. }
  19535. // add a group to the geometry. this will ensure multi material support
  19536. scope.addGroup( groupStart, groupCount, 0 );
  19537. // calculate new start value for groups
  19538. groupStart += groupCount;
  19539. }
  19540. function generateCap( top ) {
  19541. var centerIndexStart, centerIndexEnd;
  19542. var uv = new Vector2();
  19543. var vertex = new Vector3();
  19544. var groupCount = 0;
  19545. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19546. var sign = ( top === true ) ? 1 : - 1;
  19547. // save the index of the first center vertex
  19548. centerIndexStart = index;
  19549. // first we generate the center vertex data of the cap.
  19550. // because the geometry needs one set of uvs per face,
  19551. // we must generate a center vertex per face/segment
  19552. for ( var x = 1; x <= radialSegments; x ++ ) {
  19553. // vertex
  19554. vertices.push( 0, halfHeight * sign, 0 );
  19555. // normal
  19556. normals.push( 0, sign, 0 );
  19557. // uv
  19558. uvs.push( 0.5, 0.5 );
  19559. // increase index
  19560. index ++;
  19561. }
  19562. // save the index of the last center vertex
  19563. centerIndexEnd = index;
  19564. // now we generate the surrounding vertices, normals and uvs
  19565. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19566. var u = x$1 / radialSegments;
  19567. var theta = u * thetaLength + thetaStart;
  19568. var cosTheta = Math.cos( theta );
  19569. var sinTheta = Math.sin( theta );
  19570. // vertex
  19571. vertex.x = radius * sinTheta;
  19572. vertex.y = halfHeight * sign;
  19573. vertex.z = radius * cosTheta;
  19574. vertices.push( vertex.x, vertex.y, vertex.z );
  19575. // normal
  19576. normals.push( 0, sign, 0 );
  19577. // uv
  19578. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19579. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19580. uvs.push( uv.x, uv.y );
  19581. // increase index
  19582. index ++;
  19583. }
  19584. // generate indices
  19585. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19586. var c = centerIndexStart + x$2;
  19587. var i = centerIndexEnd + x$2;
  19588. if ( top === true ) {
  19589. // face top
  19590. indices.push( i, i + 1, c );
  19591. } else {
  19592. // face bottom
  19593. indices.push( i + 1, i, c );
  19594. }
  19595. groupCount += 3;
  19596. }
  19597. // add a group to the geometry. this will ensure multi material support
  19598. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19599. // calculate new start value for groups
  19600. groupStart += groupCount;
  19601. }
  19602. }
  19603. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19604. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19605. /**
  19606. * @author abelnation / http://github.com/abelnation
  19607. */
  19608. // ConeGeometry
  19609. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19610. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19611. this.type = 'ConeGeometry';
  19612. this.parameters = {
  19613. radius: radius,
  19614. height: height,
  19615. radialSegments: radialSegments,
  19616. heightSegments: heightSegments,
  19617. openEnded: openEnded,
  19618. thetaStart: thetaStart,
  19619. thetaLength: thetaLength
  19620. };
  19621. }
  19622. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19623. ConeGeometry.prototype.constructor = ConeGeometry;
  19624. // ConeBufferGeometry
  19625. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19626. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19627. this.type = 'ConeBufferGeometry';
  19628. this.parameters = {
  19629. radius: radius,
  19630. height: height,
  19631. radialSegments: radialSegments,
  19632. heightSegments: heightSegments,
  19633. openEnded: openEnded,
  19634. thetaStart: thetaStart,
  19635. thetaLength: thetaLength
  19636. };
  19637. }
  19638. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19639. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19640. /**
  19641. * @author benaadams / https://twitter.com/ben_a_adams
  19642. * @author Mugen87 / https://github.com/Mugen87
  19643. * @author hughes
  19644. */
  19645. // CircleGeometry
  19646. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19647. Geometry.call( this );
  19648. this.type = 'CircleGeometry';
  19649. this.parameters = {
  19650. radius: radius,
  19651. segments: segments,
  19652. thetaStart: thetaStart,
  19653. thetaLength: thetaLength
  19654. };
  19655. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19656. this.mergeVertices();
  19657. }
  19658. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19659. CircleGeometry.prototype.constructor = CircleGeometry;
  19660. // CircleBufferGeometry
  19661. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19662. BufferGeometry.call( this );
  19663. this.type = 'CircleBufferGeometry';
  19664. this.parameters = {
  19665. radius: radius,
  19666. segments: segments,
  19667. thetaStart: thetaStart,
  19668. thetaLength: thetaLength
  19669. };
  19670. radius = radius || 1;
  19671. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19672. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19673. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19674. // buffers
  19675. var indices = [];
  19676. var vertices = [];
  19677. var normals = [];
  19678. var uvs = [];
  19679. // helper variables
  19680. var vertex = new Vector3();
  19681. var uv = new Vector2();
  19682. // center point
  19683. vertices.push( 0, 0, 0 );
  19684. normals.push( 0, 0, 1 );
  19685. uvs.push( 0.5, 0.5 );
  19686. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19687. var segment = thetaStart + s / segments * thetaLength;
  19688. // vertex
  19689. vertex.x = radius * Math.cos( segment );
  19690. vertex.y = radius * Math.sin( segment );
  19691. vertices.push( vertex.x, vertex.y, vertex.z );
  19692. // normal
  19693. normals.push( 0, 0, 1 );
  19694. // uvs
  19695. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19696. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19697. uvs.push( uv.x, uv.y );
  19698. }
  19699. // indices
  19700. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19701. indices.push( i$1, i$1 + 1, 0 );
  19702. }
  19703. // build geometry
  19704. this.setIndex( indices );
  19705. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19706. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19707. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19708. }
  19709. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19710. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19711. var Geometries = /*#__PURE__*/Object.freeze({
  19712. __proto__: null,
  19713. WireframeGeometry: WireframeGeometry,
  19714. ParametricGeometry: ParametricGeometry,
  19715. ParametricBufferGeometry: ParametricBufferGeometry,
  19716. TetrahedronGeometry: TetrahedronGeometry,
  19717. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19718. OctahedronGeometry: OctahedronGeometry,
  19719. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19720. IcosahedronGeometry: IcosahedronGeometry,
  19721. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19722. DodecahedronGeometry: DodecahedronGeometry,
  19723. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19724. PolyhedronGeometry: PolyhedronGeometry,
  19725. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19726. TubeGeometry: TubeGeometry,
  19727. TubeBufferGeometry: TubeBufferGeometry,
  19728. TorusKnotGeometry: TorusKnotGeometry,
  19729. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19730. TorusGeometry: TorusGeometry,
  19731. TorusBufferGeometry: TorusBufferGeometry,
  19732. TextGeometry: TextGeometry,
  19733. TextBufferGeometry: TextBufferGeometry,
  19734. SphereGeometry: SphereGeometry,
  19735. SphereBufferGeometry: SphereBufferGeometry,
  19736. RingGeometry: RingGeometry,
  19737. RingBufferGeometry: RingBufferGeometry,
  19738. PlaneGeometry: PlaneGeometry,
  19739. PlaneBufferGeometry: PlaneBufferGeometry,
  19740. LatheGeometry: LatheGeometry,
  19741. LatheBufferGeometry: LatheBufferGeometry,
  19742. ShapeGeometry: ShapeGeometry,
  19743. ShapeBufferGeometry: ShapeBufferGeometry,
  19744. ExtrudeGeometry: ExtrudeGeometry,
  19745. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19746. EdgesGeometry: EdgesGeometry,
  19747. ConeGeometry: ConeGeometry,
  19748. ConeBufferGeometry: ConeBufferGeometry,
  19749. CylinderGeometry: CylinderGeometry,
  19750. CylinderBufferGeometry: CylinderBufferGeometry,
  19751. CircleGeometry: CircleGeometry,
  19752. CircleBufferGeometry: CircleBufferGeometry,
  19753. BoxGeometry: BoxGeometry,
  19754. BoxBufferGeometry: BoxBufferGeometry
  19755. });
  19756. /**
  19757. * @author mrdoob / http://mrdoob.com/
  19758. *
  19759. * parameters = {
  19760. * color: <THREE.Color>
  19761. * }
  19762. */
  19763. function ShadowMaterial( parameters ) {
  19764. Material.call( this );
  19765. this.type = 'ShadowMaterial';
  19766. this.color = new Color( 0x000000 );
  19767. this.transparent = true;
  19768. this.setValues( parameters );
  19769. }
  19770. ShadowMaterial.prototype = Object.create( Material.prototype );
  19771. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19772. ShadowMaterial.prototype.isShadowMaterial = true;
  19773. ShadowMaterial.prototype.copy = function ( source ) {
  19774. Material.prototype.copy.call( this, source );
  19775. this.color.copy( source.color );
  19776. return this;
  19777. };
  19778. /**
  19779. * @author mrdoob / http://mrdoob.com/
  19780. */
  19781. function RawShaderMaterial( parameters ) {
  19782. ShaderMaterial.call( this, parameters );
  19783. this.type = 'RawShaderMaterial';
  19784. }
  19785. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19786. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19787. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19788. /**
  19789. * @author WestLangley / http://github.com/WestLangley
  19790. *
  19791. * parameters = {
  19792. * color: <hex>,
  19793. * roughness: <float>,
  19794. * metalness: <float>,
  19795. * opacity: <float>,
  19796. *
  19797. * map: new THREE.Texture( <Image> ),
  19798. *
  19799. * lightMap: new THREE.Texture( <Image> ),
  19800. * lightMapIntensity: <float>
  19801. *
  19802. * aoMap: new THREE.Texture( <Image> ),
  19803. * aoMapIntensity: <float>
  19804. *
  19805. * emissive: <hex>,
  19806. * emissiveIntensity: <float>
  19807. * emissiveMap: new THREE.Texture( <Image> ),
  19808. *
  19809. * bumpMap: new THREE.Texture( <Image> ),
  19810. * bumpScale: <float>,
  19811. *
  19812. * normalMap: new THREE.Texture( <Image> ),
  19813. * normalMapType: THREE.TangentSpaceNormalMap,
  19814. * normalScale: <Vector2>,
  19815. *
  19816. * displacementMap: new THREE.Texture( <Image> ),
  19817. * displacementScale: <float>,
  19818. * displacementBias: <float>,
  19819. *
  19820. * roughnessMap: new THREE.Texture( <Image> ),
  19821. *
  19822. * metalnessMap: new THREE.Texture( <Image> ),
  19823. *
  19824. * alphaMap: new THREE.Texture( <Image> ),
  19825. *
  19826. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19827. * envMapIntensity: <float>
  19828. *
  19829. * refractionRatio: <float>,
  19830. *
  19831. * wireframe: <boolean>,
  19832. * wireframeLinewidth: <float>,
  19833. *
  19834. * skinning: <bool>,
  19835. * morphTargets: <bool>,
  19836. * morphNormals: <bool>
  19837. * }
  19838. */
  19839. function MeshStandardMaterial( parameters ) {
  19840. Material.call( this );
  19841. this.defines = { 'STANDARD': '' };
  19842. this.type = 'MeshStandardMaterial';
  19843. this.color = new Color( 0xffffff ); // diffuse
  19844. this.roughness = 1.0;
  19845. this.metalness = 0.0;
  19846. this.map = null;
  19847. this.lightMap = null;
  19848. this.lightMapIntensity = 1.0;
  19849. this.aoMap = null;
  19850. this.aoMapIntensity = 1.0;
  19851. this.emissive = new Color( 0x000000 );
  19852. this.emissiveIntensity = 1.0;
  19853. this.emissiveMap = null;
  19854. this.bumpMap = null;
  19855. this.bumpScale = 1;
  19856. this.normalMap = null;
  19857. this.normalMapType = TangentSpaceNormalMap;
  19858. this.normalScale = new Vector2( 1, 1 );
  19859. this.displacementMap = null;
  19860. this.displacementScale = 1;
  19861. this.displacementBias = 0;
  19862. this.roughnessMap = null;
  19863. this.metalnessMap = null;
  19864. this.alphaMap = null;
  19865. this.envMap = null;
  19866. this.envMapIntensity = 1.0;
  19867. this.refractionRatio = 0.98;
  19868. this.wireframe = false;
  19869. this.wireframeLinewidth = 1;
  19870. this.wireframeLinecap = 'round';
  19871. this.wireframeLinejoin = 'round';
  19872. this.skinning = false;
  19873. this.morphTargets = false;
  19874. this.morphNormals = false;
  19875. this.vertexTangents = false;
  19876. this.setValues( parameters );
  19877. }
  19878. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19879. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19880. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19881. MeshStandardMaterial.prototype.copy = function ( source ) {
  19882. Material.prototype.copy.call( this, source );
  19883. this.defines = { 'STANDARD': '' };
  19884. this.color.copy( source.color );
  19885. this.roughness = source.roughness;
  19886. this.metalness = source.metalness;
  19887. this.map = source.map;
  19888. this.lightMap = source.lightMap;
  19889. this.lightMapIntensity = source.lightMapIntensity;
  19890. this.aoMap = source.aoMap;
  19891. this.aoMapIntensity = source.aoMapIntensity;
  19892. this.emissive.copy( source.emissive );
  19893. this.emissiveMap = source.emissiveMap;
  19894. this.emissiveIntensity = source.emissiveIntensity;
  19895. this.bumpMap = source.bumpMap;
  19896. this.bumpScale = source.bumpScale;
  19897. this.normalMap = source.normalMap;
  19898. this.normalMapType = source.normalMapType;
  19899. this.normalScale.copy( source.normalScale );
  19900. this.displacementMap = source.displacementMap;
  19901. this.displacementScale = source.displacementScale;
  19902. this.displacementBias = source.displacementBias;
  19903. this.roughnessMap = source.roughnessMap;
  19904. this.metalnessMap = source.metalnessMap;
  19905. this.alphaMap = source.alphaMap;
  19906. this.envMap = source.envMap;
  19907. this.envMapIntensity = source.envMapIntensity;
  19908. this.refractionRatio = source.refractionRatio;
  19909. this.wireframe = source.wireframe;
  19910. this.wireframeLinewidth = source.wireframeLinewidth;
  19911. this.wireframeLinecap = source.wireframeLinecap;
  19912. this.wireframeLinejoin = source.wireframeLinejoin;
  19913. this.skinning = source.skinning;
  19914. this.morphTargets = source.morphTargets;
  19915. this.morphNormals = source.morphNormals;
  19916. this.vertexTangents = source.vertexTangents;
  19917. return this;
  19918. };
  19919. /**
  19920. * @author WestLangley / http://github.com/WestLangley
  19921. *
  19922. * parameters = {
  19923. * clearcoat: <float>,
  19924. * clearcoatMap: new THREE.Texture( <Image> ),
  19925. * clearcoatRoughness: <float>,
  19926. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19927. * clearcoatNormalScale: <Vector2>,
  19928. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19929. *
  19930. * reflectivity: <float>,
  19931. *
  19932. * sheen: <Color>,
  19933. *
  19934. * transparency: <float>
  19935. * }
  19936. */
  19937. function MeshPhysicalMaterial( parameters ) {
  19938. MeshStandardMaterial.call( this );
  19939. this.defines = {
  19940. 'STANDARD': '',
  19941. 'PHYSICAL': ''
  19942. };
  19943. this.type = 'MeshPhysicalMaterial';
  19944. this.clearcoat = 0.0;
  19945. this.clearcoatMap = null;
  19946. this.clearcoatRoughness = 0.0;
  19947. this.clearcoatRoughnessMap = null;
  19948. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19949. this.clearcoatNormalMap = null;
  19950. this.reflectivity = 0.5; // maps to F0 = 0.04
  19951. this.sheen = null; // null will disable sheen bsdf
  19952. this.transparency = 0.0;
  19953. this.setValues( parameters );
  19954. }
  19955. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19956. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19957. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19958. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19959. MeshStandardMaterial.prototype.copy.call( this, source );
  19960. this.defines = {
  19961. 'STANDARD': '',
  19962. 'PHYSICAL': ''
  19963. };
  19964. this.clearcoat = source.clearcoat;
  19965. this.clearcoatMap = source.clearcoatMap;
  19966. this.clearcoatRoughness = source.clearcoatRoughness;
  19967. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19968. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19969. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19970. this.reflectivity = source.reflectivity;
  19971. if ( source.sheen ) {
  19972. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19973. } else {
  19974. this.sheen = null;
  19975. }
  19976. this.transparency = source.transparency;
  19977. return this;
  19978. };
  19979. /**
  19980. * @author mrdoob / http://mrdoob.com/
  19981. * @author alteredq / http://alteredqualia.com/
  19982. *
  19983. * parameters = {
  19984. * color: <hex>,
  19985. * specular: <hex>,
  19986. * shininess: <float>,
  19987. * opacity: <float>,
  19988. *
  19989. * map: new THREE.Texture( <Image> ),
  19990. *
  19991. * lightMap: new THREE.Texture( <Image> ),
  19992. * lightMapIntensity: <float>
  19993. *
  19994. * aoMap: new THREE.Texture( <Image> ),
  19995. * aoMapIntensity: <float>
  19996. *
  19997. * emissive: <hex>,
  19998. * emissiveIntensity: <float>
  19999. * emissiveMap: new THREE.Texture( <Image> ),
  20000. *
  20001. * bumpMap: new THREE.Texture( <Image> ),
  20002. * bumpScale: <float>,
  20003. *
  20004. * normalMap: new THREE.Texture( <Image> ),
  20005. * normalMapType: THREE.TangentSpaceNormalMap,
  20006. * normalScale: <Vector2>,
  20007. *
  20008. * displacementMap: new THREE.Texture( <Image> ),
  20009. * displacementScale: <float>,
  20010. * displacementBias: <float>,
  20011. *
  20012. * specularMap: new THREE.Texture( <Image> ),
  20013. *
  20014. * alphaMap: new THREE.Texture( <Image> ),
  20015. *
  20016. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20017. * combine: THREE.MultiplyOperation,
  20018. * reflectivity: <float>,
  20019. * refractionRatio: <float>,
  20020. *
  20021. * wireframe: <boolean>,
  20022. * wireframeLinewidth: <float>,
  20023. *
  20024. * skinning: <bool>,
  20025. * morphTargets: <bool>,
  20026. * morphNormals: <bool>
  20027. * }
  20028. */
  20029. function MeshPhongMaterial( parameters ) {
  20030. Material.call( this );
  20031. this.type = 'MeshPhongMaterial';
  20032. this.color = new Color( 0xffffff ); // diffuse
  20033. this.specular = new Color( 0x111111 );
  20034. this.shininess = 30;
  20035. this.map = null;
  20036. this.lightMap = null;
  20037. this.lightMapIntensity = 1.0;
  20038. this.aoMap = null;
  20039. this.aoMapIntensity = 1.0;
  20040. this.emissive = new Color( 0x000000 );
  20041. this.emissiveIntensity = 1.0;
  20042. this.emissiveMap = null;
  20043. this.bumpMap = null;
  20044. this.bumpScale = 1;
  20045. this.normalMap = null;
  20046. this.normalMapType = TangentSpaceNormalMap;
  20047. this.normalScale = new Vector2( 1, 1 );
  20048. this.displacementMap = null;
  20049. this.displacementScale = 1;
  20050. this.displacementBias = 0;
  20051. this.specularMap = null;
  20052. this.alphaMap = null;
  20053. this.envMap = null;
  20054. this.combine = MultiplyOperation;
  20055. this.reflectivity = 1;
  20056. this.refractionRatio = 0.98;
  20057. this.wireframe = false;
  20058. this.wireframeLinewidth = 1;
  20059. this.wireframeLinecap = 'round';
  20060. this.wireframeLinejoin = 'round';
  20061. this.skinning = false;
  20062. this.morphTargets = false;
  20063. this.morphNormals = false;
  20064. this.setValues( parameters );
  20065. }
  20066. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20067. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20068. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20069. MeshPhongMaterial.prototype.copy = function ( source ) {
  20070. Material.prototype.copy.call( this, source );
  20071. this.color.copy( source.color );
  20072. this.specular.copy( source.specular );
  20073. this.shininess = source.shininess;
  20074. this.map = source.map;
  20075. this.lightMap = source.lightMap;
  20076. this.lightMapIntensity = source.lightMapIntensity;
  20077. this.aoMap = source.aoMap;
  20078. this.aoMapIntensity = source.aoMapIntensity;
  20079. this.emissive.copy( source.emissive );
  20080. this.emissiveMap = source.emissiveMap;
  20081. this.emissiveIntensity = source.emissiveIntensity;
  20082. this.bumpMap = source.bumpMap;
  20083. this.bumpScale = source.bumpScale;
  20084. this.normalMap = source.normalMap;
  20085. this.normalMapType = source.normalMapType;
  20086. this.normalScale.copy( source.normalScale );
  20087. this.displacementMap = source.displacementMap;
  20088. this.displacementScale = source.displacementScale;
  20089. this.displacementBias = source.displacementBias;
  20090. this.specularMap = source.specularMap;
  20091. this.alphaMap = source.alphaMap;
  20092. this.envMap = source.envMap;
  20093. this.combine = source.combine;
  20094. this.reflectivity = source.reflectivity;
  20095. this.refractionRatio = source.refractionRatio;
  20096. this.wireframe = source.wireframe;
  20097. this.wireframeLinewidth = source.wireframeLinewidth;
  20098. this.wireframeLinecap = source.wireframeLinecap;
  20099. this.wireframeLinejoin = source.wireframeLinejoin;
  20100. this.skinning = source.skinning;
  20101. this.morphTargets = source.morphTargets;
  20102. this.morphNormals = source.morphNormals;
  20103. return this;
  20104. };
  20105. /**
  20106. * @author takahirox / http://github.com/takahirox
  20107. *
  20108. * parameters = {
  20109. * color: <hex>,
  20110. * specular: <hex>,
  20111. * shininess: <float>,
  20112. *
  20113. * map: new THREE.Texture( <Image> ),
  20114. * gradientMap: new THREE.Texture( <Image> ),
  20115. *
  20116. * lightMap: new THREE.Texture( <Image> ),
  20117. * lightMapIntensity: <float>
  20118. *
  20119. * aoMap: new THREE.Texture( <Image> ),
  20120. * aoMapIntensity: <float>
  20121. *
  20122. * emissive: <hex>,
  20123. * emissiveIntensity: <float>
  20124. * emissiveMap: new THREE.Texture( <Image> ),
  20125. *
  20126. * bumpMap: new THREE.Texture( <Image> ),
  20127. * bumpScale: <float>,
  20128. *
  20129. * normalMap: new THREE.Texture( <Image> ),
  20130. * normalMapType: THREE.TangentSpaceNormalMap,
  20131. * normalScale: <Vector2>,
  20132. *
  20133. * displacementMap: new THREE.Texture( <Image> ),
  20134. * displacementScale: <float>,
  20135. * displacementBias: <float>,
  20136. *
  20137. * specularMap: new THREE.Texture( <Image> ),
  20138. *
  20139. * alphaMap: new THREE.Texture( <Image> ),
  20140. *
  20141. * wireframe: <boolean>,
  20142. * wireframeLinewidth: <float>,
  20143. *
  20144. * skinning: <bool>,
  20145. * morphTargets: <bool>,
  20146. * morphNormals: <bool>
  20147. * }
  20148. */
  20149. function MeshToonMaterial( parameters ) {
  20150. Material.call( this );
  20151. this.defines = { 'TOON': '' };
  20152. this.type = 'MeshToonMaterial';
  20153. this.color = new Color( 0xffffff );
  20154. this.specular = new Color( 0x111111 );
  20155. this.shininess = 30;
  20156. this.map = null;
  20157. this.gradientMap = null;
  20158. this.lightMap = null;
  20159. this.lightMapIntensity = 1.0;
  20160. this.aoMap = null;
  20161. this.aoMapIntensity = 1.0;
  20162. this.emissive = new Color( 0x000000 );
  20163. this.emissiveIntensity = 1.0;
  20164. this.emissiveMap = null;
  20165. this.bumpMap = null;
  20166. this.bumpScale = 1;
  20167. this.normalMap = null;
  20168. this.normalMapType = TangentSpaceNormalMap;
  20169. this.normalScale = new Vector2( 1, 1 );
  20170. this.displacementMap = null;
  20171. this.displacementScale = 1;
  20172. this.displacementBias = 0;
  20173. this.specularMap = null;
  20174. this.alphaMap = null;
  20175. this.wireframe = false;
  20176. this.wireframeLinewidth = 1;
  20177. this.wireframeLinecap = 'round';
  20178. this.wireframeLinejoin = 'round';
  20179. this.skinning = false;
  20180. this.morphTargets = false;
  20181. this.morphNormals = false;
  20182. this.setValues( parameters );
  20183. }
  20184. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20185. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20186. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20187. MeshToonMaterial.prototype.copy = function ( source ) {
  20188. Material.prototype.copy.call( this, source );
  20189. this.color.copy( source.color );
  20190. this.specular.copy( source.specular );
  20191. this.shininess = source.shininess;
  20192. this.map = source.map;
  20193. this.gradientMap = source.gradientMap;
  20194. this.lightMap = source.lightMap;
  20195. this.lightMapIntensity = source.lightMapIntensity;
  20196. this.aoMap = source.aoMap;
  20197. this.aoMapIntensity = source.aoMapIntensity;
  20198. this.emissive.copy( source.emissive );
  20199. this.emissiveMap = source.emissiveMap;
  20200. this.emissiveIntensity = source.emissiveIntensity;
  20201. this.bumpMap = source.bumpMap;
  20202. this.bumpScale = source.bumpScale;
  20203. this.normalMap = source.normalMap;
  20204. this.normalMapType = source.normalMapType;
  20205. this.normalScale.copy( source.normalScale );
  20206. this.displacementMap = source.displacementMap;
  20207. this.displacementScale = source.displacementScale;
  20208. this.displacementBias = source.displacementBias;
  20209. this.specularMap = source.specularMap;
  20210. this.alphaMap = source.alphaMap;
  20211. this.wireframe = source.wireframe;
  20212. this.wireframeLinewidth = source.wireframeLinewidth;
  20213. this.wireframeLinecap = source.wireframeLinecap;
  20214. this.wireframeLinejoin = source.wireframeLinejoin;
  20215. this.skinning = source.skinning;
  20216. this.morphTargets = source.morphTargets;
  20217. this.morphNormals = source.morphNormals;
  20218. return this;
  20219. };
  20220. /**
  20221. * @author mrdoob / http://mrdoob.com/
  20222. * @author WestLangley / http://github.com/WestLangley
  20223. *
  20224. * parameters = {
  20225. * opacity: <float>,
  20226. *
  20227. * bumpMap: new THREE.Texture( <Image> ),
  20228. * bumpScale: <float>,
  20229. *
  20230. * normalMap: new THREE.Texture( <Image> ),
  20231. * normalMapType: THREE.TangentSpaceNormalMap,
  20232. * normalScale: <Vector2>,
  20233. *
  20234. * displacementMap: new THREE.Texture( <Image> ),
  20235. * displacementScale: <float>,
  20236. * displacementBias: <float>,
  20237. *
  20238. * wireframe: <boolean>,
  20239. * wireframeLinewidth: <float>
  20240. *
  20241. * skinning: <bool>,
  20242. * morphTargets: <bool>,
  20243. * morphNormals: <bool>
  20244. * }
  20245. */
  20246. function MeshNormalMaterial( parameters ) {
  20247. Material.call( this );
  20248. this.type = 'MeshNormalMaterial';
  20249. this.bumpMap = null;
  20250. this.bumpScale = 1;
  20251. this.normalMap = null;
  20252. this.normalMapType = TangentSpaceNormalMap;
  20253. this.normalScale = new Vector2( 1, 1 );
  20254. this.displacementMap = null;
  20255. this.displacementScale = 1;
  20256. this.displacementBias = 0;
  20257. this.wireframe = false;
  20258. this.wireframeLinewidth = 1;
  20259. this.fog = false;
  20260. this.skinning = false;
  20261. this.morphTargets = false;
  20262. this.morphNormals = false;
  20263. this.setValues( parameters );
  20264. }
  20265. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20266. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20267. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20268. MeshNormalMaterial.prototype.copy = function ( source ) {
  20269. Material.prototype.copy.call( this, source );
  20270. this.bumpMap = source.bumpMap;
  20271. this.bumpScale = source.bumpScale;
  20272. this.normalMap = source.normalMap;
  20273. this.normalMapType = source.normalMapType;
  20274. this.normalScale.copy( source.normalScale );
  20275. this.displacementMap = source.displacementMap;
  20276. this.displacementScale = source.displacementScale;
  20277. this.displacementBias = source.displacementBias;
  20278. this.wireframe = source.wireframe;
  20279. this.wireframeLinewidth = source.wireframeLinewidth;
  20280. this.skinning = source.skinning;
  20281. this.morphTargets = source.morphTargets;
  20282. this.morphNormals = source.morphNormals;
  20283. return this;
  20284. };
  20285. /**
  20286. * @author mrdoob / http://mrdoob.com/
  20287. * @author alteredq / http://alteredqualia.com/
  20288. *
  20289. * parameters = {
  20290. * color: <hex>,
  20291. * opacity: <float>,
  20292. *
  20293. * map: new THREE.Texture( <Image> ),
  20294. *
  20295. * lightMap: new THREE.Texture( <Image> ),
  20296. * lightMapIntensity: <float>
  20297. *
  20298. * aoMap: new THREE.Texture( <Image> ),
  20299. * aoMapIntensity: <float>
  20300. *
  20301. * emissive: <hex>,
  20302. * emissiveIntensity: <float>
  20303. * emissiveMap: new THREE.Texture( <Image> ),
  20304. *
  20305. * specularMap: new THREE.Texture( <Image> ),
  20306. *
  20307. * alphaMap: new THREE.Texture( <Image> ),
  20308. *
  20309. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20310. * combine: THREE.Multiply,
  20311. * reflectivity: <float>,
  20312. * refractionRatio: <float>,
  20313. *
  20314. * wireframe: <boolean>,
  20315. * wireframeLinewidth: <float>,
  20316. *
  20317. * skinning: <bool>,
  20318. * morphTargets: <bool>,
  20319. * morphNormals: <bool>
  20320. * }
  20321. */
  20322. function MeshLambertMaterial( parameters ) {
  20323. Material.call( this );
  20324. this.type = 'MeshLambertMaterial';
  20325. this.color = new Color( 0xffffff ); // diffuse
  20326. this.map = null;
  20327. this.lightMap = null;
  20328. this.lightMapIntensity = 1.0;
  20329. this.aoMap = null;
  20330. this.aoMapIntensity = 1.0;
  20331. this.emissive = new Color( 0x000000 );
  20332. this.emissiveIntensity = 1.0;
  20333. this.emissiveMap = null;
  20334. this.specularMap = null;
  20335. this.alphaMap = null;
  20336. this.envMap = null;
  20337. this.combine = MultiplyOperation;
  20338. this.reflectivity = 1;
  20339. this.refractionRatio = 0.98;
  20340. this.wireframe = false;
  20341. this.wireframeLinewidth = 1;
  20342. this.wireframeLinecap = 'round';
  20343. this.wireframeLinejoin = 'round';
  20344. this.skinning = false;
  20345. this.morphTargets = false;
  20346. this.morphNormals = false;
  20347. this.setValues( parameters );
  20348. }
  20349. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20350. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20351. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20352. MeshLambertMaterial.prototype.copy = function ( source ) {
  20353. Material.prototype.copy.call( this, source );
  20354. this.color.copy( source.color );
  20355. this.map = source.map;
  20356. this.lightMap = source.lightMap;
  20357. this.lightMapIntensity = source.lightMapIntensity;
  20358. this.aoMap = source.aoMap;
  20359. this.aoMapIntensity = source.aoMapIntensity;
  20360. this.emissive.copy( source.emissive );
  20361. this.emissiveMap = source.emissiveMap;
  20362. this.emissiveIntensity = source.emissiveIntensity;
  20363. this.specularMap = source.specularMap;
  20364. this.alphaMap = source.alphaMap;
  20365. this.envMap = source.envMap;
  20366. this.combine = source.combine;
  20367. this.reflectivity = source.reflectivity;
  20368. this.refractionRatio = source.refractionRatio;
  20369. this.wireframe = source.wireframe;
  20370. this.wireframeLinewidth = source.wireframeLinewidth;
  20371. this.wireframeLinecap = source.wireframeLinecap;
  20372. this.wireframeLinejoin = source.wireframeLinejoin;
  20373. this.skinning = source.skinning;
  20374. this.morphTargets = source.morphTargets;
  20375. this.morphNormals = source.morphNormals;
  20376. return this;
  20377. };
  20378. /**
  20379. * @author WestLangley / http://github.com/WestLangley
  20380. *
  20381. * parameters = {
  20382. * color: <hex>,
  20383. * opacity: <float>,
  20384. *
  20385. * matcap: new THREE.Texture( <Image> ),
  20386. *
  20387. * map: new THREE.Texture( <Image> ),
  20388. *
  20389. * bumpMap: new THREE.Texture( <Image> ),
  20390. * bumpScale: <float>,
  20391. *
  20392. * normalMap: new THREE.Texture( <Image> ),
  20393. * normalMapType: THREE.TangentSpaceNormalMap,
  20394. * normalScale: <Vector2>,
  20395. *
  20396. * displacementMap: new THREE.Texture( <Image> ),
  20397. * displacementScale: <float>,
  20398. * displacementBias: <float>,
  20399. *
  20400. * alphaMap: new THREE.Texture( <Image> ),
  20401. *
  20402. * skinning: <bool>,
  20403. * morphTargets: <bool>,
  20404. * morphNormals: <bool>
  20405. * }
  20406. */
  20407. function MeshMatcapMaterial( parameters ) {
  20408. Material.call( this );
  20409. this.defines = { 'MATCAP': '' };
  20410. this.type = 'MeshMatcapMaterial';
  20411. this.color = new Color( 0xffffff ); // diffuse
  20412. this.matcap = null;
  20413. this.map = null;
  20414. this.bumpMap = null;
  20415. this.bumpScale = 1;
  20416. this.normalMap = null;
  20417. this.normalMapType = TangentSpaceNormalMap;
  20418. this.normalScale = new Vector2( 1, 1 );
  20419. this.displacementMap = null;
  20420. this.displacementScale = 1;
  20421. this.displacementBias = 0;
  20422. this.alphaMap = null;
  20423. this.skinning = false;
  20424. this.morphTargets = false;
  20425. this.morphNormals = false;
  20426. this.setValues( parameters );
  20427. }
  20428. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20429. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20430. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20431. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20432. Material.prototype.copy.call( this, source );
  20433. this.defines = { 'MATCAP': '' };
  20434. this.color.copy( source.color );
  20435. this.matcap = source.matcap;
  20436. this.map = source.map;
  20437. this.bumpMap = source.bumpMap;
  20438. this.bumpScale = source.bumpScale;
  20439. this.normalMap = source.normalMap;
  20440. this.normalMapType = source.normalMapType;
  20441. this.normalScale.copy( source.normalScale );
  20442. this.displacementMap = source.displacementMap;
  20443. this.displacementScale = source.displacementScale;
  20444. this.displacementBias = source.displacementBias;
  20445. this.alphaMap = source.alphaMap;
  20446. this.skinning = source.skinning;
  20447. this.morphTargets = source.morphTargets;
  20448. this.morphNormals = source.morphNormals;
  20449. return this;
  20450. };
  20451. /**
  20452. * @author alteredq / http://alteredqualia.com/
  20453. *
  20454. * parameters = {
  20455. * color: <hex>,
  20456. * opacity: <float>,
  20457. *
  20458. * linewidth: <float>,
  20459. *
  20460. * scale: <float>,
  20461. * dashSize: <float>,
  20462. * gapSize: <float>
  20463. * }
  20464. */
  20465. function LineDashedMaterial( parameters ) {
  20466. LineBasicMaterial.call( this );
  20467. this.type = 'LineDashedMaterial';
  20468. this.scale = 1;
  20469. this.dashSize = 3;
  20470. this.gapSize = 1;
  20471. this.setValues( parameters );
  20472. }
  20473. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20474. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20475. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20476. LineDashedMaterial.prototype.copy = function ( source ) {
  20477. LineBasicMaterial.prototype.copy.call( this, source );
  20478. this.scale = source.scale;
  20479. this.dashSize = source.dashSize;
  20480. this.gapSize = source.gapSize;
  20481. return this;
  20482. };
  20483. var Materials = /*#__PURE__*/Object.freeze({
  20484. __proto__: null,
  20485. ShadowMaterial: ShadowMaterial,
  20486. SpriteMaterial: SpriteMaterial,
  20487. RawShaderMaterial: RawShaderMaterial,
  20488. ShaderMaterial: ShaderMaterial,
  20489. PointsMaterial: PointsMaterial,
  20490. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20491. MeshStandardMaterial: MeshStandardMaterial,
  20492. MeshPhongMaterial: MeshPhongMaterial,
  20493. MeshToonMaterial: MeshToonMaterial,
  20494. MeshNormalMaterial: MeshNormalMaterial,
  20495. MeshLambertMaterial: MeshLambertMaterial,
  20496. MeshDepthMaterial: MeshDepthMaterial,
  20497. MeshDistanceMaterial: MeshDistanceMaterial,
  20498. MeshBasicMaterial: MeshBasicMaterial,
  20499. MeshMatcapMaterial: MeshMatcapMaterial,
  20500. LineDashedMaterial: LineDashedMaterial,
  20501. LineBasicMaterial: LineBasicMaterial,
  20502. Material: Material
  20503. });
  20504. /**
  20505. * @author tschw
  20506. * @author Ben Houston / http://clara.io/
  20507. * @author David Sarno / http://lighthaus.us/
  20508. */
  20509. var AnimationUtils = {
  20510. // same as Array.prototype.slice, but also works on typed arrays
  20511. arraySlice: function ( array, from, to ) {
  20512. if ( AnimationUtils.isTypedArray( array ) ) {
  20513. // in ios9 array.subarray(from, undefined) will return empty array
  20514. // but array.subarray(from) or array.subarray(from, len) is correct
  20515. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20516. }
  20517. return array.slice( from, to );
  20518. },
  20519. // converts an array to a specific type
  20520. convertArray: function ( array, type, forceClone ) {
  20521. if ( ! array || // let 'undefined' and 'null' pass
  20522. ! forceClone && array.constructor === type ) { return array; }
  20523. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20524. return new type( array ); // create typed array
  20525. }
  20526. return Array.prototype.slice.call( array ); // create Array
  20527. },
  20528. isTypedArray: function ( object ) {
  20529. return ArrayBuffer.isView( object ) &&
  20530. ! ( object instanceof DataView );
  20531. },
  20532. // returns an array by which times and values can be sorted
  20533. getKeyframeOrder: function ( times ) {
  20534. function compareTime( i, j ) {
  20535. return times[ i ] - times[ j ];
  20536. }
  20537. var n = times.length;
  20538. var result = new Array( n );
  20539. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20540. result.sort( compareTime );
  20541. return result;
  20542. },
  20543. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20544. sortedArray: function ( values, stride, order ) {
  20545. var nValues = values.length;
  20546. var result = new values.constructor( nValues );
  20547. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20548. var srcOffset = order[ i ] * stride;
  20549. for ( var j = 0; j !== stride; ++ j ) {
  20550. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20551. }
  20552. }
  20553. return result;
  20554. },
  20555. // function for parsing AOS keyframe formats
  20556. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20557. var i = 1, key = jsonKeys[ 0 ];
  20558. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20559. key = jsonKeys[ i ++ ];
  20560. }
  20561. if ( key === undefined ) { return; } // no data
  20562. var value = key[ valuePropertyName ];
  20563. if ( value === undefined ) { return; } // no data
  20564. if ( Array.isArray( value ) ) {
  20565. do {
  20566. value = key[ valuePropertyName ];
  20567. if ( value !== undefined ) {
  20568. times.push( key.time );
  20569. values.push.apply( values, value ); // push all elements
  20570. }
  20571. key = jsonKeys[ i ++ ];
  20572. } while ( key !== undefined );
  20573. } else if ( value.toArray !== undefined ) {
  20574. // ...assume THREE.Math-ish
  20575. do {
  20576. value = key[ valuePropertyName ];
  20577. if ( value !== undefined ) {
  20578. times.push( key.time );
  20579. value.toArray( values, values.length );
  20580. }
  20581. key = jsonKeys[ i ++ ];
  20582. } while ( key !== undefined );
  20583. } else {
  20584. // otherwise push as-is
  20585. do {
  20586. value = key[ valuePropertyName ];
  20587. if ( value !== undefined ) {
  20588. times.push( key.time );
  20589. values.push( value );
  20590. }
  20591. key = jsonKeys[ i ++ ];
  20592. } while ( key !== undefined );
  20593. }
  20594. },
  20595. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20596. fps = fps || 30;
  20597. var clip = sourceClip.clone();
  20598. clip.name = name;
  20599. var tracks = [];
  20600. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20601. var track = clip.tracks[ i ];
  20602. var valueSize = track.getValueSize();
  20603. var times = [];
  20604. var values = [];
  20605. for ( var j = 0; j < track.times.length; ++ j ) {
  20606. var frame = track.times[ j ] * fps;
  20607. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20608. times.push( track.times[ j ] );
  20609. for ( var k = 0; k < valueSize; ++ k ) {
  20610. values.push( track.values[ j * valueSize + k ] );
  20611. }
  20612. }
  20613. if ( times.length === 0 ) { continue; }
  20614. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20615. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20616. tracks.push( track );
  20617. }
  20618. clip.tracks = tracks;
  20619. // find minimum .times value across all tracks in the trimmed clip
  20620. var minStartTime = Infinity;
  20621. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20622. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20623. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20624. }
  20625. }
  20626. // shift all tracks such that clip begins at t=0
  20627. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20628. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20629. }
  20630. clip.resetDuration();
  20631. return clip;
  20632. },
  20633. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20634. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20635. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20636. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20637. var numTracks = targetClip.tracks.length;
  20638. var referenceTime = referenceFrame / fps;
  20639. // Make each track's values relative to the values at the reference frame
  20640. var loop = function ( i ) {
  20641. var referenceTrack = referenceClip.tracks[ i ];
  20642. var referenceTrackType = referenceTrack.ValueTypeName;
  20643. // Skip this track if it's non-numeric
  20644. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20645. // Find the track in the target clip whose name and type matches the reference track
  20646. var targetTrack = targetClip.tracks.find( function ( track ) {
  20647. return track.name === referenceTrack.name
  20648. && track.ValueTypeName === referenceTrackType;
  20649. } );
  20650. if ( targetTrack === undefined ) { return; }
  20651. var valueSize = referenceTrack.getValueSize();
  20652. var lastIndex = referenceTrack.times.length - 1;
  20653. var referenceValue = (void 0);
  20654. // Find the value to subtract out of the track
  20655. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20656. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20657. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20658. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20659. // Reference frame is after the last keyframe, so just use the last keyframe
  20660. var startIndex = lastIndex * valueSize;
  20661. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20662. } else {
  20663. // Interpolate to the reference value
  20664. var interpolant = referenceTrack.createInterpolant();
  20665. interpolant.evaluate( referenceTime );
  20666. referenceValue = interpolant.resultBuffer;
  20667. }
  20668. // Conjugate the quaternion
  20669. if ( referenceTrackType === 'quaternion' ) {
  20670. var referenceQuat = new Quaternion(
  20671. referenceValue[ 0 ],
  20672. referenceValue[ 1 ],
  20673. referenceValue[ 2 ],
  20674. referenceValue[ 3 ]
  20675. ).normalize().conjugate();
  20676. referenceQuat.toArray( referenceValue );
  20677. }
  20678. // Subtract the reference value from all of the track values
  20679. var numTimes = targetTrack.times.length;
  20680. for ( var j = 0; j < numTimes; ++ j ) {
  20681. var valueStart = j * valueSize;
  20682. if ( referenceTrackType === 'quaternion' ) {
  20683. // Multiply the conjugate for quaternion track types
  20684. Quaternion.multiplyQuaternionsFlat(
  20685. targetTrack.values,
  20686. valueStart,
  20687. referenceValue,
  20688. 0,
  20689. targetTrack.values,
  20690. valueStart
  20691. );
  20692. } else {
  20693. // Subtract each value for all other numeric track types
  20694. for ( var k = 0; k < valueSize; ++ k ) {
  20695. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20696. }
  20697. }
  20698. }
  20699. };
  20700. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20701. targetClip.blendMode = AdditiveAnimationBlendMode;
  20702. return targetClip;
  20703. }
  20704. };
  20705. /**
  20706. * Abstract base class of interpolants over parametric samples.
  20707. *
  20708. * The parameter domain is one dimensional, typically the time or a path
  20709. * along a curve defined by the data.
  20710. *
  20711. * The sample values can have any dimensionality and derived classes may
  20712. * apply special interpretations to the data.
  20713. *
  20714. * This class provides the interval seek in a Template Method, deferring
  20715. * the actual interpolation to derived classes.
  20716. *
  20717. * Time complexity is O(1) for linear access crossing at most two points
  20718. * and O(log N) for random access, where N is the number of positions.
  20719. *
  20720. * References:
  20721. *
  20722. * http://www.oodesign.com/template-method-pattern.html
  20723. *
  20724. * @author tschw
  20725. */
  20726. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20727. this.parameterPositions = parameterPositions;
  20728. this._cachedIndex = 0;
  20729. this.resultBuffer = resultBuffer !== undefined ?
  20730. resultBuffer : new sampleValues.constructor( sampleSize );
  20731. this.sampleValues = sampleValues;
  20732. this.valueSize = sampleSize;
  20733. }
  20734. Object.assign( Interpolant.prototype, {
  20735. evaluate: function ( t ) {
  20736. var pp = this.parameterPositions,
  20737. i1 = this._cachedIndex,
  20738. t1 = pp[ i1 ],
  20739. t0 = pp[ i1 - 1 ];
  20740. validate_interval: {
  20741. seek: {
  20742. var right;
  20743. linear_scan: {
  20744. //- See http://jsperf.com/comparison-to-undefined/3
  20745. //- slower code:
  20746. //-
  20747. //- if ( t >= t1 || t1 === undefined ) {
  20748. forward_scan: if ( ! ( t < t1 ) ) {
  20749. for ( var giveUpAt = i1 + 2; ; ) {
  20750. if ( t1 === undefined ) {
  20751. if ( t < t0 ) { break forward_scan; }
  20752. // after end
  20753. i1 = pp.length;
  20754. this._cachedIndex = i1;
  20755. return this.afterEnd_( i1 - 1, t, t0 );
  20756. }
  20757. if ( i1 === giveUpAt ) { break; } // this loop
  20758. t0 = t1;
  20759. t1 = pp[ ++ i1 ];
  20760. if ( t < t1 ) {
  20761. // we have arrived at the sought interval
  20762. break seek;
  20763. }
  20764. }
  20765. // prepare binary search on the right side of the index
  20766. right = pp.length;
  20767. break linear_scan;
  20768. }
  20769. //- slower code:
  20770. //- if ( t < t0 || t0 === undefined ) {
  20771. if ( ! ( t >= t0 ) ) {
  20772. // looping?
  20773. var t1global = pp[ 1 ];
  20774. if ( t < t1global ) {
  20775. i1 = 2; // + 1, using the scan for the details
  20776. t0 = t1global;
  20777. }
  20778. // linear reverse scan
  20779. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20780. if ( t0 === undefined ) {
  20781. // before start
  20782. this._cachedIndex = 0;
  20783. return this.beforeStart_( 0, t, t1 );
  20784. }
  20785. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20786. t1 = t0;
  20787. t0 = pp[ -- i1 - 1 ];
  20788. if ( t >= t0 ) {
  20789. // we have arrived at the sought interval
  20790. break seek;
  20791. }
  20792. }
  20793. // prepare binary search on the left side of the index
  20794. right = i1;
  20795. i1 = 0;
  20796. break linear_scan;
  20797. }
  20798. // the interval is valid
  20799. break validate_interval;
  20800. } // linear scan
  20801. // binary search
  20802. while ( i1 < right ) {
  20803. var mid = ( i1 + right ) >>> 1;
  20804. if ( t < pp[ mid ] ) {
  20805. right = mid;
  20806. } else {
  20807. i1 = mid + 1;
  20808. }
  20809. }
  20810. t1 = pp[ i1 ];
  20811. t0 = pp[ i1 - 1 ];
  20812. // check boundary cases, again
  20813. if ( t0 === undefined ) {
  20814. this._cachedIndex = 0;
  20815. return this.beforeStart_( 0, t, t1 );
  20816. }
  20817. if ( t1 === undefined ) {
  20818. i1 = pp.length;
  20819. this._cachedIndex = i1;
  20820. return this.afterEnd_( i1 - 1, t0, t );
  20821. }
  20822. } // seek
  20823. this._cachedIndex = i1;
  20824. this.intervalChanged_( i1, t0, t1 );
  20825. } // validate_interval
  20826. return this.interpolate_( i1, t0, t, t1 );
  20827. },
  20828. settings: null, // optional, subclass-specific settings structure
  20829. // Note: The indirection allows central control of many interpolants.
  20830. // --- Protected interface
  20831. DefaultSettings_: {},
  20832. getSettings_: function () {
  20833. return this.settings || this.DefaultSettings_;
  20834. },
  20835. copySampleValue_: function ( index ) {
  20836. // copies a sample value to the result buffer
  20837. var result = this.resultBuffer,
  20838. values = this.sampleValues,
  20839. stride = this.valueSize,
  20840. offset = index * stride;
  20841. for ( var i = 0; i !== stride; ++ i ) {
  20842. result[ i ] = values[ offset + i ];
  20843. }
  20844. return result;
  20845. },
  20846. // Template methods for derived classes:
  20847. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20848. throw new Error( 'call to abstract method' );
  20849. // implementations shall return this.resultBuffer
  20850. },
  20851. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20852. // empty
  20853. }
  20854. } );
  20855. // DECLARE ALIAS AFTER assign prototype
  20856. Object.assign( Interpolant.prototype, {
  20857. //( 0, t, t0 ), returns this.resultBuffer
  20858. beforeStart_: Interpolant.prototype.copySampleValue_,
  20859. //( N-1, tN-1, t ), returns this.resultBuffer
  20860. afterEnd_: Interpolant.prototype.copySampleValue_,
  20861. } );
  20862. /**
  20863. * Fast and simple cubic spline interpolant.
  20864. *
  20865. * It was derived from a Hermitian construction setting the first derivative
  20866. * at each sample position to the linear slope between neighboring positions
  20867. * over their parameter interval.
  20868. *
  20869. * @author tschw
  20870. */
  20871. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20872. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20873. this._weightPrev = - 0;
  20874. this._offsetPrev = - 0;
  20875. this._weightNext = - 0;
  20876. this._offsetNext = - 0;
  20877. }
  20878. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20879. constructor: CubicInterpolant,
  20880. DefaultSettings_: {
  20881. endingStart: ZeroCurvatureEnding,
  20882. endingEnd: ZeroCurvatureEnding
  20883. },
  20884. intervalChanged_: function ( i1, t0, t1 ) {
  20885. var pp = this.parameterPositions,
  20886. iPrev = i1 - 2,
  20887. iNext = i1 + 1,
  20888. tPrev = pp[ iPrev ],
  20889. tNext = pp[ iNext ];
  20890. if ( tPrev === undefined ) {
  20891. switch ( this.getSettings_().endingStart ) {
  20892. case ZeroSlopeEnding:
  20893. // f'(t0) = 0
  20894. iPrev = i1;
  20895. tPrev = 2 * t0 - t1;
  20896. break;
  20897. case WrapAroundEnding:
  20898. // use the other end of the curve
  20899. iPrev = pp.length - 2;
  20900. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20901. break;
  20902. default: // ZeroCurvatureEnding
  20903. // f''(t0) = 0 a.k.a. Natural Spline
  20904. iPrev = i1;
  20905. tPrev = t1;
  20906. }
  20907. }
  20908. if ( tNext === undefined ) {
  20909. switch ( this.getSettings_().endingEnd ) {
  20910. case ZeroSlopeEnding:
  20911. // f'(tN) = 0
  20912. iNext = i1;
  20913. tNext = 2 * t1 - t0;
  20914. break;
  20915. case WrapAroundEnding:
  20916. // use the other end of the curve
  20917. iNext = 1;
  20918. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20919. break;
  20920. default: // ZeroCurvatureEnding
  20921. // f''(tN) = 0, a.k.a. Natural Spline
  20922. iNext = i1 - 1;
  20923. tNext = t0;
  20924. }
  20925. }
  20926. var halfDt = ( t1 - t0 ) * 0.5,
  20927. stride = this.valueSize;
  20928. this._weightPrev = halfDt / ( t0 - tPrev );
  20929. this._weightNext = halfDt / ( tNext - t1 );
  20930. this._offsetPrev = iPrev * stride;
  20931. this._offsetNext = iNext * stride;
  20932. },
  20933. interpolate_: function ( i1, t0, t, t1 ) {
  20934. var result = this.resultBuffer,
  20935. values = this.sampleValues,
  20936. stride = this.valueSize,
  20937. o1 = i1 * stride, o0 = o1 - stride,
  20938. oP = this._offsetPrev, oN = this._offsetNext,
  20939. wP = this._weightPrev, wN = this._weightNext,
  20940. p = ( t - t0 ) / ( t1 - t0 ),
  20941. pp = p * p,
  20942. ppp = pp * p;
  20943. // evaluate polynomials
  20944. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20945. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20946. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20947. var sN = wN * ppp - wN * pp;
  20948. // combine data linearly
  20949. for ( var i = 0; i !== stride; ++ i ) {
  20950. result[ i ] =
  20951. sP * values[ oP + i ] +
  20952. s0 * values[ o0 + i ] +
  20953. s1 * values[ o1 + i ] +
  20954. sN * values[ oN + i ];
  20955. }
  20956. return result;
  20957. }
  20958. } );
  20959. /**
  20960. * @author tschw
  20961. */
  20962. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20963. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20964. }
  20965. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20966. constructor: LinearInterpolant,
  20967. interpolate_: function ( i1, t0, t, t1 ) {
  20968. var result = this.resultBuffer,
  20969. values = this.sampleValues,
  20970. stride = this.valueSize,
  20971. offset1 = i1 * stride,
  20972. offset0 = offset1 - stride,
  20973. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20974. weight0 = 1 - weight1;
  20975. for ( var i = 0; i !== stride; ++ i ) {
  20976. result[ i ] =
  20977. values[ offset0 + i ] * weight0 +
  20978. values[ offset1 + i ] * weight1;
  20979. }
  20980. return result;
  20981. }
  20982. } );
  20983. /**
  20984. *
  20985. * Interpolant that evaluates to the sample value at the position preceeding
  20986. * the parameter.
  20987. *
  20988. * @author tschw
  20989. */
  20990. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20991. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20992. }
  20993. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20994. constructor: DiscreteInterpolant,
  20995. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20996. return this.copySampleValue_( i1 - 1 );
  20997. }
  20998. } );
  20999. /**
  21000. *
  21001. * A timed sequence of keyframes for a specific property.
  21002. *
  21003. *
  21004. * @author Ben Houston / http://clara.io/
  21005. * @author David Sarno / http://lighthaus.us/
  21006. * @author tschw
  21007. */
  21008. function KeyframeTrack( name, times, values, interpolation ) {
  21009. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21010. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21011. this.name = name;
  21012. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21013. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21014. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21015. }
  21016. // Static methods
  21017. Object.assign( KeyframeTrack, {
  21018. // Serialization (in static context, because of constructor invocation
  21019. // and automatic invocation of .toJSON):
  21020. toJSON: function ( track ) {
  21021. var trackType = track.constructor;
  21022. var json;
  21023. // derived classes can define a static toJSON method
  21024. if ( trackType.toJSON !== undefined ) {
  21025. json = trackType.toJSON( track );
  21026. } else {
  21027. // by default, we assume the data can be serialized as-is
  21028. json = {
  21029. 'name': track.name,
  21030. 'times': AnimationUtils.convertArray( track.times, Array ),
  21031. 'values': AnimationUtils.convertArray( track.values, Array )
  21032. };
  21033. var interpolation = track.getInterpolation();
  21034. if ( interpolation !== track.DefaultInterpolation ) {
  21035. json.interpolation = interpolation;
  21036. }
  21037. }
  21038. json.type = track.ValueTypeName; // mandatory
  21039. return json;
  21040. }
  21041. } );
  21042. Object.assign( KeyframeTrack.prototype, {
  21043. constructor: KeyframeTrack,
  21044. TimeBufferType: Float32Array,
  21045. ValueBufferType: Float32Array,
  21046. DefaultInterpolation: InterpolateLinear,
  21047. InterpolantFactoryMethodDiscrete: function ( result ) {
  21048. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21049. },
  21050. InterpolantFactoryMethodLinear: function ( result ) {
  21051. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21052. },
  21053. InterpolantFactoryMethodSmooth: function ( result ) {
  21054. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21055. },
  21056. setInterpolation: function ( interpolation ) {
  21057. var factoryMethod;
  21058. switch ( interpolation ) {
  21059. case InterpolateDiscrete:
  21060. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21061. break;
  21062. case InterpolateLinear:
  21063. factoryMethod = this.InterpolantFactoryMethodLinear;
  21064. break;
  21065. case InterpolateSmooth:
  21066. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21067. break;
  21068. }
  21069. if ( factoryMethod === undefined ) {
  21070. var message = "unsupported interpolation for " +
  21071. this.ValueTypeName + " keyframe track named " + this.name;
  21072. if ( this.createInterpolant === undefined ) {
  21073. // fall back to default, unless the default itself is messed up
  21074. if ( interpolation !== this.DefaultInterpolation ) {
  21075. this.setInterpolation( this.DefaultInterpolation );
  21076. } else {
  21077. throw new Error( message ); // fatal, in this case
  21078. }
  21079. }
  21080. console.warn( 'THREE.KeyframeTrack:', message );
  21081. return this;
  21082. }
  21083. this.createInterpolant = factoryMethod;
  21084. return this;
  21085. },
  21086. getInterpolation: function () {
  21087. switch ( this.createInterpolant ) {
  21088. case this.InterpolantFactoryMethodDiscrete:
  21089. return InterpolateDiscrete;
  21090. case this.InterpolantFactoryMethodLinear:
  21091. return InterpolateLinear;
  21092. case this.InterpolantFactoryMethodSmooth:
  21093. return InterpolateSmooth;
  21094. }
  21095. },
  21096. getValueSize: function () {
  21097. return this.values.length / this.times.length;
  21098. },
  21099. // move all keyframes either forwards or backwards in time
  21100. shift: function ( timeOffset ) {
  21101. if ( timeOffset !== 0.0 ) {
  21102. var times = this.times;
  21103. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21104. times[ i ] += timeOffset;
  21105. }
  21106. }
  21107. return this;
  21108. },
  21109. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21110. scale: function ( timeScale ) {
  21111. if ( timeScale !== 1.0 ) {
  21112. var times = this.times;
  21113. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21114. times[ i ] *= timeScale;
  21115. }
  21116. }
  21117. return this;
  21118. },
  21119. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21120. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21121. trim: function ( startTime, endTime ) {
  21122. var times = this.times,
  21123. nKeys = times.length;
  21124. var from = 0,
  21125. to = nKeys - 1;
  21126. while ( from !== nKeys && times[ from ] < startTime ) {
  21127. ++ from;
  21128. }
  21129. while ( to !== - 1 && times[ to ] > endTime ) {
  21130. -- to;
  21131. }
  21132. ++ to; // inclusive -> exclusive bound
  21133. if ( from !== 0 || to !== nKeys ) {
  21134. // empty tracks are forbidden, so keep at least one keyframe
  21135. if ( from >= to ) {
  21136. to = Math.max( to, 1 );
  21137. from = to - 1;
  21138. }
  21139. var stride = this.getValueSize();
  21140. this.times = AnimationUtils.arraySlice( times, from, to );
  21141. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21142. }
  21143. return this;
  21144. },
  21145. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21146. validate: function () {
  21147. var valid = true;
  21148. var valueSize = this.getValueSize();
  21149. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21150. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21151. valid = false;
  21152. }
  21153. var times = this.times,
  21154. values = this.values,
  21155. nKeys = times.length;
  21156. if ( nKeys === 0 ) {
  21157. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21158. valid = false;
  21159. }
  21160. var prevTime = null;
  21161. for ( var i = 0; i !== nKeys; i ++ ) {
  21162. var currTime = times[ i ];
  21163. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21164. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21165. valid = false;
  21166. break;
  21167. }
  21168. if ( prevTime !== null && prevTime > currTime ) {
  21169. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21170. valid = false;
  21171. break;
  21172. }
  21173. prevTime = currTime;
  21174. }
  21175. if ( values !== undefined ) {
  21176. if ( AnimationUtils.isTypedArray( values ) ) {
  21177. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21178. var value = values[ i$1 ];
  21179. if ( isNaN( value ) ) {
  21180. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21181. valid = false;
  21182. break;
  21183. }
  21184. }
  21185. }
  21186. }
  21187. return valid;
  21188. },
  21189. // removes equivalent sequential keys as common in morph target sequences
  21190. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21191. optimize: function () {
  21192. // times or values may be shared with other tracks, so overwriting is unsafe
  21193. var times = AnimationUtils.arraySlice( this.times ),
  21194. values = AnimationUtils.arraySlice( this.values ),
  21195. stride = this.getValueSize(),
  21196. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21197. lastIndex = times.length - 1;
  21198. var writeIndex = 1;
  21199. for ( var i = 1; i < lastIndex; ++ i ) {
  21200. var keep = false;
  21201. var time = times[ i ];
  21202. var timeNext = times[ i + 1 ];
  21203. // remove adjacent keyframes scheduled at the same time
  21204. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21205. if ( ! smoothInterpolation ) {
  21206. // remove unnecessary keyframes same as their neighbors
  21207. var offset = i * stride,
  21208. offsetP = offset - stride,
  21209. offsetN = offset + stride;
  21210. for ( var j = 0; j !== stride; ++ j ) {
  21211. var value = values[ offset + j ];
  21212. if ( value !== values[ offsetP + j ] ||
  21213. value !== values[ offsetN + j ] ) {
  21214. keep = true;
  21215. break;
  21216. }
  21217. }
  21218. } else {
  21219. keep = true;
  21220. }
  21221. }
  21222. // in-place compaction
  21223. if ( keep ) {
  21224. if ( i !== writeIndex ) {
  21225. times[ writeIndex ] = times[ i ];
  21226. var readOffset = i * stride,
  21227. writeOffset = writeIndex * stride;
  21228. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21229. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21230. }
  21231. }
  21232. ++ writeIndex;
  21233. }
  21234. }
  21235. // flush last keyframe (compaction looks ahead)
  21236. if ( lastIndex > 0 ) {
  21237. times[ writeIndex ] = times[ lastIndex ];
  21238. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21239. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21240. }
  21241. ++ writeIndex;
  21242. }
  21243. if ( writeIndex !== times.length ) {
  21244. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21245. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21246. } else {
  21247. this.times = times;
  21248. this.values = values;
  21249. }
  21250. return this;
  21251. },
  21252. clone: function () {
  21253. var times = AnimationUtils.arraySlice( this.times, 0 );
  21254. var values = AnimationUtils.arraySlice( this.values, 0 );
  21255. var TypedKeyframeTrack = this.constructor;
  21256. var track = new TypedKeyframeTrack( this.name, times, values );
  21257. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21258. track.createInterpolant = this.createInterpolant;
  21259. return track;
  21260. }
  21261. } );
  21262. /**
  21263. *
  21264. * A Track of Boolean keyframe values.
  21265. *
  21266. *
  21267. * @author Ben Houston / http://clara.io/
  21268. * @author David Sarno / http://lighthaus.us/
  21269. * @author tschw
  21270. */
  21271. function BooleanKeyframeTrack( name, times, values ) {
  21272. KeyframeTrack.call( this, name, times, values );
  21273. }
  21274. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21275. constructor: BooleanKeyframeTrack,
  21276. ValueTypeName: 'bool',
  21277. ValueBufferType: Array,
  21278. DefaultInterpolation: InterpolateDiscrete,
  21279. InterpolantFactoryMethodLinear: undefined,
  21280. InterpolantFactoryMethodSmooth: undefined
  21281. // Note: Actually this track could have a optimized / compressed
  21282. // representation of a single value and a custom interpolant that
  21283. // computes "firstValue ^ isOdd( index )".
  21284. } );
  21285. /**
  21286. *
  21287. * A Track of keyframe values that represent color.
  21288. *
  21289. *
  21290. * @author Ben Houston / http://clara.io/
  21291. * @author David Sarno / http://lighthaus.us/
  21292. * @author tschw
  21293. */
  21294. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21295. KeyframeTrack.call( this, name, times, values, interpolation );
  21296. }
  21297. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21298. constructor: ColorKeyframeTrack,
  21299. ValueTypeName: 'color'
  21300. // ValueBufferType is inherited
  21301. // DefaultInterpolation is inherited
  21302. // Note: Very basic implementation and nothing special yet.
  21303. // However, this is the place for color space parameterization.
  21304. } );
  21305. /**
  21306. *
  21307. * A Track of numeric keyframe values.
  21308. *
  21309. * @author Ben Houston / http://clara.io/
  21310. * @author David Sarno / http://lighthaus.us/
  21311. * @author tschw
  21312. */
  21313. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21314. KeyframeTrack.call( this, name, times, values, interpolation );
  21315. }
  21316. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21317. constructor: NumberKeyframeTrack,
  21318. ValueTypeName: 'number'
  21319. // ValueBufferType is inherited
  21320. // DefaultInterpolation is inherited
  21321. } );
  21322. /**
  21323. * Spherical linear unit quaternion interpolant.
  21324. *
  21325. * @author tschw
  21326. */
  21327. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21328. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21329. }
  21330. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21331. constructor: QuaternionLinearInterpolant,
  21332. interpolate_: function ( i1, t0, t, t1 ) {
  21333. var result = this.resultBuffer,
  21334. values = this.sampleValues,
  21335. stride = this.valueSize,
  21336. alpha = ( t - t0 ) / ( t1 - t0 );
  21337. var offset = i1 * stride;
  21338. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21339. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21340. }
  21341. return result;
  21342. }
  21343. } );
  21344. /**
  21345. *
  21346. * A Track of quaternion keyframe values.
  21347. *
  21348. * @author Ben Houston / http://clara.io/
  21349. * @author David Sarno / http://lighthaus.us/
  21350. * @author tschw
  21351. */
  21352. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21353. KeyframeTrack.call( this, name, times, values, interpolation );
  21354. }
  21355. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21356. constructor: QuaternionKeyframeTrack,
  21357. ValueTypeName: 'quaternion',
  21358. // ValueBufferType is inherited
  21359. DefaultInterpolation: InterpolateLinear,
  21360. InterpolantFactoryMethodLinear: function ( result ) {
  21361. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21362. },
  21363. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21364. } );
  21365. /**
  21366. *
  21367. * A Track that interpolates Strings
  21368. *
  21369. *
  21370. * @author Ben Houston / http://clara.io/
  21371. * @author David Sarno / http://lighthaus.us/
  21372. * @author tschw
  21373. */
  21374. function StringKeyframeTrack( name, times, values, interpolation ) {
  21375. KeyframeTrack.call( this, name, times, values, interpolation );
  21376. }
  21377. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21378. constructor: StringKeyframeTrack,
  21379. ValueTypeName: 'string',
  21380. ValueBufferType: Array,
  21381. DefaultInterpolation: InterpolateDiscrete,
  21382. InterpolantFactoryMethodLinear: undefined,
  21383. InterpolantFactoryMethodSmooth: undefined
  21384. } );
  21385. /**
  21386. *
  21387. * A Track of vectored keyframe values.
  21388. *
  21389. *
  21390. * @author Ben Houston / http://clara.io/
  21391. * @author David Sarno / http://lighthaus.us/
  21392. * @author tschw
  21393. */
  21394. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21395. KeyframeTrack.call( this, name, times, values, interpolation );
  21396. }
  21397. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21398. constructor: VectorKeyframeTrack,
  21399. ValueTypeName: 'vector'
  21400. // ValueBufferType is inherited
  21401. // DefaultInterpolation is inherited
  21402. } );
  21403. /**
  21404. *
  21405. * Reusable set of Tracks that represent an animation.
  21406. *
  21407. * @author Ben Houston / http://clara.io/
  21408. * @author David Sarno / http://lighthaus.us/
  21409. */
  21410. function AnimationClip( name, duration, tracks, blendMode ) {
  21411. this.name = name;
  21412. this.tracks = tracks;
  21413. this.duration = ( duration !== undefined ) ? duration : - 1;
  21414. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21415. this.uuid = MathUtils.generateUUID();
  21416. // this means it should figure out its duration by scanning the tracks
  21417. if ( this.duration < 0 ) {
  21418. this.resetDuration();
  21419. }
  21420. }
  21421. function getTrackTypeForValueTypeName( typeName ) {
  21422. switch ( typeName.toLowerCase() ) {
  21423. case 'scalar':
  21424. case 'double':
  21425. case 'float':
  21426. case 'number':
  21427. case 'integer':
  21428. return NumberKeyframeTrack;
  21429. case 'vector':
  21430. case 'vector2':
  21431. case 'vector3':
  21432. case 'vector4':
  21433. return VectorKeyframeTrack;
  21434. case 'color':
  21435. return ColorKeyframeTrack;
  21436. case 'quaternion':
  21437. return QuaternionKeyframeTrack;
  21438. case 'bool':
  21439. case 'boolean':
  21440. return BooleanKeyframeTrack;
  21441. case 'string':
  21442. return StringKeyframeTrack;
  21443. }
  21444. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21445. }
  21446. function parseKeyframeTrack( json ) {
  21447. if ( json.type === undefined ) {
  21448. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21449. }
  21450. var trackType = getTrackTypeForValueTypeName( json.type );
  21451. if ( json.times === undefined ) {
  21452. var times = [], values = [];
  21453. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21454. json.times = times;
  21455. json.values = values;
  21456. }
  21457. // derived classes can define a static parse method
  21458. if ( trackType.parse !== undefined ) {
  21459. return trackType.parse( json );
  21460. } else {
  21461. // by default, we assume a constructor compatible with the base
  21462. return new trackType( json.name, json.times, json.values, json.interpolation );
  21463. }
  21464. }
  21465. Object.assign( AnimationClip, {
  21466. parse: function ( json ) {
  21467. var tracks = [],
  21468. jsonTracks = json.tracks,
  21469. frameTime = 1.0 / ( json.fps || 1.0 );
  21470. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21471. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21472. }
  21473. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21474. },
  21475. toJSON: function ( clip ) {
  21476. var tracks = [],
  21477. clipTracks = clip.tracks;
  21478. var json = {
  21479. 'name': clip.name,
  21480. 'duration': clip.duration,
  21481. 'tracks': tracks,
  21482. 'uuid': clip.uuid,
  21483. 'blendMode': clip.blendMode
  21484. };
  21485. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21486. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21487. }
  21488. return json;
  21489. },
  21490. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21491. var numMorphTargets = morphTargetSequence.length;
  21492. var tracks = [];
  21493. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21494. var times = [];
  21495. var values = [];
  21496. times.push(
  21497. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21498. i,
  21499. ( i + 1 ) % numMorphTargets );
  21500. values.push( 0, 1, 0 );
  21501. var order = AnimationUtils.getKeyframeOrder( times );
  21502. times = AnimationUtils.sortedArray( times, 1, order );
  21503. values = AnimationUtils.sortedArray( values, 1, order );
  21504. // if there is a key at the first frame, duplicate it as the
  21505. // last frame as well for perfect loop.
  21506. if ( ! noLoop && times[ 0 ] === 0 ) {
  21507. times.push( numMorphTargets );
  21508. values.push( values[ 0 ] );
  21509. }
  21510. tracks.push(
  21511. new NumberKeyframeTrack(
  21512. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21513. times, values
  21514. ).scale( 1.0 / fps ) );
  21515. }
  21516. return new AnimationClip( name, - 1, tracks );
  21517. },
  21518. findByName: function ( objectOrClipArray, name ) {
  21519. var clipArray = objectOrClipArray;
  21520. if ( ! Array.isArray( objectOrClipArray ) ) {
  21521. var o = objectOrClipArray;
  21522. clipArray = o.geometry && o.geometry.animations || o.animations;
  21523. }
  21524. for ( var i = 0; i < clipArray.length; i ++ ) {
  21525. if ( clipArray[ i ].name === name ) {
  21526. return clipArray[ i ];
  21527. }
  21528. }
  21529. return null;
  21530. },
  21531. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21532. var animationToMorphTargets = {};
  21533. // tested with https://regex101.com/ on trick sequences
  21534. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21535. var pattern = /^([\w-]*?)([\d]+)$/;
  21536. // sort morph target names into animation groups based
  21537. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21538. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21539. var morphTarget = morphTargets[ i ];
  21540. var parts = morphTarget.name.match( pattern );
  21541. if ( parts && parts.length > 1 ) {
  21542. var name = parts[ 1 ];
  21543. var animationMorphTargets = animationToMorphTargets[ name ];
  21544. if ( ! animationMorphTargets ) {
  21545. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21546. }
  21547. animationMorphTargets.push( morphTarget );
  21548. }
  21549. }
  21550. var clips = [];
  21551. for ( var name$1 in animationToMorphTargets ) {
  21552. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21553. }
  21554. return clips;
  21555. },
  21556. // parse the animation.hierarchy format
  21557. parseAnimation: function ( animation, bones ) {
  21558. if ( ! animation ) {
  21559. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21560. return null;
  21561. }
  21562. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21563. // only return track if there are actually keys.
  21564. if ( animationKeys.length !== 0 ) {
  21565. var times = [];
  21566. var values = [];
  21567. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21568. // empty keys are filtered out, so check again
  21569. if ( times.length !== 0 ) {
  21570. destTracks.push( new trackType( trackName, times, values ) );
  21571. }
  21572. }
  21573. };
  21574. var tracks = [];
  21575. var clipName = animation.name || 'default';
  21576. var fps = animation.fps || 30;
  21577. var blendMode = animation.blendMode;
  21578. // automatic length determination in AnimationClip.
  21579. var duration = animation.length || - 1;
  21580. var hierarchyTracks = animation.hierarchy || [];
  21581. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21582. var animationKeys = hierarchyTracks[ h ].keys;
  21583. // skip empty tracks
  21584. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21585. // process morph targets
  21586. if ( animationKeys[ 0 ].morphTargets ) {
  21587. // figure out all morph targets used in this track
  21588. var morphTargetNames = {};
  21589. var k = (void 0);
  21590. for ( k = 0; k < animationKeys.length; k ++ ) {
  21591. if ( animationKeys[ k ].morphTargets ) {
  21592. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21593. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21594. }
  21595. }
  21596. }
  21597. // create a track for each morph target with all zero
  21598. // morphTargetInfluences except for the keys in which
  21599. // the morphTarget is named.
  21600. for ( var morphTargetName in morphTargetNames ) {
  21601. var times = [];
  21602. var values = [];
  21603. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21604. var animationKey = animationKeys[ k ];
  21605. times.push( animationKey.time );
  21606. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21607. }
  21608. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21609. }
  21610. duration = morphTargetNames.length * ( fps || 1.0 );
  21611. } else {
  21612. // ...assume skeletal animation
  21613. var boneName = '.bones[' + bones[ h ].name + ']';
  21614. addNonemptyTrack(
  21615. VectorKeyframeTrack, boneName + '.position',
  21616. animationKeys, 'pos', tracks );
  21617. addNonemptyTrack(
  21618. QuaternionKeyframeTrack, boneName + '.quaternion',
  21619. animationKeys, 'rot', tracks );
  21620. addNonemptyTrack(
  21621. VectorKeyframeTrack, boneName + '.scale',
  21622. animationKeys, 'scl', tracks );
  21623. }
  21624. }
  21625. if ( tracks.length === 0 ) {
  21626. return null;
  21627. }
  21628. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21629. return clip;
  21630. }
  21631. } );
  21632. Object.assign( AnimationClip.prototype, {
  21633. resetDuration: function () {
  21634. var tracks = this.tracks;
  21635. var duration = 0;
  21636. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21637. var track = this.tracks[ i ];
  21638. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21639. }
  21640. this.duration = duration;
  21641. return this;
  21642. },
  21643. trim: function () {
  21644. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21645. this.tracks[ i ].trim( 0, this.duration );
  21646. }
  21647. return this;
  21648. },
  21649. validate: function () {
  21650. var valid = true;
  21651. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21652. valid = valid && this.tracks[ i ].validate();
  21653. }
  21654. return valid;
  21655. },
  21656. optimize: function () {
  21657. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21658. this.tracks[ i ].optimize();
  21659. }
  21660. return this;
  21661. },
  21662. clone: function () {
  21663. var tracks = [];
  21664. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21665. tracks.push( this.tracks[ i ].clone() );
  21666. }
  21667. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21668. }
  21669. } );
  21670. /**
  21671. * @author mrdoob / http://mrdoob.com/
  21672. */
  21673. var Cache = {
  21674. enabled: false,
  21675. files: {},
  21676. add: function ( key, file ) {
  21677. if ( this.enabled === false ) { return; }
  21678. // console.log( 'THREE.Cache', 'Adding key:', key );
  21679. this.files[ key ] = file;
  21680. },
  21681. get: function ( key ) {
  21682. if ( this.enabled === false ) { return; }
  21683. // console.log( 'THREE.Cache', 'Checking key:', key );
  21684. return this.files[ key ];
  21685. },
  21686. remove: function ( key ) {
  21687. delete this.files[ key ];
  21688. },
  21689. clear: function () {
  21690. this.files = {};
  21691. }
  21692. };
  21693. /**
  21694. * @author mrdoob / http://mrdoob.com/
  21695. */
  21696. function LoadingManager( onLoad, onProgress, onError ) {
  21697. var scope = this;
  21698. var isLoading = false;
  21699. var itemsLoaded = 0;
  21700. var itemsTotal = 0;
  21701. var urlModifier = undefined;
  21702. var handlers = [];
  21703. // Refer to #5689 for the reason why we don't set .onStart
  21704. // in the constructor
  21705. this.onStart = undefined;
  21706. this.onLoad = onLoad;
  21707. this.onProgress = onProgress;
  21708. this.onError = onError;
  21709. this.itemStart = function ( url ) {
  21710. itemsTotal ++;
  21711. if ( isLoading === false ) {
  21712. if ( scope.onStart !== undefined ) {
  21713. scope.onStart( url, itemsLoaded, itemsTotal );
  21714. }
  21715. }
  21716. isLoading = true;
  21717. };
  21718. this.itemEnd = function ( url ) {
  21719. itemsLoaded ++;
  21720. if ( scope.onProgress !== undefined ) {
  21721. scope.onProgress( url, itemsLoaded, itemsTotal );
  21722. }
  21723. if ( itemsLoaded === itemsTotal ) {
  21724. isLoading = false;
  21725. if ( scope.onLoad !== undefined ) {
  21726. scope.onLoad();
  21727. }
  21728. }
  21729. };
  21730. this.itemError = function ( url ) {
  21731. if ( scope.onError !== undefined ) {
  21732. scope.onError( url );
  21733. }
  21734. };
  21735. this.resolveURL = function ( url ) {
  21736. if ( urlModifier ) {
  21737. return urlModifier( url );
  21738. }
  21739. return url;
  21740. };
  21741. this.setURLModifier = function ( transform ) {
  21742. urlModifier = transform;
  21743. return this;
  21744. };
  21745. this.addHandler = function ( regex, loader ) {
  21746. handlers.push( regex, loader );
  21747. return this;
  21748. };
  21749. this.removeHandler = function ( regex ) {
  21750. var index = handlers.indexOf( regex );
  21751. if ( index !== - 1 ) {
  21752. handlers.splice( index, 2 );
  21753. }
  21754. return this;
  21755. };
  21756. this.getHandler = function ( file ) {
  21757. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21758. var regex = handlers[ i ];
  21759. var loader = handlers[ i + 1 ];
  21760. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21761. if ( regex.test( file ) ) {
  21762. return loader;
  21763. }
  21764. }
  21765. return null;
  21766. };
  21767. }
  21768. var DefaultLoadingManager = new LoadingManager();
  21769. /**
  21770. * @author alteredq / http://alteredqualia.com/
  21771. */
  21772. function Loader( manager ) {
  21773. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21774. this.crossOrigin = 'anonymous';
  21775. this.path = '';
  21776. this.resourcePath = '';
  21777. this.requestHeader = {};
  21778. }
  21779. Object.assign( Loader.prototype, {
  21780. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21781. loadAsync: function ( url, onProgress ) {
  21782. var scope = this;
  21783. return new Promise( function ( resolve, reject ) {
  21784. scope.load( url, resolve, onProgress, reject );
  21785. } );
  21786. },
  21787. parse: function ( /* data */ ) {},
  21788. setCrossOrigin: function ( crossOrigin ) {
  21789. this.crossOrigin = crossOrigin;
  21790. return this;
  21791. },
  21792. setPath: function ( path ) {
  21793. this.path = path;
  21794. return this;
  21795. },
  21796. setResourcePath: function ( resourcePath ) {
  21797. this.resourcePath = resourcePath;
  21798. return this;
  21799. },
  21800. setRequestHeader: function ( requestHeader ) {
  21801. this.requestHeader = requestHeader;
  21802. return this;
  21803. }
  21804. } );
  21805. /**
  21806. * @author mrdoob / http://mrdoob.com/
  21807. */
  21808. var loading = {};
  21809. function FileLoader( manager ) {
  21810. Loader.call( this, manager );
  21811. }
  21812. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21813. constructor: FileLoader,
  21814. load: function ( url, onLoad, onProgress, onError ) {
  21815. if ( url === undefined ) { url = ''; }
  21816. if ( this.path !== undefined ) { url = this.path + url; }
  21817. url = this.manager.resolveURL( url );
  21818. var scope = this;
  21819. var cached = Cache.get( url );
  21820. if ( cached !== undefined ) {
  21821. scope.manager.itemStart( url );
  21822. setTimeout( function () {
  21823. if ( onLoad ) { onLoad( cached ); }
  21824. scope.manager.itemEnd( url );
  21825. }, 0 );
  21826. return cached;
  21827. }
  21828. // Check if request is duplicate
  21829. if ( loading[ url ] !== undefined ) {
  21830. loading[ url ].push( {
  21831. onLoad: onLoad,
  21832. onProgress: onProgress,
  21833. onError: onError
  21834. } );
  21835. return;
  21836. }
  21837. // Check for data: URI
  21838. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21839. var dataUriRegexResult = url.match( dataUriRegex );
  21840. var request;
  21841. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21842. if ( dataUriRegexResult ) {
  21843. var mimeType = dataUriRegexResult[ 1 ];
  21844. var isBase64 = !! dataUriRegexResult[ 2 ];
  21845. var data = dataUriRegexResult[ 3 ];
  21846. data = decodeURIComponent( data );
  21847. if ( isBase64 ) { data = atob( data ); }
  21848. try {
  21849. var response;
  21850. var responseType = ( this.responseType || '' ).toLowerCase();
  21851. switch ( responseType ) {
  21852. case 'arraybuffer':
  21853. case 'blob':
  21854. var view = new Uint8Array( data.length );
  21855. for ( var i = 0; i < data.length; i ++ ) {
  21856. view[ i ] = data.charCodeAt( i );
  21857. }
  21858. if ( responseType === 'blob' ) {
  21859. response = new Blob( [ view.buffer ], { type: mimeType } );
  21860. } else {
  21861. response = view.buffer;
  21862. }
  21863. break;
  21864. case 'document':
  21865. var parser = new DOMParser();
  21866. response = parser.parseFromString( data, mimeType );
  21867. break;
  21868. case 'json':
  21869. response = JSON.parse( data );
  21870. break;
  21871. default: // 'text' or other
  21872. response = data;
  21873. break;
  21874. }
  21875. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21876. setTimeout( function () {
  21877. if ( onLoad ) { onLoad( response ); }
  21878. scope.manager.itemEnd( url );
  21879. }, 0 );
  21880. } catch ( error ) {
  21881. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21882. setTimeout( function () {
  21883. if ( onError ) { onError( error ); }
  21884. scope.manager.itemError( url );
  21885. scope.manager.itemEnd( url );
  21886. }, 0 );
  21887. }
  21888. } else {
  21889. // Initialise array for duplicate requests
  21890. loading[ url ] = [];
  21891. loading[ url ].push( {
  21892. onLoad: onLoad,
  21893. onProgress: onProgress,
  21894. onError: onError
  21895. } );
  21896. request = new XMLHttpRequest();
  21897. request.open( 'GET', url, true );
  21898. request.addEventListener( 'load', function ( event ) {
  21899. var response = this.response;
  21900. var callbacks = loading[ url ];
  21901. delete loading[ url ];
  21902. if ( this.status === 200 || this.status === 0 ) {
  21903. // Some browsers return HTTP Status 0 when using non-http protocol
  21904. // e.g. 'file://' or 'data://'. Handle as success.
  21905. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21906. // Add to cache only on HTTP success, so that we do not cache
  21907. // error response bodies as proper responses to requests.
  21908. Cache.add( url, response );
  21909. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21910. var callback = callbacks[ i ];
  21911. if ( callback.onLoad ) { callback.onLoad( response ); }
  21912. }
  21913. scope.manager.itemEnd( url );
  21914. } else {
  21915. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  21916. var callback$1 = callbacks[ i$1 ];
  21917. if ( callback$1.onError ) { callback$1.onError( event ); }
  21918. }
  21919. scope.manager.itemError( url );
  21920. scope.manager.itemEnd( url );
  21921. }
  21922. }, false );
  21923. request.addEventListener( 'progress', function ( event ) {
  21924. var callbacks = loading[ url ];
  21925. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21926. var callback = callbacks[ i ];
  21927. if ( callback.onProgress ) { callback.onProgress( event ); }
  21928. }
  21929. }, false );
  21930. request.addEventListener( 'error', function ( event ) {
  21931. var callbacks = loading[ url ];
  21932. delete loading[ url ];
  21933. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21934. var callback = callbacks[ i ];
  21935. if ( callback.onError ) { callback.onError( event ); }
  21936. }
  21937. scope.manager.itemError( url );
  21938. scope.manager.itemEnd( url );
  21939. }, false );
  21940. request.addEventListener( 'abort', function ( event ) {
  21941. var callbacks = loading[ url ];
  21942. delete loading[ url ];
  21943. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21944. var callback = callbacks[ i ];
  21945. if ( callback.onError ) { callback.onError( event ); }
  21946. }
  21947. scope.manager.itemError( url );
  21948. scope.manager.itemEnd( url );
  21949. }, false );
  21950. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21951. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21952. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21953. for ( var header in this.requestHeader ) {
  21954. request.setRequestHeader( header, this.requestHeader[ header ] );
  21955. }
  21956. request.send( null );
  21957. }
  21958. scope.manager.itemStart( url );
  21959. return request;
  21960. },
  21961. setResponseType: function ( value ) {
  21962. this.responseType = value;
  21963. return this;
  21964. },
  21965. setWithCredentials: function ( value ) {
  21966. this.withCredentials = value;
  21967. return this;
  21968. },
  21969. setMimeType: function ( value ) {
  21970. this.mimeType = value;
  21971. return this;
  21972. }
  21973. } );
  21974. /**
  21975. * @author bhouston / http://clara.io/
  21976. */
  21977. function AnimationLoader( manager ) {
  21978. Loader.call( this, manager );
  21979. }
  21980. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21981. constructor: AnimationLoader,
  21982. load: function ( url, onLoad, onProgress, onError ) {
  21983. var scope = this;
  21984. var loader = new FileLoader( scope.manager );
  21985. loader.setPath( scope.path );
  21986. loader.load( url, function ( text ) {
  21987. try {
  21988. onLoad( scope.parse( JSON.parse( text ) ) );
  21989. } catch ( e ) {
  21990. if ( onError ) {
  21991. onError( e );
  21992. } else {
  21993. console.error( e );
  21994. }
  21995. scope.manager.itemError( url );
  21996. }
  21997. }, onProgress, onError );
  21998. },
  21999. parse: function ( json ) {
  22000. var animations = [];
  22001. for ( var i = 0; i < json.length; i ++ ) {
  22002. var clip = AnimationClip.parse( json[ i ] );
  22003. animations.push( clip );
  22004. }
  22005. return animations;
  22006. }
  22007. } );
  22008. /**
  22009. * @author mrdoob / http://mrdoob.com/
  22010. *
  22011. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22012. *
  22013. * Sub classes have to implement the parse() method which will be used in load().
  22014. */
  22015. function CompressedTextureLoader( manager ) {
  22016. Loader.call( this, manager );
  22017. }
  22018. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22019. constructor: CompressedTextureLoader,
  22020. load: function ( url, onLoad, onProgress, onError ) {
  22021. var scope = this;
  22022. var images = [];
  22023. var texture = new CompressedTexture();
  22024. texture.image = images;
  22025. var loader = new FileLoader( this.manager );
  22026. loader.setPath( this.path );
  22027. loader.setResponseType( 'arraybuffer' );
  22028. var loaded = 0;
  22029. function loadTexture( i ) {
  22030. loader.load( url[ i ], function ( buffer ) {
  22031. var texDatas = scope.parse( buffer, true );
  22032. images[ i ] = {
  22033. width: texDatas.width,
  22034. height: texDatas.height,
  22035. format: texDatas.format,
  22036. mipmaps: texDatas.mipmaps
  22037. };
  22038. loaded += 1;
  22039. if ( loaded === 6 ) {
  22040. if ( texDatas.mipmapCount === 1 )
  22041. { texture.minFilter = LinearFilter; }
  22042. texture.format = texDatas.format;
  22043. texture.needsUpdate = true;
  22044. if ( onLoad ) { onLoad( texture ); }
  22045. }
  22046. }, onProgress, onError );
  22047. }
  22048. if ( Array.isArray( url ) ) {
  22049. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22050. loadTexture( i );
  22051. }
  22052. } else {
  22053. // compressed cubemap texture stored in a single DDS file
  22054. loader.load( url, function ( buffer ) {
  22055. var texDatas = scope.parse( buffer, true );
  22056. if ( texDatas.isCubemap ) {
  22057. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22058. for ( var f = 0; f < faces; f ++ ) {
  22059. images[ f ] = { mipmaps: [] };
  22060. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22061. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22062. images[ f ].format = texDatas.format;
  22063. images[ f ].width = texDatas.width;
  22064. images[ f ].height = texDatas.height;
  22065. }
  22066. }
  22067. } else {
  22068. texture.image.width = texDatas.width;
  22069. texture.image.height = texDatas.height;
  22070. texture.mipmaps = texDatas.mipmaps;
  22071. }
  22072. if ( texDatas.mipmapCount === 1 ) {
  22073. texture.minFilter = LinearFilter;
  22074. }
  22075. texture.format = texDatas.format;
  22076. texture.needsUpdate = true;
  22077. if ( onLoad ) { onLoad( texture ); }
  22078. }, onProgress, onError );
  22079. }
  22080. return texture;
  22081. }
  22082. } );
  22083. /**
  22084. * @author Nikos M. / https://github.com/foo123/
  22085. *
  22086. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22087. *
  22088. * Sub classes have to implement the parse() method which will be used in load().
  22089. */
  22090. function DataTextureLoader( manager ) {
  22091. Loader.call( this, manager );
  22092. }
  22093. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22094. constructor: DataTextureLoader,
  22095. load: function ( url, onLoad, onProgress, onError ) {
  22096. var scope = this;
  22097. var texture = new DataTexture();
  22098. var loader = new FileLoader( this.manager );
  22099. loader.setResponseType( 'arraybuffer' );
  22100. loader.setPath( this.path );
  22101. loader.load( url, function ( buffer ) {
  22102. var texData = scope.parse( buffer );
  22103. if ( ! texData ) { return; }
  22104. if ( texData.image !== undefined ) {
  22105. texture.image = texData.image;
  22106. } else if ( texData.data !== undefined ) {
  22107. texture.image.width = texData.width;
  22108. texture.image.height = texData.height;
  22109. texture.image.data = texData.data;
  22110. }
  22111. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22112. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22113. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22114. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22115. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22116. if ( texData.format !== undefined ) {
  22117. texture.format = texData.format;
  22118. }
  22119. if ( texData.type !== undefined ) {
  22120. texture.type = texData.type;
  22121. }
  22122. if ( texData.mipmaps !== undefined ) {
  22123. texture.mipmaps = texData.mipmaps;
  22124. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22125. }
  22126. if ( texData.mipmapCount === 1 ) {
  22127. texture.minFilter = LinearFilter;
  22128. }
  22129. texture.needsUpdate = true;
  22130. if ( onLoad ) { onLoad( texture, texData ); }
  22131. }, onProgress, onError );
  22132. return texture;
  22133. }
  22134. } );
  22135. /**
  22136. * @author mrdoob / http://mrdoob.com/
  22137. */
  22138. function ImageLoader( manager ) {
  22139. Loader.call( this, manager );
  22140. }
  22141. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22142. constructor: ImageLoader,
  22143. load: function ( url, onLoad, onProgress, onError ) {
  22144. if ( this.path !== undefined ) { url = this.path + url; }
  22145. url = this.manager.resolveURL( url );
  22146. var scope = this;
  22147. var cached = Cache.get( url );
  22148. if ( cached !== undefined ) {
  22149. scope.manager.itemStart( url );
  22150. setTimeout( function () {
  22151. if ( onLoad ) { onLoad( cached ); }
  22152. scope.manager.itemEnd( url );
  22153. }, 0 );
  22154. return cached;
  22155. }
  22156. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22157. function onImageLoad() {
  22158. image.removeEventListener( 'load', onImageLoad, false );
  22159. image.removeEventListener( 'error', onImageError, false );
  22160. Cache.add( url, this );
  22161. if ( onLoad ) { onLoad( this ); }
  22162. scope.manager.itemEnd( url );
  22163. }
  22164. function onImageError( event ) {
  22165. image.removeEventListener( 'load', onImageLoad, false );
  22166. image.removeEventListener( 'error', onImageError, false );
  22167. if ( onError ) { onError( event ); }
  22168. scope.manager.itemError( url );
  22169. scope.manager.itemEnd( url );
  22170. }
  22171. image.addEventListener( 'load', onImageLoad, false );
  22172. image.addEventListener( 'error', onImageError, false );
  22173. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22174. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22175. }
  22176. scope.manager.itemStart( url );
  22177. image.src = url;
  22178. return image;
  22179. }
  22180. } );
  22181. /**
  22182. * @author mrdoob / http://mrdoob.com/
  22183. */
  22184. function CubeTextureLoader( manager ) {
  22185. Loader.call( this, manager );
  22186. }
  22187. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22188. constructor: CubeTextureLoader,
  22189. load: function ( urls, onLoad, onProgress, onError ) {
  22190. var texture = new CubeTexture();
  22191. var loader = new ImageLoader( this.manager );
  22192. loader.setCrossOrigin( this.crossOrigin );
  22193. loader.setPath( this.path );
  22194. var loaded = 0;
  22195. function loadTexture( i ) {
  22196. loader.load( urls[ i ], function ( image ) {
  22197. texture.images[ i ] = image;
  22198. loaded ++;
  22199. if ( loaded === 6 ) {
  22200. texture.needsUpdate = true;
  22201. if ( onLoad ) { onLoad( texture ); }
  22202. }
  22203. }, undefined, onError );
  22204. }
  22205. for ( var i = 0; i < urls.length; ++ i ) {
  22206. loadTexture( i );
  22207. }
  22208. return texture;
  22209. }
  22210. } );
  22211. /**
  22212. * @author mrdoob / http://mrdoob.com/
  22213. */
  22214. function TextureLoader( manager ) {
  22215. Loader.call( this, manager );
  22216. }
  22217. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22218. constructor: TextureLoader,
  22219. load: function ( url, onLoad, onProgress, onError ) {
  22220. var texture = new Texture();
  22221. var loader = new ImageLoader( this.manager );
  22222. loader.setCrossOrigin( this.crossOrigin );
  22223. loader.setPath( this.path );
  22224. loader.load( url, function ( image ) {
  22225. texture.image = image;
  22226. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22227. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22228. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22229. texture.needsUpdate = true;
  22230. if ( onLoad !== undefined ) {
  22231. onLoad( texture );
  22232. }
  22233. }, onProgress, onError );
  22234. return texture;
  22235. }
  22236. } );
  22237. /**
  22238. * @author zz85 / http://www.lab4games.net/zz85/blog
  22239. * Extensible curve object
  22240. *
  22241. * Some common of curve methods:
  22242. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22243. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22244. * .getPoints(), .getSpacedPoints()
  22245. * .getLength()
  22246. * .updateArcLengths()
  22247. *
  22248. * This following curves inherit from THREE.Curve:
  22249. *
  22250. * -- 2D curves --
  22251. * THREE.ArcCurve
  22252. * THREE.CubicBezierCurve
  22253. * THREE.EllipseCurve
  22254. * THREE.LineCurve
  22255. * THREE.QuadraticBezierCurve
  22256. * THREE.SplineCurve
  22257. *
  22258. * -- 3D curves --
  22259. * THREE.CatmullRomCurve3
  22260. * THREE.CubicBezierCurve3
  22261. * THREE.LineCurve3
  22262. * THREE.QuadraticBezierCurve3
  22263. *
  22264. * A series of curves can be represented as a THREE.CurvePath.
  22265. *
  22266. **/
  22267. /**************************************************************
  22268. * Abstract Curve base class
  22269. **************************************************************/
  22270. function Curve() {
  22271. this.type = 'Curve';
  22272. this.arcLengthDivisions = 200;
  22273. }
  22274. Object.assign( Curve.prototype, {
  22275. // Virtual base class method to overwrite and implement in subclasses
  22276. // - t [0 .. 1]
  22277. getPoint: function ( /* t, optionalTarget */ ) {
  22278. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22279. return null;
  22280. },
  22281. // Get point at relative position in curve according to arc length
  22282. // - u [0 .. 1]
  22283. getPointAt: function ( u, optionalTarget ) {
  22284. var t = this.getUtoTmapping( u );
  22285. return this.getPoint( t, optionalTarget );
  22286. },
  22287. // Get sequence of points using getPoint( t )
  22288. getPoints: function ( divisions ) {
  22289. if ( divisions === undefined ) { divisions = 5; }
  22290. var points = [];
  22291. for ( var d = 0; d <= divisions; d ++ ) {
  22292. points.push( this.getPoint( d / divisions ) );
  22293. }
  22294. return points;
  22295. },
  22296. // Get sequence of points using getPointAt( u )
  22297. getSpacedPoints: function ( divisions ) {
  22298. if ( divisions === undefined ) { divisions = 5; }
  22299. var points = [];
  22300. for ( var d = 0; d <= divisions; d ++ ) {
  22301. points.push( this.getPointAt( d / divisions ) );
  22302. }
  22303. return points;
  22304. },
  22305. // Get total curve arc length
  22306. getLength: function () {
  22307. var lengths = this.getLengths();
  22308. return lengths[ lengths.length - 1 ];
  22309. },
  22310. // Get list of cumulative segment lengths
  22311. getLengths: function ( divisions ) {
  22312. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22313. if ( this.cacheArcLengths &&
  22314. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22315. ! this.needsUpdate ) {
  22316. return this.cacheArcLengths;
  22317. }
  22318. this.needsUpdate = false;
  22319. var cache = [];
  22320. var current, last = this.getPoint( 0 );
  22321. var sum = 0;
  22322. cache.push( 0 );
  22323. for ( var p = 1; p <= divisions; p ++ ) {
  22324. current = this.getPoint( p / divisions );
  22325. sum += current.distanceTo( last );
  22326. cache.push( sum );
  22327. last = current;
  22328. }
  22329. this.cacheArcLengths = cache;
  22330. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22331. },
  22332. updateArcLengths: function () {
  22333. this.needsUpdate = true;
  22334. this.getLengths();
  22335. },
  22336. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22337. getUtoTmapping: function ( u, distance ) {
  22338. var arcLengths = this.getLengths();
  22339. var i = 0, il = arcLengths.length;
  22340. var targetArcLength; // The targeted u distance value to get
  22341. if ( distance ) {
  22342. targetArcLength = distance;
  22343. } else {
  22344. targetArcLength = u * arcLengths[ il - 1 ];
  22345. }
  22346. // binary search for the index with largest value smaller than target u distance
  22347. var low = 0, high = il - 1, comparison;
  22348. while ( low <= high ) {
  22349. 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
  22350. comparison = arcLengths[ i ] - targetArcLength;
  22351. if ( comparison < 0 ) {
  22352. low = i + 1;
  22353. } else if ( comparison > 0 ) {
  22354. high = i - 1;
  22355. } else {
  22356. high = i;
  22357. break;
  22358. // DONE
  22359. }
  22360. }
  22361. i = high;
  22362. if ( arcLengths[ i ] === targetArcLength ) {
  22363. return i / ( il - 1 );
  22364. }
  22365. // we could get finer grain at lengths, or use simple interpolation between two points
  22366. var lengthBefore = arcLengths[ i ];
  22367. var lengthAfter = arcLengths[ i + 1 ];
  22368. var segmentLength = lengthAfter - lengthBefore;
  22369. // determine where we are between the 'before' and 'after' points
  22370. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22371. // add that fractional amount to t
  22372. var t = ( i + segmentFraction ) / ( il - 1 );
  22373. return t;
  22374. },
  22375. // Returns a unit vector tangent at t
  22376. // In case any sub curve does not implement its tangent derivation,
  22377. // 2 points a small delta apart will be used to find its gradient
  22378. // which seems to give a reasonable approximation
  22379. getTangent: function ( t, optionalTarget ) {
  22380. var delta = 0.0001;
  22381. var t1 = t - delta;
  22382. var t2 = t + delta;
  22383. // Capping in case of danger
  22384. if ( t1 < 0 ) { t1 = 0; }
  22385. if ( t2 > 1 ) { t2 = 1; }
  22386. var pt1 = this.getPoint( t1 );
  22387. var pt2 = this.getPoint( t2 );
  22388. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22389. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22390. return tangent;
  22391. },
  22392. getTangentAt: function ( u, optionalTarget ) {
  22393. var t = this.getUtoTmapping( u );
  22394. return this.getTangent( t, optionalTarget );
  22395. },
  22396. computeFrenetFrames: function ( segments, closed ) {
  22397. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22398. var normal = new Vector3();
  22399. var tangents = [];
  22400. var normals = [];
  22401. var binormals = [];
  22402. var vec = new Vector3();
  22403. var mat = new Matrix4();
  22404. // compute the tangent vectors for each segment on the curve
  22405. for ( var i = 0; i <= segments; i ++ ) {
  22406. var u = i / segments;
  22407. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22408. tangents[ i ].normalize();
  22409. }
  22410. // select an initial normal vector perpendicular to the first tangent vector,
  22411. // and in the direction of the minimum tangent xyz component
  22412. normals[ 0 ] = new Vector3();
  22413. binormals[ 0 ] = new Vector3();
  22414. var min = Number.MAX_VALUE;
  22415. var tx = Math.abs( tangents[ 0 ].x );
  22416. var ty = Math.abs( tangents[ 0 ].y );
  22417. var tz = Math.abs( tangents[ 0 ].z );
  22418. if ( tx <= min ) {
  22419. min = tx;
  22420. normal.set( 1, 0, 0 );
  22421. }
  22422. if ( ty <= min ) {
  22423. min = ty;
  22424. normal.set( 0, 1, 0 );
  22425. }
  22426. if ( tz <= min ) {
  22427. normal.set( 0, 0, 1 );
  22428. }
  22429. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22430. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22431. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22432. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22433. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22434. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22435. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22436. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22437. if ( vec.length() > Number.EPSILON ) {
  22438. vec.normalize();
  22439. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22440. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22441. }
  22442. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22443. }
  22444. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22445. if ( closed === true ) {
  22446. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22447. theta$1 /= segments;
  22448. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22449. theta$1 = - theta$1;
  22450. }
  22451. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22452. // twist a little...
  22453. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22454. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22455. }
  22456. }
  22457. return {
  22458. tangents: tangents,
  22459. normals: normals,
  22460. binormals: binormals
  22461. };
  22462. },
  22463. clone: function () {
  22464. return new this.constructor().copy( this );
  22465. },
  22466. copy: function ( source ) {
  22467. this.arcLengthDivisions = source.arcLengthDivisions;
  22468. return this;
  22469. },
  22470. toJSON: function () {
  22471. var data = {
  22472. metadata: {
  22473. version: 4.5,
  22474. type: 'Curve',
  22475. generator: 'Curve.toJSON'
  22476. }
  22477. };
  22478. data.arcLengthDivisions = this.arcLengthDivisions;
  22479. data.type = this.type;
  22480. return data;
  22481. },
  22482. fromJSON: function ( json ) {
  22483. this.arcLengthDivisions = json.arcLengthDivisions;
  22484. return this;
  22485. }
  22486. } );
  22487. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22488. Curve.call( this );
  22489. this.type = 'EllipseCurve';
  22490. this.aX = aX || 0;
  22491. this.aY = aY || 0;
  22492. this.xRadius = xRadius || 1;
  22493. this.yRadius = yRadius || 1;
  22494. this.aStartAngle = aStartAngle || 0;
  22495. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22496. this.aClockwise = aClockwise || false;
  22497. this.aRotation = aRotation || 0;
  22498. }
  22499. EllipseCurve.prototype = Object.create( Curve.prototype );
  22500. EllipseCurve.prototype.constructor = EllipseCurve;
  22501. EllipseCurve.prototype.isEllipseCurve = true;
  22502. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22503. var point = optionalTarget || new Vector2();
  22504. var twoPi = Math.PI * 2;
  22505. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22506. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22507. // ensures that deltaAngle is 0 .. 2 PI
  22508. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22509. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22510. if ( deltaAngle < Number.EPSILON ) {
  22511. if ( samePoints ) {
  22512. deltaAngle = 0;
  22513. } else {
  22514. deltaAngle = twoPi;
  22515. }
  22516. }
  22517. if ( this.aClockwise === true && ! samePoints ) {
  22518. if ( deltaAngle === twoPi ) {
  22519. deltaAngle = - twoPi;
  22520. } else {
  22521. deltaAngle = deltaAngle - twoPi;
  22522. }
  22523. }
  22524. var angle = this.aStartAngle + t * deltaAngle;
  22525. var x = this.aX + this.xRadius * Math.cos( angle );
  22526. var y = this.aY + this.yRadius * Math.sin( angle );
  22527. if ( this.aRotation !== 0 ) {
  22528. var cos = Math.cos( this.aRotation );
  22529. var sin = Math.sin( this.aRotation );
  22530. var tx = x - this.aX;
  22531. var ty = y - this.aY;
  22532. // Rotate the point about the center of the ellipse.
  22533. x = tx * cos - ty * sin + this.aX;
  22534. y = tx * sin + ty * cos + this.aY;
  22535. }
  22536. return point.set( x, y );
  22537. };
  22538. EllipseCurve.prototype.copy = function ( source ) {
  22539. Curve.prototype.copy.call( this, source );
  22540. this.aX = source.aX;
  22541. this.aY = source.aY;
  22542. this.xRadius = source.xRadius;
  22543. this.yRadius = source.yRadius;
  22544. this.aStartAngle = source.aStartAngle;
  22545. this.aEndAngle = source.aEndAngle;
  22546. this.aClockwise = source.aClockwise;
  22547. this.aRotation = source.aRotation;
  22548. return this;
  22549. };
  22550. EllipseCurve.prototype.toJSON = function () {
  22551. var data = Curve.prototype.toJSON.call( this );
  22552. data.aX = this.aX;
  22553. data.aY = this.aY;
  22554. data.xRadius = this.xRadius;
  22555. data.yRadius = this.yRadius;
  22556. data.aStartAngle = this.aStartAngle;
  22557. data.aEndAngle = this.aEndAngle;
  22558. data.aClockwise = this.aClockwise;
  22559. data.aRotation = this.aRotation;
  22560. return data;
  22561. };
  22562. EllipseCurve.prototype.fromJSON = function ( json ) {
  22563. Curve.prototype.fromJSON.call( this, json );
  22564. this.aX = json.aX;
  22565. this.aY = json.aY;
  22566. this.xRadius = json.xRadius;
  22567. this.yRadius = json.yRadius;
  22568. this.aStartAngle = json.aStartAngle;
  22569. this.aEndAngle = json.aEndAngle;
  22570. this.aClockwise = json.aClockwise;
  22571. this.aRotation = json.aRotation;
  22572. return this;
  22573. };
  22574. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22575. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22576. this.type = 'ArcCurve';
  22577. }
  22578. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22579. ArcCurve.prototype.constructor = ArcCurve;
  22580. ArcCurve.prototype.isArcCurve = true;
  22581. /**
  22582. * @author zz85 https://github.com/zz85
  22583. *
  22584. * Centripetal CatmullRom Curve - which is useful for avoiding
  22585. * cusps and self-intersections in non-uniform catmull rom curves.
  22586. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22587. *
  22588. * curve.type accepts centripetal(default), chordal and catmullrom
  22589. * curve.tension is used for catmullrom which defaults to 0.5
  22590. */
  22591. /*
  22592. Based on an optimized c++ solution in
  22593. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22594. - http://ideone.com/NoEbVM
  22595. This CubicPoly class could be used for reusing some variables and calculations,
  22596. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22597. which can be placed in CurveUtils.
  22598. */
  22599. function CubicPoly() {
  22600. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22601. /*
  22602. * Compute coefficients for a cubic polynomial
  22603. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22604. * such that
  22605. * p(0) = x0, p(1) = x1
  22606. * and
  22607. * p'(0) = t0, p'(1) = t1.
  22608. */
  22609. function init( x0, x1, t0, t1 ) {
  22610. c0 = x0;
  22611. c1 = t0;
  22612. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22613. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22614. }
  22615. return {
  22616. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22617. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22618. },
  22619. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22620. // compute tangents when parameterized in [t1,t2]
  22621. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22622. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22623. // rescale tangents for parametrization in [0,1]
  22624. t1 *= dt1;
  22625. t2 *= dt1;
  22626. init( x1, x2, t1, t2 );
  22627. },
  22628. calc: function ( t ) {
  22629. var t2 = t * t;
  22630. var t3 = t2 * t;
  22631. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22632. }
  22633. };
  22634. }
  22635. //
  22636. var tmp = new Vector3();
  22637. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22638. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22639. Curve.call( this );
  22640. this.type = 'CatmullRomCurve3';
  22641. this.points = points || [];
  22642. this.closed = closed || false;
  22643. this.curveType = curveType || 'centripetal';
  22644. this.tension = tension || 0.5;
  22645. }
  22646. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22647. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22648. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22649. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22650. var point = optionalTarget || new Vector3();
  22651. var points = this.points;
  22652. var l = points.length;
  22653. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22654. var intPoint = Math.floor( p );
  22655. var weight = p - intPoint;
  22656. if ( this.closed ) {
  22657. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22658. } else if ( weight === 0 && intPoint === l - 1 ) {
  22659. intPoint = l - 2;
  22660. weight = 1;
  22661. }
  22662. var p0, p1, p2, p3; // 4 points
  22663. if ( this.closed || intPoint > 0 ) {
  22664. p0 = points[ ( intPoint - 1 ) % l ];
  22665. } else {
  22666. // extrapolate first point
  22667. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22668. p0 = tmp;
  22669. }
  22670. p1 = points[ intPoint % l ];
  22671. p2 = points[ ( intPoint + 1 ) % l ];
  22672. if ( this.closed || intPoint + 2 < l ) {
  22673. p3 = points[ ( intPoint + 2 ) % l ];
  22674. } else {
  22675. // extrapolate last point
  22676. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22677. p3 = tmp;
  22678. }
  22679. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22680. // init Centripetal / Chordal Catmull-Rom
  22681. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22682. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22683. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22684. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22685. // safety check for repeated points
  22686. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22687. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22688. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22689. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22690. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22691. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22692. } else if ( this.curveType === 'catmullrom' ) {
  22693. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22694. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22695. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22696. }
  22697. point.set(
  22698. px.calc( weight ),
  22699. py.calc( weight ),
  22700. pz.calc( weight )
  22701. );
  22702. return point;
  22703. };
  22704. CatmullRomCurve3.prototype.copy = function ( source ) {
  22705. Curve.prototype.copy.call( this, source );
  22706. this.points = [];
  22707. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22708. var point = source.points[ i ];
  22709. this.points.push( point.clone() );
  22710. }
  22711. this.closed = source.closed;
  22712. this.curveType = source.curveType;
  22713. this.tension = source.tension;
  22714. return this;
  22715. };
  22716. CatmullRomCurve3.prototype.toJSON = function () {
  22717. var data = Curve.prototype.toJSON.call( this );
  22718. data.points = [];
  22719. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22720. var point = this.points[ i ];
  22721. data.points.push( point.toArray() );
  22722. }
  22723. data.closed = this.closed;
  22724. data.curveType = this.curveType;
  22725. data.tension = this.tension;
  22726. return data;
  22727. };
  22728. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22729. Curve.prototype.fromJSON.call( this, json );
  22730. this.points = [];
  22731. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22732. var point = json.points[ i ];
  22733. this.points.push( new Vector3().fromArray( point ) );
  22734. }
  22735. this.closed = json.closed;
  22736. this.curveType = json.curveType;
  22737. this.tension = json.tension;
  22738. return this;
  22739. };
  22740. /**
  22741. * @author zz85 / http://www.lab4games.net/zz85/blog
  22742. *
  22743. * Bezier Curves formulas obtained from
  22744. * http://en.wikipedia.org/wiki/Bézier_curve
  22745. */
  22746. function CatmullRom( t, p0, p1, p2, p3 ) {
  22747. var v0 = ( p2 - p0 ) * 0.5;
  22748. var v1 = ( p3 - p1 ) * 0.5;
  22749. var t2 = t * t;
  22750. var t3 = t * t2;
  22751. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22752. }
  22753. //
  22754. function QuadraticBezierP0( t, p ) {
  22755. var k = 1 - t;
  22756. return k * k * p;
  22757. }
  22758. function QuadraticBezierP1( t, p ) {
  22759. return 2 * ( 1 - t ) * t * p;
  22760. }
  22761. function QuadraticBezierP2( t, p ) {
  22762. return t * t * p;
  22763. }
  22764. function QuadraticBezier( t, p0, p1, p2 ) {
  22765. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22766. QuadraticBezierP2( t, p2 );
  22767. }
  22768. //
  22769. function CubicBezierP0( t, p ) {
  22770. var k = 1 - t;
  22771. return k * k * k * p;
  22772. }
  22773. function CubicBezierP1( t, p ) {
  22774. var k = 1 - t;
  22775. return 3 * k * k * t * p;
  22776. }
  22777. function CubicBezierP2( t, p ) {
  22778. return 3 * ( 1 - t ) * t * t * p;
  22779. }
  22780. function CubicBezierP3( t, p ) {
  22781. return t * t * t * p;
  22782. }
  22783. function CubicBezier( t, p0, p1, p2, p3 ) {
  22784. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22785. CubicBezierP3( t, p3 );
  22786. }
  22787. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22788. Curve.call( this );
  22789. this.type = 'CubicBezierCurve';
  22790. this.v0 = v0 || new Vector2();
  22791. this.v1 = v1 || new Vector2();
  22792. this.v2 = v2 || new Vector2();
  22793. this.v3 = v3 || new Vector2();
  22794. }
  22795. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22796. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22797. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22798. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22799. var point = optionalTarget || new Vector2();
  22800. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22801. point.set(
  22802. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22803. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22804. );
  22805. return point;
  22806. };
  22807. CubicBezierCurve.prototype.copy = function ( source ) {
  22808. Curve.prototype.copy.call( this, source );
  22809. this.v0.copy( source.v0 );
  22810. this.v1.copy( source.v1 );
  22811. this.v2.copy( source.v2 );
  22812. this.v3.copy( source.v3 );
  22813. return this;
  22814. };
  22815. CubicBezierCurve.prototype.toJSON = function () {
  22816. var data = Curve.prototype.toJSON.call( this );
  22817. data.v0 = this.v0.toArray();
  22818. data.v1 = this.v1.toArray();
  22819. data.v2 = this.v2.toArray();
  22820. data.v3 = this.v3.toArray();
  22821. return data;
  22822. };
  22823. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22824. Curve.prototype.fromJSON.call( this, json );
  22825. this.v0.fromArray( json.v0 );
  22826. this.v1.fromArray( json.v1 );
  22827. this.v2.fromArray( json.v2 );
  22828. this.v3.fromArray( json.v3 );
  22829. return this;
  22830. };
  22831. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22832. Curve.call( this );
  22833. this.type = 'CubicBezierCurve3';
  22834. this.v0 = v0 || new Vector3();
  22835. this.v1 = v1 || new Vector3();
  22836. this.v2 = v2 || new Vector3();
  22837. this.v3 = v3 || new Vector3();
  22838. }
  22839. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22840. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22841. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22842. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22843. var point = optionalTarget || new Vector3();
  22844. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22845. point.set(
  22846. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22847. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22848. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22849. );
  22850. return point;
  22851. };
  22852. CubicBezierCurve3.prototype.copy = function ( source ) {
  22853. Curve.prototype.copy.call( this, source );
  22854. this.v0.copy( source.v0 );
  22855. this.v1.copy( source.v1 );
  22856. this.v2.copy( source.v2 );
  22857. this.v3.copy( source.v3 );
  22858. return this;
  22859. };
  22860. CubicBezierCurve3.prototype.toJSON = function () {
  22861. var data = Curve.prototype.toJSON.call( this );
  22862. data.v0 = this.v0.toArray();
  22863. data.v1 = this.v1.toArray();
  22864. data.v2 = this.v2.toArray();
  22865. data.v3 = this.v3.toArray();
  22866. return data;
  22867. };
  22868. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22869. Curve.prototype.fromJSON.call( this, json );
  22870. this.v0.fromArray( json.v0 );
  22871. this.v1.fromArray( json.v1 );
  22872. this.v2.fromArray( json.v2 );
  22873. this.v3.fromArray( json.v3 );
  22874. return this;
  22875. };
  22876. function LineCurve( v1, v2 ) {
  22877. Curve.call( this );
  22878. this.type = 'LineCurve';
  22879. this.v1 = v1 || new Vector2();
  22880. this.v2 = v2 || new Vector2();
  22881. }
  22882. LineCurve.prototype = Object.create( Curve.prototype );
  22883. LineCurve.prototype.constructor = LineCurve;
  22884. LineCurve.prototype.isLineCurve = true;
  22885. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22886. var point = optionalTarget || new Vector2();
  22887. if ( t === 1 ) {
  22888. point.copy( this.v2 );
  22889. } else {
  22890. point.copy( this.v2 ).sub( this.v1 );
  22891. point.multiplyScalar( t ).add( this.v1 );
  22892. }
  22893. return point;
  22894. };
  22895. // Line curve is linear, so we can overwrite default getPointAt
  22896. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22897. return this.getPoint( u, optionalTarget );
  22898. };
  22899. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22900. var tangent = optionalTarget || new Vector2();
  22901. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22902. return tangent;
  22903. };
  22904. LineCurve.prototype.copy = function ( source ) {
  22905. Curve.prototype.copy.call( this, source );
  22906. this.v1.copy( source.v1 );
  22907. this.v2.copy( source.v2 );
  22908. return this;
  22909. };
  22910. LineCurve.prototype.toJSON = function () {
  22911. var data = Curve.prototype.toJSON.call( this );
  22912. data.v1 = this.v1.toArray();
  22913. data.v2 = this.v2.toArray();
  22914. return data;
  22915. };
  22916. LineCurve.prototype.fromJSON = function ( json ) {
  22917. Curve.prototype.fromJSON.call( this, json );
  22918. this.v1.fromArray( json.v1 );
  22919. this.v2.fromArray( json.v2 );
  22920. return this;
  22921. };
  22922. function LineCurve3( v1, v2 ) {
  22923. Curve.call( this );
  22924. this.type = 'LineCurve3';
  22925. this.v1 = v1 || new Vector3();
  22926. this.v2 = v2 || new Vector3();
  22927. }
  22928. LineCurve3.prototype = Object.create( Curve.prototype );
  22929. LineCurve3.prototype.constructor = LineCurve3;
  22930. LineCurve3.prototype.isLineCurve3 = true;
  22931. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22932. var point = optionalTarget || new Vector3();
  22933. if ( t === 1 ) {
  22934. point.copy( this.v2 );
  22935. } else {
  22936. point.copy( this.v2 ).sub( this.v1 );
  22937. point.multiplyScalar( t ).add( this.v1 );
  22938. }
  22939. return point;
  22940. };
  22941. // Line curve is linear, so we can overwrite default getPointAt
  22942. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22943. return this.getPoint( u, optionalTarget );
  22944. };
  22945. LineCurve3.prototype.copy = function ( source ) {
  22946. Curve.prototype.copy.call( this, source );
  22947. this.v1.copy( source.v1 );
  22948. this.v2.copy( source.v2 );
  22949. return this;
  22950. };
  22951. LineCurve3.prototype.toJSON = function () {
  22952. var data = Curve.prototype.toJSON.call( this );
  22953. data.v1 = this.v1.toArray();
  22954. data.v2 = this.v2.toArray();
  22955. return data;
  22956. };
  22957. LineCurve3.prototype.fromJSON = function ( json ) {
  22958. Curve.prototype.fromJSON.call( this, json );
  22959. this.v1.fromArray( json.v1 );
  22960. this.v2.fromArray( json.v2 );
  22961. return this;
  22962. };
  22963. function QuadraticBezierCurve( v0, v1, v2 ) {
  22964. Curve.call( this );
  22965. this.type = 'QuadraticBezierCurve';
  22966. this.v0 = v0 || new Vector2();
  22967. this.v1 = v1 || new Vector2();
  22968. this.v2 = v2 || new Vector2();
  22969. }
  22970. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22971. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22972. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22973. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22974. var point = optionalTarget || new Vector2();
  22975. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22976. point.set(
  22977. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22978. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22979. );
  22980. return point;
  22981. };
  22982. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22983. Curve.prototype.copy.call( this, source );
  22984. this.v0.copy( source.v0 );
  22985. this.v1.copy( source.v1 );
  22986. this.v2.copy( source.v2 );
  22987. return this;
  22988. };
  22989. QuadraticBezierCurve.prototype.toJSON = function () {
  22990. var data = Curve.prototype.toJSON.call( this );
  22991. data.v0 = this.v0.toArray();
  22992. data.v1 = this.v1.toArray();
  22993. data.v2 = this.v2.toArray();
  22994. return data;
  22995. };
  22996. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22997. Curve.prototype.fromJSON.call( this, json );
  22998. this.v0.fromArray( json.v0 );
  22999. this.v1.fromArray( json.v1 );
  23000. this.v2.fromArray( json.v2 );
  23001. return this;
  23002. };
  23003. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23004. Curve.call( this );
  23005. this.type = 'QuadraticBezierCurve3';
  23006. this.v0 = v0 || new Vector3();
  23007. this.v1 = v1 || new Vector3();
  23008. this.v2 = v2 || new Vector3();
  23009. }
  23010. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23011. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23012. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23013. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23014. var point = optionalTarget || new Vector3();
  23015. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23016. point.set(
  23017. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23018. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23019. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23020. );
  23021. return point;
  23022. };
  23023. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23024. Curve.prototype.copy.call( this, source );
  23025. this.v0.copy( source.v0 );
  23026. this.v1.copy( source.v1 );
  23027. this.v2.copy( source.v2 );
  23028. return this;
  23029. };
  23030. QuadraticBezierCurve3.prototype.toJSON = function () {
  23031. var data = Curve.prototype.toJSON.call( this );
  23032. data.v0 = this.v0.toArray();
  23033. data.v1 = this.v1.toArray();
  23034. data.v2 = this.v2.toArray();
  23035. return data;
  23036. };
  23037. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23038. Curve.prototype.fromJSON.call( this, json );
  23039. this.v0.fromArray( json.v0 );
  23040. this.v1.fromArray( json.v1 );
  23041. this.v2.fromArray( json.v2 );
  23042. return this;
  23043. };
  23044. function SplineCurve( points /* array of Vector2 */ ) {
  23045. Curve.call( this );
  23046. this.type = 'SplineCurve';
  23047. this.points = points || [];
  23048. }
  23049. SplineCurve.prototype = Object.create( Curve.prototype );
  23050. SplineCurve.prototype.constructor = SplineCurve;
  23051. SplineCurve.prototype.isSplineCurve = true;
  23052. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23053. var point = optionalTarget || new Vector2();
  23054. var points = this.points;
  23055. var p = ( points.length - 1 ) * t;
  23056. var intPoint = Math.floor( p );
  23057. var weight = p - intPoint;
  23058. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23059. var p1 = points[ intPoint ];
  23060. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23061. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23062. point.set(
  23063. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23064. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23065. );
  23066. return point;
  23067. };
  23068. SplineCurve.prototype.copy = function ( source ) {
  23069. Curve.prototype.copy.call( this, source );
  23070. this.points = [];
  23071. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23072. var point = source.points[ i ];
  23073. this.points.push( point.clone() );
  23074. }
  23075. return this;
  23076. };
  23077. SplineCurve.prototype.toJSON = function () {
  23078. var data = Curve.prototype.toJSON.call( this );
  23079. data.points = [];
  23080. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23081. var point = this.points[ i ];
  23082. data.points.push( point.toArray() );
  23083. }
  23084. return data;
  23085. };
  23086. SplineCurve.prototype.fromJSON = function ( json ) {
  23087. Curve.prototype.fromJSON.call( this, json );
  23088. this.points = [];
  23089. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23090. var point = json.points[ i ];
  23091. this.points.push( new Vector2().fromArray( point ) );
  23092. }
  23093. return this;
  23094. };
  23095. var Curves = /*#__PURE__*/Object.freeze({
  23096. __proto__: null,
  23097. ArcCurve: ArcCurve,
  23098. CatmullRomCurve3: CatmullRomCurve3,
  23099. CubicBezierCurve: CubicBezierCurve,
  23100. CubicBezierCurve3: CubicBezierCurve3,
  23101. EllipseCurve: EllipseCurve,
  23102. LineCurve: LineCurve,
  23103. LineCurve3: LineCurve3,
  23104. QuadraticBezierCurve: QuadraticBezierCurve,
  23105. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23106. SplineCurve: SplineCurve
  23107. });
  23108. /**
  23109. * @author zz85 / http://www.lab4games.net/zz85/blog
  23110. *
  23111. **/
  23112. /**************************************************************
  23113. * Curved Path - a curve path is simply a array of connected
  23114. * curves, but retains the api of a curve
  23115. **************************************************************/
  23116. function CurvePath() {
  23117. Curve.call( this );
  23118. this.type = 'CurvePath';
  23119. this.curves = [];
  23120. this.autoClose = false; // Automatically closes the path
  23121. }
  23122. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23123. constructor: CurvePath,
  23124. add: function ( curve ) {
  23125. this.curves.push( curve );
  23126. },
  23127. closePath: function () {
  23128. // Add a line curve if start and end of lines are not connected
  23129. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23130. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23131. if ( ! startPoint.equals( endPoint ) ) {
  23132. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23133. }
  23134. },
  23135. // To get accurate point with reference to
  23136. // entire path distance at time t,
  23137. // following has to be done:
  23138. // 1. Length of each sub path have to be known
  23139. // 2. Locate and identify type of curve
  23140. // 3. Get t for the curve
  23141. // 4. Return curve.getPointAt(t')
  23142. getPoint: function ( t ) {
  23143. var d = t * this.getLength();
  23144. var curveLengths = this.getCurveLengths();
  23145. var i = 0;
  23146. // To think about boundaries points.
  23147. while ( i < curveLengths.length ) {
  23148. if ( curveLengths[ i ] >= d ) {
  23149. var diff = curveLengths[ i ] - d;
  23150. var curve = this.curves[ i ];
  23151. var segmentLength = curve.getLength();
  23152. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23153. return curve.getPointAt( u );
  23154. }
  23155. i ++;
  23156. }
  23157. return null;
  23158. // loop where sum != 0, sum > d , sum+1 <d
  23159. },
  23160. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23161. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23162. // getPoint() depends on getLength
  23163. getLength: function () {
  23164. var lens = this.getCurveLengths();
  23165. return lens[ lens.length - 1 ];
  23166. },
  23167. // cacheLengths must be recalculated.
  23168. updateArcLengths: function () {
  23169. this.needsUpdate = true;
  23170. this.cacheLengths = null;
  23171. this.getCurveLengths();
  23172. },
  23173. // Compute lengths and cache them
  23174. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23175. getCurveLengths: function () {
  23176. // We use cache values if curves and cache array are same length
  23177. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23178. return this.cacheLengths;
  23179. }
  23180. // Get length of sub-curve
  23181. // Push sums into cached array
  23182. var lengths = [];
  23183. var sums = 0;
  23184. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23185. sums += this.curves[ i ].getLength();
  23186. lengths.push( sums );
  23187. }
  23188. this.cacheLengths = lengths;
  23189. return lengths;
  23190. },
  23191. getSpacedPoints: function ( divisions ) {
  23192. if ( divisions === undefined ) { divisions = 40; }
  23193. var points = [];
  23194. for ( var i = 0; i <= divisions; i ++ ) {
  23195. points.push( this.getPoint( i / divisions ) );
  23196. }
  23197. if ( this.autoClose ) {
  23198. points.push( points[ 0 ] );
  23199. }
  23200. return points;
  23201. },
  23202. getPoints: function ( divisions ) {
  23203. divisions = divisions || 12;
  23204. var points = [];
  23205. var last;
  23206. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23207. var curve = curves[ i ];
  23208. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23209. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23210. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23211. : divisions;
  23212. var pts = curve.getPoints( resolution );
  23213. for ( var j = 0; j < pts.length; j ++ ) {
  23214. var point = pts[ j ];
  23215. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23216. points.push( point );
  23217. last = point;
  23218. }
  23219. }
  23220. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23221. points.push( points[ 0 ] );
  23222. }
  23223. return points;
  23224. },
  23225. copy: function ( source ) {
  23226. Curve.prototype.copy.call( this, source );
  23227. this.curves = [];
  23228. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23229. var curve = source.curves[ i ];
  23230. this.curves.push( curve.clone() );
  23231. }
  23232. this.autoClose = source.autoClose;
  23233. return this;
  23234. },
  23235. toJSON: function () {
  23236. var data = Curve.prototype.toJSON.call( this );
  23237. data.autoClose = this.autoClose;
  23238. data.curves = [];
  23239. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23240. var curve = this.curves[ i ];
  23241. data.curves.push( curve.toJSON() );
  23242. }
  23243. return data;
  23244. },
  23245. fromJSON: function ( json ) {
  23246. Curve.prototype.fromJSON.call( this, json );
  23247. this.autoClose = json.autoClose;
  23248. this.curves = [];
  23249. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23250. var curve = json.curves[ i ];
  23251. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23252. }
  23253. return this;
  23254. }
  23255. } );
  23256. /**
  23257. * @author zz85 / http://www.lab4games.net/zz85/blog
  23258. * Creates free form 2d path using series of points, lines or curves.
  23259. **/
  23260. function Path( points ) {
  23261. CurvePath.call( this );
  23262. this.type = 'Path';
  23263. this.currentPoint = new Vector2();
  23264. if ( points ) {
  23265. this.setFromPoints( points );
  23266. }
  23267. }
  23268. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23269. constructor: Path,
  23270. setFromPoints: function ( points ) {
  23271. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23272. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23273. this.lineTo( points[ i ].x, points[ i ].y );
  23274. }
  23275. return this;
  23276. },
  23277. moveTo: function ( x, y ) {
  23278. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23279. return this;
  23280. },
  23281. lineTo: function ( x, y ) {
  23282. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23283. this.curves.push( curve );
  23284. this.currentPoint.set( x, y );
  23285. return this;
  23286. },
  23287. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23288. var curve = new QuadraticBezierCurve(
  23289. this.currentPoint.clone(),
  23290. new Vector2( aCPx, aCPy ),
  23291. new Vector2( aX, aY )
  23292. );
  23293. this.curves.push( curve );
  23294. this.currentPoint.set( aX, aY );
  23295. return this;
  23296. },
  23297. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23298. var curve = new CubicBezierCurve(
  23299. this.currentPoint.clone(),
  23300. new Vector2( aCP1x, aCP1y ),
  23301. new Vector2( aCP2x, aCP2y ),
  23302. new Vector2( aX, aY )
  23303. );
  23304. this.curves.push( curve );
  23305. this.currentPoint.set( aX, aY );
  23306. return this;
  23307. },
  23308. splineThru: function ( pts /*Array of Vector*/ ) {
  23309. var npts = [ this.currentPoint.clone() ].concat( pts );
  23310. var curve = new SplineCurve( npts );
  23311. this.curves.push( curve );
  23312. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23313. return this;
  23314. },
  23315. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23316. var x0 = this.currentPoint.x;
  23317. var y0 = this.currentPoint.y;
  23318. this.absarc( aX + x0, aY + y0, aRadius,
  23319. aStartAngle, aEndAngle, aClockwise );
  23320. return this;
  23321. },
  23322. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23323. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23324. return this;
  23325. },
  23326. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23327. var x0 = this.currentPoint.x;
  23328. var y0 = this.currentPoint.y;
  23329. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23330. return this;
  23331. },
  23332. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23333. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23334. if ( this.curves.length > 0 ) {
  23335. // if a previous curve is present, attempt to join
  23336. var firstPoint = curve.getPoint( 0 );
  23337. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23338. this.lineTo( firstPoint.x, firstPoint.y );
  23339. }
  23340. }
  23341. this.curves.push( curve );
  23342. var lastPoint = curve.getPoint( 1 );
  23343. this.currentPoint.copy( lastPoint );
  23344. return this;
  23345. },
  23346. copy: function ( source ) {
  23347. CurvePath.prototype.copy.call( this, source );
  23348. this.currentPoint.copy( source.currentPoint );
  23349. return this;
  23350. },
  23351. toJSON: function () {
  23352. var data = CurvePath.prototype.toJSON.call( this );
  23353. data.currentPoint = this.currentPoint.toArray();
  23354. return data;
  23355. },
  23356. fromJSON: function ( json ) {
  23357. CurvePath.prototype.fromJSON.call( this, json );
  23358. this.currentPoint.fromArray( json.currentPoint );
  23359. return this;
  23360. }
  23361. } );
  23362. /**
  23363. * @author zz85 / http://www.lab4games.net/zz85/blog
  23364. * Defines a 2d shape plane using paths.
  23365. **/
  23366. // STEP 1 Create a path.
  23367. // STEP 2 Turn path into shape.
  23368. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23369. // STEP 3a - Extract points from each shape, turn to vertices
  23370. // STEP 3b - Triangulate each shape, add faces.
  23371. function Shape( points ) {
  23372. Path.call( this, points );
  23373. this.uuid = MathUtils.generateUUID();
  23374. this.type = 'Shape';
  23375. this.holes = [];
  23376. }
  23377. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23378. constructor: Shape,
  23379. getPointsHoles: function ( divisions ) {
  23380. var holesPts = [];
  23381. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23382. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23383. }
  23384. return holesPts;
  23385. },
  23386. // get points of shape and holes (keypoints based on segments parameter)
  23387. extractPoints: function ( divisions ) {
  23388. return {
  23389. shape: this.getPoints( divisions ),
  23390. holes: this.getPointsHoles( divisions )
  23391. };
  23392. },
  23393. copy: function ( source ) {
  23394. Path.prototype.copy.call( this, source );
  23395. this.holes = [];
  23396. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23397. var hole = source.holes[ i ];
  23398. this.holes.push( hole.clone() );
  23399. }
  23400. return this;
  23401. },
  23402. toJSON: function () {
  23403. var data = Path.prototype.toJSON.call( this );
  23404. data.uuid = this.uuid;
  23405. data.holes = [];
  23406. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23407. var hole = this.holes[ i ];
  23408. data.holes.push( hole.toJSON() );
  23409. }
  23410. return data;
  23411. },
  23412. fromJSON: function ( json ) {
  23413. Path.prototype.fromJSON.call( this, json );
  23414. this.uuid = json.uuid;
  23415. this.holes = [];
  23416. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23417. var hole = json.holes[ i ];
  23418. this.holes.push( new Path().fromJSON( hole ) );
  23419. }
  23420. return this;
  23421. }
  23422. } );
  23423. /**
  23424. * @author mrdoob / http://mrdoob.com/
  23425. * @author alteredq / http://alteredqualia.com/
  23426. */
  23427. function Light( color, intensity ) {
  23428. Object3D.call( this );
  23429. this.type = 'Light';
  23430. this.color = new Color( color );
  23431. this.intensity = intensity !== undefined ? intensity : 1;
  23432. this.receiveShadow = undefined;
  23433. }
  23434. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23435. constructor: Light,
  23436. isLight: true,
  23437. copy: function ( source ) {
  23438. Object3D.prototype.copy.call( this, source );
  23439. this.color.copy( source.color );
  23440. this.intensity = source.intensity;
  23441. return this;
  23442. },
  23443. toJSON: function ( meta ) {
  23444. var data = Object3D.prototype.toJSON.call( this, meta );
  23445. data.object.color = this.color.getHex();
  23446. data.object.intensity = this.intensity;
  23447. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23448. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23449. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23450. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23451. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23452. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23453. return data;
  23454. }
  23455. } );
  23456. /**
  23457. * @author alteredq / http://alteredqualia.com/
  23458. */
  23459. function HemisphereLight( skyColor, groundColor, intensity ) {
  23460. Light.call( this, skyColor, intensity );
  23461. this.type = 'HemisphereLight';
  23462. this.castShadow = undefined;
  23463. this.position.copy( Object3D.DefaultUp );
  23464. this.updateMatrix();
  23465. this.groundColor = new Color( groundColor );
  23466. }
  23467. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23468. constructor: HemisphereLight,
  23469. isHemisphereLight: true,
  23470. copy: function ( source ) {
  23471. Light.prototype.copy.call( this, source );
  23472. this.groundColor.copy( source.groundColor );
  23473. return this;
  23474. }
  23475. } );
  23476. /**
  23477. * @author mrdoob / http://mrdoob.com/
  23478. */
  23479. function LightShadow( camera ) {
  23480. this.camera = camera;
  23481. this.bias = 0;
  23482. this.radius = 1;
  23483. this.mapSize = new Vector2( 512, 512 );
  23484. this.map = null;
  23485. this.mapPass = null;
  23486. this.matrix = new Matrix4();
  23487. this._frustum = new Frustum();
  23488. this._frameExtents = new Vector2( 1, 1 );
  23489. this._viewportCount = 1;
  23490. this._viewports = [
  23491. new Vector4( 0, 0, 1, 1 )
  23492. ];
  23493. }
  23494. Object.assign( LightShadow.prototype, {
  23495. _projScreenMatrix: new Matrix4(),
  23496. _lightPositionWorld: new Vector3(),
  23497. _lookTarget: new Vector3(),
  23498. getViewportCount: function () {
  23499. return this._viewportCount;
  23500. },
  23501. getFrustum: function () {
  23502. return this._frustum;
  23503. },
  23504. updateMatrices: function ( light ) {
  23505. var shadowCamera = this.camera,
  23506. shadowMatrix = this.matrix,
  23507. projScreenMatrix = this._projScreenMatrix,
  23508. lookTarget = this._lookTarget,
  23509. lightPositionWorld = this._lightPositionWorld;
  23510. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23511. shadowCamera.position.copy( lightPositionWorld );
  23512. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23513. shadowCamera.lookAt( lookTarget );
  23514. shadowCamera.updateMatrixWorld();
  23515. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23516. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23517. shadowMatrix.set(
  23518. 0.5, 0.0, 0.0, 0.5,
  23519. 0.0, 0.5, 0.0, 0.5,
  23520. 0.0, 0.0, 0.5, 0.5,
  23521. 0.0, 0.0, 0.0, 1.0
  23522. );
  23523. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23524. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23525. },
  23526. getViewport: function ( viewportIndex ) {
  23527. return this._viewports[ viewportIndex ];
  23528. },
  23529. getFrameExtents: function () {
  23530. return this._frameExtents;
  23531. },
  23532. copy: function ( source ) {
  23533. this.camera = source.camera.clone();
  23534. this.bias = source.bias;
  23535. this.radius = source.radius;
  23536. this.mapSize.copy( source.mapSize );
  23537. return this;
  23538. },
  23539. clone: function () {
  23540. return new this.constructor().copy( this );
  23541. },
  23542. toJSON: function () {
  23543. var object = {};
  23544. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23545. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23546. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23547. object.camera = this.camera.toJSON( false ).object;
  23548. delete object.camera.matrix;
  23549. return object;
  23550. }
  23551. } );
  23552. /**
  23553. * @author mrdoob / http://mrdoob.com/
  23554. */
  23555. function SpotLightShadow() {
  23556. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23557. }
  23558. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23559. constructor: SpotLightShadow,
  23560. isSpotLightShadow: true,
  23561. updateMatrices: function ( light ) {
  23562. var camera = this.camera;
  23563. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23564. var aspect = this.mapSize.width / this.mapSize.height;
  23565. var far = light.distance || camera.far;
  23566. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23567. camera.fov = fov;
  23568. camera.aspect = aspect;
  23569. camera.far = far;
  23570. camera.updateProjectionMatrix();
  23571. }
  23572. LightShadow.prototype.updateMatrices.call( this, light );
  23573. }
  23574. } );
  23575. /**
  23576. * @author alteredq / http://alteredqualia.com/
  23577. */
  23578. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23579. Light.call( this, color, intensity );
  23580. this.type = 'SpotLight';
  23581. this.position.copy( Object3D.DefaultUp );
  23582. this.updateMatrix();
  23583. this.target = new Object3D();
  23584. Object.defineProperty( this, 'power', {
  23585. get: function () {
  23586. // intensity = power per solid angle.
  23587. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23588. return this.intensity * Math.PI;
  23589. },
  23590. set: function ( power ) {
  23591. // intensity = power per solid angle.
  23592. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23593. this.intensity = power / Math.PI;
  23594. }
  23595. } );
  23596. this.distance = ( distance !== undefined ) ? distance : 0;
  23597. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23598. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23599. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23600. this.shadow = new SpotLightShadow();
  23601. }
  23602. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23603. constructor: SpotLight,
  23604. isSpotLight: true,
  23605. copy: function ( source ) {
  23606. Light.prototype.copy.call( this, source );
  23607. this.distance = source.distance;
  23608. this.angle = source.angle;
  23609. this.penumbra = source.penumbra;
  23610. this.decay = source.decay;
  23611. this.target = source.target.clone();
  23612. this.shadow = source.shadow.clone();
  23613. return this;
  23614. }
  23615. } );
  23616. function PointLightShadow() {
  23617. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23618. this._frameExtents = new Vector2( 4, 2 );
  23619. this._viewportCount = 6;
  23620. this._viewports = [
  23621. // These viewports map a cube-map onto a 2D texture with the
  23622. // following orientation:
  23623. //
  23624. // xzXZ
  23625. // y Y
  23626. //
  23627. // X - Positive x direction
  23628. // x - Negative x direction
  23629. // Y - Positive y direction
  23630. // y - Negative y direction
  23631. // Z - Positive z direction
  23632. // z - Negative z direction
  23633. // positive X
  23634. new Vector4( 2, 1, 1, 1 ),
  23635. // negative X
  23636. new Vector4( 0, 1, 1, 1 ),
  23637. // positive Z
  23638. new Vector4( 3, 1, 1, 1 ),
  23639. // negative Z
  23640. new Vector4( 1, 1, 1, 1 ),
  23641. // positive Y
  23642. new Vector4( 3, 0, 1, 1 ),
  23643. // negative Y
  23644. new Vector4( 1, 0, 1, 1 )
  23645. ];
  23646. this._cubeDirections = [
  23647. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23648. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23649. ];
  23650. this._cubeUps = [
  23651. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23652. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23653. ];
  23654. }
  23655. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23656. constructor: PointLightShadow,
  23657. isPointLightShadow: true,
  23658. updateMatrices: function ( light, viewportIndex ) {
  23659. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23660. var camera = this.camera,
  23661. shadowMatrix = this.matrix,
  23662. lightPositionWorld = this._lightPositionWorld,
  23663. lookTarget = this._lookTarget,
  23664. projScreenMatrix = this._projScreenMatrix;
  23665. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23666. camera.position.copy( lightPositionWorld );
  23667. lookTarget.copy( camera.position );
  23668. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23669. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23670. camera.lookAt( lookTarget );
  23671. camera.updateMatrixWorld();
  23672. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23673. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23674. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23675. }
  23676. } );
  23677. /**
  23678. * @author mrdoob / http://mrdoob.com/
  23679. */
  23680. function PointLight( color, intensity, distance, decay ) {
  23681. Light.call( this, color, intensity );
  23682. this.type = 'PointLight';
  23683. Object.defineProperty( this, 'power', {
  23684. get: function () {
  23685. // intensity = power per solid angle.
  23686. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23687. return this.intensity * 4 * Math.PI;
  23688. },
  23689. set: function ( power ) {
  23690. // intensity = power per solid angle.
  23691. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23692. this.intensity = power / ( 4 * Math.PI );
  23693. }
  23694. } );
  23695. this.distance = ( distance !== undefined ) ? distance : 0;
  23696. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23697. this.shadow = new PointLightShadow();
  23698. }
  23699. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23700. constructor: PointLight,
  23701. isPointLight: true,
  23702. copy: function ( source ) {
  23703. Light.prototype.copy.call( this, source );
  23704. this.distance = source.distance;
  23705. this.decay = source.decay;
  23706. this.shadow = source.shadow.clone();
  23707. return this;
  23708. }
  23709. } );
  23710. /**
  23711. * @author alteredq / http://alteredqualia.com/
  23712. * @author arose / http://github.com/arose
  23713. */
  23714. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23715. Camera.call( this );
  23716. this.type = 'OrthographicCamera';
  23717. this.zoom = 1;
  23718. this.view = null;
  23719. this.left = ( left !== undefined ) ? left : - 1;
  23720. this.right = ( right !== undefined ) ? right : 1;
  23721. this.top = ( top !== undefined ) ? top : 1;
  23722. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23723. this.near = ( near !== undefined ) ? near : 0.1;
  23724. this.far = ( far !== undefined ) ? far : 2000;
  23725. this.updateProjectionMatrix();
  23726. }
  23727. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23728. constructor: OrthographicCamera,
  23729. isOrthographicCamera: true,
  23730. copy: function ( source, recursive ) {
  23731. Camera.prototype.copy.call( this, source, recursive );
  23732. this.left = source.left;
  23733. this.right = source.right;
  23734. this.top = source.top;
  23735. this.bottom = source.bottom;
  23736. this.near = source.near;
  23737. this.far = source.far;
  23738. this.zoom = source.zoom;
  23739. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23740. return this;
  23741. },
  23742. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23743. if ( this.view === null ) {
  23744. this.view = {
  23745. enabled: true,
  23746. fullWidth: 1,
  23747. fullHeight: 1,
  23748. offsetX: 0,
  23749. offsetY: 0,
  23750. width: 1,
  23751. height: 1
  23752. };
  23753. }
  23754. this.view.enabled = true;
  23755. this.view.fullWidth = fullWidth;
  23756. this.view.fullHeight = fullHeight;
  23757. this.view.offsetX = x;
  23758. this.view.offsetY = y;
  23759. this.view.width = width;
  23760. this.view.height = height;
  23761. this.updateProjectionMatrix();
  23762. },
  23763. clearViewOffset: function () {
  23764. if ( this.view !== null ) {
  23765. this.view.enabled = false;
  23766. }
  23767. this.updateProjectionMatrix();
  23768. },
  23769. updateProjectionMatrix: function () {
  23770. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23771. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23772. var cx = ( this.right + this.left ) / 2;
  23773. var cy = ( this.top + this.bottom ) / 2;
  23774. var left = cx - dx;
  23775. var right = cx + dx;
  23776. var top = cy + dy;
  23777. var bottom = cy - dy;
  23778. if ( this.view !== null && this.view.enabled ) {
  23779. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23780. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23781. left += scaleW * this.view.offsetX;
  23782. right = left + scaleW * this.view.width;
  23783. top -= scaleH * this.view.offsetY;
  23784. bottom = top - scaleH * this.view.height;
  23785. }
  23786. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23787. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23788. },
  23789. toJSON: function ( meta ) {
  23790. var data = Object3D.prototype.toJSON.call( this, meta );
  23791. data.object.zoom = this.zoom;
  23792. data.object.left = this.left;
  23793. data.object.right = this.right;
  23794. data.object.top = this.top;
  23795. data.object.bottom = this.bottom;
  23796. data.object.near = this.near;
  23797. data.object.far = this.far;
  23798. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23799. return data;
  23800. }
  23801. } );
  23802. /**
  23803. * @author mrdoob / http://mrdoob.com/
  23804. */
  23805. function DirectionalLightShadow() {
  23806. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23807. }
  23808. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23809. constructor: DirectionalLightShadow,
  23810. isDirectionalLightShadow: true,
  23811. updateMatrices: function ( light ) {
  23812. LightShadow.prototype.updateMatrices.call( this, light );
  23813. }
  23814. } );
  23815. /**
  23816. * @author mrdoob / http://mrdoob.com/
  23817. * @author alteredq / http://alteredqualia.com/
  23818. */
  23819. function DirectionalLight( color, intensity ) {
  23820. Light.call( this, color, intensity );
  23821. this.type = 'DirectionalLight';
  23822. this.position.copy( Object3D.DefaultUp );
  23823. this.updateMatrix();
  23824. this.target = new Object3D();
  23825. this.shadow = new DirectionalLightShadow();
  23826. }
  23827. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23828. constructor: DirectionalLight,
  23829. isDirectionalLight: true,
  23830. copy: function ( source ) {
  23831. Light.prototype.copy.call( this, source );
  23832. this.target = source.target.clone();
  23833. this.shadow = source.shadow.clone();
  23834. return this;
  23835. }
  23836. } );
  23837. /**
  23838. * @author mrdoob / http://mrdoob.com/
  23839. */
  23840. function AmbientLight( color, intensity ) {
  23841. Light.call( this, color, intensity );
  23842. this.type = 'AmbientLight';
  23843. this.castShadow = undefined;
  23844. }
  23845. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23846. constructor: AmbientLight,
  23847. isAmbientLight: true
  23848. } );
  23849. /**
  23850. * @author abelnation / http://github.com/abelnation
  23851. */
  23852. function RectAreaLight( color, intensity, width, height ) {
  23853. Light.call( this, color, intensity );
  23854. this.type = 'RectAreaLight';
  23855. this.width = ( width !== undefined ) ? width : 10;
  23856. this.height = ( height !== undefined ) ? height : 10;
  23857. }
  23858. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23859. constructor: RectAreaLight,
  23860. isRectAreaLight: true,
  23861. copy: function ( source ) {
  23862. Light.prototype.copy.call( this, source );
  23863. this.width = source.width;
  23864. this.height = source.height;
  23865. return this;
  23866. },
  23867. toJSON: function ( meta ) {
  23868. var data = Light.prototype.toJSON.call( this, meta );
  23869. data.object.width = this.width;
  23870. data.object.height = this.height;
  23871. return data;
  23872. }
  23873. } );
  23874. /**
  23875. * @author bhouston / http://clara.io
  23876. * @author WestLangley / http://github.com/WestLangley
  23877. *
  23878. * Primary reference:
  23879. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23880. *
  23881. * Secondary reference:
  23882. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23883. */
  23884. // 3-band SH defined by 9 coefficients
  23885. function SphericalHarmonics3() {
  23886. this.coefficients = [];
  23887. for ( var i = 0; i < 9; i ++ ) {
  23888. this.coefficients.push( new Vector3() );
  23889. }
  23890. }
  23891. Object.assign( SphericalHarmonics3.prototype, {
  23892. isSphericalHarmonics3: true,
  23893. set: function ( coefficients ) {
  23894. for ( var i = 0; i < 9; i ++ ) {
  23895. this.coefficients[ i ].copy( coefficients[ i ] );
  23896. }
  23897. return this;
  23898. },
  23899. zero: function () {
  23900. for ( var i = 0; i < 9; i ++ ) {
  23901. this.coefficients[ i ].set( 0, 0, 0 );
  23902. }
  23903. return this;
  23904. },
  23905. // get the radiance in the direction of the normal
  23906. // target is a Vector3
  23907. getAt: function ( normal, target ) {
  23908. // normal is assumed to be unit length
  23909. var x = normal.x, y = normal.y, z = normal.z;
  23910. var coeff = this.coefficients;
  23911. // band 0
  23912. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23913. // band 1
  23914. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23915. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23916. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23917. // band 2
  23918. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23919. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23920. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23921. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23922. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23923. return target;
  23924. },
  23925. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23926. // target is a Vector3
  23927. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23928. getIrradianceAt: function ( normal, target ) {
  23929. // normal is assumed to be unit length
  23930. var x = normal.x, y = normal.y, z = normal.z;
  23931. var coeff = this.coefficients;
  23932. // band 0
  23933. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23934. // band 1
  23935. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23936. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23937. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23938. // band 2
  23939. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23940. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23941. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23942. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23943. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23944. return target;
  23945. },
  23946. add: function ( sh ) {
  23947. for ( var i = 0; i < 9; i ++ ) {
  23948. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23949. }
  23950. return this;
  23951. },
  23952. addScaledSH: function ( sh, s ) {
  23953. for ( var i = 0; i < 9; i ++ ) {
  23954. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23955. }
  23956. return this;
  23957. },
  23958. scale: function ( s ) {
  23959. for ( var i = 0; i < 9; i ++ ) {
  23960. this.coefficients[ i ].multiplyScalar( s );
  23961. }
  23962. return this;
  23963. },
  23964. lerp: function ( sh, alpha ) {
  23965. for ( var i = 0; i < 9; i ++ ) {
  23966. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23967. }
  23968. return this;
  23969. },
  23970. equals: function ( sh ) {
  23971. for ( var i = 0; i < 9; i ++ ) {
  23972. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23973. return false;
  23974. }
  23975. }
  23976. return true;
  23977. },
  23978. copy: function ( sh ) {
  23979. return this.set( sh.coefficients );
  23980. },
  23981. clone: function () {
  23982. return new this.constructor().copy( this );
  23983. },
  23984. fromArray: function ( array, offset ) {
  23985. if ( offset === undefined ) { offset = 0; }
  23986. var coefficients = this.coefficients;
  23987. for ( var i = 0; i < 9; i ++ ) {
  23988. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23989. }
  23990. return this;
  23991. },
  23992. toArray: function ( array, offset ) {
  23993. if ( array === undefined ) { array = []; }
  23994. if ( offset === undefined ) { offset = 0; }
  23995. var coefficients = this.coefficients;
  23996. for ( var i = 0; i < 9; i ++ ) {
  23997. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23998. }
  23999. return array;
  24000. }
  24001. } );
  24002. Object.assign( SphericalHarmonics3, {
  24003. // evaluate the basis functions
  24004. // shBasis is an Array[ 9 ]
  24005. getBasisAt: function ( normal, shBasis ) {
  24006. // normal is assumed to be unit length
  24007. var x = normal.x, y = normal.y, z = normal.z;
  24008. // band 0
  24009. shBasis[ 0 ] = 0.282095;
  24010. // band 1
  24011. shBasis[ 1 ] = 0.488603 * y;
  24012. shBasis[ 2 ] = 0.488603 * z;
  24013. shBasis[ 3 ] = 0.488603 * x;
  24014. // band 2
  24015. shBasis[ 4 ] = 1.092548 * x * y;
  24016. shBasis[ 5 ] = 1.092548 * y * z;
  24017. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24018. shBasis[ 7 ] = 1.092548 * x * z;
  24019. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24020. }
  24021. } );
  24022. /**
  24023. * @author WestLangley / http://github.com/WestLangley
  24024. *
  24025. * A LightProbe is a source of indirect-diffuse light
  24026. */
  24027. function LightProbe( sh, intensity ) {
  24028. Light.call( this, undefined, intensity );
  24029. this.type = 'LightProbe';
  24030. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24031. }
  24032. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24033. constructor: LightProbe,
  24034. isLightProbe: true,
  24035. copy: function ( source ) {
  24036. Light.prototype.copy.call( this, source );
  24037. this.sh.copy( source.sh );
  24038. return this;
  24039. },
  24040. fromJSON: function ( json ) {
  24041. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24042. this.sh.fromArray( json.sh );
  24043. return this;
  24044. },
  24045. toJSON: function ( meta ) {
  24046. var data = Light.prototype.toJSON.call( this, meta );
  24047. data.object.sh = this.sh.toArray();
  24048. return data;
  24049. }
  24050. } );
  24051. /**
  24052. * @author mrdoob / http://mrdoob.com/
  24053. */
  24054. function MaterialLoader( manager ) {
  24055. Loader.call( this, manager );
  24056. this.textures = {};
  24057. }
  24058. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24059. constructor: MaterialLoader,
  24060. load: function ( url, onLoad, onProgress, onError ) {
  24061. var scope = this;
  24062. var loader = new FileLoader( scope.manager );
  24063. loader.setPath( scope.path );
  24064. loader.load( url, function ( text ) {
  24065. try {
  24066. onLoad( scope.parse( JSON.parse( text ) ) );
  24067. } catch ( e ) {
  24068. if ( onError ) {
  24069. onError( e );
  24070. } else {
  24071. console.error( e );
  24072. }
  24073. scope.manager.itemError( url );
  24074. }
  24075. }, onProgress, onError );
  24076. },
  24077. parse: function ( json ) {
  24078. var textures = this.textures;
  24079. function getTexture( name ) {
  24080. if ( textures[ name ] === undefined ) {
  24081. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24082. }
  24083. return textures[ name ];
  24084. }
  24085. var material = new Materials[ json.type ]();
  24086. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24087. if ( json.name !== undefined ) { material.name = json.name; }
  24088. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24089. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24090. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24091. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24092. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24093. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24094. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24095. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24096. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24097. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24098. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24099. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24100. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24101. if ( json.side !== undefined ) { material.side = json.side; }
  24102. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24103. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24104. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24105. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24106. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24107. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24108. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24109. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24110. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24111. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24112. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24113. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24114. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24115. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24116. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24117. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24118. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24119. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24120. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24121. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24122. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24123. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24124. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24125. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24126. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24127. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24128. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24129. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24130. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24131. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24132. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24133. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24134. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24135. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24136. if ( json.vertexColors !== undefined ) {
  24137. if ( typeof json.vertexColors === 'number' ) {
  24138. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24139. } else {
  24140. material.vertexColors = json.vertexColors;
  24141. }
  24142. }
  24143. // Shader Material
  24144. if ( json.uniforms !== undefined ) {
  24145. for ( var name in json.uniforms ) {
  24146. var uniform = json.uniforms[ name ];
  24147. material.uniforms[ name ] = {};
  24148. switch ( uniform.type ) {
  24149. case 't':
  24150. material.uniforms[ name ].value = getTexture( uniform.value );
  24151. break;
  24152. case 'c':
  24153. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24154. break;
  24155. case 'v2':
  24156. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24157. break;
  24158. case 'v3':
  24159. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24160. break;
  24161. case 'v4':
  24162. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24163. break;
  24164. case 'm3':
  24165. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24166. case 'm4':
  24167. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24168. break;
  24169. default:
  24170. material.uniforms[ name ].value = uniform.value;
  24171. }
  24172. }
  24173. }
  24174. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24175. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24176. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24177. if ( json.extensions !== undefined ) {
  24178. for ( var key in json.extensions ) {
  24179. material.extensions[ key ] = json.extensions[ key ];
  24180. }
  24181. }
  24182. // Deprecated
  24183. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24184. // for PointsMaterial
  24185. if ( json.size !== undefined ) { material.size = json.size; }
  24186. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24187. // maps
  24188. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24189. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24190. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24191. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24192. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24193. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24194. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24195. if ( json.normalScale !== undefined ) {
  24196. var normalScale = json.normalScale;
  24197. if ( Array.isArray( normalScale ) === false ) {
  24198. // Blender exporter used to export a scalar. See #7459
  24199. normalScale = [ normalScale, normalScale ];
  24200. }
  24201. material.normalScale = new Vector2().fromArray( normalScale );
  24202. }
  24203. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24204. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24205. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24206. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24207. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24208. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24209. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24210. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24211. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24212. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24213. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24214. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24215. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24216. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24217. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24218. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24219. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24220. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24221. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24222. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24223. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24224. return material;
  24225. },
  24226. setTextures: function ( value ) {
  24227. this.textures = value;
  24228. return this;
  24229. }
  24230. } );
  24231. /**
  24232. * @author Don McCurdy / https://www.donmccurdy.com
  24233. */
  24234. var LoaderUtils = {
  24235. decodeText: function ( array ) {
  24236. if ( typeof TextDecoder !== 'undefined' ) {
  24237. return new TextDecoder().decode( array );
  24238. }
  24239. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24240. // throws a "maximum call stack size exceeded" error for large arrays.
  24241. var s = '';
  24242. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24243. // Implicitly assumes little-endian.
  24244. s += String.fromCharCode( array[ i ] );
  24245. }
  24246. try {
  24247. // merges multi-byte utf-8 characters.
  24248. return decodeURIComponent( escape( s ) );
  24249. } catch ( e ) { // see #16358
  24250. return s;
  24251. }
  24252. },
  24253. extractUrlBase: function ( url ) {
  24254. var index = url.lastIndexOf( '/' );
  24255. if ( index === - 1 ) { return './'; }
  24256. return url.substr( 0, index + 1 );
  24257. }
  24258. };
  24259. /**
  24260. * @author benaadams / https://twitter.com/ben_a_adams
  24261. */
  24262. function InstancedBufferGeometry() {
  24263. BufferGeometry.call( this );
  24264. this.type = 'InstancedBufferGeometry';
  24265. this.instanceCount = Infinity;
  24266. }
  24267. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24268. constructor: InstancedBufferGeometry,
  24269. isInstancedBufferGeometry: true,
  24270. copy: function ( source ) {
  24271. BufferGeometry.prototype.copy.call( this, source );
  24272. this.instanceCount = source.instanceCount;
  24273. return this;
  24274. },
  24275. clone: function () {
  24276. return new this.constructor().copy( this );
  24277. },
  24278. toJSON: function () {
  24279. var data = BufferGeometry.prototype.toJSON.call( this );
  24280. data.instanceCount = this.instanceCount;
  24281. data.isInstancedBufferGeometry = true;
  24282. return data;
  24283. }
  24284. } );
  24285. /**
  24286. * @author benaadams / https://twitter.com/ben_a_adams
  24287. */
  24288. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24289. if ( typeof ( normalized ) === 'number' ) {
  24290. meshPerAttribute = normalized;
  24291. normalized = false;
  24292. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24293. }
  24294. BufferAttribute.call( this, array, itemSize, normalized );
  24295. this.meshPerAttribute = meshPerAttribute || 1;
  24296. }
  24297. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24298. constructor: InstancedBufferAttribute,
  24299. isInstancedBufferAttribute: true,
  24300. copy: function ( source ) {
  24301. BufferAttribute.prototype.copy.call( this, source );
  24302. this.meshPerAttribute = source.meshPerAttribute;
  24303. return this;
  24304. },
  24305. toJSON: function () {
  24306. var data = BufferAttribute.prototype.toJSON.call( this );
  24307. data.meshPerAttribute = this.meshPerAttribute;
  24308. data.isInstancedBufferAttribute = true;
  24309. return data;
  24310. }
  24311. } );
  24312. /**
  24313. * @author mrdoob / http://mrdoob.com/
  24314. */
  24315. function BufferGeometryLoader( manager ) {
  24316. Loader.call( this, manager );
  24317. }
  24318. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24319. constructor: BufferGeometryLoader,
  24320. load: function ( url, onLoad, onProgress, onError ) {
  24321. var scope = this;
  24322. var loader = new FileLoader( scope.manager );
  24323. loader.setPath( scope.path );
  24324. loader.load( url, function ( text ) {
  24325. try {
  24326. onLoad( scope.parse( JSON.parse( text ) ) );
  24327. } catch ( e ) {
  24328. if ( onError ) {
  24329. onError( e );
  24330. } else {
  24331. console.error( e );
  24332. }
  24333. scope.manager.itemError( url );
  24334. }
  24335. }, onProgress, onError );
  24336. },
  24337. parse: function ( json ) {
  24338. var interleavedBufferMap = {};
  24339. var arrayBufferMap = {};
  24340. function getInterleavedBuffer( json, uuid ) {
  24341. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24342. var interleavedBuffers = json.interleavedBuffers;
  24343. var interleavedBuffer = interleavedBuffers[ uuid ];
  24344. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24345. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24346. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24347. ib.uuid = interleavedBuffer.uuid;
  24348. interleavedBufferMap[ uuid ] = ib;
  24349. return ib;
  24350. }
  24351. function getArrayBuffer( json, uuid ) {
  24352. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24353. var arrayBuffers = json.arrayBuffers;
  24354. var arrayBuffer = arrayBuffers[ uuid ];
  24355. var ab = new Uint32Array( arrayBuffer ).buffer;
  24356. arrayBufferMap[ uuid ] = ab;
  24357. return ab;
  24358. }
  24359. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24360. var index = json.data.index;
  24361. if ( index !== undefined ) {
  24362. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24363. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24364. }
  24365. var attributes = json.data.attributes;
  24366. for ( var key in attributes ) {
  24367. var attribute = attributes[ key ];
  24368. var bufferAttribute = (void 0);
  24369. if ( attribute.isInterleavedBufferAttribute ) {
  24370. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24371. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24372. } else {
  24373. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24374. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24375. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24376. }
  24377. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24378. geometry.setAttribute( key, bufferAttribute );
  24379. }
  24380. var morphAttributes = json.data.morphAttributes;
  24381. if ( morphAttributes ) {
  24382. for ( var key$1 in morphAttributes ) {
  24383. var attributeArray = morphAttributes[ key$1 ];
  24384. var array = [];
  24385. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24386. var attribute$1 = attributeArray[ i ];
  24387. var bufferAttribute$1 = (void 0);
  24388. if ( attribute$1.isInterleavedBufferAttribute ) {
  24389. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24390. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24391. } else {
  24392. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24393. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24394. }
  24395. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24396. array.push( bufferAttribute$1 );
  24397. }
  24398. geometry.morphAttributes[ key$1 ] = array;
  24399. }
  24400. }
  24401. var morphTargetsRelative = json.data.morphTargetsRelative;
  24402. if ( morphTargetsRelative ) {
  24403. geometry.morphTargetsRelative = true;
  24404. }
  24405. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24406. if ( groups !== undefined ) {
  24407. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24408. var group = groups[ i$1 ];
  24409. geometry.addGroup( group.start, group.count, group.materialIndex );
  24410. }
  24411. }
  24412. var boundingSphere = json.data.boundingSphere;
  24413. if ( boundingSphere !== undefined ) {
  24414. var center = new Vector3();
  24415. if ( boundingSphere.center !== undefined ) {
  24416. center.fromArray( boundingSphere.center );
  24417. }
  24418. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24419. }
  24420. if ( json.name ) { geometry.name = json.name; }
  24421. if ( json.userData ) { geometry.userData = json.userData; }
  24422. return geometry;
  24423. }
  24424. } );
  24425. var TYPED_ARRAYS = {
  24426. Int8Array: Int8Array,
  24427. Uint8Array: Uint8Array,
  24428. // Workaround for IE11 pre KB2929437. See #11440
  24429. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24430. Int16Array: Int16Array,
  24431. Uint16Array: Uint16Array,
  24432. Int32Array: Int32Array,
  24433. Uint32Array: Uint32Array,
  24434. Float32Array: Float32Array,
  24435. Float64Array: Float64Array
  24436. };
  24437. /**
  24438. * @author mrdoob / http://mrdoob.com/
  24439. */
  24440. function ObjectLoader( manager ) {
  24441. Loader.call( this, manager );
  24442. }
  24443. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24444. constructor: ObjectLoader,
  24445. load: function ( url, onLoad, onProgress, onError ) {
  24446. var scope = this;
  24447. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24448. this.resourcePath = this.resourcePath || path;
  24449. var loader = new FileLoader( scope.manager );
  24450. loader.setPath( this.path );
  24451. loader.load( url, function ( text ) {
  24452. var json = null;
  24453. try {
  24454. json = JSON.parse( text );
  24455. } catch ( error ) {
  24456. if ( onError !== undefined ) { onError( error ); }
  24457. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24458. return;
  24459. }
  24460. var metadata = json.metadata;
  24461. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24462. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24463. return;
  24464. }
  24465. scope.parse( json, onLoad );
  24466. }, onProgress, onError );
  24467. },
  24468. parse: function ( json, onLoad ) {
  24469. var shapes = this.parseShape( json.shapes );
  24470. var geometries = this.parseGeometries( json.geometries, shapes );
  24471. var images = this.parseImages( json.images, function () {
  24472. if ( onLoad !== undefined ) { onLoad( object ); }
  24473. } );
  24474. var textures = this.parseTextures( json.textures, images );
  24475. var materials = this.parseMaterials( json.materials, textures );
  24476. var object = this.parseObject( json.object, geometries, materials );
  24477. if ( json.animations ) {
  24478. object.animations = this.parseAnimations( json.animations );
  24479. }
  24480. if ( json.images === undefined || json.images.length === 0 ) {
  24481. if ( onLoad !== undefined ) { onLoad( object ); }
  24482. }
  24483. return object;
  24484. },
  24485. parseShape: function ( json ) {
  24486. var shapes = {};
  24487. if ( json !== undefined ) {
  24488. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24489. var shape = new Shape().fromJSON( json[ i ] );
  24490. shapes[ shape.uuid ] = shape;
  24491. }
  24492. }
  24493. return shapes;
  24494. },
  24495. parseGeometries: function ( json, shapes ) {
  24496. var geometries = {};
  24497. var geometryShapes;
  24498. if ( json !== undefined ) {
  24499. var bufferGeometryLoader = new BufferGeometryLoader();
  24500. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24501. var geometry = (void 0);
  24502. var data = json[ i ];
  24503. switch ( data.type ) {
  24504. case 'PlaneGeometry':
  24505. case 'PlaneBufferGeometry':
  24506. geometry = new Geometries[ data.type ](
  24507. data.width,
  24508. data.height,
  24509. data.widthSegments,
  24510. data.heightSegments
  24511. );
  24512. break;
  24513. case 'BoxGeometry':
  24514. case 'BoxBufferGeometry':
  24515. case 'CubeGeometry': // backwards compatible
  24516. geometry = new Geometries[ data.type ](
  24517. data.width,
  24518. data.height,
  24519. data.depth,
  24520. data.widthSegments,
  24521. data.heightSegments,
  24522. data.depthSegments
  24523. );
  24524. break;
  24525. case 'CircleGeometry':
  24526. case 'CircleBufferGeometry':
  24527. geometry = new Geometries[ data.type ](
  24528. data.radius,
  24529. data.segments,
  24530. data.thetaStart,
  24531. data.thetaLength
  24532. );
  24533. break;
  24534. case 'CylinderGeometry':
  24535. case 'CylinderBufferGeometry':
  24536. geometry = new Geometries[ data.type ](
  24537. data.radiusTop,
  24538. data.radiusBottom,
  24539. data.height,
  24540. data.radialSegments,
  24541. data.heightSegments,
  24542. data.openEnded,
  24543. data.thetaStart,
  24544. data.thetaLength
  24545. );
  24546. break;
  24547. case 'ConeGeometry':
  24548. case 'ConeBufferGeometry':
  24549. geometry = new Geometries[ data.type ](
  24550. data.radius,
  24551. data.height,
  24552. data.radialSegments,
  24553. data.heightSegments,
  24554. data.openEnded,
  24555. data.thetaStart,
  24556. data.thetaLength
  24557. );
  24558. break;
  24559. case 'SphereGeometry':
  24560. case 'SphereBufferGeometry':
  24561. geometry = new Geometries[ data.type ](
  24562. data.radius,
  24563. data.widthSegments,
  24564. data.heightSegments,
  24565. data.phiStart,
  24566. data.phiLength,
  24567. data.thetaStart,
  24568. data.thetaLength
  24569. );
  24570. break;
  24571. case 'DodecahedronGeometry':
  24572. case 'DodecahedronBufferGeometry':
  24573. case 'IcosahedronGeometry':
  24574. case 'IcosahedronBufferGeometry':
  24575. case 'OctahedronGeometry':
  24576. case 'OctahedronBufferGeometry':
  24577. case 'TetrahedronGeometry':
  24578. case 'TetrahedronBufferGeometry':
  24579. geometry = new Geometries[ data.type ](
  24580. data.radius,
  24581. data.detail
  24582. );
  24583. break;
  24584. case 'RingGeometry':
  24585. case 'RingBufferGeometry':
  24586. geometry = new Geometries[ data.type ](
  24587. data.innerRadius,
  24588. data.outerRadius,
  24589. data.thetaSegments,
  24590. data.phiSegments,
  24591. data.thetaStart,
  24592. data.thetaLength
  24593. );
  24594. break;
  24595. case 'TorusGeometry':
  24596. case 'TorusBufferGeometry':
  24597. geometry = new Geometries[ data.type ](
  24598. data.radius,
  24599. data.tube,
  24600. data.radialSegments,
  24601. data.tubularSegments,
  24602. data.arc
  24603. );
  24604. break;
  24605. case 'TorusKnotGeometry':
  24606. case 'TorusKnotBufferGeometry':
  24607. geometry = new Geometries[ data.type ](
  24608. data.radius,
  24609. data.tube,
  24610. data.tubularSegments,
  24611. data.radialSegments,
  24612. data.p,
  24613. data.q
  24614. );
  24615. break;
  24616. case 'TubeGeometry':
  24617. case 'TubeBufferGeometry':
  24618. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24619. // User defined curves or instances of CurvePath will not be deserialized.
  24620. geometry = new Geometries[ data.type ](
  24621. new Curves[ data.path.type ]().fromJSON( data.path ),
  24622. data.tubularSegments,
  24623. data.radius,
  24624. data.radialSegments,
  24625. data.closed
  24626. );
  24627. break;
  24628. case 'LatheGeometry':
  24629. case 'LatheBufferGeometry':
  24630. geometry = new Geometries[ data.type ](
  24631. data.points,
  24632. data.segments,
  24633. data.phiStart,
  24634. data.phiLength
  24635. );
  24636. break;
  24637. case 'PolyhedronGeometry':
  24638. case 'PolyhedronBufferGeometry':
  24639. geometry = new Geometries[ data.type ](
  24640. data.vertices,
  24641. data.indices,
  24642. data.radius,
  24643. data.details
  24644. );
  24645. break;
  24646. case 'ShapeGeometry':
  24647. case 'ShapeBufferGeometry':
  24648. geometryShapes = [];
  24649. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24650. var shape = shapes[ data.shapes[ j ] ];
  24651. geometryShapes.push( shape );
  24652. }
  24653. geometry = new Geometries[ data.type ](
  24654. geometryShapes,
  24655. data.curveSegments
  24656. );
  24657. break;
  24658. case 'ExtrudeGeometry':
  24659. case 'ExtrudeBufferGeometry':
  24660. geometryShapes = [];
  24661. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24662. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24663. geometryShapes.push( shape$1 );
  24664. }
  24665. var extrudePath = data.options.extrudePath;
  24666. if ( extrudePath !== undefined ) {
  24667. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24668. }
  24669. geometry = new Geometries[ data.type ](
  24670. geometryShapes,
  24671. data.options
  24672. );
  24673. break;
  24674. case 'BufferGeometry':
  24675. case 'InstancedBufferGeometry':
  24676. geometry = bufferGeometryLoader.parse( data );
  24677. break;
  24678. case 'Geometry':
  24679. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24680. break;
  24681. default:
  24682. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24683. continue;
  24684. }
  24685. geometry.uuid = data.uuid;
  24686. if ( data.name !== undefined ) { geometry.name = data.name; }
  24687. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24688. geometries[ data.uuid ] = geometry;
  24689. }
  24690. }
  24691. return geometries;
  24692. },
  24693. parseMaterials: function ( json, textures ) {
  24694. var cache = {}; // MultiMaterial
  24695. var materials = {};
  24696. if ( json !== undefined ) {
  24697. var loader = new MaterialLoader();
  24698. loader.setTextures( textures );
  24699. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24700. var data = json[ i ];
  24701. if ( data.type === 'MultiMaterial' ) {
  24702. // Deprecated
  24703. var array = [];
  24704. for ( var j = 0; j < data.materials.length; j ++ ) {
  24705. var material = data.materials[ j ];
  24706. if ( cache[ material.uuid ] === undefined ) {
  24707. cache[ material.uuid ] = loader.parse( material );
  24708. }
  24709. array.push( cache[ material.uuid ] );
  24710. }
  24711. materials[ data.uuid ] = array;
  24712. } else {
  24713. if ( cache[ data.uuid ] === undefined ) {
  24714. cache[ data.uuid ] = loader.parse( data );
  24715. }
  24716. materials[ data.uuid ] = cache[ data.uuid ];
  24717. }
  24718. }
  24719. }
  24720. return materials;
  24721. },
  24722. parseAnimations: function ( json ) {
  24723. var animations = [];
  24724. for ( var i = 0; i < json.length; i ++ ) {
  24725. var data = json[ i ];
  24726. var clip = AnimationClip.parse( data );
  24727. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24728. animations.push( clip );
  24729. }
  24730. return animations;
  24731. },
  24732. parseImages: function ( json, onLoad ) {
  24733. var scope = this;
  24734. var images = {};
  24735. var loader;
  24736. function loadImage( url ) {
  24737. scope.manager.itemStart( url );
  24738. return loader.load( url, function () {
  24739. scope.manager.itemEnd( url );
  24740. }, undefined, function () {
  24741. scope.manager.itemError( url );
  24742. scope.manager.itemEnd( url );
  24743. } );
  24744. }
  24745. if ( json !== undefined && json.length > 0 ) {
  24746. var manager = new LoadingManager( onLoad );
  24747. loader = new ImageLoader( manager );
  24748. loader.setCrossOrigin( this.crossOrigin );
  24749. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24750. var image = json[ i ];
  24751. var url = image.url;
  24752. if ( Array.isArray( url ) ) {
  24753. // load array of images e.g CubeTexture
  24754. images[ image.uuid ] = [];
  24755. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24756. var currentUrl = url[ j ];
  24757. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24758. images[ image.uuid ].push( loadImage( path ) );
  24759. }
  24760. } else {
  24761. // load single image
  24762. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24763. images[ image.uuid ] = loadImage( path$1 );
  24764. }
  24765. }
  24766. }
  24767. return images;
  24768. },
  24769. parseTextures: function ( json, images ) {
  24770. function parseConstant( value, type ) {
  24771. if ( typeof value === 'number' ) { return value; }
  24772. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24773. return type[ value ];
  24774. }
  24775. var textures = {};
  24776. if ( json !== undefined ) {
  24777. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24778. var data = json[ i ];
  24779. if ( data.image === undefined ) {
  24780. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24781. }
  24782. if ( images[ data.image ] === undefined ) {
  24783. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24784. }
  24785. var texture = (void 0);
  24786. if ( Array.isArray( images[ data.image ] ) ) {
  24787. texture = new CubeTexture( images[ data.image ] );
  24788. } else {
  24789. texture = new Texture( images[ data.image ] );
  24790. }
  24791. texture.needsUpdate = true;
  24792. texture.uuid = data.uuid;
  24793. if ( data.name !== undefined ) { texture.name = data.name; }
  24794. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24795. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24796. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24797. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24798. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24799. if ( data.wrap !== undefined ) {
  24800. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24801. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24802. }
  24803. if ( data.format !== undefined ) { texture.format = data.format; }
  24804. if ( data.type !== undefined ) { texture.type = data.type; }
  24805. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24806. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24807. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24808. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24809. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24810. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24811. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24812. textures[ data.uuid ] = texture;
  24813. }
  24814. }
  24815. return textures;
  24816. },
  24817. parseObject: function ( data, geometries, materials ) {
  24818. var object;
  24819. function getGeometry( name ) {
  24820. if ( geometries[ name ] === undefined ) {
  24821. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24822. }
  24823. return geometries[ name ];
  24824. }
  24825. function getMaterial( name ) {
  24826. if ( name === undefined ) { return undefined; }
  24827. if ( Array.isArray( name ) ) {
  24828. var array = [];
  24829. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24830. var uuid = name[ i ];
  24831. if ( materials[ uuid ] === undefined ) {
  24832. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24833. }
  24834. array.push( materials[ uuid ] );
  24835. }
  24836. return array;
  24837. }
  24838. if ( materials[ name ] === undefined ) {
  24839. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24840. }
  24841. return materials[ name ];
  24842. }
  24843. var geometry, material;
  24844. switch ( data.type ) {
  24845. case 'Scene':
  24846. object = new Scene();
  24847. if ( data.background !== undefined ) {
  24848. if ( Number.isInteger( data.background ) ) {
  24849. object.background = new Color( data.background );
  24850. }
  24851. }
  24852. if ( data.fog !== undefined ) {
  24853. if ( data.fog.type === 'Fog' ) {
  24854. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24855. } else if ( data.fog.type === 'FogExp2' ) {
  24856. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24857. }
  24858. }
  24859. break;
  24860. case 'PerspectiveCamera':
  24861. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24862. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24863. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24864. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24865. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24866. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24867. break;
  24868. case 'OrthographicCamera':
  24869. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24870. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24871. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24872. break;
  24873. case 'AmbientLight':
  24874. object = new AmbientLight( data.color, data.intensity );
  24875. break;
  24876. case 'DirectionalLight':
  24877. object = new DirectionalLight( data.color, data.intensity );
  24878. break;
  24879. case 'PointLight':
  24880. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24881. break;
  24882. case 'RectAreaLight':
  24883. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24884. break;
  24885. case 'SpotLight':
  24886. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24887. break;
  24888. case 'HemisphereLight':
  24889. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24890. break;
  24891. case 'LightProbe':
  24892. object = new LightProbe().fromJSON( data );
  24893. break;
  24894. case 'SkinnedMesh':
  24895. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24896. case 'Mesh':
  24897. geometry = getGeometry( data.geometry );
  24898. material = getMaterial( data.material );
  24899. object = new Mesh( geometry, material );
  24900. break;
  24901. case 'InstancedMesh':
  24902. geometry = getGeometry( data.geometry );
  24903. material = getMaterial( data.material );
  24904. var count = data.count;
  24905. var instanceMatrix = data.instanceMatrix;
  24906. object = new InstancedMesh( geometry, material, count );
  24907. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24908. break;
  24909. case 'LOD':
  24910. object = new LOD();
  24911. break;
  24912. case 'Line':
  24913. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24914. break;
  24915. case 'LineLoop':
  24916. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24917. break;
  24918. case 'LineSegments':
  24919. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24920. break;
  24921. case 'PointCloud':
  24922. case 'Points':
  24923. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24924. break;
  24925. case 'Sprite':
  24926. object = new Sprite( getMaterial( data.material ) );
  24927. break;
  24928. case 'Group':
  24929. object = new Group();
  24930. break;
  24931. default:
  24932. object = new Object3D();
  24933. }
  24934. object.uuid = data.uuid;
  24935. if ( data.name !== undefined ) { object.name = data.name; }
  24936. if ( data.matrix !== undefined ) {
  24937. object.matrix.fromArray( data.matrix );
  24938. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24939. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24940. } else {
  24941. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24942. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24943. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24944. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24945. }
  24946. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24947. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24948. if ( data.shadow ) {
  24949. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24950. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24951. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24952. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24953. }
  24954. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24955. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24956. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24957. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24958. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24959. if ( data.children !== undefined ) {
  24960. var children = data.children;
  24961. for ( var i = 0; i < children.length; i ++ ) {
  24962. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24963. }
  24964. }
  24965. if ( data.type === 'LOD' ) {
  24966. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24967. var levels = data.levels;
  24968. for ( var l = 0; l < levels.length; l ++ ) {
  24969. var level = levels[ l ];
  24970. var child = object.getObjectByProperty( 'uuid', level.object );
  24971. if ( child !== undefined ) {
  24972. object.addLevel( child, level.distance );
  24973. }
  24974. }
  24975. }
  24976. return object;
  24977. }
  24978. } );
  24979. var TEXTURE_MAPPING = {
  24980. UVMapping: UVMapping,
  24981. CubeReflectionMapping: CubeReflectionMapping,
  24982. CubeRefractionMapping: CubeRefractionMapping,
  24983. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24984. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24985. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24986. CubeUVRefractionMapping: CubeUVRefractionMapping
  24987. };
  24988. var TEXTURE_WRAPPING = {
  24989. RepeatWrapping: RepeatWrapping,
  24990. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24991. MirroredRepeatWrapping: MirroredRepeatWrapping
  24992. };
  24993. var TEXTURE_FILTER = {
  24994. NearestFilter: NearestFilter,
  24995. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24996. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24997. LinearFilter: LinearFilter,
  24998. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24999. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25000. };
  25001. /**
  25002. * @author thespite / http://clicktorelease.com/
  25003. */
  25004. function ImageBitmapLoader( manager ) {
  25005. if ( typeof createImageBitmap === 'undefined' ) {
  25006. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25007. }
  25008. if ( typeof fetch === 'undefined' ) {
  25009. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25010. }
  25011. Loader.call( this, manager );
  25012. this.options = undefined;
  25013. }
  25014. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25015. constructor: ImageBitmapLoader,
  25016. setOptions: function setOptions( options ) {
  25017. this.options = options;
  25018. return this;
  25019. },
  25020. load: function ( url, onLoad, onProgress, onError ) {
  25021. if ( url === undefined ) { url = ''; }
  25022. if ( this.path !== undefined ) { url = this.path + url; }
  25023. url = this.manager.resolveURL( url );
  25024. var scope = this;
  25025. var cached = Cache.get( url );
  25026. if ( cached !== undefined ) {
  25027. scope.manager.itemStart( url );
  25028. setTimeout( function () {
  25029. if ( onLoad ) { onLoad( cached ); }
  25030. scope.manager.itemEnd( url );
  25031. }, 0 );
  25032. return cached;
  25033. }
  25034. fetch( url ).then( function ( res ) {
  25035. return res.blob();
  25036. } ).then( function ( blob ) {
  25037. if ( scope.options === undefined ) {
  25038. // Workaround for FireFox. It causes an error if you pass options.
  25039. return createImageBitmap( blob );
  25040. } else {
  25041. return createImageBitmap( blob, scope.options );
  25042. }
  25043. } ).then( function ( imageBitmap ) {
  25044. Cache.add( url, imageBitmap );
  25045. if ( onLoad ) { onLoad( imageBitmap ); }
  25046. scope.manager.itemEnd( url );
  25047. } ).catch( function ( e ) {
  25048. if ( onError ) { onError( e ); }
  25049. scope.manager.itemError( url );
  25050. scope.manager.itemEnd( url );
  25051. } );
  25052. scope.manager.itemStart( url );
  25053. }
  25054. } );
  25055. /**
  25056. * @author zz85 / http://www.lab4games.net/zz85/blog
  25057. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25058. **/
  25059. function ShapePath() {
  25060. this.type = 'ShapePath';
  25061. this.color = new Color();
  25062. this.subPaths = [];
  25063. this.currentPath = null;
  25064. }
  25065. Object.assign( ShapePath.prototype, {
  25066. moveTo: function ( x, y ) {
  25067. this.currentPath = new Path();
  25068. this.subPaths.push( this.currentPath );
  25069. this.currentPath.moveTo( x, y );
  25070. return this;
  25071. },
  25072. lineTo: function ( x, y ) {
  25073. this.currentPath.lineTo( x, y );
  25074. return this;
  25075. },
  25076. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25077. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25078. return this;
  25079. },
  25080. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25081. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25082. return this;
  25083. },
  25084. splineThru: function ( pts ) {
  25085. this.currentPath.splineThru( pts );
  25086. return this;
  25087. },
  25088. toShapes: function ( isCCW, noHoles ) {
  25089. function toShapesNoHoles( inSubpaths ) {
  25090. var shapes = [];
  25091. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25092. var tmpPath = inSubpaths[ i ];
  25093. var tmpShape = new Shape();
  25094. tmpShape.curves = tmpPath.curves;
  25095. shapes.push( tmpShape );
  25096. }
  25097. return shapes;
  25098. }
  25099. function isPointInsidePolygon( inPt, inPolygon ) {
  25100. var polyLen = inPolygon.length;
  25101. // inPt on polygon contour => immediate success or
  25102. // toggling of inside/outside at every single! intersection point of an edge
  25103. // with the horizontal line through inPt, left of inPt
  25104. // not counting lowerY endpoints of edges and whole edges on that line
  25105. var inside = false;
  25106. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25107. var edgeLowPt = inPolygon[ p ];
  25108. var edgeHighPt = inPolygon[ q ];
  25109. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25110. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25111. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25112. // not parallel
  25113. if ( edgeDy < 0 ) {
  25114. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25115. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25116. }
  25117. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25118. if ( inPt.y === edgeLowPt.y ) {
  25119. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25120. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25121. } else {
  25122. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25123. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25124. if ( perpEdge < 0 ) { continue; }
  25125. inside = ! inside; // true intersection left of inPt
  25126. }
  25127. } else {
  25128. // parallel or collinear
  25129. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25130. // edge lies on the same horizontal line as inPt
  25131. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25132. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25133. // continue;
  25134. }
  25135. }
  25136. return inside;
  25137. }
  25138. var isClockWise = ShapeUtils.isClockWise;
  25139. var subPaths = this.subPaths;
  25140. if ( subPaths.length === 0 ) { return []; }
  25141. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25142. var solid, tmpPath, tmpShape, shapes = [];
  25143. if ( subPaths.length === 1 ) {
  25144. tmpPath = subPaths[ 0 ];
  25145. tmpShape = new Shape();
  25146. tmpShape.curves = tmpPath.curves;
  25147. shapes.push( tmpShape );
  25148. return shapes;
  25149. }
  25150. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25151. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25152. // console.log("Holes first", holesFirst);
  25153. var betterShapeHoles = [];
  25154. var newShapes = [];
  25155. var newShapeHoles = [];
  25156. var mainIdx = 0;
  25157. var tmpPoints;
  25158. newShapes[ mainIdx ] = undefined;
  25159. newShapeHoles[ mainIdx ] = [];
  25160. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25161. tmpPath = subPaths[ i ];
  25162. tmpPoints = tmpPath.getPoints();
  25163. solid = isClockWise( tmpPoints );
  25164. solid = isCCW ? ! solid : solid;
  25165. if ( solid ) {
  25166. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25167. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25168. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25169. if ( holesFirst ) { mainIdx ++; }
  25170. newShapeHoles[ mainIdx ] = [];
  25171. //console.log('cw', i);
  25172. } else {
  25173. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25174. //console.log('ccw', i);
  25175. }
  25176. }
  25177. // only Holes? -> probably all Shapes with wrong orientation
  25178. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25179. if ( newShapes.length > 1 ) {
  25180. var ambiguous = false;
  25181. var toChange = [];
  25182. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25183. betterShapeHoles[ sIdx ] = [];
  25184. }
  25185. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25186. var sho = newShapeHoles[ sIdx$1 ];
  25187. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25188. var ho = sho[ hIdx ];
  25189. var hole_unassigned = true;
  25190. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25191. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25192. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25193. if ( hole_unassigned ) {
  25194. hole_unassigned = false;
  25195. betterShapeHoles[ s2Idx ].push( ho );
  25196. } else {
  25197. ambiguous = true;
  25198. }
  25199. }
  25200. }
  25201. if ( hole_unassigned ) {
  25202. betterShapeHoles[ sIdx$1 ].push( ho );
  25203. }
  25204. }
  25205. }
  25206. // console.log("ambiguous: ", ambiguous);
  25207. if ( toChange.length > 0 ) {
  25208. // console.log("to change: ", toChange);
  25209. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25210. }
  25211. }
  25212. var tmpHoles;
  25213. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25214. tmpShape = newShapes[ i$1 ].s;
  25215. shapes.push( tmpShape );
  25216. tmpHoles = newShapeHoles[ i$1 ];
  25217. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25218. tmpShape.holes.push( tmpHoles[ j ].h );
  25219. }
  25220. }
  25221. //console.log("shape", shapes);
  25222. return shapes;
  25223. }
  25224. } );
  25225. /**
  25226. * @author zz85 / http://www.lab4games.net/zz85/blog
  25227. * @author mrdoob / http://mrdoob.com/
  25228. */
  25229. function Font( data ) {
  25230. this.type = 'Font';
  25231. this.data = data;
  25232. }
  25233. Object.assign( Font.prototype, {
  25234. isFont: true,
  25235. generateShapes: function ( text, size ) {
  25236. if ( size === undefined ) { size = 100; }
  25237. var shapes = [];
  25238. var paths = createPaths( text, size, this.data );
  25239. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25240. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25241. }
  25242. return shapes;
  25243. }
  25244. } );
  25245. function createPaths( text, size, data ) {
  25246. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25247. var scale = size / data.resolution;
  25248. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25249. var paths = [];
  25250. var offsetX = 0, offsetY = 0;
  25251. for ( var i = 0; i < chars.length; i ++ ) {
  25252. var char = chars[ i ];
  25253. if ( char === '\n' ) {
  25254. offsetX = 0;
  25255. offsetY -= line_height;
  25256. } else {
  25257. var ret = createPath( char, scale, offsetX, offsetY, data );
  25258. offsetX += ret.offsetX;
  25259. paths.push( ret.path );
  25260. }
  25261. }
  25262. return paths;
  25263. }
  25264. function createPath( char, scale, offsetX, offsetY, data ) {
  25265. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25266. if ( ! glyph ) {
  25267. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25268. return;
  25269. }
  25270. var path = new ShapePath();
  25271. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25272. if ( glyph.o ) {
  25273. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25274. for ( var i = 0, l = outline.length; i < l; ) {
  25275. var action = outline[ i ++ ];
  25276. switch ( action ) {
  25277. case 'm': // moveTo
  25278. x = outline[ i ++ ] * scale + offsetX;
  25279. y = outline[ i ++ ] * scale + offsetY;
  25280. path.moveTo( x, y );
  25281. break;
  25282. case 'l': // lineTo
  25283. x = outline[ i ++ ] * scale + offsetX;
  25284. y = outline[ i ++ ] * scale + offsetY;
  25285. path.lineTo( x, y );
  25286. break;
  25287. case 'q': // quadraticCurveTo
  25288. cpx = outline[ i ++ ] * scale + offsetX;
  25289. cpy = outline[ i ++ ] * scale + offsetY;
  25290. cpx1 = outline[ i ++ ] * scale + offsetX;
  25291. cpy1 = outline[ i ++ ] * scale + offsetY;
  25292. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25293. break;
  25294. case 'b': // bezierCurveTo
  25295. cpx = outline[ i ++ ] * scale + offsetX;
  25296. cpy = outline[ i ++ ] * scale + offsetY;
  25297. cpx1 = outline[ i ++ ] * scale + offsetX;
  25298. cpy1 = outline[ i ++ ] * scale + offsetY;
  25299. cpx2 = outline[ i ++ ] * scale + offsetX;
  25300. cpy2 = outline[ i ++ ] * scale + offsetY;
  25301. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25302. break;
  25303. }
  25304. }
  25305. }
  25306. return { offsetX: glyph.ha * scale, path: path };
  25307. }
  25308. /**
  25309. * @author mrdoob / http://mrdoob.com/
  25310. */
  25311. function FontLoader( manager ) {
  25312. Loader.call( this, manager );
  25313. }
  25314. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25315. constructor: FontLoader,
  25316. load: function ( url, onLoad, onProgress, onError ) {
  25317. var scope = this;
  25318. var loader = new FileLoader( this.manager );
  25319. loader.setPath( this.path );
  25320. loader.load( url, function ( text ) {
  25321. var json;
  25322. try {
  25323. json = JSON.parse( text );
  25324. } catch ( e ) {
  25325. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25326. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25327. }
  25328. var font = scope.parse( json );
  25329. if ( onLoad ) { onLoad( font ); }
  25330. }, onProgress, onError );
  25331. },
  25332. parse: function ( json ) {
  25333. return new Font( json );
  25334. }
  25335. } );
  25336. /**
  25337. * @author mrdoob / http://mrdoob.com/
  25338. */
  25339. var _context;
  25340. var AudioContext = {
  25341. getContext: function () {
  25342. if ( _context === undefined ) {
  25343. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25344. }
  25345. return _context;
  25346. },
  25347. setContext: function ( value ) {
  25348. _context = value;
  25349. }
  25350. };
  25351. /**
  25352. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25353. */
  25354. function AudioLoader( manager ) {
  25355. Loader.call( this, manager );
  25356. }
  25357. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25358. constructor: AudioLoader,
  25359. load: function ( url, onLoad, onProgress, onError ) {
  25360. var scope = this;
  25361. var loader = new FileLoader( scope.manager );
  25362. loader.setResponseType( 'arraybuffer' );
  25363. loader.setPath( scope.path );
  25364. loader.load( url, function ( buffer ) {
  25365. try {
  25366. // Create a copy of the buffer. The `decodeAudioData` method
  25367. // detaches the buffer when complete, preventing reuse.
  25368. var bufferCopy = buffer.slice( 0 );
  25369. var context = AudioContext.getContext();
  25370. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25371. onLoad( audioBuffer );
  25372. } );
  25373. } catch ( e ) {
  25374. if ( onError ) {
  25375. onError( e );
  25376. } else {
  25377. console.error( e );
  25378. }
  25379. scope.manager.itemError( url );
  25380. }
  25381. }, onProgress, onError );
  25382. }
  25383. } );
  25384. /**
  25385. * @author WestLangley / http://github.com/WestLangley
  25386. */
  25387. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25388. LightProbe.call( this, undefined, intensity );
  25389. var color1 = new Color().set( skyColor );
  25390. var color2 = new Color().set( groundColor );
  25391. var sky = new Vector3( color1.r, color1.g, color1.b );
  25392. var ground = new Vector3( color2.r, color2.g, color2.b );
  25393. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25394. var c0 = Math.sqrt( Math.PI );
  25395. var c1 = c0 * Math.sqrt( 0.75 );
  25396. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25397. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25398. }
  25399. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25400. constructor: HemisphereLightProbe,
  25401. isHemisphereLightProbe: true,
  25402. copy: function ( source ) { // modifying colors not currently supported
  25403. LightProbe.prototype.copy.call( this, source );
  25404. return this;
  25405. },
  25406. toJSON: function ( meta ) {
  25407. var data = LightProbe.prototype.toJSON.call( this, meta );
  25408. // data.sh = this.sh.toArray(); // todo
  25409. return data;
  25410. }
  25411. } );
  25412. /**
  25413. * @author WestLangley / http://github.com/WestLangley
  25414. */
  25415. function AmbientLightProbe( color, intensity ) {
  25416. LightProbe.call( this, undefined, intensity );
  25417. var color1 = new Color().set( color );
  25418. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25419. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25420. }
  25421. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25422. constructor: AmbientLightProbe,
  25423. isAmbientLightProbe: true,
  25424. copy: function ( source ) { // modifying color not currently supported
  25425. LightProbe.prototype.copy.call( this, source );
  25426. return this;
  25427. },
  25428. toJSON: function ( meta ) {
  25429. var data = LightProbe.prototype.toJSON.call( this, meta );
  25430. // data.sh = this.sh.toArray(); // todo
  25431. return data;
  25432. }
  25433. } );
  25434. var _eyeRight = new Matrix4();
  25435. var _eyeLeft = new Matrix4();
  25436. /**
  25437. * @author mrdoob / http://mrdoob.com/
  25438. */
  25439. function StereoCamera() {
  25440. this.type = 'StereoCamera';
  25441. this.aspect = 1;
  25442. this.eyeSep = 0.064;
  25443. this.cameraL = new PerspectiveCamera();
  25444. this.cameraL.layers.enable( 1 );
  25445. this.cameraL.matrixAutoUpdate = false;
  25446. this.cameraR = new PerspectiveCamera();
  25447. this.cameraR.layers.enable( 2 );
  25448. this.cameraR.matrixAutoUpdate = false;
  25449. this._cache = {
  25450. focus: null,
  25451. fov: null,
  25452. aspect: null,
  25453. near: null,
  25454. far: null,
  25455. zoom: null,
  25456. eyeSep: null
  25457. };
  25458. }
  25459. Object.assign( StereoCamera.prototype, {
  25460. update: function ( camera ) {
  25461. var cache = this._cache;
  25462. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25463. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25464. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25465. if ( needsUpdate ) {
  25466. cache.focus = camera.focus;
  25467. cache.fov = camera.fov;
  25468. cache.aspect = camera.aspect * this.aspect;
  25469. cache.near = camera.near;
  25470. cache.far = camera.far;
  25471. cache.zoom = camera.zoom;
  25472. cache.eyeSep = this.eyeSep;
  25473. // Off-axis stereoscopic effect based on
  25474. // http://paulbourke.net/stereographics/stereorender/
  25475. var projectionMatrix = camera.projectionMatrix.clone();
  25476. var eyeSepHalf = cache.eyeSep / 2;
  25477. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25478. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25479. var xmin, xmax;
  25480. // translate xOffset
  25481. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25482. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25483. // for left eye
  25484. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25485. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25486. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25487. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25488. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25489. // for right eye
  25490. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25491. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25492. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25493. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25494. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25495. }
  25496. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25497. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25498. }
  25499. } );
  25500. /**
  25501. * @author alteredq / http://alteredqualia.com/
  25502. */
  25503. function Clock( autoStart ) {
  25504. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25505. this.startTime = 0;
  25506. this.oldTime = 0;
  25507. this.elapsedTime = 0;
  25508. this.running = false;
  25509. }
  25510. Object.assign( Clock.prototype, {
  25511. start: function () {
  25512. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25513. this.oldTime = this.startTime;
  25514. this.elapsedTime = 0;
  25515. this.running = true;
  25516. },
  25517. stop: function () {
  25518. this.getElapsedTime();
  25519. this.running = false;
  25520. this.autoStart = false;
  25521. },
  25522. getElapsedTime: function () {
  25523. this.getDelta();
  25524. return this.elapsedTime;
  25525. },
  25526. getDelta: function () {
  25527. var diff = 0;
  25528. if ( this.autoStart && ! this.running ) {
  25529. this.start();
  25530. return 0;
  25531. }
  25532. if ( this.running ) {
  25533. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25534. diff = ( newTime - this.oldTime ) / 1000;
  25535. this.oldTime = newTime;
  25536. this.elapsedTime += diff;
  25537. }
  25538. return diff;
  25539. }
  25540. } );
  25541. /**
  25542. * @author mrdoob / http://mrdoob.com/
  25543. */
  25544. var _position$2 = new Vector3();
  25545. var _quaternion$3 = new Quaternion();
  25546. var _scale$1 = new Vector3();
  25547. var _orientation = new Vector3();
  25548. function AudioListener() {
  25549. Object3D.call( this );
  25550. this.type = 'AudioListener';
  25551. this.context = AudioContext.getContext();
  25552. this.gain = this.context.createGain();
  25553. this.gain.connect( this.context.destination );
  25554. this.filter = null;
  25555. this.timeDelta = 0;
  25556. // private
  25557. this._clock = new Clock();
  25558. }
  25559. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25560. constructor: AudioListener,
  25561. getInput: function () {
  25562. return this.gain;
  25563. },
  25564. removeFilter: function ( ) {
  25565. if ( this.filter !== null ) {
  25566. this.gain.disconnect( this.filter );
  25567. this.filter.disconnect( this.context.destination );
  25568. this.gain.connect( this.context.destination );
  25569. this.filter = null;
  25570. }
  25571. return this;
  25572. },
  25573. getFilter: function () {
  25574. return this.filter;
  25575. },
  25576. setFilter: function ( value ) {
  25577. if ( this.filter !== null ) {
  25578. this.gain.disconnect( this.filter );
  25579. this.filter.disconnect( this.context.destination );
  25580. } else {
  25581. this.gain.disconnect( this.context.destination );
  25582. }
  25583. this.filter = value;
  25584. this.gain.connect( this.filter );
  25585. this.filter.connect( this.context.destination );
  25586. return this;
  25587. },
  25588. getMasterVolume: function () {
  25589. return this.gain.gain.value;
  25590. },
  25591. setMasterVolume: function ( value ) {
  25592. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25593. return this;
  25594. },
  25595. updateMatrixWorld: function ( force ) {
  25596. Object3D.prototype.updateMatrixWorld.call( this, force );
  25597. var listener = this.context.listener;
  25598. var up = this.up;
  25599. this.timeDelta = this._clock.getDelta();
  25600. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25601. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25602. if ( listener.positionX ) {
  25603. // code path for Chrome (see #14393)
  25604. var endTime = this.context.currentTime + this.timeDelta;
  25605. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25606. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25607. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25608. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25609. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25610. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25611. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25612. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25613. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25614. } else {
  25615. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25616. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25617. }
  25618. }
  25619. } );
  25620. /**
  25621. * @author mrdoob / http://mrdoob.com/
  25622. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25623. */
  25624. function Audio( listener ) {
  25625. Object3D.call( this );
  25626. this.type = 'Audio';
  25627. this.listener = listener;
  25628. this.context = listener.context;
  25629. this.gain = this.context.createGain();
  25630. this.gain.connect( listener.getInput() );
  25631. this.autoplay = false;
  25632. this.buffer = null;
  25633. this.detune = 0;
  25634. this.loop = false;
  25635. this.loopStart = 0;
  25636. this.loopEnd = 0;
  25637. this.offset = 0;
  25638. this.duration = undefined;
  25639. this.playbackRate = 1;
  25640. this.isPlaying = false;
  25641. this.hasPlaybackControl = true;
  25642. this.sourceType = 'empty';
  25643. this._startedAt = 0;
  25644. this._progress = 0;
  25645. this.filters = [];
  25646. }
  25647. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25648. constructor: Audio,
  25649. getOutput: function () {
  25650. return this.gain;
  25651. },
  25652. setNodeSource: function ( audioNode ) {
  25653. this.hasPlaybackControl = false;
  25654. this.sourceType = 'audioNode';
  25655. this.source = audioNode;
  25656. this.connect();
  25657. return this;
  25658. },
  25659. setMediaElementSource: function ( mediaElement ) {
  25660. this.hasPlaybackControl = false;
  25661. this.sourceType = 'mediaNode';
  25662. this.source = this.context.createMediaElementSource( mediaElement );
  25663. this.connect();
  25664. return this;
  25665. },
  25666. setMediaStreamSource: function ( mediaStream ) {
  25667. this.hasPlaybackControl = false;
  25668. this.sourceType = 'mediaStreamNode';
  25669. this.source = this.context.createMediaStreamSource( mediaStream );
  25670. this.connect();
  25671. return this;
  25672. },
  25673. setBuffer: function ( audioBuffer ) {
  25674. this.buffer = audioBuffer;
  25675. this.sourceType = 'buffer';
  25676. if ( this.autoplay ) { this.play(); }
  25677. return this;
  25678. },
  25679. play: function ( delay ) {
  25680. if ( delay === undefined ) { delay = 0; }
  25681. if ( this.isPlaying === true ) {
  25682. console.warn( 'THREE.Audio: Audio is already playing.' );
  25683. return;
  25684. }
  25685. if ( this.hasPlaybackControl === false ) {
  25686. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25687. return;
  25688. }
  25689. this._startedAt = this.context.currentTime + delay;
  25690. var source = this.context.createBufferSource();
  25691. source.buffer = this.buffer;
  25692. source.loop = this.loop;
  25693. source.loopStart = this.loopStart;
  25694. source.loopEnd = this.loopEnd;
  25695. source.onended = this.onEnded.bind( this );
  25696. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25697. this.isPlaying = true;
  25698. this.source = source;
  25699. this.setDetune( this.detune );
  25700. this.setPlaybackRate( this.playbackRate );
  25701. return this.connect();
  25702. },
  25703. pause: function () {
  25704. if ( this.hasPlaybackControl === false ) {
  25705. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25706. return;
  25707. }
  25708. if ( this.isPlaying === true ) {
  25709. // update current progress
  25710. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25711. if ( this.loop === true ) {
  25712. // ensure _progress does not exceed duration with looped audios
  25713. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25714. }
  25715. this.source.stop();
  25716. this.source.onended = null;
  25717. this.isPlaying = false;
  25718. }
  25719. return this;
  25720. },
  25721. stop: function () {
  25722. if ( this.hasPlaybackControl === false ) {
  25723. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25724. return;
  25725. }
  25726. this._progress = 0;
  25727. this.source.stop();
  25728. this.source.onended = null;
  25729. this.isPlaying = false;
  25730. return this;
  25731. },
  25732. connect: function () {
  25733. if ( this.filters.length > 0 ) {
  25734. this.source.connect( this.filters[ 0 ] );
  25735. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25736. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25737. }
  25738. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25739. } else {
  25740. this.source.connect( this.getOutput() );
  25741. }
  25742. return this;
  25743. },
  25744. disconnect: function () {
  25745. if ( this.filters.length > 0 ) {
  25746. this.source.disconnect( this.filters[ 0 ] );
  25747. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25748. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25749. }
  25750. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25751. } else {
  25752. this.source.disconnect( this.getOutput() );
  25753. }
  25754. return this;
  25755. },
  25756. getFilters: function () {
  25757. return this.filters;
  25758. },
  25759. setFilters: function ( value ) {
  25760. if ( ! value ) { value = []; }
  25761. if ( this.isPlaying === true ) {
  25762. this.disconnect();
  25763. this.filters = value;
  25764. this.connect();
  25765. } else {
  25766. this.filters = value;
  25767. }
  25768. return this;
  25769. },
  25770. setDetune: function ( value ) {
  25771. this.detune = value;
  25772. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25773. if ( this.isPlaying === true ) {
  25774. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25775. }
  25776. return this;
  25777. },
  25778. getDetune: function () {
  25779. return this.detune;
  25780. },
  25781. getFilter: function () {
  25782. return this.getFilters()[ 0 ];
  25783. },
  25784. setFilter: function ( filter ) {
  25785. return this.setFilters( filter ? [ filter ] : [] );
  25786. },
  25787. setPlaybackRate: function ( value ) {
  25788. if ( this.hasPlaybackControl === false ) {
  25789. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25790. return;
  25791. }
  25792. this.playbackRate = value;
  25793. if ( this.isPlaying === true ) {
  25794. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25795. }
  25796. return this;
  25797. },
  25798. getPlaybackRate: function () {
  25799. return this.playbackRate;
  25800. },
  25801. onEnded: function () {
  25802. this.isPlaying = false;
  25803. },
  25804. getLoop: function () {
  25805. if ( this.hasPlaybackControl === false ) {
  25806. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25807. return false;
  25808. }
  25809. return this.loop;
  25810. },
  25811. setLoop: function ( value ) {
  25812. if ( this.hasPlaybackControl === false ) {
  25813. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25814. return;
  25815. }
  25816. this.loop = value;
  25817. if ( this.isPlaying === true ) {
  25818. this.source.loop = this.loop;
  25819. }
  25820. return this;
  25821. },
  25822. setLoopStart: function ( value ) {
  25823. this.loopStart = value;
  25824. return this;
  25825. },
  25826. setLoopEnd: function ( value ) {
  25827. this.loopEnd = value;
  25828. return this;
  25829. },
  25830. getVolume: function () {
  25831. return this.gain.gain.value;
  25832. },
  25833. setVolume: function ( value ) {
  25834. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25835. return this;
  25836. }
  25837. } );
  25838. /**
  25839. * @author mrdoob / http://mrdoob.com/
  25840. */
  25841. var _position$3 = new Vector3();
  25842. var _quaternion$4 = new Quaternion();
  25843. var _scale$2 = new Vector3();
  25844. var _orientation$1 = new Vector3();
  25845. function PositionalAudio( listener ) {
  25846. Audio.call( this, listener );
  25847. this.panner = this.context.createPanner();
  25848. this.panner.panningModel = 'HRTF';
  25849. this.panner.connect( this.gain );
  25850. }
  25851. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25852. constructor: PositionalAudio,
  25853. getOutput: function () {
  25854. return this.panner;
  25855. },
  25856. getRefDistance: function () {
  25857. return this.panner.refDistance;
  25858. },
  25859. setRefDistance: function ( value ) {
  25860. this.panner.refDistance = value;
  25861. return this;
  25862. },
  25863. getRolloffFactor: function () {
  25864. return this.panner.rolloffFactor;
  25865. },
  25866. setRolloffFactor: function ( value ) {
  25867. this.panner.rolloffFactor = value;
  25868. return this;
  25869. },
  25870. getDistanceModel: function () {
  25871. return this.panner.distanceModel;
  25872. },
  25873. setDistanceModel: function ( value ) {
  25874. this.panner.distanceModel = value;
  25875. return this;
  25876. },
  25877. getMaxDistance: function () {
  25878. return this.panner.maxDistance;
  25879. },
  25880. setMaxDistance: function ( value ) {
  25881. this.panner.maxDistance = value;
  25882. return this;
  25883. },
  25884. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25885. this.panner.coneInnerAngle = coneInnerAngle;
  25886. this.panner.coneOuterAngle = coneOuterAngle;
  25887. this.panner.coneOuterGain = coneOuterGain;
  25888. return this;
  25889. },
  25890. updateMatrixWorld: function ( force ) {
  25891. Object3D.prototype.updateMatrixWorld.call( this, force );
  25892. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25893. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25894. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25895. var panner = this.panner;
  25896. if ( panner.positionX ) {
  25897. // code path for Chrome and Firefox (see #14393)
  25898. var endTime = this.context.currentTime + this.listener.timeDelta;
  25899. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25900. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25901. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25902. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25903. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25904. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25905. } else {
  25906. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25907. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25908. }
  25909. }
  25910. } );
  25911. /**
  25912. * @author mrdoob / http://mrdoob.com/
  25913. */
  25914. function AudioAnalyser( audio, fftSize ) {
  25915. this.analyser = audio.context.createAnalyser();
  25916. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25917. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25918. audio.getOutput().connect( this.analyser );
  25919. }
  25920. Object.assign( AudioAnalyser.prototype, {
  25921. getFrequencyData: function () {
  25922. this.analyser.getByteFrequencyData( this.data );
  25923. return this.data;
  25924. },
  25925. getAverageFrequency: function () {
  25926. var value = 0;
  25927. var data = this.getFrequencyData();
  25928. for ( var i = 0; i < data.length; i ++ ) {
  25929. value += data[ i ];
  25930. }
  25931. return value / data.length;
  25932. }
  25933. } );
  25934. /**
  25935. *
  25936. * Buffered scene graph property that allows weighted accumulation.
  25937. *
  25938. *
  25939. * @author Ben Houston / http://clara.io/
  25940. * @author David Sarno / http://lighthaus.us/
  25941. * @author tschw
  25942. */
  25943. function PropertyMixer( binding, typeName, valueSize ) {
  25944. this.binding = binding;
  25945. this.valueSize = valueSize;
  25946. var mixFunction,
  25947. mixFunctionAdditive,
  25948. setIdentity;
  25949. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25950. //
  25951. // interpolators can use .buffer as their .result
  25952. // the data then goes to 'incoming'
  25953. //
  25954. // 'accu0' and 'accu1' are used frame-interleaved for
  25955. // the cumulative result and are compared to detect
  25956. // changes
  25957. //
  25958. // 'orig' stores the original state of the property
  25959. //
  25960. // 'add' is used for additive cumulative results
  25961. //
  25962. // 'work' is optional and is only present for quaternion types. It is used
  25963. // to store intermediate quaternion multiplication results
  25964. switch ( typeName ) {
  25965. case 'quaternion':
  25966. mixFunction = this._slerp;
  25967. mixFunctionAdditive = this._slerpAdditive;
  25968. setIdentity = this._setAdditiveIdentityQuaternion;
  25969. this.buffer = new Float64Array( valueSize * 6 );
  25970. this._workIndex = 5;
  25971. break;
  25972. case 'string':
  25973. case 'bool':
  25974. mixFunction = this._select;
  25975. // Use the regular mix function and for additive on these types,
  25976. // additive is not relevant for non-numeric types
  25977. mixFunctionAdditive = this._select;
  25978. setIdentity = this._setAdditiveIdentityOther;
  25979. this.buffer = new Array( valueSize * 5 );
  25980. break;
  25981. default:
  25982. mixFunction = this._lerp;
  25983. mixFunctionAdditive = this._lerpAdditive;
  25984. setIdentity = this._setAdditiveIdentityNumeric;
  25985. this.buffer = new Float64Array( valueSize * 5 );
  25986. }
  25987. this._mixBufferRegion = mixFunction;
  25988. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25989. this._setIdentity = setIdentity;
  25990. this._origIndex = 3;
  25991. this._addIndex = 4;
  25992. this.cumulativeWeight = 0;
  25993. this.cumulativeWeightAdditive = 0;
  25994. this.useCount = 0;
  25995. this.referenceCount = 0;
  25996. }
  25997. Object.assign( PropertyMixer.prototype, {
  25998. // accumulate data in the 'incoming' region into 'accu<i>'
  25999. accumulate: function ( accuIndex, weight ) {
  26000. // note: happily accumulating nothing when weight = 0, the caller knows
  26001. // the weight and shouldn't have made the call in the first place
  26002. var buffer = this.buffer,
  26003. stride = this.valueSize,
  26004. offset = accuIndex * stride + stride;
  26005. var currentWeight = this.cumulativeWeight;
  26006. if ( currentWeight === 0 ) {
  26007. // accuN := incoming * weight
  26008. for ( var i = 0; i !== stride; ++ i ) {
  26009. buffer[ offset + i ] = buffer[ i ];
  26010. }
  26011. currentWeight = weight;
  26012. } else {
  26013. // accuN := accuN + incoming * weight
  26014. currentWeight += weight;
  26015. var mix = weight / currentWeight;
  26016. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26017. }
  26018. this.cumulativeWeight = currentWeight;
  26019. },
  26020. // accumulate data in the 'incoming' region into 'add'
  26021. accumulateAdditive: function ( weight ) {
  26022. var buffer = this.buffer,
  26023. stride = this.valueSize,
  26024. offset = stride * this._addIndex;
  26025. if ( this.cumulativeWeightAdditive === 0 ) {
  26026. // add = identity
  26027. this._setIdentity();
  26028. }
  26029. // add := add + incoming * weight
  26030. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26031. this.cumulativeWeightAdditive += weight;
  26032. },
  26033. // apply the state of 'accu<i>' to the binding when accus differ
  26034. apply: function ( accuIndex ) {
  26035. var stride = this.valueSize,
  26036. buffer = this.buffer,
  26037. offset = accuIndex * stride + stride,
  26038. weight = this.cumulativeWeight,
  26039. weightAdditive = this.cumulativeWeightAdditive,
  26040. binding = this.binding;
  26041. this.cumulativeWeight = 0;
  26042. this.cumulativeWeightAdditive = 0;
  26043. if ( weight < 1 ) {
  26044. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26045. var originalValueOffset = stride * this._origIndex;
  26046. this._mixBufferRegion(
  26047. buffer, offset, originalValueOffset, 1 - weight, stride );
  26048. }
  26049. if ( weightAdditive > 0 ) {
  26050. // accuN := accuN + additive accuN
  26051. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26052. }
  26053. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26054. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26055. // value has changed -> update scene graph
  26056. binding.setValue( buffer, offset );
  26057. break;
  26058. }
  26059. }
  26060. },
  26061. // remember the state of the bound property and copy it to both accus
  26062. saveOriginalState: function () {
  26063. var binding = this.binding;
  26064. var buffer = this.buffer,
  26065. stride = this.valueSize,
  26066. originalValueOffset = stride * this._origIndex;
  26067. binding.getValue( buffer, originalValueOffset );
  26068. // accu[0..1] := orig -- initially detect changes against the original
  26069. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26070. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26071. }
  26072. // Add to identity for additive
  26073. this._setIdentity();
  26074. this.cumulativeWeight = 0;
  26075. this.cumulativeWeightAdditive = 0;
  26076. },
  26077. // apply the state previously taken via 'saveOriginalState' to the binding
  26078. restoreOriginalState: function () {
  26079. var originalValueOffset = this.valueSize * 3;
  26080. this.binding.setValue( this.buffer, originalValueOffset );
  26081. },
  26082. _setAdditiveIdentityNumeric: function () {
  26083. var startIndex = this._addIndex * this.valueSize;
  26084. var endIndex = startIndex + this.valueSize;
  26085. for ( var i = startIndex; i < endIndex; i ++ ) {
  26086. this.buffer[ i ] = 0;
  26087. }
  26088. },
  26089. _setAdditiveIdentityQuaternion: function () {
  26090. this._setAdditiveIdentityNumeric();
  26091. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26092. },
  26093. _setAdditiveIdentityOther: function () {
  26094. var startIndex = this._origIndex * this.valueSize;
  26095. var targetIndex = this._addIndex * this.valueSize;
  26096. for ( var i = 0; i < this.valueSize; i ++ ) {
  26097. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26098. }
  26099. },
  26100. // mix functions
  26101. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26102. if ( t >= 0.5 ) {
  26103. for ( var i = 0; i !== stride; ++ i ) {
  26104. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26105. }
  26106. }
  26107. },
  26108. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26109. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26110. },
  26111. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26112. var workOffset = this._workIndex * stride;
  26113. // Store result in intermediate buffer offset
  26114. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26115. // Slerp to the intermediate result
  26116. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26117. },
  26118. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26119. var s = 1 - t;
  26120. for ( var i = 0; i !== stride; ++ i ) {
  26121. var j = dstOffset + i;
  26122. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26123. }
  26124. },
  26125. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26126. for ( var i = 0; i !== stride; ++ i ) {
  26127. var j = dstOffset + i;
  26128. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26129. }
  26130. }
  26131. } );
  26132. /**
  26133. *
  26134. * A reference to a real property in the scene graph.
  26135. *
  26136. *
  26137. * @author Ben Houston / http://clara.io/
  26138. * @author David Sarno / http://lighthaus.us/
  26139. * @author tschw
  26140. */
  26141. // Characters [].:/ are reserved for track binding syntax.
  26142. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26143. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26144. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26145. // only latin characters, and the unicode \p{L} is not yet supported. So
  26146. // instead, we exclude reserved characters and match everything else.
  26147. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26148. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26149. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26150. // be matched to parse the rest of the track name.
  26151. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26152. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26153. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26154. // Object on target node, and accessor. May not contain reserved
  26155. // characters. Accessor may contain any character except closing bracket.
  26156. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26157. // Property and accessor. May not contain reserved characters. Accessor may
  26158. // contain any non-bracket characters.
  26159. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26160. var _trackRe = new RegExp( ''
  26161. + '^'
  26162. + _directoryRe
  26163. + _nodeRe
  26164. + _objectRe
  26165. + _propertyRe
  26166. + '$'
  26167. );
  26168. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26169. function Composite( targetGroup, path, optionalParsedPath ) {
  26170. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26171. this._targetGroup = targetGroup;
  26172. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26173. }
  26174. Object.assign( Composite.prototype, {
  26175. getValue: function ( array, offset ) {
  26176. this.bind(); // bind all binding
  26177. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26178. binding = this._bindings[ firstValidIndex ];
  26179. // and only call .getValue on the first
  26180. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26181. },
  26182. setValue: function ( array, offset ) {
  26183. var bindings = this._bindings;
  26184. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26185. bindings[ i ].setValue( array, offset );
  26186. }
  26187. },
  26188. bind: function () {
  26189. var bindings = this._bindings;
  26190. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26191. bindings[ i ].bind();
  26192. }
  26193. },
  26194. unbind: function () {
  26195. var bindings = this._bindings;
  26196. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26197. bindings[ i ].unbind();
  26198. }
  26199. }
  26200. } );
  26201. function PropertyBinding( rootNode, path, parsedPath ) {
  26202. this.path = path;
  26203. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26204. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26205. this.rootNode = rootNode;
  26206. }
  26207. Object.assign( PropertyBinding, {
  26208. Composite: Composite,
  26209. create: function ( root, path, parsedPath ) {
  26210. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26211. return new PropertyBinding( root, path, parsedPath );
  26212. } else {
  26213. return new PropertyBinding.Composite( root, path, parsedPath );
  26214. }
  26215. },
  26216. /**
  26217. * Replaces spaces with underscores and removes unsupported characters from
  26218. * node names, to ensure compatibility with parseTrackName().
  26219. *
  26220. * @param {string} name Node name to be sanitized.
  26221. * @return {string}
  26222. */
  26223. sanitizeNodeName: function ( name ) {
  26224. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26225. },
  26226. parseTrackName: function ( trackName ) {
  26227. var matches = _trackRe.exec( trackName );
  26228. if ( ! matches ) {
  26229. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26230. }
  26231. var results = {
  26232. // directoryName: matches[ 1 ], // (tschw) currently unused
  26233. nodeName: matches[ 2 ],
  26234. objectName: matches[ 3 ],
  26235. objectIndex: matches[ 4 ],
  26236. propertyName: matches[ 5 ], // required
  26237. propertyIndex: matches[ 6 ]
  26238. };
  26239. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26240. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26241. var objectName = results.nodeName.substring( lastDot + 1 );
  26242. // Object names must be checked against a whitelist. Otherwise, there
  26243. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26244. // 'bar' could be the objectName, or part of a nodeName (which can
  26245. // include '.' characters).
  26246. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26247. results.nodeName = results.nodeName.substring( 0, lastDot );
  26248. results.objectName = objectName;
  26249. }
  26250. }
  26251. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26252. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26253. }
  26254. return results;
  26255. },
  26256. findNode: function ( root, nodeName ) {
  26257. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26258. return root;
  26259. }
  26260. // search into skeleton bones.
  26261. if ( root.skeleton ) {
  26262. var bone = root.skeleton.getBoneByName( nodeName );
  26263. if ( bone !== undefined ) {
  26264. return bone;
  26265. }
  26266. }
  26267. // search into node subtree.
  26268. if ( root.children ) {
  26269. var searchNodeSubtree = function ( children ) {
  26270. for ( var i = 0; i < children.length; i ++ ) {
  26271. var childNode = children[ i ];
  26272. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26273. return childNode;
  26274. }
  26275. var result = searchNodeSubtree( childNode.children );
  26276. if ( result ) { return result; }
  26277. }
  26278. return null;
  26279. };
  26280. var subTreeNode = searchNodeSubtree( root.children );
  26281. if ( subTreeNode ) {
  26282. return subTreeNode;
  26283. }
  26284. }
  26285. return null;
  26286. }
  26287. } );
  26288. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26289. // these are used to "bind" a nonexistent property
  26290. _getValue_unavailable: function () {},
  26291. _setValue_unavailable: function () {},
  26292. BindingType: {
  26293. Direct: 0,
  26294. EntireArray: 1,
  26295. ArrayElement: 2,
  26296. HasFromToArray: 3
  26297. },
  26298. Versioning: {
  26299. None: 0,
  26300. NeedsUpdate: 1,
  26301. MatrixWorldNeedsUpdate: 2
  26302. },
  26303. GetterByBindingType: [
  26304. function getValue_direct( buffer, offset ) {
  26305. buffer[ offset ] = this.node[ this.propertyName ];
  26306. },
  26307. function getValue_array( buffer, offset ) {
  26308. var source = this.resolvedProperty;
  26309. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26310. buffer[ offset ++ ] = source[ i ];
  26311. }
  26312. },
  26313. function getValue_arrayElement( buffer, offset ) {
  26314. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26315. },
  26316. function getValue_toArray( buffer, offset ) {
  26317. this.resolvedProperty.toArray( buffer, offset );
  26318. }
  26319. ],
  26320. SetterByBindingTypeAndVersioning: [
  26321. [
  26322. // Direct
  26323. function setValue_direct( buffer, offset ) {
  26324. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26325. },
  26326. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26327. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26328. this.targetObject.needsUpdate = true;
  26329. },
  26330. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26331. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26332. this.targetObject.matrixWorldNeedsUpdate = true;
  26333. }
  26334. ], [
  26335. // EntireArray
  26336. function setValue_array( buffer, offset ) {
  26337. var dest = this.resolvedProperty;
  26338. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26339. dest[ i ] = buffer[ offset ++ ];
  26340. }
  26341. },
  26342. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26343. var dest = this.resolvedProperty;
  26344. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26345. dest[ i ] = buffer[ offset ++ ];
  26346. }
  26347. this.targetObject.needsUpdate = true;
  26348. },
  26349. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26350. var dest = this.resolvedProperty;
  26351. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26352. dest[ i ] = buffer[ offset ++ ];
  26353. }
  26354. this.targetObject.matrixWorldNeedsUpdate = true;
  26355. }
  26356. ], [
  26357. // ArrayElement
  26358. function setValue_arrayElement( buffer, offset ) {
  26359. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26360. },
  26361. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26362. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26363. this.targetObject.needsUpdate = true;
  26364. },
  26365. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26366. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26367. this.targetObject.matrixWorldNeedsUpdate = true;
  26368. }
  26369. ], [
  26370. // HasToFromArray
  26371. function setValue_fromArray( buffer, offset ) {
  26372. this.resolvedProperty.fromArray( buffer, offset );
  26373. },
  26374. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26375. this.resolvedProperty.fromArray( buffer, offset );
  26376. this.targetObject.needsUpdate = true;
  26377. },
  26378. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26379. this.resolvedProperty.fromArray( buffer, offset );
  26380. this.targetObject.matrixWorldNeedsUpdate = true;
  26381. }
  26382. ]
  26383. ],
  26384. getValue: function getValue_unbound( targetArray, offset ) {
  26385. this.bind();
  26386. this.getValue( targetArray, offset );
  26387. // Note: This class uses a State pattern on a per-method basis:
  26388. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26389. // prototype version of these methods with one that represents
  26390. // the bound state. When the property is not found, the methods
  26391. // become no-ops.
  26392. },
  26393. setValue: function getValue_unbound( sourceArray, offset ) {
  26394. this.bind();
  26395. this.setValue( sourceArray, offset );
  26396. },
  26397. // create getter / setter pair for a property in the scene graph
  26398. bind: function () {
  26399. var targetObject = this.node,
  26400. parsedPath = this.parsedPath,
  26401. objectName = parsedPath.objectName,
  26402. propertyName = parsedPath.propertyName,
  26403. propertyIndex = parsedPath.propertyIndex;
  26404. if ( ! targetObject ) {
  26405. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26406. this.node = targetObject;
  26407. }
  26408. // set fail state so we can just 'return' on error
  26409. this.getValue = this._getValue_unavailable;
  26410. this.setValue = this._setValue_unavailable;
  26411. // ensure there is a value node
  26412. if ( ! targetObject ) {
  26413. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26414. return;
  26415. }
  26416. if ( objectName ) {
  26417. var objectIndex = parsedPath.objectIndex;
  26418. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26419. switch ( objectName ) {
  26420. case 'materials':
  26421. if ( ! targetObject.material ) {
  26422. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26423. return;
  26424. }
  26425. if ( ! targetObject.material.materials ) {
  26426. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26427. return;
  26428. }
  26429. targetObject = targetObject.material.materials;
  26430. break;
  26431. case 'bones':
  26432. if ( ! targetObject.skeleton ) {
  26433. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26434. return;
  26435. }
  26436. // potential future optimization: skip this if propertyIndex is already an integer
  26437. // and convert the integer string to a true integer.
  26438. targetObject = targetObject.skeleton.bones;
  26439. // support resolving morphTarget names into indices.
  26440. for ( var i = 0; i < targetObject.length; i ++ ) {
  26441. if ( targetObject[ i ].name === objectIndex ) {
  26442. objectIndex = i;
  26443. break;
  26444. }
  26445. }
  26446. break;
  26447. default:
  26448. if ( targetObject[ objectName ] === undefined ) {
  26449. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26450. return;
  26451. }
  26452. targetObject = targetObject[ objectName ];
  26453. }
  26454. if ( objectIndex !== undefined ) {
  26455. if ( targetObject[ objectIndex ] === undefined ) {
  26456. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26457. return;
  26458. }
  26459. targetObject = targetObject[ objectIndex ];
  26460. }
  26461. }
  26462. // resolve property
  26463. var nodeProperty = targetObject[ propertyName ];
  26464. if ( nodeProperty === undefined ) {
  26465. var nodeName = parsedPath.nodeName;
  26466. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26467. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26468. return;
  26469. }
  26470. // determine versioning scheme
  26471. var versioning = this.Versioning.None;
  26472. this.targetObject = targetObject;
  26473. if ( targetObject.needsUpdate !== undefined ) { // material
  26474. versioning = this.Versioning.NeedsUpdate;
  26475. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26476. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26477. }
  26478. // determine how the property gets bound
  26479. var bindingType = this.BindingType.Direct;
  26480. if ( propertyIndex !== undefined ) {
  26481. // access a sub element of the property array (only primitives are supported right now)
  26482. if ( propertyName === "morphTargetInfluences" ) {
  26483. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26484. // support resolving morphTarget names into indices.
  26485. if ( ! targetObject.geometry ) {
  26486. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26487. return;
  26488. }
  26489. if ( targetObject.geometry.isBufferGeometry ) {
  26490. if ( ! targetObject.geometry.morphAttributes ) {
  26491. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26492. return;
  26493. }
  26494. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26495. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26496. }
  26497. } else {
  26498. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26499. return;
  26500. }
  26501. }
  26502. bindingType = this.BindingType.ArrayElement;
  26503. this.resolvedProperty = nodeProperty;
  26504. this.propertyIndex = propertyIndex;
  26505. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26506. // must use copy for Object3D.Euler/Quaternion
  26507. bindingType = this.BindingType.HasFromToArray;
  26508. this.resolvedProperty = nodeProperty;
  26509. } else if ( Array.isArray( nodeProperty ) ) {
  26510. bindingType = this.BindingType.EntireArray;
  26511. this.resolvedProperty = nodeProperty;
  26512. } else {
  26513. this.propertyName = propertyName;
  26514. }
  26515. // select getter / setter
  26516. this.getValue = this.GetterByBindingType[ bindingType ];
  26517. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26518. },
  26519. unbind: function () {
  26520. this.node = null;
  26521. // back to the prototype version of getValue / setValue
  26522. // note: avoiding to mutate the shape of 'this' via 'delete'
  26523. this.getValue = this._getValue_unbound;
  26524. this.setValue = this._setValue_unbound;
  26525. }
  26526. } );
  26527. // DECLARE ALIAS AFTER assign prototype
  26528. Object.assign( PropertyBinding.prototype, {
  26529. // initial state of these methods that calls 'bind'
  26530. _getValue_unbound: PropertyBinding.prototype.getValue,
  26531. _setValue_unbound: PropertyBinding.prototype.setValue,
  26532. } );
  26533. /**
  26534. *
  26535. * A group of objects that receives a shared animation state.
  26536. *
  26537. * Usage:
  26538. *
  26539. * - Add objects you would otherwise pass as 'root' to the
  26540. * constructor or the .clipAction method of AnimationMixer.
  26541. *
  26542. * - Instead pass this object as 'root'.
  26543. *
  26544. * - You can also add and remove objects later when the mixer
  26545. * is running.
  26546. *
  26547. * Note:
  26548. *
  26549. * Objects of this class appear as one object to the mixer,
  26550. * so cache control of the individual objects must be done
  26551. * on the group.
  26552. *
  26553. * Limitation:
  26554. *
  26555. * - The animated properties must be compatible among the
  26556. * all objects in the group.
  26557. *
  26558. * - A single property can either be controlled through a
  26559. * target group or directly, but not both.
  26560. *
  26561. * @author tschw
  26562. */
  26563. function AnimationObjectGroup() {
  26564. this.uuid = MathUtils.generateUUID();
  26565. // cached objects followed by the active ones
  26566. this._objects = Array.prototype.slice.call( arguments );
  26567. this.nCachedObjects_ = 0; // threshold
  26568. // note: read by PropertyBinding.Composite
  26569. var indices = {};
  26570. this._indicesByUUID = indices; // for bookkeeping
  26571. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26572. indices[ arguments[ i ].uuid ] = i;
  26573. }
  26574. this._paths = []; // inside: string
  26575. this._parsedPaths = []; // inside: { we don't care, here }
  26576. this._bindings = []; // inside: Array< PropertyBinding >
  26577. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26578. var scope = this;
  26579. this.stats = {
  26580. objects: {
  26581. get total() {
  26582. return scope._objects.length;
  26583. },
  26584. get inUse() {
  26585. return this.total - scope.nCachedObjects_;
  26586. }
  26587. },
  26588. get bindingsPerObject() {
  26589. return scope._bindings.length;
  26590. }
  26591. };
  26592. }
  26593. Object.assign( AnimationObjectGroup.prototype, {
  26594. isAnimationObjectGroup: true,
  26595. add: function () {
  26596. var objects = this._objects,
  26597. indicesByUUID = this._indicesByUUID,
  26598. paths = this._paths,
  26599. parsedPaths = this._parsedPaths,
  26600. bindings = this._bindings,
  26601. nBindings = bindings.length;
  26602. var knownObject = undefined,
  26603. nObjects = objects.length,
  26604. nCachedObjects = this.nCachedObjects_;
  26605. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26606. var object = arguments[ i ],
  26607. uuid = object.uuid;
  26608. var index = indicesByUUID[ uuid ];
  26609. if ( index === undefined ) {
  26610. // unknown object -> add it to the ACTIVE region
  26611. index = nObjects ++;
  26612. indicesByUUID[ uuid ] = index;
  26613. objects.push( object );
  26614. // accounting is done, now do the same for all bindings
  26615. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26616. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26617. }
  26618. } else if ( index < nCachedObjects ) {
  26619. knownObject = objects[ index ];
  26620. // move existing object to the ACTIVE region
  26621. var firstActiveIndex = -- nCachedObjects,
  26622. lastCachedObject = objects[ firstActiveIndex ];
  26623. indicesByUUID[ lastCachedObject.uuid ] = index;
  26624. objects[ index ] = lastCachedObject;
  26625. indicesByUUID[ uuid ] = firstActiveIndex;
  26626. objects[ firstActiveIndex ] = object;
  26627. // accounting is done, now do the same for all bindings
  26628. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26629. var bindingsForPath = bindings[ j$1 ],
  26630. lastCached = bindingsForPath[ firstActiveIndex ];
  26631. var binding = bindingsForPath[ index ];
  26632. bindingsForPath[ index ] = lastCached;
  26633. if ( binding === undefined ) {
  26634. // since we do not bother to create new bindings
  26635. // for objects that are cached, the binding may
  26636. // or may not exist
  26637. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26638. }
  26639. bindingsForPath[ firstActiveIndex ] = binding;
  26640. }
  26641. } else if ( objects[ index ] !== knownObject ) {
  26642. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26643. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26644. } // else the object is already where we want it to be
  26645. } // for arguments
  26646. this.nCachedObjects_ = nCachedObjects;
  26647. },
  26648. remove: function () {
  26649. var objects = this._objects,
  26650. indicesByUUID = this._indicesByUUID,
  26651. bindings = this._bindings,
  26652. nBindings = bindings.length;
  26653. var nCachedObjects = this.nCachedObjects_;
  26654. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26655. var object = arguments[ i ],
  26656. uuid = object.uuid,
  26657. index = indicesByUUID[ uuid ];
  26658. if ( index !== undefined && index >= nCachedObjects ) {
  26659. // move existing object into the CACHED region
  26660. var lastCachedIndex = nCachedObjects ++,
  26661. firstActiveObject = objects[ lastCachedIndex ];
  26662. indicesByUUID[ firstActiveObject.uuid ] = index;
  26663. objects[ index ] = firstActiveObject;
  26664. indicesByUUID[ uuid ] = lastCachedIndex;
  26665. objects[ lastCachedIndex ] = object;
  26666. // accounting is done, now do the same for all bindings
  26667. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26668. var bindingsForPath = bindings[ j ],
  26669. firstActive = bindingsForPath[ lastCachedIndex ],
  26670. binding = bindingsForPath[ index ];
  26671. bindingsForPath[ index ] = firstActive;
  26672. bindingsForPath[ lastCachedIndex ] = binding;
  26673. }
  26674. }
  26675. } // for arguments
  26676. this.nCachedObjects_ = nCachedObjects;
  26677. },
  26678. // remove & forget
  26679. uncache: function () {
  26680. var objects = this._objects,
  26681. indicesByUUID = this._indicesByUUID,
  26682. bindings = this._bindings,
  26683. nBindings = bindings.length;
  26684. var nCachedObjects = this.nCachedObjects_,
  26685. nObjects = objects.length;
  26686. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26687. var object = arguments[ i ],
  26688. uuid = object.uuid,
  26689. index = indicesByUUID[ uuid ];
  26690. if ( index !== undefined ) {
  26691. delete indicesByUUID[ uuid ];
  26692. if ( index < nCachedObjects ) {
  26693. // object is cached, shrink the CACHED region
  26694. var firstActiveIndex = -- nCachedObjects,
  26695. lastCachedObject = objects[ firstActiveIndex ],
  26696. lastIndex = -- nObjects,
  26697. lastObject = objects[ lastIndex ];
  26698. // last cached object takes this object's place
  26699. indicesByUUID[ lastCachedObject.uuid ] = index;
  26700. objects[ index ] = lastCachedObject;
  26701. // last object goes to the activated slot and pop
  26702. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26703. objects[ firstActiveIndex ] = lastObject;
  26704. objects.pop();
  26705. // accounting is done, now do the same for all bindings
  26706. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26707. var bindingsForPath = bindings[ j ],
  26708. lastCached = bindingsForPath[ firstActiveIndex ],
  26709. last = bindingsForPath[ lastIndex ];
  26710. bindingsForPath[ index ] = lastCached;
  26711. bindingsForPath[ firstActiveIndex ] = last;
  26712. bindingsForPath.pop();
  26713. }
  26714. } else {
  26715. // object is active, just swap with the last and pop
  26716. var lastIndex$1 = -- nObjects,
  26717. lastObject$1 = objects[ lastIndex$1 ];
  26718. indicesByUUID[ lastObject$1.uuid ] = index;
  26719. objects[ index ] = lastObject$1;
  26720. objects.pop();
  26721. // accounting is done, now do the same for all bindings
  26722. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26723. var bindingsForPath$1 = bindings[ j$1 ];
  26724. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26725. bindingsForPath$1.pop();
  26726. }
  26727. } // cached or active
  26728. } // if object is known
  26729. } // for arguments
  26730. this.nCachedObjects_ = nCachedObjects;
  26731. },
  26732. // Internal interface used by befriended PropertyBinding.Composite:
  26733. subscribe_: function ( path, parsedPath ) {
  26734. // returns an array of bindings for the given path that is changed
  26735. // according to the contained objects in the group
  26736. var indicesByPath = this._bindingsIndicesByPath,
  26737. index = indicesByPath[ path ],
  26738. bindings = this._bindings;
  26739. if ( index !== undefined ) { return bindings[ index ]; }
  26740. var paths = this._paths,
  26741. parsedPaths = this._parsedPaths,
  26742. objects = this._objects,
  26743. nObjects = objects.length,
  26744. nCachedObjects = this.nCachedObjects_,
  26745. bindingsForPath = new Array( nObjects );
  26746. index = bindings.length;
  26747. indicesByPath[ path ] = index;
  26748. paths.push( path );
  26749. parsedPaths.push( parsedPath );
  26750. bindings.push( bindingsForPath );
  26751. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26752. var object = objects[ i ];
  26753. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26754. }
  26755. return bindingsForPath;
  26756. },
  26757. unsubscribe_: function ( path ) {
  26758. // tells the group to forget about a property path and no longer
  26759. // update the array previously obtained with 'subscribe_'
  26760. var indicesByPath = this._bindingsIndicesByPath,
  26761. index = indicesByPath[ path ];
  26762. if ( index !== undefined ) {
  26763. var paths = this._paths,
  26764. parsedPaths = this._parsedPaths,
  26765. bindings = this._bindings,
  26766. lastBindingsIndex = bindings.length - 1,
  26767. lastBindings = bindings[ lastBindingsIndex ],
  26768. lastBindingsPath = path[ lastBindingsIndex ];
  26769. indicesByPath[ lastBindingsPath ] = index;
  26770. bindings[ index ] = lastBindings;
  26771. bindings.pop();
  26772. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26773. parsedPaths.pop();
  26774. paths[ index ] = paths[ lastBindingsIndex ];
  26775. paths.pop();
  26776. }
  26777. }
  26778. } );
  26779. /**
  26780. *
  26781. * Action provided by AnimationMixer for scheduling clip playback on specific
  26782. * objects.
  26783. *
  26784. * @author Ben Houston / http://clara.io/
  26785. * @author David Sarno / http://lighthaus.us/
  26786. * @author tschw
  26787. *
  26788. */
  26789. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26790. this._mixer = mixer;
  26791. this._clip = clip;
  26792. this._localRoot = localRoot || null;
  26793. this.blendMode = blendMode || clip.blendMode;
  26794. var tracks = clip.tracks,
  26795. nTracks = tracks.length,
  26796. interpolants = new Array( nTracks );
  26797. var interpolantSettings = {
  26798. endingStart: ZeroCurvatureEnding,
  26799. endingEnd: ZeroCurvatureEnding
  26800. };
  26801. for ( var i = 0; i !== nTracks; ++ i ) {
  26802. var interpolant = tracks[ i ].createInterpolant( null );
  26803. interpolants[ i ] = interpolant;
  26804. interpolant.settings = interpolantSettings;
  26805. }
  26806. this._interpolantSettings = interpolantSettings;
  26807. this._interpolants = interpolants; // bound by the mixer
  26808. // inside: PropertyMixer (managed by the mixer)
  26809. this._propertyBindings = new Array( nTracks );
  26810. this._cacheIndex = null; // for the memory manager
  26811. this._byClipCacheIndex = null; // for the memory manager
  26812. this._timeScaleInterpolant = null;
  26813. this._weightInterpolant = null;
  26814. this.loop = LoopRepeat;
  26815. this._loopCount = - 1;
  26816. // global mixer time when the action is to be started
  26817. // it's set back to 'null' upon start of the action
  26818. this._startTime = null;
  26819. // scaled local time of the action
  26820. // gets clamped or wrapped to 0..clip.duration according to loop
  26821. this.time = 0;
  26822. this.timeScale = 1;
  26823. this._effectiveTimeScale = 1;
  26824. this.weight = 1;
  26825. this._effectiveWeight = 1;
  26826. this.repetitions = Infinity; // no. of repetitions when looping
  26827. this.paused = false; // true -> zero effective time scale
  26828. this.enabled = true; // false -> zero effective weight
  26829. this.clampWhenFinished = false;// keep feeding the last frame?
  26830. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26831. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26832. }
  26833. Object.assign( AnimationAction.prototype, {
  26834. // State & Scheduling
  26835. play: function () {
  26836. this._mixer._activateAction( this );
  26837. return this;
  26838. },
  26839. stop: function () {
  26840. this._mixer._deactivateAction( this );
  26841. return this.reset();
  26842. },
  26843. reset: function () {
  26844. this.paused = false;
  26845. this.enabled = true;
  26846. this.time = 0; // restart clip
  26847. this._loopCount = - 1;// forget previous loops
  26848. this._startTime = null;// forget scheduling
  26849. return this.stopFading().stopWarping();
  26850. },
  26851. isRunning: function () {
  26852. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26853. this._startTime === null && this._mixer._isActiveAction( this );
  26854. },
  26855. // return true when play has been called
  26856. isScheduled: function () {
  26857. return this._mixer._isActiveAction( this );
  26858. },
  26859. startAt: function ( time ) {
  26860. this._startTime = time;
  26861. return this;
  26862. },
  26863. setLoop: function ( mode, repetitions ) {
  26864. this.loop = mode;
  26865. this.repetitions = repetitions;
  26866. return this;
  26867. },
  26868. // Weight
  26869. // set the weight stopping any scheduled fading
  26870. // although .enabled = false yields an effective weight of zero, this
  26871. // method does *not* change .enabled, because it would be confusing
  26872. setEffectiveWeight: function ( weight ) {
  26873. this.weight = weight;
  26874. // note: same logic as when updated at runtime
  26875. this._effectiveWeight = this.enabled ? weight : 0;
  26876. return this.stopFading();
  26877. },
  26878. // return the weight considering fading and .enabled
  26879. getEffectiveWeight: function () {
  26880. return this._effectiveWeight;
  26881. },
  26882. fadeIn: function ( duration ) {
  26883. return this._scheduleFading( duration, 0, 1 );
  26884. },
  26885. fadeOut: function ( duration ) {
  26886. return this._scheduleFading( duration, 1, 0 );
  26887. },
  26888. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26889. fadeOutAction.fadeOut( duration );
  26890. this.fadeIn( duration );
  26891. if ( warp ) {
  26892. var fadeInDuration = this._clip.duration,
  26893. fadeOutDuration = fadeOutAction._clip.duration,
  26894. startEndRatio = fadeOutDuration / fadeInDuration,
  26895. endStartRatio = fadeInDuration / fadeOutDuration;
  26896. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26897. this.warp( endStartRatio, 1.0, duration );
  26898. }
  26899. return this;
  26900. },
  26901. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26902. return fadeInAction.crossFadeFrom( this, duration, warp );
  26903. },
  26904. stopFading: function () {
  26905. var weightInterpolant = this._weightInterpolant;
  26906. if ( weightInterpolant !== null ) {
  26907. this._weightInterpolant = null;
  26908. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26909. }
  26910. return this;
  26911. },
  26912. // Time Scale Control
  26913. // set the time scale stopping any scheduled warping
  26914. // although .paused = true yields an effective time scale of zero, this
  26915. // method does *not* change .paused, because it would be confusing
  26916. setEffectiveTimeScale: function ( timeScale ) {
  26917. this.timeScale = timeScale;
  26918. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26919. return this.stopWarping();
  26920. },
  26921. // return the time scale considering warping and .paused
  26922. getEffectiveTimeScale: function () {
  26923. return this._effectiveTimeScale;
  26924. },
  26925. setDuration: function ( duration ) {
  26926. this.timeScale = this._clip.duration / duration;
  26927. return this.stopWarping();
  26928. },
  26929. syncWith: function ( action ) {
  26930. this.time = action.time;
  26931. this.timeScale = action.timeScale;
  26932. return this.stopWarping();
  26933. },
  26934. halt: function ( duration ) {
  26935. return this.warp( this._effectiveTimeScale, 0, duration );
  26936. },
  26937. warp: function ( startTimeScale, endTimeScale, duration ) {
  26938. var mixer = this._mixer,
  26939. now = mixer.time,
  26940. timeScale = this.timeScale;
  26941. var interpolant = this._timeScaleInterpolant;
  26942. if ( interpolant === null ) {
  26943. interpolant = mixer._lendControlInterpolant();
  26944. this._timeScaleInterpolant = interpolant;
  26945. }
  26946. var times = interpolant.parameterPositions,
  26947. values = interpolant.sampleValues;
  26948. times[ 0 ] = now;
  26949. times[ 1 ] = now + duration;
  26950. values[ 0 ] = startTimeScale / timeScale;
  26951. values[ 1 ] = endTimeScale / timeScale;
  26952. return this;
  26953. },
  26954. stopWarping: function () {
  26955. var timeScaleInterpolant = this._timeScaleInterpolant;
  26956. if ( timeScaleInterpolant !== null ) {
  26957. this._timeScaleInterpolant = null;
  26958. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26959. }
  26960. return this;
  26961. },
  26962. // Object Accessors
  26963. getMixer: function () {
  26964. return this._mixer;
  26965. },
  26966. getClip: function () {
  26967. return this._clip;
  26968. },
  26969. getRoot: function () {
  26970. return this._localRoot || this._mixer._root;
  26971. },
  26972. // Interna
  26973. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26974. // called by the mixer
  26975. if ( ! this.enabled ) {
  26976. // call ._updateWeight() to update ._effectiveWeight
  26977. this._updateWeight( time );
  26978. return;
  26979. }
  26980. var startTime = this._startTime;
  26981. if ( startTime !== null ) {
  26982. // check for scheduled start of action
  26983. var timeRunning = ( time - startTime ) * timeDirection;
  26984. if ( timeRunning < 0 || timeDirection === 0 ) {
  26985. return; // yet to come / don't decide when delta = 0
  26986. }
  26987. // start
  26988. this._startTime = null; // unschedule
  26989. deltaTime = timeDirection * timeRunning;
  26990. }
  26991. // apply time scale and advance time
  26992. deltaTime *= this._updateTimeScale( time );
  26993. var clipTime = this._updateTime( deltaTime );
  26994. // note: _updateTime may disable the action resulting in
  26995. // an effective weight of 0
  26996. var weight = this._updateWeight( time );
  26997. if ( weight > 0 ) {
  26998. var interpolants = this._interpolants;
  26999. var propertyMixers = this._propertyBindings;
  27000. switch ( this.blendMode ) {
  27001. case AdditiveAnimationBlendMode:
  27002. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27003. interpolants[ j ].evaluate( clipTime );
  27004. propertyMixers[ j ].accumulateAdditive( weight );
  27005. }
  27006. break;
  27007. case NormalAnimationBlendMode:
  27008. default:
  27009. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27010. interpolants[ j$1 ].evaluate( clipTime );
  27011. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27012. }
  27013. }
  27014. }
  27015. },
  27016. _updateWeight: function ( time ) {
  27017. var weight = 0;
  27018. if ( this.enabled ) {
  27019. weight = this.weight;
  27020. var interpolant = this._weightInterpolant;
  27021. if ( interpolant !== null ) {
  27022. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27023. weight *= interpolantValue;
  27024. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27025. this.stopFading();
  27026. if ( interpolantValue === 0 ) {
  27027. // faded out, disable
  27028. this.enabled = false;
  27029. }
  27030. }
  27031. }
  27032. }
  27033. this._effectiveWeight = weight;
  27034. return weight;
  27035. },
  27036. _updateTimeScale: function ( time ) {
  27037. var timeScale = 0;
  27038. if ( ! this.paused ) {
  27039. timeScale = this.timeScale;
  27040. var interpolant = this._timeScaleInterpolant;
  27041. if ( interpolant !== null ) {
  27042. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27043. timeScale *= interpolantValue;
  27044. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27045. this.stopWarping();
  27046. if ( timeScale === 0 ) {
  27047. // motion has halted, pause
  27048. this.paused = true;
  27049. } else {
  27050. // warp done - apply final time scale
  27051. this.timeScale = timeScale;
  27052. }
  27053. }
  27054. }
  27055. }
  27056. this._effectiveTimeScale = timeScale;
  27057. return timeScale;
  27058. },
  27059. _updateTime: function ( deltaTime ) {
  27060. var duration = this._clip.duration;
  27061. var loop = this.loop;
  27062. var time = this.time + deltaTime;
  27063. var loopCount = this._loopCount;
  27064. var pingPong = ( loop === LoopPingPong );
  27065. if ( deltaTime === 0 ) {
  27066. if ( loopCount === - 1 ) { return time; }
  27067. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27068. }
  27069. if ( loop === LoopOnce ) {
  27070. if ( loopCount === - 1 ) {
  27071. // just started
  27072. this._loopCount = 0;
  27073. this._setEndings( true, true, false );
  27074. }
  27075. handle_stop: {
  27076. if ( time >= duration ) {
  27077. time = duration;
  27078. } else if ( time < 0 ) {
  27079. time = 0;
  27080. } else {
  27081. this.time = time;
  27082. break handle_stop;
  27083. }
  27084. if ( this.clampWhenFinished ) { this.paused = true; }
  27085. else { this.enabled = false; }
  27086. this.time = time;
  27087. this._mixer.dispatchEvent( {
  27088. type: 'finished', action: this,
  27089. direction: deltaTime < 0 ? - 1 : 1
  27090. } );
  27091. }
  27092. } else { // repetitive Repeat or PingPong
  27093. if ( loopCount === - 1 ) {
  27094. // just started
  27095. if ( deltaTime >= 0 ) {
  27096. loopCount = 0;
  27097. this._setEndings( true, this.repetitions === 0, pingPong );
  27098. } else {
  27099. // when looping in reverse direction, the initial
  27100. // transition through zero counts as a repetition,
  27101. // so leave loopCount at -1
  27102. this._setEndings( this.repetitions === 0, true, pingPong );
  27103. }
  27104. }
  27105. if ( time >= duration || time < 0 ) {
  27106. // wrap around
  27107. var loopDelta = Math.floor( time / duration ); // signed
  27108. time -= duration * loopDelta;
  27109. loopCount += Math.abs( loopDelta );
  27110. var pending = this.repetitions - loopCount;
  27111. if ( pending <= 0 ) {
  27112. // have to stop (switch state, clamp time, fire event)
  27113. if ( this.clampWhenFinished ) { this.paused = true; }
  27114. else { this.enabled = false; }
  27115. time = deltaTime > 0 ? duration : 0;
  27116. this.time = time;
  27117. this._mixer.dispatchEvent( {
  27118. type: 'finished', action: this,
  27119. direction: deltaTime > 0 ? 1 : - 1
  27120. } );
  27121. } else {
  27122. // keep running
  27123. if ( pending === 1 ) {
  27124. // entering the last round
  27125. var atStart = deltaTime < 0;
  27126. this._setEndings( atStart, ! atStart, pingPong );
  27127. } else {
  27128. this._setEndings( false, false, pingPong );
  27129. }
  27130. this._loopCount = loopCount;
  27131. this.time = time;
  27132. this._mixer.dispatchEvent( {
  27133. type: 'loop', action: this, loopDelta: loopDelta
  27134. } );
  27135. }
  27136. } else {
  27137. this.time = time;
  27138. }
  27139. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27140. // invert time for the "pong round"
  27141. return duration - time;
  27142. }
  27143. }
  27144. return time;
  27145. },
  27146. _setEndings: function ( atStart, atEnd, pingPong ) {
  27147. var settings = this._interpolantSettings;
  27148. if ( pingPong ) {
  27149. settings.endingStart = ZeroSlopeEnding;
  27150. settings.endingEnd = ZeroSlopeEnding;
  27151. } else {
  27152. // assuming for LoopOnce atStart == atEnd == true
  27153. if ( atStart ) {
  27154. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27155. } else {
  27156. settings.endingStart = WrapAroundEnding;
  27157. }
  27158. if ( atEnd ) {
  27159. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27160. } else {
  27161. settings.endingEnd = WrapAroundEnding;
  27162. }
  27163. }
  27164. },
  27165. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27166. var mixer = this._mixer, now = mixer.time;
  27167. var interpolant = this._weightInterpolant;
  27168. if ( interpolant === null ) {
  27169. interpolant = mixer._lendControlInterpolant();
  27170. this._weightInterpolant = interpolant;
  27171. }
  27172. var times = interpolant.parameterPositions,
  27173. values = interpolant.sampleValues;
  27174. times[ 0 ] = now;
  27175. values[ 0 ] = weightNow;
  27176. times[ 1 ] = now + duration;
  27177. values[ 1 ] = weightThen;
  27178. return this;
  27179. }
  27180. } );
  27181. /**
  27182. *
  27183. * Player for AnimationClips.
  27184. *
  27185. *
  27186. * @author Ben Houston / http://clara.io/
  27187. * @author David Sarno / http://lighthaus.us/
  27188. * @author tschw
  27189. */
  27190. function AnimationMixer( root ) {
  27191. this._root = root;
  27192. this._initMemoryManager();
  27193. this._accuIndex = 0;
  27194. this.time = 0;
  27195. this.timeScale = 1.0;
  27196. }
  27197. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27198. constructor: AnimationMixer,
  27199. _bindAction: function ( action, prototypeAction ) {
  27200. var root = action._localRoot || this._root,
  27201. tracks = action._clip.tracks,
  27202. nTracks = tracks.length,
  27203. bindings = action._propertyBindings,
  27204. interpolants = action._interpolants,
  27205. rootUuid = root.uuid,
  27206. bindingsByRoot = this._bindingsByRootAndName;
  27207. var bindingsByName = bindingsByRoot[ rootUuid ];
  27208. if ( bindingsByName === undefined ) {
  27209. bindingsByName = {};
  27210. bindingsByRoot[ rootUuid ] = bindingsByName;
  27211. }
  27212. for ( var i = 0; i !== nTracks; ++ i ) {
  27213. var track = tracks[ i ],
  27214. trackName = track.name;
  27215. var binding = bindingsByName[ trackName ];
  27216. if ( binding !== undefined ) {
  27217. bindings[ i ] = binding;
  27218. } else {
  27219. binding = bindings[ i ];
  27220. if ( binding !== undefined ) {
  27221. // existing binding, make sure the cache knows
  27222. if ( binding._cacheIndex === null ) {
  27223. ++ binding.referenceCount;
  27224. this._addInactiveBinding( binding, rootUuid, trackName );
  27225. }
  27226. continue;
  27227. }
  27228. var path = prototypeAction && prototypeAction.
  27229. _propertyBindings[ i ].binding.parsedPath;
  27230. binding = new PropertyMixer(
  27231. PropertyBinding.create( root, trackName, path ),
  27232. track.ValueTypeName, track.getValueSize() );
  27233. ++ binding.referenceCount;
  27234. this._addInactiveBinding( binding, rootUuid, trackName );
  27235. bindings[ i ] = binding;
  27236. }
  27237. interpolants[ i ].resultBuffer = binding.buffer;
  27238. }
  27239. },
  27240. _activateAction: function ( action ) {
  27241. if ( ! this._isActiveAction( action ) ) {
  27242. if ( action._cacheIndex === null ) {
  27243. // this action has been forgotten by the cache, but the user
  27244. // appears to be still using it -> rebind
  27245. var rootUuid = ( action._localRoot || this._root ).uuid,
  27246. clipUuid = action._clip.uuid,
  27247. actionsForClip = this._actionsByClip[ clipUuid ];
  27248. this._bindAction( action,
  27249. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27250. this._addInactiveAction( action, clipUuid, rootUuid );
  27251. }
  27252. var bindings = action._propertyBindings;
  27253. // increment reference counts / sort out state
  27254. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27255. var binding = bindings[ i ];
  27256. if ( binding.useCount ++ === 0 ) {
  27257. this._lendBinding( binding );
  27258. binding.saveOriginalState();
  27259. }
  27260. }
  27261. this._lendAction( action );
  27262. }
  27263. },
  27264. _deactivateAction: function ( action ) {
  27265. if ( this._isActiveAction( action ) ) {
  27266. var bindings = action._propertyBindings;
  27267. // decrement reference counts / sort out state
  27268. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27269. var binding = bindings[ i ];
  27270. if ( -- binding.useCount === 0 ) {
  27271. binding.restoreOriginalState();
  27272. this._takeBackBinding( binding );
  27273. }
  27274. }
  27275. this._takeBackAction( action );
  27276. }
  27277. },
  27278. // Memory manager
  27279. _initMemoryManager: function () {
  27280. this._actions = []; // 'nActiveActions' followed by inactive ones
  27281. this._nActiveActions = 0;
  27282. this._actionsByClip = {};
  27283. // inside:
  27284. // {
  27285. // knownActions: Array< AnimationAction > - used as prototypes
  27286. // actionByRoot: AnimationAction - lookup
  27287. // }
  27288. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27289. this._nActiveBindings = 0;
  27290. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27291. this._controlInterpolants = []; // same game as above
  27292. this._nActiveControlInterpolants = 0;
  27293. var scope = this;
  27294. this.stats = {
  27295. actions: {
  27296. get total() {
  27297. return scope._actions.length;
  27298. },
  27299. get inUse() {
  27300. return scope._nActiveActions;
  27301. }
  27302. },
  27303. bindings: {
  27304. get total() {
  27305. return scope._bindings.length;
  27306. },
  27307. get inUse() {
  27308. return scope._nActiveBindings;
  27309. }
  27310. },
  27311. controlInterpolants: {
  27312. get total() {
  27313. return scope._controlInterpolants.length;
  27314. },
  27315. get inUse() {
  27316. return scope._nActiveControlInterpolants;
  27317. }
  27318. }
  27319. };
  27320. },
  27321. // Memory management for AnimationAction objects
  27322. _isActiveAction: function ( action ) {
  27323. var index = action._cacheIndex;
  27324. return index !== null && index < this._nActiveActions;
  27325. },
  27326. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27327. var actions = this._actions,
  27328. actionsByClip = this._actionsByClip;
  27329. var actionsForClip = actionsByClip[ clipUuid ];
  27330. if ( actionsForClip === undefined ) {
  27331. actionsForClip = {
  27332. knownActions: [ action ],
  27333. actionByRoot: {}
  27334. };
  27335. action._byClipCacheIndex = 0;
  27336. actionsByClip[ clipUuid ] = actionsForClip;
  27337. } else {
  27338. var knownActions = actionsForClip.knownActions;
  27339. action._byClipCacheIndex = knownActions.length;
  27340. knownActions.push( action );
  27341. }
  27342. action._cacheIndex = actions.length;
  27343. actions.push( action );
  27344. actionsForClip.actionByRoot[ rootUuid ] = action;
  27345. },
  27346. _removeInactiveAction: function ( action ) {
  27347. var actions = this._actions,
  27348. lastInactiveAction = actions[ actions.length - 1 ],
  27349. cacheIndex = action._cacheIndex;
  27350. lastInactiveAction._cacheIndex = cacheIndex;
  27351. actions[ cacheIndex ] = lastInactiveAction;
  27352. actions.pop();
  27353. action._cacheIndex = null;
  27354. var clipUuid = action._clip.uuid,
  27355. actionsByClip = this._actionsByClip,
  27356. actionsForClip = actionsByClip[ clipUuid ],
  27357. knownActionsForClip = actionsForClip.knownActions,
  27358. lastKnownAction =
  27359. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27360. byClipCacheIndex = action._byClipCacheIndex;
  27361. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27362. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27363. knownActionsForClip.pop();
  27364. action._byClipCacheIndex = null;
  27365. var actionByRoot = actionsForClip.actionByRoot,
  27366. rootUuid = ( action._localRoot || this._root ).uuid;
  27367. delete actionByRoot[ rootUuid ];
  27368. if ( knownActionsForClip.length === 0 ) {
  27369. delete actionsByClip[ clipUuid ];
  27370. }
  27371. this._removeInactiveBindingsForAction( action );
  27372. },
  27373. _removeInactiveBindingsForAction: function ( action ) {
  27374. var bindings = action._propertyBindings;
  27375. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27376. var binding = bindings[ i ];
  27377. if ( -- binding.referenceCount === 0 ) {
  27378. this._removeInactiveBinding( binding );
  27379. }
  27380. }
  27381. },
  27382. _lendAction: function ( action ) {
  27383. // [ active actions | inactive actions ]
  27384. // [ active actions >| inactive actions ]
  27385. // s a
  27386. // <-swap->
  27387. // a s
  27388. var actions = this._actions,
  27389. prevIndex = action._cacheIndex,
  27390. lastActiveIndex = this._nActiveActions ++,
  27391. firstInactiveAction = actions[ lastActiveIndex ];
  27392. action._cacheIndex = lastActiveIndex;
  27393. actions[ lastActiveIndex ] = action;
  27394. firstInactiveAction._cacheIndex = prevIndex;
  27395. actions[ prevIndex ] = firstInactiveAction;
  27396. },
  27397. _takeBackAction: function ( action ) {
  27398. // [ active actions | inactive actions ]
  27399. // [ active actions |< inactive actions ]
  27400. // a s
  27401. // <-swap->
  27402. // s a
  27403. var actions = this._actions,
  27404. prevIndex = action._cacheIndex,
  27405. firstInactiveIndex = -- this._nActiveActions,
  27406. lastActiveAction = actions[ firstInactiveIndex ];
  27407. action._cacheIndex = firstInactiveIndex;
  27408. actions[ firstInactiveIndex ] = action;
  27409. lastActiveAction._cacheIndex = prevIndex;
  27410. actions[ prevIndex ] = lastActiveAction;
  27411. },
  27412. // Memory management for PropertyMixer objects
  27413. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27414. var bindingsByRoot = this._bindingsByRootAndName,
  27415. bindings = this._bindings;
  27416. var bindingByName = bindingsByRoot[ rootUuid ];
  27417. if ( bindingByName === undefined ) {
  27418. bindingByName = {};
  27419. bindingsByRoot[ rootUuid ] = bindingByName;
  27420. }
  27421. bindingByName[ trackName ] = binding;
  27422. binding._cacheIndex = bindings.length;
  27423. bindings.push( binding );
  27424. },
  27425. _removeInactiveBinding: function ( binding ) {
  27426. var bindings = this._bindings,
  27427. propBinding = binding.binding,
  27428. rootUuid = propBinding.rootNode.uuid,
  27429. trackName = propBinding.path,
  27430. bindingsByRoot = this._bindingsByRootAndName,
  27431. bindingByName = bindingsByRoot[ rootUuid ],
  27432. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27433. cacheIndex = binding._cacheIndex;
  27434. lastInactiveBinding._cacheIndex = cacheIndex;
  27435. bindings[ cacheIndex ] = lastInactiveBinding;
  27436. bindings.pop();
  27437. delete bindingByName[ trackName ];
  27438. if ( Object.keys( bindingByName ).length === 0 ) {
  27439. delete bindingsByRoot[ rootUuid ];
  27440. }
  27441. },
  27442. _lendBinding: function ( binding ) {
  27443. var bindings = this._bindings,
  27444. prevIndex = binding._cacheIndex,
  27445. lastActiveIndex = this._nActiveBindings ++,
  27446. firstInactiveBinding = bindings[ lastActiveIndex ];
  27447. binding._cacheIndex = lastActiveIndex;
  27448. bindings[ lastActiveIndex ] = binding;
  27449. firstInactiveBinding._cacheIndex = prevIndex;
  27450. bindings[ prevIndex ] = firstInactiveBinding;
  27451. },
  27452. _takeBackBinding: function ( binding ) {
  27453. var bindings = this._bindings,
  27454. prevIndex = binding._cacheIndex,
  27455. firstInactiveIndex = -- this._nActiveBindings,
  27456. lastActiveBinding = bindings[ firstInactiveIndex ];
  27457. binding._cacheIndex = firstInactiveIndex;
  27458. bindings[ firstInactiveIndex ] = binding;
  27459. lastActiveBinding._cacheIndex = prevIndex;
  27460. bindings[ prevIndex ] = lastActiveBinding;
  27461. },
  27462. // Memory management of Interpolants for weight and time scale
  27463. _lendControlInterpolant: function () {
  27464. var interpolants = this._controlInterpolants,
  27465. lastActiveIndex = this._nActiveControlInterpolants ++;
  27466. var interpolant = interpolants[ lastActiveIndex ];
  27467. if ( interpolant === undefined ) {
  27468. interpolant = new LinearInterpolant(
  27469. new Float32Array( 2 ), new Float32Array( 2 ),
  27470. 1, this._controlInterpolantsResultBuffer );
  27471. interpolant.__cacheIndex = lastActiveIndex;
  27472. interpolants[ lastActiveIndex ] = interpolant;
  27473. }
  27474. return interpolant;
  27475. },
  27476. _takeBackControlInterpolant: function ( interpolant ) {
  27477. var interpolants = this._controlInterpolants,
  27478. prevIndex = interpolant.__cacheIndex,
  27479. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27480. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27481. interpolant.__cacheIndex = firstInactiveIndex;
  27482. interpolants[ firstInactiveIndex ] = interpolant;
  27483. lastActiveInterpolant.__cacheIndex = prevIndex;
  27484. interpolants[ prevIndex ] = lastActiveInterpolant;
  27485. },
  27486. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27487. // return an action for a clip optionally using a custom root target
  27488. // object (this method allocates a lot of dynamic memory in case a
  27489. // previously unknown clip/root combination is specified)
  27490. clipAction: function ( clip, optionalRoot, blendMode ) {
  27491. var root = optionalRoot || this._root,
  27492. rootUuid = root.uuid;
  27493. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27494. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27495. var actionsForClip = this._actionsByClip[ clipUuid ],
  27496. prototypeAction = null;
  27497. if ( blendMode === undefined ) {
  27498. if ( clipObject !== null ) {
  27499. blendMode = clipObject.blendMode;
  27500. } else {
  27501. blendMode = NormalAnimationBlendMode;
  27502. }
  27503. }
  27504. if ( actionsForClip !== undefined ) {
  27505. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27506. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27507. return existingAction;
  27508. }
  27509. // we know the clip, so we don't have to parse all
  27510. // the bindings again but can just copy
  27511. prototypeAction = actionsForClip.knownActions[ 0 ];
  27512. // also, take the clip from the prototype action
  27513. if ( clipObject === null )
  27514. { clipObject = prototypeAction._clip; }
  27515. }
  27516. // clip must be known when specified via string
  27517. if ( clipObject === null ) { return null; }
  27518. // allocate all resources required to run it
  27519. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27520. this._bindAction( newAction, prototypeAction );
  27521. // and make the action known to the memory manager
  27522. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27523. return newAction;
  27524. },
  27525. // get an existing action
  27526. existingAction: function ( clip, optionalRoot ) {
  27527. var root = optionalRoot || this._root,
  27528. rootUuid = root.uuid,
  27529. clipObject = typeof clip === 'string' ?
  27530. AnimationClip.findByName( root, clip ) : clip,
  27531. clipUuid = clipObject ? clipObject.uuid : clip,
  27532. actionsForClip = this._actionsByClip[ clipUuid ];
  27533. if ( actionsForClip !== undefined ) {
  27534. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27535. }
  27536. return null;
  27537. },
  27538. // deactivates all previously scheduled actions
  27539. stopAllAction: function () {
  27540. var actions = this._actions,
  27541. nActions = this._nActiveActions;
  27542. for ( var i = nActions - 1; i >= 0; -- i ) {
  27543. actions[ i ].stop();
  27544. }
  27545. return this;
  27546. },
  27547. // advance the time and update apply the animation
  27548. update: function ( deltaTime ) {
  27549. deltaTime *= this.timeScale;
  27550. var actions = this._actions,
  27551. nActions = this._nActiveActions,
  27552. time = this.time += deltaTime,
  27553. timeDirection = Math.sign( deltaTime ),
  27554. accuIndex = this._accuIndex ^= 1;
  27555. // run active actions
  27556. for ( var i = 0; i !== nActions; ++ i ) {
  27557. var action = actions[ i ];
  27558. action._update( time, deltaTime, timeDirection, accuIndex );
  27559. }
  27560. // update scene graph
  27561. var bindings = this._bindings,
  27562. nBindings = this._nActiveBindings;
  27563. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27564. bindings[ i$1 ].apply( accuIndex );
  27565. }
  27566. return this;
  27567. },
  27568. // Allows you to seek to a specific time in an animation.
  27569. setTime: function ( timeInSeconds ) {
  27570. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27571. for ( var i = 0; i < this._actions.length; i ++ ) {
  27572. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27573. }
  27574. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27575. },
  27576. // return this mixer's root target object
  27577. getRoot: function () {
  27578. return this._root;
  27579. },
  27580. // free all resources specific to a particular clip
  27581. uncacheClip: function ( clip ) {
  27582. var actions = this._actions,
  27583. clipUuid = clip.uuid,
  27584. actionsByClip = this._actionsByClip,
  27585. actionsForClip = actionsByClip[ clipUuid ];
  27586. if ( actionsForClip !== undefined ) {
  27587. // note: just calling _removeInactiveAction would mess up the
  27588. // iteration state and also require updating the state we can
  27589. // just throw away
  27590. var actionsToRemove = actionsForClip.knownActions;
  27591. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27592. var action = actionsToRemove[ i ];
  27593. this._deactivateAction( action );
  27594. var cacheIndex = action._cacheIndex,
  27595. lastInactiveAction = actions[ actions.length - 1 ];
  27596. action._cacheIndex = null;
  27597. action._byClipCacheIndex = null;
  27598. lastInactiveAction._cacheIndex = cacheIndex;
  27599. actions[ cacheIndex ] = lastInactiveAction;
  27600. actions.pop();
  27601. this._removeInactiveBindingsForAction( action );
  27602. }
  27603. delete actionsByClip[ clipUuid ];
  27604. }
  27605. },
  27606. // free all resources specific to a particular root target object
  27607. uncacheRoot: function ( root ) {
  27608. var rootUuid = root.uuid,
  27609. actionsByClip = this._actionsByClip;
  27610. for ( var clipUuid in actionsByClip ) {
  27611. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27612. action = actionByRoot[ rootUuid ];
  27613. if ( action !== undefined ) {
  27614. this._deactivateAction( action );
  27615. this._removeInactiveAction( action );
  27616. }
  27617. }
  27618. var bindingsByRoot = this._bindingsByRootAndName,
  27619. bindingByName = bindingsByRoot[ rootUuid ];
  27620. if ( bindingByName !== undefined ) {
  27621. for ( var trackName in bindingByName ) {
  27622. var binding = bindingByName[ trackName ];
  27623. binding.restoreOriginalState();
  27624. this._removeInactiveBinding( binding );
  27625. }
  27626. }
  27627. },
  27628. // remove a targeted clip from the cache
  27629. uncacheAction: function ( clip, optionalRoot ) {
  27630. var action = this.existingAction( clip, optionalRoot );
  27631. if ( action !== null ) {
  27632. this._deactivateAction( action );
  27633. this._removeInactiveAction( action );
  27634. }
  27635. }
  27636. } );
  27637. /**
  27638. * @author mrdoob / http://mrdoob.com/
  27639. */
  27640. function Uniform( value ) {
  27641. if ( typeof value === 'string' ) {
  27642. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27643. value = arguments[ 1 ];
  27644. }
  27645. this.value = value;
  27646. }
  27647. Uniform.prototype.clone = function () {
  27648. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27649. };
  27650. /**
  27651. * @author benaadams / https://twitter.com/ben_a_adams
  27652. */
  27653. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27654. InterleavedBuffer.call( this, array, stride );
  27655. this.meshPerAttribute = meshPerAttribute || 1;
  27656. }
  27657. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27658. constructor: InstancedInterleavedBuffer,
  27659. isInstancedInterleavedBuffer: true,
  27660. copy: function ( source ) {
  27661. InterleavedBuffer.prototype.copy.call( this, source );
  27662. this.meshPerAttribute = source.meshPerAttribute;
  27663. return this;
  27664. },
  27665. clone: function ( data ) {
  27666. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27667. ib.meshPerAttribute = this.meshPerAttribute;
  27668. return ib;
  27669. },
  27670. toJSON: function ( data ) {
  27671. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27672. json.isInstancedInterleavedBuffer = true;
  27673. json.meshPerAttribute = this.meshPerAttribute;
  27674. return json;
  27675. }
  27676. } );
  27677. /**
  27678. * @author mrdoob / http://mrdoob.com/
  27679. * @author bhouston / http://clara.io/
  27680. * @author stephomi / http://stephaneginier.com/
  27681. */
  27682. function Raycaster( origin, direction, near, far ) {
  27683. this.ray = new Ray( origin, direction );
  27684. // direction is assumed to be normalized (for accurate distance calculations)
  27685. this.near = near || 0;
  27686. this.far = far || Infinity;
  27687. this.camera = null;
  27688. this.layers = new Layers();
  27689. this.params = {
  27690. Mesh: {},
  27691. Line: { threshold: 1 },
  27692. LOD: {},
  27693. Points: { threshold: 1 },
  27694. Sprite: {}
  27695. };
  27696. Object.defineProperties( this.params, {
  27697. PointCloud: {
  27698. get: function () {
  27699. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27700. return this.Points;
  27701. }
  27702. }
  27703. } );
  27704. }
  27705. function ascSort( a, b ) {
  27706. return a.distance - b.distance;
  27707. }
  27708. function intersectObject( object, raycaster, intersects, recursive ) {
  27709. if ( object.layers.test( raycaster.layers ) ) {
  27710. object.raycast( raycaster, intersects );
  27711. }
  27712. if ( recursive === true ) {
  27713. var children = object.children;
  27714. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27715. intersectObject( children[ i ], raycaster, intersects, true );
  27716. }
  27717. }
  27718. }
  27719. Object.assign( Raycaster.prototype, {
  27720. set: function ( origin, direction ) {
  27721. // direction is assumed to be normalized (for accurate distance calculations)
  27722. this.ray.set( origin, direction );
  27723. },
  27724. setFromCamera: function ( coords, camera ) {
  27725. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27726. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27727. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27728. this.camera = camera;
  27729. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27730. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27731. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27732. this.camera = camera;
  27733. } else {
  27734. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27735. }
  27736. },
  27737. intersectObject: function ( object, recursive, optionalTarget ) {
  27738. var intersects = optionalTarget || [];
  27739. intersectObject( object, this, intersects, recursive );
  27740. intersects.sort( ascSort );
  27741. return intersects;
  27742. },
  27743. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27744. var intersects = optionalTarget || [];
  27745. if ( Array.isArray( objects ) === false ) {
  27746. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27747. return intersects;
  27748. }
  27749. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27750. intersectObject( objects[ i ], this, intersects, recursive );
  27751. }
  27752. intersects.sort( ascSort );
  27753. return intersects;
  27754. }
  27755. } );
  27756. /**
  27757. * @author bhouston / http://clara.io
  27758. * @author WestLangley / http://github.com/WestLangley
  27759. *
  27760. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27761. *
  27762. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27763. * The azimuthal angle (theta) is measured from the positive z-axis.
  27764. */
  27765. function Spherical( radius, phi, theta ) {
  27766. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27767. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27768. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27769. return this;
  27770. }
  27771. Object.assign( Spherical.prototype, {
  27772. set: function ( radius, phi, theta ) {
  27773. this.radius = radius;
  27774. this.phi = phi;
  27775. this.theta = theta;
  27776. return this;
  27777. },
  27778. clone: function () {
  27779. return new this.constructor().copy( this );
  27780. },
  27781. copy: function ( other ) {
  27782. this.radius = other.radius;
  27783. this.phi = other.phi;
  27784. this.theta = other.theta;
  27785. return this;
  27786. },
  27787. // restrict phi to be betwee EPS and PI-EPS
  27788. makeSafe: function () {
  27789. var EPS = 0.000001;
  27790. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27791. return this;
  27792. },
  27793. setFromVector3: function ( v ) {
  27794. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27795. },
  27796. setFromCartesianCoords: function ( x, y, z ) {
  27797. this.radius = Math.sqrt( x * x + y * y + z * z );
  27798. if ( this.radius === 0 ) {
  27799. this.theta = 0;
  27800. this.phi = 0;
  27801. } else {
  27802. this.theta = Math.atan2( x, z );
  27803. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27804. }
  27805. return this;
  27806. }
  27807. } );
  27808. /**
  27809. * @author Mugen87 / https://github.com/Mugen87
  27810. *
  27811. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27812. *
  27813. */
  27814. function Cylindrical( radius, theta, y ) {
  27815. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27816. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27817. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27818. return this;
  27819. }
  27820. Object.assign( Cylindrical.prototype, {
  27821. set: function ( radius, theta, y ) {
  27822. this.radius = radius;
  27823. this.theta = theta;
  27824. this.y = y;
  27825. return this;
  27826. },
  27827. clone: function () {
  27828. return new this.constructor().copy( this );
  27829. },
  27830. copy: function ( other ) {
  27831. this.radius = other.radius;
  27832. this.theta = other.theta;
  27833. this.y = other.y;
  27834. return this;
  27835. },
  27836. setFromVector3: function ( v ) {
  27837. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27838. },
  27839. setFromCartesianCoords: function ( x, y, z ) {
  27840. this.radius = Math.sqrt( x * x + z * z );
  27841. this.theta = Math.atan2( x, z );
  27842. this.y = y;
  27843. return this;
  27844. }
  27845. } );
  27846. /**
  27847. * @author bhouston / http://clara.io
  27848. */
  27849. var _vector$7 = new Vector2();
  27850. function Box2( min, max ) {
  27851. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27852. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27853. }
  27854. Object.assign( Box2.prototype, {
  27855. set: function ( min, max ) {
  27856. this.min.copy( min );
  27857. this.max.copy( max );
  27858. return this;
  27859. },
  27860. setFromPoints: function ( points ) {
  27861. this.makeEmpty();
  27862. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27863. this.expandByPoint( points[ i ] );
  27864. }
  27865. return this;
  27866. },
  27867. setFromCenterAndSize: function ( center, size ) {
  27868. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27869. this.min.copy( center ).sub( halfSize );
  27870. this.max.copy( center ).add( halfSize );
  27871. return this;
  27872. },
  27873. clone: function () {
  27874. return new this.constructor().copy( this );
  27875. },
  27876. copy: function ( box ) {
  27877. this.min.copy( box.min );
  27878. this.max.copy( box.max );
  27879. return this;
  27880. },
  27881. makeEmpty: function () {
  27882. this.min.x = this.min.y = + Infinity;
  27883. this.max.x = this.max.y = - Infinity;
  27884. return this;
  27885. },
  27886. isEmpty: function () {
  27887. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27888. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27889. },
  27890. getCenter: function ( target ) {
  27891. if ( target === undefined ) {
  27892. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27893. target = new Vector2();
  27894. }
  27895. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27896. },
  27897. getSize: function ( target ) {
  27898. if ( target === undefined ) {
  27899. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27900. target = new Vector2();
  27901. }
  27902. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27903. },
  27904. expandByPoint: function ( point ) {
  27905. this.min.min( point );
  27906. this.max.max( point );
  27907. return this;
  27908. },
  27909. expandByVector: function ( vector ) {
  27910. this.min.sub( vector );
  27911. this.max.add( vector );
  27912. return this;
  27913. },
  27914. expandByScalar: function ( scalar ) {
  27915. this.min.addScalar( - scalar );
  27916. this.max.addScalar( scalar );
  27917. return this;
  27918. },
  27919. containsPoint: function ( point ) {
  27920. return point.x < this.min.x || point.x > this.max.x ||
  27921. point.y < this.min.y || point.y > this.max.y ? false : true;
  27922. },
  27923. containsBox: function ( box ) {
  27924. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27925. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27926. },
  27927. getParameter: function ( point, target ) {
  27928. // This can potentially have a divide by zero if the box
  27929. // has a size dimension of 0.
  27930. if ( target === undefined ) {
  27931. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27932. target = new Vector2();
  27933. }
  27934. return target.set(
  27935. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27936. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27937. );
  27938. },
  27939. intersectsBox: function ( box ) {
  27940. // using 4 splitting planes to rule out intersections
  27941. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27942. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27943. },
  27944. clampPoint: function ( point, target ) {
  27945. if ( target === undefined ) {
  27946. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27947. target = new Vector2();
  27948. }
  27949. return target.copy( point ).clamp( this.min, this.max );
  27950. },
  27951. distanceToPoint: function ( point ) {
  27952. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27953. return clampedPoint.sub( point ).length();
  27954. },
  27955. intersect: function ( box ) {
  27956. this.min.max( box.min );
  27957. this.max.min( box.max );
  27958. return this;
  27959. },
  27960. union: function ( box ) {
  27961. this.min.min( box.min );
  27962. this.max.max( box.max );
  27963. return this;
  27964. },
  27965. translate: function ( offset ) {
  27966. this.min.add( offset );
  27967. this.max.add( offset );
  27968. return this;
  27969. },
  27970. equals: function ( box ) {
  27971. return box.min.equals( this.min ) && box.max.equals( this.max );
  27972. }
  27973. } );
  27974. /**
  27975. * @author bhouston / http://clara.io
  27976. */
  27977. var _startP = new Vector3();
  27978. var _startEnd = new Vector3();
  27979. function Line3( start, end ) {
  27980. this.start = ( start !== undefined ) ? start : new Vector3();
  27981. this.end = ( end !== undefined ) ? end : new Vector3();
  27982. }
  27983. Object.assign( Line3.prototype, {
  27984. set: function ( start, end ) {
  27985. this.start.copy( start );
  27986. this.end.copy( end );
  27987. return this;
  27988. },
  27989. clone: function () {
  27990. return new this.constructor().copy( this );
  27991. },
  27992. copy: function ( line ) {
  27993. this.start.copy( line.start );
  27994. this.end.copy( line.end );
  27995. return this;
  27996. },
  27997. getCenter: function ( target ) {
  27998. if ( target === undefined ) {
  27999. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28000. target = new Vector3();
  28001. }
  28002. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28003. },
  28004. delta: function ( target ) {
  28005. if ( target === undefined ) {
  28006. console.warn( 'THREE.Line3: .delta() target is now required' );
  28007. target = new Vector3();
  28008. }
  28009. return target.subVectors( this.end, this.start );
  28010. },
  28011. distanceSq: function () {
  28012. return this.start.distanceToSquared( this.end );
  28013. },
  28014. distance: function () {
  28015. return this.start.distanceTo( this.end );
  28016. },
  28017. at: function ( t, target ) {
  28018. if ( target === undefined ) {
  28019. console.warn( 'THREE.Line3: .at() target is now required' );
  28020. target = new Vector3();
  28021. }
  28022. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28023. },
  28024. closestPointToPointParameter: function ( point, clampToLine ) {
  28025. _startP.subVectors( point, this.start );
  28026. _startEnd.subVectors( this.end, this.start );
  28027. var startEnd2 = _startEnd.dot( _startEnd );
  28028. var startEnd_startP = _startEnd.dot( _startP );
  28029. var t = startEnd_startP / startEnd2;
  28030. if ( clampToLine ) {
  28031. t = MathUtils.clamp( t, 0, 1 );
  28032. }
  28033. return t;
  28034. },
  28035. closestPointToPoint: function ( point, clampToLine, target ) {
  28036. var t = this.closestPointToPointParameter( point, clampToLine );
  28037. if ( target === undefined ) {
  28038. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28039. target = new Vector3();
  28040. }
  28041. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28042. },
  28043. applyMatrix4: function ( matrix ) {
  28044. this.start.applyMatrix4( matrix );
  28045. this.end.applyMatrix4( matrix );
  28046. return this;
  28047. },
  28048. equals: function ( line ) {
  28049. return line.start.equals( this.start ) && line.end.equals( this.end );
  28050. }
  28051. } );
  28052. /**
  28053. * @author alteredq / http://alteredqualia.com/
  28054. */
  28055. function ImmediateRenderObject( material ) {
  28056. Object3D.call( this );
  28057. this.material = material;
  28058. this.render = function ( /* renderCallback */ ) {};
  28059. this.hasPositions = false;
  28060. this.hasNormals = false;
  28061. this.hasColors = false;
  28062. this.hasUvs = false;
  28063. this.positionArray = null;
  28064. this.normalArray = null;
  28065. this.colorArray = null;
  28066. this.uvArray = null;
  28067. this.count = 0;
  28068. }
  28069. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28070. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28071. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28072. /**
  28073. * @author alteredq / http://alteredqualia.com/
  28074. * @author mrdoob / http://mrdoob.com/
  28075. * @author WestLangley / http://github.com/WestLangley
  28076. */
  28077. var _vector$8 = new Vector3();
  28078. function SpotLightHelper( light, color ) {
  28079. Object3D.call( this );
  28080. this.light = light;
  28081. this.light.updateMatrixWorld();
  28082. this.matrix = light.matrixWorld;
  28083. this.matrixAutoUpdate = false;
  28084. this.color = color;
  28085. var geometry = new BufferGeometry();
  28086. var positions = [
  28087. 0, 0, 0, 0, 0, 1,
  28088. 0, 0, 0, 1, 0, 1,
  28089. 0, 0, 0, - 1, 0, 1,
  28090. 0, 0, 0, 0, 1, 1,
  28091. 0, 0, 0, 0, - 1, 1
  28092. ];
  28093. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28094. var p1 = ( i / l ) * Math.PI * 2;
  28095. var p2 = ( j / l ) * Math.PI * 2;
  28096. positions.push(
  28097. Math.cos( p1 ), Math.sin( p1 ), 1,
  28098. Math.cos( p2 ), Math.sin( p2 ), 1
  28099. );
  28100. }
  28101. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28102. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28103. this.cone = new LineSegments( geometry, material );
  28104. this.add( this.cone );
  28105. this.update();
  28106. }
  28107. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28108. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28109. SpotLightHelper.prototype.dispose = function () {
  28110. this.cone.geometry.dispose();
  28111. this.cone.material.dispose();
  28112. };
  28113. SpotLightHelper.prototype.update = function () {
  28114. this.light.updateMatrixWorld();
  28115. var coneLength = this.light.distance ? this.light.distance : 1000;
  28116. var coneWidth = coneLength * Math.tan( this.light.angle );
  28117. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28118. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28119. this.cone.lookAt( _vector$8 );
  28120. if ( this.color !== undefined ) {
  28121. this.cone.material.color.set( this.color );
  28122. } else {
  28123. this.cone.material.color.copy( this.light.color );
  28124. }
  28125. };
  28126. /**
  28127. * @author Sean Griffin / http://twitter.com/sgrif
  28128. * @author Michael Guerrero / http://realitymeltdown.com
  28129. * @author mrdoob / http://mrdoob.com/
  28130. * @author ikerr / http://verold.com
  28131. * @author Mugen87 / https://github.com/Mugen87
  28132. */
  28133. var _vector$9 = new Vector3();
  28134. var _boneMatrix = new Matrix4();
  28135. var _matrixWorldInv = new Matrix4();
  28136. function getBoneList( object ) {
  28137. var boneList = [];
  28138. if ( object && object.isBone ) {
  28139. boneList.push( object );
  28140. }
  28141. for ( var i = 0; i < object.children.length; i ++ ) {
  28142. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28143. }
  28144. return boneList;
  28145. }
  28146. function SkeletonHelper( object ) {
  28147. var bones = getBoneList( object );
  28148. var geometry = new BufferGeometry();
  28149. var vertices = [];
  28150. var colors = [];
  28151. var color1 = new Color( 0, 0, 1 );
  28152. var color2 = new Color( 0, 1, 0 );
  28153. for ( var i = 0; i < bones.length; i ++ ) {
  28154. var bone = bones[ i ];
  28155. if ( bone.parent && bone.parent.isBone ) {
  28156. vertices.push( 0, 0, 0 );
  28157. vertices.push( 0, 0, 0 );
  28158. colors.push( color1.r, color1.g, color1.b );
  28159. colors.push( color2.r, color2.g, color2.b );
  28160. }
  28161. }
  28162. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28163. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28164. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28165. LineSegments.call( this, geometry, material );
  28166. this.type = 'SkeletonHelper';
  28167. this.root = object;
  28168. this.bones = bones;
  28169. this.matrix = object.matrixWorld;
  28170. this.matrixAutoUpdate = false;
  28171. }
  28172. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28173. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28174. SkeletonHelper.prototype.isSkeletonHelper = true;
  28175. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28176. var bones = this.bones;
  28177. var geometry = this.geometry;
  28178. var position = geometry.getAttribute( 'position' );
  28179. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28180. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28181. var bone = bones[ i ];
  28182. if ( bone.parent && bone.parent.isBone ) {
  28183. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28184. _vector$9.setFromMatrixPosition( _boneMatrix );
  28185. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28186. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28187. _vector$9.setFromMatrixPosition( _boneMatrix );
  28188. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28189. j += 2;
  28190. }
  28191. }
  28192. geometry.getAttribute( 'position' ).needsUpdate = true;
  28193. Object3D.prototype.updateMatrixWorld.call( this, force );
  28194. };
  28195. /**
  28196. * @author alteredq / http://alteredqualia.com/
  28197. * @author mrdoob / http://mrdoob.com/
  28198. */
  28199. function PointLightHelper( light, sphereSize, color ) {
  28200. this.light = light;
  28201. this.light.updateMatrixWorld();
  28202. this.color = color;
  28203. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28204. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28205. Mesh.call( this, geometry, material );
  28206. this.type = 'PointLightHelper';
  28207. this.matrix = this.light.matrixWorld;
  28208. this.matrixAutoUpdate = false;
  28209. this.update();
  28210. /*
  28211. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28212. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28213. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28214. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28215. const d = light.distance;
  28216. if ( d === 0.0 ) {
  28217. this.lightDistance.visible = false;
  28218. } else {
  28219. this.lightDistance.scale.set( d, d, d );
  28220. }
  28221. this.add( this.lightDistance );
  28222. */
  28223. }
  28224. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28225. PointLightHelper.prototype.constructor = PointLightHelper;
  28226. PointLightHelper.prototype.dispose = function () {
  28227. this.geometry.dispose();
  28228. this.material.dispose();
  28229. };
  28230. PointLightHelper.prototype.update = function () {
  28231. if ( this.color !== undefined ) {
  28232. this.material.color.set( this.color );
  28233. } else {
  28234. this.material.color.copy( this.light.color );
  28235. }
  28236. /*
  28237. const d = this.light.distance;
  28238. if ( d === 0.0 ) {
  28239. this.lightDistance.visible = false;
  28240. } else {
  28241. this.lightDistance.visible = true;
  28242. this.lightDistance.scale.set( d, d, d );
  28243. }
  28244. */
  28245. };
  28246. /**
  28247. * @author alteredq / http://alteredqualia.com/
  28248. * @author mrdoob / http://mrdoob.com/
  28249. * @author Mugen87 / https://github.com/Mugen87
  28250. */
  28251. var _vector$a = new Vector3();
  28252. var _color1 = new Color();
  28253. var _color2 = new Color();
  28254. function HemisphereLightHelper( light, size, color ) {
  28255. Object3D.call( this );
  28256. this.light = light;
  28257. this.light.updateMatrixWorld();
  28258. this.matrix = light.matrixWorld;
  28259. this.matrixAutoUpdate = false;
  28260. this.color = color;
  28261. var geometry = new OctahedronBufferGeometry( size );
  28262. geometry.rotateY( Math.PI * 0.5 );
  28263. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28264. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28265. var position = geometry.getAttribute( 'position' );
  28266. var colors = new Float32Array( position.count * 3 );
  28267. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28268. this.add( new Mesh( geometry, this.material ) );
  28269. this.update();
  28270. }
  28271. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28272. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28273. HemisphereLightHelper.prototype.dispose = function () {
  28274. this.children[ 0 ].geometry.dispose();
  28275. this.children[ 0 ].material.dispose();
  28276. };
  28277. HemisphereLightHelper.prototype.update = function () {
  28278. var mesh = this.children[ 0 ];
  28279. if ( this.color !== undefined ) {
  28280. this.material.color.set( this.color );
  28281. } else {
  28282. var colors = mesh.geometry.getAttribute( 'color' );
  28283. _color1.copy( this.light.color );
  28284. _color2.copy( this.light.groundColor );
  28285. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28286. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28287. colors.setXYZ( i, color.r, color.g, color.b );
  28288. }
  28289. colors.needsUpdate = true;
  28290. }
  28291. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28292. };
  28293. /**
  28294. * @author mrdoob / http://mrdoob.com/
  28295. */
  28296. function GridHelper( size, divisions, color1, color2 ) {
  28297. size = size || 10;
  28298. divisions = divisions || 10;
  28299. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28300. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28301. var center = divisions / 2;
  28302. var step = size / divisions;
  28303. var halfSize = size / 2;
  28304. var vertices = [], colors = [];
  28305. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28306. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28307. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28308. var color = i === center ? color1 : color2;
  28309. color.toArray( colors, j ); j += 3;
  28310. color.toArray( colors, j ); j += 3;
  28311. color.toArray( colors, j ); j += 3;
  28312. color.toArray( colors, j ); j += 3;
  28313. }
  28314. var geometry = new BufferGeometry();
  28315. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28316. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28317. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28318. LineSegments.call( this, geometry, material );
  28319. this.type = 'GridHelper';
  28320. }
  28321. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28322. constructor: GridHelper,
  28323. copy: function ( source ) {
  28324. LineSegments.prototype.copy.call( this, source );
  28325. this.geometry.copy( source.geometry );
  28326. this.material.copy( source.material );
  28327. return this;
  28328. },
  28329. clone: function () {
  28330. return new this.constructor().copy( this );
  28331. }
  28332. } );
  28333. /**
  28334. * @author mrdoob / http://mrdoob.com/
  28335. * @author Mugen87 / http://github.com/Mugen87
  28336. * @author Hectate / http://www.github.com/Hectate
  28337. */
  28338. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28339. radius = radius || 10;
  28340. radials = radials || 16;
  28341. circles = circles || 8;
  28342. divisions = divisions || 64;
  28343. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28344. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28345. var vertices = [];
  28346. var colors = [];
  28347. // create the radials
  28348. for ( var i = 0; i <= radials; i ++ ) {
  28349. var v = ( i / radials ) * ( Math.PI * 2 );
  28350. var x = Math.sin( v ) * radius;
  28351. var z = Math.cos( v ) * radius;
  28352. vertices.push( 0, 0, 0 );
  28353. vertices.push( x, 0, z );
  28354. var color = ( i & 1 ) ? color1 : color2;
  28355. colors.push( color.r, color.g, color.b );
  28356. colors.push( color.r, color.g, color.b );
  28357. }
  28358. // create the circles
  28359. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28360. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28361. var r = radius - ( radius / circles * i$1 );
  28362. for ( var j = 0; j < divisions; j ++ ) {
  28363. // first vertex
  28364. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28365. var x$1 = Math.sin( v$1 ) * r;
  28366. var z$1 = Math.cos( v$1 ) * r;
  28367. vertices.push( x$1, 0, z$1 );
  28368. colors.push( color$1.r, color$1.g, color$1.b );
  28369. // second vertex
  28370. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28371. x$1 = Math.sin( v$1 ) * r;
  28372. z$1 = Math.cos( v$1 ) * r;
  28373. vertices.push( x$1, 0, z$1 );
  28374. colors.push( color$1.r, color$1.g, color$1.b );
  28375. }
  28376. }
  28377. var geometry = new BufferGeometry();
  28378. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28379. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28380. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28381. LineSegments.call( this, geometry, material );
  28382. this.type = 'PolarGridHelper';
  28383. }
  28384. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28385. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28386. /**
  28387. * @author alteredq / http://alteredqualia.com/
  28388. * @author mrdoob / http://mrdoob.com/
  28389. * @author WestLangley / http://github.com/WestLangley
  28390. */
  28391. var _v1$5 = new Vector3();
  28392. var _v2$3 = new Vector3();
  28393. var _v3$1 = new Vector3();
  28394. function DirectionalLightHelper( light, size, color ) {
  28395. Object3D.call( this );
  28396. this.light = light;
  28397. this.light.updateMatrixWorld();
  28398. this.matrix = light.matrixWorld;
  28399. this.matrixAutoUpdate = false;
  28400. this.color = color;
  28401. if ( size === undefined ) { size = 1; }
  28402. var geometry = new BufferGeometry();
  28403. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28404. - size, size, 0,
  28405. size, size, 0,
  28406. size, - size, 0,
  28407. - size, - size, 0,
  28408. - size, size, 0
  28409. ], 3 ) );
  28410. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28411. this.lightPlane = new Line( geometry, material );
  28412. this.add( this.lightPlane );
  28413. geometry = new BufferGeometry();
  28414. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28415. this.targetLine = new Line( geometry, material );
  28416. this.add( this.targetLine );
  28417. this.update();
  28418. }
  28419. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28420. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28421. DirectionalLightHelper.prototype.dispose = function () {
  28422. this.lightPlane.geometry.dispose();
  28423. this.lightPlane.material.dispose();
  28424. this.targetLine.geometry.dispose();
  28425. this.targetLine.material.dispose();
  28426. };
  28427. DirectionalLightHelper.prototype.update = function () {
  28428. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28429. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28430. _v3$1.subVectors( _v2$3, _v1$5 );
  28431. this.lightPlane.lookAt( _v2$3 );
  28432. if ( this.color !== undefined ) {
  28433. this.lightPlane.material.color.set( this.color );
  28434. this.targetLine.material.color.set( this.color );
  28435. } else {
  28436. this.lightPlane.material.color.copy( this.light.color );
  28437. this.targetLine.material.color.copy( this.light.color );
  28438. }
  28439. this.targetLine.lookAt( _v2$3 );
  28440. this.targetLine.scale.z = _v3$1.length();
  28441. };
  28442. /**
  28443. * @author alteredq / http://alteredqualia.com/
  28444. * @author Mugen87 / https://github.com/Mugen87
  28445. *
  28446. * - shows frustum, line of sight and up of the camera
  28447. * - suitable for fast updates
  28448. * - based on frustum visualization in lightgl.js shadowmap example
  28449. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28450. */
  28451. var _vector$b = new Vector3();
  28452. var _camera = new Camera();
  28453. function CameraHelper( camera ) {
  28454. var geometry = new BufferGeometry();
  28455. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28456. var vertices = [];
  28457. var colors = [];
  28458. var pointMap = {};
  28459. // colors
  28460. var colorFrustum = new Color( 0xffaa00 );
  28461. var colorCone = new Color( 0xff0000 );
  28462. var colorUp = new Color( 0x00aaff );
  28463. var colorTarget = new Color( 0xffffff );
  28464. var colorCross = new Color( 0x333333 );
  28465. // near
  28466. addLine( 'n1', 'n2', colorFrustum );
  28467. addLine( 'n2', 'n4', colorFrustum );
  28468. addLine( 'n4', 'n3', colorFrustum );
  28469. addLine( 'n3', 'n1', colorFrustum );
  28470. // far
  28471. addLine( 'f1', 'f2', colorFrustum );
  28472. addLine( 'f2', 'f4', colorFrustum );
  28473. addLine( 'f4', 'f3', colorFrustum );
  28474. addLine( 'f3', 'f1', colorFrustum );
  28475. // sides
  28476. addLine( 'n1', 'f1', colorFrustum );
  28477. addLine( 'n2', 'f2', colorFrustum );
  28478. addLine( 'n3', 'f3', colorFrustum );
  28479. addLine( 'n4', 'f4', colorFrustum );
  28480. // cone
  28481. addLine( 'p', 'n1', colorCone );
  28482. addLine( 'p', 'n2', colorCone );
  28483. addLine( 'p', 'n3', colorCone );
  28484. addLine( 'p', 'n4', colorCone );
  28485. // up
  28486. addLine( 'u1', 'u2', colorUp );
  28487. addLine( 'u2', 'u3', colorUp );
  28488. addLine( 'u3', 'u1', colorUp );
  28489. // target
  28490. addLine( 'c', 't', colorTarget );
  28491. addLine( 'p', 'c', colorCross );
  28492. // cross
  28493. addLine( 'cn1', 'cn2', colorCross );
  28494. addLine( 'cn3', 'cn4', colorCross );
  28495. addLine( 'cf1', 'cf2', colorCross );
  28496. addLine( 'cf3', 'cf4', colorCross );
  28497. function addLine( a, b, color ) {
  28498. addPoint( a, color );
  28499. addPoint( b, color );
  28500. }
  28501. function addPoint( id, color ) {
  28502. vertices.push( 0, 0, 0 );
  28503. colors.push( color.r, color.g, color.b );
  28504. if ( pointMap[ id ] === undefined ) {
  28505. pointMap[ id ] = [];
  28506. }
  28507. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28508. }
  28509. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28510. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28511. LineSegments.call( this, geometry, material );
  28512. this.type = 'CameraHelper';
  28513. this.camera = camera;
  28514. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28515. this.matrix = camera.matrixWorld;
  28516. this.matrixAutoUpdate = false;
  28517. this.pointMap = pointMap;
  28518. this.update();
  28519. }
  28520. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28521. CameraHelper.prototype.constructor = CameraHelper;
  28522. CameraHelper.prototype.update = function () {
  28523. var geometry = this.geometry;
  28524. var pointMap = this.pointMap;
  28525. var w = 1, h = 1;
  28526. // we need just camera projection matrix inverse
  28527. // world matrix must be identity
  28528. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28529. // center / target
  28530. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28531. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28532. // near
  28533. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28534. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28535. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28536. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28537. // far
  28538. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28539. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28540. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28541. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28542. // up
  28543. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28544. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28545. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28546. // cross
  28547. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28548. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28549. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28550. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28551. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28552. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28553. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28554. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28555. geometry.getAttribute( 'position' ).needsUpdate = true;
  28556. };
  28557. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28558. _vector$b.set( x, y, z ).unproject( camera );
  28559. var points = pointMap[ point ];
  28560. if ( points !== undefined ) {
  28561. var position = geometry.getAttribute( 'position' );
  28562. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28563. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28564. }
  28565. }
  28566. }
  28567. /**
  28568. * @author mrdoob / http://mrdoob.com/
  28569. * @author Mugen87 / http://github.com/Mugen87
  28570. */
  28571. var _box$3 = new Box3();
  28572. function BoxHelper( object, color ) {
  28573. this.object = object;
  28574. if ( color === undefined ) { color = 0xffff00; }
  28575. 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 ] );
  28576. var positions = new Float32Array( 8 * 3 );
  28577. var geometry = new BufferGeometry();
  28578. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28579. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28580. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28581. this.type = 'BoxHelper';
  28582. this.matrixAutoUpdate = false;
  28583. this.update();
  28584. }
  28585. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28586. BoxHelper.prototype.constructor = BoxHelper;
  28587. BoxHelper.prototype.update = function ( object ) {
  28588. if ( object !== undefined ) {
  28589. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28590. }
  28591. if ( this.object !== undefined ) {
  28592. _box$3.setFromObject( this.object );
  28593. }
  28594. if ( _box$3.isEmpty() ) { return; }
  28595. var min = _box$3.min;
  28596. var max = _box$3.max;
  28597. /*
  28598. 5____4
  28599. 1/___0/|
  28600. | 6__|_7
  28601. 2/___3/
  28602. 0: max.x, max.y, max.z
  28603. 1: min.x, max.y, max.z
  28604. 2: min.x, min.y, max.z
  28605. 3: max.x, min.y, max.z
  28606. 4: max.x, max.y, min.z
  28607. 5: min.x, max.y, min.z
  28608. 6: min.x, min.y, min.z
  28609. 7: max.x, min.y, min.z
  28610. */
  28611. var position = this.geometry.attributes.position;
  28612. var array = position.array;
  28613. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28614. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28615. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28616. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28617. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28618. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28619. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28620. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28621. position.needsUpdate = true;
  28622. this.geometry.computeBoundingSphere();
  28623. };
  28624. BoxHelper.prototype.setFromObject = function ( object ) {
  28625. this.object = object;
  28626. this.update();
  28627. return this;
  28628. };
  28629. BoxHelper.prototype.copy = function ( source ) {
  28630. LineSegments.prototype.copy.call( this, source );
  28631. this.object = source.object;
  28632. return this;
  28633. };
  28634. BoxHelper.prototype.clone = function () {
  28635. return new this.constructor().copy( this );
  28636. };
  28637. /**
  28638. * @author WestLangley / http://github.com/WestLangley
  28639. */
  28640. function Box3Helper( box, color ) {
  28641. this.type = 'Box3Helper';
  28642. this.box = box;
  28643. color = color || 0xffff00;
  28644. 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 ] );
  28645. 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 ];
  28646. var geometry = new BufferGeometry();
  28647. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28648. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28649. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28650. this.type = 'Box3Helper';
  28651. this.geometry.computeBoundingSphere();
  28652. }
  28653. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28654. Box3Helper.prototype.constructor = Box3Helper;
  28655. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28656. var box = this.box;
  28657. if ( box.isEmpty() ) { return; }
  28658. box.getCenter( this.position );
  28659. box.getSize( this.scale );
  28660. this.scale.multiplyScalar( 0.5 );
  28661. Object3D.prototype.updateMatrixWorld.call( this, force );
  28662. };
  28663. /**
  28664. * @author WestLangley / http://github.com/WestLangley
  28665. */
  28666. function PlaneHelper( plane, size, hex ) {
  28667. this.plane = plane;
  28668. this.size = ( size === undefined ) ? 1 : size;
  28669. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28670. 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 ];
  28671. var geometry = new BufferGeometry();
  28672. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28673. geometry.computeBoundingSphere();
  28674. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28675. this.type = 'PlaneHelper';
  28676. //
  28677. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28678. var geometry2 = new BufferGeometry();
  28679. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28680. geometry2.computeBoundingSphere();
  28681. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28682. }
  28683. PlaneHelper.prototype = Object.create( Line.prototype );
  28684. PlaneHelper.prototype.constructor = PlaneHelper;
  28685. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28686. var scale = - this.plane.constant;
  28687. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28688. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28689. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28690. this.lookAt( this.plane.normal );
  28691. Object3D.prototype.updateMatrixWorld.call( this, force );
  28692. };
  28693. /**
  28694. * @author WestLangley / http://github.com/WestLangley
  28695. * @author zz85 / http://github.com/zz85
  28696. * @author bhouston / http://clara.io
  28697. *
  28698. * Creates an arrow for visualizing directions
  28699. *
  28700. * Parameters:
  28701. * dir - Vector3
  28702. * origin - Vector3
  28703. * length - Number
  28704. * color - color in hex value
  28705. * headLength - Number
  28706. * headWidth - Number
  28707. */
  28708. var _axis = new Vector3();
  28709. var _lineGeometry, _coneGeometry;
  28710. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28711. // dir is assumed to be normalized
  28712. Object3D.call( this );
  28713. this.type = 'ArrowHelper';
  28714. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28715. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28716. if ( length === undefined ) { length = 1; }
  28717. if ( color === undefined ) { color = 0xffff00; }
  28718. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28719. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28720. if ( _lineGeometry === undefined ) {
  28721. _lineGeometry = new BufferGeometry();
  28722. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28723. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28724. _coneGeometry.translate( 0, - 0.5, 0 );
  28725. }
  28726. this.position.copy( origin );
  28727. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28728. this.line.matrixAutoUpdate = false;
  28729. this.add( this.line );
  28730. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28731. this.cone.matrixAutoUpdate = false;
  28732. this.add( this.cone );
  28733. this.setDirection( dir );
  28734. this.setLength( length, headLength, headWidth );
  28735. }
  28736. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28737. ArrowHelper.prototype.constructor = ArrowHelper;
  28738. ArrowHelper.prototype.setDirection = function ( dir ) {
  28739. // dir is assumed to be normalized
  28740. if ( dir.y > 0.99999 ) {
  28741. this.quaternion.set( 0, 0, 0, 1 );
  28742. } else if ( dir.y < - 0.99999 ) {
  28743. this.quaternion.set( 1, 0, 0, 0 );
  28744. } else {
  28745. _axis.set( dir.z, 0, - dir.x ).normalize();
  28746. var radians = Math.acos( dir.y );
  28747. this.quaternion.setFromAxisAngle( _axis, radians );
  28748. }
  28749. };
  28750. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28751. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28752. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28753. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28754. this.line.updateMatrix();
  28755. this.cone.scale.set( headWidth, headLength, headWidth );
  28756. this.cone.position.y = length;
  28757. this.cone.updateMatrix();
  28758. };
  28759. ArrowHelper.prototype.setColor = function ( color ) {
  28760. this.line.material.color.set( color );
  28761. this.cone.material.color.set( color );
  28762. };
  28763. ArrowHelper.prototype.copy = function ( source ) {
  28764. Object3D.prototype.copy.call( this, source, false );
  28765. this.line.copy( source.line );
  28766. this.cone.copy( source.cone );
  28767. return this;
  28768. };
  28769. ArrowHelper.prototype.clone = function () {
  28770. return new this.constructor().copy( this );
  28771. };
  28772. /**
  28773. * @author sroucheray / http://sroucheray.org/
  28774. * @author mrdoob / http://mrdoob.com/
  28775. */
  28776. function AxesHelper( size ) {
  28777. size = size || 1;
  28778. var vertices = [
  28779. 0, 0, 0, size, 0, 0,
  28780. 0, 0, 0, 0, size, 0,
  28781. 0, 0, 0, 0, 0, size
  28782. ];
  28783. var colors = [
  28784. 1, 0, 0, 1, 0.6, 0,
  28785. 0, 1, 0, 0.6, 1, 0,
  28786. 0, 0, 1, 0, 0.6, 1
  28787. ];
  28788. var geometry = new BufferGeometry();
  28789. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28790. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28791. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28792. LineSegments.call( this, geometry, material );
  28793. this.type = 'AxesHelper';
  28794. }
  28795. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28796. AxesHelper.prototype.constructor = AxesHelper;
  28797. /**
  28798. * @author Emmett Lalish / elalish
  28799. *
  28800. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28801. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28802. * blur to be quickly accessed based on material roughness. It is packed into a
  28803. * special CubeUV format that allows us to perform custom interpolation so that
  28804. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28805. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28806. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28807. * higher roughness levels. In this way we maintain resolution to smoothly
  28808. * interpolate diffuse lighting while limiting sampling computation.
  28809. */
  28810. var LOD_MIN = 4;
  28811. var LOD_MAX = 8;
  28812. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28813. // The standard deviations (radians) associated with the extra mips. These are
  28814. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28815. // geometric shadowing function. These sigma values squared must match the
  28816. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28817. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28818. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28819. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28820. // samples and exit early, but not recompile the shader.
  28821. var MAX_SAMPLES = 20;
  28822. var ENCODINGS = {};
  28823. ENCODINGS[ LinearEncoding ] = 0;
  28824. ENCODINGS[ sRGBEncoding ] = 1;
  28825. ENCODINGS[ RGBEEncoding ] = 2;
  28826. ENCODINGS[ RGBM7Encoding ] = 3;
  28827. ENCODINGS[ RGBM16Encoding ] = 4;
  28828. ENCODINGS[ RGBDEncoding ] = 5;
  28829. ENCODINGS[ GammaEncoding ] = 6;
  28830. var _flatCamera = new OrthographicCamera();
  28831. var ref = _createPlanes();
  28832. var _lodPlanes = ref._lodPlanes;
  28833. var _sizeLods = ref._sizeLods;
  28834. var _sigmas = ref._sigmas;
  28835. var _oldTarget = null;
  28836. // Golden Ratio
  28837. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28838. var INV_PHI = 1 / PHI;
  28839. // Vertices of a dodecahedron (except the opposites, which represent the
  28840. // same axis), used as axis directions evenly spread on a sphere.
  28841. var _axisDirections = [
  28842. new Vector3( 1, 1, 1 ),
  28843. new Vector3( - 1, 1, 1 ),
  28844. new Vector3( 1, 1, - 1 ),
  28845. new Vector3( - 1, 1, - 1 ),
  28846. new Vector3( 0, PHI, INV_PHI ),
  28847. new Vector3( 0, PHI, - INV_PHI ),
  28848. new Vector3( INV_PHI, 0, PHI ),
  28849. new Vector3( - INV_PHI, 0, PHI ),
  28850. new Vector3( PHI, INV_PHI, 0 ),
  28851. new Vector3( - PHI, INV_PHI, 0 ) ];
  28852. function PMREMGenerator( renderer ) {
  28853. this._renderer = renderer;
  28854. this._pingPongRenderTarget = null;
  28855. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28856. this._equirectShader = null;
  28857. this._cubemapShader = null;
  28858. this._compileMaterial( this._blurMaterial );
  28859. }
  28860. PMREMGenerator.prototype = {
  28861. constructor: PMREMGenerator,
  28862. /**
  28863. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28864. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28865. * in radians to be applied to the scene before PMREM generation. Optional near
  28866. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28867. * is placed at the origin).
  28868. */
  28869. fromScene: function ( scene, sigma, near, far ) {
  28870. if ( sigma === void 0 ) sigma = 0;
  28871. if ( near === void 0 ) near = 0.1;
  28872. if ( far === void 0 ) far = 100;
  28873. _oldTarget = this._renderer.getRenderTarget();
  28874. var cubeUVRenderTarget = this._allocateTargets();
  28875. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28876. if ( sigma > 0 ) {
  28877. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28878. }
  28879. this._applyPMREM( cubeUVRenderTarget );
  28880. this._cleanup( cubeUVRenderTarget );
  28881. return cubeUVRenderTarget;
  28882. },
  28883. /**
  28884. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28885. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28886. * as this matches best with the 256 x 256 cubemap output.
  28887. */
  28888. fromEquirectangular: function ( equirectangular ) {
  28889. return this._fromTexture( equirectangular );
  28890. },
  28891. /**
  28892. * Generates a PMREM from an cubemap texture, which can be either LDR
  28893. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28894. * as this matches best with the 256 x 256 cubemap output.
  28895. */
  28896. fromCubemap: function ( cubemap ) {
  28897. return this._fromTexture( cubemap );
  28898. },
  28899. /**
  28900. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28901. * your texture's network fetch for increased concurrency.
  28902. */
  28903. compileCubemapShader: function () {
  28904. if ( this._cubemapShader === null ) {
  28905. this._cubemapShader = _getCubemapShader();
  28906. this._compileMaterial( this._cubemapShader );
  28907. }
  28908. },
  28909. /**
  28910. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28911. * your texture's network fetch for increased concurrency.
  28912. */
  28913. compileEquirectangularShader: function () {
  28914. if ( this._equirectShader === null ) {
  28915. this._equirectShader = _getEquirectShader();
  28916. this._compileMaterial( this._equirectShader );
  28917. }
  28918. },
  28919. /**
  28920. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28921. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28922. * one of them will cause any others to also become unusable.
  28923. */
  28924. dispose: function () {
  28925. this._blurMaterial.dispose();
  28926. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28927. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28928. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28929. _lodPlanes[ i ].dispose();
  28930. }
  28931. },
  28932. // private interface
  28933. _cleanup: function ( outputTarget ) {
  28934. this._pingPongRenderTarget.dispose();
  28935. this._renderer.setRenderTarget( _oldTarget );
  28936. outputTarget.scissorTest = false;
  28937. // reset viewport and scissor
  28938. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28939. },
  28940. _fromTexture: function ( texture ) {
  28941. _oldTarget = this._renderer.getRenderTarget();
  28942. var cubeUVRenderTarget = this._allocateTargets( texture );
  28943. this._textureToCubeUV( texture, cubeUVRenderTarget );
  28944. this._applyPMREM( cubeUVRenderTarget );
  28945. this._cleanup( cubeUVRenderTarget );
  28946. return cubeUVRenderTarget;
  28947. },
  28948. _allocateTargets: function ( texture ) { // warning: null texture is valid
  28949. var params = {
  28950. magFilter: NearestFilter,
  28951. minFilter: NearestFilter,
  28952. generateMipmaps: false,
  28953. type: UnsignedByteType,
  28954. format: RGBEFormat,
  28955. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  28956. depthBuffer: false,
  28957. stencilBuffer: false
  28958. };
  28959. var cubeUVRenderTarget = _createRenderTarget( params );
  28960. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  28961. this._pingPongRenderTarget = _createRenderTarget( params );
  28962. return cubeUVRenderTarget;
  28963. },
  28964. _compileMaterial: function ( material ) {
  28965. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28966. this._renderer.compile( tmpMesh, _flatCamera );
  28967. },
  28968. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28969. var fov = 90;
  28970. var aspect = 1;
  28971. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28972. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28973. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28974. var renderer = this._renderer;
  28975. var outputEncoding = renderer.outputEncoding;
  28976. var toneMapping = renderer.toneMapping;
  28977. var toneMappingExposure = renderer.toneMappingExposure;
  28978. var clearColor = renderer.getClearColor();
  28979. var clearAlpha = renderer.getClearAlpha();
  28980. renderer.toneMapping = LinearToneMapping;
  28981. renderer.toneMappingExposure = 1.0;
  28982. renderer.outputEncoding = LinearEncoding;
  28983. var background = scene.background;
  28984. if ( background && background.isColor ) {
  28985. background.convertSRGBToLinear();
  28986. // Convert linear to RGBE
  28987. var maxComponent = Math.max( background.r, background.g, background.b );
  28988. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28989. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28990. var alpha = ( fExp + 128.0 ) / 255.0;
  28991. renderer.setClearColor( background, alpha );
  28992. scene.background = null;
  28993. }
  28994. for ( var i = 0; i < 6; i ++ ) {
  28995. var col = i % 3;
  28996. if ( col == 0 ) {
  28997. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28998. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28999. } else if ( col == 1 ) {
  29000. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29001. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29002. } else {
  29003. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29004. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29005. }
  29006. _setViewport( cubeUVRenderTarget,
  29007. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29008. renderer.setRenderTarget( cubeUVRenderTarget );
  29009. renderer.render( scene, cubeCamera );
  29010. }
  29011. renderer.toneMapping = toneMapping;
  29012. renderer.toneMappingExposure = toneMappingExposure;
  29013. renderer.outputEncoding = outputEncoding;
  29014. renderer.setClearColor( clearColor, clearAlpha );
  29015. },
  29016. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29017. var renderer = this._renderer;
  29018. if ( texture.isCubeTexture ) {
  29019. if ( this._cubemapShader == null ) {
  29020. this._cubemapShader = _getCubemapShader();
  29021. }
  29022. } else {
  29023. if ( this._equirectShader == null ) {
  29024. this._equirectShader = _getEquirectShader();
  29025. }
  29026. }
  29027. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29028. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29029. var uniforms = material.uniforms;
  29030. uniforms[ 'envMap' ].value = texture;
  29031. if ( ! texture.isCubeTexture ) {
  29032. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29033. }
  29034. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29035. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29036. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29037. renderer.setRenderTarget( cubeUVRenderTarget );
  29038. renderer.render( mesh, _flatCamera );
  29039. },
  29040. _applyPMREM: function ( cubeUVRenderTarget ) {
  29041. var renderer = this._renderer;
  29042. var autoClear = renderer.autoClear;
  29043. renderer.autoClear = false;
  29044. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29045. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29046. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29047. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29048. }
  29049. renderer.autoClear = autoClear;
  29050. },
  29051. /**
  29052. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29053. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29054. * the blur latitudinally (around the poles), and then longitudinally (towards
  29055. * the poles) to approximate the orthogonally-separable blur. It is least
  29056. * accurate at the poles, but still does a decent job.
  29057. */
  29058. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29059. var pingPongRenderTarget = this._pingPongRenderTarget;
  29060. this._halfBlur(
  29061. cubeUVRenderTarget,
  29062. pingPongRenderTarget,
  29063. lodIn,
  29064. lodOut,
  29065. sigma,
  29066. 'latitudinal',
  29067. poleAxis );
  29068. this._halfBlur(
  29069. pingPongRenderTarget,
  29070. cubeUVRenderTarget,
  29071. lodOut,
  29072. lodOut,
  29073. sigma,
  29074. 'longitudinal',
  29075. poleAxis );
  29076. },
  29077. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29078. var renderer = this._renderer;
  29079. var blurMaterial = this._blurMaterial;
  29080. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29081. console.error(
  29082. 'blur direction must be either latitudinal or longitudinal!' );
  29083. }
  29084. // Number of standard deviations at which to cut off the discrete approximation.
  29085. var STANDARD_DEVIATIONS = 3;
  29086. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29087. var blurUniforms = blurMaterial.uniforms;
  29088. var pixels = _sizeLods[ lodIn ] - 1;
  29089. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29090. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29091. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29092. if ( samples > MAX_SAMPLES ) {
  29093. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29094. }
  29095. var weights = [];
  29096. var sum = 0;
  29097. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29098. var x$1 = i / sigmaPixels;
  29099. var weight = Math.exp( - x$1 * x$1 / 2 );
  29100. weights.push( weight );
  29101. if ( i == 0 ) {
  29102. sum += weight;
  29103. } else if ( i < samples ) {
  29104. sum += 2 * weight;
  29105. }
  29106. }
  29107. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29108. weights[ i$1 ] = weights[ i$1 ] / sum;
  29109. }
  29110. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29111. blurUniforms[ 'samples' ].value = samples;
  29112. blurUniforms[ 'weights' ].value = weights;
  29113. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29114. if ( poleAxis ) {
  29115. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29116. }
  29117. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29118. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29119. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29120. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29121. var outputSize = _sizeLods[ lodOut ];
  29122. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29123. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29124. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29125. renderer.setRenderTarget( targetOut );
  29126. renderer.render( blurMesh, _flatCamera );
  29127. }
  29128. };
  29129. function _isLDR( texture ) {
  29130. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29131. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29132. }
  29133. function _createPlanes() {
  29134. var _lodPlanes = [];
  29135. var _sizeLods = [];
  29136. var _sigmas = [];
  29137. var lod = LOD_MAX;
  29138. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29139. var sizeLod = Math.pow( 2, lod );
  29140. _sizeLods.push( sizeLod );
  29141. var sigma = 1.0 / sizeLod;
  29142. if ( i > LOD_MAX - LOD_MIN ) {
  29143. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29144. } else if ( i == 0 ) {
  29145. sigma = 0;
  29146. }
  29147. _sigmas.push( sigma );
  29148. var texelSize = 1.0 / ( sizeLod - 1 );
  29149. var min = - texelSize / 2;
  29150. var max = 1 + texelSize / 2;
  29151. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29152. var cubeFaces = 6;
  29153. var vertices = 6;
  29154. var positionSize = 3;
  29155. var uvSize = 2;
  29156. var faceIndexSize = 1;
  29157. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29158. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29159. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29160. for ( var face = 0; face < cubeFaces; face ++ ) {
  29161. var x = ( face % 3 ) * 2 / 3 - 1;
  29162. var y = face > 2 ? 0 : - 1;
  29163. var coordinates = [
  29164. x, y, 0,
  29165. x + 2 / 3, y, 0,
  29166. x + 2 / 3, y + 1, 0,
  29167. x, y, 0,
  29168. x + 2 / 3, y + 1, 0,
  29169. x, y + 1, 0
  29170. ];
  29171. position.set( coordinates, positionSize * vertices * face );
  29172. uv.set( uv1, uvSize * vertices * face );
  29173. var fill = [ face, face, face, face, face, face ];
  29174. faceIndex.set( fill, faceIndexSize * vertices * face );
  29175. }
  29176. var planes = new BufferGeometry();
  29177. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29178. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29179. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29180. _lodPlanes.push( planes );
  29181. if ( lod > LOD_MIN ) {
  29182. lod --;
  29183. }
  29184. }
  29185. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29186. }
  29187. function _createRenderTarget( params ) {
  29188. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29189. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29190. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29191. cubeUVRenderTarget.scissorTest = true;
  29192. return cubeUVRenderTarget;
  29193. }
  29194. function _setViewport( target, x, y, width, height ) {
  29195. target.viewport.set( x, y, width, height );
  29196. target.scissor.set( x, y, width, height );
  29197. }
  29198. function _getBlurShader( maxSamples ) {
  29199. var weights = new Float32Array( maxSamples );
  29200. var poleAxis = new Vector3( 0, 1, 0 );
  29201. var shaderMaterial = new RawShaderMaterial( {
  29202. name: 'SphericalGaussianBlur',
  29203. defines: { 'n': maxSamples },
  29204. uniforms: {
  29205. 'envMap': { value: null },
  29206. 'samples': { value: 1 },
  29207. 'weights': { value: weights },
  29208. 'latitudinal': { value: false },
  29209. 'dTheta': { value: 0 },
  29210. 'mipInt': { value: 0 },
  29211. 'poleAxis': { value: poleAxis },
  29212. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29213. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29214. },
  29215. vertexShader: _getCommonVertexShader(),
  29216. 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"),
  29217. blending: NoBlending,
  29218. depthTest: false,
  29219. depthWrite: false
  29220. } );
  29221. return shaderMaterial;
  29222. }
  29223. function _getEquirectShader() {
  29224. var texelSize = new Vector2( 1, 1 );
  29225. var shaderMaterial = new RawShaderMaterial( {
  29226. name: 'EquirectangularToCubeUV',
  29227. uniforms: {
  29228. 'envMap': { value: null },
  29229. 'texelSize': { value: texelSize },
  29230. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29231. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29232. },
  29233. vertexShader: _getCommonVertexShader(),
  29234. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#include <common>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv = equirectUv( outputDirection );\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"),
  29235. blending: NoBlending,
  29236. depthTest: false,
  29237. depthWrite: false
  29238. } );
  29239. return shaderMaterial;
  29240. }
  29241. function _getCubemapShader() {
  29242. var shaderMaterial = new RawShaderMaterial( {
  29243. name: 'CubemapToCubeUV',
  29244. uniforms: {
  29245. 'envMap': { value: null },
  29246. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29247. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29248. },
  29249. vertexShader: _getCommonVertexShader(),
  29250. 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"),
  29251. blending: NoBlending,
  29252. depthTest: false,
  29253. depthWrite: false
  29254. } );
  29255. return shaderMaterial;
  29256. }
  29257. function _getCommonVertexShader() {
  29258. 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";
  29259. }
  29260. function _getEncodings() {
  29261. 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";
  29262. }
  29263. /**
  29264. * @author mrdoob / http://mrdoob.com/
  29265. */
  29266. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29267. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29268. return new Face3( a, b, c, normal, color, materialIndex );
  29269. }
  29270. var LineStrip = 0;
  29271. var LinePieces = 1;
  29272. var NoColors = 0;
  29273. var FaceColors = 1;
  29274. var VertexColors = 2;
  29275. function MeshFaceMaterial( materials ) {
  29276. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29277. return materials;
  29278. }
  29279. function MultiMaterial( materials ) {
  29280. if ( materials === undefined ) { materials = []; }
  29281. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29282. materials.isMultiMaterial = true;
  29283. materials.materials = materials;
  29284. materials.clone = function () {
  29285. return materials.slice();
  29286. };
  29287. return materials;
  29288. }
  29289. function PointCloud( geometry, material ) {
  29290. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29291. return new Points( geometry, material );
  29292. }
  29293. function Particle( material ) {
  29294. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29295. return new Sprite( material );
  29296. }
  29297. function ParticleSystem( geometry, material ) {
  29298. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29299. return new Points( geometry, material );
  29300. }
  29301. function PointCloudMaterial( parameters ) {
  29302. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29303. return new PointsMaterial( parameters );
  29304. }
  29305. function ParticleBasicMaterial( parameters ) {
  29306. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29307. return new PointsMaterial( parameters );
  29308. }
  29309. function ParticleSystemMaterial( parameters ) {
  29310. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29311. return new PointsMaterial( parameters );
  29312. }
  29313. function Vertex( x, y, z ) {
  29314. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29315. return new Vector3( x, y, z );
  29316. }
  29317. //
  29318. function DynamicBufferAttribute( array, itemSize ) {
  29319. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29320. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29321. }
  29322. function Int8Attribute( array, itemSize ) {
  29323. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29324. return new Int8BufferAttribute( array, itemSize );
  29325. }
  29326. function Uint8Attribute( array, itemSize ) {
  29327. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29328. return new Uint8BufferAttribute( array, itemSize );
  29329. }
  29330. function Uint8ClampedAttribute( array, itemSize ) {
  29331. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29332. return new Uint8ClampedBufferAttribute( array, itemSize );
  29333. }
  29334. function Int16Attribute( array, itemSize ) {
  29335. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29336. return new Int16BufferAttribute( array, itemSize );
  29337. }
  29338. function Uint16Attribute( array, itemSize ) {
  29339. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29340. return new Uint16BufferAttribute( array, itemSize );
  29341. }
  29342. function Int32Attribute( array, itemSize ) {
  29343. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29344. return new Int32BufferAttribute( array, itemSize );
  29345. }
  29346. function Uint32Attribute( array, itemSize ) {
  29347. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29348. return new Uint32BufferAttribute( array, itemSize );
  29349. }
  29350. function Float32Attribute( array, itemSize ) {
  29351. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29352. return new Float32BufferAttribute( array, itemSize );
  29353. }
  29354. function Float64Attribute( array, itemSize ) {
  29355. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29356. return new Float64BufferAttribute( array, itemSize );
  29357. }
  29358. //
  29359. Curve.create = function ( construct, getPoint ) {
  29360. console.log( 'THREE.Curve.create() has been deprecated' );
  29361. construct.prototype = Object.create( Curve.prototype );
  29362. construct.prototype.constructor = construct;
  29363. construct.prototype.getPoint = getPoint;
  29364. return construct;
  29365. };
  29366. //
  29367. Object.assign( CurvePath.prototype, {
  29368. createPointsGeometry: function ( divisions ) {
  29369. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29370. // generate geometry from path points (for Line or Points objects)
  29371. var pts = this.getPoints( divisions );
  29372. return this.createGeometry( pts );
  29373. },
  29374. createSpacedPointsGeometry: function ( divisions ) {
  29375. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29376. // generate geometry from equidistant sampling along the path
  29377. var pts = this.getSpacedPoints( divisions );
  29378. return this.createGeometry( pts );
  29379. },
  29380. createGeometry: function ( points ) {
  29381. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29382. var geometry = new Geometry();
  29383. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29384. var point = points[ i ];
  29385. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29386. }
  29387. return geometry;
  29388. }
  29389. } );
  29390. //
  29391. Object.assign( Path.prototype, {
  29392. fromPoints: function ( points ) {
  29393. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29394. return this.setFromPoints( points );
  29395. }
  29396. } );
  29397. //
  29398. function ClosedSplineCurve3( points ) {
  29399. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29400. CatmullRomCurve3.call( this, points );
  29401. this.type = 'catmullrom';
  29402. this.closed = true;
  29403. }
  29404. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29405. //
  29406. function SplineCurve3( points ) {
  29407. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29408. CatmullRomCurve3.call( this, points );
  29409. this.type = 'catmullrom';
  29410. }
  29411. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29412. //
  29413. function Spline( points ) {
  29414. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29415. CatmullRomCurve3.call( this, points );
  29416. this.type = 'catmullrom';
  29417. }
  29418. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29419. Object.assign( Spline.prototype, {
  29420. initFromArray: function ( /* a */ ) {
  29421. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29422. },
  29423. getControlPointsArray: function ( /* optionalTarget */ ) {
  29424. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29425. },
  29426. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29427. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29428. }
  29429. } );
  29430. //
  29431. function AxisHelper( size ) {
  29432. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29433. return new AxesHelper( size );
  29434. }
  29435. function BoundingBoxHelper( object, color ) {
  29436. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29437. return new BoxHelper( object, color );
  29438. }
  29439. function EdgesHelper( object, hex ) {
  29440. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29441. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29442. }
  29443. GridHelper.prototype.setColors = function () {
  29444. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29445. };
  29446. SkeletonHelper.prototype.update = function () {
  29447. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29448. };
  29449. function WireframeHelper( object, hex ) {
  29450. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29451. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29452. }
  29453. //
  29454. Object.assign( Loader.prototype, {
  29455. extractUrlBase: function ( url ) {
  29456. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29457. return LoaderUtils.extractUrlBase( url );
  29458. }
  29459. } );
  29460. Loader.Handlers = {
  29461. add: function ( /* regex, loader */ ) {
  29462. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29463. },
  29464. get: function ( /* file */ ) {
  29465. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29466. }
  29467. };
  29468. function XHRLoader( manager ) {
  29469. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29470. return new FileLoader( manager );
  29471. }
  29472. function BinaryTextureLoader( manager ) {
  29473. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29474. return new DataTextureLoader( manager );
  29475. }
  29476. Object.assign( ObjectLoader.prototype, {
  29477. setTexturePath: function ( value ) {
  29478. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29479. return this.setResourcePath( value );
  29480. }
  29481. } );
  29482. //
  29483. Object.assign( Box2.prototype, {
  29484. center: function ( optionalTarget ) {
  29485. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29486. return this.getCenter( optionalTarget );
  29487. },
  29488. empty: function () {
  29489. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29490. return this.isEmpty();
  29491. },
  29492. isIntersectionBox: function ( box ) {
  29493. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29494. return this.intersectsBox( box );
  29495. },
  29496. size: function ( optionalTarget ) {
  29497. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29498. return this.getSize( optionalTarget );
  29499. }
  29500. } );
  29501. Object.assign( Box3.prototype, {
  29502. center: function ( optionalTarget ) {
  29503. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29504. return this.getCenter( optionalTarget );
  29505. },
  29506. empty: function () {
  29507. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29508. return this.isEmpty();
  29509. },
  29510. isIntersectionBox: function ( box ) {
  29511. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29512. return this.intersectsBox( box );
  29513. },
  29514. isIntersectionSphere: function ( sphere ) {
  29515. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29516. return this.intersectsSphere( sphere );
  29517. },
  29518. size: function ( optionalTarget ) {
  29519. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29520. return this.getSize( optionalTarget );
  29521. }
  29522. } );
  29523. Object.assign( Sphere.prototype, {
  29524. empty: function () {
  29525. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29526. return this.isEmpty();
  29527. },
  29528. } );
  29529. Frustum.prototype.setFromMatrix = function ( m ) {
  29530. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29531. return this.setFromProjectionMatrix( m );
  29532. };
  29533. Line3.prototype.center = function ( optionalTarget ) {
  29534. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29535. return this.getCenter( optionalTarget );
  29536. };
  29537. Object.assign( MathUtils, {
  29538. random16: function () {
  29539. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29540. return Math.random();
  29541. },
  29542. nearestPowerOfTwo: function ( value ) {
  29543. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29544. return MathUtils.floorPowerOfTwo( value );
  29545. },
  29546. nextPowerOfTwo: function ( value ) {
  29547. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29548. return MathUtils.ceilPowerOfTwo( value );
  29549. }
  29550. } );
  29551. Object.assign( Matrix3.prototype, {
  29552. flattenToArrayOffset: function ( array, offset ) {
  29553. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29554. return this.toArray( array, offset );
  29555. },
  29556. multiplyVector3: function ( vector ) {
  29557. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29558. return vector.applyMatrix3( this );
  29559. },
  29560. multiplyVector3Array: function ( /* a */ ) {
  29561. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29562. },
  29563. applyToBufferAttribute: function ( attribute ) {
  29564. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29565. return attribute.applyMatrix3( this );
  29566. },
  29567. applyToVector3Array: function ( /* array, offset, length */ ) {
  29568. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29569. }
  29570. } );
  29571. Object.assign( Matrix4.prototype, {
  29572. extractPosition: function ( m ) {
  29573. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29574. return this.copyPosition( m );
  29575. },
  29576. flattenToArrayOffset: function ( array, offset ) {
  29577. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29578. return this.toArray( array, offset );
  29579. },
  29580. getPosition: function () {
  29581. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29582. return new Vector3().setFromMatrixColumn( this, 3 );
  29583. },
  29584. setRotationFromQuaternion: function ( q ) {
  29585. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29586. return this.makeRotationFromQuaternion( q );
  29587. },
  29588. multiplyToArray: function () {
  29589. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29590. },
  29591. multiplyVector3: function ( vector ) {
  29592. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29593. return vector.applyMatrix4( this );
  29594. },
  29595. multiplyVector4: function ( vector ) {
  29596. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29597. return vector.applyMatrix4( this );
  29598. },
  29599. multiplyVector3Array: function ( /* a */ ) {
  29600. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29601. },
  29602. rotateAxis: function ( v ) {
  29603. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29604. v.transformDirection( this );
  29605. },
  29606. crossVector: function ( vector ) {
  29607. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29608. return vector.applyMatrix4( this );
  29609. },
  29610. translate: function () {
  29611. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29612. },
  29613. rotateX: function () {
  29614. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29615. },
  29616. rotateY: function () {
  29617. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29618. },
  29619. rotateZ: function () {
  29620. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29621. },
  29622. rotateByAxis: function () {
  29623. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29624. },
  29625. applyToBufferAttribute: function ( attribute ) {
  29626. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29627. return attribute.applyMatrix4( this );
  29628. },
  29629. applyToVector3Array: function ( /* array, offset, length */ ) {
  29630. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29631. },
  29632. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29633. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29634. return this.makePerspective( left, right, top, bottom, near, far );
  29635. }
  29636. } );
  29637. Plane.prototype.isIntersectionLine = function ( line ) {
  29638. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29639. return this.intersectsLine( line );
  29640. };
  29641. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29642. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29643. return vector.applyQuaternion( this );
  29644. };
  29645. Object.assign( Ray.prototype, {
  29646. isIntersectionBox: function ( box ) {
  29647. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29648. return this.intersectsBox( box );
  29649. },
  29650. isIntersectionPlane: function ( plane ) {
  29651. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29652. return this.intersectsPlane( plane );
  29653. },
  29654. isIntersectionSphere: function ( sphere ) {
  29655. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29656. return this.intersectsSphere( sphere );
  29657. }
  29658. } );
  29659. Object.assign( Triangle.prototype, {
  29660. area: function () {
  29661. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29662. return this.getArea();
  29663. },
  29664. barycoordFromPoint: function ( point, target ) {
  29665. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29666. return this.getBarycoord( point, target );
  29667. },
  29668. midpoint: function ( target ) {
  29669. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29670. return this.getMidpoint( target );
  29671. },
  29672. normal: function ( target ) {
  29673. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29674. return this.getNormal( target );
  29675. },
  29676. plane: function ( target ) {
  29677. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29678. return this.getPlane( target );
  29679. }
  29680. } );
  29681. Object.assign( Triangle, {
  29682. barycoordFromPoint: function ( point, a, b, c, target ) {
  29683. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29684. return Triangle.getBarycoord( point, a, b, c, target );
  29685. },
  29686. normal: function ( a, b, c, target ) {
  29687. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29688. return Triangle.getNormal( a, b, c, target );
  29689. }
  29690. } );
  29691. Object.assign( Shape.prototype, {
  29692. extractAllPoints: function ( divisions ) {
  29693. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29694. return this.extractPoints( divisions );
  29695. },
  29696. extrude: function ( options ) {
  29697. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29698. return new ExtrudeGeometry( this, options );
  29699. },
  29700. makeGeometry: function ( options ) {
  29701. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29702. return new ShapeGeometry( this, options );
  29703. }
  29704. } );
  29705. Object.assign( Vector2.prototype, {
  29706. fromAttribute: function ( attribute, index, offset ) {
  29707. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29708. return this.fromBufferAttribute( attribute, index, offset );
  29709. },
  29710. distanceToManhattan: function ( v ) {
  29711. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29712. return this.manhattanDistanceTo( v );
  29713. },
  29714. lengthManhattan: function () {
  29715. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29716. return this.manhattanLength();
  29717. }
  29718. } );
  29719. Object.assign( Vector3.prototype, {
  29720. setEulerFromRotationMatrix: function () {
  29721. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29722. },
  29723. setEulerFromQuaternion: function () {
  29724. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29725. },
  29726. getPositionFromMatrix: function ( m ) {
  29727. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29728. return this.setFromMatrixPosition( m );
  29729. },
  29730. getScaleFromMatrix: function ( m ) {
  29731. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29732. return this.setFromMatrixScale( m );
  29733. },
  29734. getColumnFromMatrix: function ( index, matrix ) {
  29735. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29736. return this.setFromMatrixColumn( matrix, index );
  29737. },
  29738. applyProjection: function ( m ) {
  29739. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29740. return this.applyMatrix4( m );
  29741. },
  29742. fromAttribute: function ( attribute, index, offset ) {
  29743. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29744. return this.fromBufferAttribute( attribute, index, offset );
  29745. },
  29746. distanceToManhattan: function ( v ) {
  29747. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29748. return this.manhattanDistanceTo( v );
  29749. },
  29750. lengthManhattan: function () {
  29751. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29752. return this.manhattanLength();
  29753. }
  29754. } );
  29755. Object.assign( Vector4.prototype, {
  29756. fromAttribute: function ( attribute, index, offset ) {
  29757. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29758. return this.fromBufferAttribute( attribute, index, offset );
  29759. },
  29760. lengthManhattan: function () {
  29761. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29762. return this.manhattanLength();
  29763. }
  29764. } );
  29765. //
  29766. Object.assign( Geometry.prototype, {
  29767. computeTangents: function () {
  29768. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29769. },
  29770. computeLineDistances: function () {
  29771. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29772. },
  29773. applyMatrix: function ( matrix ) {
  29774. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29775. return this.applyMatrix4( matrix );
  29776. }
  29777. } );
  29778. Object.assign( Object3D.prototype, {
  29779. getChildByName: function ( name ) {
  29780. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29781. return this.getObjectByName( name );
  29782. },
  29783. renderDepth: function () {
  29784. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29785. },
  29786. translate: function ( distance, axis ) {
  29787. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29788. return this.translateOnAxis( axis, distance );
  29789. },
  29790. getWorldRotation: function () {
  29791. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29792. },
  29793. applyMatrix: function ( matrix ) {
  29794. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29795. return this.applyMatrix4( matrix );
  29796. }
  29797. } );
  29798. Object.defineProperties( Object3D.prototype, {
  29799. eulerOrder: {
  29800. get: function () {
  29801. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29802. return this.rotation.order;
  29803. },
  29804. set: function ( value ) {
  29805. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29806. this.rotation.order = value;
  29807. }
  29808. },
  29809. useQuaternion: {
  29810. get: function () {
  29811. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29812. },
  29813. set: function () {
  29814. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29815. }
  29816. }
  29817. } );
  29818. Object.assign( Mesh.prototype, {
  29819. setDrawMode: function () {
  29820. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29821. },
  29822. } );
  29823. Object.defineProperties( Mesh.prototype, {
  29824. drawMode: {
  29825. get: function () {
  29826. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29827. return TrianglesDrawMode;
  29828. },
  29829. set: function () {
  29830. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29831. }
  29832. }
  29833. } );
  29834. Object.defineProperties( LOD.prototype, {
  29835. objects: {
  29836. get: function () {
  29837. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29838. return this.levels;
  29839. }
  29840. }
  29841. } );
  29842. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29843. get: function () {
  29844. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29845. },
  29846. set: function () {
  29847. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29848. }
  29849. } );
  29850. SkinnedMesh.prototype.initBones = function () {
  29851. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29852. };
  29853. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29854. get: function () {
  29855. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29856. return this.arcLengthDivisions;
  29857. },
  29858. set: function ( value ) {
  29859. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29860. this.arcLengthDivisions = value;
  29861. }
  29862. } );
  29863. //
  29864. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29865. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29866. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29867. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29868. this.setFocalLength( focalLength );
  29869. };
  29870. //
  29871. Object.defineProperties( Light.prototype, {
  29872. onlyShadow: {
  29873. set: function () {
  29874. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29875. }
  29876. },
  29877. shadowCameraFov: {
  29878. set: function ( value ) {
  29879. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29880. this.shadow.camera.fov = value;
  29881. }
  29882. },
  29883. shadowCameraLeft: {
  29884. set: function ( value ) {
  29885. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29886. this.shadow.camera.left = value;
  29887. }
  29888. },
  29889. shadowCameraRight: {
  29890. set: function ( value ) {
  29891. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29892. this.shadow.camera.right = value;
  29893. }
  29894. },
  29895. shadowCameraTop: {
  29896. set: function ( value ) {
  29897. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29898. this.shadow.camera.top = value;
  29899. }
  29900. },
  29901. shadowCameraBottom: {
  29902. set: function ( value ) {
  29903. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29904. this.shadow.camera.bottom = value;
  29905. }
  29906. },
  29907. shadowCameraNear: {
  29908. set: function ( value ) {
  29909. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29910. this.shadow.camera.near = value;
  29911. }
  29912. },
  29913. shadowCameraFar: {
  29914. set: function ( value ) {
  29915. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29916. this.shadow.camera.far = value;
  29917. }
  29918. },
  29919. shadowCameraVisible: {
  29920. set: function () {
  29921. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29922. }
  29923. },
  29924. shadowBias: {
  29925. set: function ( value ) {
  29926. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29927. this.shadow.bias = value;
  29928. }
  29929. },
  29930. shadowDarkness: {
  29931. set: function () {
  29932. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29933. }
  29934. },
  29935. shadowMapWidth: {
  29936. set: function ( value ) {
  29937. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29938. this.shadow.mapSize.width = value;
  29939. }
  29940. },
  29941. shadowMapHeight: {
  29942. set: function ( value ) {
  29943. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29944. this.shadow.mapSize.height = value;
  29945. }
  29946. }
  29947. } );
  29948. //
  29949. Object.defineProperties( BufferAttribute.prototype, {
  29950. length: {
  29951. get: function () {
  29952. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29953. return this.array.length;
  29954. }
  29955. },
  29956. dynamic: {
  29957. get: function () {
  29958. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29959. return this.usage === DynamicDrawUsage;
  29960. },
  29961. set: function ( /* value */ ) {
  29962. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29963. this.setUsage( DynamicDrawUsage );
  29964. }
  29965. }
  29966. } );
  29967. Object.assign( BufferAttribute.prototype, {
  29968. setDynamic: function ( value ) {
  29969. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29970. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29971. return this;
  29972. },
  29973. copyIndicesArray: function ( /* indices */ ) {
  29974. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29975. },
  29976. setArray: function ( /* array */ ) {
  29977. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29978. }
  29979. } );
  29980. Object.assign( BufferGeometry.prototype, {
  29981. addIndex: function ( index ) {
  29982. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29983. this.setIndex( index );
  29984. },
  29985. addAttribute: function ( name, attribute ) {
  29986. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29987. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29988. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29989. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29990. }
  29991. if ( name === 'index' ) {
  29992. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29993. this.setIndex( attribute );
  29994. return this;
  29995. }
  29996. return this.setAttribute( name, attribute );
  29997. },
  29998. addDrawCall: function ( start, count, indexOffset ) {
  29999. if ( indexOffset !== undefined ) {
  30000. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30001. }
  30002. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30003. this.addGroup( start, count );
  30004. },
  30005. clearDrawCalls: function () {
  30006. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30007. this.clearGroups();
  30008. },
  30009. computeTangents: function () {
  30010. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30011. },
  30012. computeOffsets: function () {
  30013. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30014. },
  30015. removeAttribute: function ( name ) {
  30016. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30017. return this.deleteAttribute( name );
  30018. },
  30019. applyMatrix: function ( matrix ) {
  30020. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30021. return this.applyMatrix4( matrix );
  30022. }
  30023. } );
  30024. Object.defineProperties( BufferGeometry.prototype, {
  30025. drawcalls: {
  30026. get: function () {
  30027. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30028. return this.groups;
  30029. }
  30030. },
  30031. offsets: {
  30032. get: function () {
  30033. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30034. return this.groups;
  30035. }
  30036. }
  30037. } );
  30038. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30039. maxInstancedCount: {
  30040. get: function () {
  30041. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30042. return this.instanceCount;
  30043. },
  30044. set: function ( value ) {
  30045. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30046. this.instanceCount = value;
  30047. }
  30048. }
  30049. } );
  30050. Object.defineProperties( Raycaster.prototype, {
  30051. linePrecision: {
  30052. get: function () {
  30053. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30054. return this.params.Line.threshold;
  30055. },
  30056. set: function ( value ) {
  30057. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30058. this.params.Line.threshold = value;
  30059. }
  30060. }
  30061. } );
  30062. Object.defineProperties( InterleavedBuffer.prototype, {
  30063. dynamic: {
  30064. get: function () {
  30065. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30066. return this.usage === DynamicDrawUsage;
  30067. },
  30068. set: function ( value ) {
  30069. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30070. this.setUsage( value );
  30071. }
  30072. }
  30073. } );
  30074. Object.assign( InterleavedBuffer.prototype, {
  30075. setDynamic: function ( value ) {
  30076. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30077. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30078. return this;
  30079. },
  30080. setArray: function ( /* array */ ) {
  30081. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30082. }
  30083. } );
  30084. //
  30085. Object.assign( ExtrudeBufferGeometry.prototype, {
  30086. getArrays: function () {
  30087. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30088. },
  30089. addShapeList: function () {
  30090. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30091. },
  30092. addShape: function () {
  30093. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30094. }
  30095. } );
  30096. //
  30097. Object.defineProperties( Uniform.prototype, {
  30098. dynamic: {
  30099. set: function () {
  30100. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30101. }
  30102. },
  30103. onUpdate: {
  30104. value: function () {
  30105. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30106. return this;
  30107. }
  30108. }
  30109. } );
  30110. //
  30111. Object.defineProperties( Material.prototype, {
  30112. wrapAround: {
  30113. get: function () {
  30114. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30115. },
  30116. set: function () {
  30117. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30118. }
  30119. },
  30120. overdraw: {
  30121. get: function () {
  30122. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30123. },
  30124. set: function () {
  30125. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30126. }
  30127. },
  30128. wrapRGB: {
  30129. get: function () {
  30130. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30131. return new Color();
  30132. }
  30133. },
  30134. shading: {
  30135. get: function () {
  30136. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30137. },
  30138. set: function ( value ) {
  30139. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30140. this.flatShading = ( value === FlatShading );
  30141. }
  30142. },
  30143. stencilMask: {
  30144. get: function () {
  30145. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30146. return this.stencilFuncMask;
  30147. },
  30148. set: function ( value ) {
  30149. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30150. this.stencilFuncMask = value;
  30151. }
  30152. }
  30153. } );
  30154. Object.defineProperties( MeshPhongMaterial.prototype, {
  30155. metal: {
  30156. get: function () {
  30157. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30158. return false;
  30159. },
  30160. set: function () {
  30161. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30162. }
  30163. }
  30164. } );
  30165. Object.defineProperties( ShaderMaterial.prototype, {
  30166. derivatives: {
  30167. get: function () {
  30168. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30169. return this.extensions.derivatives;
  30170. },
  30171. set: function ( value ) {
  30172. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30173. this.extensions.derivatives = value;
  30174. }
  30175. }
  30176. } );
  30177. //
  30178. Object.assign( WebGLRenderer.prototype, {
  30179. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30180. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30181. this.setRenderTarget( renderTarget );
  30182. this.clear( color, depth, stencil );
  30183. },
  30184. animate: function ( callback ) {
  30185. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30186. this.setAnimationLoop( callback );
  30187. },
  30188. getCurrentRenderTarget: function () {
  30189. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30190. return this.getRenderTarget();
  30191. },
  30192. getMaxAnisotropy: function () {
  30193. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30194. return this.capabilities.getMaxAnisotropy();
  30195. },
  30196. getPrecision: function () {
  30197. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30198. return this.capabilities.precision;
  30199. },
  30200. resetGLState: function () {
  30201. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30202. return this.state.reset();
  30203. },
  30204. supportsFloatTextures: function () {
  30205. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30206. return this.extensions.get( 'OES_texture_float' );
  30207. },
  30208. supportsHalfFloatTextures: function () {
  30209. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30210. return this.extensions.get( 'OES_texture_half_float' );
  30211. },
  30212. supportsStandardDerivatives: function () {
  30213. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30214. return this.extensions.get( 'OES_standard_derivatives' );
  30215. },
  30216. supportsCompressedTextureS3TC: function () {
  30217. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30218. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30219. },
  30220. supportsCompressedTexturePVRTC: function () {
  30221. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30222. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30223. },
  30224. supportsBlendMinMax: function () {
  30225. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30226. return this.extensions.get( 'EXT_blend_minmax' );
  30227. },
  30228. supportsVertexTextures: function () {
  30229. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30230. return this.capabilities.vertexTextures;
  30231. },
  30232. supportsInstancedArrays: function () {
  30233. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30234. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30235. },
  30236. enableScissorTest: function ( boolean ) {
  30237. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30238. this.setScissorTest( boolean );
  30239. },
  30240. initMaterial: function () {
  30241. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30242. },
  30243. addPrePlugin: function () {
  30244. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30245. },
  30246. addPostPlugin: function () {
  30247. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30248. },
  30249. updateShadowMap: function () {
  30250. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30251. },
  30252. setFaceCulling: function () {
  30253. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30254. },
  30255. allocTextureUnit: function () {
  30256. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30257. },
  30258. setTexture: function () {
  30259. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30260. },
  30261. setTexture2D: function () {
  30262. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30263. },
  30264. setTextureCube: function () {
  30265. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30266. },
  30267. getActiveMipMapLevel: function () {
  30268. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30269. return this.getActiveMipmapLevel();
  30270. }
  30271. } );
  30272. Object.defineProperties( WebGLRenderer.prototype, {
  30273. shadowMapEnabled: {
  30274. get: function () {
  30275. return this.shadowMap.enabled;
  30276. },
  30277. set: function ( value ) {
  30278. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30279. this.shadowMap.enabled = value;
  30280. }
  30281. },
  30282. shadowMapType: {
  30283. get: function () {
  30284. return this.shadowMap.type;
  30285. },
  30286. set: function ( value ) {
  30287. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30288. this.shadowMap.type = value;
  30289. }
  30290. },
  30291. shadowMapCullFace: {
  30292. get: function () {
  30293. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30294. return undefined;
  30295. },
  30296. set: function ( /* value */ ) {
  30297. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30298. }
  30299. },
  30300. context: {
  30301. get: function () {
  30302. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30303. return this.getContext();
  30304. }
  30305. },
  30306. vr: {
  30307. get: function () {
  30308. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30309. return this.xr;
  30310. }
  30311. },
  30312. gammaInput: {
  30313. get: function () {
  30314. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30315. return false;
  30316. },
  30317. set: function () {
  30318. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30319. }
  30320. },
  30321. gammaOutput: {
  30322. get: function () {
  30323. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30324. return false;
  30325. },
  30326. set: function ( value ) {
  30327. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30328. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30329. }
  30330. },
  30331. toneMappingWhitePoint: {
  30332. get: function () {
  30333. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30334. return 1.0;
  30335. },
  30336. set: function () {
  30337. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30338. }
  30339. },
  30340. } );
  30341. Object.defineProperties( WebGLShadowMap.prototype, {
  30342. cullFace: {
  30343. get: function () {
  30344. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30345. return undefined;
  30346. },
  30347. set: function ( /* cullFace */ ) {
  30348. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30349. }
  30350. },
  30351. renderReverseSided: {
  30352. get: function () {
  30353. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30354. return undefined;
  30355. },
  30356. set: function () {
  30357. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30358. }
  30359. },
  30360. renderSingleSided: {
  30361. get: function () {
  30362. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30363. return undefined;
  30364. },
  30365. set: function () {
  30366. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30367. }
  30368. }
  30369. } );
  30370. function WebGLRenderTargetCube( width, height, options ) {
  30371. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30372. return new WebGLCubeRenderTarget( width, options );
  30373. }
  30374. //
  30375. Object.defineProperties( WebGLRenderTarget.prototype, {
  30376. wrapS: {
  30377. get: function () {
  30378. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30379. return this.texture.wrapS;
  30380. },
  30381. set: function ( value ) {
  30382. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30383. this.texture.wrapS = value;
  30384. }
  30385. },
  30386. wrapT: {
  30387. get: function () {
  30388. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30389. return this.texture.wrapT;
  30390. },
  30391. set: function ( value ) {
  30392. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30393. this.texture.wrapT = value;
  30394. }
  30395. },
  30396. magFilter: {
  30397. get: function () {
  30398. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30399. return this.texture.magFilter;
  30400. },
  30401. set: function ( value ) {
  30402. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30403. this.texture.magFilter = value;
  30404. }
  30405. },
  30406. minFilter: {
  30407. get: function () {
  30408. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30409. return this.texture.minFilter;
  30410. },
  30411. set: function ( value ) {
  30412. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30413. this.texture.minFilter = value;
  30414. }
  30415. },
  30416. anisotropy: {
  30417. get: function () {
  30418. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30419. return this.texture.anisotropy;
  30420. },
  30421. set: function ( value ) {
  30422. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30423. this.texture.anisotropy = value;
  30424. }
  30425. },
  30426. offset: {
  30427. get: function () {
  30428. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30429. return this.texture.offset;
  30430. },
  30431. set: function ( value ) {
  30432. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30433. this.texture.offset = value;
  30434. }
  30435. },
  30436. repeat: {
  30437. get: function () {
  30438. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30439. return this.texture.repeat;
  30440. },
  30441. set: function ( value ) {
  30442. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30443. this.texture.repeat = value;
  30444. }
  30445. },
  30446. format: {
  30447. get: function () {
  30448. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30449. return this.texture.format;
  30450. },
  30451. set: function ( value ) {
  30452. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30453. this.texture.format = value;
  30454. }
  30455. },
  30456. type: {
  30457. get: function () {
  30458. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30459. return this.texture.type;
  30460. },
  30461. set: function ( value ) {
  30462. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30463. this.texture.type = value;
  30464. }
  30465. },
  30466. generateMipmaps: {
  30467. get: function () {
  30468. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30469. return this.texture.generateMipmaps;
  30470. },
  30471. set: function ( value ) {
  30472. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30473. this.texture.generateMipmaps = value;
  30474. }
  30475. }
  30476. } );
  30477. //
  30478. Object.defineProperties( Audio.prototype, {
  30479. load: {
  30480. value: function ( file ) {
  30481. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30482. var scope = this;
  30483. var audioLoader = new AudioLoader();
  30484. audioLoader.load( file, function ( buffer ) {
  30485. scope.setBuffer( buffer );
  30486. } );
  30487. return this;
  30488. }
  30489. },
  30490. startTime: {
  30491. set: function () {
  30492. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30493. }
  30494. }
  30495. } );
  30496. AudioAnalyser.prototype.getData = function () {
  30497. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30498. return this.getFrequencyData();
  30499. };
  30500. //
  30501. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30502. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30503. return this.update( renderer, scene );
  30504. };
  30505. //
  30506. var GeometryUtils = {
  30507. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30508. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30509. var matrix;
  30510. if ( geometry2.isMesh ) {
  30511. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30512. matrix = geometry2.matrix;
  30513. geometry2 = geometry2.geometry;
  30514. }
  30515. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30516. },
  30517. center: function ( geometry ) {
  30518. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30519. return geometry.center();
  30520. }
  30521. };
  30522. ImageUtils.crossOrigin = undefined;
  30523. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30524. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30525. var loader = new TextureLoader();
  30526. loader.setCrossOrigin( this.crossOrigin );
  30527. var texture = loader.load( url, onLoad, undefined, onError );
  30528. if ( mapping ) { texture.mapping = mapping; }
  30529. return texture;
  30530. };
  30531. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30532. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30533. var loader = new CubeTextureLoader();
  30534. loader.setCrossOrigin( this.crossOrigin );
  30535. var texture = loader.load( urls, onLoad, undefined, onError );
  30536. if ( mapping ) { texture.mapping = mapping; }
  30537. return texture;
  30538. };
  30539. ImageUtils.loadCompressedTexture = function () {
  30540. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30541. };
  30542. ImageUtils.loadCompressedTextureCube = function () {
  30543. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30544. };
  30545. //
  30546. function CanvasRenderer() {
  30547. console.error( 'THREE.CanvasRenderer has been removed' );
  30548. }
  30549. //
  30550. function JSONLoader() {
  30551. console.error( 'THREE.JSONLoader has been removed.' );
  30552. }
  30553. //
  30554. var SceneUtils = {
  30555. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30556. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30557. },
  30558. detach: function ( /* child, parent, scene */ ) {
  30559. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30560. },
  30561. attach: function ( /* child, scene, parent */ ) {
  30562. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30563. }
  30564. };
  30565. //
  30566. function LensFlare() {
  30567. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30568. }
  30569. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30570. /* eslint-disable no-undef */
  30571. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30572. revision: REVISION,
  30573. } } ) );
  30574. /* eslint-enable no-undef */
  30575. }
  30576. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30577. exports.AddEquation = AddEquation;
  30578. exports.AddOperation = AddOperation;
  30579. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30580. exports.AdditiveBlending = AdditiveBlending;
  30581. exports.AlphaFormat = AlphaFormat;
  30582. exports.AlwaysDepth = AlwaysDepth;
  30583. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30584. exports.AmbientLight = AmbientLight;
  30585. exports.AmbientLightProbe = AmbientLightProbe;
  30586. exports.AnimationClip = AnimationClip;
  30587. exports.AnimationLoader = AnimationLoader;
  30588. exports.AnimationMixer = AnimationMixer;
  30589. exports.AnimationObjectGroup = AnimationObjectGroup;
  30590. exports.AnimationUtils = AnimationUtils;
  30591. exports.ArcCurve = ArcCurve;
  30592. exports.ArrayCamera = ArrayCamera;
  30593. exports.ArrowHelper = ArrowHelper;
  30594. exports.Audio = Audio;
  30595. exports.AudioAnalyser = AudioAnalyser;
  30596. exports.AudioContext = AudioContext;
  30597. exports.AudioListener = AudioListener;
  30598. exports.AudioLoader = AudioLoader;
  30599. exports.AxesHelper = AxesHelper;
  30600. exports.AxisHelper = AxisHelper;
  30601. exports.BackSide = BackSide;
  30602. exports.BasicDepthPacking = BasicDepthPacking;
  30603. exports.BasicShadowMap = BasicShadowMap;
  30604. exports.BinaryTextureLoader = BinaryTextureLoader;
  30605. exports.Bone = Bone;
  30606. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30607. exports.BoundingBoxHelper = BoundingBoxHelper;
  30608. exports.Box2 = Box2;
  30609. exports.Box3 = Box3;
  30610. exports.Box3Helper = Box3Helper;
  30611. exports.BoxBufferGeometry = BoxBufferGeometry;
  30612. exports.BoxGeometry = BoxGeometry;
  30613. exports.BoxHelper = BoxHelper;
  30614. exports.BufferAttribute = BufferAttribute;
  30615. exports.BufferGeometry = BufferGeometry;
  30616. exports.BufferGeometryLoader = BufferGeometryLoader;
  30617. exports.ByteType = ByteType;
  30618. exports.Cache = Cache;
  30619. exports.Camera = Camera;
  30620. exports.CameraHelper = CameraHelper;
  30621. exports.CanvasRenderer = CanvasRenderer;
  30622. exports.CanvasTexture = CanvasTexture;
  30623. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30624. exports.CineonToneMapping = CineonToneMapping;
  30625. exports.CircleBufferGeometry = CircleBufferGeometry;
  30626. exports.CircleGeometry = CircleGeometry;
  30627. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30628. exports.Clock = Clock;
  30629. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30630. exports.Color = Color;
  30631. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30632. exports.CompressedTexture = CompressedTexture;
  30633. exports.CompressedTextureLoader = CompressedTextureLoader;
  30634. exports.ConeBufferGeometry = ConeBufferGeometry;
  30635. exports.ConeGeometry = ConeGeometry;
  30636. exports.CubeCamera = CubeCamera;
  30637. exports.CubeGeometry = BoxGeometry;
  30638. exports.CubeReflectionMapping = CubeReflectionMapping;
  30639. exports.CubeRefractionMapping = CubeRefractionMapping;
  30640. exports.CubeTexture = CubeTexture;
  30641. exports.CubeTextureLoader = CubeTextureLoader;
  30642. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30643. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30644. exports.CubicBezierCurve = CubicBezierCurve;
  30645. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30646. exports.CubicInterpolant = CubicInterpolant;
  30647. exports.CullFaceBack = CullFaceBack;
  30648. exports.CullFaceFront = CullFaceFront;
  30649. exports.CullFaceFrontBack = CullFaceFrontBack;
  30650. exports.CullFaceNone = CullFaceNone;
  30651. exports.Curve = Curve;
  30652. exports.CurvePath = CurvePath;
  30653. exports.CustomBlending = CustomBlending;
  30654. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30655. exports.CylinderGeometry = CylinderGeometry;
  30656. exports.Cylindrical = Cylindrical;
  30657. exports.DataTexture = DataTexture;
  30658. exports.DataTexture2DArray = DataTexture2DArray;
  30659. exports.DataTexture3D = DataTexture3D;
  30660. exports.DataTextureLoader = DataTextureLoader;
  30661. exports.DecrementStencilOp = DecrementStencilOp;
  30662. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30663. exports.DefaultLoadingManager = DefaultLoadingManager;
  30664. exports.DepthFormat = DepthFormat;
  30665. exports.DepthStencilFormat = DepthStencilFormat;
  30666. exports.DepthTexture = DepthTexture;
  30667. exports.DirectionalLight = DirectionalLight;
  30668. exports.DirectionalLightHelper = DirectionalLightHelper;
  30669. exports.DirectionalLightShadow = DirectionalLightShadow;
  30670. exports.DiscreteInterpolant = DiscreteInterpolant;
  30671. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30672. exports.DodecahedronGeometry = DodecahedronGeometry;
  30673. exports.DoubleSide = DoubleSide;
  30674. exports.DstAlphaFactor = DstAlphaFactor;
  30675. exports.DstColorFactor = DstColorFactor;
  30676. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30677. exports.DynamicCopyUsage = DynamicCopyUsage;
  30678. exports.DynamicDrawUsage = DynamicDrawUsage;
  30679. exports.DynamicReadUsage = DynamicReadUsage;
  30680. exports.EdgesGeometry = EdgesGeometry;
  30681. exports.EdgesHelper = EdgesHelper;
  30682. exports.EllipseCurve = EllipseCurve;
  30683. exports.EqualDepth = EqualDepth;
  30684. exports.EqualStencilFunc = EqualStencilFunc;
  30685. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30686. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30687. exports.Euler = Euler;
  30688. exports.EventDispatcher = EventDispatcher;
  30689. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30690. exports.ExtrudeGeometry = ExtrudeGeometry;
  30691. exports.Face3 = Face3;
  30692. exports.Face4 = Face4;
  30693. exports.FaceColors = FaceColors;
  30694. exports.FileLoader = FileLoader;
  30695. exports.FlatShading = FlatShading;
  30696. exports.Float32Attribute = Float32Attribute;
  30697. exports.Float32BufferAttribute = Float32BufferAttribute;
  30698. exports.Float64Attribute = Float64Attribute;
  30699. exports.Float64BufferAttribute = Float64BufferAttribute;
  30700. exports.FloatType = FloatType;
  30701. exports.Fog = Fog;
  30702. exports.FogExp2 = FogExp2;
  30703. exports.Font = Font;
  30704. exports.FontLoader = FontLoader;
  30705. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30706. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30707. exports.FrontSide = FrontSide;
  30708. exports.Frustum = Frustum;
  30709. exports.GammaEncoding = GammaEncoding;
  30710. exports.Geometry = Geometry;
  30711. exports.GeometryUtils = GeometryUtils;
  30712. exports.GreaterDepth = GreaterDepth;
  30713. exports.GreaterEqualDepth = GreaterEqualDepth;
  30714. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30715. exports.GreaterStencilFunc = GreaterStencilFunc;
  30716. exports.GridHelper = GridHelper;
  30717. exports.Group = Group;
  30718. exports.HalfFloatType = HalfFloatType;
  30719. exports.HemisphereLight = HemisphereLight;
  30720. exports.HemisphereLightHelper = HemisphereLightHelper;
  30721. exports.HemisphereLightProbe = HemisphereLightProbe;
  30722. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30723. exports.IcosahedronGeometry = IcosahedronGeometry;
  30724. exports.ImageBitmapLoader = ImageBitmapLoader;
  30725. exports.ImageLoader = ImageLoader;
  30726. exports.ImageUtils = ImageUtils;
  30727. exports.ImmediateRenderObject = ImmediateRenderObject;
  30728. exports.IncrementStencilOp = IncrementStencilOp;
  30729. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30730. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30731. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30732. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30733. exports.InstancedMesh = InstancedMesh;
  30734. exports.Int16Attribute = Int16Attribute;
  30735. exports.Int16BufferAttribute = Int16BufferAttribute;
  30736. exports.Int32Attribute = Int32Attribute;
  30737. exports.Int32BufferAttribute = Int32BufferAttribute;
  30738. exports.Int8Attribute = Int8Attribute;
  30739. exports.Int8BufferAttribute = Int8BufferAttribute;
  30740. exports.IntType = IntType;
  30741. exports.InterleavedBuffer = InterleavedBuffer;
  30742. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30743. exports.Interpolant = Interpolant;
  30744. exports.InterpolateDiscrete = InterpolateDiscrete;
  30745. exports.InterpolateLinear = InterpolateLinear;
  30746. exports.InterpolateSmooth = InterpolateSmooth;
  30747. exports.InvertStencilOp = InvertStencilOp;
  30748. exports.JSONLoader = JSONLoader;
  30749. exports.KeepStencilOp = KeepStencilOp;
  30750. exports.KeyframeTrack = KeyframeTrack;
  30751. exports.LOD = LOD;
  30752. exports.LatheBufferGeometry = LatheBufferGeometry;
  30753. exports.LatheGeometry = LatheGeometry;
  30754. exports.Layers = Layers;
  30755. exports.LensFlare = LensFlare;
  30756. exports.LessDepth = LessDepth;
  30757. exports.LessEqualDepth = LessEqualDepth;
  30758. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30759. exports.LessStencilFunc = LessStencilFunc;
  30760. exports.Light = Light;
  30761. exports.LightProbe = LightProbe;
  30762. exports.LightShadow = LightShadow;
  30763. exports.Line = Line;
  30764. exports.Line3 = Line3;
  30765. exports.LineBasicMaterial = LineBasicMaterial;
  30766. exports.LineCurve = LineCurve;
  30767. exports.LineCurve3 = LineCurve3;
  30768. exports.LineDashedMaterial = LineDashedMaterial;
  30769. exports.LineLoop = LineLoop;
  30770. exports.LinePieces = LinePieces;
  30771. exports.LineSegments = LineSegments;
  30772. exports.LineStrip = LineStrip;
  30773. exports.LinearEncoding = LinearEncoding;
  30774. exports.LinearFilter = LinearFilter;
  30775. exports.LinearInterpolant = LinearInterpolant;
  30776. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30777. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30778. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30779. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30780. exports.LinearToneMapping = LinearToneMapping;
  30781. exports.Loader = Loader;
  30782. exports.LoaderUtils = LoaderUtils;
  30783. exports.LoadingManager = LoadingManager;
  30784. exports.LogLuvEncoding = LogLuvEncoding;
  30785. exports.LoopOnce = LoopOnce;
  30786. exports.LoopPingPong = LoopPingPong;
  30787. exports.LoopRepeat = LoopRepeat;
  30788. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30789. exports.LuminanceFormat = LuminanceFormat;
  30790. exports.MOUSE = MOUSE;
  30791. exports.Material = Material;
  30792. exports.MaterialLoader = MaterialLoader;
  30793. exports.Math = MathUtils;
  30794. exports.MathUtils = MathUtils;
  30795. exports.Matrix3 = Matrix3;
  30796. exports.Matrix4 = Matrix4;
  30797. exports.MaxEquation = MaxEquation;
  30798. exports.Mesh = Mesh;
  30799. exports.MeshBasicMaterial = MeshBasicMaterial;
  30800. exports.MeshDepthMaterial = MeshDepthMaterial;
  30801. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30802. exports.MeshFaceMaterial = MeshFaceMaterial;
  30803. exports.MeshLambertMaterial = MeshLambertMaterial;
  30804. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30805. exports.MeshNormalMaterial = MeshNormalMaterial;
  30806. exports.MeshPhongMaterial = MeshPhongMaterial;
  30807. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30808. exports.MeshStandardMaterial = MeshStandardMaterial;
  30809. exports.MeshToonMaterial = MeshToonMaterial;
  30810. exports.MinEquation = MinEquation;
  30811. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30812. exports.MixOperation = MixOperation;
  30813. exports.MultiMaterial = MultiMaterial;
  30814. exports.MultiplyBlending = MultiplyBlending;
  30815. exports.MultiplyOperation = MultiplyOperation;
  30816. exports.NearestFilter = NearestFilter;
  30817. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30818. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30819. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30820. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30821. exports.NeverDepth = NeverDepth;
  30822. exports.NeverStencilFunc = NeverStencilFunc;
  30823. exports.NoBlending = NoBlending;
  30824. exports.NoColors = NoColors;
  30825. exports.NoToneMapping = NoToneMapping;
  30826. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30827. exports.NormalBlending = NormalBlending;
  30828. exports.NotEqualDepth = NotEqualDepth;
  30829. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30830. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30831. exports.Object3D = Object3D;
  30832. exports.ObjectLoader = ObjectLoader;
  30833. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30834. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30835. exports.OctahedronGeometry = OctahedronGeometry;
  30836. exports.OneFactor = OneFactor;
  30837. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30838. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30839. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30840. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30841. exports.OrthographicCamera = OrthographicCamera;
  30842. exports.PCFShadowMap = PCFShadowMap;
  30843. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30844. exports.PMREMGenerator = PMREMGenerator;
  30845. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30846. exports.ParametricGeometry = ParametricGeometry;
  30847. exports.Particle = Particle;
  30848. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30849. exports.ParticleSystem = ParticleSystem;
  30850. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30851. exports.Path = Path;
  30852. exports.PerspectiveCamera = PerspectiveCamera;
  30853. exports.Plane = Plane;
  30854. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30855. exports.PlaneGeometry = PlaneGeometry;
  30856. exports.PlaneHelper = PlaneHelper;
  30857. exports.PointCloud = PointCloud;
  30858. exports.PointCloudMaterial = PointCloudMaterial;
  30859. exports.PointLight = PointLight;
  30860. exports.PointLightHelper = PointLightHelper;
  30861. exports.Points = Points;
  30862. exports.PointsMaterial = PointsMaterial;
  30863. exports.PolarGridHelper = PolarGridHelper;
  30864. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30865. exports.PolyhedronGeometry = PolyhedronGeometry;
  30866. exports.PositionalAudio = PositionalAudio;
  30867. exports.PropertyBinding = PropertyBinding;
  30868. exports.PropertyMixer = PropertyMixer;
  30869. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30870. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30871. exports.Quaternion = Quaternion;
  30872. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30873. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30874. exports.REVISION = REVISION;
  30875. exports.RGBADepthPacking = RGBADepthPacking;
  30876. exports.RGBAFormat = RGBAFormat;
  30877. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30878. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30879. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30880. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30881. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30882. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30883. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30884. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30885. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30886. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30887. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30888. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30889. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30890. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30891. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30892. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30893. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30894. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30895. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30896. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30897. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30898. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30899. exports.RGBDEncoding = RGBDEncoding;
  30900. exports.RGBEEncoding = RGBEEncoding;
  30901. exports.RGBEFormat = RGBEFormat;
  30902. exports.RGBFormat = RGBFormat;
  30903. exports.RGBIntegerFormat = RGBIntegerFormat;
  30904. exports.RGBM16Encoding = RGBM16Encoding;
  30905. exports.RGBM7Encoding = RGBM7Encoding;
  30906. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30907. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30908. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30909. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30910. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30911. exports.RGFormat = RGFormat;
  30912. exports.RGIntegerFormat = RGIntegerFormat;
  30913. exports.RawShaderMaterial = RawShaderMaterial;
  30914. exports.Ray = Ray;
  30915. exports.Raycaster = Raycaster;
  30916. exports.RectAreaLight = RectAreaLight;
  30917. exports.RedFormat = RedFormat;
  30918. exports.RedIntegerFormat = RedIntegerFormat;
  30919. exports.ReinhardToneMapping = ReinhardToneMapping;
  30920. exports.RepeatWrapping = RepeatWrapping;
  30921. exports.ReplaceStencilOp = ReplaceStencilOp;
  30922. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30923. exports.RingBufferGeometry = RingBufferGeometry;
  30924. exports.RingGeometry = RingGeometry;
  30925. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30926. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30927. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30928. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30929. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30930. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30931. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30932. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30933. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30934. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30935. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30936. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30937. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30938. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30939. exports.Scene = Scene;
  30940. exports.SceneUtils = SceneUtils;
  30941. exports.ShaderChunk = ShaderChunk;
  30942. exports.ShaderLib = ShaderLib;
  30943. exports.ShaderMaterial = ShaderMaterial;
  30944. exports.ShadowMaterial = ShadowMaterial;
  30945. exports.Shape = Shape;
  30946. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30947. exports.ShapeGeometry = ShapeGeometry;
  30948. exports.ShapePath = ShapePath;
  30949. exports.ShapeUtils = ShapeUtils;
  30950. exports.ShortType = ShortType;
  30951. exports.Skeleton = Skeleton;
  30952. exports.SkeletonHelper = SkeletonHelper;
  30953. exports.SkinnedMesh = SkinnedMesh;
  30954. exports.SmoothShading = SmoothShading;
  30955. exports.Sphere = Sphere;
  30956. exports.SphereBufferGeometry = SphereBufferGeometry;
  30957. exports.SphereGeometry = SphereGeometry;
  30958. exports.Spherical = Spherical;
  30959. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30960. exports.Spline = Spline;
  30961. exports.SplineCurve = SplineCurve;
  30962. exports.SplineCurve3 = SplineCurve3;
  30963. exports.SpotLight = SpotLight;
  30964. exports.SpotLightHelper = SpotLightHelper;
  30965. exports.SpotLightShadow = SpotLightShadow;
  30966. exports.Sprite = Sprite;
  30967. exports.SpriteMaterial = SpriteMaterial;
  30968. exports.SrcAlphaFactor = SrcAlphaFactor;
  30969. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30970. exports.SrcColorFactor = SrcColorFactor;
  30971. exports.StaticCopyUsage = StaticCopyUsage;
  30972. exports.StaticDrawUsage = StaticDrawUsage;
  30973. exports.StaticReadUsage = StaticReadUsage;
  30974. exports.StereoCamera = StereoCamera;
  30975. exports.StreamCopyUsage = StreamCopyUsage;
  30976. exports.StreamDrawUsage = StreamDrawUsage;
  30977. exports.StreamReadUsage = StreamReadUsage;
  30978. exports.StringKeyframeTrack = StringKeyframeTrack;
  30979. exports.SubtractEquation = SubtractEquation;
  30980. exports.SubtractiveBlending = SubtractiveBlending;
  30981. exports.TOUCH = TOUCH;
  30982. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30983. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30984. exports.TetrahedronGeometry = TetrahedronGeometry;
  30985. exports.TextBufferGeometry = TextBufferGeometry;
  30986. exports.TextGeometry = TextGeometry;
  30987. exports.Texture = Texture;
  30988. exports.TextureLoader = TextureLoader;
  30989. exports.TorusBufferGeometry = TorusBufferGeometry;
  30990. exports.TorusGeometry = TorusGeometry;
  30991. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30992. exports.TorusKnotGeometry = TorusKnotGeometry;
  30993. exports.Triangle = Triangle;
  30994. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30995. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30996. exports.TrianglesDrawMode = TrianglesDrawMode;
  30997. exports.TubeBufferGeometry = TubeBufferGeometry;
  30998. exports.TubeGeometry = TubeGeometry;
  30999. exports.UVMapping = UVMapping;
  31000. exports.Uint16Attribute = Uint16Attribute;
  31001. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31002. exports.Uint32Attribute = Uint32Attribute;
  31003. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31004. exports.Uint8Attribute = Uint8Attribute;
  31005. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31006. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31007. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31008. exports.Uniform = Uniform;
  31009. exports.UniformsLib = UniformsLib;
  31010. exports.UniformsUtils = UniformsUtils;
  31011. exports.UnsignedByteType = UnsignedByteType;
  31012. exports.UnsignedInt248Type = UnsignedInt248Type;
  31013. exports.UnsignedIntType = UnsignedIntType;
  31014. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31015. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31016. exports.UnsignedShort565Type = UnsignedShort565Type;
  31017. exports.UnsignedShortType = UnsignedShortType;
  31018. exports.VSMShadowMap = VSMShadowMap;
  31019. exports.Vector2 = Vector2;
  31020. exports.Vector3 = Vector3;
  31021. exports.Vector4 = Vector4;
  31022. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31023. exports.Vertex = Vertex;
  31024. exports.VertexColors = VertexColors;
  31025. exports.VideoTexture = VideoTexture;
  31026. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31027. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31028. exports.WebGLRenderTarget = WebGLRenderTarget;
  31029. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31030. exports.WebGLRenderer = WebGLRenderer;
  31031. exports.WebGLUtils = WebGLUtils;
  31032. exports.WireframeGeometry = WireframeGeometry;
  31033. exports.WireframeHelper = WireframeHelper;
  31034. exports.WrapAroundEnding = WrapAroundEnding;
  31035. exports.XHRLoader = XHRLoader;
  31036. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31037. exports.ZeroFactor = ZeroFactor;
  31038. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31039. exports.ZeroStencilOp = ZeroStencilOp;
  31040. exports.sRGBEncoding = sRGBEncoding;
  31041. Object.defineProperty(exports, '__esModule', { value: true });
  31042. })));
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