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 = '115dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  184. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  185. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  186. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  187. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  188. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  189. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  190. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  191. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  192. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  193. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  194. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  195. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  196. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  197. var LoopOnce = 2200;
  198. var LoopRepeat = 2201;
  199. var LoopPingPong = 2202;
  200. var InterpolateDiscrete = 2300;
  201. var InterpolateLinear = 2301;
  202. var InterpolateSmooth = 2302;
  203. var ZeroCurvatureEnding = 2400;
  204. var ZeroSlopeEnding = 2401;
  205. var WrapAroundEnding = 2402;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. var array = listenerArray.slice( 0 );
  284. for ( var i = 0, l = array.length; i < l; i ++ ) {
  285. array[ i ].call( this, event );
  286. }
  287. }
  288. }
  289. } );
  290. /**
  291. * @author alteredq / http://alteredqualia.com/
  292. * @author mrdoob / http://mrdoob.com/
  293. * @author WestLangley / http://github.com/WestLangley
  294. * @author thezwap
  295. */
  296. var _lut = [];
  297. for ( var i = 0; i < 256; i ++ ) {
  298. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  299. }
  300. var MathUtils = {
  301. DEG2RAD: Math.PI / 180,
  302. RAD2DEG: 180 / Math.PI,
  303. generateUUID: function () {
  304. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  305. var d0 = Math.random() * 0xffffffff | 0;
  306. var d1 = Math.random() * 0xffffffff | 0;
  307. var d2 = Math.random() * 0xffffffff | 0;
  308. var d3 = Math.random() * 0xffffffff | 0;
  309. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  310. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  311. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  312. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  313. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  314. return uuid.toUpperCase();
  315. },
  316. clamp: function ( value, min, max ) {
  317. return Math.max( min, Math.min( max, value ) );
  318. },
  319. // compute euclidian modulo of m % n
  320. // https://en.wikipedia.org/wiki/Modulo_operation
  321. euclideanModulo: function ( n, m ) {
  322. return ( ( n % m ) + m ) % m;
  323. },
  324. // Linear mapping from range <a1, a2> to range <b1, b2>
  325. mapLinear: function ( x, a1, a2, b1, b2 ) {
  326. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  327. },
  328. // https://en.wikipedia.org/wiki/Linear_interpolation
  329. lerp: function ( x, y, t ) {
  330. return ( 1 - t ) * x + t * y;
  331. },
  332. // http://en.wikipedia.org/wiki/Smoothstep
  333. smoothstep: function ( x, min, max ) {
  334. if ( x <= min ) { return 0; }
  335. if ( x >= max ) { return 1; }
  336. x = ( x - min ) / ( max - min );
  337. return x * x * ( 3 - 2 * x );
  338. },
  339. smootherstep: function ( x, min, max ) {
  340. if ( x <= min ) { return 0; }
  341. if ( x >= max ) { return 1; }
  342. x = ( x - min ) / ( max - min );
  343. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  344. },
  345. // Random integer from <low, high> interval
  346. randInt: function ( low, high ) {
  347. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  348. },
  349. // Random float from <low, high> interval
  350. randFloat: function ( low, high ) {
  351. return low + Math.random() * ( high - low );
  352. },
  353. // Random float from <-range/2, range/2> interval
  354. randFloatSpread: function ( range ) {
  355. return range * ( 0.5 - Math.random() );
  356. },
  357. degToRad: function ( degrees ) {
  358. return degrees * MathUtils.DEG2RAD;
  359. },
  360. radToDeg: function ( radians ) {
  361. return radians * MathUtils.RAD2DEG;
  362. },
  363. isPowerOfTwo: function ( value ) {
  364. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  365. },
  366. ceilPowerOfTwo: function ( value ) {
  367. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  368. },
  369. floorPowerOfTwo: function ( value ) {
  370. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  371. },
  372. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  373. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  374. // rotations are applied to the axes in the order specified by 'order'
  375. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  376. // angles are in radians
  377. var cos = Math.cos;
  378. var sin = Math.sin;
  379. var c2 = cos( b / 2 );
  380. var s2 = sin( b / 2 );
  381. var c13 = cos( ( a + c ) / 2 );
  382. var s13 = sin( ( a + c ) / 2 );
  383. var c1_3 = cos( ( a - c ) / 2 );
  384. var s1_3 = sin( ( a - c ) / 2 );
  385. var c3_1 = cos( ( c - a ) / 2 );
  386. var s3_1 = sin( ( c - a ) / 2 );
  387. if ( order === 'XYX' ) {
  388. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  389. } else if ( order === 'YZY' ) {
  390. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  391. } else if ( order === 'ZXZ' ) {
  392. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  393. } else if ( order === 'XZX' ) {
  394. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  395. } else if ( order === 'YXY' ) {
  396. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  397. } else if ( order === 'ZYZ' ) {
  398. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  399. } else {
  400. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  401. }
  402. }
  403. };
  404. /**
  405. * @author mrdoob / http://mrdoob.com/
  406. * @author philogb / http://blog.thejit.org/
  407. * @author egraether / http://egraether.com/
  408. * @author zz85 / http://www.lab4games.net/zz85/blog
  409. */
  410. function Vector2( x, y ) {
  411. this.x = x || 0;
  412. this.y = y || 0;
  413. }
  414. Object.defineProperties( Vector2.prototype, {
  415. "width": {
  416. get: function () {
  417. return this.x;
  418. },
  419. set: function ( value ) {
  420. this.x = value;
  421. }
  422. },
  423. "height": {
  424. get: function () {
  425. return this.y;
  426. },
  427. set: function ( value ) {
  428. this.y = value;
  429. }
  430. }
  431. } );
  432. Object.assign( Vector2.prototype, {
  433. isVector2: true,
  434. set: function ( x, y ) {
  435. this.x = x;
  436. this.y = y;
  437. return this;
  438. },
  439. setScalar: function ( scalar ) {
  440. this.x = scalar;
  441. this.y = scalar;
  442. return this;
  443. },
  444. setX: function ( x ) {
  445. this.x = x;
  446. return this;
  447. },
  448. setY: function ( y ) {
  449. this.y = y;
  450. return this;
  451. },
  452. setComponent: function ( index, value ) {
  453. switch ( index ) {
  454. case 0: this.x = value; break;
  455. case 1: this.y = value; break;
  456. default: throw new Error( 'index is out of range: ' + index );
  457. }
  458. return this;
  459. },
  460. getComponent: function ( index ) {
  461. switch ( index ) {
  462. case 0: return this.x;
  463. case 1: return this.y;
  464. default: throw new Error( 'index is out of range: ' + index );
  465. }
  466. },
  467. clone: function () {
  468. return new this.constructor( this.x, this.y );
  469. },
  470. copy: function ( v ) {
  471. this.x = v.x;
  472. this.y = v.y;
  473. return this;
  474. },
  475. add: function ( v, w ) {
  476. if ( w !== undefined ) {
  477. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  478. return this.addVectors( v, w );
  479. }
  480. this.x += v.x;
  481. this.y += v.y;
  482. return this;
  483. },
  484. addScalar: function ( s ) {
  485. this.x += s;
  486. this.y += s;
  487. return this;
  488. },
  489. addVectors: function ( a, b ) {
  490. this.x = a.x + b.x;
  491. this.y = a.y + b.y;
  492. return this;
  493. },
  494. addScaledVector: function ( v, s ) {
  495. this.x += v.x * s;
  496. this.y += v.y * s;
  497. return this;
  498. },
  499. sub: function ( v, w ) {
  500. if ( w !== undefined ) {
  501. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  502. return this.subVectors( v, w );
  503. }
  504. this.x -= v.x;
  505. this.y -= v.y;
  506. return this;
  507. },
  508. subScalar: function ( s ) {
  509. this.x -= s;
  510. this.y -= s;
  511. return this;
  512. },
  513. subVectors: function ( a, b ) {
  514. this.x = a.x - b.x;
  515. this.y = a.y - b.y;
  516. return this;
  517. },
  518. multiply: function ( v ) {
  519. this.x *= v.x;
  520. this.y *= v.y;
  521. return this;
  522. },
  523. multiplyScalar: function ( scalar ) {
  524. this.x *= scalar;
  525. this.y *= scalar;
  526. return this;
  527. },
  528. divide: function ( v ) {
  529. this.x /= v.x;
  530. this.y /= v.y;
  531. return this;
  532. },
  533. divideScalar: function ( scalar ) {
  534. return this.multiplyScalar( 1 / scalar );
  535. },
  536. applyMatrix3: function ( m ) {
  537. var x = this.x, y = this.y;
  538. var e = m.elements;
  539. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  540. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  541. return this;
  542. },
  543. min: function ( v ) {
  544. this.x = Math.min( this.x, v.x );
  545. this.y = Math.min( this.y, v.y );
  546. return this;
  547. },
  548. max: function ( v ) {
  549. this.x = Math.max( this.x, v.x );
  550. this.y = Math.max( this.y, v.y );
  551. return this;
  552. },
  553. clamp: function ( min, max ) {
  554. // assumes min < max, componentwise
  555. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  556. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  557. return this;
  558. },
  559. clampScalar: function ( minVal, maxVal ) {
  560. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  561. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  562. return this;
  563. },
  564. clampLength: function ( min, max ) {
  565. var length = this.length();
  566. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  567. },
  568. floor: function () {
  569. this.x = Math.floor( this.x );
  570. this.y = Math.floor( this.y );
  571. return this;
  572. },
  573. ceil: function () {
  574. this.x = Math.ceil( this.x );
  575. this.y = Math.ceil( this.y );
  576. return this;
  577. },
  578. round: function () {
  579. this.x = Math.round( this.x );
  580. this.y = Math.round( this.y );
  581. return this;
  582. },
  583. roundToZero: function () {
  584. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  585. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  586. return this;
  587. },
  588. negate: function () {
  589. this.x = - this.x;
  590. this.y = - this.y;
  591. return this;
  592. },
  593. dot: function ( v ) {
  594. return this.x * v.x + this.y * v.y;
  595. },
  596. cross: function ( v ) {
  597. return this.x * v.y - this.y * v.x;
  598. },
  599. lengthSq: function () {
  600. return this.x * this.x + this.y * this.y;
  601. },
  602. length: function () {
  603. return Math.sqrt( this.x * this.x + this.y * this.y );
  604. },
  605. manhattanLength: function () {
  606. return Math.abs( this.x ) + Math.abs( this.y );
  607. },
  608. normalize: function () {
  609. return this.divideScalar( this.length() || 1 );
  610. },
  611. angle: function () {
  612. // computes the angle in radians with respect to the positive x-axis
  613. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  614. return angle;
  615. },
  616. distanceTo: function ( v ) {
  617. return Math.sqrt( this.distanceToSquared( v ) );
  618. },
  619. distanceToSquared: function ( v ) {
  620. var dx = this.x - v.x, dy = this.y - v.y;
  621. return dx * dx + dy * dy;
  622. },
  623. manhattanDistanceTo: function ( v ) {
  624. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  625. },
  626. setLength: function ( length ) {
  627. return this.normalize().multiplyScalar( length );
  628. },
  629. lerp: function ( v, alpha ) {
  630. this.x += ( v.x - this.x ) * alpha;
  631. this.y += ( v.y - this.y ) * alpha;
  632. return this;
  633. },
  634. lerpVectors: function ( v1, v2, alpha ) {
  635. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  636. },
  637. equals: function ( v ) {
  638. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  639. },
  640. fromArray: function ( array, offset ) {
  641. if ( offset === undefined ) { offset = 0; }
  642. this.x = array[ offset ];
  643. this.y = array[ offset + 1 ];
  644. return this;
  645. },
  646. toArray: function ( array, offset ) {
  647. if ( array === undefined ) { array = []; }
  648. if ( offset === undefined ) { offset = 0; }
  649. array[ offset ] = this.x;
  650. array[ offset + 1 ] = this.y;
  651. return array;
  652. },
  653. fromBufferAttribute: function ( attribute, index, offset ) {
  654. if ( offset !== undefined ) {
  655. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  656. }
  657. this.x = attribute.getX( index );
  658. this.y = attribute.getY( index );
  659. return this;
  660. },
  661. rotateAround: function ( center, angle ) {
  662. var c = Math.cos( angle ), s = Math.sin( angle );
  663. var x = this.x - center.x;
  664. var y = this.y - center.y;
  665. this.x = x * c - y * s + center.x;
  666. this.y = x * s + y * c + center.y;
  667. return this;
  668. }
  669. } );
  670. /**
  671. * @author alteredq / http://alteredqualia.com/
  672. * @author WestLangley / http://github.com/WestLangley
  673. * @author bhouston / http://clara.io
  674. * @author tschw
  675. */
  676. function Matrix3() {
  677. this.elements = [
  678. 1, 0, 0,
  679. 0, 1, 0,
  680. 0, 0, 1
  681. ];
  682. if ( arguments.length > 0 ) {
  683. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  684. }
  685. }
  686. Object.assign( Matrix3.prototype, {
  687. isMatrix3: true,
  688. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  689. var te = this.elements;
  690. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  691. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  692. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  693. return this;
  694. },
  695. identity: function () {
  696. this.set(
  697. 1, 0, 0,
  698. 0, 1, 0,
  699. 0, 0, 1
  700. );
  701. return this;
  702. },
  703. clone: function () {
  704. return new this.constructor().fromArray( this.elements );
  705. },
  706. copy: function ( m ) {
  707. var te = this.elements;
  708. var me = m.elements;
  709. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  710. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  711. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  712. return this;
  713. },
  714. extractBasis: function ( xAxis, yAxis, zAxis ) {
  715. xAxis.setFromMatrix3Column( this, 0 );
  716. yAxis.setFromMatrix3Column( this, 1 );
  717. zAxis.setFromMatrix3Column( this, 2 );
  718. return this;
  719. },
  720. setFromMatrix4: function ( m ) {
  721. var me = m.elements;
  722. this.set(
  723. me[ 0 ], me[ 4 ], me[ 8 ],
  724. me[ 1 ], me[ 5 ], me[ 9 ],
  725. me[ 2 ], me[ 6 ], me[ 10 ]
  726. );
  727. return this;
  728. },
  729. multiply: function ( m ) {
  730. return this.multiplyMatrices( this, m );
  731. },
  732. premultiply: function ( m ) {
  733. return this.multiplyMatrices( m, this );
  734. },
  735. multiplyMatrices: function ( a, b ) {
  736. var ae = a.elements;
  737. var be = b.elements;
  738. var te = this.elements;
  739. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  740. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  741. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  742. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  743. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  744. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  745. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  746. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  747. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  748. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  749. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  750. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  751. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  752. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  753. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  754. return this;
  755. },
  756. multiplyScalar: function ( s ) {
  757. var te = this.elements;
  758. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  759. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  760. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  761. return this;
  762. },
  763. determinant: function () {
  764. var te = this.elements;
  765. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  766. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  767. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  768. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  769. },
  770. getInverse: function ( matrix, throwOnDegenerate ) {
  771. if ( throwOnDegenerate !== undefined ) {
  772. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  773. }
  774. var me = matrix.elements,
  775. te = this.elements,
  776. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  777. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  778. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  779. t11 = n33 * n22 - n32 * n23,
  780. t12 = n32 * n13 - n33 * n12,
  781. t13 = n23 * n12 - n22 * n13,
  782. det = n11 * t11 + n21 * t12 + n31 * t13;
  783. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  784. var detInv = 1 / det;
  785. te[ 0 ] = t11 * detInv;
  786. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  787. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  788. te[ 3 ] = t12 * detInv;
  789. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  790. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  791. te[ 6 ] = t13 * detInv;
  792. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  793. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  794. return this;
  795. },
  796. transpose: function () {
  797. var tmp, m = this.elements;
  798. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  799. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  800. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  801. return this;
  802. },
  803. getNormalMatrix: function ( matrix4 ) {
  804. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  805. },
  806. transposeIntoArray: function ( r ) {
  807. var m = this.elements;
  808. r[ 0 ] = m[ 0 ];
  809. r[ 1 ] = m[ 3 ];
  810. r[ 2 ] = m[ 6 ];
  811. r[ 3 ] = m[ 1 ];
  812. r[ 4 ] = m[ 4 ];
  813. r[ 5 ] = m[ 7 ];
  814. r[ 6 ] = m[ 2 ];
  815. r[ 7 ] = m[ 5 ];
  816. r[ 8 ] = m[ 8 ];
  817. return this;
  818. },
  819. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  820. var c = Math.cos( rotation );
  821. var s = Math.sin( rotation );
  822. this.set(
  823. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  824. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  825. 0, 0, 1
  826. );
  827. },
  828. scale: function ( sx, sy ) {
  829. var te = this.elements;
  830. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  831. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  832. return this;
  833. },
  834. rotate: function ( theta ) {
  835. var c = Math.cos( theta );
  836. var s = Math.sin( theta );
  837. var te = this.elements;
  838. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  839. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  840. te[ 0 ] = c * a11 + s * a21;
  841. te[ 3 ] = c * a12 + s * a22;
  842. te[ 6 ] = c * a13 + s * a23;
  843. te[ 1 ] = - s * a11 + c * a21;
  844. te[ 4 ] = - s * a12 + c * a22;
  845. te[ 7 ] = - s * a13 + c * a23;
  846. return this;
  847. },
  848. translate: function ( tx, ty ) {
  849. var te = this.elements;
  850. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  851. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  852. return this;
  853. },
  854. equals: function ( matrix ) {
  855. var te = this.elements;
  856. var me = matrix.elements;
  857. for ( var i = 0; i < 9; i ++ ) {
  858. if ( te[ i ] !== me[ i ] ) { return false; }
  859. }
  860. return true;
  861. },
  862. fromArray: function ( array, offset ) {
  863. if ( offset === undefined ) { offset = 0; }
  864. for ( var i = 0; i < 9; i ++ ) {
  865. this.elements[ i ] = array[ i + offset ];
  866. }
  867. return this;
  868. },
  869. toArray: function ( array, offset ) {
  870. if ( array === undefined ) { array = []; }
  871. if ( offset === undefined ) { offset = 0; }
  872. var te = this.elements;
  873. array[ offset ] = te[ 0 ];
  874. array[ offset + 1 ] = te[ 1 ];
  875. array[ offset + 2 ] = te[ 2 ];
  876. array[ offset + 3 ] = te[ 3 ];
  877. array[ offset + 4 ] = te[ 4 ];
  878. array[ offset + 5 ] = te[ 5 ];
  879. array[ offset + 6 ] = te[ 6 ];
  880. array[ offset + 7 ] = te[ 7 ];
  881. array[ offset + 8 ] = te[ 8 ];
  882. return array;
  883. }
  884. } );
  885. /**
  886. * @author mrdoob / http://mrdoob.com/
  887. * @author alteredq / http://alteredqualia.com/
  888. * @author szimek / https://github.com/szimek/
  889. */
  890. var _canvas;
  891. var ImageUtils = {
  892. getDataURL: function ( image ) {
  893. var canvas;
  894. if ( typeof HTMLCanvasElement == 'undefined' ) {
  895. return image.src;
  896. } else if ( image instanceof HTMLCanvasElement ) {
  897. canvas = image;
  898. } else {
  899. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  900. _canvas.width = image.width;
  901. _canvas.height = image.height;
  902. var context = _canvas.getContext( '2d' );
  903. if ( image instanceof ImageData ) {
  904. context.putImageData( image, 0, 0 );
  905. } else {
  906. context.drawImage( image, 0, 0, image.width, image.height );
  907. }
  908. canvas = _canvas;
  909. }
  910. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  911. return canvas.toDataURL( 'image/jpeg', 0.6 );
  912. } else {
  913. return canvas.toDataURL( 'image/png' );
  914. }
  915. }
  916. };
  917. /**
  918. * @author mrdoob / http://mrdoob.com/
  919. * @author alteredq / http://alteredqualia.com/
  920. * @author szimek / https://github.com/szimek/
  921. */
  922. var textureId = 0;
  923. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  924. Object.defineProperty( this, 'id', { value: textureId ++ } );
  925. this.uuid = MathUtils.generateUUID();
  926. this.name = '';
  927. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  928. this.mipmaps = [];
  929. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  930. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  931. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  932. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  933. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  934. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  935. this.format = format !== undefined ? format : RGBAFormat;
  936. this.internalFormat = null;
  937. this.type = type !== undefined ? type : UnsignedByteType;
  938. this.offset = new Vector2( 0, 0 );
  939. this.repeat = new Vector2( 1, 1 );
  940. this.center = new Vector2( 0, 0 );
  941. this.rotation = 0;
  942. this.matrixAutoUpdate = true;
  943. this.matrix = new Matrix3();
  944. this.generateMipmaps = true;
  945. this.premultiplyAlpha = false;
  946. this.flipY = true;
  947. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  948. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  949. //
  950. // Also changing the encoding after already used by a Material will not automatically make the Material
  951. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  952. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  953. this.version = 0;
  954. this.onUpdate = null;
  955. }
  956. Texture.DEFAULT_IMAGE = undefined;
  957. Texture.DEFAULT_MAPPING = UVMapping;
  958. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  959. constructor: Texture,
  960. isTexture: true,
  961. updateMatrix: function () {
  962. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  963. },
  964. clone: function () {
  965. return new this.constructor().copy( this );
  966. },
  967. copy: function ( source ) {
  968. this.name = source.name;
  969. this.image = source.image;
  970. this.mipmaps = source.mipmaps.slice( 0 );
  971. this.mapping = source.mapping;
  972. this.wrapS = source.wrapS;
  973. this.wrapT = source.wrapT;
  974. this.magFilter = source.magFilter;
  975. this.minFilter = source.minFilter;
  976. this.anisotropy = source.anisotropy;
  977. this.format = source.format;
  978. this.internalFormat = source.internalFormat;
  979. this.type = source.type;
  980. this.offset.copy( source.offset );
  981. this.repeat.copy( source.repeat );
  982. this.center.copy( source.center );
  983. this.rotation = source.rotation;
  984. this.matrixAutoUpdate = source.matrixAutoUpdate;
  985. this.matrix.copy( source.matrix );
  986. this.generateMipmaps = source.generateMipmaps;
  987. this.premultiplyAlpha = source.premultiplyAlpha;
  988. this.flipY = source.flipY;
  989. this.unpackAlignment = source.unpackAlignment;
  990. this.encoding = source.encoding;
  991. return this;
  992. },
  993. toJSON: function ( meta ) {
  994. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  995. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  996. return meta.textures[ this.uuid ];
  997. }
  998. var output = {
  999. metadata: {
  1000. version: 4.5,
  1001. type: 'Texture',
  1002. generator: 'Texture.toJSON'
  1003. },
  1004. uuid: this.uuid,
  1005. name: this.name,
  1006. mapping: this.mapping,
  1007. repeat: [ this.repeat.x, this.repeat.y ],
  1008. offset: [ this.offset.x, this.offset.y ],
  1009. center: [ this.center.x, this.center.y ],
  1010. rotation: this.rotation,
  1011. wrap: [ this.wrapS, this.wrapT ],
  1012. format: this.format,
  1013. type: this.type,
  1014. encoding: this.encoding,
  1015. minFilter: this.minFilter,
  1016. magFilter: this.magFilter,
  1017. anisotropy: this.anisotropy,
  1018. flipY: this.flipY,
  1019. premultiplyAlpha: this.premultiplyAlpha,
  1020. unpackAlignment: this.unpackAlignment
  1021. };
  1022. if ( this.image !== undefined ) {
  1023. // TODO: Move to THREE.Image
  1024. var image = this.image;
  1025. if ( image.uuid === undefined ) {
  1026. image.uuid = MathUtils.generateUUID(); // UGH
  1027. }
  1028. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1029. var url;
  1030. if ( Array.isArray( image ) ) {
  1031. // process array of images e.g. CubeTexture
  1032. url = [];
  1033. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1034. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1035. }
  1036. } else {
  1037. // process single image
  1038. url = ImageUtils.getDataURL( image );
  1039. }
  1040. meta.images[ image.uuid ] = {
  1041. uuid: image.uuid,
  1042. url: url
  1043. };
  1044. }
  1045. output.image = image.uuid;
  1046. }
  1047. if ( ! isRootObject ) {
  1048. meta.textures[ this.uuid ] = output;
  1049. }
  1050. return output;
  1051. },
  1052. dispose: function () {
  1053. this.dispatchEvent( { type: 'dispose' } );
  1054. },
  1055. transformUv: function ( uv ) {
  1056. if ( this.mapping !== UVMapping ) { return uv; }
  1057. uv.applyMatrix3( this.matrix );
  1058. if ( uv.x < 0 || uv.x > 1 ) {
  1059. switch ( this.wrapS ) {
  1060. case RepeatWrapping:
  1061. uv.x = uv.x - Math.floor( uv.x );
  1062. break;
  1063. case ClampToEdgeWrapping:
  1064. uv.x = uv.x < 0 ? 0 : 1;
  1065. break;
  1066. case MirroredRepeatWrapping:
  1067. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1068. uv.x = Math.ceil( uv.x ) - uv.x;
  1069. } else {
  1070. uv.x = uv.x - Math.floor( uv.x );
  1071. }
  1072. break;
  1073. }
  1074. }
  1075. if ( uv.y < 0 || uv.y > 1 ) {
  1076. switch ( this.wrapT ) {
  1077. case RepeatWrapping:
  1078. uv.y = uv.y - Math.floor( uv.y );
  1079. break;
  1080. case ClampToEdgeWrapping:
  1081. uv.y = uv.y < 0 ? 0 : 1;
  1082. break;
  1083. case MirroredRepeatWrapping:
  1084. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1085. uv.y = Math.ceil( uv.y ) - uv.y;
  1086. } else {
  1087. uv.y = uv.y - Math.floor( uv.y );
  1088. }
  1089. break;
  1090. }
  1091. }
  1092. if ( this.flipY ) {
  1093. uv.y = 1 - uv.y;
  1094. }
  1095. return uv;
  1096. }
  1097. } );
  1098. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1099. set: function ( value ) {
  1100. if ( value === true ) { this.version ++; }
  1101. }
  1102. } );
  1103. /**
  1104. * @author supereggbert / http://www.paulbrunt.co.uk/
  1105. * @author philogb / http://blog.thejit.org/
  1106. * @author mikael emtinger / http://gomo.se/
  1107. * @author egraether / http://egraether.com/
  1108. * @author WestLangley / http://github.com/WestLangley
  1109. */
  1110. function Vector4( x, y, z, w ) {
  1111. this.x = x || 0;
  1112. this.y = y || 0;
  1113. this.z = z || 0;
  1114. this.w = ( w !== undefined ) ? w : 1;
  1115. }
  1116. Object.defineProperties( Vector4.prototype, {
  1117. "width": {
  1118. get: function () {
  1119. return this.z;
  1120. },
  1121. set: function ( value ) {
  1122. this.z = value;
  1123. }
  1124. },
  1125. "height": {
  1126. get: function () {
  1127. return this.w;
  1128. },
  1129. set: function ( value ) {
  1130. this.w = value;
  1131. }
  1132. }
  1133. } );
  1134. Object.assign( Vector4.prototype, {
  1135. isVector4: true,
  1136. set: function ( x, y, z, w ) {
  1137. this.x = x;
  1138. this.y = y;
  1139. this.z = z;
  1140. this.w = w;
  1141. return this;
  1142. },
  1143. setScalar: function ( scalar ) {
  1144. this.x = scalar;
  1145. this.y = scalar;
  1146. this.z = scalar;
  1147. this.w = scalar;
  1148. return this;
  1149. },
  1150. setX: function ( x ) {
  1151. this.x = x;
  1152. return this;
  1153. },
  1154. setY: function ( y ) {
  1155. this.y = y;
  1156. return this;
  1157. },
  1158. setZ: function ( z ) {
  1159. this.z = z;
  1160. return this;
  1161. },
  1162. setW: function ( w ) {
  1163. this.w = w;
  1164. return this;
  1165. },
  1166. setComponent: function ( index, value ) {
  1167. switch ( index ) {
  1168. case 0: this.x = value; break;
  1169. case 1: this.y = value; break;
  1170. case 2: this.z = value; break;
  1171. case 3: this.w = value; break;
  1172. default: throw new Error( 'index is out of range: ' + index );
  1173. }
  1174. return this;
  1175. },
  1176. getComponent: function ( index ) {
  1177. switch ( index ) {
  1178. case 0: return this.x;
  1179. case 1: return this.y;
  1180. case 2: return this.z;
  1181. case 3: return this.w;
  1182. default: throw new Error( 'index is out of range: ' + index );
  1183. }
  1184. },
  1185. clone: function () {
  1186. return new this.constructor( this.x, this.y, this.z, this.w );
  1187. },
  1188. copy: function ( v ) {
  1189. this.x = v.x;
  1190. this.y = v.y;
  1191. this.z = v.z;
  1192. this.w = ( v.w !== undefined ) ? v.w : 1;
  1193. return this;
  1194. },
  1195. add: function ( v, w ) {
  1196. if ( w !== undefined ) {
  1197. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1198. return this.addVectors( v, w );
  1199. }
  1200. this.x += v.x;
  1201. this.y += v.y;
  1202. this.z += v.z;
  1203. this.w += v.w;
  1204. return this;
  1205. },
  1206. addScalar: function ( s ) {
  1207. this.x += s;
  1208. this.y += s;
  1209. this.z += s;
  1210. this.w += s;
  1211. return this;
  1212. },
  1213. addVectors: function ( a, b ) {
  1214. this.x = a.x + b.x;
  1215. this.y = a.y + b.y;
  1216. this.z = a.z + b.z;
  1217. this.w = a.w + b.w;
  1218. return this;
  1219. },
  1220. addScaledVector: function ( v, s ) {
  1221. this.x += v.x * s;
  1222. this.y += v.y * s;
  1223. this.z += v.z * s;
  1224. this.w += v.w * s;
  1225. return this;
  1226. },
  1227. sub: function ( v, w ) {
  1228. if ( w !== undefined ) {
  1229. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1230. return this.subVectors( v, w );
  1231. }
  1232. this.x -= v.x;
  1233. this.y -= v.y;
  1234. this.z -= v.z;
  1235. this.w -= v.w;
  1236. return this;
  1237. },
  1238. subScalar: function ( s ) {
  1239. this.x -= s;
  1240. this.y -= s;
  1241. this.z -= s;
  1242. this.w -= s;
  1243. return this;
  1244. },
  1245. subVectors: function ( a, b ) {
  1246. this.x = a.x - b.x;
  1247. this.y = a.y - b.y;
  1248. this.z = a.z - b.z;
  1249. this.w = a.w - b.w;
  1250. return this;
  1251. },
  1252. multiplyScalar: function ( scalar ) {
  1253. this.x *= scalar;
  1254. this.y *= scalar;
  1255. this.z *= scalar;
  1256. this.w *= scalar;
  1257. return this;
  1258. },
  1259. applyMatrix4: function ( m ) {
  1260. var x = this.x, y = this.y, z = this.z, w = this.w;
  1261. var e = m.elements;
  1262. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1263. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1264. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1265. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1266. return this;
  1267. },
  1268. divideScalar: function ( scalar ) {
  1269. return this.multiplyScalar( 1 / scalar );
  1270. },
  1271. setAxisAngleFromQuaternion: function ( q ) {
  1272. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1273. // q is assumed to be normalized
  1274. this.w = 2 * Math.acos( q.w );
  1275. var s = Math.sqrt( 1 - q.w * q.w );
  1276. if ( s < 0.0001 ) {
  1277. this.x = 1;
  1278. this.y = 0;
  1279. this.z = 0;
  1280. } else {
  1281. this.x = q.x / s;
  1282. this.y = q.y / s;
  1283. this.z = q.z / s;
  1284. }
  1285. return this;
  1286. },
  1287. setAxisAngleFromRotationMatrix: function ( m ) {
  1288. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1289. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1290. var angle, x, y, z, // variables for result
  1291. epsilon = 0.01, // margin to allow for rounding errors
  1292. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1293. te = m.elements,
  1294. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1295. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1296. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1297. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1298. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1299. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1300. // singularity found
  1301. // first check for identity matrix which must have +1 for all terms
  1302. // in leading diagonal and zero in other terms
  1303. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1304. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1305. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1306. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1307. // this singularity is identity matrix so angle = 0
  1308. this.set( 1, 0, 0, 0 );
  1309. return this; // zero angle, arbitrary axis
  1310. }
  1311. // otherwise this singularity is angle = 180
  1312. angle = Math.PI;
  1313. var xx = ( m11 + 1 ) / 2;
  1314. var yy = ( m22 + 1 ) / 2;
  1315. var zz = ( m33 + 1 ) / 2;
  1316. var xy = ( m12 + m21 ) / 4;
  1317. var xz = ( m13 + m31 ) / 4;
  1318. var yz = ( m23 + m32 ) / 4;
  1319. if ( ( xx > yy ) && ( xx > zz ) ) {
  1320. // m11 is the largest diagonal term
  1321. if ( xx < epsilon ) {
  1322. x = 0;
  1323. y = 0.707106781;
  1324. z = 0.707106781;
  1325. } else {
  1326. x = Math.sqrt( xx );
  1327. y = xy / x;
  1328. z = xz / x;
  1329. }
  1330. } else if ( yy > zz ) {
  1331. // m22 is the largest diagonal term
  1332. if ( yy < epsilon ) {
  1333. x = 0.707106781;
  1334. y = 0;
  1335. z = 0.707106781;
  1336. } else {
  1337. y = Math.sqrt( yy );
  1338. x = xy / y;
  1339. z = yz / y;
  1340. }
  1341. } else {
  1342. // m33 is the largest diagonal term so base result on this
  1343. if ( zz < epsilon ) {
  1344. x = 0.707106781;
  1345. y = 0.707106781;
  1346. z = 0;
  1347. } else {
  1348. z = Math.sqrt( zz );
  1349. x = xz / z;
  1350. y = yz / z;
  1351. }
  1352. }
  1353. this.set( x, y, z, angle );
  1354. return this; // return 180 deg rotation
  1355. }
  1356. // as we have reached here there are no singularities so we can handle normally
  1357. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1358. ( m13 - m31 ) * ( m13 - m31 ) +
  1359. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1360. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1361. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1362. // caught by singularity test above, but I've left it in just in case
  1363. this.x = ( m32 - m23 ) / s;
  1364. this.y = ( m13 - m31 ) / s;
  1365. this.z = ( m21 - m12 ) / s;
  1366. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1367. return this;
  1368. },
  1369. min: function ( v ) {
  1370. this.x = Math.min( this.x, v.x );
  1371. this.y = Math.min( this.y, v.y );
  1372. this.z = Math.min( this.z, v.z );
  1373. this.w = Math.min( this.w, v.w );
  1374. return this;
  1375. },
  1376. max: function ( v ) {
  1377. this.x = Math.max( this.x, v.x );
  1378. this.y = Math.max( this.y, v.y );
  1379. this.z = Math.max( this.z, v.z );
  1380. this.w = Math.max( this.w, v.w );
  1381. return this;
  1382. },
  1383. clamp: function ( min, max ) {
  1384. // assumes min < max, componentwise
  1385. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1386. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1387. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1388. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1389. return this;
  1390. },
  1391. clampScalar: function ( minVal, maxVal ) {
  1392. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1393. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1394. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1395. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1396. return this;
  1397. },
  1398. clampLength: function ( min, max ) {
  1399. var length = this.length();
  1400. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1401. },
  1402. floor: function () {
  1403. this.x = Math.floor( this.x );
  1404. this.y = Math.floor( this.y );
  1405. this.z = Math.floor( this.z );
  1406. this.w = Math.floor( this.w );
  1407. return this;
  1408. },
  1409. ceil: function () {
  1410. this.x = Math.ceil( this.x );
  1411. this.y = Math.ceil( this.y );
  1412. this.z = Math.ceil( this.z );
  1413. this.w = Math.ceil( this.w );
  1414. return this;
  1415. },
  1416. round: function () {
  1417. this.x = Math.round( this.x );
  1418. this.y = Math.round( this.y );
  1419. this.z = Math.round( this.z );
  1420. this.w = Math.round( this.w );
  1421. return this;
  1422. },
  1423. roundToZero: function () {
  1424. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1425. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1426. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1427. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1428. return this;
  1429. },
  1430. negate: function () {
  1431. this.x = - this.x;
  1432. this.y = - this.y;
  1433. this.z = - this.z;
  1434. this.w = - this.w;
  1435. return this;
  1436. },
  1437. dot: function ( v ) {
  1438. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1439. },
  1440. lengthSq: function () {
  1441. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1442. },
  1443. length: function () {
  1444. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1445. },
  1446. manhattanLength: function () {
  1447. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1448. },
  1449. normalize: function () {
  1450. return this.divideScalar( this.length() || 1 );
  1451. },
  1452. setLength: function ( length ) {
  1453. return this.normalize().multiplyScalar( length );
  1454. },
  1455. lerp: function ( v, alpha ) {
  1456. this.x += ( v.x - this.x ) * alpha;
  1457. this.y += ( v.y - this.y ) * alpha;
  1458. this.z += ( v.z - this.z ) * alpha;
  1459. this.w += ( v.w - this.w ) * alpha;
  1460. return this;
  1461. },
  1462. lerpVectors: function ( v1, v2, alpha ) {
  1463. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1464. },
  1465. equals: function ( v ) {
  1466. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1467. },
  1468. fromArray: function ( array, offset ) {
  1469. if ( offset === undefined ) { offset = 0; }
  1470. this.x = array[ offset ];
  1471. this.y = array[ offset + 1 ];
  1472. this.z = array[ offset + 2 ];
  1473. this.w = array[ offset + 3 ];
  1474. return this;
  1475. },
  1476. toArray: function ( array, offset ) {
  1477. if ( array === undefined ) { array = []; }
  1478. if ( offset === undefined ) { offset = 0; }
  1479. array[ offset ] = this.x;
  1480. array[ offset + 1 ] = this.y;
  1481. array[ offset + 2 ] = this.z;
  1482. array[ offset + 3 ] = this.w;
  1483. return array;
  1484. },
  1485. fromBufferAttribute: function ( attribute, index, offset ) {
  1486. if ( offset !== undefined ) {
  1487. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1488. }
  1489. this.x = attribute.getX( index );
  1490. this.y = attribute.getY( index );
  1491. this.z = attribute.getZ( index );
  1492. this.w = attribute.getW( index );
  1493. return this;
  1494. }
  1495. } );
  1496. /**
  1497. * @author szimek / https://github.com/szimek/
  1498. * @author alteredq / http://alteredqualia.com/
  1499. * @author Marius Kintel / https://github.com/kintel
  1500. */
  1501. /*
  1502. In options, we can specify:
  1503. * Texture parameters for an auto-generated target texture
  1504. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1505. */
  1506. function WebGLRenderTarget( width, height, options ) {
  1507. this.width = width;
  1508. this.height = height;
  1509. this.scissor = new Vector4( 0, 0, width, height );
  1510. this.scissorTest = false;
  1511. this.viewport = new Vector4( 0, 0, width, height );
  1512. options = options || {};
  1513. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1514. this.texture.image = {};
  1515. this.texture.image.width = width;
  1516. this.texture.image.height = height;
  1517. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1518. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1519. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1520. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1521. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1522. }
  1523. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1524. constructor: WebGLRenderTarget,
  1525. isWebGLRenderTarget: true,
  1526. setSize: function ( width, height ) {
  1527. if ( this.width !== width || this.height !== height ) {
  1528. this.width = width;
  1529. this.height = height;
  1530. this.texture.image.width = width;
  1531. this.texture.image.height = height;
  1532. this.dispose();
  1533. }
  1534. this.viewport.set( 0, 0, width, height );
  1535. this.scissor.set( 0, 0, width, height );
  1536. },
  1537. clone: function () {
  1538. return new this.constructor().copy( this );
  1539. },
  1540. copy: function ( source ) {
  1541. this.width = source.width;
  1542. this.height = source.height;
  1543. this.viewport.copy( source.viewport );
  1544. this.texture = source.texture.clone();
  1545. this.depthBuffer = source.depthBuffer;
  1546. this.stencilBuffer = source.stencilBuffer;
  1547. this.depthTexture = source.depthTexture;
  1548. return this;
  1549. },
  1550. dispose: function () {
  1551. this.dispatchEvent( { type: 'dispose' } );
  1552. }
  1553. } );
  1554. /**
  1555. * @author Mugen87 / https://github.com/Mugen87
  1556. * @author Matt DesLauriers / @mattdesl
  1557. */
  1558. function WebGLMultisampleRenderTarget( width, height, options ) {
  1559. WebGLRenderTarget.call( this, width, height, options );
  1560. this.samples = 4;
  1561. }
  1562. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1563. constructor: WebGLMultisampleRenderTarget,
  1564. isWebGLMultisampleRenderTarget: true,
  1565. copy: function ( source ) {
  1566. WebGLRenderTarget.prototype.copy.call( this, source );
  1567. this.samples = source.samples;
  1568. return this;
  1569. }
  1570. } );
  1571. /**
  1572. * @author mikael emtinger / http://gomo.se/
  1573. * @author alteredq / http://alteredqualia.com/
  1574. * @author WestLangley / http://github.com/WestLangley
  1575. * @author bhouston / http://clara.io
  1576. */
  1577. function Quaternion( x, y, z, w ) {
  1578. this._x = x || 0;
  1579. this._y = y || 0;
  1580. this._z = z || 0;
  1581. this._w = ( w !== undefined ) ? w : 1;
  1582. }
  1583. Object.assign( Quaternion, {
  1584. slerp: function ( qa, qb, qm, t ) {
  1585. return qm.copy( qa ).slerp( qb, t );
  1586. },
  1587. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1588. // fuzz-free, array-based Quaternion SLERP operation
  1589. var x0 = src0[ srcOffset0 + 0 ],
  1590. y0 = src0[ srcOffset0 + 1 ],
  1591. z0 = src0[ srcOffset0 + 2 ],
  1592. w0 = src0[ srcOffset0 + 3 ],
  1593. x1 = src1[ srcOffset1 + 0 ],
  1594. y1 = src1[ srcOffset1 + 1 ],
  1595. z1 = src1[ srcOffset1 + 2 ],
  1596. w1 = src1[ srcOffset1 + 3 ];
  1597. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1598. var s = 1 - t,
  1599. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1600. dir = ( cos >= 0 ? 1 : - 1 ),
  1601. sqrSin = 1 - cos * cos;
  1602. // Skip the Slerp for tiny steps to avoid numeric problems:
  1603. if ( sqrSin > Number.EPSILON ) {
  1604. var sin = Math.sqrt( sqrSin ),
  1605. len = Math.atan2( sin, cos * dir );
  1606. s = Math.sin( s * len ) / sin;
  1607. t = Math.sin( t * len ) / sin;
  1608. }
  1609. var tDir = t * dir;
  1610. x0 = x0 * s + x1 * tDir;
  1611. y0 = y0 * s + y1 * tDir;
  1612. z0 = z0 * s + z1 * tDir;
  1613. w0 = w0 * s + w1 * tDir;
  1614. // Normalize in case we just did a lerp:
  1615. if ( s === 1 - t ) {
  1616. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1617. x0 *= f;
  1618. y0 *= f;
  1619. z0 *= f;
  1620. w0 *= f;
  1621. }
  1622. }
  1623. dst[ dstOffset ] = x0;
  1624. dst[ dstOffset + 1 ] = y0;
  1625. dst[ dstOffset + 2 ] = z0;
  1626. dst[ dstOffset + 3 ] = w0;
  1627. }
  1628. } );
  1629. Object.defineProperties( Quaternion.prototype, {
  1630. x: {
  1631. get: function () {
  1632. return this._x;
  1633. },
  1634. set: function ( value ) {
  1635. this._x = value;
  1636. this._onChangeCallback();
  1637. }
  1638. },
  1639. y: {
  1640. get: function () {
  1641. return this._y;
  1642. },
  1643. set: function ( value ) {
  1644. this._y = value;
  1645. this._onChangeCallback();
  1646. }
  1647. },
  1648. z: {
  1649. get: function () {
  1650. return this._z;
  1651. },
  1652. set: function ( value ) {
  1653. this._z = value;
  1654. this._onChangeCallback();
  1655. }
  1656. },
  1657. w: {
  1658. get: function () {
  1659. return this._w;
  1660. },
  1661. set: function ( value ) {
  1662. this._w = value;
  1663. this._onChangeCallback();
  1664. }
  1665. }
  1666. } );
  1667. Object.assign( Quaternion.prototype, {
  1668. isQuaternion: true,
  1669. set: function ( x, y, z, w ) {
  1670. this._x = x;
  1671. this._y = y;
  1672. this._z = z;
  1673. this._w = w;
  1674. this._onChangeCallback();
  1675. return this;
  1676. },
  1677. clone: function () {
  1678. return new this.constructor( this._x, this._y, this._z, this._w );
  1679. },
  1680. copy: function ( quaternion ) {
  1681. this._x = quaternion.x;
  1682. this._y = quaternion.y;
  1683. this._z = quaternion.z;
  1684. this._w = quaternion.w;
  1685. this._onChangeCallback();
  1686. return this;
  1687. },
  1688. setFromEuler: function ( euler, update ) {
  1689. if ( ! ( euler && euler.isEuler ) ) {
  1690. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1691. }
  1692. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1693. // http://www.mathworks.com/matlabcentral/fileexchange/
  1694. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1695. // content/SpinCalc.m
  1696. var cos = Math.cos;
  1697. var sin = Math.sin;
  1698. var c1 = cos( x / 2 );
  1699. var c2 = cos( y / 2 );
  1700. var c3 = cos( z / 2 );
  1701. var s1 = sin( x / 2 );
  1702. var s2 = sin( y / 2 );
  1703. var s3 = sin( z / 2 );
  1704. if ( order === 'XYZ' ) {
  1705. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1706. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1707. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1708. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1709. } else if ( order === 'YXZ' ) {
  1710. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1711. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1712. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1713. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1714. } else if ( order === 'ZXY' ) {
  1715. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1716. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1717. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1718. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1719. } else if ( order === 'ZYX' ) {
  1720. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1721. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1722. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1723. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1724. } else if ( order === 'YZX' ) {
  1725. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1726. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1727. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1728. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1729. } else if ( order === 'XZY' ) {
  1730. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1731. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1732. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1733. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1734. }
  1735. if ( update !== false ) { this._onChangeCallback(); }
  1736. return this;
  1737. },
  1738. setFromAxisAngle: function ( axis, angle ) {
  1739. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1740. // assumes axis is normalized
  1741. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1742. this._x = axis.x * s;
  1743. this._y = axis.y * s;
  1744. this._z = axis.z * s;
  1745. this._w = Math.cos( halfAngle );
  1746. this._onChangeCallback();
  1747. return this;
  1748. },
  1749. setFromRotationMatrix: function ( m ) {
  1750. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1751. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1752. var te = m.elements,
  1753. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1754. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1755. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1756. trace = m11 + m22 + m33,
  1757. s;
  1758. if ( trace > 0 ) {
  1759. s = 0.5 / Math.sqrt( trace + 1.0 );
  1760. this._w = 0.25 / s;
  1761. this._x = ( m32 - m23 ) * s;
  1762. this._y = ( m13 - m31 ) * s;
  1763. this._z = ( m21 - m12 ) * s;
  1764. } else if ( m11 > m22 && m11 > m33 ) {
  1765. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1766. this._w = ( m32 - m23 ) / s;
  1767. this._x = 0.25 * s;
  1768. this._y = ( m12 + m21 ) / s;
  1769. this._z = ( m13 + m31 ) / s;
  1770. } else if ( m22 > m33 ) {
  1771. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1772. this._w = ( m13 - m31 ) / s;
  1773. this._x = ( m12 + m21 ) / s;
  1774. this._y = 0.25 * s;
  1775. this._z = ( m23 + m32 ) / s;
  1776. } else {
  1777. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1778. this._w = ( m21 - m12 ) / s;
  1779. this._x = ( m13 + m31 ) / s;
  1780. this._y = ( m23 + m32 ) / s;
  1781. this._z = 0.25 * s;
  1782. }
  1783. this._onChangeCallback();
  1784. return this;
  1785. },
  1786. setFromUnitVectors: function ( vFrom, vTo ) {
  1787. // assumes direction vectors vFrom and vTo are normalized
  1788. var EPS = 0.000001;
  1789. var r = vFrom.dot( vTo ) + 1;
  1790. if ( r < EPS ) {
  1791. r = 0;
  1792. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1793. this._x = - vFrom.y;
  1794. this._y = vFrom.x;
  1795. this._z = 0;
  1796. this._w = r;
  1797. } else {
  1798. this._x = 0;
  1799. this._y = - vFrom.z;
  1800. this._z = vFrom.y;
  1801. this._w = r;
  1802. }
  1803. } else {
  1804. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1805. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1806. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1807. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1808. this._w = r;
  1809. }
  1810. return this.normalize();
  1811. },
  1812. angleTo: function ( q ) {
  1813. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1814. },
  1815. rotateTowards: function ( q, step ) {
  1816. var angle = this.angleTo( q );
  1817. if ( angle === 0 ) { return this; }
  1818. var t = Math.min( 1, step / angle );
  1819. this.slerp( q, t );
  1820. return this;
  1821. },
  1822. inverse: function () {
  1823. // quaternion is assumed to have unit length
  1824. return this.conjugate();
  1825. },
  1826. conjugate: function () {
  1827. this._x *= - 1;
  1828. this._y *= - 1;
  1829. this._z *= - 1;
  1830. this._onChangeCallback();
  1831. return this;
  1832. },
  1833. dot: function ( v ) {
  1834. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1835. },
  1836. lengthSq: function () {
  1837. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1838. },
  1839. length: function () {
  1840. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1841. },
  1842. normalize: function () {
  1843. var l = this.length();
  1844. if ( l === 0 ) {
  1845. this._x = 0;
  1846. this._y = 0;
  1847. this._z = 0;
  1848. this._w = 1;
  1849. } else {
  1850. l = 1 / l;
  1851. this._x = this._x * l;
  1852. this._y = this._y * l;
  1853. this._z = this._z * l;
  1854. this._w = this._w * l;
  1855. }
  1856. this._onChangeCallback();
  1857. return this;
  1858. },
  1859. multiply: function ( q, p ) {
  1860. if ( p !== undefined ) {
  1861. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1862. return this.multiplyQuaternions( q, p );
  1863. }
  1864. return this.multiplyQuaternions( this, q );
  1865. },
  1866. premultiply: function ( q ) {
  1867. return this.multiplyQuaternions( q, this );
  1868. },
  1869. multiplyQuaternions: function ( a, b ) {
  1870. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1871. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1872. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1873. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1874. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1875. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1876. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1877. this._onChangeCallback();
  1878. return this;
  1879. },
  1880. slerp: function ( qb, t ) {
  1881. if ( t === 0 ) { return this; }
  1882. if ( t === 1 ) { return this.copy( qb ); }
  1883. var x = this._x, y = this._y, z = this._z, w = this._w;
  1884. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1885. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1886. if ( cosHalfTheta < 0 ) {
  1887. this._w = - qb._w;
  1888. this._x = - qb._x;
  1889. this._y = - qb._y;
  1890. this._z = - qb._z;
  1891. cosHalfTheta = - cosHalfTheta;
  1892. } else {
  1893. this.copy( qb );
  1894. }
  1895. if ( cosHalfTheta >= 1.0 ) {
  1896. this._w = w;
  1897. this._x = x;
  1898. this._y = y;
  1899. this._z = z;
  1900. return this;
  1901. }
  1902. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1903. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1904. var s = 1 - t;
  1905. this._w = s * w + t * this._w;
  1906. this._x = s * x + t * this._x;
  1907. this._y = s * y + t * this._y;
  1908. this._z = s * z + t * this._z;
  1909. this.normalize();
  1910. this._onChangeCallback();
  1911. return this;
  1912. }
  1913. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1914. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1915. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1916. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1917. this._w = ( w * ratioA + this._w * ratioB );
  1918. this._x = ( x * ratioA + this._x * ratioB );
  1919. this._y = ( y * ratioA + this._y * ratioB );
  1920. this._z = ( z * ratioA + this._z * ratioB );
  1921. this._onChangeCallback();
  1922. return this;
  1923. },
  1924. equals: function ( quaternion ) {
  1925. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1926. },
  1927. fromArray: function ( array, offset ) {
  1928. if ( offset === undefined ) { offset = 0; }
  1929. this._x = array[ offset ];
  1930. this._y = array[ offset + 1 ];
  1931. this._z = array[ offset + 2 ];
  1932. this._w = array[ offset + 3 ];
  1933. this._onChangeCallback();
  1934. return this;
  1935. },
  1936. toArray: function ( array, offset ) {
  1937. if ( array === undefined ) { array = []; }
  1938. if ( offset === undefined ) { offset = 0; }
  1939. array[ offset ] = this._x;
  1940. array[ offset + 1 ] = this._y;
  1941. array[ offset + 2 ] = this._z;
  1942. array[ offset + 3 ] = this._w;
  1943. return array;
  1944. },
  1945. _onChange: function ( callback ) {
  1946. this._onChangeCallback = callback;
  1947. return this;
  1948. },
  1949. _onChangeCallback: function () {}
  1950. } );
  1951. /**
  1952. * @author mrdoob / http://mrdoob.com/
  1953. * @author kile / http://kile.stravaganza.org/
  1954. * @author philogb / http://blog.thejit.org/
  1955. * @author mikael emtinger / http://gomo.se/
  1956. * @author egraether / http://egraether.com/
  1957. * @author WestLangley / http://github.com/WestLangley
  1958. */
  1959. var _vector = new Vector3();
  1960. var _quaternion = new Quaternion();
  1961. function Vector3( x, y, z ) {
  1962. this.x = x || 0;
  1963. this.y = y || 0;
  1964. this.z = z || 0;
  1965. }
  1966. Object.assign( Vector3.prototype, {
  1967. isVector3: true,
  1968. set: function ( x, y, z ) {
  1969. this.x = x;
  1970. this.y = y;
  1971. this.z = z;
  1972. return this;
  1973. },
  1974. setScalar: function ( scalar ) {
  1975. this.x = scalar;
  1976. this.y = scalar;
  1977. this.z = scalar;
  1978. return this;
  1979. },
  1980. setX: function ( x ) {
  1981. this.x = x;
  1982. return this;
  1983. },
  1984. setY: function ( y ) {
  1985. this.y = y;
  1986. return this;
  1987. },
  1988. setZ: function ( z ) {
  1989. this.z = z;
  1990. return this;
  1991. },
  1992. setComponent: function ( index, value ) {
  1993. switch ( index ) {
  1994. case 0: this.x = value; break;
  1995. case 1: this.y = value; break;
  1996. case 2: this.z = value; break;
  1997. default: throw new Error( 'index is out of range: ' + index );
  1998. }
  1999. return this;
  2000. },
  2001. getComponent: function ( index ) {
  2002. switch ( index ) {
  2003. case 0: return this.x;
  2004. case 1: return this.y;
  2005. case 2: return this.z;
  2006. default: throw new Error( 'index is out of range: ' + index );
  2007. }
  2008. },
  2009. clone: function () {
  2010. return new this.constructor( this.x, this.y, this.z );
  2011. },
  2012. copy: function ( v ) {
  2013. this.x = v.x;
  2014. this.y = v.y;
  2015. this.z = v.z;
  2016. return this;
  2017. },
  2018. add: function ( v, w ) {
  2019. if ( w !== undefined ) {
  2020. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2021. return this.addVectors( v, w );
  2022. }
  2023. this.x += v.x;
  2024. this.y += v.y;
  2025. this.z += v.z;
  2026. return this;
  2027. },
  2028. addScalar: function ( s ) {
  2029. this.x += s;
  2030. this.y += s;
  2031. this.z += s;
  2032. return this;
  2033. },
  2034. addVectors: function ( a, b ) {
  2035. this.x = a.x + b.x;
  2036. this.y = a.y + b.y;
  2037. this.z = a.z + b.z;
  2038. return this;
  2039. },
  2040. addScaledVector: function ( v, s ) {
  2041. this.x += v.x * s;
  2042. this.y += v.y * s;
  2043. this.z += v.z * s;
  2044. return this;
  2045. },
  2046. sub: function ( v, w ) {
  2047. if ( w !== undefined ) {
  2048. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2049. return this.subVectors( v, w );
  2050. }
  2051. this.x -= v.x;
  2052. this.y -= v.y;
  2053. this.z -= v.z;
  2054. return this;
  2055. },
  2056. subScalar: function ( s ) {
  2057. this.x -= s;
  2058. this.y -= s;
  2059. this.z -= s;
  2060. return this;
  2061. },
  2062. subVectors: function ( a, b ) {
  2063. this.x = a.x - b.x;
  2064. this.y = a.y - b.y;
  2065. this.z = a.z - b.z;
  2066. return this;
  2067. },
  2068. multiply: function ( v, w ) {
  2069. if ( w !== undefined ) {
  2070. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2071. return this.multiplyVectors( v, w );
  2072. }
  2073. this.x *= v.x;
  2074. this.y *= v.y;
  2075. this.z *= v.z;
  2076. return this;
  2077. },
  2078. multiplyScalar: function ( scalar ) {
  2079. this.x *= scalar;
  2080. this.y *= scalar;
  2081. this.z *= scalar;
  2082. return this;
  2083. },
  2084. multiplyVectors: function ( a, b ) {
  2085. this.x = a.x * b.x;
  2086. this.y = a.y * b.y;
  2087. this.z = a.z * b.z;
  2088. return this;
  2089. },
  2090. applyEuler: function ( euler ) {
  2091. if ( ! ( euler && euler.isEuler ) ) {
  2092. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2093. }
  2094. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2095. },
  2096. applyAxisAngle: function ( axis, angle ) {
  2097. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2098. },
  2099. applyMatrix3: function ( m ) {
  2100. var x = this.x, y = this.y, z = this.z;
  2101. var e = m.elements;
  2102. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2103. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2104. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2105. return this;
  2106. },
  2107. applyNormalMatrix: function ( m ) {
  2108. return this.applyMatrix3( m ).normalize();
  2109. },
  2110. applyMatrix4: function ( m ) {
  2111. var x = this.x, y = this.y, z = this.z;
  2112. var e = m.elements;
  2113. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2114. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2115. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2116. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2117. return this;
  2118. },
  2119. applyQuaternion: function ( q ) {
  2120. var x = this.x, y = this.y, z = this.z;
  2121. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2122. // calculate quat * vector
  2123. var ix = qw * x + qy * z - qz * y;
  2124. var iy = qw * y + qz * x - qx * z;
  2125. var iz = qw * z + qx * y - qy * x;
  2126. var iw = - qx * x - qy * y - qz * z;
  2127. // calculate result * inverse quat
  2128. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2129. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2130. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2131. return this;
  2132. },
  2133. project: function ( camera ) {
  2134. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2135. },
  2136. unproject: function ( camera ) {
  2137. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2138. },
  2139. transformDirection: function ( m ) {
  2140. // input: THREE.Matrix4 affine matrix
  2141. // vector interpreted as a direction
  2142. var x = this.x, y = this.y, z = this.z;
  2143. var e = m.elements;
  2144. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2145. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2146. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2147. return this.normalize();
  2148. },
  2149. divide: function ( v ) {
  2150. this.x /= v.x;
  2151. this.y /= v.y;
  2152. this.z /= v.z;
  2153. return this;
  2154. },
  2155. divideScalar: function ( scalar ) {
  2156. return this.multiplyScalar( 1 / scalar );
  2157. },
  2158. min: function ( v ) {
  2159. this.x = Math.min( this.x, v.x );
  2160. this.y = Math.min( this.y, v.y );
  2161. this.z = Math.min( this.z, v.z );
  2162. return this;
  2163. },
  2164. max: function ( v ) {
  2165. this.x = Math.max( this.x, v.x );
  2166. this.y = Math.max( this.y, v.y );
  2167. this.z = Math.max( this.z, v.z );
  2168. return this;
  2169. },
  2170. clamp: function ( min, max ) {
  2171. // assumes min < max, componentwise
  2172. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2173. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2174. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2175. return this;
  2176. },
  2177. clampScalar: function ( minVal, maxVal ) {
  2178. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2179. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2180. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2181. return this;
  2182. },
  2183. clampLength: function ( min, max ) {
  2184. var length = this.length();
  2185. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2186. },
  2187. floor: function () {
  2188. this.x = Math.floor( this.x );
  2189. this.y = Math.floor( this.y );
  2190. this.z = Math.floor( this.z );
  2191. return this;
  2192. },
  2193. ceil: function () {
  2194. this.x = Math.ceil( this.x );
  2195. this.y = Math.ceil( this.y );
  2196. this.z = Math.ceil( this.z );
  2197. return this;
  2198. },
  2199. round: function () {
  2200. this.x = Math.round( this.x );
  2201. this.y = Math.round( this.y );
  2202. this.z = Math.round( this.z );
  2203. return this;
  2204. },
  2205. roundToZero: function () {
  2206. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2207. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2208. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2209. return this;
  2210. },
  2211. negate: function () {
  2212. this.x = - this.x;
  2213. this.y = - this.y;
  2214. this.z = - this.z;
  2215. return this;
  2216. },
  2217. dot: function ( v ) {
  2218. return this.x * v.x + this.y * v.y + this.z * v.z;
  2219. },
  2220. // TODO lengthSquared?
  2221. lengthSq: function () {
  2222. return this.x * this.x + this.y * this.y + this.z * this.z;
  2223. },
  2224. length: function () {
  2225. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2226. },
  2227. manhattanLength: function () {
  2228. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2229. },
  2230. normalize: function () {
  2231. return this.divideScalar( this.length() || 1 );
  2232. },
  2233. setLength: function ( length ) {
  2234. return this.normalize().multiplyScalar( length );
  2235. },
  2236. lerp: function ( v, alpha ) {
  2237. this.x += ( v.x - this.x ) * alpha;
  2238. this.y += ( v.y - this.y ) * alpha;
  2239. this.z += ( v.z - this.z ) * alpha;
  2240. return this;
  2241. },
  2242. lerpVectors: function ( v1, v2, alpha ) {
  2243. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2244. },
  2245. cross: function ( v, w ) {
  2246. if ( w !== undefined ) {
  2247. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2248. return this.crossVectors( v, w );
  2249. }
  2250. return this.crossVectors( this, v );
  2251. },
  2252. crossVectors: function ( a, b ) {
  2253. var ax = a.x, ay = a.y, az = a.z;
  2254. var bx = b.x, by = b.y, bz = b.z;
  2255. this.x = ay * bz - az * by;
  2256. this.y = az * bx - ax * bz;
  2257. this.z = ax * by - ay * bx;
  2258. return this;
  2259. },
  2260. projectOnVector: function ( v ) {
  2261. var denominator = v.lengthSq();
  2262. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2263. var scalar = v.dot( this ) / denominator;
  2264. return this.copy( v ).multiplyScalar( scalar );
  2265. },
  2266. projectOnPlane: function ( planeNormal ) {
  2267. _vector.copy( this ).projectOnVector( planeNormal );
  2268. return this.sub( _vector );
  2269. },
  2270. reflect: function ( normal ) {
  2271. // reflect incident vector off plane orthogonal to normal
  2272. // normal is assumed to have unit length
  2273. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2274. },
  2275. angleTo: function ( v ) {
  2276. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2277. if ( denominator === 0 ) { return Math.PI / 2; }
  2278. var theta = this.dot( v ) / denominator;
  2279. // clamp, to handle numerical problems
  2280. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2281. },
  2282. distanceTo: function ( v ) {
  2283. return Math.sqrt( this.distanceToSquared( v ) );
  2284. },
  2285. distanceToSquared: function ( v ) {
  2286. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2287. return dx * dx + dy * dy + dz * dz;
  2288. },
  2289. manhattanDistanceTo: function ( v ) {
  2290. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2291. },
  2292. setFromSpherical: function ( s ) {
  2293. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2294. },
  2295. setFromSphericalCoords: function ( radius, phi, theta ) {
  2296. var sinPhiRadius = Math.sin( phi ) * radius;
  2297. this.x = sinPhiRadius * Math.sin( theta );
  2298. this.y = Math.cos( phi ) * radius;
  2299. this.z = sinPhiRadius * Math.cos( theta );
  2300. return this;
  2301. },
  2302. setFromCylindrical: function ( c ) {
  2303. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2304. },
  2305. setFromCylindricalCoords: function ( radius, theta, y ) {
  2306. this.x = radius * Math.sin( theta );
  2307. this.y = y;
  2308. this.z = radius * Math.cos( theta );
  2309. return this;
  2310. },
  2311. setFromMatrixPosition: function ( m ) {
  2312. var e = m.elements;
  2313. this.x = e[ 12 ];
  2314. this.y = e[ 13 ];
  2315. this.z = e[ 14 ];
  2316. return this;
  2317. },
  2318. setFromMatrixScale: function ( m ) {
  2319. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2320. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2321. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2322. this.x = sx;
  2323. this.y = sy;
  2324. this.z = sz;
  2325. return this;
  2326. },
  2327. setFromMatrixColumn: function ( m, index ) {
  2328. return this.fromArray( m.elements, index * 4 );
  2329. },
  2330. setFromMatrix3Column: function ( m, index ) {
  2331. return this.fromArray( m.elements, index * 3 );
  2332. },
  2333. equals: function ( v ) {
  2334. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2335. },
  2336. fromArray: function ( array, offset ) {
  2337. if ( offset === undefined ) { offset = 0; }
  2338. this.x = array[ offset ];
  2339. this.y = array[ offset + 1 ];
  2340. this.z = array[ offset + 2 ];
  2341. return this;
  2342. },
  2343. toArray: function ( array, offset ) {
  2344. if ( array === undefined ) { array = []; }
  2345. if ( offset === undefined ) { offset = 0; }
  2346. array[ offset ] = this.x;
  2347. array[ offset + 1 ] = this.y;
  2348. array[ offset + 2 ] = this.z;
  2349. return array;
  2350. },
  2351. fromBufferAttribute: function ( attribute, index, offset ) {
  2352. if ( offset !== undefined ) {
  2353. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2354. }
  2355. this.x = attribute.getX( index );
  2356. this.y = attribute.getY( index );
  2357. this.z = attribute.getZ( index );
  2358. return this;
  2359. }
  2360. } );
  2361. var _v1 = new Vector3();
  2362. var _m1 = new Matrix4();
  2363. var _zero = new Vector3( 0, 0, 0 );
  2364. var _one = new Vector3( 1, 1, 1 );
  2365. var _x = new Vector3();
  2366. var _y = new Vector3();
  2367. var _z = new Vector3();
  2368. /**
  2369. * @author mrdoob / http://mrdoob.com/
  2370. * @author supereggbert / http://www.paulbrunt.co.uk/
  2371. * @author philogb / http://blog.thejit.org/
  2372. * @author jordi_ros / http://plattsoft.com
  2373. * @author D1plo1d / http://github.com/D1plo1d
  2374. * @author alteredq / http://alteredqualia.com/
  2375. * @author mikael emtinger / http://gomo.se/
  2376. * @author timknip / http://www.floorplanner.com/
  2377. * @author bhouston / http://clara.io
  2378. * @author WestLangley / http://github.com/WestLangley
  2379. */
  2380. function Matrix4() {
  2381. this.elements = [
  2382. 1, 0, 0, 0,
  2383. 0, 1, 0, 0,
  2384. 0, 0, 1, 0,
  2385. 0, 0, 0, 1
  2386. ];
  2387. if ( arguments.length > 0 ) {
  2388. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2389. }
  2390. }
  2391. Object.assign( Matrix4.prototype, {
  2392. isMatrix4: true,
  2393. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2394. var te = this.elements;
  2395. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2396. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2397. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2398. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2399. return this;
  2400. },
  2401. identity: function () {
  2402. this.set(
  2403. 1, 0, 0, 0,
  2404. 0, 1, 0, 0,
  2405. 0, 0, 1, 0,
  2406. 0, 0, 0, 1
  2407. );
  2408. return this;
  2409. },
  2410. clone: function () {
  2411. return new Matrix4().fromArray( this.elements );
  2412. },
  2413. copy: function ( m ) {
  2414. var te = this.elements;
  2415. var me = m.elements;
  2416. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2417. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2418. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2419. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2420. return this;
  2421. },
  2422. copyPosition: function ( m ) {
  2423. var te = this.elements, me = m.elements;
  2424. te[ 12 ] = me[ 12 ];
  2425. te[ 13 ] = me[ 13 ];
  2426. te[ 14 ] = me[ 14 ];
  2427. return this;
  2428. },
  2429. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2430. xAxis.setFromMatrixColumn( this, 0 );
  2431. yAxis.setFromMatrixColumn( this, 1 );
  2432. zAxis.setFromMatrixColumn( this, 2 );
  2433. return this;
  2434. },
  2435. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2436. this.set(
  2437. xAxis.x, yAxis.x, zAxis.x, 0,
  2438. xAxis.y, yAxis.y, zAxis.y, 0,
  2439. xAxis.z, yAxis.z, zAxis.z, 0,
  2440. 0, 0, 0, 1
  2441. );
  2442. return this;
  2443. },
  2444. extractRotation: function ( m ) {
  2445. // this method does not support reflection matrices
  2446. var te = this.elements;
  2447. var me = m.elements;
  2448. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2449. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2450. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2451. te[ 0 ] = me[ 0 ] * scaleX;
  2452. te[ 1 ] = me[ 1 ] * scaleX;
  2453. te[ 2 ] = me[ 2 ] * scaleX;
  2454. te[ 3 ] = 0;
  2455. te[ 4 ] = me[ 4 ] * scaleY;
  2456. te[ 5 ] = me[ 5 ] * scaleY;
  2457. te[ 6 ] = me[ 6 ] * scaleY;
  2458. te[ 7 ] = 0;
  2459. te[ 8 ] = me[ 8 ] * scaleZ;
  2460. te[ 9 ] = me[ 9 ] * scaleZ;
  2461. te[ 10 ] = me[ 10 ] * scaleZ;
  2462. te[ 11 ] = 0;
  2463. te[ 12 ] = 0;
  2464. te[ 13 ] = 0;
  2465. te[ 14 ] = 0;
  2466. te[ 15 ] = 1;
  2467. return this;
  2468. },
  2469. makeRotationFromEuler: function ( euler ) {
  2470. if ( ! ( euler && euler.isEuler ) ) {
  2471. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2472. }
  2473. var te = this.elements;
  2474. var x = euler.x, y = euler.y, z = euler.z;
  2475. var a = Math.cos( x ), b = Math.sin( x );
  2476. var c = Math.cos( y ), d = Math.sin( y );
  2477. var e = Math.cos( z ), f = Math.sin( z );
  2478. if ( euler.order === 'XYZ' ) {
  2479. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2480. te[ 0 ] = c * e;
  2481. te[ 4 ] = - c * f;
  2482. te[ 8 ] = d;
  2483. te[ 1 ] = af + be * d;
  2484. te[ 5 ] = ae - bf * d;
  2485. te[ 9 ] = - b * c;
  2486. te[ 2 ] = bf - ae * d;
  2487. te[ 6 ] = be + af * d;
  2488. te[ 10 ] = a * c;
  2489. } else if ( euler.order === 'YXZ' ) {
  2490. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2491. te[ 0 ] = ce + df * b;
  2492. te[ 4 ] = de * b - cf;
  2493. te[ 8 ] = a * d;
  2494. te[ 1 ] = a * f;
  2495. te[ 5 ] = a * e;
  2496. te[ 9 ] = - b;
  2497. te[ 2 ] = cf * b - de;
  2498. te[ 6 ] = df + ce * b;
  2499. te[ 10 ] = a * c;
  2500. } else if ( euler.order === 'ZXY' ) {
  2501. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2502. te[ 0 ] = ce - df * b;
  2503. te[ 4 ] = - a * f;
  2504. te[ 8 ] = de + cf * b;
  2505. te[ 1 ] = cf + de * b;
  2506. te[ 5 ] = a * e;
  2507. te[ 9 ] = df - ce * b;
  2508. te[ 2 ] = - a * d;
  2509. te[ 6 ] = b;
  2510. te[ 10 ] = a * c;
  2511. } else if ( euler.order === 'ZYX' ) {
  2512. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2513. te[ 0 ] = c * e;
  2514. te[ 4 ] = be * d - af;
  2515. te[ 8 ] = ae * d + bf;
  2516. te[ 1 ] = c * f;
  2517. te[ 5 ] = bf * d + ae;
  2518. te[ 9 ] = af * d - be;
  2519. te[ 2 ] = - d;
  2520. te[ 6 ] = b * c;
  2521. te[ 10 ] = a * c;
  2522. } else if ( euler.order === 'YZX' ) {
  2523. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2524. te[ 0 ] = c * e;
  2525. te[ 4 ] = bd - ac * f;
  2526. te[ 8 ] = bc * f + ad;
  2527. te[ 1 ] = f;
  2528. te[ 5 ] = a * e;
  2529. te[ 9 ] = - b * e;
  2530. te[ 2 ] = - d * e;
  2531. te[ 6 ] = ad * f + bc;
  2532. te[ 10 ] = ac - bd * f;
  2533. } else if ( euler.order === 'XZY' ) {
  2534. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2535. te[ 0 ] = c * e;
  2536. te[ 4 ] = - f;
  2537. te[ 8 ] = d * e;
  2538. te[ 1 ] = ac * f + bd;
  2539. te[ 5 ] = a * e;
  2540. te[ 9 ] = ad * f - bc;
  2541. te[ 2 ] = bc * f - ad;
  2542. te[ 6 ] = b * e;
  2543. te[ 10 ] = bd * f + ac;
  2544. }
  2545. // bottom row
  2546. te[ 3 ] = 0;
  2547. te[ 7 ] = 0;
  2548. te[ 11 ] = 0;
  2549. // last column
  2550. te[ 12 ] = 0;
  2551. te[ 13 ] = 0;
  2552. te[ 14 ] = 0;
  2553. te[ 15 ] = 1;
  2554. return this;
  2555. },
  2556. makeRotationFromQuaternion: function ( q ) {
  2557. return this.compose( _zero, q, _one );
  2558. },
  2559. lookAt: function ( eye, target, up ) {
  2560. var te = this.elements;
  2561. _z.subVectors( eye, target );
  2562. if ( _z.lengthSq() === 0 ) {
  2563. // eye and target are in the same position
  2564. _z.z = 1;
  2565. }
  2566. _z.normalize();
  2567. _x.crossVectors( up, _z );
  2568. if ( _x.lengthSq() === 0 ) {
  2569. // up and z are parallel
  2570. if ( Math.abs( up.z ) === 1 ) {
  2571. _z.x += 0.0001;
  2572. } else {
  2573. _z.z += 0.0001;
  2574. }
  2575. _z.normalize();
  2576. _x.crossVectors( up, _z );
  2577. }
  2578. _x.normalize();
  2579. _y.crossVectors( _z, _x );
  2580. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2581. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2582. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2583. return this;
  2584. },
  2585. multiply: function ( m, n ) {
  2586. if ( n !== undefined ) {
  2587. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2588. return this.multiplyMatrices( m, n );
  2589. }
  2590. return this.multiplyMatrices( this, m );
  2591. },
  2592. premultiply: function ( m ) {
  2593. return this.multiplyMatrices( m, this );
  2594. },
  2595. multiplyMatrices: function ( a, b ) {
  2596. var ae = a.elements;
  2597. var be = b.elements;
  2598. var te = this.elements;
  2599. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2600. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2601. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2602. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2603. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2604. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2605. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2606. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2607. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2608. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2609. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2610. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2611. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2612. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2613. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2614. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2615. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2616. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2617. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2618. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2619. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2620. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2621. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2622. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2623. return this;
  2624. },
  2625. multiplyScalar: function ( s ) {
  2626. var te = this.elements;
  2627. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2628. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2629. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2630. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2631. return this;
  2632. },
  2633. determinant: function () {
  2634. var te = this.elements;
  2635. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2636. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2637. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2638. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2639. //TODO: make this more efficient
  2640. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2641. return (
  2642. n41 * (
  2643. + n14 * n23 * n32
  2644. - n13 * n24 * n32
  2645. - n14 * n22 * n33
  2646. + n12 * n24 * n33
  2647. + n13 * n22 * n34
  2648. - n12 * n23 * n34
  2649. ) +
  2650. n42 * (
  2651. + n11 * n23 * n34
  2652. - n11 * n24 * n33
  2653. + n14 * n21 * n33
  2654. - n13 * n21 * n34
  2655. + n13 * n24 * n31
  2656. - n14 * n23 * n31
  2657. ) +
  2658. n43 * (
  2659. + n11 * n24 * n32
  2660. - n11 * n22 * n34
  2661. - n14 * n21 * n32
  2662. + n12 * n21 * n34
  2663. + n14 * n22 * n31
  2664. - n12 * n24 * n31
  2665. ) +
  2666. n44 * (
  2667. - n13 * n22 * n31
  2668. - n11 * n23 * n32
  2669. + n11 * n22 * n33
  2670. + n13 * n21 * n32
  2671. - n12 * n21 * n33
  2672. + n12 * n23 * n31
  2673. )
  2674. );
  2675. },
  2676. transpose: function () {
  2677. var te = this.elements;
  2678. var tmp;
  2679. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2680. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2681. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2682. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2683. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2684. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2685. return this;
  2686. },
  2687. setPosition: function ( x, y, z ) {
  2688. var te = this.elements;
  2689. if ( x.isVector3 ) {
  2690. te[ 12 ] = x.x;
  2691. te[ 13 ] = x.y;
  2692. te[ 14 ] = x.z;
  2693. } else {
  2694. te[ 12 ] = x;
  2695. te[ 13 ] = y;
  2696. te[ 14 ] = z;
  2697. }
  2698. return this;
  2699. },
  2700. getInverse: function ( m, throwOnDegenerate ) {
  2701. if ( throwOnDegenerate !== undefined ) {
  2702. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2703. }
  2704. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2705. var te = this.elements,
  2706. me = m.elements,
  2707. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2708. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2709. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2710. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2711. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2712. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2713. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2714. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2715. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2716. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2717. var detInv = 1 / det;
  2718. te[ 0 ] = t11 * detInv;
  2719. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2720. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2721. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2722. te[ 4 ] = t12 * detInv;
  2723. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2724. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2725. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2726. te[ 8 ] = t13 * detInv;
  2727. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2728. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2729. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2730. te[ 12 ] = t14 * detInv;
  2731. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2732. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2733. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2734. return this;
  2735. },
  2736. scale: function ( v ) {
  2737. var te = this.elements;
  2738. var x = v.x, y = v.y, z = v.z;
  2739. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2740. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2741. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2742. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2743. return this;
  2744. },
  2745. getMaxScaleOnAxis: function () {
  2746. var te = this.elements;
  2747. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2748. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2749. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2750. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2751. },
  2752. makeTranslation: function ( x, y, z ) {
  2753. this.set(
  2754. 1, 0, 0, x,
  2755. 0, 1, 0, y,
  2756. 0, 0, 1, z,
  2757. 0, 0, 0, 1
  2758. );
  2759. return this;
  2760. },
  2761. makeRotationX: function ( theta ) {
  2762. var c = Math.cos( theta ), s = Math.sin( theta );
  2763. this.set(
  2764. 1, 0, 0, 0,
  2765. 0, c, - s, 0,
  2766. 0, s, c, 0,
  2767. 0, 0, 0, 1
  2768. );
  2769. return this;
  2770. },
  2771. makeRotationY: function ( theta ) {
  2772. var c = Math.cos( theta ), s = Math.sin( theta );
  2773. this.set(
  2774. c, 0, s, 0,
  2775. 0, 1, 0, 0,
  2776. - s, 0, c, 0,
  2777. 0, 0, 0, 1
  2778. );
  2779. return this;
  2780. },
  2781. makeRotationZ: function ( theta ) {
  2782. var c = Math.cos( theta ), s = Math.sin( theta );
  2783. this.set(
  2784. c, - s, 0, 0,
  2785. s, c, 0, 0,
  2786. 0, 0, 1, 0,
  2787. 0, 0, 0, 1
  2788. );
  2789. return this;
  2790. },
  2791. makeRotationAxis: function ( axis, angle ) {
  2792. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2793. var c = Math.cos( angle );
  2794. var s = Math.sin( angle );
  2795. var t = 1 - c;
  2796. var x = axis.x, y = axis.y, z = axis.z;
  2797. var tx = t * x, ty = t * y;
  2798. this.set(
  2799. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2800. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2801. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2802. 0, 0, 0, 1
  2803. );
  2804. return this;
  2805. },
  2806. makeScale: function ( x, y, z ) {
  2807. this.set(
  2808. x, 0, 0, 0,
  2809. 0, y, 0, 0,
  2810. 0, 0, z, 0,
  2811. 0, 0, 0, 1
  2812. );
  2813. return this;
  2814. },
  2815. makeShear: function ( x, y, z ) {
  2816. this.set(
  2817. 1, y, z, 0,
  2818. x, 1, z, 0,
  2819. x, y, 1, 0,
  2820. 0, 0, 0, 1
  2821. );
  2822. return this;
  2823. },
  2824. compose: function ( position, quaternion, scale ) {
  2825. var te = this.elements;
  2826. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2827. var x2 = x + x, y2 = y + y, z2 = z + z;
  2828. var xx = x * x2, xy = x * y2, xz = x * z2;
  2829. var yy = y * y2, yz = y * z2, zz = z * z2;
  2830. var wx = w * x2, wy = w * y2, wz = w * z2;
  2831. var sx = scale.x, sy = scale.y, sz = scale.z;
  2832. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2833. te[ 1 ] = ( xy + wz ) * sx;
  2834. te[ 2 ] = ( xz - wy ) * sx;
  2835. te[ 3 ] = 0;
  2836. te[ 4 ] = ( xy - wz ) * sy;
  2837. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2838. te[ 6 ] = ( yz + wx ) * sy;
  2839. te[ 7 ] = 0;
  2840. te[ 8 ] = ( xz + wy ) * sz;
  2841. te[ 9 ] = ( yz - wx ) * sz;
  2842. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2843. te[ 11 ] = 0;
  2844. te[ 12 ] = position.x;
  2845. te[ 13 ] = position.y;
  2846. te[ 14 ] = position.z;
  2847. te[ 15 ] = 1;
  2848. return this;
  2849. },
  2850. decompose: function ( position, quaternion, scale ) {
  2851. var te = this.elements;
  2852. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2853. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2854. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2855. // if determine is negative, we need to invert one scale
  2856. var det = this.determinant();
  2857. if ( det < 0 ) { sx = - sx; }
  2858. position.x = te[ 12 ];
  2859. position.y = te[ 13 ];
  2860. position.z = te[ 14 ];
  2861. // scale the rotation part
  2862. _m1.copy( this );
  2863. var invSX = 1 / sx;
  2864. var invSY = 1 / sy;
  2865. var invSZ = 1 / sz;
  2866. _m1.elements[ 0 ] *= invSX;
  2867. _m1.elements[ 1 ] *= invSX;
  2868. _m1.elements[ 2 ] *= invSX;
  2869. _m1.elements[ 4 ] *= invSY;
  2870. _m1.elements[ 5 ] *= invSY;
  2871. _m1.elements[ 6 ] *= invSY;
  2872. _m1.elements[ 8 ] *= invSZ;
  2873. _m1.elements[ 9 ] *= invSZ;
  2874. _m1.elements[ 10 ] *= invSZ;
  2875. quaternion.setFromRotationMatrix( _m1 );
  2876. scale.x = sx;
  2877. scale.y = sy;
  2878. scale.z = sz;
  2879. return this;
  2880. },
  2881. makePerspective: function ( left, right, top, bottom, near, far ) {
  2882. if ( far === undefined ) {
  2883. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2884. }
  2885. var te = this.elements;
  2886. var x = 2 * near / ( right - left );
  2887. var y = 2 * near / ( top - bottom );
  2888. var a = ( right + left ) / ( right - left );
  2889. var b = ( top + bottom ) / ( top - bottom );
  2890. var c = - ( far + near ) / ( far - near );
  2891. var d = - 2 * far * near / ( far - near );
  2892. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2893. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2894. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2895. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2896. return this;
  2897. },
  2898. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2899. var te = this.elements;
  2900. var w = 1.0 / ( right - left );
  2901. var h = 1.0 / ( top - bottom );
  2902. var p = 1.0 / ( far - near );
  2903. var x = ( right + left ) * w;
  2904. var y = ( top + bottom ) * h;
  2905. var z = ( far + near ) * p;
  2906. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2907. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2908. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2909. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2910. return this;
  2911. },
  2912. equals: function ( matrix ) {
  2913. var te = this.elements;
  2914. var me = matrix.elements;
  2915. for ( var i = 0; i < 16; i ++ ) {
  2916. if ( te[ i ] !== me[ i ] ) { return false; }
  2917. }
  2918. return true;
  2919. },
  2920. fromArray: function ( array, offset ) {
  2921. if ( offset === undefined ) { offset = 0; }
  2922. for ( var i = 0; i < 16; i ++ ) {
  2923. this.elements[ i ] = array[ i + offset ];
  2924. }
  2925. return this;
  2926. },
  2927. toArray: function ( array, offset ) {
  2928. if ( array === undefined ) { array = []; }
  2929. if ( offset === undefined ) { offset = 0; }
  2930. var te = this.elements;
  2931. array[ offset ] = te[ 0 ];
  2932. array[ offset + 1 ] = te[ 1 ];
  2933. array[ offset + 2 ] = te[ 2 ];
  2934. array[ offset + 3 ] = te[ 3 ];
  2935. array[ offset + 4 ] = te[ 4 ];
  2936. array[ offset + 5 ] = te[ 5 ];
  2937. array[ offset + 6 ] = te[ 6 ];
  2938. array[ offset + 7 ] = te[ 7 ];
  2939. array[ offset + 8 ] = te[ 8 ];
  2940. array[ offset + 9 ] = te[ 9 ];
  2941. array[ offset + 10 ] = te[ 10 ];
  2942. array[ offset + 11 ] = te[ 11 ];
  2943. array[ offset + 12 ] = te[ 12 ];
  2944. array[ offset + 13 ] = te[ 13 ];
  2945. array[ offset + 14 ] = te[ 14 ];
  2946. array[ offset + 15 ] = te[ 15 ];
  2947. return array;
  2948. }
  2949. } );
  2950. /**
  2951. * @author mrdoob / http://mrdoob.com/
  2952. * @author WestLangley / http://github.com/WestLangley
  2953. * @author bhouston / http://clara.io
  2954. */
  2955. var _matrix = new Matrix4();
  2956. var _quaternion$1 = new Quaternion();
  2957. function Euler( x, y, z, order ) {
  2958. this._x = x || 0;
  2959. this._y = y || 0;
  2960. this._z = z || 0;
  2961. this._order = order || Euler.DefaultOrder;
  2962. }
  2963. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2964. Euler.DefaultOrder = 'XYZ';
  2965. Object.defineProperties( Euler.prototype, {
  2966. x: {
  2967. get: function () {
  2968. return this._x;
  2969. },
  2970. set: function ( value ) {
  2971. this._x = value;
  2972. this._onChangeCallback();
  2973. }
  2974. },
  2975. y: {
  2976. get: function () {
  2977. return this._y;
  2978. },
  2979. set: function ( value ) {
  2980. this._y = value;
  2981. this._onChangeCallback();
  2982. }
  2983. },
  2984. z: {
  2985. get: function () {
  2986. return this._z;
  2987. },
  2988. set: function ( value ) {
  2989. this._z = value;
  2990. this._onChangeCallback();
  2991. }
  2992. },
  2993. order: {
  2994. get: function () {
  2995. return this._order;
  2996. },
  2997. set: function ( value ) {
  2998. this._order = value;
  2999. this._onChangeCallback();
  3000. }
  3001. }
  3002. } );
  3003. Object.assign( Euler.prototype, {
  3004. isEuler: true,
  3005. set: function ( x, y, z, order ) {
  3006. this._x = x;
  3007. this._y = y;
  3008. this._z = z;
  3009. this._order = order || this._order;
  3010. this._onChangeCallback();
  3011. return this;
  3012. },
  3013. clone: function () {
  3014. return new this.constructor( this._x, this._y, this._z, this._order );
  3015. },
  3016. copy: function ( euler ) {
  3017. this._x = euler._x;
  3018. this._y = euler._y;
  3019. this._z = euler._z;
  3020. this._order = euler._order;
  3021. this._onChangeCallback();
  3022. return this;
  3023. },
  3024. setFromRotationMatrix: function ( m, order, update ) {
  3025. var clamp = MathUtils.clamp;
  3026. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3027. var te = m.elements;
  3028. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3029. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3030. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3031. order = order || this._order;
  3032. if ( order === 'XYZ' ) {
  3033. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3034. if ( Math.abs( m13 ) < 0.9999999 ) {
  3035. this._x = Math.atan2( - m23, m33 );
  3036. this._z = Math.atan2( - m12, m11 );
  3037. } else {
  3038. this._x = Math.atan2( m32, m22 );
  3039. this._z = 0;
  3040. }
  3041. } else if ( order === 'YXZ' ) {
  3042. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3043. if ( Math.abs( m23 ) < 0.9999999 ) {
  3044. this._y = Math.atan2( m13, m33 );
  3045. this._z = Math.atan2( m21, m22 );
  3046. } else {
  3047. this._y = Math.atan2( - m31, m11 );
  3048. this._z = 0;
  3049. }
  3050. } else if ( order === 'ZXY' ) {
  3051. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3052. if ( Math.abs( m32 ) < 0.9999999 ) {
  3053. this._y = Math.atan2( - m31, m33 );
  3054. this._z = Math.atan2( - m12, m22 );
  3055. } else {
  3056. this._y = 0;
  3057. this._z = Math.atan2( m21, m11 );
  3058. }
  3059. } else if ( order === 'ZYX' ) {
  3060. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3061. if ( Math.abs( m31 ) < 0.9999999 ) {
  3062. this._x = Math.atan2( m32, m33 );
  3063. this._z = Math.atan2( m21, m11 );
  3064. } else {
  3065. this._x = 0;
  3066. this._z = Math.atan2( - m12, m22 );
  3067. }
  3068. } else if ( order === 'YZX' ) {
  3069. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3070. if ( Math.abs( m21 ) < 0.9999999 ) {
  3071. this._x = Math.atan2( - m23, m22 );
  3072. this._y = Math.atan2( - m31, m11 );
  3073. } else {
  3074. this._x = 0;
  3075. this._y = Math.atan2( m13, m33 );
  3076. }
  3077. } else if ( order === 'XZY' ) {
  3078. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3079. if ( Math.abs( m12 ) < 0.9999999 ) {
  3080. this._x = Math.atan2( m32, m22 );
  3081. this._y = Math.atan2( m13, m11 );
  3082. } else {
  3083. this._x = Math.atan2( - m23, m33 );
  3084. this._y = 0;
  3085. }
  3086. } else {
  3087. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3088. }
  3089. this._order = order;
  3090. if ( update !== false ) { this._onChangeCallback(); }
  3091. return this;
  3092. },
  3093. setFromQuaternion: function ( q, order, update ) {
  3094. _matrix.makeRotationFromQuaternion( q );
  3095. return this.setFromRotationMatrix( _matrix, order, update );
  3096. },
  3097. setFromVector3: function ( v, order ) {
  3098. return this.set( v.x, v.y, v.z, order || this._order );
  3099. },
  3100. reorder: function ( newOrder ) {
  3101. // WARNING: this discards revolution information -bhouston
  3102. _quaternion$1.setFromEuler( this );
  3103. return this.setFromQuaternion( _quaternion$1, newOrder );
  3104. },
  3105. equals: function ( euler ) {
  3106. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3107. },
  3108. fromArray: function ( array ) {
  3109. this._x = array[ 0 ];
  3110. this._y = array[ 1 ];
  3111. this._z = array[ 2 ];
  3112. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3113. this._onChangeCallback();
  3114. return this;
  3115. },
  3116. toArray: function ( array, offset ) {
  3117. if ( array === undefined ) { array = []; }
  3118. if ( offset === undefined ) { offset = 0; }
  3119. array[ offset ] = this._x;
  3120. array[ offset + 1 ] = this._y;
  3121. array[ offset + 2 ] = this._z;
  3122. array[ offset + 3 ] = this._order;
  3123. return array;
  3124. },
  3125. toVector3: function ( optionalResult ) {
  3126. if ( optionalResult ) {
  3127. return optionalResult.set( this._x, this._y, this._z );
  3128. } else {
  3129. return new Vector3( this._x, this._y, this._z );
  3130. }
  3131. },
  3132. _onChange: function ( callback ) {
  3133. this._onChangeCallback = callback;
  3134. return this;
  3135. },
  3136. _onChangeCallback: function () {}
  3137. } );
  3138. /**
  3139. * @author mrdoob / http://mrdoob.com/
  3140. */
  3141. function Layers() {
  3142. this.mask = 1 | 0;
  3143. }
  3144. Object.assign( Layers.prototype, {
  3145. set: function ( channel ) {
  3146. this.mask = 1 << channel | 0;
  3147. },
  3148. enable: function ( channel ) {
  3149. this.mask |= 1 << channel | 0;
  3150. },
  3151. enableAll: function () {
  3152. this.mask = 0xffffffff | 0;
  3153. },
  3154. toggle: function ( channel ) {
  3155. this.mask ^= 1 << channel | 0;
  3156. },
  3157. disable: function ( channel ) {
  3158. this.mask &= ~ ( 1 << channel | 0 );
  3159. },
  3160. disableAll: function () {
  3161. this.mask = 0;
  3162. },
  3163. test: function ( layers ) {
  3164. return ( this.mask & layers.mask ) !== 0;
  3165. }
  3166. } );
  3167. var _object3DId = 0;
  3168. var _v1$1 = new Vector3();
  3169. var _q1 = new Quaternion();
  3170. var _m1$1 = new Matrix4();
  3171. var _target = new Vector3();
  3172. var _position = new Vector3();
  3173. var _scale = new Vector3();
  3174. var _quaternion$2 = new Quaternion();
  3175. var _xAxis = new Vector3( 1, 0, 0 );
  3176. var _yAxis = new Vector3( 0, 1, 0 );
  3177. var _zAxis = new Vector3( 0, 0, 1 );
  3178. var _addedEvent = { type: 'added' };
  3179. var _removedEvent = { type: 'removed' };
  3180. /**
  3181. * @author mrdoob / http://mrdoob.com/
  3182. * @author mikael emtinger / http://gomo.se/
  3183. * @author alteredq / http://alteredqualia.com/
  3184. * @author WestLangley / http://github.com/WestLangley
  3185. * @author elephantatwork / www.elephantatwork.ch
  3186. */
  3187. function Object3D() {
  3188. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3189. this.uuid = MathUtils.generateUUID();
  3190. this.name = '';
  3191. this.type = 'Object3D';
  3192. this.parent = null;
  3193. this.children = [];
  3194. this.up = Object3D.DefaultUp.clone();
  3195. var position = new Vector3();
  3196. var rotation = new Euler();
  3197. var quaternion = new Quaternion();
  3198. var scale = new Vector3( 1, 1, 1 );
  3199. function onRotationChange() {
  3200. quaternion.setFromEuler( rotation, false );
  3201. }
  3202. function onQuaternionChange() {
  3203. rotation.setFromQuaternion( quaternion, undefined, false );
  3204. }
  3205. rotation._onChange( onRotationChange );
  3206. quaternion._onChange( onQuaternionChange );
  3207. Object.defineProperties( this, {
  3208. position: {
  3209. configurable: true,
  3210. enumerable: true,
  3211. value: position
  3212. },
  3213. rotation: {
  3214. configurable: true,
  3215. enumerable: true,
  3216. value: rotation
  3217. },
  3218. quaternion: {
  3219. configurable: true,
  3220. enumerable: true,
  3221. value: quaternion
  3222. },
  3223. scale: {
  3224. configurable: true,
  3225. enumerable: true,
  3226. value: scale
  3227. },
  3228. modelViewMatrix: {
  3229. value: new Matrix4()
  3230. },
  3231. normalMatrix: {
  3232. value: new Matrix3()
  3233. }
  3234. } );
  3235. this.matrix = new Matrix4();
  3236. this.matrixWorld = new Matrix4();
  3237. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3238. this.matrixWorldNeedsUpdate = false;
  3239. this.layers = new Layers();
  3240. this.visible = true;
  3241. this.castShadow = false;
  3242. this.receiveShadow = false;
  3243. this.frustumCulled = true;
  3244. this.renderOrder = 0;
  3245. this.userData = {};
  3246. }
  3247. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3248. Object3D.DefaultMatrixAutoUpdate = true;
  3249. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3250. constructor: Object3D,
  3251. isObject3D: true,
  3252. onBeforeRender: function () {},
  3253. onAfterRender: function () {},
  3254. applyMatrix4: function ( matrix ) {
  3255. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3256. this.matrix.premultiply( matrix );
  3257. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3258. },
  3259. applyQuaternion: function ( q ) {
  3260. this.quaternion.premultiply( q );
  3261. return this;
  3262. },
  3263. setRotationFromAxisAngle: function ( axis, angle ) {
  3264. // assumes axis is normalized
  3265. this.quaternion.setFromAxisAngle( axis, angle );
  3266. },
  3267. setRotationFromEuler: function ( euler ) {
  3268. this.quaternion.setFromEuler( euler, true );
  3269. },
  3270. setRotationFromMatrix: function ( m ) {
  3271. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3272. this.quaternion.setFromRotationMatrix( m );
  3273. },
  3274. setRotationFromQuaternion: function ( q ) {
  3275. // assumes q is normalized
  3276. this.quaternion.copy( q );
  3277. },
  3278. rotateOnAxis: function ( axis, angle ) {
  3279. // rotate object on axis in object space
  3280. // axis is assumed to be normalized
  3281. _q1.setFromAxisAngle( axis, angle );
  3282. this.quaternion.multiply( _q1 );
  3283. return this;
  3284. },
  3285. rotateOnWorldAxis: function ( axis, angle ) {
  3286. // rotate object on axis in world space
  3287. // axis is assumed to be normalized
  3288. // method assumes no rotated parent
  3289. _q1.setFromAxisAngle( axis, angle );
  3290. this.quaternion.premultiply( _q1 );
  3291. return this;
  3292. },
  3293. rotateX: function ( angle ) {
  3294. return this.rotateOnAxis( _xAxis, angle );
  3295. },
  3296. rotateY: function ( angle ) {
  3297. return this.rotateOnAxis( _yAxis, angle );
  3298. },
  3299. rotateZ: function ( angle ) {
  3300. return this.rotateOnAxis( _zAxis, angle );
  3301. },
  3302. translateOnAxis: function ( axis, distance ) {
  3303. // translate object by distance along axis in object space
  3304. // axis is assumed to be normalized
  3305. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3306. this.position.add( _v1$1.multiplyScalar( distance ) );
  3307. return this;
  3308. },
  3309. translateX: function ( distance ) {
  3310. return this.translateOnAxis( _xAxis, distance );
  3311. },
  3312. translateY: function ( distance ) {
  3313. return this.translateOnAxis( _yAxis, distance );
  3314. },
  3315. translateZ: function ( distance ) {
  3316. return this.translateOnAxis( _zAxis, distance );
  3317. },
  3318. localToWorld: function ( vector ) {
  3319. return vector.applyMatrix4( this.matrixWorld );
  3320. },
  3321. worldToLocal: function ( vector ) {
  3322. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3323. },
  3324. lookAt: function ( x, y, z ) {
  3325. // This method does not support objects having non-uniformly-scaled parent(s)
  3326. if ( x.isVector3 ) {
  3327. _target.copy( x );
  3328. } else {
  3329. _target.set( x, y, z );
  3330. }
  3331. var parent = this.parent;
  3332. this.updateWorldMatrix( true, false );
  3333. _position.setFromMatrixPosition( this.matrixWorld );
  3334. if ( this.isCamera || this.isLight ) {
  3335. _m1$1.lookAt( _position, _target, this.up );
  3336. } else {
  3337. _m1$1.lookAt( _target, _position, this.up );
  3338. }
  3339. this.quaternion.setFromRotationMatrix( _m1$1 );
  3340. if ( parent ) {
  3341. _m1$1.extractRotation( parent.matrixWorld );
  3342. _q1.setFromRotationMatrix( _m1$1 );
  3343. this.quaternion.premultiply( _q1.inverse() );
  3344. }
  3345. },
  3346. add: function ( object ) {
  3347. if ( arguments.length > 1 ) {
  3348. for ( var i = 0; i < arguments.length; i ++ ) {
  3349. this.add( arguments[ i ] );
  3350. }
  3351. return this;
  3352. }
  3353. if ( object === this ) {
  3354. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3355. return this;
  3356. }
  3357. if ( ( object && object.isObject3D ) ) {
  3358. if ( object.parent !== null ) {
  3359. object.parent.remove( object );
  3360. }
  3361. object.parent = this;
  3362. this.children.push( object );
  3363. object.dispatchEvent( _addedEvent );
  3364. } else {
  3365. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3366. }
  3367. return this;
  3368. },
  3369. remove: function ( object ) {
  3370. if ( arguments.length > 1 ) {
  3371. for ( var i = 0; i < arguments.length; i ++ ) {
  3372. this.remove( arguments[ i ] );
  3373. }
  3374. return this;
  3375. }
  3376. var index = this.children.indexOf( object );
  3377. if ( index !== - 1 ) {
  3378. object.parent = null;
  3379. this.children.splice( index, 1 );
  3380. object.dispatchEvent( _removedEvent );
  3381. }
  3382. return this;
  3383. },
  3384. attach: function ( object ) {
  3385. // adds object as a child of this, while maintaining the object's world transform
  3386. this.updateWorldMatrix( true, false );
  3387. _m1$1.getInverse( this.matrixWorld );
  3388. if ( object.parent !== null ) {
  3389. object.parent.updateWorldMatrix( true, false );
  3390. _m1$1.multiply( object.parent.matrixWorld );
  3391. }
  3392. object.applyMatrix4( _m1$1 );
  3393. object.updateWorldMatrix( false, false );
  3394. this.add( object );
  3395. return this;
  3396. },
  3397. getObjectById: function ( id ) {
  3398. return this.getObjectByProperty( 'id', id );
  3399. },
  3400. getObjectByName: function ( name ) {
  3401. return this.getObjectByProperty( 'name', name );
  3402. },
  3403. getObjectByProperty: function ( name, value ) {
  3404. if ( this[ name ] === value ) { return this; }
  3405. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3406. var child = this.children[ i ];
  3407. var object = child.getObjectByProperty( name, value );
  3408. if ( object !== undefined ) {
  3409. return object;
  3410. }
  3411. }
  3412. return undefined;
  3413. },
  3414. getWorldPosition: function ( target ) {
  3415. if ( target === undefined ) {
  3416. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3417. target = new Vector3();
  3418. }
  3419. this.updateMatrixWorld( true );
  3420. return target.setFromMatrixPosition( this.matrixWorld );
  3421. },
  3422. getWorldQuaternion: function ( target ) {
  3423. if ( target === undefined ) {
  3424. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3425. target = new Quaternion();
  3426. }
  3427. this.updateMatrixWorld( true );
  3428. this.matrixWorld.decompose( _position, target, _scale );
  3429. return target;
  3430. },
  3431. getWorldScale: function ( target ) {
  3432. if ( target === undefined ) {
  3433. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3434. target = new Vector3();
  3435. }
  3436. this.updateMatrixWorld( true );
  3437. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3438. return target;
  3439. },
  3440. getWorldDirection: function ( target ) {
  3441. if ( target === undefined ) {
  3442. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3443. target = new Vector3();
  3444. }
  3445. this.updateMatrixWorld( true );
  3446. var e = this.matrixWorld.elements;
  3447. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3448. },
  3449. raycast: function () {},
  3450. traverse: function ( callback ) {
  3451. callback( this );
  3452. var children = this.children;
  3453. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3454. children[ i ].traverse( callback );
  3455. }
  3456. },
  3457. traverseVisible: function ( callback ) {
  3458. if ( this.visible === false ) { return; }
  3459. callback( this );
  3460. var children = this.children;
  3461. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3462. children[ i ].traverseVisible( callback );
  3463. }
  3464. },
  3465. traverseAncestors: function ( callback ) {
  3466. var parent = this.parent;
  3467. if ( parent !== null ) {
  3468. callback( parent );
  3469. parent.traverseAncestors( callback );
  3470. }
  3471. },
  3472. updateMatrix: function () {
  3473. this.matrix.compose( this.position, this.quaternion, this.scale );
  3474. this.matrixWorldNeedsUpdate = true;
  3475. },
  3476. updateMatrixWorld: function ( force ) {
  3477. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3478. if ( this.matrixWorldNeedsUpdate || force ) {
  3479. if ( this.parent === null ) {
  3480. this.matrixWorld.copy( this.matrix );
  3481. } else {
  3482. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3483. }
  3484. this.matrixWorldNeedsUpdate = false;
  3485. force = true;
  3486. }
  3487. // update children
  3488. var children = this.children;
  3489. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3490. children[ i ].updateMatrixWorld( force );
  3491. }
  3492. },
  3493. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3494. var parent = this.parent;
  3495. if ( updateParents === true && parent !== null ) {
  3496. parent.updateWorldMatrix( true, false );
  3497. }
  3498. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3499. if ( this.parent === null ) {
  3500. this.matrixWorld.copy( this.matrix );
  3501. } else {
  3502. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3503. }
  3504. // update children
  3505. if ( updateChildren === true ) {
  3506. var children = this.children;
  3507. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3508. children[ i ].updateWorldMatrix( false, true );
  3509. }
  3510. }
  3511. },
  3512. toJSON: function ( meta ) {
  3513. // meta is a string when called from JSON.stringify
  3514. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3515. var output = {};
  3516. // meta is a hash used to collect geometries, materials.
  3517. // not providing it implies that this is the root object
  3518. // being serialized.
  3519. if ( isRootObject ) {
  3520. // initialize meta obj
  3521. meta = {
  3522. geometries: {},
  3523. materials: {},
  3524. textures: {},
  3525. images: {},
  3526. shapes: {}
  3527. };
  3528. output.metadata = {
  3529. version: 4.5,
  3530. type: 'Object',
  3531. generator: 'Object3D.toJSON'
  3532. };
  3533. }
  3534. // standard Object3D serialization
  3535. var object = {};
  3536. object.uuid = this.uuid;
  3537. object.type = this.type;
  3538. if ( this.name !== '' ) { object.name = this.name; }
  3539. if ( this.castShadow === true ) { object.castShadow = true; }
  3540. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3541. if ( this.visible === false ) { object.visible = false; }
  3542. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3543. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3544. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3545. object.layers = this.layers.mask;
  3546. object.matrix = this.matrix.toArray();
  3547. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3548. // object specific properties
  3549. if ( this.isInstancedMesh ) {
  3550. object.type = 'InstancedMesh';
  3551. object.count = this.count;
  3552. object.instanceMatrix = this.instanceMatrix.toJSON();
  3553. }
  3554. //
  3555. function serialize( library, element ) {
  3556. if ( library[ element.uuid ] === undefined ) {
  3557. library[ element.uuid ] = element.toJSON( meta );
  3558. }
  3559. return element.uuid;
  3560. }
  3561. if ( this.isMesh || this.isLine || this.isPoints ) {
  3562. object.geometry = serialize( meta.geometries, this.geometry );
  3563. var parameters = this.geometry.parameters;
  3564. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3565. var shapes = parameters.shapes;
  3566. if ( Array.isArray( shapes ) ) {
  3567. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3568. var shape = shapes[ i ];
  3569. serialize( meta.shapes, shape );
  3570. }
  3571. } else {
  3572. serialize( meta.shapes, shapes );
  3573. }
  3574. }
  3575. }
  3576. if ( this.material !== undefined ) {
  3577. if ( Array.isArray( this.material ) ) {
  3578. var uuids = [];
  3579. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3580. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3581. }
  3582. object.material = uuids;
  3583. } else {
  3584. object.material = serialize( meta.materials, this.material );
  3585. }
  3586. }
  3587. //
  3588. if ( this.children.length > 0 ) {
  3589. object.children = [];
  3590. for ( var i = 0; i < this.children.length; i ++ ) {
  3591. object.children.push( this.children[ i ].toJSON( meta ).object );
  3592. }
  3593. }
  3594. if ( isRootObject ) {
  3595. var geometries = extractFromCache( meta.geometries );
  3596. var materials = extractFromCache( meta.materials );
  3597. var textures = extractFromCache( meta.textures );
  3598. var images = extractFromCache( meta.images );
  3599. var shapes = extractFromCache( meta.shapes );
  3600. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3601. if ( materials.length > 0 ) { output.materials = materials; }
  3602. if ( textures.length > 0 ) { output.textures = textures; }
  3603. if ( images.length > 0 ) { output.images = images; }
  3604. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3605. }
  3606. output.object = object;
  3607. return output;
  3608. // extract data from the cache hash
  3609. // remove metadata on each item
  3610. // and return as array
  3611. function extractFromCache( cache ) {
  3612. var values = [];
  3613. for ( var key in cache ) {
  3614. var data = cache[ key ];
  3615. delete data.metadata;
  3616. values.push( data );
  3617. }
  3618. return values;
  3619. }
  3620. },
  3621. clone: function ( recursive ) {
  3622. return new this.constructor().copy( this, recursive );
  3623. },
  3624. copy: function ( source, recursive ) {
  3625. if ( recursive === undefined ) { recursive = true; }
  3626. this.name = source.name;
  3627. this.up.copy( source.up );
  3628. this.position.copy( source.position );
  3629. this.quaternion.copy( source.quaternion );
  3630. this.scale.copy( source.scale );
  3631. this.matrix.copy( source.matrix );
  3632. this.matrixWorld.copy( source.matrixWorld );
  3633. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3634. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3635. this.layers.mask = source.layers.mask;
  3636. this.visible = source.visible;
  3637. this.castShadow = source.castShadow;
  3638. this.receiveShadow = source.receiveShadow;
  3639. this.frustumCulled = source.frustumCulled;
  3640. this.renderOrder = source.renderOrder;
  3641. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3642. if ( recursive === true ) {
  3643. for ( var i = 0; i < source.children.length; i ++ ) {
  3644. var child = source.children[ i ];
  3645. this.add( child.clone() );
  3646. }
  3647. }
  3648. return this;
  3649. }
  3650. } );
  3651. /**
  3652. * @author mrdoob / http://mrdoob.com/
  3653. */
  3654. function Scene() {
  3655. Object3D.call( this );
  3656. this.type = 'Scene';
  3657. this.background = null;
  3658. this.environment = null;
  3659. this.fog = null;
  3660. this.overrideMaterial = null;
  3661. this.autoUpdate = true; // checked by the renderer
  3662. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3663. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3664. }
  3665. }
  3666. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3667. constructor: Scene,
  3668. isScene: true,
  3669. copy: function ( source, recursive ) {
  3670. Object3D.prototype.copy.call( this, source, recursive );
  3671. if ( source.background !== null ) { this.background = source.background.clone(); }
  3672. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3673. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3674. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3675. this.autoUpdate = source.autoUpdate;
  3676. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3677. return this;
  3678. },
  3679. toJSON: function ( meta ) {
  3680. var data = Object3D.prototype.toJSON.call( this, meta );
  3681. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3682. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3683. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3684. return data;
  3685. },
  3686. dispose: function () {
  3687. this.dispatchEvent( { type: 'dispose' } );
  3688. }
  3689. } );
  3690. var _points = [
  3691. new Vector3(),
  3692. new Vector3(),
  3693. new Vector3(),
  3694. new Vector3(),
  3695. new Vector3(),
  3696. new Vector3(),
  3697. new Vector3(),
  3698. new Vector3()
  3699. ];
  3700. var _vector$1 = new Vector3();
  3701. var _box = new Box3();
  3702. // triangle centered vertices
  3703. var _v0 = new Vector3();
  3704. var _v1$2 = new Vector3();
  3705. var _v2 = new Vector3();
  3706. // triangle edge vectors
  3707. var _f0 = new Vector3();
  3708. var _f1 = new Vector3();
  3709. var _f2 = new Vector3();
  3710. var _center = new Vector3();
  3711. var _extents = new Vector3();
  3712. var _triangleNormal = new Vector3();
  3713. var _testAxis = new Vector3();
  3714. /**
  3715. * @author bhouston / http://clara.io
  3716. * @author WestLangley / http://github.com/WestLangley
  3717. */
  3718. function Box3( min, max ) {
  3719. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3720. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3721. }
  3722. Object.assign( Box3.prototype, {
  3723. isBox3: true,
  3724. set: function ( min, max ) {
  3725. this.min.copy( min );
  3726. this.max.copy( max );
  3727. return this;
  3728. },
  3729. setFromArray: function ( array ) {
  3730. var minX = + Infinity;
  3731. var minY = + Infinity;
  3732. var minZ = + Infinity;
  3733. var maxX = - Infinity;
  3734. var maxY = - Infinity;
  3735. var maxZ = - Infinity;
  3736. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3737. var x = array[ i ];
  3738. var y = array[ i + 1 ];
  3739. var z = array[ i + 2 ];
  3740. if ( x < minX ) { minX = x; }
  3741. if ( y < minY ) { minY = y; }
  3742. if ( z < minZ ) { minZ = z; }
  3743. if ( x > maxX ) { maxX = x; }
  3744. if ( y > maxY ) { maxY = y; }
  3745. if ( z > maxZ ) { maxZ = z; }
  3746. }
  3747. this.min.set( minX, minY, minZ );
  3748. this.max.set( maxX, maxY, maxZ );
  3749. return this;
  3750. },
  3751. setFromBufferAttribute: function ( attribute ) {
  3752. var minX = + Infinity;
  3753. var minY = + Infinity;
  3754. var minZ = + Infinity;
  3755. var maxX = - Infinity;
  3756. var maxY = - Infinity;
  3757. var maxZ = - Infinity;
  3758. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3759. var x = attribute.getX( i );
  3760. var y = attribute.getY( i );
  3761. var z = attribute.getZ( i );
  3762. if ( x < minX ) { minX = x; }
  3763. if ( y < minY ) { minY = y; }
  3764. if ( z < minZ ) { minZ = z; }
  3765. if ( x > maxX ) { maxX = x; }
  3766. if ( y > maxY ) { maxY = y; }
  3767. if ( z > maxZ ) { maxZ = z; }
  3768. }
  3769. this.min.set( minX, minY, minZ );
  3770. this.max.set( maxX, maxY, maxZ );
  3771. return this;
  3772. },
  3773. setFromPoints: function ( points ) {
  3774. this.makeEmpty();
  3775. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3776. this.expandByPoint( points[ i ] );
  3777. }
  3778. return this;
  3779. },
  3780. setFromCenterAndSize: function ( center, size ) {
  3781. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3782. this.min.copy( center ).sub( halfSize );
  3783. this.max.copy( center ).add( halfSize );
  3784. return this;
  3785. },
  3786. setFromObject: function ( object ) {
  3787. this.makeEmpty();
  3788. return this.expandByObject( object );
  3789. },
  3790. clone: function () {
  3791. return new this.constructor().copy( this );
  3792. },
  3793. copy: function ( box ) {
  3794. this.min.copy( box.min );
  3795. this.max.copy( box.max );
  3796. return this;
  3797. },
  3798. makeEmpty: function () {
  3799. this.min.x = this.min.y = this.min.z = + Infinity;
  3800. this.max.x = this.max.y = this.max.z = - Infinity;
  3801. return this;
  3802. },
  3803. isEmpty: function () {
  3804. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3805. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3806. },
  3807. getCenter: function ( target ) {
  3808. if ( target === undefined ) {
  3809. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3810. target = new Vector3();
  3811. }
  3812. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3813. },
  3814. getSize: function ( target ) {
  3815. if ( target === undefined ) {
  3816. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3817. target = new Vector3();
  3818. }
  3819. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3820. },
  3821. expandByPoint: function ( point ) {
  3822. this.min.min( point );
  3823. this.max.max( point );
  3824. return this;
  3825. },
  3826. expandByVector: function ( vector ) {
  3827. this.min.sub( vector );
  3828. this.max.add( vector );
  3829. return this;
  3830. },
  3831. expandByScalar: function ( scalar ) {
  3832. this.min.addScalar( - scalar );
  3833. this.max.addScalar( scalar );
  3834. return this;
  3835. },
  3836. expandByObject: function ( object ) {
  3837. // Computes the world-axis-aligned bounding box of an object (including its children),
  3838. // accounting for both the object's, and children's, world transforms
  3839. object.updateWorldMatrix( false, false );
  3840. var geometry = object.geometry;
  3841. if ( geometry !== undefined ) {
  3842. if ( geometry.boundingBox === null ) {
  3843. geometry.computeBoundingBox();
  3844. }
  3845. _box.copy( geometry.boundingBox );
  3846. _box.applyMatrix4( object.matrixWorld );
  3847. this.union( _box );
  3848. }
  3849. var children = object.children;
  3850. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3851. this.expandByObject( children[ i ] );
  3852. }
  3853. return this;
  3854. },
  3855. containsPoint: function ( point ) {
  3856. return point.x < this.min.x || point.x > this.max.x ||
  3857. point.y < this.min.y || point.y > this.max.y ||
  3858. point.z < this.min.z || point.z > this.max.z ? false : true;
  3859. },
  3860. containsBox: function ( box ) {
  3861. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3862. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3863. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3864. },
  3865. getParameter: function ( point, target ) {
  3866. // This can potentially have a divide by zero if the box
  3867. // has a size dimension of 0.
  3868. if ( target === undefined ) {
  3869. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3870. target = new Vector3();
  3871. }
  3872. return target.set(
  3873. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3874. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3875. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3876. );
  3877. },
  3878. intersectsBox: function ( box ) {
  3879. // using 6 splitting planes to rule out intersections.
  3880. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3881. box.max.y < this.min.y || box.min.y > this.max.y ||
  3882. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3883. },
  3884. intersectsSphere: function ( sphere ) {
  3885. // Find the point on the AABB closest to the sphere center.
  3886. this.clampPoint( sphere.center, _vector$1 );
  3887. // If that point is inside the sphere, the AABB and sphere intersect.
  3888. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3889. },
  3890. intersectsPlane: function ( plane ) {
  3891. // We compute the minimum and maximum dot product values. If those values
  3892. // are on the same side (back or front) of the plane, then there is no intersection.
  3893. var min, max;
  3894. if ( plane.normal.x > 0 ) {
  3895. min = plane.normal.x * this.min.x;
  3896. max = plane.normal.x * this.max.x;
  3897. } else {
  3898. min = plane.normal.x * this.max.x;
  3899. max = plane.normal.x * this.min.x;
  3900. }
  3901. if ( plane.normal.y > 0 ) {
  3902. min += plane.normal.y * this.min.y;
  3903. max += plane.normal.y * this.max.y;
  3904. } else {
  3905. min += plane.normal.y * this.max.y;
  3906. max += plane.normal.y * this.min.y;
  3907. }
  3908. if ( plane.normal.z > 0 ) {
  3909. min += plane.normal.z * this.min.z;
  3910. max += plane.normal.z * this.max.z;
  3911. } else {
  3912. min += plane.normal.z * this.max.z;
  3913. max += plane.normal.z * this.min.z;
  3914. }
  3915. return ( min <= - plane.constant && max >= - plane.constant );
  3916. },
  3917. intersectsTriangle: function ( triangle ) {
  3918. if ( this.isEmpty() ) {
  3919. return false;
  3920. }
  3921. // compute box center and extents
  3922. this.getCenter( _center );
  3923. _extents.subVectors( this.max, _center );
  3924. // translate triangle to aabb origin
  3925. _v0.subVectors( triangle.a, _center );
  3926. _v1$2.subVectors( triangle.b, _center );
  3927. _v2.subVectors( triangle.c, _center );
  3928. // compute edge vectors for triangle
  3929. _f0.subVectors( _v1$2, _v0 );
  3930. _f1.subVectors( _v2, _v1$2 );
  3931. _f2.subVectors( _v0, _v2 );
  3932. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3933. // 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
  3934. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3935. var axes = [
  3936. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3937. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3938. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3939. ];
  3940. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3941. return false;
  3942. }
  3943. // test 3 face normals from the aabb
  3944. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3945. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3946. return false;
  3947. }
  3948. // finally testing the face normal of the triangle
  3949. // use already existing triangle edge vectors here
  3950. _triangleNormal.crossVectors( _f0, _f1 );
  3951. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3952. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3953. },
  3954. clampPoint: function ( point, target ) {
  3955. if ( target === undefined ) {
  3956. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3957. target = new Vector3();
  3958. }
  3959. return target.copy( point ).clamp( this.min, this.max );
  3960. },
  3961. distanceToPoint: function ( point ) {
  3962. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3963. return clampedPoint.sub( point ).length();
  3964. },
  3965. getBoundingSphere: function ( target ) {
  3966. if ( target === undefined ) {
  3967. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3968. //target = new Sphere(); // removed to avoid cyclic dependency
  3969. }
  3970. this.getCenter( target.center );
  3971. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3972. return target;
  3973. },
  3974. intersect: function ( box ) {
  3975. this.min.max( box.min );
  3976. this.max.min( box.max );
  3977. // 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.
  3978. if ( this.isEmpty() ) { this.makeEmpty(); }
  3979. return this;
  3980. },
  3981. union: function ( box ) {
  3982. this.min.min( box.min );
  3983. this.max.max( box.max );
  3984. return this;
  3985. },
  3986. applyMatrix4: function ( matrix ) {
  3987. // transform of empty box is an empty box.
  3988. if ( this.isEmpty() ) { return this; }
  3989. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3990. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3991. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3992. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3993. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3994. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3995. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3996. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3997. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3998. this.setFromPoints( _points );
  3999. return this;
  4000. },
  4001. translate: function ( offset ) {
  4002. this.min.add( offset );
  4003. this.max.add( offset );
  4004. return this;
  4005. },
  4006. equals: function ( box ) {
  4007. return box.min.equals( this.min ) && box.max.equals( this.max );
  4008. }
  4009. } );
  4010. function satForAxes( axes, v0, v1, v2, extents ) {
  4011. var i, j;
  4012. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4013. _testAxis.fromArray( axes, i );
  4014. // project the aabb onto the seperating axis
  4015. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4016. // project all 3 vertices of the triangle onto the seperating axis
  4017. var p0 = v0.dot( _testAxis );
  4018. var p1 = v1.dot( _testAxis );
  4019. var p2 = v2.dot( _testAxis );
  4020. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4021. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4022. // points of the projected triangle are outside the projected half-length of the aabb
  4023. // the axis is seperating and we can exit
  4024. return false;
  4025. }
  4026. }
  4027. return true;
  4028. }
  4029. var _box$1 = new Box3();
  4030. /**
  4031. * @author bhouston / http://clara.io
  4032. * @author mrdoob / http://mrdoob.com/
  4033. */
  4034. function Sphere( center, radius ) {
  4035. this.center = ( center !== undefined ) ? center : new Vector3();
  4036. this.radius = ( radius !== undefined ) ? radius : 0;
  4037. }
  4038. Object.assign( Sphere.prototype, {
  4039. set: function ( center, radius ) {
  4040. this.center.copy( center );
  4041. this.radius = radius;
  4042. return this;
  4043. },
  4044. setFromPoints: function ( points, optionalCenter ) {
  4045. var center = this.center;
  4046. if ( optionalCenter !== undefined ) {
  4047. center.copy( optionalCenter );
  4048. } else {
  4049. _box$1.setFromPoints( points ).getCenter( center );
  4050. }
  4051. var maxRadiusSq = 0;
  4052. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4053. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4054. }
  4055. this.radius = Math.sqrt( maxRadiusSq );
  4056. return this;
  4057. },
  4058. clone: function () {
  4059. return new this.constructor().copy( this );
  4060. },
  4061. copy: function ( sphere ) {
  4062. this.center.copy( sphere.center );
  4063. this.radius = sphere.radius;
  4064. return this;
  4065. },
  4066. empty: function () {
  4067. return ( this.radius <= 0 );
  4068. },
  4069. containsPoint: function ( point ) {
  4070. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4071. },
  4072. distanceToPoint: function ( point ) {
  4073. return ( point.distanceTo( this.center ) - this.radius );
  4074. },
  4075. intersectsSphere: function ( sphere ) {
  4076. var radiusSum = this.radius + sphere.radius;
  4077. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4078. },
  4079. intersectsBox: function ( box ) {
  4080. return box.intersectsSphere( this );
  4081. },
  4082. intersectsPlane: function ( plane ) {
  4083. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4084. },
  4085. clampPoint: function ( point, target ) {
  4086. var deltaLengthSq = this.center.distanceToSquared( point );
  4087. if ( target === undefined ) {
  4088. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4089. target = new Vector3();
  4090. }
  4091. target.copy( point );
  4092. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4093. target.sub( this.center ).normalize();
  4094. target.multiplyScalar( this.radius ).add( this.center );
  4095. }
  4096. return target;
  4097. },
  4098. getBoundingBox: function ( target ) {
  4099. if ( target === undefined ) {
  4100. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4101. target = new Box3();
  4102. }
  4103. target.set( this.center, this.center );
  4104. target.expandByScalar( this.radius );
  4105. return target;
  4106. },
  4107. applyMatrix4: function ( matrix ) {
  4108. this.center.applyMatrix4( matrix );
  4109. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4110. return this;
  4111. },
  4112. translate: function ( offset ) {
  4113. this.center.add( offset );
  4114. return this;
  4115. },
  4116. equals: function ( sphere ) {
  4117. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4118. }
  4119. } );
  4120. var _vector$2 = new Vector3();
  4121. var _segCenter = new Vector3();
  4122. var _segDir = new Vector3();
  4123. var _diff = new Vector3();
  4124. var _edge1 = new Vector3();
  4125. var _edge2 = new Vector3();
  4126. var _normal = new Vector3();
  4127. /**
  4128. * @author bhouston / http://clara.io
  4129. */
  4130. function Ray( origin, direction ) {
  4131. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4132. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4133. }
  4134. Object.assign( Ray.prototype, {
  4135. set: function ( origin, direction ) {
  4136. this.origin.copy( origin );
  4137. this.direction.copy( direction );
  4138. return this;
  4139. },
  4140. clone: function () {
  4141. return new this.constructor().copy( this );
  4142. },
  4143. copy: function ( ray ) {
  4144. this.origin.copy( ray.origin );
  4145. this.direction.copy( ray.direction );
  4146. return this;
  4147. },
  4148. at: function ( t, target ) {
  4149. if ( target === undefined ) {
  4150. console.warn( 'THREE.Ray: .at() target is now required' );
  4151. target = new Vector3();
  4152. }
  4153. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4154. },
  4155. lookAt: function ( v ) {
  4156. this.direction.copy( v ).sub( this.origin ).normalize();
  4157. return this;
  4158. },
  4159. recast: function ( t ) {
  4160. this.origin.copy( this.at( t, _vector$2 ) );
  4161. return this;
  4162. },
  4163. closestPointToPoint: function ( point, target ) {
  4164. if ( target === undefined ) {
  4165. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4166. target = new Vector3();
  4167. }
  4168. target.subVectors( point, this.origin );
  4169. var directionDistance = target.dot( this.direction );
  4170. if ( directionDistance < 0 ) {
  4171. return target.copy( this.origin );
  4172. }
  4173. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4174. },
  4175. distanceToPoint: function ( point ) {
  4176. return Math.sqrt( this.distanceSqToPoint( point ) );
  4177. },
  4178. distanceSqToPoint: function ( point ) {
  4179. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4180. // point behind the ray
  4181. if ( directionDistance < 0 ) {
  4182. return this.origin.distanceToSquared( point );
  4183. }
  4184. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4185. return _vector$2.distanceToSquared( point );
  4186. },
  4187. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4188. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4189. // It returns the min distance between the ray and the segment
  4190. // defined by v0 and v1
  4191. // It can also set two optional targets :
  4192. // - The closest point on the ray
  4193. // - The closest point on the segment
  4194. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4195. _segDir.copy( v1 ).sub( v0 ).normalize();
  4196. _diff.copy( this.origin ).sub( _segCenter );
  4197. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4198. var a01 = - this.direction.dot( _segDir );
  4199. var b0 = _diff.dot( this.direction );
  4200. var b1 = - _diff.dot( _segDir );
  4201. var c = _diff.lengthSq();
  4202. var det = Math.abs( 1 - a01 * a01 );
  4203. var s0, s1, sqrDist, extDet;
  4204. if ( det > 0 ) {
  4205. // The ray and segment are not parallel.
  4206. s0 = a01 * b1 - b0;
  4207. s1 = a01 * b0 - b1;
  4208. extDet = segExtent * det;
  4209. if ( s0 >= 0 ) {
  4210. if ( s1 >= - extDet ) {
  4211. if ( s1 <= extDet ) {
  4212. // region 0
  4213. // Minimum at interior points of ray and segment.
  4214. var invDet = 1 / det;
  4215. s0 *= invDet;
  4216. s1 *= invDet;
  4217. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4218. } else {
  4219. // region 1
  4220. s1 = segExtent;
  4221. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4222. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4223. }
  4224. } else {
  4225. // region 5
  4226. s1 = - segExtent;
  4227. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4228. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4229. }
  4230. } else {
  4231. if ( s1 <= - extDet ) {
  4232. // region 4
  4233. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4234. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4235. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4236. } else if ( s1 <= extDet ) {
  4237. // region 3
  4238. s0 = 0;
  4239. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4240. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4241. } else {
  4242. // region 2
  4243. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4244. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4245. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4246. }
  4247. }
  4248. } else {
  4249. // Ray and segment are parallel.
  4250. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4251. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4252. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4253. }
  4254. if ( optionalPointOnRay ) {
  4255. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4256. }
  4257. if ( optionalPointOnSegment ) {
  4258. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4259. }
  4260. return sqrDist;
  4261. },
  4262. intersectSphere: function ( sphere, target ) {
  4263. _vector$2.subVectors( sphere.center, this.origin );
  4264. var tca = _vector$2.dot( this.direction );
  4265. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4266. var radius2 = sphere.radius * sphere.radius;
  4267. if ( d2 > radius2 ) { return null; }
  4268. var thc = Math.sqrt( radius2 - d2 );
  4269. // t0 = first intersect point - entrance on front of sphere
  4270. var t0 = tca - thc;
  4271. // t1 = second intersect point - exit point on back of sphere
  4272. var t1 = tca + thc;
  4273. // test to see if both t0 and t1 are behind the ray - if so, return null
  4274. if ( t0 < 0 && t1 < 0 ) { return null; }
  4275. // test to see if t0 is behind the ray:
  4276. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4277. // in order to always return an intersect point that is in front of the ray.
  4278. if ( t0 < 0 ) { return this.at( t1, target ); }
  4279. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4280. return this.at( t0, target );
  4281. },
  4282. intersectsSphere: function ( sphere ) {
  4283. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4284. },
  4285. distanceToPlane: function ( plane ) {
  4286. var denominator = plane.normal.dot( this.direction );
  4287. if ( denominator === 0 ) {
  4288. // line is coplanar, return origin
  4289. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4290. return 0;
  4291. }
  4292. // Null is preferable to undefined since undefined means.... it is undefined
  4293. return null;
  4294. }
  4295. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4296. // Return if the ray never intersects the plane
  4297. return t >= 0 ? t : null;
  4298. },
  4299. intersectPlane: function ( plane, target ) {
  4300. var t = this.distanceToPlane( plane );
  4301. if ( t === null ) {
  4302. return null;
  4303. }
  4304. return this.at( t, target );
  4305. },
  4306. intersectsPlane: function ( plane ) {
  4307. // check if the ray lies on the plane first
  4308. var distToPoint = plane.distanceToPoint( this.origin );
  4309. if ( distToPoint === 0 ) {
  4310. return true;
  4311. }
  4312. var denominator = plane.normal.dot( this.direction );
  4313. if ( denominator * distToPoint < 0 ) {
  4314. return true;
  4315. }
  4316. // ray origin is behind the plane (and is pointing behind it)
  4317. return false;
  4318. },
  4319. intersectBox: function ( box, target ) {
  4320. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4321. var invdirx = 1 / this.direction.x,
  4322. invdiry = 1 / this.direction.y,
  4323. invdirz = 1 / this.direction.z;
  4324. var origin = this.origin;
  4325. if ( invdirx >= 0 ) {
  4326. tmin = ( box.min.x - origin.x ) * invdirx;
  4327. tmax = ( box.max.x - origin.x ) * invdirx;
  4328. } else {
  4329. tmin = ( box.max.x - origin.x ) * invdirx;
  4330. tmax = ( box.min.x - origin.x ) * invdirx;
  4331. }
  4332. if ( invdiry >= 0 ) {
  4333. tymin = ( box.min.y - origin.y ) * invdiry;
  4334. tymax = ( box.max.y - origin.y ) * invdiry;
  4335. } else {
  4336. tymin = ( box.max.y - origin.y ) * invdiry;
  4337. tymax = ( box.min.y - origin.y ) * invdiry;
  4338. }
  4339. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4340. // These lines also handle the case where tmin or tmax is NaN
  4341. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4342. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4343. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4344. if ( invdirz >= 0 ) {
  4345. tzmin = ( box.min.z - origin.z ) * invdirz;
  4346. tzmax = ( box.max.z - origin.z ) * invdirz;
  4347. } else {
  4348. tzmin = ( box.max.z - origin.z ) * invdirz;
  4349. tzmax = ( box.min.z - origin.z ) * invdirz;
  4350. }
  4351. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4352. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4353. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4354. //return point closest to the ray (positive side)
  4355. if ( tmax < 0 ) { return null; }
  4356. return this.at( tmin >= 0 ? tmin : tmax, target );
  4357. },
  4358. intersectsBox: function ( box ) {
  4359. return this.intersectBox( box, _vector$2 ) !== null;
  4360. },
  4361. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4362. // Compute the offset origin, edges, and normal.
  4363. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4364. _edge1.subVectors( b, a );
  4365. _edge2.subVectors( c, a );
  4366. _normal.crossVectors( _edge1, _edge2 );
  4367. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4368. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4369. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4370. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4371. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4372. var DdN = this.direction.dot( _normal );
  4373. var sign;
  4374. if ( DdN > 0 ) {
  4375. if ( backfaceCulling ) { return null; }
  4376. sign = 1;
  4377. } else if ( DdN < 0 ) {
  4378. sign = - 1;
  4379. DdN = - DdN;
  4380. } else {
  4381. return null;
  4382. }
  4383. _diff.subVectors( this.origin, a );
  4384. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4385. // b1 < 0, no intersection
  4386. if ( DdQxE2 < 0 ) {
  4387. return null;
  4388. }
  4389. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4390. // b2 < 0, no intersection
  4391. if ( DdE1xQ < 0 ) {
  4392. return null;
  4393. }
  4394. // b1+b2 > 1, no intersection
  4395. if ( DdQxE2 + DdE1xQ > DdN ) {
  4396. return null;
  4397. }
  4398. // Line intersects triangle, check if ray does.
  4399. var QdN = - sign * _diff.dot( _normal );
  4400. // t < 0, no intersection
  4401. if ( QdN < 0 ) {
  4402. return null;
  4403. }
  4404. // Ray intersects triangle.
  4405. return this.at( QdN / DdN, target );
  4406. },
  4407. applyMatrix4: function ( matrix4 ) {
  4408. this.origin.applyMatrix4( matrix4 );
  4409. this.direction.transformDirection( matrix4 );
  4410. return this;
  4411. },
  4412. equals: function ( ray ) {
  4413. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4414. }
  4415. } );
  4416. /**
  4417. * @author bhouston / http://clara.io
  4418. */
  4419. var _vector1 = new Vector3();
  4420. var _vector2 = new Vector3();
  4421. var _normalMatrix = new Matrix3();
  4422. function Plane( normal, constant ) {
  4423. // normal is assumed to be normalized
  4424. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4425. this.constant = ( constant !== undefined ) ? constant : 0;
  4426. }
  4427. Object.assign( Plane.prototype, {
  4428. isPlane: true,
  4429. set: function ( normal, constant ) {
  4430. this.normal.copy( normal );
  4431. this.constant = constant;
  4432. return this;
  4433. },
  4434. setComponents: function ( x, y, z, w ) {
  4435. this.normal.set( x, y, z );
  4436. this.constant = w;
  4437. return this;
  4438. },
  4439. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4440. this.normal.copy( normal );
  4441. this.constant = - point.dot( this.normal );
  4442. return this;
  4443. },
  4444. setFromCoplanarPoints: function ( a, b, c ) {
  4445. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4446. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4447. this.setFromNormalAndCoplanarPoint( normal, a );
  4448. return this;
  4449. },
  4450. clone: function () {
  4451. return new this.constructor().copy( this );
  4452. },
  4453. copy: function ( plane ) {
  4454. this.normal.copy( plane.normal );
  4455. this.constant = plane.constant;
  4456. return this;
  4457. },
  4458. normalize: function () {
  4459. // Note: will lead to a divide by zero if the plane is invalid.
  4460. var inverseNormalLength = 1.0 / this.normal.length();
  4461. this.normal.multiplyScalar( inverseNormalLength );
  4462. this.constant *= inverseNormalLength;
  4463. return this;
  4464. },
  4465. negate: function () {
  4466. this.constant *= - 1;
  4467. this.normal.negate();
  4468. return this;
  4469. },
  4470. distanceToPoint: function ( point ) {
  4471. return this.normal.dot( point ) + this.constant;
  4472. },
  4473. distanceToSphere: function ( sphere ) {
  4474. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4475. },
  4476. projectPoint: function ( point, target ) {
  4477. if ( target === undefined ) {
  4478. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4479. target = new Vector3();
  4480. }
  4481. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4482. },
  4483. intersectLine: function ( line, target ) {
  4484. if ( target === undefined ) {
  4485. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4486. target = new Vector3();
  4487. }
  4488. var direction = line.delta( _vector1 );
  4489. var denominator = this.normal.dot( direction );
  4490. if ( denominator === 0 ) {
  4491. // line is coplanar, return origin
  4492. if ( this.distanceToPoint( line.start ) === 0 ) {
  4493. return target.copy( line.start );
  4494. }
  4495. // Unsure if this is the correct method to handle this case.
  4496. return undefined;
  4497. }
  4498. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4499. if ( t < 0 || t > 1 ) {
  4500. return undefined;
  4501. }
  4502. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4503. },
  4504. intersectsLine: function ( line ) {
  4505. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4506. var startSign = this.distanceToPoint( line.start );
  4507. var endSign = this.distanceToPoint( line.end );
  4508. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4509. },
  4510. intersectsBox: function ( box ) {
  4511. return box.intersectsPlane( this );
  4512. },
  4513. intersectsSphere: function ( sphere ) {
  4514. return sphere.intersectsPlane( this );
  4515. },
  4516. coplanarPoint: function ( target ) {
  4517. if ( target === undefined ) {
  4518. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4519. target = new Vector3();
  4520. }
  4521. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4522. },
  4523. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4524. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4525. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4526. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4527. this.constant = - referencePoint.dot( normal );
  4528. return this;
  4529. },
  4530. translate: function ( offset ) {
  4531. this.constant -= offset.dot( this.normal );
  4532. return this;
  4533. },
  4534. equals: function ( plane ) {
  4535. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4536. }
  4537. } );
  4538. /**
  4539. * @author bhouston / http://clara.io
  4540. * @author mrdoob / http://mrdoob.com/
  4541. */
  4542. var _v0$1 = new Vector3();
  4543. var _v1$3 = new Vector3();
  4544. var _v2$1 = new Vector3();
  4545. var _v3 = new Vector3();
  4546. var _vab = new Vector3();
  4547. var _vac = new Vector3();
  4548. var _vbc = new Vector3();
  4549. var _vap = new Vector3();
  4550. var _vbp = new Vector3();
  4551. var _vcp = new Vector3();
  4552. function Triangle( a, b, c ) {
  4553. this.a = ( a !== undefined ) ? a : new Vector3();
  4554. this.b = ( b !== undefined ) ? b : new Vector3();
  4555. this.c = ( c !== undefined ) ? c : new Vector3();
  4556. }
  4557. Object.assign( Triangle, {
  4558. getNormal: function ( a, b, c, target ) {
  4559. if ( target === undefined ) {
  4560. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4561. target = new Vector3();
  4562. }
  4563. target.subVectors( c, b );
  4564. _v0$1.subVectors( a, b );
  4565. target.cross( _v0$1 );
  4566. var targetLengthSq = target.lengthSq();
  4567. if ( targetLengthSq > 0 ) {
  4568. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4569. }
  4570. return target.set( 0, 0, 0 );
  4571. },
  4572. // static/instance method to calculate barycentric coordinates
  4573. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4574. getBarycoord: function ( point, a, b, c, target ) {
  4575. _v0$1.subVectors( c, a );
  4576. _v1$3.subVectors( b, a );
  4577. _v2$1.subVectors( point, a );
  4578. var dot00 = _v0$1.dot( _v0$1 );
  4579. var dot01 = _v0$1.dot( _v1$3 );
  4580. var dot02 = _v0$1.dot( _v2$1 );
  4581. var dot11 = _v1$3.dot( _v1$3 );
  4582. var dot12 = _v1$3.dot( _v2$1 );
  4583. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4584. if ( target === undefined ) {
  4585. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4586. target = new Vector3();
  4587. }
  4588. // collinear or singular triangle
  4589. if ( denom === 0 ) {
  4590. // arbitrary location outside of triangle?
  4591. // not sure if this is the best idea, maybe should be returning undefined
  4592. return target.set( - 2, - 1, - 1 );
  4593. }
  4594. var invDenom = 1 / denom;
  4595. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4596. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4597. // barycentric coordinates must always sum to 1
  4598. return target.set( 1 - u - v, v, u );
  4599. },
  4600. containsPoint: function ( point, a, b, c ) {
  4601. Triangle.getBarycoord( point, a, b, c, _v3 );
  4602. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4603. },
  4604. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4605. this.getBarycoord( point, p1, p2, p3, _v3 );
  4606. target.set( 0, 0 );
  4607. target.addScaledVector( uv1, _v3.x );
  4608. target.addScaledVector( uv2, _v3.y );
  4609. target.addScaledVector( uv3, _v3.z );
  4610. return target;
  4611. },
  4612. isFrontFacing: function ( a, b, c, direction ) {
  4613. _v0$1.subVectors( c, b );
  4614. _v1$3.subVectors( a, b );
  4615. // strictly front facing
  4616. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4617. }
  4618. } );
  4619. Object.assign( Triangle.prototype, {
  4620. set: function ( a, b, c ) {
  4621. this.a.copy( a );
  4622. this.b.copy( b );
  4623. this.c.copy( c );
  4624. return this;
  4625. },
  4626. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4627. this.a.copy( points[ i0 ] );
  4628. this.b.copy( points[ i1 ] );
  4629. this.c.copy( points[ i2 ] );
  4630. return this;
  4631. },
  4632. clone: function () {
  4633. return new this.constructor().copy( this );
  4634. },
  4635. copy: function ( triangle ) {
  4636. this.a.copy( triangle.a );
  4637. this.b.copy( triangle.b );
  4638. this.c.copy( triangle.c );
  4639. return this;
  4640. },
  4641. getArea: function () {
  4642. _v0$1.subVectors( this.c, this.b );
  4643. _v1$3.subVectors( this.a, this.b );
  4644. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4645. },
  4646. getMidpoint: function ( target ) {
  4647. if ( target === undefined ) {
  4648. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4649. target = new Vector3();
  4650. }
  4651. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4652. },
  4653. getNormal: function ( target ) {
  4654. return Triangle.getNormal( this.a, this.b, this.c, target );
  4655. },
  4656. getPlane: function ( target ) {
  4657. if ( target === undefined ) {
  4658. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4659. target = new Plane();
  4660. }
  4661. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4662. },
  4663. getBarycoord: function ( point, target ) {
  4664. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4665. },
  4666. getUV: function ( point, uv1, uv2, uv3, target ) {
  4667. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4668. },
  4669. containsPoint: function ( point ) {
  4670. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4671. },
  4672. isFrontFacing: function ( direction ) {
  4673. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4674. },
  4675. intersectsBox: function ( box ) {
  4676. return box.intersectsTriangle( this );
  4677. },
  4678. closestPointToPoint: function ( p, target ) {
  4679. if ( target === undefined ) {
  4680. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4681. target = new Vector3();
  4682. }
  4683. var a = this.a, b = this.b, c = this.c;
  4684. var v, w;
  4685. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4686. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4687. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4688. // basically, we're distinguishing which of the voronoi regions of the triangle
  4689. // the point lies in with the minimum amount of redundant computation.
  4690. _vab.subVectors( b, a );
  4691. _vac.subVectors( c, a );
  4692. _vap.subVectors( p, a );
  4693. var d1 = _vab.dot( _vap );
  4694. var d2 = _vac.dot( _vap );
  4695. if ( d1 <= 0 && d2 <= 0 ) {
  4696. // vertex region of A; barycentric coords (1, 0, 0)
  4697. return target.copy( a );
  4698. }
  4699. _vbp.subVectors( p, b );
  4700. var d3 = _vab.dot( _vbp );
  4701. var d4 = _vac.dot( _vbp );
  4702. if ( d3 >= 0 && d4 <= d3 ) {
  4703. // vertex region of B; barycentric coords (0, 1, 0)
  4704. return target.copy( b );
  4705. }
  4706. var vc = d1 * d4 - d3 * d2;
  4707. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4708. v = d1 / ( d1 - d3 );
  4709. // edge region of AB; barycentric coords (1-v, v, 0)
  4710. return target.copy( a ).addScaledVector( _vab, v );
  4711. }
  4712. _vcp.subVectors( p, c );
  4713. var d5 = _vab.dot( _vcp );
  4714. var d6 = _vac.dot( _vcp );
  4715. if ( d6 >= 0 && d5 <= d6 ) {
  4716. // vertex region of C; barycentric coords (0, 0, 1)
  4717. return target.copy( c );
  4718. }
  4719. var vb = d5 * d2 - d1 * d6;
  4720. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4721. w = d2 / ( d2 - d6 );
  4722. // edge region of AC; barycentric coords (1-w, 0, w)
  4723. return target.copy( a ).addScaledVector( _vac, w );
  4724. }
  4725. var va = d3 * d6 - d5 * d4;
  4726. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4727. _vbc.subVectors( c, b );
  4728. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4729. // edge region of BC; barycentric coords (0, 1-w, w)
  4730. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4731. }
  4732. // face region
  4733. var denom = 1 / ( va + vb + vc );
  4734. // u = va * denom
  4735. v = vb * denom;
  4736. w = vc * denom;
  4737. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4738. },
  4739. equals: function ( triangle ) {
  4740. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4741. }
  4742. } );
  4743. /**
  4744. * @author mrdoob / http://mrdoob.com/
  4745. */
  4746. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4747. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4748. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4749. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4750. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4751. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4752. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4753. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4754. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4755. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4756. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4757. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4758. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4759. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4760. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4761. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4762. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4763. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4764. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4765. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4766. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4767. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4768. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4769. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4770. var _hslA = { h: 0, s: 0, l: 0 };
  4771. var _hslB = { h: 0, s: 0, l: 0 };
  4772. function Color( r, g, b ) {
  4773. if ( g === undefined && b === undefined ) {
  4774. // r is THREE.Color, hex or string
  4775. return this.set( r );
  4776. }
  4777. return this.setRGB( r, g, b );
  4778. }
  4779. function hue2rgb( p, q, t ) {
  4780. if ( t < 0 ) { t += 1; }
  4781. if ( t > 1 ) { t -= 1; }
  4782. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4783. if ( t < 1 / 2 ) { return q; }
  4784. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4785. return p;
  4786. }
  4787. function SRGBToLinear( c ) {
  4788. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4789. }
  4790. function LinearToSRGB( c ) {
  4791. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4792. }
  4793. Object.assign( Color.prototype, {
  4794. isColor: true,
  4795. r: 1, g: 1, b: 1,
  4796. set: function ( value ) {
  4797. if ( value && value.isColor ) {
  4798. this.copy( value );
  4799. } else if ( typeof value === 'number' ) {
  4800. this.setHex( value );
  4801. } else if ( typeof value === 'string' ) {
  4802. this.setStyle( value );
  4803. }
  4804. return this;
  4805. },
  4806. setScalar: function ( scalar ) {
  4807. this.r = scalar;
  4808. this.g = scalar;
  4809. this.b = scalar;
  4810. return this;
  4811. },
  4812. setHex: function ( hex ) {
  4813. hex = Math.floor( hex );
  4814. this.r = ( hex >> 16 & 255 ) / 255;
  4815. this.g = ( hex >> 8 & 255 ) / 255;
  4816. this.b = ( hex & 255 ) / 255;
  4817. return this;
  4818. },
  4819. setRGB: function ( r, g, b ) {
  4820. this.r = r;
  4821. this.g = g;
  4822. this.b = b;
  4823. return this;
  4824. },
  4825. setHSL: function ( h, s, l ) {
  4826. // h,s,l ranges are in 0.0 - 1.0
  4827. h = MathUtils.euclideanModulo( h, 1 );
  4828. s = MathUtils.clamp( s, 0, 1 );
  4829. l = MathUtils.clamp( l, 0, 1 );
  4830. if ( s === 0 ) {
  4831. this.r = this.g = this.b = l;
  4832. } else {
  4833. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4834. var q = ( 2 * l ) - p;
  4835. this.r = hue2rgb( q, p, h + 1 / 3 );
  4836. this.g = hue2rgb( q, p, h );
  4837. this.b = hue2rgb( q, p, h - 1 / 3 );
  4838. }
  4839. return this;
  4840. },
  4841. setStyle: function ( style ) {
  4842. function handleAlpha( string ) {
  4843. if ( string === undefined ) { return; }
  4844. if ( parseFloat( string ) < 1 ) {
  4845. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4846. }
  4847. }
  4848. var m;
  4849. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4850. // rgb / hsl
  4851. var color;
  4852. var name = m[ 1 ];
  4853. var components = m[ 2 ];
  4854. switch ( name ) {
  4855. case 'rgb':
  4856. case 'rgba':
  4857. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4858. // rgb(255,0,0) rgba(255,0,0,0.5)
  4859. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4860. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4861. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4862. handleAlpha( color[ 5 ] );
  4863. return this;
  4864. }
  4865. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4866. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4867. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4868. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4869. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4870. handleAlpha( color[ 5 ] );
  4871. return this;
  4872. }
  4873. break;
  4874. case 'hsl':
  4875. case 'hsla':
  4876. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4877. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4878. var h = parseFloat( color[ 1 ] ) / 360;
  4879. var s = parseInt( color[ 2 ], 10 ) / 100;
  4880. var l = parseInt( color[ 3 ], 10 ) / 100;
  4881. handleAlpha( color[ 5 ] );
  4882. return this.setHSL( h, s, l );
  4883. }
  4884. break;
  4885. }
  4886. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4887. // hex color
  4888. var hex = m[ 1 ];
  4889. var size = hex.length;
  4890. if ( size === 3 ) {
  4891. // #ff0
  4892. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4893. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4894. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4895. return this;
  4896. } else if ( size === 6 ) {
  4897. // #ff0000
  4898. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4899. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4900. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4901. return this;
  4902. }
  4903. }
  4904. if ( style && style.length > 0 ) {
  4905. return this.setColorName( style );
  4906. }
  4907. return this;
  4908. },
  4909. setColorName: function ( style ) {
  4910. // color keywords
  4911. var hex = _colorKeywords[ style ];
  4912. if ( hex !== undefined ) {
  4913. // red
  4914. this.setHex( hex );
  4915. } else {
  4916. // unknown color
  4917. console.warn( 'THREE.Color: Unknown color ' + style );
  4918. }
  4919. return this;
  4920. },
  4921. clone: function () {
  4922. return new this.constructor( this.r, this.g, this.b );
  4923. },
  4924. copy: function ( color ) {
  4925. this.r = color.r;
  4926. this.g = color.g;
  4927. this.b = color.b;
  4928. return this;
  4929. },
  4930. copyGammaToLinear: function ( color, gammaFactor ) {
  4931. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4932. this.r = Math.pow( color.r, gammaFactor );
  4933. this.g = Math.pow( color.g, gammaFactor );
  4934. this.b = Math.pow( color.b, gammaFactor );
  4935. return this;
  4936. },
  4937. copyLinearToGamma: function ( color, gammaFactor ) {
  4938. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4939. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4940. this.r = Math.pow( color.r, safeInverse );
  4941. this.g = Math.pow( color.g, safeInverse );
  4942. this.b = Math.pow( color.b, safeInverse );
  4943. return this;
  4944. },
  4945. convertGammaToLinear: function ( gammaFactor ) {
  4946. this.copyGammaToLinear( this, gammaFactor );
  4947. return this;
  4948. },
  4949. convertLinearToGamma: function ( gammaFactor ) {
  4950. this.copyLinearToGamma( this, gammaFactor );
  4951. return this;
  4952. },
  4953. copySRGBToLinear: function ( color ) {
  4954. this.r = SRGBToLinear( color.r );
  4955. this.g = SRGBToLinear( color.g );
  4956. this.b = SRGBToLinear( color.b );
  4957. return this;
  4958. },
  4959. copyLinearToSRGB: function ( color ) {
  4960. this.r = LinearToSRGB( color.r );
  4961. this.g = LinearToSRGB( color.g );
  4962. this.b = LinearToSRGB( color.b );
  4963. return this;
  4964. },
  4965. convertSRGBToLinear: function () {
  4966. this.copySRGBToLinear( this );
  4967. return this;
  4968. },
  4969. convertLinearToSRGB: function () {
  4970. this.copyLinearToSRGB( this );
  4971. return this;
  4972. },
  4973. getHex: function () {
  4974. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4975. },
  4976. getHexString: function () {
  4977. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4978. },
  4979. getHSL: function ( target ) {
  4980. // h,s,l ranges are in 0.0 - 1.0
  4981. if ( target === undefined ) {
  4982. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4983. target = { h: 0, s: 0, l: 0 };
  4984. }
  4985. var r = this.r, g = this.g, b = this.b;
  4986. var max = Math.max( r, g, b );
  4987. var min = Math.min( r, g, b );
  4988. var hue, saturation;
  4989. var lightness = ( min + max ) / 2.0;
  4990. if ( min === max ) {
  4991. hue = 0;
  4992. saturation = 0;
  4993. } else {
  4994. var delta = max - min;
  4995. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4996. switch ( max ) {
  4997. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4998. case g: hue = ( b - r ) / delta + 2; break;
  4999. case b: hue = ( r - g ) / delta + 4; break;
  5000. }
  5001. hue /= 6;
  5002. }
  5003. target.h = hue;
  5004. target.s = saturation;
  5005. target.l = lightness;
  5006. return target;
  5007. },
  5008. getStyle: function () {
  5009. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5010. },
  5011. offsetHSL: function ( h, s, l ) {
  5012. this.getHSL( _hslA );
  5013. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5014. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5015. return this;
  5016. },
  5017. add: function ( color ) {
  5018. this.r += color.r;
  5019. this.g += color.g;
  5020. this.b += color.b;
  5021. return this;
  5022. },
  5023. addColors: function ( color1, color2 ) {
  5024. this.r = color1.r + color2.r;
  5025. this.g = color1.g + color2.g;
  5026. this.b = color1.b + color2.b;
  5027. return this;
  5028. },
  5029. addScalar: function ( s ) {
  5030. this.r += s;
  5031. this.g += s;
  5032. this.b += s;
  5033. return this;
  5034. },
  5035. sub: function ( color ) {
  5036. this.r = Math.max( 0, this.r - color.r );
  5037. this.g = Math.max( 0, this.g - color.g );
  5038. this.b = Math.max( 0, this.b - color.b );
  5039. return this;
  5040. },
  5041. multiply: function ( color ) {
  5042. this.r *= color.r;
  5043. this.g *= color.g;
  5044. this.b *= color.b;
  5045. return this;
  5046. },
  5047. multiplyScalar: function ( s ) {
  5048. this.r *= s;
  5049. this.g *= s;
  5050. this.b *= s;
  5051. return this;
  5052. },
  5053. lerp: function ( color, alpha ) {
  5054. this.r += ( color.r - this.r ) * alpha;
  5055. this.g += ( color.g - this.g ) * alpha;
  5056. this.b += ( color.b - this.b ) * alpha;
  5057. return this;
  5058. },
  5059. lerpHSL: function ( color, alpha ) {
  5060. this.getHSL( _hslA );
  5061. color.getHSL( _hslB );
  5062. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5063. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5064. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5065. this.setHSL( h, s, l );
  5066. return this;
  5067. },
  5068. equals: function ( c ) {
  5069. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5070. },
  5071. fromArray: function ( array, offset ) {
  5072. if ( offset === undefined ) { offset = 0; }
  5073. this.r = array[ offset ];
  5074. this.g = array[ offset + 1 ];
  5075. this.b = array[ offset + 2 ];
  5076. return this;
  5077. },
  5078. toArray: function ( array, offset ) {
  5079. if ( array === undefined ) { array = []; }
  5080. if ( offset === undefined ) { offset = 0; }
  5081. array[ offset ] = this.r;
  5082. array[ offset + 1 ] = this.g;
  5083. array[ offset + 2 ] = this.b;
  5084. return array;
  5085. },
  5086. toJSON: function () {
  5087. return this.getHex();
  5088. }
  5089. } );
  5090. Color.NAMES = _colorKeywords;
  5091. /**
  5092. * @author mrdoob / http://mrdoob.com/
  5093. * @author alteredq / http://alteredqualia.com/
  5094. */
  5095. function Face3( a, b, c, normal, color, materialIndex ) {
  5096. this.a = a;
  5097. this.b = b;
  5098. this.c = c;
  5099. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5100. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5101. this.color = ( color && color.isColor ) ? color : new Color();
  5102. this.vertexColors = Array.isArray( color ) ? color : [];
  5103. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5104. }
  5105. Object.assign( Face3.prototype, {
  5106. clone: function () {
  5107. return new this.constructor().copy( this );
  5108. },
  5109. copy: function ( source ) {
  5110. this.a = source.a;
  5111. this.b = source.b;
  5112. this.c = source.c;
  5113. this.normal.copy( source.normal );
  5114. this.color.copy( source.color );
  5115. this.materialIndex = source.materialIndex;
  5116. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5117. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5118. }
  5119. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5120. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5121. }
  5122. return this;
  5123. }
  5124. } );
  5125. /**
  5126. * @author mrdoob / http://mrdoob.com/
  5127. * @author alteredq / http://alteredqualia.com/
  5128. */
  5129. var materialId = 0;
  5130. function Material() {
  5131. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5132. this.uuid = MathUtils.generateUUID();
  5133. this.name = '';
  5134. this.type = 'Material';
  5135. this.fog = true;
  5136. this.blending = NormalBlending;
  5137. this.side = FrontSide;
  5138. this.flatShading = false;
  5139. this.vertexColors = false;
  5140. this.opacity = 1;
  5141. this.transparent = false;
  5142. this.blendSrc = SrcAlphaFactor;
  5143. this.blendDst = OneMinusSrcAlphaFactor;
  5144. this.blendEquation = AddEquation;
  5145. this.blendSrcAlpha = null;
  5146. this.blendDstAlpha = null;
  5147. this.blendEquationAlpha = null;
  5148. this.depthFunc = LessEqualDepth;
  5149. this.depthTest = true;
  5150. this.depthWrite = true;
  5151. this.stencilWriteMask = 0xff;
  5152. this.stencilFunc = AlwaysStencilFunc;
  5153. this.stencilRef = 0;
  5154. this.stencilFuncMask = 0xff;
  5155. this.stencilFail = KeepStencilOp;
  5156. this.stencilZFail = KeepStencilOp;
  5157. this.stencilZPass = KeepStencilOp;
  5158. this.stencilWrite = false;
  5159. this.clippingPlanes = null;
  5160. this.clipIntersection = false;
  5161. this.clipShadows = false;
  5162. this.shadowSide = null;
  5163. this.colorWrite = true;
  5164. this.precision = null; // override the renderer's default precision for this material
  5165. this.polygonOffset = false;
  5166. this.polygonOffsetFactor = 0;
  5167. this.polygonOffsetUnits = 0;
  5168. this.dithering = false;
  5169. this.alphaTest = 0;
  5170. this.premultipliedAlpha = false;
  5171. this.visible = true;
  5172. this.toneMapped = true;
  5173. this.userData = {};
  5174. this.version = 0;
  5175. }
  5176. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5177. constructor: Material,
  5178. isMaterial: true,
  5179. onBeforeCompile: function () {},
  5180. setValues: function ( values ) {
  5181. if ( values === undefined ) { return; }
  5182. for ( var key in values ) {
  5183. var newValue = values[ key ];
  5184. if ( newValue === undefined ) {
  5185. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5186. continue;
  5187. }
  5188. // for backward compatability if shading is set in the constructor
  5189. if ( key === 'shading' ) {
  5190. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5191. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5192. continue;
  5193. }
  5194. var currentValue = this[ key ];
  5195. if ( currentValue === undefined ) {
  5196. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5197. continue;
  5198. }
  5199. if ( currentValue && currentValue.isColor ) {
  5200. currentValue.set( newValue );
  5201. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5202. currentValue.copy( newValue );
  5203. } else {
  5204. this[ key ] = newValue;
  5205. }
  5206. }
  5207. },
  5208. toJSON: function ( meta ) {
  5209. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5210. if ( isRoot ) {
  5211. meta = {
  5212. textures: {},
  5213. images: {}
  5214. };
  5215. }
  5216. var data = {
  5217. metadata: {
  5218. version: 4.5,
  5219. type: 'Material',
  5220. generator: 'Material.toJSON'
  5221. }
  5222. };
  5223. // standard Material serialization
  5224. data.uuid = this.uuid;
  5225. data.type = this.type;
  5226. if ( this.name !== '' ) { data.name = this.name; }
  5227. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5228. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5229. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5230. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5231. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5232. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5233. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5234. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5235. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5236. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5237. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5238. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5239. }
  5240. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5241. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5242. }
  5243. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5244. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5245. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5246. }
  5247. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5248. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5249. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5250. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5251. if ( this.aoMap && this.aoMap.isTexture ) {
  5252. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5253. data.aoMapIntensity = this.aoMapIntensity;
  5254. }
  5255. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5256. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5257. data.bumpScale = this.bumpScale;
  5258. }
  5259. if ( this.normalMap && this.normalMap.isTexture ) {
  5260. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5261. data.normalMapType = this.normalMapType;
  5262. data.normalScale = this.normalScale.toArray();
  5263. }
  5264. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5265. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5266. data.displacementScale = this.displacementScale;
  5267. data.displacementBias = this.displacementBias;
  5268. }
  5269. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5270. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5271. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5272. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5273. if ( this.envMap && this.envMap.isTexture ) {
  5274. data.envMap = this.envMap.toJSON( meta ).uuid;
  5275. data.reflectivity = this.reflectivity; // Scale behind envMap
  5276. data.refractionRatio = this.refractionRatio;
  5277. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5278. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5279. }
  5280. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5281. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5282. }
  5283. if ( this.size !== undefined ) { data.size = this.size; }
  5284. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5285. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5286. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5287. if ( this.side !== FrontSide ) { data.side = this.side; }
  5288. if ( this.vertexColors ) { data.vertexColors = true; }
  5289. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5290. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5291. data.depthFunc = this.depthFunc;
  5292. data.depthTest = this.depthTest;
  5293. data.depthWrite = this.depthWrite;
  5294. data.stencilWrite = this.stencilWrite;
  5295. data.stencilWriteMask = this.stencilWriteMask;
  5296. data.stencilFunc = this.stencilFunc;
  5297. data.stencilRef = this.stencilRef;
  5298. data.stencilFuncMask = this.stencilFuncMask;
  5299. data.stencilFail = this.stencilFail;
  5300. data.stencilZFail = this.stencilZFail;
  5301. data.stencilZPass = this.stencilZPass;
  5302. // rotation (SpriteMaterial)
  5303. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5304. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5305. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5306. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5307. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5308. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5309. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5310. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5311. if ( this.dithering === true ) { data.dithering = true; }
  5312. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5313. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5314. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5315. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5316. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5317. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5318. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5319. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5320. if ( this.skinning === true ) { data.skinning = true; }
  5321. if ( this.visible === false ) { data.visible = false; }
  5322. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5323. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5324. // TODO: Copied from Object3D.toJSON
  5325. function extractFromCache( cache ) {
  5326. var values = [];
  5327. for ( var key in cache ) {
  5328. var data = cache[ key ];
  5329. delete data.metadata;
  5330. values.push( data );
  5331. }
  5332. return values;
  5333. }
  5334. if ( isRoot ) {
  5335. var textures = extractFromCache( meta.textures );
  5336. var images = extractFromCache( meta.images );
  5337. if ( textures.length > 0 ) { data.textures = textures; }
  5338. if ( images.length > 0 ) { data.images = images; }
  5339. }
  5340. return data;
  5341. },
  5342. clone: function () {
  5343. return new this.constructor().copy( this );
  5344. },
  5345. copy: function ( source ) {
  5346. this.name = source.name;
  5347. this.fog = source.fog;
  5348. this.blending = source.blending;
  5349. this.side = source.side;
  5350. this.flatShading = source.flatShading;
  5351. this.vertexColors = source.vertexColors;
  5352. this.opacity = source.opacity;
  5353. this.transparent = source.transparent;
  5354. this.blendSrc = source.blendSrc;
  5355. this.blendDst = source.blendDst;
  5356. this.blendEquation = source.blendEquation;
  5357. this.blendSrcAlpha = source.blendSrcAlpha;
  5358. this.blendDstAlpha = source.blendDstAlpha;
  5359. this.blendEquationAlpha = source.blendEquationAlpha;
  5360. this.depthFunc = source.depthFunc;
  5361. this.depthTest = source.depthTest;
  5362. this.depthWrite = source.depthWrite;
  5363. this.stencilWriteMask = source.stencilWriteMask;
  5364. this.stencilFunc = source.stencilFunc;
  5365. this.stencilRef = source.stencilRef;
  5366. this.stencilFuncMask = source.stencilFuncMask;
  5367. this.stencilFail = source.stencilFail;
  5368. this.stencilZFail = source.stencilZFail;
  5369. this.stencilZPass = source.stencilZPass;
  5370. this.stencilWrite = source.stencilWrite;
  5371. var srcPlanes = source.clippingPlanes,
  5372. dstPlanes = null;
  5373. if ( srcPlanes !== null ) {
  5374. var n = srcPlanes.length;
  5375. dstPlanes = new Array( n );
  5376. for ( var i = 0; i !== n; ++ i )
  5377. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5378. }
  5379. this.clippingPlanes = dstPlanes;
  5380. this.clipIntersection = source.clipIntersection;
  5381. this.clipShadows = source.clipShadows;
  5382. this.shadowSide = source.shadowSide;
  5383. this.colorWrite = source.colorWrite;
  5384. this.precision = source.precision;
  5385. this.polygonOffset = source.polygonOffset;
  5386. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5387. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5388. this.dithering = source.dithering;
  5389. this.alphaTest = source.alphaTest;
  5390. this.premultipliedAlpha = source.premultipliedAlpha;
  5391. this.visible = source.visible;
  5392. this.toneMapped = source.toneMapped;
  5393. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5394. return this;
  5395. },
  5396. dispose: function () {
  5397. this.dispatchEvent( { type: 'dispose' } );
  5398. }
  5399. } );
  5400. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5401. set: function ( value ) {
  5402. if ( value === true ) { this.version ++; }
  5403. }
  5404. } );
  5405. /**
  5406. * @author mrdoob / http://mrdoob.com/
  5407. * @author alteredq / http://alteredqualia.com/
  5408. *
  5409. * parameters = {
  5410. * color: <hex>,
  5411. * opacity: <float>,
  5412. * map: new THREE.Texture( <Image> ),
  5413. *
  5414. * lightMap: new THREE.Texture( <Image> ),
  5415. * lightMapIntensity: <float>
  5416. *
  5417. * aoMap: new THREE.Texture( <Image> ),
  5418. * aoMapIntensity: <float>
  5419. *
  5420. * specularMap: new THREE.Texture( <Image> ),
  5421. *
  5422. * alphaMap: new THREE.Texture( <Image> ),
  5423. *
  5424. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5425. * combine: THREE.Multiply,
  5426. * reflectivity: <float>,
  5427. * refractionRatio: <float>,
  5428. *
  5429. * depthTest: <bool>,
  5430. * depthWrite: <bool>,
  5431. *
  5432. * wireframe: <boolean>,
  5433. * wireframeLinewidth: <float>,
  5434. *
  5435. * skinning: <bool>,
  5436. * morphTargets: <bool>
  5437. * }
  5438. */
  5439. function MeshBasicMaterial( parameters ) {
  5440. Material.call( this );
  5441. this.type = 'MeshBasicMaterial';
  5442. this.color = new Color( 0xffffff ); // emissive
  5443. this.map = null;
  5444. this.lightMap = null;
  5445. this.lightMapIntensity = 1.0;
  5446. this.aoMap = null;
  5447. this.aoMapIntensity = 1.0;
  5448. this.specularMap = null;
  5449. this.alphaMap = null;
  5450. this.envMap = null;
  5451. this.combine = MultiplyOperation;
  5452. this.reflectivity = 1;
  5453. this.refractionRatio = 0.98;
  5454. this.wireframe = false;
  5455. this.wireframeLinewidth = 1;
  5456. this.wireframeLinecap = 'round';
  5457. this.wireframeLinejoin = 'round';
  5458. this.skinning = false;
  5459. this.morphTargets = false;
  5460. this.setValues( parameters );
  5461. }
  5462. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5463. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5464. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5465. MeshBasicMaterial.prototype.copy = function ( source ) {
  5466. Material.prototype.copy.call( this, source );
  5467. this.color.copy( source.color );
  5468. this.map = source.map;
  5469. this.lightMap = source.lightMap;
  5470. this.lightMapIntensity = source.lightMapIntensity;
  5471. this.aoMap = source.aoMap;
  5472. this.aoMapIntensity = source.aoMapIntensity;
  5473. this.specularMap = source.specularMap;
  5474. this.alphaMap = source.alphaMap;
  5475. this.envMap = source.envMap;
  5476. this.combine = source.combine;
  5477. this.reflectivity = source.reflectivity;
  5478. this.refractionRatio = source.refractionRatio;
  5479. this.wireframe = source.wireframe;
  5480. this.wireframeLinewidth = source.wireframeLinewidth;
  5481. this.wireframeLinecap = source.wireframeLinecap;
  5482. this.wireframeLinejoin = source.wireframeLinejoin;
  5483. this.skinning = source.skinning;
  5484. this.morphTargets = source.morphTargets;
  5485. return this;
  5486. };
  5487. /**
  5488. * @author mrdoob / http://mrdoob.com/
  5489. */
  5490. var _vector$3 = new Vector3();
  5491. function BufferAttribute( array, itemSize, normalized ) {
  5492. if ( Array.isArray( array ) ) {
  5493. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5494. }
  5495. this.name = '';
  5496. this.array = array;
  5497. this.itemSize = itemSize;
  5498. this.count = array !== undefined ? array.length / itemSize : 0;
  5499. this.normalized = normalized === true;
  5500. this.usage = StaticDrawUsage;
  5501. this.updateRange = { offset: 0, count: - 1 };
  5502. this.version = 0;
  5503. }
  5504. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5505. set: function ( value ) {
  5506. if ( value === true ) { this.version ++; }
  5507. }
  5508. } );
  5509. Object.assign( BufferAttribute.prototype, {
  5510. isBufferAttribute: true,
  5511. onUploadCallback: function () {},
  5512. setUsage: function ( value ) {
  5513. this.usage = value;
  5514. return this;
  5515. },
  5516. copy: function ( source ) {
  5517. this.name = source.name;
  5518. this.array = new source.array.constructor( source.array );
  5519. this.itemSize = source.itemSize;
  5520. this.count = source.count;
  5521. this.normalized = source.normalized;
  5522. this.usage = source.usage;
  5523. return this;
  5524. },
  5525. copyAt: function ( index1, attribute, index2 ) {
  5526. index1 *= this.itemSize;
  5527. index2 *= attribute.itemSize;
  5528. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5529. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5530. }
  5531. return this;
  5532. },
  5533. copyArray: function ( array ) {
  5534. this.array.set( array );
  5535. return this;
  5536. },
  5537. copyColorsArray: function ( colors ) {
  5538. var array = this.array, offset = 0;
  5539. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5540. var color = colors[ i ];
  5541. if ( color === undefined ) {
  5542. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5543. color = new Color();
  5544. }
  5545. array[ offset ++ ] = color.r;
  5546. array[ offset ++ ] = color.g;
  5547. array[ offset ++ ] = color.b;
  5548. }
  5549. return this;
  5550. },
  5551. copyVector2sArray: function ( vectors ) {
  5552. var array = this.array, offset = 0;
  5553. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5554. var vector = vectors[ i ];
  5555. if ( vector === undefined ) {
  5556. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5557. vector = new Vector2();
  5558. }
  5559. array[ offset ++ ] = vector.x;
  5560. array[ offset ++ ] = vector.y;
  5561. }
  5562. return this;
  5563. },
  5564. copyVector3sArray: function ( vectors ) {
  5565. var array = this.array, offset = 0;
  5566. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5567. var vector = vectors[ i ];
  5568. if ( vector === undefined ) {
  5569. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5570. vector = new Vector3();
  5571. }
  5572. array[ offset ++ ] = vector.x;
  5573. array[ offset ++ ] = vector.y;
  5574. array[ offset ++ ] = vector.z;
  5575. }
  5576. return this;
  5577. },
  5578. copyVector4sArray: function ( vectors ) {
  5579. var array = this.array, offset = 0;
  5580. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5581. var vector = vectors[ i ];
  5582. if ( vector === undefined ) {
  5583. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5584. vector = new Vector4();
  5585. }
  5586. array[ offset ++ ] = vector.x;
  5587. array[ offset ++ ] = vector.y;
  5588. array[ offset ++ ] = vector.z;
  5589. array[ offset ++ ] = vector.w;
  5590. }
  5591. return this;
  5592. },
  5593. applyMatrix3: function ( m ) {
  5594. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5595. _vector$3.x = this.getX( i );
  5596. _vector$3.y = this.getY( i );
  5597. _vector$3.z = this.getZ( i );
  5598. _vector$3.applyMatrix3( m );
  5599. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5600. }
  5601. return this;
  5602. },
  5603. applyMatrix4: function ( m ) {
  5604. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5605. _vector$3.x = this.getX( i );
  5606. _vector$3.y = this.getY( i );
  5607. _vector$3.z = this.getZ( i );
  5608. _vector$3.applyMatrix4( m );
  5609. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5610. }
  5611. return this;
  5612. },
  5613. applyNormalMatrix: function ( m ) {
  5614. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5615. _vector$3.x = this.getX( i );
  5616. _vector$3.y = this.getY( i );
  5617. _vector$3.z = this.getZ( i );
  5618. _vector$3.applyNormalMatrix( m );
  5619. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5620. }
  5621. return this;
  5622. },
  5623. transformDirection: function ( m ) {
  5624. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5625. _vector$3.x = this.getX( i );
  5626. _vector$3.y = this.getY( i );
  5627. _vector$3.z = this.getZ( i );
  5628. _vector$3.transformDirection( m );
  5629. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5630. }
  5631. return this;
  5632. },
  5633. set: function ( value, offset ) {
  5634. if ( offset === undefined ) { offset = 0; }
  5635. this.array.set( value, offset );
  5636. return this;
  5637. },
  5638. getX: function ( index ) {
  5639. return this.array[ index * this.itemSize ];
  5640. },
  5641. setX: function ( index, x ) {
  5642. this.array[ index * this.itemSize ] = x;
  5643. return this;
  5644. },
  5645. getY: function ( index ) {
  5646. return this.array[ index * this.itemSize + 1 ];
  5647. },
  5648. setY: function ( index, y ) {
  5649. this.array[ index * this.itemSize + 1 ] = y;
  5650. return this;
  5651. },
  5652. getZ: function ( index ) {
  5653. return this.array[ index * this.itemSize + 2 ];
  5654. },
  5655. setZ: function ( index, z ) {
  5656. this.array[ index * this.itemSize + 2 ] = z;
  5657. return this;
  5658. },
  5659. getW: function ( index ) {
  5660. return this.array[ index * this.itemSize + 3 ];
  5661. },
  5662. setW: function ( index, w ) {
  5663. this.array[ index * this.itemSize + 3 ] = w;
  5664. return this;
  5665. },
  5666. setXY: function ( index, x, y ) {
  5667. index *= this.itemSize;
  5668. this.array[ index + 0 ] = x;
  5669. this.array[ index + 1 ] = y;
  5670. return this;
  5671. },
  5672. setXYZ: function ( index, x, y, z ) {
  5673. index *= this.itemSize;
  5674. this.array[ index + 0 ] = x;
  5675. this.array[ index + 1 ] = y;
  5676. this.array[ index + 2 ] = z;
  5677. return this;
  5678. },
  5679. setXYZW: function ( index, x, y, z, w ) {
  5680. index *= this.itemSize;
  5681. this.array[ index + 0 ] = x;
  5682. this.array[ index + 1 ] = y;
  5683. this.array[ index + 2 ] = z;
  5684. this.array[ index + 3 ] = w;
  5685. return this;
  5686. },
  5687. onUpload: function ( callback ) {
  5688. this.onUploadCallback = callback;
  5689. return this;
  5690. },
  5691. clone: function () {
  5692. return new this.constructor( this.array, this.itemSize ).copy( this );
  5693. },
  5694. toJSON: function () {
  5695. return {
  5696. itemSize: this.itemSize,
  5697. type: this.array.constructor.name,
  5698. array: Array.prototype.slice.call( this.array ),
  5699. normalized: this.normalized
  5700. };
  5701. }
  5702. } );
  5703. //
  5704. function Int8BufferAttribute( array, itemSize, normalized ) {
  5705. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5706. }
  5707. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5708. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5709. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5710. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5711. }
  5712. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5713. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5714. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5715. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5716. }
  5717. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5718. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5719. function Int16BufferAttribute( array, itemSize, normalized ) {
  5720. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5721. }
  5722. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5723. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5724. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5725. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5726. }
  5727. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5728. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5729. function Int32BufferAttribute( array, itemSize, normalized ) {
  5730. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5731. }
  5732. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5733. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5734. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5735. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5736. }
  5737. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5738. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5739. function Float32BufferAttribute( array, itemSize, normalized ) {
  5740. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5741. }
  5742. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5743. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5744. function Float64BufferAttribute( array, itemSize, normalized ) {
  5745. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5746. }
  5747. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5748. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5749. /**
  5750. * @author mrdoob / http://mrdoob.com/
  5751. */
  5752. function DirectGeometry() {
  5753. this.vertices = [];
  5754. this.normals = [];
  5755. this.colors = [];
  5756. this.uvs = [];
  5757. this.uvs2 = [];
  5758. this.groups = [];
  5759. this.morphTargets = {};
  5760. this.skinWeights = [];
  5761. this.skinIndices = [];
  5762. // this.lineDistances = [];
  5763. this.boundingBox = null;
  5764. this.boundingSphere = null;
  5765. // update flags
  5766. this.verticesNeedUpdate = false;
  5767. this.normalsNeedUpdate = false;
  5768. this.colorsNeedUpdate = false;
  5769. this.uvsNeedUpdate = false;
  5770. this.groupsNeedUpdate = false;
  5771. }
  5772. Object.assign( DirectGeometry.prototype, {
  5773. computeGroups: function ( geometry ) {
  5774. var group;
  5775. var groups = [];
  5776. var materialIndex = undefined;
  5777. var faces = geometry.faces;
  5778. for ( var i = 0; i < faces.length; i ++ ) {
  5779. var face = faces[ i ];
  5780. // materials
  5781. if ( face.materialIndex !== materialIndex ) {
  5782. materialIndex = face.materialIndex;
  5783. if ( group !== undefined ) {
  5784. group.count = ( i * 3 ) - group.start;
  5785. groups.push( group );
  5786. }
  5787. group = {
  5788. start: i * 3,
  5789. materialIndex: materialIndex
  5790. };
  5791. }
  5792. }
  5793. if ( group !== undefined ) {
  5794. group.count = ( i * 3 ) - group.start;
  5795. groups.push( group );
  5796. }
  5797. this.groups = groups;
  5798. },
  5799. fromGeometry: function ( geometry ) {
  5800. var faces = geometry.faces;
  5801. var vertices = geometry.vertices;
  5802. var faceVertexUvs = geometry.faceVertexUvs;
  5803. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5804. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5805. // morphs
  5806. var morphTargets = geometry.morphTargets;
  5807. var morphTargetsLength = morphTargets.length;
  5808. var morphTargetsPosition;
  5809. if ( morphTargetsLength > 0 ) {
  5810. morphTargetsPosition = [];
  5811. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5812. morphTargetsPosition[ i ] = {
  5813. name: morphTargets[ i ].name,
  5814. data: []
  5815. };
  5816. }
  5817. this.morphTargets.position = morphTargetsPosition;
  5818. }
  5819. var morphNormals = geometry.morphNormals;
  5820. var morphNormalsLength = morphNormals.length;
  5821. var morphTargetsNormal;
  5822. if ( morphNormalsLength > 0 ) {
  5823. morphTargetsNormal = [];
  5824. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5825. morphTargetsNormal[ i ] = {
  5826. name: morphNormals[ i ].name,
  5827. data: []
  5828. };
  5829. }
  5830. this.morphTargets.normal = morphTargetsNormal;
  5831. }
  5832. // skins
  5833. var skinIndices = geometry.skinIndices;
  5834. var skinWeights = geometry.skinWeights;
  5835. var hasSkinIndices = skinIndices.length === vertices.length;
  5836. var hasSkinWeights = skinWeights.length === vertices.length;
  5837. //
  5838. if ( vertices.length > 0 && faces.length === 0 ) {
  5839. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5840. }
  5841. for ( var i = 0; i < faces.length; i ++ ) {
  5842. var face = faces[ i ];
  5843. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5844. var vertexNormals = face.vertexNormals;
  5845. if ( vertexNormals.length === 3 ) {
  5846. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5847. } else {
  5848. var normal = face.normal;
  5849. this.normals.push( normal, normal, normal );
  5850. }
  5851. var vertexColors = face.vertexColors;
  5852. if ( vertexColors.length === 3 ) {
  5853. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5854. } else {
  5855. var color = face.color;
  5856. this.colors.push( color, color, color );
  5857. }
  5858. if ( hasFaceVertexUv === true ) {
  5859. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5860. if ( vertexUvs !== undefined ) {
  5861. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5862. } else {
  5863. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5864. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5865. }
  5866. }
  5867. if ( hasFaceVertexUv2 === true ) {
  5868. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5869. if ( vertexUvs !== undefined ) {
  5870. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5871. } else {
  5872. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5873. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5874. }
  5875. }
  5876. // morphs
  5877. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5878. var morphTarget = morphTargets[ j ].vertices;
  5879. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5880. }
  5881. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5882. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5883. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5884. }
  5885. // skins
  5886. if ( hasSkinIndices ) {
  5887. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5888. }
  5889. if ( hasSkinWeights ) {
  5890. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5891. }
  5892. }
  5893. this.computeGroups( geometry );
  5894. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5895. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5896. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5897. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5898. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5899. if ( geometry.boundingSphere !== null ) {
  5900. this.boundingSphere = geometry.boundingSphere.clone();
  5901. }
  5902. if ( geometry.boundingBox !== null ) {
  5903. this.boundingBox = geometry.boundingBox.clone();
  5904. }
  5905. return this;
  5906. }
  5907. } );
  5908. /**
  5909. * @author mrdoob / http://mrdoob.com/
  5910. */
  5911. function arrayMax( array ) {
  5912. if ( array.length === 0 ) { return - Infinity; }
  5913. var max = array[ 0 ];
  5914. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5915. if ( array[ i ] > max ) { max = array[ i ]; }
  5916. }
  5917. return max;
  5918. }
  5919. /**
  5920. * @author alteredq / http://alteredqualia.com/
  5921. * @author mrdoob / http://mrdoob.com/
  5922. */
  5923. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5924. var _m1$2 = new Matrix4();
  5925. var _obj = new Object3D();
  5926. var _offset = new Vector3();
  5927. var _box$2 = new Box3();
  5928. var _boxMorphTargets = new Box3();
  5929. var _vector$4 = new Vector3();
  5930. function BufferGeometry() {
  5931. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5932. this.uuid = MathUtils.generateUUID();
  5933. this.name = '';
  5934. this.type = 'BufferGeometry';
  5935. this.index = null;
  5936. this.attributes = {};
  5937. this.morphAttributes = {};
  5938. this.morphTargetsRelative = false;
  5939. this.groups = [];
  5940. this.boundingBox = null;
  5941. this.boundingSphere = null;
  5942. this.drawRange = { start: 0, count: Infinity };
  5943. this.userData = {};
  5944. }
  5945. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5946. constructor: BufferGeometry,
  5947. isBufferGeometry: true,
  5948. getIndex: function () {
  5949. return this.index;
  5950. },
  5951. setIndex: function ( index ) {
  5952. if ( Array.isArray( index ) ) {
  5953. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5954. } else {
  5955. this.index = index;
  5956. }
  5957. },
  5958. getAttribute: function ( name ) {
  5959. return this.attributes[ name ];
  5960. },
  5961. setAttribute: function ( name, attribute ) {
  5962. this.attributes[ name ] = attribute;
  5963. return this;
  5964. },
  5965. deleteAttribute: function ( name ) {
  5966. delete this.attributes[ name ];
  5967. return this;
  5968. },
  5969. addGroup: function ( start, count, materialIndex ) {
  5970. this.groups.push( {
  5971. start: start,
  5972. count: count,
  5973. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5974. } );
  5975. },
  5976. clearGroups: function () {
  5977. this.groups = [];
  5978. },
  5979. setDrawRange: function ( start, count ) {
  5980. this.drawRange.start = start;
  5981. this.drawRange.count = count;
  5982. },
  5983. applyMatrix4: function ( matrix ) {
  5984. var position = this.attributes.position;
  5985. if ( position !== undefined ) {
  5986. position.applyMatrix4( matrix );
  5987. position.needsUpdate = true;
  5988. }
  5989. var normal = this.attributes.normal;
  5990. if ( normal !== undefined ) {
  5991. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5992. normal.applyNormalMatrix( normalMatrix );
  5993. normal.needsUpdate = true;
  5994. }
  5995. var tangent = this.attributes.tangent;
  5996. if ( tangent !== undefined ) {
  5997. tangent.transformDirection( matrix );
  5998. tangent.needsUpdate = true;
  5999. }
  6000. if ( this.boundingBox !== null ) {
  6001. this.computeBoundingBox();
  6002. }
  6003. if ( this.boundingSphere !== null ) {
  6004. this.computeBoundingSphere();
  6005. }
  6006. return this;
  6007. },
  6008. rotateX: function ( angle ) {
  6009. // rotate geometry around world x-axis
  6010. _m1$2.makeRotationX( angle );
  6011. this.applyMatrix4( _m1$2 );
  6012. return this;
  6013. },
  6014. rotateY: function ( angle ) {
  6015. // rotate geometry around world y-axis
  6016. _m1$2.makeRotationY( angle );
  6017. this.applyMatrix4( _m1$2 );
  6018. return this;
  6019. },
  6020. rotateZ: function ( angle ) {
  6021. // rotate geometry around world z-axis
  6022. _m1$2.makeRotationZ( angle );
  6023. this.applyMatrix4( _m1$2 );
  6024. return this;
  6025. },
  6026. translate: function ( x, y, z ) {
  6027. // translate geometry
  6028. _m1$2.makeTranslation( x, y, z );
  6029. this.applyMatrix4( _m1$2 );
  6030. return this;
  6031. },
  6032. scale: function ( x, y, z ) {
  6033. // scale geometry
  6034. _m1$2.makeScale( x, y, z );
  6035. this.applyMatrix4( _m1$2 );
  6036. return this;
  6037. },
  6038. lookAt: function ( vector ) {
  6039. _obj.lookAt( vector );
  6040. _obj.updateMatrix();
  6041. this.applyMatrix4( _obj.matrix );
  6042. return this;
  6043. },
  6044. center: function () {
  6045. this.computeBoundingBox();
  6046. this.boundingBox.getCenter( _offset ).negate();
  6047. this.translate( _offset.x, _offset.y, _offset.z );
  6048. return this;
  6049. },
  6050. setFromObject: function ( object ) {
  6051. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6052. var geometry = object.geometry;
  6053. if ( object.isPoints || object.isLine ) {
  6054. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6055. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6056. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6057. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6058. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6059. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6060. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6061. }
  6062. if ( geometry.boundingSphere !== null ) {
  6063. this.boundingSphere = geometry.boundingSphere.clone();
  6064. }
  6065. if ( geometry.boundingBox !== null ) {
  6066. this.boundingBox = geometry.boundingBox.clone();
  6067. }
  6068. } else if ( object.isMesh ) {
  6069. if ( geometry && geometry.isGeometry ) {
  6070. this.fromGeometry( geometry );
  6071. }
  6072. }
  6073. return this;
  6074. },
  6075. setFromPoints: function ( points ) {
  6076. var position = [];
  6077. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6078. var point = points[ i ];
  6079. position.push( point.x, point.y, point.z || 0 );
  6080. }
  6081. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6082. return this;
  6083. },
  6084. updateFromObject: function ( object ) {
  6085. var geometry = object.geometry;
  6086. if ( object.isMesh ) {
  6087. var direct = geometry.__directGeometry;
  6088. if ( geometry.elementsNeedUpdate === true ) {
  6089. direct = undefined;
  6090. geometry.elementsNeedUpdate = false;
  6091. }
  6092. if ( direct === undefined ) {
  6093. return this.fromGeometry( geometry );
  6094. }
  6095. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6096. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6097. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6098. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6099. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6100. geometry.verticesNeedUpdate = false;
  6101. geometry.normalsNeedUpdate = false;
  6102. geometry.colorsNeedUpdate = false;
  6103. geometry.uvsNeedUpdate = false;
  6104. geometry.groupsNeedUpdate = false;
  6105. geometry = direct;
  6106. }
  6107. var attribute;
  6108. if ( geometry.verticesNeedUpdate === true ) {
  6109. attribute = this.attributes.position;
  6110. if ( attribute !== undefined ) {
  6111. attribute.copyVector3sArray( geometry.vertices );
  6112. attribute.needsUpdate = true;
  6113. }
  6114. geometry.verticesNeedUpdate = false;
  6115. }
  6116. if ( geometry.normalsNeedUpdate === true ) {
  6117. attribute = this.attributes.normal;
  6118. if ( attribute !== undefined ) {
  6119. attribute.copyVector3sArray( geometry.normals );
  6120. attribute.needsUpdate = true;
  6121. }
  6122. geometry.normalsNeedUpdate = false;
  6123. }
  6124. if ( geometry.colorsNeedUpdate === true ) {
  6125. attribute = this.attributes.color;
  6126. if ( attribute !== undefined ) {
  6127. attribute.copyColorsArray( geometry.colors );
  6128. attribute.needsUpdate = true;
  6129. }
  6130. geometry.colorsNeedUpdate = false;
  6131. }
  6132. if ( geometry.uvsNeedUpdate ) {
  6133. attribute = this.attributes.uv;
  6134. if ( attribute !== undefined ) {
  6135. attribute.copyVector2sArray( geometry.uvs );
  6136. attribute.needsUpdate = true;
  6137. }
  6138. geometry.uvsNeedUpdate = false;
  6139. }
  6140. if ( geometry.lineDistancesNeedUpdate ) {
  6141. attribute = this.attributes.lineDistance;
  6142. if ( attribute !== undefined ) {
  6143. attribute.copyArray( geometry.lineDistances );
  6144. attribute.needsUpdate = true;
  6145. }
  6146. geometry.lineDistancesNeedUpdate = false;
  6147. }
  6148. if ( geometry.groupsNeedUpdate ) {
  6149. geometry.computeGroups( object.geometry );
  6150. this.groups = geometry.groups;
  6151. geometry.groupsNeedUpdate = false;
  6152. }
  6153. return this;
  6154. },
  6155. fromGeometry: function ( geometry ) {
  6156. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6157. return this.fromDirectGeometry( geometry.__directGeometry );
  6158. },
  6159. fromDirectGeometry: function ( geometry ) {
  6160. var positions = new Float32Array( geometry.vertices.length * 3 );
  6161. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6162. if ( geometry.normals.length > 0 ) {
  6163. var normals = new Float32Array( geometry.normals.length * 3 );
  6164. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6165. }
  6166. if ( geometry.colors.length > 0 ) {
  6167. var colors = new Float32Array( geometry.colors.length * 3 );
  6168. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6169. }
  6170. if ( geometry.uvs.length > 0 ) {
  6171. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6172. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6173. }
  6174. if ( geometry.uvs2.length > 0 ) {
  6175. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6176. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6177. }
  6178. // groups
  6179. this.groups = geometry.groups;
  6180. // morphs
  6181. for ( var name in geometry.morphTargets ) {
  6182. var array = [];
  6183. var morphTargets = geometry.morphTargets[ name ];
  6184. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6185. var morphTarget = morphTargets[ i ];
  6186. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6187. attribute.name = morphTarget.name;
  6188. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6189. }
  6190. this.morphAttributes[ name ] = array;
  6191. }
  6192. // skinning
  6193. if ( geometry.skinIndices.length > 0 ) {
  6194. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6195. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6196. }
  6197. if ( geometry.skinWeights.length > 0 ) {
  6198. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6199. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6200. }
  6201. //
  6202. if ( geometry.boundingSphere !== null ) {
  6203. this.boundingSphere = geometry.boundingSphere.clone();
  6204. }
  6205. if ( geometry.boundingBox !== null ) {
  6206. this.boundingBox = geometry.boundingBox.clone();
  6207. }
  6208. return this;
  6209. },
  6210. computeBoundingBox: function () {
  6211. if ( this.boundingBox === null ) {
  6212. this.boundingBox = new Box3();
  6213. }
  6214. var position = this.attributes.position;
  6215. var morphAttributesPosition = this.morphAttributes.position;
  6216. if ( position !== undefined ) {
  6217. this.boundingBox.setFromBufferAttribute( position );
  6218. // process morph attributes if present
  6219. if ( morphAttributesPosition ) {
  6220. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6221. var morphAttribute = morphAttributesPosition[ i ];
  6222. _box$2.setFromBufferAttribute( morphAttribute );
  6223. if ( this.morphTargetsRelative ) {
  6224. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6225. this.boundingBox.expandByPoint( _vector$4 );
  6226. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6227. this.boundingBox.expandByPoint( _vector$4 );
  6228. } else {
  6229. this.boundingBox.expandByPoint( _box$2.min );
  6230. this.boundingBox.expandByPoint( _box$2.max );
  6231. }
  6232. }
  6233. }
  6234. } else {
  6235. this.boundingBox.makeEmpty();
  6236. }
  6237. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6238. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6239. }
  6240. },
  6241. computeBoundingSphere: function () {
  6242. if ( this.boundingSphere === null ) {
  6243. this.boundingSphere = new Sphere();
  6244. }
  6245. var position = this.attributes.position;
  6246. var morphAttributesPosition = this.morphAttributes.position;
  6247. if ( position ) {
  6248. // first, find the center of the bounding sphere
  6249. var center = this.boundingSphere.center;
  6250. _box$2.setFromBufferAttribute( position );
  6251. // process morph attributes if present
  6252. if ( morphAttributesPosition ) {
  6253. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6254. var morphAttribute = morphAttributesPosition[ i ];
  6255. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6256. if ( this.morphTargetsRelative ) {
  6257. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6258. _box$2.expandByPoint( _vector$4 );
  6259. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6260. _box$2.expandByPoint( _vector$4 );
  6261. } else {
  6262. _box$2.expandByPoint( _boxMorphTargets.min );
  6263. _box$2.expandByPoint( _boxMorphTargets.max );
  6264. }
  6265. }
  6266. }
  6267. _box$2.getCenter( center );
  6268. // second, try to find a boundingSphere with a radius smaller than the
  6269. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6270. var maxRadiusSq = 0;
  6271. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6272. _vector$4.fromBufferAttribute( position, i );
  6273. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6274. }
  6275. // process morph attributes if present
  6276. if ( morphAttributesPosition ) {
  6277. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6278. var morphAttribute = morphAttributesPosition[ i ];
  6279. var morphTargetsRelative = this.morphTargetsRelative;
  6280. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6281. _vector$4.fromBufferAttribute( morphAttribute, j );
  6282. if ( morphTargetsRelative ) {
  6283. _offset.fromBufferAttribute( position, j );
  6284. _vector$4.add( _offset );
  6285. }
  6286. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6287. }
  6288. }
  6289. }
  6290. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6291. if ( isNaN( this.boundingSphere.radius ) ) {
  6292. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6293. }
  6294. }
  6295. },
  6296. computeFaceNormals: function () {
  6297. // backwards compatibility
  6298. },
  6299. computeVertexNormals: function () {
  6300. var index = this.index;
  6301. var attributes = this.attributes;
  6302. if ( attributes.position ) {
  6303. var positions = attributes.position.array;
  6304. if ( attributes.normal === undefined ) {
  6305. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6306. } else {
  6307. // reset existing normals to zero
  6308. var array = attributes.normal.array;
  6309. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6310. array[ i ] = 0;
  6311. }
  6312. }
  6313. var normals = attributes.normal.array;
  6314. var vA, vB, vC;
  6315. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6316. var cb = new Vector3(), ab = new Vector3();
  6317. // indexed elements
  6318. if ( index ) {
  6319. var indices = index.array;
  6320. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6321. vA = indices[ i + 0 ] * 3;
  6322. vB = indices[ i + 1 ] * 3;
  6323. vC = indices[ i + 2 ] * 3;
  6324. pA.fromArray( positions, vA );
  6325. pB.fromArray( positions, vB );
  6326. pC.fromArray( positions, vC );
  6327. cb.subVectors( pC, pB );
  6328. ab.subVectors( pA, pB );
  6329. cb.cross( ab );
  6330. normals[ vA ] += cb.x;
  6331. normals[ vA + 1 ] += cb.y;
  6332. normals[ vA + 2 ] += cb.z;
  6333. normals[ vB ] += cb.x;
  6334. normals[ vB + 1 ] += cb.y;
  6335. normals[ vB + 2 ] += cb.z;
  6336. normals[ vC ] += cb.x;
  6337. normals[ vC + 1 ] += cb.y;
  6338. normals[ vC + 2 ] += cb.z;
  6339. }
  6340. } else {
  6341. // non-indexed elements (unconnected triangle soup)
  6342. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6343. pA.fromArray( positions, i );
  6344. pB.fromArray( positions, i + 3 );
  6345. pC.fromArray( positions, i + 6 );
  6346. cb.subVectors( pC, pB );
  6347. ab.subVectors( pA, pB );
  6348. cb.cross( ab );
  6349. normals[ i ] = cb.x;
  6350. normals[ i + 1 ] = cb.y;
  6351. normals[ i + 2 ] = cb.z;
  6352. normals[ i + 3 ] = cb.x;
  6353. normals[ i + 4 ] = cb.y;
  6354. normals[ i + 5 ] = cb.z;
  6355. normals[ i + 6 ] = cb.x;
  6356. normals[ i + 7 ] = cb.y;
  6357. normals[ i + 8 ] = cb.z;
  6358. }
  6359. }
  6360. this.normalizeNormals();
  6361. attributes.normal.needsUpdate = true;
  6362. }
  6363. },
  6364. merge: function ( geometry, offset ) {
  6365. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6366. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6367. return;
  6368. }
  6369. if ( offset === undefined ) {
  6370. offset = 0;
  6371. console.warn(
  6372. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6373. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6374. );
  6375. }
  6376. var attributes = this.attributes;
  6377. for ( var key in attributes ) {
  6378. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6379. var attribute1 = attributes[ key ];
  6380. var attributeArray1 = attribute1.array;
  6381. var attribute2 = geometry.attributes[ key ];
  6382. var attributeArray2 = attribute2.array;
  6383. var attributeOffset = attribute2.itemSize * offset;
  6384. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6385. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6386. attributeArray1[ j ] = attributeArray2[ i ];
  6387. }
  6388. }
  6389. return this;
  6390. },
  6391. normalizeNormals: function () {
  6392. var normals = this.attributes.normal;
  6393. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6394. _vector$4.x = normals.getX( i );
  6395. _vector$4.y = normals.getY( i );
  6396. _vector$4.z = normals.getZ( i );
  6397. _vector$4.normalize();
  6398. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6399. }
  6400. },
  6401. toNonIndexed: function () {
  6402. function convertBufferAttribute( attribute, indices ) {
  6403. var array = attribute.array;
  6404. var itemSize = attribute.itemSize;
  6405. var array2 = new array.constructor( indices.length * itemSize );
  6406. var index = 0, index2 = 0;
  6407. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6408. index = indices[ i ] * itemSize;
  6409. for ( var j = 0; j < itemSize; j ++ ) {
  6410. array2[ index2 ++ ] = array[ index ++ ];
  6411. }
  6412. }
  6413. return new BufferAttribute( array2, itemSize );
  6414. }
  6415. //
  6416. if ( this.index === null ) {
  6417. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6418. return this;
  6419. }
  6420. var geometry2 = new BufferGeometry();
  6421. var indices = this.index.array;
  6422. var attributes = this.attributes;
  6423. // attributes
  6424. for ( var name in attributes ) {
  6425. var attribute = attributes[ name ];
  6426. var newAttribute = convertBufferAttribute( attribute, indices );
  6427. geometry2.setAttribute( name, newAttribute );
  6428. }
  6429. // morph attributes
  6430. var morphAttributes = this.morphAttributes;
  6431. for ( name in morphAttributes ) {
  6432. var morphArray = [];
  6433. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6434. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6435. var attribute = morphAttribute[ i ];
  6436. var newAttribute = convertBufferAttribute( attribute, indices );
  6437. morphArray.push( newAttribute );
  6438. }
  6439. geometry2.morphAttributes[ name ] = morphArray;
  6440. }
  6441. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6442. // groups
  6443. var groups = this.groups;
  6444. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6445. var group = groups[ i ];
  6446. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6447. }
  6448. return geometry2;
  6449. },
  6450. toJSON: function () {
  6451. var data = {
  6452. metadata: {
  6453. version: 4.5,
  6454. type: 'BufferGeometry',
  6455. generator: 'BufferGeometry.toJSON'
  6456. }
  6457. };
  6458. // standard BufferGeometry serialization
  6459. data.uuid = this.uuid;
  6460. data.type = this.type;
  6461. if ( this.name !== '' ) { data.name = this.name; }
  6462. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6463. if ( this.parameters !== undefined ) {
  6464. var parameters = this.parameters;
  6465. for ( var key in parameters ) {
  6466. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6467. }
  6468. return data;
  6469. }
  6470. data.data = { attributes: {} };
  6471. var index = this.index;
  6472. if ( index !== null ) {
  6473. data.data.index = {
  6474. type: index.array.constructor.name,
  6475. array: Array.prototype.slice.call( index.array )
  6476. };
  6477. }
  6478. var attributes = this.attributes;
  6479. for ( var key in attributes ) {
  6480. var attribute = attributes[ key ];
  6481. var attributeData = attribute.toJSON();
  6482. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6483. data.data.attributes[ key ] = attributeData;
  6484. }
  6485. var morphAttributes = {};
  6486. var hasMorphAttributes = false;
  6487. for ( var key in this.morphAttributes ) {
  6488. var attributeArray = this.morphAttributes[ key ];
  6489. var array = [];
  6490. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6491. var attribute = attributeArray[ i ];
  6492. var attributeData = attribute.toJSON();
  6493. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6494. array.push( attributeData );
  6495. }
  6496. if ( array.length > 0 ) {
  6497. morphAttributes[ key ] = array;
  6498. hasMorphAttributes = true;
  6499. }
  6500. }
  6501. if ( hasMorphAttributes ) {
  6502. data.data.morphAttributes = morphAttributes;
  6503. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6504. }
  6505. var groups = this.groups;
  6506. if ( groups.length > 0 ) {
  6507. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6508. }
  6509. var boundingSphere = this.boundingSphere;
  6510. if ( boundingSphere !== null ) {
  6511. data.data.boundingSphere = {
  6512. center: boundingSphere.center.toArray(),
  6513. radius: boundingSphere.radius
  6514. };
  6515. }
  6516. return data;
  6517. },
  6518. clone: function () {
  6519. /*
  6520. // Handle primitives
  6521. var parameters = this.parameters;
  6522. if ( parameters !== undefined ) {
  6523. var values = [];
  6524. for ( var key in parameters ) {
  6525. values.push( parameters[ key ] );
  6526. }
  6527. var geometry = Object.create( this.constructor.prototype );
  6528. this.constructor.apply( geometry, values );
  6529. return geometry;
  6530. }
  6531. return new this.constructor().copy( this );
  6532. */
  6533. return new BufferGeometry().copy( this );
  6534. },
  6535. copy: function ( source ) {
  6536. var name, i, l;
  6537. // reset
  6538. this.index = null;
  6539. this.attributes = {};
  6540. this.morphAttributes = {};
  6541. this.groups = [];
  6542. this.boundingBox = null;
  6543. this.boundingSphere = null;
  6544. // name
  6545. this.name = source.name;
  6546. // index
  6547. var index = source.index;
  6548. if ( index !== null ) {
  6549. this.setIndex( index.clone() );
  6550. }
  6551. // attributes
  6552. var attributes = source.attributes;
  6553. for ( name in attributes ) {
  6554. var attribute = attributes[ name ];
  6555. this.setAttribute( name, attribute.clone() );
  6556. }
  6557. // morph attributes
  6558. var morphAttributes = source.morphAttributes;
  6559. for ( name in morphAttributes ) {
  6560. var array = [];
  6561. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6562. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6563. array.push( morphAttribute[ i ].clone() );
  6564. }
  6565. this.morphAttributes[ name ] = array;
  6566. }
  6567. this.morphTargetsRelative = source.morphTargetsRelative;
  6568. // groups
  6569. var groups = source.groups;
  6570. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6571. var group = groups[ i ];
  6572. this.addGroup( group.start, group.count, group.materialIndex );
  6573. }
  6574. // bounding box
  6575. var boundingBox = source.boundingBox;
  6576. if ( boundingBox !== null ) {
  6577. this.boundingBox = boundingBox.clone();
  6578. }
  6579. // bounding sphere
  6580. var boundingSphere = source.boundingSphere;
  6581. if ( boundingSphere !== null ) {
  6582. this.boundingSphere = boundingSphere.clone();
  6583. }
  6584. // draw range
  6585. this.drawRange.start = source.drawRange.start;
  6586. this.drawRange.count = source.drawRange.count;
  6587. // user data
  6588. this.userData = source.userData;
  6589. return this;
  6590. },
  6591. dispose: function () {
  6592. this.dispatchEvent( { type: 'dispose' } );
  6593. }
  6594. } );
  6595. /**
  6596. * @author mrdoob / http://mrdoob.com/
  6597. * @author alteredq / http://alteredqualia.com/
  6598. * @author mikael emtinger / http://gomo.se/
  6599. * @author jonobr1 / http://jonobr1.com/
  6600. */
  6601. var _inverseMatrix = new Matrix4();
  6602. var _ray = new Ray();
  6603. var _sphere = new Sphere();
  6604. var _vA = new Vector3();
  6605. var _vB = new Vector3();
  6606. var _vC = new Vector3();
  6607. var _tempA = new Vector3();
  6608. var _tempB = new Vector3();
  6609. var _tempC = new Vector3();
  6610. var _morphA = new Vector3();
  6611. var _morphB = new Vector3();
  6612. var _morphC = new Vector3();
  6613. var _uvA = new Vector2();
  6614. var _uvB = new Vector2();
  6615. var _uvC = new Vector2();
  6616. var _intersectionPoint = new Vector3();
  6617. var _intersectionPointWorld = new Vector3();
  6618. function Mesh( geometry, material ) {
  6619. Object3D.call( this );
  6620. this.type = 'Mesh';
  6621. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6622. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6623. this.updateMorphTargets();
  6624. }
  6625. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6626. constructor: Mesh,
  6627. isMesh: true,
  6628. copy: function ( source ) {
  6629. Object3D.prototype.copy.call( this, source );
  6630. if ( source.morphTargetInfluences !== undefined ) {
  6631. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6632. }
  6633. if ( source.morphTargetDictionary !== undefined ) {
  6634. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6635. }
  6636. return this;
  6637. },
  6638. updateMorphTargets: function () {
  6639. var geometry = this.geometry;
  6640. var m, ml, name;
  6641. if ( geometry.isBufferGeometry ) {
  6642. var morphAttributes = geometry.morphAttributes;
  6643. var keys = Object.keys( morphAttributes );
  6644. if ( keys.length > 0 ) {
  6645. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6646. if ( morphAttribute !== undefined ) {
  6647. this.morphTargetInfluences = [];
  6648. this.morphTargetDictionary = {};
  6649. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6650. name = morphAttribute[ m ].name || String( m );
  6651. this.morphTargetInfluences.push( 0 );
  6652. this.morphTargetDictionary[ name ] = m;
  6653. }
  6654. }
  6655. }
  6656. } else {
  6657. var morphTargets = geometry.morphTargets;
  6658. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6659. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6660. }
  6661. }
  6662. },
  6663. raycast: function ( raycaster, intersects ) {
  6664. var geometry = this.geometry;
  6665. var material = this.material;
  6666. var matrixWorld = this.matrixWorld;
  6667. if ( material === undefined ) { return; }
  6668. // Checking boundingSphere distance to ray
  6669. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6670. _sphere.copy( geometry.boundingSphere );
  6671. _sphere.applyMatrix4( matrixWorld );
  6672. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6673. //
  6674. _inverseMatrix.getInverse( matrixWorld );
  6675. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6676. // Check boundingBox before continuing
  6677. if ( geometry.boundingBox !== null ) {
  6678. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6679. }
  6680. var intersection;
  6681. if ( geometry.isBufferGeometry ) {
  6682. var a, b, c;
  6683. var index = geometry.index;
  6684. var position = geometry.attributes.position;
  6685. var morphPosition = geometry.morphAttributes.position;
  6686. var morphTargetsRelative = geometry.morphTargetsRelative;
  6687. var uv = geometry.attributes.uv;
  6688. var uv2 = geometry.attributes.uv2;
  6689. var groups = geometry.groups;
  6690. var drawRange = geometry.drawRange;
  6691. var i, j, il, jl;
  6692. var group, groupMaterial;
  6693. var start, end;
  6694. if ( index !== null ) {
  6695. // indexed buffer geometry
  6696. if ( Array.isArray( material ) ) {
  6697. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6698. group = groups[ i ];
  6699. groupMaterial = material[ group.materialIndex ];
  6700. start = Math.max( group.start, drawRange.start );
  6701. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6702. for ( j = start, jl = end; j < jl; j += 3 ) {
  6703. a = index.getX( j );
  6704. b = index.getX( j + 1 );
  6705. c = index.getX( j + 2 );
  6706. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6707. if ( intersection ) {
  6708. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6709. intersection.face.materialIndex = group.materialIndex;
  6710. intersects.push( intersection );
  6711. }
  6712. }
  6713. }
  6714. } else {
  6715. start = Math.max( 0, drawRange.start );
  6716. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6717. for ( i = start, il = end; i < il; i += 3 ) {
  6718. a = index.getX( i );
  6719. b = index.getX( i + 1 );
  6720. c = index.getX( i + 2 );
  6721. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6722. if ( intersection ) {
  6723. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6724. intersects.push( intersection );
  6725. }
  6726. }
  6727. }
  6728. } else if ( position !== undefined ) {
  6729. // non-indexed buffer geometry
  6730. if ( Array.isArray( material ) ) {
  6731. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6732. group = groups[ i ];
  6733. groupMaterial = material[ group.materialIndex ];
  6734. start = Math.max( group.start, drawRange.start );
  6735. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6736. for ( j = start, jl = end; j < jl; j += 3 ) {
  6737. a = j;
  6738. b = j + 1;
  6739. c = j + 2;
  6740. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6741. if ( intersection ) {
  6742. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6743. intersection.face.materialIndex = group.materialIndex;
  6744. intersects.push( intersection );
  6745. }
  6746. }
  6747. }
  6748. } else {
  6749. start = Math.max( 0, drawRange.start );
  6750. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6751. for ( i = start, il = end; i < il; i += 3 ) {
  6752. a = i;
  6753. b = i + 1;
  6754. c = i + 2;
  6755. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6756. if ( intersection ) {
  6757. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6758. intersects.push( intersection );
  6759. }
  6760. }
  6761. }
  6762. }
  6763. } else if ( geometry.isGeometry ) {
  6764. var fvA, fvB, fvC;
  6765. var isMultiMaterial = Array.isArray( material );
  6766. var vertices = geometry.vertices;
  6767. var faces = geometry.faces;
  6768. var uvs;
  6769. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6770. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6771. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6772. var face = faces[ f ];
  6773. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6774. if ( faceMaterial === undefined ) { continue; }
  6775. fvA = vertices[ face.a ];
  6776. fvB = vertices[ face.b ];
  6777. fvC = vertices[ face.c ];
  6778. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6779. if ( intersection ) {
  6780. if ( uvs && uvs[ f ] ) {
  6781. var uvs_f = uvs[ f ];
  6782. _uvA.copy( uvs_f[ 0 ] );
  6783. _uvB.copy( uvs_f[ 1 ] );
  6784. _uvC.copy( uvs_f[ 2 ] );
  6785. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6786. }
  6787. intersection.face = face;
  6788. intersection.faceIndex = f;
  6789. intersects.push( intersection );
  6790. }
  6791. }
  6792. }
  6793. },
  6794. clone: function () {
  6795. return new this.constructor( this.geometry, this.material ).copy( this );
  6796. }
  6797. } );
  6798. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6799. var intersect;
  6800. if ( material.side === BackSide ) {
  6801. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6802. } else {
  6803. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6804. }
  6805. if ( intersect === null ) { return null; }
  6806. _intersectionPointWorld.copy( point );
  6807. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6808. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6809. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6810. return {
  6811. distance: distance,
  6812. point: _intersectionPointWorld.clone(),
  6813. object: object
  6814. };
  6815. }
  6816. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6817. _vA.fromBufferAttribute( position, a );
  6818. _vB.fromBufferAttribute( position, b );
  6819. _vC.fromBufferAttribute( position, c );
  6820. var morphInfluences = object.morphTargetInfluences;
  6821. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6822. _morphA.set( 0, 0, 0 );
  6823. _morphB.set( 0, 0, 0 );
  6824. _morphC.set( 0, 0, 0 );
  6825. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6826. var influence = morphInfluences[ i ];
  6827. var morphAttribute = morphPosition[ i ];
  6828. if ( influence === 0 ) { continue; }
  6829. _tempA.fromBufferAttribute( morphAttribute, a );
  6830. _tempB.fromBufferAttribute( morphAttribute, b );
  6831. _tempC.fromBufferAttribute( morphAttribute, c );
  6832. if ( morphTargetsRelative ) {
  6833. _morphA.addScaledVector( _tempA, influence );
  6834. _morphB.addScaledVector( _tempB, influence );
  6835. _morphC.addScaledVector( _tempC, influence );
  6836. } else {
  6837. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6838. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6839. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6840. }
  6841. }
  6842. _vA.add( _morphA );
  6843. _vB.add( _morphB );
  6844. _vC.add( _morphC );
  6845. }
  6846. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6847. if ( intersection ) {
  6848. if ( uv ) {
  6849. _uvA.fromBufferAttribute( uv, a );
  6850. _uvB.fromBufferAttribute( uv, b );
  6851. _uvC.fromBufferAttribute( uv, c );
  6852. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6853. }
  6854. if ( uv2 ) {
  6855. _uvA.fromBufferAttribute( uv2, a );
  6856. _uvB.fromBufferAttribute( uv2, b );
  6857. _uvC.fromBufferAttribute( uv2, c );
  6858. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6859. }
  6860. var face = new Face3( a, b, c );
  6861. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6862. intersection.face = face;
  6863. }
  6864. return intersection;
  6865. }
  6866. /**
  6867. * @author mrdoob / http://mrdoob.com/
  6868. * @author kile / http://kile.stravaganza.org/
  6869. * @author alteredq / http://alteredqualia.com/
  6870. * @author mikael emtinger / http://gomo.se/
  6871. * @author zz85 / http://www.lab4games.net/zz85/blog
  6872. * @author bhouston / http://clara.io
  6873. */
  6874. var _geometryId = 0; // Geometry uses even numbers as Id
  6875. var _m1$3 = new Matrix4();
  6876. var _obj$1 = new Object3D();
  6877. var _offset$1 = new Vector3();
  6878. function Geometry() {
  6879. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6880. this.uuid = MathUtils.generateUUID();
  6881. this.name = '';
  6882. this.type = 'Geometry';
  6883. this.vertices = [];
  6884. this.colors = [];
  6885. this.faces = [];
  6886. this.faceVertexUvs = [[]];
  6887. this.morphTargets = [];
  6888. this.morphNormals = [];
  6889. this.skinWeights = [];
  6890. this.skinIndices = [];
  6891. this.lineDistances = [];
  6892. this.boundingBox = null;
  6893. this.boundingSphere = null;
  6894. // update flags
  6895. this.elementsNeedUpdate = false;
  6896. this.verticesNeedUpdate = false;
  6897. this.uvsNeedUpdate = false;
  6898. this.normalsNeedUpdate = false;
  6899. this.colorsNeedUpdate = false;
  6900. this.lineDistancesNeedUpdate = false;
  6901. this.groupsNeedUpdate = false;
  6902. }
  6903. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6904. constructor: Geometry,
  6905. isGeometry: true,
  6906. applyMatrix4: function ( matrix ) {
  6907. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6908. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6909. var vertex = this.vertices[ i ];
  6910. vertex.applyMatrix4( matrix );
  6911. }
  6912. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6913. var face = this.faces[ i ];
  6914. face.normal.applyMatrix3( normalMatrix ).normalize();
  6915. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6916. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6917. }
  6918. }
  6919. if ( this.boundingBox !== null ) {
  6920. this.computeBoundingBox();
  6921. }
  6922. if ( this.boundingSphere !== null ) {
  6923. this.computeBoundingSphere();
  6924. }
  6925. this.verticesNeedUpdate = true;
  6926. this.normalsNeedUpdate = true;
  6927. return this;
  6928. },
  6929. rotateX: function ( angle ) {
  6930. // rotate geometry around world x-axis
  6931. _m1$3.makeRotationX( angle );
  6932. this.applyMatrix4( _m1$3 );
  6933. return this;
  6934. },
  6935. rotateY: function ( angle ) {
  6936. // rotate geometry around world y-axis
  6937. _m1$3.makeRotationY( angle );
  6938. this.applyMatrix4( _m1$3 );
  6939. return this;
  6940. },
  6941. rotateZ: function ( angle ) {
  6942. // rotate geometry around world z-axis
  6943. _m1$3.makeRotationZ( angle );
  6944. this.applyMatrix4( _m1$3 );
  6945. return this;
  6946. },
  6947. translate: function ( x, y, z ) {
  6948. // translate geometry
  6949. _m1$3.makeTranslation( x, y, z );
  6950. this.applyMatrix4( _m1$3 );
  6951. return this;
  6952. },
  6953. scale: function ( x, y, z ) {
  6954. // scale geometry
  6955. _m1$3.makeScale( x, y, z );
  6956. this.applyMatrix4( _m1$3 );
  6957. return this;
  6958. },
  6959. lookAt: function ( vector ) {
  6960. _obj$1.lookAt( vector );
  6961. _obj$1.updateMatrix();
  6962. this.applyMatrix4( _obj$1.matrix );
  6963. return this;
  6964. },
  6965. fromBufferGeometry: function ( geometry ) {
  6966. var scope = this;
  6967. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6968. var attributes = geometry.attributes;
  6969. if ( attributes.position === undefined ) {
  6970. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6971. return this;
  6972. }
  6973. var positions = attributes.position.array;
  6974. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6975. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6976. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6977. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6978. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6979. for ( var i = 0; i < positions.length; i += 3 ) {
  6980. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6981. if ( colors !== undefined ) {
  6982. scope.colors.push( new Color().fromArray( colors, i ) );
  6983. }
  6984. }
  6985. function addFace( a, b, c, materialIndex ) {
  6986. var vertexColors = ( colors === undefined ) ? [] : [
  6987. scope.colors[ a ].clone(),
  6988. scope.colors[ b ].clone(),
  6989. scope.colors[ c ].clone() ];
  6990. var vertexNormals = ( normals === undefined ) ? [] : [
  6991. new Vector3().fromArray( normals, a * 3 ),
  6992. new Vector3().fromArray( normals, b * 3 ),
  6993. new Vector3().fromArray( normals, c * 3 )
  6994. ];
  6995. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6996. scope.faces.push( face );
  6997. if ( uvs !== undefined ) {
  6998. scope.faceVertexUvs[ 0 ].push( [
  6999. new Vector2().fromArray( uvs, a * 2 ),
  7000. new Vector2().fromArray( uvs, b * 2 ),
  7001. new Vector2().fromArray( uvs, c * 2 )
  7002. ] );
  7003. }
  7004. if ( uvs2 !== undefined ) {
  7005. scope.faceVertexUvs[ 1 ].push( [
  7006. new Vector2().fromArray( uvs2, a * 2 ),
  7007. new Vector2().fromArray( uvs2, b * 2 ),
  7008. new Vector2().fromArray( uvs2, c * 2 )
  7009. ] );
  7010. }
  7011. }
  7012. var groups = geometry.groups;
  7013. if ( groups.length > 0 ) {
  7014. for ( var i = 0; i < groups.length; i ++ ) {
  7015. var group = groups[ i ];
  7016. var start = group.start;
  7017. var count = group.count;
  7018. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7019. if ( indices !== undefined ) {
  7020. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7021. } else {
  7022. addFace( j, j + 1, j + 2, group.materialIndex );
  7023. }
  7024. }
  7025. }
  7026. } else {
  7027. if ( indices !== undefined ) {
  7028. for ( var i = 0; i < indices.length; i += 3 ) {
  7029. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7030. }
  7031. } else {
  7032. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7033. addFace( i, i + 1, i + 2 );
  7034. }
  7035. }
  7036. }
  7037. this.computeFaceNormals();
  7038. if ( geometry.boundingBox !== null ) {
  7039. this.boundingBox = geometry.boundingBox.clone();
  7040. }
  7041. if ( geometry.boundingSphere !== null ) {
  7042. this.boundingSphere = geometry.boundingSphere.clone();
  7043. }
  7044. return this;
  7045. },
  7046. center: function () {
  7047. this.computeBoundingBox();
  7048. this.boundingBox.getCenter( _offset$1 ).negate();
  7049. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7050. return this;
  7051. },
  7052. normalize: function () {
  7053. this.computeBoundingSphere();
  7054. var center = this.boundingSphere.center;
  7055. var radius = this.boundingSphere.radius;
  7056. var s = radius === 0 ? 1 : 1.0 / radius;
  7057. var matrix = new Matrix4();
  7058. matrix.set(
  7059. s, 0, 0, - s * center.x,
  7060. 0, s, 0, - s * center.y,
  7061. 0, 0, s, - s * center.z,
  7062. 0, 0, 0, 1
  7063. );
  7064. this.applyMatrix4( matrix );
  7065. return this;
  7066. },
  7067. computeFaceNormals: function () {
  7068. var cb = new Vector3(), ab = new Vector3();
  7069. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7070. var face = this.faces[ f ];
  7071. var vA = this.vertices[ face.a ];
  7072. var vB = this.vertices[ face.b ];
  7073. var vC = this.vertices[ face.c ];
  7074. cb.subVectors( vC, vB );
  7075. ab.subVectors( vA, vB );
  7076. cb.cross( ab );
  7077. cb.normalize();
  7078. face.normal.copy( cb );
  7079. }
  7080. },
  7081. computeVertexNormals: function ( areaWeighted ) {
  7082. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7083. var v, vl, f, fl, face, vertices;
  7084. vertices = new Array( this.vertices.length );
  7085. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7086. vertices[ v ] = new Vector3();
  7087. }
  7088. if ( areaWeighted ) {
  7089. // vertex normals weighted by triangle areas
  7090. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7091. var vA, vB, vC;
  7092. var cb = new Vector3(), ab = new Vector3();
  7093. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7094. face = this.faces[ f ];
  7095. vA = this.vertices[ face.a ];
  7096. vB = this.vertices[ face.b ];
  7097. vC = this.vertices[ face.c ];
  7098. cb.subVectors( vC, vB );
  7099. ab.subVectors( vA, vB );
  7100. cb.cross( ab );
  7101. vertices[ face.a ].add( cb );
  7102. vertices[ face.b ].add( cb );
  7103. vertices[ face.c ].add( cb );
  7104. }
  7105. } else {
  7106. this.computeFaceNormals();
  7107. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7108. face = this.faces[ f ];
  7109. vertices[ face.a ].add( face.normal );
  7110. vertices[ face.b ].add( face.normal );
  7111. vertices[ face.c ].add( face.normal );
  7112. }
  7113. }
  7114. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7115. vertices[ v ].normalize();
  7116. }
  7117. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7118. face = this.faces[ f ];
  7119. var vertexNormals = face.vertexNormals;
  7120. if ( vertexNormals.length === 3 ) {
  7121. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7122. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7123. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7124. } else {
  7125. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7126. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7127. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7128. }
  7129. }
  7130. if ( this.faces.length > 0 ) {
  7131. this.normalsNeedUpdate = true;
  7132. }
  7133. },
  7134. computeFlatVertexNormals: function () {
  7135. var f, fl, face;
  7136. this.computeFaceNormals();
  7137. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7138. face = this.faces[ f ];
  7139. var vertexNormals = face.vertexNormals;
  7140. if ( vertexNormals.length === 3 ) {
  7141. vertexNormals[ 0 ].copy( face.normal );
  7142. vertexNormals[ 1 ].copy( face.normal );
  7143. vertexNormals[ 2 ].copy( face.normal );
  7144. } else {
  7145. vertexNormals[ 0 ] = face.normal.clone();
  7146. vertexNormals[ 1 ] = face.normal.clone();
  7147. vertexNormals[ 2 ] = face.normal.clone();
  7148. }
  7149. }
  7150. if ( this.faces.length > 0 ) {
  7151. this.normalsNeedUpdate = true;
  7152. }
  7153. },
  7154. computeMorphNormals: function () {
  7155. var i, il, f, fl, face;
  7156. // save original normals
  7157. // - create temp variables on first access
  7158. // otherwise just copy (for faster repeated calls)
  7159. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7160. face = this.faces[ f ];
  7161. if ( ! face.__originalFaceNormal ) {
  7162. face.__originalFaceNormal = face.normal.clone();
  7163. } else {
  7164. face.__originalFaceNormal.copy( face.normal );
  7165. }
  7166. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7167. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7168. if ( ! face.__originalVertexNormals[ i ] ) {
  7169. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7170. } else {
  7171. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7172. }
  7173. }
  7174. }
  7175. // use temp geometry to compute face and vertex normals for each morph
  7176. var tmpGeo = new Geometry();
  7177. tmpGeo.faces = this.faces;
  7178. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7179. // create on first access
  7180. if ( ! this.morphNormals[ i ] ) {
  7181. this.morphNormals[ i ] = {};
  7182. this.morphNormals[ i ].faceNormals = [];
  7183. this.morphNormals[ i ].vertexNormals = [];
  7184. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7185. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7186. var faceNormal, vertexNormals;
  7187. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7188. faceNormal = new Vector3();
  7189. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7190. dstNormalsFace.push( faceNormal );
  7191. dstNormalsVertex.push( vertexNormals );
  7192. }
  7193. }
  7194. var morphNormals = this.morphNormals[ i ];
  7195. // set vertices to morph target
  7196. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7197. // compute morph normals
  7198. tmpGeo.computeFaceNormals();
  7199. tmpGeo.computeVertexNormals();
  7200. // store morph normals
  7201. var faceNormal, vertexNormals;
  7202. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7203. face = this.faces[ f ];
  7204. faceNormal = morphNormals.faceNormals[ f ];
  7205. vertexNormals = morphNormals.vertexNormals[ f ];
  7206. faceNormal.copy( face.normal );
  7207. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7208. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7209. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7210. }
  7211. }
  7212. // restore original normals
  7213. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7214. face = this.faces[ f ];
  7215. face.normal = face.__originalFaceNormal;
  7216. face.vertexNormals = face.__originalVertexNormals;
  7217. }
  7218. },
  7219. computeBoundingBox: function () {
  7220. if ( this.boundingBox === null ) {
  7221. this.boundingBox = new Box3();
  7222. }
  7223. this.boundingBox.setFromPoints( this.vertices );
  7224. },
  7225. computeBoundingSphere: function () {
  7226. if ( this.boundingSphere === null ) {
  7227. this.boundingSphere = new Sphere();
  7228. }
  7229. this.boundingSphere.setFromPoints( this.vertices );
  7230. },
  7231. merge: function ( geometry, matrix, materialIndexOffset ) {
  7232. if ( ! ( geometry && geometry.isGeometry ) ) {
  7233. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7234. return;
  7235. }
  7236. var normalMatrix,
  7237. vertexOffset = this.vertices.length,
  7238. vertices1 = this.vertices,
  7239. vertices2 = geometry.vertices,
  7240. faces1 = this.faces,
  7241. faces2 = geometry.faces,
  7242. colors1 = this.colors,
  7243. colors2 = geometry.colors;
  7244. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7245. if ( matrix !== undefined ) {
  7246. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7247. }
  7248. // vertices
  7249. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7250. var vertex = vertices2[ i ];
  7251. var vertexCopy = vertex.clone();
  7252. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7253. vertices1.push( vertexCopy );
  7254. }
  7255. // colors
  7256. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7257. colors1.push( colors2[ i ].clone() );
  7258. }
  7259. // faces
  7260. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7261. var face = faces2[ i ], faceCopy, normal, color,
  7262. faceVertexNormals = face.vertexNormals,
  7263. faceVertexColors = face.vertexColors;
  7264. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7265. faceCopy.normal.copy( face.normal );
  7266. if ( normalMatrix !== undefined ) {
  7267. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7268. }
  7269. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7270. normal = faceVertexNormals[ j ].clone();
  7271. if ( normalMatrix !== undefined ) {
  7272. normal.applyMatrix3( normalMatrix ).normalize();
  7273. }
  7274. faceCopy.vertexNormals.push( normal );
  7275. }
  7276. faceCopy.color.copy( face.color );
  7277. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7278. color = faceVertexColors[ j ];
  7279. faceCopy.vertexColors.push( color.clone() );
  7280. }
  7281. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7282. faces1.push( faceCopy );
  7283. }
  7284. // uvs
  7285. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7286. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7287. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7288. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7289. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7290. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7291. uvsCopy.push( uvs2[ k ].clone() );
  7292. }
  7293. this.faceVertexUvs[ i ].push( uvsCopy );
  7294. }
  7295. }
  7296. },
  7297. mergeMesh: function ( mesh ) {
  7298. if ( ! ( mesh && mesh.isMesh ) ) {
  7299. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7300. return;
  7301. }
  7302. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7303. this.merge( mesh.geometry, mesh.matrix );
  7304. },
  7305. /*
  7306. * Checks for duplicate vertices with hashmap.
  7307. * Duplicated vertices are removed
  7308. * and faces' vertices are updated.
  7309. */
  7310. mergeVertices: function () {
  7311. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7312. var unique = [], changes = [];
  7313. var v, key;
  7314. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7315. var precision = Math.pow( 10, precisionPoints );
  7316. var i, il, face;
  7317. var indices, j, jl;
  7318. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7319. v = this.vertices[ i ];
  7320. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7321. if ( verticesMap[ key ] === undefined ) {
  7322. verticesMap[ key ] = i;
  7323. unique.push( this.vertices[ i ] );
  7324. changes[ i ] = unique.length - 1;
  7325. } else {
  7326. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7327. changes[ i ] = changes[ verticesMap[ key ] ];
  7328. }
  7329. }
  7330. // if faces are completely degenerate after merging vertices, we
  7331. // have to remove them from the geometry.
  7332. var faceIndicesToRemove = [];
  7333. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7334. face = this.faces[ i ];
  7335. face.a = changes[ face.a ];
  7336. face.b = changes[ face.b ];
  7337. face.c = changes[ face.c ];
  7338. indices = [ face.a, face.b, face.c ];
  7339. // if any duplicate vertices are found in a Face3
  7340. // we have to remove the face as nothing can be saved
  7341. for ( var n = 0; n < 3; n ++ ) {
  7342. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7343. faceIndicesToRemove.push( i );
  7344. break;
  7345. }
  7346. }
  7347. }
  7348. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7349. var idx = faceIndicesToRemove[ i ];
  7350. this.faces.splice( idx, 1 );
  7351. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7352. this.faceVertexUvs[ j ].splice( idx, 1 );
  7353. }
  7354. }
  7355. // Use unique set of vertices
  7356. var diff = this.vertices.length - unique.length;
  7357. this.vertices = unique;
  7358. return diff;
  7359. },
  7360. setFromPoints: function ( points ) {
  7361. this.vertices = [];
  7362. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7363. var point = points[ i ];
  7364. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7365. }
  7366. return this;
  7367. },
  7368. sortFacesByMaterialIndex: function () {
  7369. var faces = this.faces;
  7370. var length = faces.length;
  7371. // tag faces
  7372. for ( var i = 0; i < length; i ++ ) {
  7373. faces[ i ]._id = i;
  7374. }
  7375. // sort faces
  7376. function materialIndexSort( a, b ) {
  7377. return a.materialIndex - b.materialIndex;
  7378. }
  7379. faces.sort( materialIndexSort );
  7380. // sort uvs
  7381. var uvs1 = this.faceVertexUvs[ 0 ];
  7382. var uvs2 = this.faceVertexUvs[ 1 ];
  7383. var newUvs1, newUvs2;
  7384. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7385. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7386. for ( var i = 0; i < length; i ++ ) {
  7387. var id = faces[ i ]._id;
  7388. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7389. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7390. }
  7391. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7392. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7393. },
  7394. toJSON: function () {
  7395. var data = {
  7396. metadata: {
  7397. version: 4.5,
  7398. type: 'Geometry',
  7399. generator: 'Geometry.toJSON'
  7400. }
  7401. };
  7402. // standard Geometry serialization
  7403. data.uuid = this.uuid;
  7404. data.type = this.type;
  7405. if ( this.name !== '' ) { data.name = this.name; }
  7406. if ( this.parameters !== undefined ) {
  7407. var parameters = this.parameters;
  7408. for ( var key in parameters ) {
  7409. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7410. }
  7411. return data;
  7412. }
  7413. var vertices = [];
  7414. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7415. var vertex = this.vertices[ i ];
  7416. vertices.push( vertex.x, vertex.y, vertex.z );
  7417. }
  7418. var faces = [];
  7419. var normals = [];
  7420. var normalsHash = {};
  7421. var colors = [];
  7422. var colorsHash = {};
  7423. var uvs = [];
  7424. var uvsHash = {};
  7425. for ( var i = 0; i < this.faces.length; i ++ ) {
  7426. var face = this.faces[ i ];
  7427. var hasMaterial = true;
  7428. var hasFaceUv = false; // deprecated
  7429. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7430. var hasFaceNormal = face.normal.length() > 0;
  7431. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7432. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7433. var hasFaceVertexColor = face.vertexColors.length > 0;
  7434. var faceType = 0;
  7435. faceType = setBit( faceType, 0, 0 ); // isQuad
  7436. faceType = setBit( faceType, 1, hasMaterial );
  7437. faceType = setBit( faceType, 2, hasFaceUv );
  7438. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7439. faceType = setBit( faceType, 4, hasFaceNormal );
  7440. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7441. faceType = setBit( faceType, 6, hasFaceColor );
  7442. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7443. faces.push( faceType );
  7444. faces.push( face.a, face.b, face.c );
  7445. faces.push( face.materialIndex );
  7446. if ( hasFaceVertexUv ) {
  7447. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7448. faces.push(
  7449. getUvIndex( faceVertexUvs[ 0 ] ),
  7450. getUvIndex( faceVertexUvs[ 1 ] ),
  7451. getUvIndex( faceVertexUvs[ 2 ] )
  7452. );
  7453. }
  7454. if ( hasFaceNormal ) {
  7455. faces.push( getNormalIndex( face.normal ) );
  7456. }
  7457. if ( hasFaceVertexNormal ) {
  7458. var vertexNormals = face.vertexNormals;
  7459. faces.push(
  7460. getNormalIndex( vertexNormals[ 0 ] ),
  7461. getNormalIndex( vertexNormals[ 1 ] ),
  7462. getNormalIndex( vertexNormals[ 2 ] )
  7463. );
  7464. }
  7465. if ( hasFaceColor ) {
  7466. faces.push( getColorIndex( face.color ) );
  7467. }
  7468. if ( hasFaceVertexColor ) {
  7469. var vertexColors = face.vertexColors;
  7470. faces.push(
  7471. getColorIndex( vertexColors[ 0 ] ),
  7472. getColorIndex( vertexColors[ 1 ] ),
  7473. getColorIndex( vertexColors[ 2 ] )
  7474. );
  7475. }
  7476. }
  7477. function setBit( value, position, enabled ) {
  7478. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7479. }
  7480. function getNormalIndex( normal ) {
  7481. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7482. if ( normalsHash[ hash ] !== undefined ) {
  7483. return normalsHash[ hash ];
  7484. }
  7485. normalsHash[ hash ] = normals.length / 3;
  7486. normals.push( normal.x, normal.y, normal.z );
  7487. return normalsHash[ hash ];
  7488. }
  7489. function getColorIndex( color ) {
  7490. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7491. if ( colorsHash[ hash ] !== undefined ) {
  7492. return colorsHash[ hash ];
  7493. }
  7494. colorsHash[ hash ] = colors.length;
  7495. colors.push( color.getHex() );
  7496. return colorsHash[ hash ];
  7497. }
  7498. function getUvIndex( uv ) {
  7499. var hash = uv.x.toString() + uv.y.toString();
  7500. if ( uvsHash[ hash ] !== undefined ) {
  7501. return uvsHash[ hash ];
  7502. }
  7503. uvsHash[ hash ] = uvs.length / 2;
  7504. uvs.push( uv.x, uv.y );
  7505. return uvsHash[ hash ];
  7506. }
  7507. data.data = {};
  7508. data.data.vertices = vertices;
  7509. data.data.normals = normals;
  7510. if ( colors.length > 0 ) { data.data.colors = colors; }
  7511. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7512. data.data.faces = faces;
  7513. return data;
  7514. },
  7515. clone: function () {
  7516. /*
  7517. // Handle primitives
  7518. var parameters = this.parameters;
  7519. if ( parameters !== undefined ) {
  7520. var values = [];
  7521. for ( var key in parameters ) {
  7522. values.push( parameters[ key ] );
  7523. }
  7524. var geometry = Object.create( this.constructor.prototype );
  7525. this.constructor.apply( geometry, values );
  7526. return geometry;
  7527. }
  7528. return new this.constructor().copy( this );
  7529. */
  7530. return new Geometry().copy( this );
  7531. },
  7532. copy: function ( source ) {
  7533. var i, il, j, jl, k, kl;
  7534. // reset
  7535. this.vertices = [];
  7536. this.colors = [];
  7537. this.faces = [];
  7538. this.faceVertexUvs = [[]];
  7539. this.morphTargets = [];
  7540. this.morphNormals = [];
  7541. this.skinWeights = [];
  7542. this.skinIndices = [];
  7543. this.lineDistances = [];
  7544. this.boundingBox = null;
  7545. this.boundingSphere = null;
  7546. // name
  7547. this.name = source.name;
  7548. // vertices
  7549. var vertices = source.vertices;
  7550. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7551. this.vertices.push( vertices[ i ].clone() );
  7552. }
  7553. // colors
  7554. var colors = source.colors;
  7555. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7556. this.colors.push( colors[ i ].clone() );
  7557. }
  7558. // faces
  7559. var faces = source.faces;
  7560. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7561. this.faces.push( faces[ i ].clone() );
  7562. }
  7563. // face vertex uvs
  7564. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7565. var faceVertexUvs = source.faceVertexUvs[ i ];
  7566. if ( this.faceVertexUvs[ i ] === undefined ) {
  7567. this.faceVertexUvs[ i ] = [];
  7568. }
  7569. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7570. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7571. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7572. var uv = uvs[ k ];
  7573. uvsCopy.push( uv.clone() );
  7574. }
  7575. this.faceVertexUvs[ i ].push( uvsCopy );
  7576. }
  7577. }
  7578. // morph targets
  7579. var morphTargets = source.morphTargets;
  7580. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7581. var morphTarget = {};
  7582. morphTarget.name = morphTargets[ i ].name;
  7583. // vertices
  7584. if ( morphTargets[ i ].vertices !== undefined ) {
  7585. morphTarget.vertices = [];
  7586. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7587. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7588. }
  7589. }
  7590. // normals
  7591. if ( morphTargets[ i ].normals !== undefined ) {
  7592. morphTarget.normals = [];
  7593. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7594. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7595. }
  7596. }
  7597. this.morphTargets.push( morphTarget );
  7598. }
  7599. // morph normals
  7600. var morphNormals = source.morphNormals;
  7601. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7602. var morphNormal = {};
  7603. // vertex normals
  7604. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7605. morphNormal.vertexNormals = [];
  7606. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7607. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7608. var destVertexNormal = {};
  7609. destVertexNormal.a = srcVertexNormal.a.clone();
  7610. destVertexNormal.b = srcVertexNormal.b.clone();
  7611. destVertexNormal.c = srcVertexNormal.c.clone();
  7612. morphNormal.vertexNormals.push( destVertexNormal );
  7613. }
  7614. }
  7615. // face normals
  7616. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7617. morphNormal.faceNormals = [];
  7618. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7619. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7620. }
  7621. }
  7622. this.morphNormals.push( morphNormal );
  7623. }
  7624. // skin weights
  7625. var skinWeights = source.skinWeights;
  7626. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7627. this.skinWeights.push( skinWeights[ i ].clone() );
  7628. }
  7629. // skin indices
  7630. var skinIndices = source.skinIndices;
  7631. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7632. this.skinIndices.push( skinIndices[ i ].clone() );
  7633. }
  7634. // line distances
  7635. var lineDistances = source.lineDistances;
  7636. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7637. this.lineDistances.push( lineDistances[ i ] );
  7638. }
  7639. // bounding box
  7640. var boundingBox = source.boundingBox;
  7641. if ( boundingBox !== null ) {
  7642. this.boundingBox = boundingBox.clone();
  7643. }
  7644. // bounding sphere
  7645. var boundingSphere = source.boundingSphere;
  7646. if ( boundingSphere !== null ) {
  7647. this.boundingSphere = boundingSphere.clone();
  7648. }
  7649. // update flags
  7650. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7651. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7652. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7653. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7654. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7655. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7656. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7657. return this;
  7658. },
  7659. dispose: function () {
  7660. this.dispatchEvent( { type: 'dispose' } );
  7661. }
  7662. } );
  7663. /**
  7664. * @author mrdoob / http://mrdoob.com/
  7665. * @author Mugen87 / https://github.com/Mugen87
  7666. */
  7667. // BoxGeometry
  7668. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7669. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7670. Geometry.call(this);
  7671. this.type = 'BoxGeometry';
  7672. this.parameters = {
  7673. width: width,
  7674. height: height,
  7675. depth: depth,
  7676. widthSegments: widthSegments,
  7677. heightSegments: heightSegments,
  7678. depthSegments: depthSegments
  7679. };
  7680. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7681. this.mergeVertices();
  7682. }
  7683. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7684. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7685. BoxGeometry.prototype.constructor = BoxGeometry;
  7686. return BoxGeometry;
  7687. }(Geometry));
  7688. // BoxBufferGeometry
  7689. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7690. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7691. BufferGeometry.call(this);
  7692. this.type = 'BoxBufferGeometry';
  7693. this.parameters = {
  7694. width: width,
  7695. height: height,
  7696. depth: depth,
  7697. widthSegments: widthSegments,
  7698. heightSegments: heightSegments,
  7699. depthSegments: depthSegments
  7700. };
  7701. var scope = this;
  7702. width = width || 1;
  7703. height = height || 1;
  7704. depth = depth || 1;
  7705. // segments
  7706. widthSegments = Math.floor( widthSegments ) || 1;
  7707. heightSegments = Math.floor( heightSegments ) || 1;
  7708. depthSegments = Math.floor( depthSegments ) || 1;
  7709. // buffers
  7710. var indices = [];
  7711. var vertices = [];
  7712. var normals = [];
  7713. var uvs = [];
  7714. // helper variables
  7715. var numberOfVertices = 0;
  7716. var groupStart = 0;
  7717. // build each side of the box geometry
  7718. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7719. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7720. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7721. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7722. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7723. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7724. // build geometry
  7725. this.setIndex( indices );
  7726. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7727. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7728. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7729. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7730. var segmentWidth = width / gridX;
  7731. var segmentHeight = height / gridY;
  7732. var widthHalf = width / 2;
  7733. var heightHalf = height / 2;
  7734. var depthHalf = depth / 2;
  7735. var gridX1 = gridX + 1;
  7736. var gridY1 = gridY + 1;
  7737. var vertexCounter = 0;
  7738. var groupCount = 0;
  7739. var ix, iy;
  7740. var vector = new Vector3();
  7741. // generate vertices, normals and uvs
  7742. for ( iy = 0; iy < gridY1; iy ++ ) {
  7743. var y = iy * segmentHeight - heightHalf;
  7744. for ( ix = 0; ix < gridX1; ix ++ ) {
  7745. var x = ix * segmentWidth - widthHalf;
  7746. // set values to correct vector component
  7747. vector[ u ] = x * udir;
  7748. vector[ v ] = y * vdir;
  7749. vector[ w ] = depthHalf;
  7750. // now apply vector to vertex buffer
  7751. vertices.push( vector.x, vector.y, vector.z );
  7752. // set values to correct vector component
  7753. vector[ u ] = 0;
  7754. vector[ v ] = 0;
  7755. vector[ w ] = depth > 0 ? 1 : - 1;
  7756. // now apply vector to normal buffer
  7757. normals.push( vector.x, vector.y, vector.z );
  7758. // uvs
  7759. uvs.push( ix / gridX );
  7760. uvs.push( 1 - ( iy / gridY ) );
  7761. // counters
  7762. vertexCounter += 1;
  7763. }
  7764. }
  7765. // indices
  7766. // 1. you need three indices to draw a single face
  7767. // 2. a single segment consists of two faces
  7768. // 3. so we need to generate six (2*3) indices per segment
  7769. for ( iy = 0; iy < gridY; iy ++ ) {
  7770. for ( ix = 0; ix < gridX; ix ++ ) {
  7771. var a = numberOfVertices + ix + gridX1 * iy;
  7772. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7773. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7774. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7775. // faces
  7776. indices.push( a, b, d );
  7777. indices.push( b, c, d );
  7778. // increase counter
  7779. groupCount += 6;
  7780. }
  7781. }
  7782. // add a group to the geometry. this will ensure multi material support
  7783. scope.addGroup( groupStart, groupCount, materialIndex );
  7784. // calculate new start value for groups
  7785. groupStart += groupCount;
  7786. // update total number of vertices
  7787. numberOfVertices += vertexCounter;
  7788. }
  7789. }
  7790. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7791. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7792. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7793. return BoxBufferGeometry;
  7794. }(BufferGeometry));
  7795. /**
  7796. * Uniform Utilities
  7797. */
  7798. function cloneUniforms( src ) {
  7799. var dst = {};
  7800. for ( var u in src ) {
  7801. dst[ u ] = {};
  7802. for ( var p in src[ u ] ) {
  7803. var property = src[ u ][ p ];
  7804. if ( property && ( property.isColor ||
  7805. property.isMatrix3 || property.isMatrix4 ||
  7806. property.isVector2 || property.isVector3 || property.isVector4 ||
  7807. property.isTexture ) ) {
  7808. dst[ u ][ p ] = property.clone();
  7809. } else if ( Array.isArray( property ) ) {
  7810. dst[ u ][ p ] = property.slice();
  7811. } else {
  7812. dst[ u ][ p ] = property;
  7813. }
  7814. }
  7815. }
  7816. return dst;
  7817. }
  7818. function mergeUniforms( uniforms ) {
  7819. var merged = {};
  7820. for ( var u = 0; u < uniforms.length; u ++ ) {
  7821. var tmp = cloneUniforms( uniforms[ u ] );
  7822. for ( var p in tmp ) {
  7823. merged[ p ] = tmp[ p ];
  7824. }
  7825. }
  7826. return merged;
  7827. }
  7828. // Legacy
  7829. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7830. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7831. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7832. /**
  7833. * @author alteredq / http://alteredqualia.com/
  7834. *
  7835. * parameters = {
  7836. * defines: { "label" : "value" },
  7837. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7838. *
  7839. * fragmentShader: <string>,
  7840. * vertexShader: <string>,
  7841. *
  7842. * wireframe: <boolean>,
  7843. * wireframeLinewidth: <float>,
  7844. *
  7845. * lights: <bool>,
  7846. *
  7847. * skinning: <bool>,
  7848. * morphTargets: <bool>,
  7849. * morphNormals: <bool>
  7850. * }
  7851. */
  7852. function ShaderMaterial( parameters ) {
  7853. Material.call( this );
  7854. this.type = 'ShaderMaterial';
  7855. this.defines = {};
  7856. this.uniforms = {};
  7857. this.vertexShader = default_vertex;
  7858. this.fragmentShader = default_fragment;
  7859. this.linewidth = 1;
  7860. this.wireframe = false;
  7861. this.wireframeLinewidth = 1;
  7862. this.fog = false; // set to use scene fog
  7863. this.lights = false; // set to use scene lights
  7864. this.clipping = false; // set to use user-defined clipping planes
  7865. this.skinning = false; // set to use skinning attribute streams
  7866. this.morphTargets = false; // set to use morph targets
  7867. this.morphNormals = false; // set to use morph normals
  7868. this.extensions = {
  7869. derivatives: false, // set to use derivatives
  7870. fragDepth: false, // set to use fragment depth values
  7871. drawBuffers: false, // set to use draw buffers
  7872. shaderTextureLOD: false // set to use shader texture LOD
  7873. };
  7874. // When rendered geometry doesn't include these attributes but the material does,
  7875. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7876. this.defaultAttributeValues = {
  7877. 'color': [ 1, 1, 1 ],
  7878. 'uv': [ 0, 0 ],
  7879. 'uv2': [ 0, 0 ]
  7880. };
  7881. this.index0AttributeName = undefined;
  7882. this.uniformsNeedUpdate = false;
  7883. if ( parameters !== undefined ) {
  7884. if ( parameters.attributes !== undefined ) {
  7885. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7886. }
  7887. this.setValues( parameters );
  7888. }
  7889. }
  7890. ShaderMaterial.prototype = Object.create( Material.prototype );
  7891. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7892. ShaderMaterial.prototype.isShaderMaterial = true;
  7893. ShaderMaterial.prototype.copy = function ( source ) {
  7894. Material.prototype.copy.call( this, source );
  7895. this.fragmentShader = source.fragmentShader;
  7896. this.vertexShader = source.vertexShader;
  7897. this.uniforms = cloneUniforms( source.uniforms );
  7898. this.defines = Object.assign( {}, source.defines );
  7899. this.wireframe = source.wireframe;
  7900. this.wireframeLinewidth = source.wireframeLinewidth;
  7901. this.lights = source.lights;
  7902. this.clipping = source.clipping;
  7903. this.skinning = source.skinning;
  7904. this.morphTargets = source.morphTargets;
  7905. this.morphNormals = source.morphNormals;
  7906. this.extensions = source.extensions;
  7907. return this;
  7908. };
  7909. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7910. var data = Material.prototype.toJSON.call( this, meta );
  7911. data.uniforms = {};
  7912. for ( var name in this.uniforms ) {
  7913. var uniform = this.uniforms[ name ];
  7914. var value = uniform.value;
  7915. if ( value && value.isTexture ) {
  7916. data.uniforms[ name ] = {
  7917. type: 't',
  7918. value: value.toJSON( meta ).uuid
  7919. };
  7920. } else if ( value && value.isColor ) {
  7921. data.uniforms[ name ] = {
  7922. type: 'c',
  7923. value: value.getHex()
  7924. };
  7925. } else if ( value && value.isVector2 ) {
  7926. data.uniforms[ name ] = {
  7927. type: 'v2',
  7928. value: value.toArray()
  7929. };
  7930. } else if ( value && value.isVector3 ) {
  7931. data.uniforms[ name ] = {
  7932. type: 'v3',
  7933. value: value.toArray()
  7934. };
  7935. } else if ( value && value.isVector4 ) {
  7936. data.uniforms[ name ] = {
  7937. type: 'v4',
  7938. value: value.toArray()
  7939. };
  7940. } else if ( value && value.isMatrix3 ) {
  7941. data.uniforms[ name ] = {
  7942. type: 'm3',
  7943. value: value.toArray()
  7944. };
  7945. } else if ( value && value.isMatrix4 ) {
  7946. data.uniforms[ name ] = {
  7947. type: 'm4',
  7948. value: value.toArray()
  7949. };
  7950. } else {
  7951. data.uniforms[ name ] = {
  7952. value: value
  7953. };
  7954. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7955. }
  7956. }
  7957. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7958. data.vertexShader = this.vertexShader;
  7959. data.fragmentShader = this.fragmentShader;
  7960. var extensions = {};
  7961. for ( var key in this.extensions ) {
  7962. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7963. }
  7964. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7965. return data;
  7966. };
  7967. /**
  7968. * @author mrdoob / http://mrdoob.com/
  7969. * @author mikael emtinger / http://gomo.se/
  7970. * @author WestLangley / http://github.com/WestLangley
  7971. */
  7972. function Camera() {
  7973. Object3D.call( this );
  7974. this.type = 'Camera';
  7975. this.matrixWorldInverse = new Matrix4();
  7976. this.projectionMatrix = new Matrix4();
  7977. this.projectionMatrixInverse = new Matrix4();
  7978. }
  7979. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7980. constructor: Camera,
  7981. isCamera: true,
  7982. copy: function ( source, recursive ) {
  7983. Object3D.prototype.copy.call( this, source, recursive );
  7984. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7985. this.projectionMatrix.copy( source.projectionMatrix );
  7986. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7987. return this;
  7988. },
  7989. getWorldDirection: function ( target ) {
  7990. if ( target === undefined ) {
  7991. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7992. target = new Vector3();
  7993. }
  7994. this.updateMatrixWorld( true );
  7995. var e = this.matrixWorld.elements;
  7996. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7997. },
  7998. updateMatrixWorld: function ( force ) {
  7999. Object3D.prototype.updateMatrixWorld.call( this, force );
  8000. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8001. },
  8002. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8003. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8004. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8005. },
  8006. clone: function () {
  8007. return new this.constructor().copy( this );
  8008. }
  8009. } );
  8010. /**
  8011. * @author mrdoob / http://mrdoob.com/
  8012. * @author greggman / http://games.greggman.com/
  8013. * @author zz85 / http://www.lab4games.net/zz85/blog
  8014. * @author tschw
  8015. */
  8016. function PerspectiveCamera( fov, aspect, near, far ) {
  8017. Camera.call( this );
  8018. this.type = 'PerspectiveCamera';
  8019. this.fov = fov !== undefined ? fov : 50;
  8020. this.zoom = 1;
  8021. this.near = near !== undefined ? near : 0.1;
  8022. this.far = far !== undefined ? far : 2000;
  8023. this.focus = 10;
  8024. this.aspect = aspect !== undefined ? aspect : 1;
  8025. this.view = null;
  8026. this.filmGauge = 35; // width of the film (default in millimeters)
  8027. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8028. this.updateProjectionMatrix();
  8029. }
  8030. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8031. constructor: PerspectiveCamera,
  8032. isPerspectiveCamera: true,
  8033. copy: function ( source, recursive ) {
  8034. Camera.prototype.copy.call( this, source, recursive );
  8035. this.fov = source.fov;
  8036. this.zoom = source.zoom;
  8037. this.near = source.near;
  8038. this.far = source.far;
  8039. this.focus = source.focus;
  8040. this.aspect = source.aspect;
  8041. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8042. this.filmGauge = source.filmGauge;
  8043. this.filmOffset = source.filmOffset;
  8044. return this;
  8045. },
  8046. /**
  8047. * Sets the FOV by focal length in respect to the current .filmGauge.
  8048. *
  8049. * The default film gauge is 35, so that the focal length can be specified for
  8050. * a 35mm (full frame) camera.
  8051. *
  8052. * Values for focal length and film gauge must have the same unit.
  8053. */
  8054. setFocalLength: function ( focalLength ) {
  8055. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8056. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8057. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8058. this.updateProjectionMatrix();
  8059. },
  8060. /**
  8061. * Calculates the focal length from the current .fov and .filmGauge.
  8062. */
  8063. getFocalLength: function () {
  8064. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8065. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8066. },
  8067. getEffectiveFOV: function () {
  8068. return MathUtils.RAD2DEG * 2 * Math.atan(
  8069. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8070. },
  8071. getFilmWidth: function () {
  8072. // film not completely covered in portrait format (aspect < 1)
  8073. return this.filmGauge * Math.min( this.aspect, 1 );
  8074. },
  8075. getFilmHeight: function () {
  8076. // film not completely covered in landscape format (aspect > 1)
  8077. return this.filmGauge / Math.max( this.aspect, 1 );
  8078. },
  8079. /**
  8080. * Sets an offset in a larger frustum. This is useful for multi-window or
  8081. * multi-monitor/multi-machine setups.
  8082. *
  8083. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8084. * the monitors are in grid like this
  8085. *
  8086. * +---+---+---+
  8087. * | A | B | C |
  8088. * +---+---+---+
  8089. * | D | E | F |
  8090. * +---+---+---+
  8091. *
  8092. * then for each monitor you would call it like this
  8093. *
  8094. * var w = 1920;
  8095. * var h = 1080;
  8096. * var fullWidth = w * 3;
  8097. * var fullHeight = h * 2;
  8098. *
  8099. * --A--
  8100. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8101. * --B--
  8102. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8103. * --C--
  8104. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8105. * --D--
  8106. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8107. * --E--
  8108. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8109. * --F--
  8110. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8111. *
  8112. * Note there is no reason monitors have to be the same size or in a grid.
  8113. */
  8114. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8115. this.aspect = fullWidth / fullHeight;
  8116. if ( this.view === null ) {
  8117. this.view = {
  8118. enabled: true,
  8119. fullWidth: 1,
  8120. fullHeight: 1,
  8121. offsetX: 0,
  8122. offsetY: 0,
  8123. width: 1,
  8124. height: 1
  8125. };
  8126. }
  8127. this.view.enabled = true;
  8128. this.view.fullWidth = fullWidth;
  8129. this.view.fullHeight = fullHeight;
  8130. this.view.offsetX = x;
  8131. this.view.offsetY = y;
  8132. this.view.width = width;
  8133. this.view.height = height;
  8134. this.updateProjectionMatrix();
  8135. },
  8136. clearViewOffset: function () {
  8137. if ( this.view !== null ) {
  8138. this.view.enabled = false;
  8139. }
  8140. this.updateProjectionMatrix();
  8141. },
  8142. updateProjectionMatrix: function () {
  8143. var near = this.near,
  8144. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8145. height = 2 * top,
  8146. width = this.aspect * height,
  8147. left = - 0.5 * width,
  8148. view = this.view;
  8149. if ( this.view !== null && this.view.enabled ) {
  8150. var fullWidth = view.fullWidth,
  8151. fullHeight = view.fullHeight;
  8152. left += view.offsetX * width / fullWidth;
  8153. top -= view.offsetY * height / fullHeight;
  8154. width *= view.width / fullWidth;
  8155. height *= view.height / fullHeight;
  8156. }
  8157. var skew = this.filmOffset;
  8158. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8159. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8160. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8161. },
  8162. toJSON: function ( meta ) {
  8163. var data = Object3D.prototype.toJSON.call( this, meta );
  8164. data.object.fov = this.fov;
  8165. data.object.zoom = this.zoom;
  8166. data.object.near = this.near;
  8167. data.object.far = this.far;
  8168. data.object.focus = this.focus;
  8169. data.object.aspect = this.aspect;
  8170. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8171. data.object.filmGauge = this.filmGauge;
  8172. data.object.filmOffset = this.filmOffset;
  8173. return data;
  8174. }
  8175. } );
  8176. /**
  8177. * Camera for rendering cube maps
  8178. * - renders scene into axis-aligned cube
  8179. *
  8180. * @author alteredq / http://alteredqualia.com/
  8181. */
  8182. var fov = 90, aspect = 1;
  8183. function CubeCamera( near, far, cubeResolution, options ) {
  8184. Object3D.call( this );
  8185. this.type = 'CubeCamera';
  8186. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8187. cameraPX.up.set( 0, - 1, 0 );
  8188. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8189. this.add( cameraPX );
  8190. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8191. cameraNX.up.set( 0, - 1, 0 );
  8192. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8193. this.add( cameraNX );
  8194. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8195. cameraPY.up.set( 0, 0, 1 );
  8196. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8197. this.add( cameraPY );
  8198. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8199. cameraNY.up.set( 0, 0, - 1 );
  8200. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8201. this.add( cameraNY );
  8202. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8203. cameraPZ.up.set( 0, - 1, 0 );
  8204. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8205. this.add( cameraPZ );
  8206. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8207. cameraNZ.up.set( 0, - 1, 0 );
  8208. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8209. this.add( cameraNZ );
  8210. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8211. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8212. this.renderTarget.texture.name = "CubeCamera";
  8213. this.update = function ( renderer, scene ) {
  8214. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8215. var currentRenderTarget = renderer.getRenderTarget();
  8216. var renderTarget = this.renderTarget;
  8217. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8218. renderTarget.texture.generateMipmaps = false;
  8219. renderer.setRenderTarget( renderTarget, 0 );
  8220. renderer.render( scene, cameraPX );
  8221. renderer.setRenderTarget( renderTarget, 1 );
  8222. renderer.render( scene, cameraNX );
  8223. renderer.setRenderTarget( renderTarget, 2 );
  8224. renderer.render( scene, cameraPY );
  8225. renderer.setRenderTarget( renderTarget, 3 );
  8226. renderer.render( scene, cameraNY );
  8227. renderer.setRenderTarget( renderTarget, 4 );
  8228. renderer.render( scene, cameraPZ );
  8229. renderTarget.texture.generateMipmaps = generateMipmaps;
  8230. renderer.setRenderTarget( renderTarget, 5 );
  8231. renderer.render( scene, cameraNZ );
  8232. renderer.setRenderTarget( currentRenderTarget );
  8233. };
  8234. this.clear = function ( renderer, color, depth, stencil ) {
  8235. var currentRenderTarget = renderer.getRenderTarget();
  8236. var renderTarget = this.renderTarget;
  8237. for ( var i = 0; i < 6; i ++ ) {
  8238. renderer.setRenderTarget( renderTarget, i );
  8239. renderer.clear( color, depth, stencil );
  8240. }
  8241. renderer.setRenderTarget( currentRenderTarget );
  8242. };
  8243. }
  8244. CubeCamera.prototype = Object.create( Object3D.prototype );
  8245. CubeCamera.prototype.constructor = CubeCamera;
  8246. /**
  8247. * @author alteredq / http://alteredqualia.com
  8248. * @author WestLangley / http://github.com/WestLangley
  8249. */
  8250. function WebGLCubeRenderTarget( size, options, dummy ) {
  8251. if ( Number.isInteger( options ) ) {
  8252. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8253. options = dummy;
  8254. }
  8255. WebGLRenderTarget.call( this, size, size, options );
  8256. }
  8257. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8258. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8259. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8260. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8261. this.texture.type = texture.type;
  8262. this.texture.format = texture.format;
  8263. this.texture.encoding = texture.encoding;
  8264. var scene = new Scene();
  8265. var shader = {
  8266. uniforms: {
  8267. tEquirect: { value: null },
  8268. },
  8269. vertexShader: [
  8270. "varying vec3 vWorldDirection;",
  8271. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8272. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8273. "}",
  8274. "void main() {",
  8275. " vWorldDirection = transformDirection( position, modelMatrix );",
  8276. " #include <begin_vertex>",
  8277. " #include <project_vertex>",
  8278. "}"
  8279. ].join( '\n' ),
  8280. fragmentShader: [
  8281. "uniform sampler2D tEquirect;",
  8282. "varying vec3 vWorldDirection;",
  8283. "#define RECIPROCAL_PI 0.31830988618",
  8284. "#define RECIPROCAL_PI2 0.15915494",
  8285. "void main() {",
  8286. " vec3 direction = normalize( vWorldDirection );",
  8287. " vec2 sampleUV;",
  8288. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8289. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8290. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8291. "}"
  8292. ].join( '\n' ),
  8293. };
  8294. var material = new ShaderMaterial( {
  8295. type: 'CubemapFromEquirect',
  8296. uniforms: cloneUniforms( shader.uniforms ),
  8297. vertexShader: shader.vertexShader,
  8298. fragmentShader: shader.fragmentShader,
  8299. side: BackSide,
  8300. blending: NoBlending
  8301. } );
  8302. material.uniforms.tEquirect.value = texture;
  8303. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8304. scene.add( mesh );
  8305. var camera = new CubeCamera( 1, 10, 1 );
  8306. camera.renderTarget = this;
  8307. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8308. camera.update( renderer, scene );
  8309. mesh.geometry.dispose();
  8310. mesh.material.dispose();
  8311. return this;
  8312. };
  8313. /**
  8314. * @author alteredq / http://alteredqualia.com/
  8315. */
  8316. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8317. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8318. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8319. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8320. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8321. this.generateMipmaps = false;
  8322. this.flipY = false;
  8323. this.unpackAlignment = 1;
  8324. this.needsUpdate = true;
  8325. }
  8326. DataTexture.prototype = Object.create( Texture.prototype );
  8327. DataTexture.prototype.constructor = DataTexture;
  8328. DataTexture.prototype.isDataTexture = true;
  8329. /**
  8330. * @author mrdoob / http://mrdoob.com/
  8331. * @author alteredq / http://alteredqualia.com/
  8332. * @author bhouston / http://clara.io
  8333. */
  8334. var _sphere$1 = new Sphere();
  8335. var _vector$5 = new Vector3();
  8336. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8337. this.planes = [
  8338. ( p0 !== undefined ) ? p0 : new Plane(),
  8339. ( p1 !== undefined ) ? p1 : new Plane(),
  8340. ( p2 !== undefined ) ? p2 : new Plane(),
  8341. ( p3 !== undefined ) ? p3 : new Plane(),
  8342. ( p4 !== undefined ) ? p4 : new Plane(),
  8343. ( p5 !== undefined ) ? p5 : new Plane()
  8344. ];
  8345. }
  8346. Object.assign( Frustum.prototype, {
  8347. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8348. var planes = this.planes;
  8349. planes[ 0 ].copy( p0 );
  8350. planes[ 1 ].copy( p1 );
  8351. planes[ 2 ].copy( p2 );
  8352. planes[ 3 ].copy( p3 );
  8353. planes[ 4 ].copy( p4 );
  8354. planes[ 5 ].copy( p5 );
  8355. return this;
  8356. },
  8357. clone: function () {
  8358. return new this.constructor().copy( this );
  8359. },
  8360. copy: function ( frustum ) {
  8361. var planes = this.planes;
  8362. for ( var i = 0; i < 6; i ++ ) {
  8363. planes[ i ].copy( frustum.planes[ i ] );
  8364. }
  8365. return this;
  8366. },
  8367. setFromProjectionMatrix: function ( m ) {
  8368. var planes = this.planes;
  8369. var me = m.elements;
  8370. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8371. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8372. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8373. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8374. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8375. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8376. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8377. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8378. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8379. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8380. return this;
  8381. },
  8382. intersectsObject: function ( object ) {
  8383. var geometry = object.geometry;
  8384. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8385. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8386. return this.intersectsSphere( _sphere$1 );
  8387. },
  8388. intersectsSprite: function ( sprite ) {
  8389. _sphere$1.center.set( 0, 0, 0 );
  8390. _sphere$1.radius = 0.7071067811865476;
  8391. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8392. return this.intersectsSphere( _sphere$1 );
  8393. },
  8394. intersectsSphere: function ( sphere ) {
  8395. var planes = this.planes;
  8396. var center = sphere.center;
  8397. var negRadius = - sphere.radius;
  8398. for ( var i = 0; i < 6; i ++ ) {
  8399. var distance = planes[ i ].distanceToPoint( center );
  8400. if ( distance < negRadius ) {
  8401. return false;
  8402. }
  8403. }
  8404. return true;
  8405. },
  8406. intersectsBox: function ( box ) {
  8407. var planes = this.planes;
  8408. for ( var i = 0; i < 6; i ++ ) {
  8409. var plane = planes[ i ];
  8410. // corner at max distance
  8411. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8412. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8413. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8414. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8415. return false;
  8416. }
  8417. }
  8418. return true;
  8419. },
  8420. containsPoint: function ( point ) {
  8421. var planes = this.planes;
  8422. for ( var i = 0; i < 6; i ++ ) {
  8423. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8424. return false;
  8425. }
  8426. }
  8427. return true;
  8428. }
  8429. } );
  8430. /**
  8431. * Uniforms library for shared webgl shaders
  8432. */
  8433. var UniformsLib = {
  8434. common: {
  8435. diffuse: { value: new Color( 0xeeeeee ) },
  8436. opacity: { value: 1.0 },
  8437. map: { value: null },
  8438. uvTransform: { value: new Matrix3() },
  8439. uv2Transform: { value: new Matrix3() },
  8440. alphaMap: { value: null },
  8441. },
  8442. specularmap: {
  8443. specularMap: { value: null },
  8444. },
  8445. envmap: {
  8446. envMap: { value: null },
  8447. flipEnvMap: { value: - 1 },
  8448. reflectivity: { value: 1.0 },
  8449. refractionRatio: { value: 0.98 },
  8450. maxMipLevel: { value: 0 }
  8451. },
  8452. aomap: {
  8453. aoMap: { value: null },
  8454. aoMapIntensity: { value: 1 }
  8455. },
  8456. lightmap: {
  8457. lightMap: { value: null },
  8458. lightMapIntensity: { value: 1 }
  8459. },
  8460. emissivemap: {
  8461. emissiveMap: { value: null }
  8462. },
  8463. bumpmap: {
  8464. bumpMap: { value: null },
  8465. bumpScale: { value: 1 }
  8466. },
  8467. normalmap: {
  8468. normalMap: { value: null },
  8469. normalScale: { value: new Vector2( 1, 1 ) }
  8470. },
  8471. displacementmap: {
  8472. displacementMap: { value: null },
  8473. displacementScale: { value: 1 },
  8474. displacementBias: { value: 0 }
  8475. },
  8476. roughnessmap: {
  8477. roughnessMap: { value: null }
  8478. },
  8479. metalnessmap: {
  8480. metalnessMap: { value: null }
  8481. },
  8482. gradientmap: {
  8483. gradientMap: { value: null }
  8484. },
  8485. fog: {
  8486. fogDensity: { value: 0.00025 },
  8487. fogNear: { value: 1 },
  8488. fogFar: { value: 2000 },
  8489. fogColor: { value: new Color( 0xffffff ) }
  8490. },
  8491. lights: {
  8492. ambientLightColor: { value: [] },
  8493. lightProbe: { value: [] },
  8494. directionalLights: { value: [], properties: {
  8495. direction: {},
  8496. color: {}
  8497. } },
  8498. directionalLightShadows: { value: [], properties: {
  8499. shadowBias: {},
  8500. shadowRadius: {},
  8501. shadowMapSize: {}
  8502. } },
  8503. directionalShadowMap: { value: [] },
  8504. directionalShadowMatrix: { value: [] },
  8505. spotLights: { value: [], properties: {
  8506. color: {},
  8507. position: {},
  8508. direction: {},
  8509. distance: {},
  8510. coneCos: {},
  8511. penumbraCos: {},
  8512. decay: {}
  8513. } },
  8514. spotLightShadows: { value: [], properties: {
  8515. shadowBias: {},
  8516. shadowRadius: {},
  8517. shadowMapSize: {}
  8518. } },
  8519. spotShadowMap: { value: [] },
  8520. spotShadowMatrix: { value: [] },
  8521. pointLights: { value: [], properties: {
  8522. color: {},
  8523. position: {},
  8524. decay: {},
  8525. distance: {}
  8526. } },
  8527. pointLightShadows: { value: [], properties: {
  8528. shadowBias: {},
  8529. shadowRadius: {},
  8530. shadowMapSize: {},
  8531. shadowCameraNear: {},
  8532. shadowCameraFar: {}
  8533. } },
  8534. pointShadowMap: { value: [] },
  8535. pointShadowMatrix: { value: [] },
  8536. hemisphereLights: { value: [], properties: {
  8537. direction: {},
  8538. skyColor: {},
  8539. groundColor: {}
  8540. } },
  8541. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8542. rectAreaLights: { value: [], properties: {
  8543. color: {},
  8544. position: {},
  8545. width: {},
  8546. height: {}
  8547. } }
  8548. },
  8549. points: {
  8550. diffuse: { value: new Color( 0xeeeeee ) },
  8551. opacity: { value: 1.0 },
  8552. size: { value: 1.0 },
  8553. scale: { value: 1.0 },
  8554. map: { value: null },
  8555. alphaMap: { value: null },
  8556. uvTransform: { value: new Matrix3() }
  8557. },
  8558. sprite: {
  8559. diffuse: { value: new Color( 0xeeeeee ) },
  8560. opacity: { value: 1.0 },
  8561. center: { value: new Vector2( 0.5, 0.5 ) },
  8562. rotation: { value: 0.0 },
  8563. map: { value: null },
  8564. alphaMap: { value: null },
  8565. uvTransform: { value: new Matrix3() }
  8566. }
  8567. };
  8568. /**
  8569. * @author mrdoob / http://mrdoob.com/
  8570. */
  8571. function WebGLAnimation() {
  8572. var context = null;
  8573. var isAnimating = false;
  8574. var animationLoop = null;
  8575. function onAnimationFrame( time, frame ) {
  8576. if ( isAnimating === false ) { return; }
  8577. animationLoop( time, frame );
  8578. context.requestAnimationFrame( onAnimationFrame );
  8579. }
  8580. return {
  8581. start: function () {
  8582. if ( isAnimating === true ) { return; }
  8583. if ( animationLoop === null ) { return; }
  8584. context.requestAnimationFrame( onAnimationFrame );
  8585. isAnimating = true;
  8586. },
  8587. stop: function () {
  8588. isAnimating = false;
  8589. },
  8590. setAnimationLoop: function ( callback ) {
  8591. animationLoop = callback;
  8592. },
  8593. setContext: function ( value ) {
  8594. context = value;
  8595. }
  8596. };
  8597. }
  8598. /**
  8599. * @author mrdoob / http://mrdoob.com/
  8600. */
  8601. function WebGLAttributes( gl, capabilities ) {
  8602. var isWebGL2 = capabilities.isWebGL2;
  8603. var buffers = new WeakMap();
  8604. function createBuffer( attribute, bufferType ) {
  8605. var array = attribute.array;
  8606. var usage = attribute.usage;
  8607. var buffer = gl.createBuffer();
  8608. gl.bindBuffer( bufferType, buffer );
  8609. gl.bufferData( bufferType, array, usage );
  8610. attribute.onUploadCallback();
  8611. var type = 5126;
  8612. if ( array instanceof Float32Array ) {
  8613. type = 5126;
  8614. } else if ( array instanceof Float64Array ) {
  8615. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8616. } else if ( array instanceof Uint16Array ) {
  8617. type = 5123;
  8618. } else if ( array instanceof Int16Array ) {
  8619. type = 5122;
  8620. } else if ( array instanceof Uint32Array ) {
  8621. type = 5125;
  8622. } else if ( array instanceof Int32Array ) {
  8623. type = 5124;
  8624. } else if ( array instanceof Int8Array ) {
  8625. type = 5120;
  8626. } else if ( array instanceof Uint8Array ) {
  8627. type = 5121;
  8628. }
  8629. return {
  8630. buffer: buffer,
  8631. type: type,
  8632. bytesPerElement: array.BYTES_PER_ELEMENT,
  8633. version: attribute.version
  8634. };
  8635. }
  8636. function updateBuffer( buffer, attribute, bufferType ) {
  8637. var array = attribute.array;
  8638. var updateRange = attribute.updateRange;
  8639. gl.bindBuffer( bufferType, buffer );
  8640. if ( updateRange.count === - 1 ) {
  8641. // Not using update ranges
  8642. gl.bufferSubData( bufferType, 0, array );
  8643. } else {
  8644. if ( isWebGL2 ) {
  8645. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8646. array, updateRange.offset, updateRange.count );
  8647. } else {
  8648. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8649. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8650. }
  8651. updateRange.count = - 1; // reset range
  8652. }
  8653. }
  8654. //
  8655. function get( attribute ) {
  8656. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8657. return buffers.get( attribute );
  8658. }
  8659. function remove( attribute ) {
  8660. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8661. var data = buffers.get( attribute );
  8662. if ( data ) {
  8663. gl.deleteBuffer( data.buffer );
  8664. buffers.delete( attribute );
  8665. }
  8666. }
  8667. function update( attribute, bufferType ) {
  8668. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8669. var data = buffers.get( attribute );
  8670. if ( data === undefined ) {
  8671. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8672. } else if ( data.version < attribute.version ) {
  8673. updateBuffer( data.buffer, attribute, bufferType );
  8674. data.version = attribute.version;
  8675. }
  8676. }
  8677. return {
  8678. get: get,
  8679. remove: remove,
  8680. update: update
  8681. };
  8682. }
  8683. /**
  8684. * @author mrdoob / http://mrdoob.com/
  8685. * @author Mugen87 / https://github.com/Mugen87
  8686. */
  8687. // PlaneGeometry
  8688. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8689. Geometry.call( this );
  8690. this.type = 'PlaneGeometry';
  8691. this.parameters = {
  8692. width: width,
  8693. height: height,
  8694. widthSegments: widthSegments,
  8695. heightSegments: heightSegments
  8696. };
  8697. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8698. this.mergeVertices();
  8699. }
  8700. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8701. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8702. // PlaneBufferGeometry
  8703. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8704. BufferGeometry.call( this );
  8705. this.type = 'PlaneBufferGeometry';
  8706. this.parameters = {
  8707. width: width,
  8708. height: height,
  8709. widthSegments: widthSegments,
  8710. heightSegments: heightSegments
  8711. };
  8712. width = width || 1;
  8713. height = height || 1;
  8714. var width_half = width / 2;
  8715. var height_half = height / 2;
  8716. var gridX = Math.floor( widthSegments ) || 1;
  8717. var gridY = Math.floor( heightSegments ) || 1;
  8718. var gridX1 = gridX + 1;
  8719. var gridY1 = gridY + 1;
  8720. var segment_width = width / gridX;
  8721. var segment_height = height / gridY;
  8722. var ix, iy;
  8723. // buffers
  8724. var indices = [];
  8725. var vertices = [];
  8726. var normals = [];
  8727. var uvs = [];
  8728. // generate vertices, normals and uvs
  8729. for ( iy = 0; iy < gridY1; iy ++ ) {
  8730. var y = iy * segment_height - height_half;
  8731. for ( ix = 0; ix < gridX1; ix ++ ) {
  8732. var x = ix * segment_width - width_half;
  8733. vertices.push( x, - y, 0 );
  8734. normals.push( 0, 0, 1 );
  8735. uvs.push( ix / gridX );
  8736. uvs.push( 1 - ( iy / gridY ) );
  8737. }
  8738. }
  8739. // indices
  8740. for ( iy = 0; iy < gridY; iy ++ ) {
  8741. for ( ix = 0; ix < gridX; ix ++ ) {
  8742. var a = ix + gridX1 * iy;
  8743. var b = ix + gridX1 * ( iy + 1 );
  8744. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8745. var d = ( ix + 1 ) + gridX1 * iy;
  8746. // faces
  8747. indices.push( a, b, d );
  8748. indices.push( b, c, d );
  8749. }
  8750. }
  8751. // build geometry
  8752. this.setIndex( indices );
  8753. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8754. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8755. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8756. }
  8757. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8758. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8759. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8760. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8761. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8762. 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";
  8763. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8764. var begin_vertex = "vec3 transformed = vec3( position );";
  8765. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8766. 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";
  8767. 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";
  8768. 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";
  8769. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8770. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8771. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8772. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8773. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8774. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8775. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8776. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8777. 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);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\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";
  8778. 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";
  8779. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8780. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8781. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8782. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8783. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8784. 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}";
  8785. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8786. 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";
  8787. 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";
  8788. 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";
  8789. 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";
  8790. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8791. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8792. 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";
  8793. 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";
  8794. 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}";
  8795. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8796. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8797. 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;\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";
  8798. 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";
  8799. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8800. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8801. 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)";
  8802. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8803. 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)";
  8804. 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";
  8805. 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}";
  8806. 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";
  8807. 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";
  8808. 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";
  8809. 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";
  8810. 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";
  8811. 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";
  8812. 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";
  8813. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8814. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8815. 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";
  8816. 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";
  8817. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8818. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8819. 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";
  8820. 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";
  8821. 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";
  8822. 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;";
  8823. 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";
  8824. 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";
  8825. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8826. 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";
  8827. 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";
  8828. 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}";
  8829. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8830. 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;";
  8831. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8832. 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";
  8833. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8834. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8835. 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";
  8836. 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";
  8837. 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";
  8838. 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}";
  8839. 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";
  8840. 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";
  8841. 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";
  8842. 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";
  8843. 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";
  8844. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8845. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8846. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8847. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8848. 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";
  8849. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8850. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8851. 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";
  8852. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8853. 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";
  8854. 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}";
  8855. 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}";
  8856. 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}";
  8857. 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}";
  8858. 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}";
  8859. 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}";
  8860. 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}";
  8861. 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}";
  8862. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8863. 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}";
  8864. 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}";
  8865. 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 <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 <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8866. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\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}";
  8867. 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}";
  8868. 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\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\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}";
  8869. 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}";
  8870. 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 <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}";
  8871. 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}";
  8872. 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}";
  8873. 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}";
  8874. 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}";
  8875. 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}";
  8876. 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}";
  8877. 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}";
  8878. 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}";
  8879. 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}";
  8880. 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}";
  8881. 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}";
  8882. 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}";
  8883. 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}";
  8884. 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}";
  8885. 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}";
  8886. var ShaderChunk = {
  8887. alphamap_fragment: alphamap_fragment,
  8888. alphamap_pars_fragment: alphamap_pars_fragment,
  8889. alphatest_fragment: alphatest_fragment,
  8890. aomap_fragment: aomap_fragment,
  8891. aomap_pars_fragment: aomap_pars_fragment,
  8892. begin_vertex: begin_vertex,
  8893. beginnormal_vertex: beginnormal_vertex,
  8894. bsdfs: bsdfs,
  8895. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8896. clipping_planes_fragment: clipping_planes_fragment,
  8897. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8898. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8899. clipping_planes_vertex: clipping_planes_vertex,
  8900. color_fragment: color_fragment,
  8901. color_pars_fragment: color_pars_fragment,
  8902. color_pars_vertex: color_pars_vertex,
  8903. color_vertex: color_vertex,
  8904. common: common,
  8905. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8906. defaultnormal_vertex: defaultnormal_vertex,
  8907. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8908. displacementmap_vertex: displacementmap_vertex,
  8909. emissivemap_fragment: emissivemap_fragment,
  8910. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8911. encodings_fragment: encodings_fragment,
  8912. encodings_pars_fragment: encodings_pars_fragment,
  8913. envmap_fragment: envmap_fragment,
  8914. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8915. envmap_pars_fragment: envmap_pars_fragment,
  8916. envmap_pars_vertex: envmap_pars_vertex,
  8917. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8918. envmap_vertex: envmap_vertex,
  8919. fog_vertex: fog_vertex,
  8920. fog_pars_vertex: fog_pars_vertex,
  8921. fog_fragment: fog_fragment,
  8922. fog_pars_fragment: fog_pars_fragment,
  8923. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8924. lightmap_fragment: lightmap_fragment,
  8925. lightmap_pars_fragment: lightmap_pars_fragment,
  8926. lights_lambert_vertex: lights_lambert_vertex,
  8927. lights_pars_begin: lights_pars_begin,
  8928. lights_toon_fragment: lights_toon_fragment,
  8929. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8930. lights_phong_fragment: lights_phong_fragment,
  8931. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8932. lights_physical_fragment: lights_physical_fragment,
  8933. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8934. lights_fragment_begin: lights_fragment_begin,
  8935. lights_fragment_maps: lights_fragment_maps,
  8936. lights_fragment_end: lights_fragment_end,
  8937. logdepthbuf_fragment: logdepthbuf_fragment,
  8938. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8939. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8940. logdepthbuf_vertex: logdepthbuf_vertex,
  8941. map_fragment: map_fragment,
  8942. map_pars_fragment: map_pars_fragment,
  8943. map_particle_fragment: map_particle_fragment,
  8944. map_particle_pars_fragment: map_particle_pars_fragment,
  8945. metalnessmap_fragment: metalnessmap_fragment,
  8946. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8947. morphnormal_vertex: morphnormal_vertex,
  8948. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8949. morphtarget_vertex: morphtarget_vertex,
  8950. normal_fragment_begin: normal_fragment_begin,
  8951. normal_fragment_maps: normal_fragment_maps,
  8952. normalmap_pars_fragment: normalmap_pars_fragment,
  8953. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8954. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8955. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8956. packing: packing,
  8957. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8958. project_vertex: project_vertex,
  8959. dithering_fragment: dithering_fragment,
  8960. dithering_pars_fragment: dithering_pars_fragment,
  8961. roughnessmap_fragment: roughnessmap_fragment,
  8962. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8963. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8964. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8965. shadowmap_vertex: shadowmap_vertex,
  8966. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8967. skinbase_vertex: skinbase_vertex,
  8968. skinning_pars_vertex: skinning_pars_vertex,
  8969. skinning_vertex: skinning_vertex,
  8970. skinnormal_vertex: skinnormal_vertex,
  8971. specularmap_fragment: specularmap_fragment,
  8972. specularmap_pars_fragment: specularmap_pars_fragment,
  8973. tonemapping_fragment: tonemapping_fragment,
  8974. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8975. uv_pars_fragment: uv_pars_fragment,
  8976. uv_pars_vertex: uv_pars_vertex,
  8977. uv_vertex: uv_vertex,
  8978. uv2_pars_fragment: uv2_pars_fragment,
  8979. uv2_pars_vertex: uv2_pars_vertex,
  8980. uv2_vertex: uv2_vertex,
  8981. worldpos_vertex: worldpos_vertex,
  8982. background_frag: background_frag,
  8983. background_vert: background_vert,
  8984. cube_frag: cube_frag,
  8985. cube_vert: cube_vert,
  8986. depth_frag: depth_frag,
  8987. depth_vert: depth_vert,
  8988. distanceRGBA_frag: distanceRGBA_frag,
  8989. distanceRGBA_vert: distanceRGBA_vert,
  8990. equirect_frag: equirect_frag,
  8991. equirect_vert: equirect_vert,
  8992. linedashed_frag: linedashed_frag,
  8993. linedashed_vert: linedashed_vert,
  8994. meshbasic_frag: meshbasic_frag,
  8995. meshbasic_vert: meshbasic_vert,
  8996. meshlambert_frag: meshlambert_frag,
  8997. meshlambert_vert: meshlambert_vert,
  8998. meshmatcap_frag: meshmatcap_frag,
  8999. meshmatcap_vert: meshmatcap_vert,
  9000. meshtoon_frag: meshtoon_frag,
  9001. meshtoon_vert: meshtoon_vert,
  9002. meshphong_frag: meshphong_frag,
  9003. meshphong_vert: meshphong_vert,
  9004. meshphysical_frag: meshphysical_frag,
  9005. meshphysical_vert: meshphysical_vert,
  9006. normal_frag: normal_frag,
  9007. normal_vert: normal_vert,
  9008. points_frag: points_frag,
  9009. points_vert: points_vert,
  9010. shadow_frag: shadow_frag,
  9011. shadow_vert: shadow_vert,
  9012. sprite_frag: sprite_frag,
  9013. sprite_vert: sprite_vert
  9014. };
  9015. /**
  9016. * @author alteredq / http://alteredqualia.com/
  9017. * @author mrdoob / http://mrdoob.com/
  9018. * @author mikael emtinger / http://gomo.se/
  9019. */
  9020. var ShaderLib = {
  9021. basic: {
  9022. uniforms: mergeUniforms( [
  9023. UniformsLib.common,
  9024. UniformsLib.specularmap,
  9025. UniformsLib.envmap,
  9026. UniformsLib.aomap,
  9027. UniformsLib.lightmap,
  9028. UniformsLib.fog
  9029. ] ),
  9030. vertexShader: ShaderChunk.meshbasic_vert,
  9031. fragmentShader: ShaderChunk.meshbasic_frag
  9032. },
  9033. lambert: {
  9034. uniforms: mergeUniforms( [
  9035. UniformsLib.common,
  9036. UniformsLib.specularmap,
  9037. UniformsLib.envmap,
  9038. UniformsLib.aomap,
  9039. UniformsLib.lightmap,
  9040. UniformsLib.emissivemap,
  9041. UniformsLib.fog,
  9042. UniformsLib.lights,
  9043. {
  9044. emissive: { value: new Color( 0x000000 ) }
  9045. }
  9046. ] ),
  9047. vertexShader: ShaderChunk.meshlambert_vert,
  9048. fragmentShader: ShaderChunk.meshlambert_frag
  9049. },
  9050. phong: {
  9051. uniforms: mergeUniforms( [
  9052. UniformsLib.common,
  9053. UniformsLib.specularmap,
  9054. UniformsLib.envmap,
  9055. UniformsLib.aomap,
  9056. UniformsLib.lightmap,
  9057. UniformsLib.emissivemap,
  9058. UniformsLib.bumpmap,
  9059. UniformsLib.normalmap,
  9060. UniformsLib.displacementmap,
  9061. UniformsLib.fog,
  9062. UniformsLib.lights,
  9063. {
  9064. emissive: { value: new Color( 0x000000 ) },
  9065. specular: { value: new Color( 0x111111 ) },
  9066. shininess: { value: 30 }
  9067. }
  9068. ] ),
  9069. vertexShader: ShaderChunk.meshphong_vert,
  9070. fragmentShader: ShaderChunk.meshphong_frag
  9071. },
  9072. standard: {
  9073. uniforms: mergeUniforms( [
  9074. UniformsLib.common,
  9075. UniformsLib.envmap,
  9076. UniformsLib.aomap,
  9077. UniformsLib.lightmap,
  9078. UniformsLib.emissivemap,
  9079. UniformsLib.bumpmap,
  9080. UniformsLib.normalmap,
  9081. UniformsLib.displacementmap,
  9082. UniformsLib.roughnessmap,
  9083. UniformsLib.metalnessmap,
  9084. UniformsLib.fog,
  9085. UniformsLib.lights,
  9086. {
  9087. emissive: { value: new Color( 0x000000 ) },
  9088. roughness: { value: 0.5 },
  9089. metalness: { value: 0.5 },
  9090. envMapIntensity: { value: 1 } // temporary
  9091. }
  9092. ] ),
  9093. vertexShader: ShaderChunk.meshphysical_vert,
  9094. fragmentShader: ShaderChunk.meshphysical_frag
  9095. },
  9096. toon: {
  9097. uniforms: mergeUniforms( [
  9098. UniformsLib.common,
  9099. UniformsLib.specularmap,
  9100. UniformsLib.aomap,
  9101. UniformsLib.lightmap,
  9102. UniformsLib.emissivemap,
  9103. UniformsLib.bumpmap,
  9104. UniformsLib.normalmap,
  9105. UniformsLib.displacementmap,
  9106. UniformsLib.gradientmap,
  9107. UniformsLib.fog,
  9108. UniformsLib.lights,
  9109. {
  9110. emissive: { value: new Color( 0x000000 ) },
  9111. specular: { value: new Color( 0x111111 ) },
  9112. shininess: { value: 30 }
  9113. }
  9114. ] ),
  9115. vertexShader: ShaderChunk.meshtoon_vert,
  9116. fragmentShader: ShaderChunk.meshtoon_frag
  9117. },
  9118. matcap: {
  9119. uniforms: mergeUniforms( [
  9120. UniformsLib.common,
  9121. UniformsLib.bumpmap,
  9122. UniformsLib.normalmap,
  9123. UniformsLib.displacementmap,
  9124. UniformsLib.fog,
  9125. {
  9126. matcap: { value: null }
  9127. }
  9128. ] ),
  9129. vertexShader: ShaderChunk.meshmatcap_vert,
  9130. fragmentShader: ShaderChunk.meshmatcap_frag
  9131. },
  9132. points: {
  9133. uniforms: mergeUniforms( [
  9134. UniformsLib.points,
  9135. UniformsLib.fog
  9136. ] ),
  9137. vertexShader: ShaderChunk.points_vert,
  9138. fragmentShader: ShaderChunk.points_frag
  9139. },
  9140. dashed: {
  9141. uniforms: mergeUniforms( [
  9142. UniformsLib.common,
  9143. UniformsLib.fog,
  9144. {
  9145. scale: { value: 1 },
  9146. dashSize: { value: 1 },
  9147. totalSize: { value: 2 }
  9148. }
  9149. ] ),
  9150. vertexShader: ShaderChunk.linedashed_vert,
  9151. fragmentShader: ShaderChunk.linedashed_frag
  9152. },
  9153. depth: {
  9154. uniforms: mergeUniforms( [
  9155. UniformsLib.common,
  9156. UniformsLib.displacementmap
  9157. ] ),
  9158. vertexShader: ShaderChunk.depth_vert,
  9159. fragmentShader: ShaderChunk.depth_frag
  9160. },
  9161. normal: {
  9162. uniforms: mergeUniforms( [
  9163. UniformsLib.common,
  9164. UniformsLib.bumpmap,
  9165. UniformsLib.normalmap,
  9166. UniformsLib.displacementmap,
  9167. {
  9168. opacity: { value: 1.0 }
  9169. }
  9170. ] ),
  9171. vertexShader: ShaderChunk.normal_vert,
  9172. fragmentShader: ShaderChunk.normal_frag
  9173. },
  9174. sprite: {
  9175. uniforms: mergeUniforms( [
  9176. UniformsLib.sprite,
  9177. UniformsLib.fog
  9178. ] ),
  9179. vertexShader: ShaderChunk.sprite_vert,
  9180. fragmentShader: ShaderChunk.sprite_frag
  9181. },
  9182. background: {
  9183. uniforms: {
  9184. uvTransform: { value: new Matrix3() },
  9185. t2D: { value: null },
  9186. },
  9187. vertexShader: ShaderChunk.background_vert,
  9188. fragmentShader: ShaderChunk.background_frag
  9189. },
  9190. /* -------------------------------------------------------------------------
  9191. // Cube map shader
  9192. ------------------------------------------------------------------------- */
  9193. cube: {
  9194. uniforms: mergeUniforms( [
  9195. UniformsLib.envmap,
  9196. {
  9197. opacity: { value: 1.0 }
  9198. }
  9199. ] ),
  9200. vertexShader: ShaderChunk.cube_vert,
  9201. fragmentShader: ShaderChunk.cube_frag
  9202. },
  9203. equirect: {
  9204. uniforms: {
  9205. tEquirect: { value: null },
  9206. },
  9207. vertexShader: ShaderChunk.equirect_vert,
  9208. fragmentShader: ShaderChunk.equirect_frag
  9209. },
  9210. distanceRGBA: {
  9211. uniforms: mergeUniforms( [
  9212. UniformsLib.common,
  9213. UniformsLib.displacementmap,
  9214. {
  9215. referencePosition: { value: new Vector3() },
  9216. nearDistance: { value: 1 },
  9217. farDistance: { value: 1000 }
  9218. }
  9219. ] ),
  9220. vertexShader: ShaderChunk.distanceRGBA_vert,
  9221. fragmentShader: ShaderChunk.distanceRGBA_frag
  9222. },
  9223. shadow: {
  9224. uniforms: mergeUniforms( [
  9225. UniformsLib.lights,
  9226. UniformsLib.fog,
  9227. {
  9228. color: { value: new Color( 0x00000 ) },
  9229. opacity: { value: 1.0 }
  9230. } ] ),
  9231. vertexShader: ShaderChunk.shadow_vert,
  9232. fragmentShader: ShaderChunk.shadow_frag
  9233. }
  9234. };
  9235. ShaderLib.physical = {
  9236. uniforms: mergeUniforms( [
  9237. ShaderLib.standard.uniforms,
  9238. {
  9239. clearcoat: { value: 0 },
  9240. clearcoatMap: { value: null },
  9241. clearcoatRoughness: { value: 0 },
  9242. clearcoatRoughnessMap: { value: null },
  9243. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9244. clearcoatNormalMap: { value: null },
  9245. sheen: { value: new Color( 0x000000 ) },
  9246. transparency: { value: 0 },
  9247. }
  9248. ] ),
  9249. vertexShader: ShaderChunk.meshphysical_vert,
  9250. fragmentShader: ShaderChunk.meshphysical_frag
  9251. };
  9252. /**
  9253. * @author mrdoob / http://mrdoob.com/
  9254. */
  9255. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9256. var clearColor = new Color( 0x000000 );
  9257. var clearAlpha = 0;
  9258. var planeMesh;
  9259. var boxMesh;
  9260. var currentBackground = null;
  9261. var currentBackgroundVersion = 0;
  9262. var currentTonemapping = null;
  9263. function render( renderList, scene, camera, forceClear ) {
  9264. var background = scene.background;
  9265. // Ignore background in AR
  9266. // TODO: Reconsider this.
  9267. var xr = renderer.xr;
  9268. var session = xr.getSession && xr.getSession();
  9269. if ( session && session.environmentBlendMode === 'additive' ) {
  9270. background = null;
  9271. }
  9272. if ( background === null ) {
  9273. setClear( clearColor, clearAlpha );
  9274. } else if ( background && background.isColor ) {
  9275. setClear( background, 1 );
  9276. forceClear = true;
  9277. }
  9278. if ( renderer.autoClear || forceClear ) {
  9279. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9280. }
  9281. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9282. if ( boxMesh === undefined ) {
  9283. boxMesh = new Mesh(
  9284. new BoxBufferGeometry( 1, 1, 1 ),
  9285. new ShaderMaterial( {
  9286. type: 'BackgroundCubeMaterial',
  9287. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9288. vertexShader: ShaderLib.cube.vertexShader,
  9289. fragmentShader: ShaderLib.cube.fragmentShader,
  9290. side: BackSide,
  9291. depthTest: false,
  9292. depthWrite: false,
  9293. fog: false
  9294. } )
  9295. );
  9296. boxMesh.geometry.deleteAttribute( 'normal' );
  9297. boxMesh.geometry.deleteAttribute( 'uv' );
  9298. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9299. this.matrixWorld.copyPosition( camera.matrixWorld );
  9300. };
  9301. // enable code injection for non-built-in material
  9302. Object.defineProperty( boxMesh.material, 'envMap', {
  9303. get: function () {
  9304. return this.uniforms.envMap.value;
  9305. }
  9306. } );
  9307. objects.update( boxMesh );
  9308. }
  9309. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9310. boxMesh.material.uniforms.envMap.value = texture;
  9311. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9312. if ( currentBackground !== background ||
  9313. currentBackgroundVersion !== texture.version ||
  9314. currentTonemapping !== renderer.toneMapping ) {
  9315. boxMesh.material.needsUpdate = true;
  9316. currentBackground = background;
  9317. currentBackgroundVersion = texture.version;
  9318. currentTonemapping = renderer.toneMapping;
  9319. }
  9320. // push to the pre-sorted opaque render list
  9321. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9322. } else if ( background && background.isTexture ) {
  9323. if ( planeMesh === undefined ) {
  9324. planeMesh = new Mesh(
  9325. new PlaneBufferGeometry( 2, 2 ),
  9326. new ShaderMaterial( {
  9327. type: 'BackgroundMaterial',
  9328. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9329. vertexShader: ShaderLib.background.vertexShader,
  9330. fragmentShader: ShaderLib.background.fragmentShader,
  9331. side: FrontSide,
  9332. depthTest: false,
  9333. depthWrite: false,
  9334. fog: false
  9335. } )
  9336. );
  9337. planeMesh.geometry.deleteAttribute( 'normal' );
  9338. // enable code injection for non-built-in material
  9339. Object.defineProperty( planeMesh.material, 'map', {
  9340. get: function () {
  9341. return this.uniforms.t2D.value;
  9342. }
  9343. } );
  9344. objects.update( planeMesh );
  9345. }
  9346. planeMesh.material.uniforms.t2D.value = background;
  9347. if ( background.matrixAutoUpdate === true ) {
  9348. background.updateMatrix();
  9349. }
  9350. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9351. if ( currentBackground !== background ||
  9352. currentBackgroundVersion !== background.version ||
  9353. currentTonemapping !== renderer.toneMapping ) {
  9354. planeMesh.material.needsUpdate = true;
  9355. currentBackground = background;
  9356. currentBackgroundVersion = background.version;
  9357. currentTonemapping = renderer.toneMapping;
  9358. }
  9359. // push to the pre-sorted opaque render list
  9360. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9361. }
  9362. }
  9363. function setClear( color, alpha ) {
  9364. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9365. }
  9366. return {
  9367. getClearColor: function () {
  9368. return clearColor;
  9369. },
  9370. setClearColor: function ( color, alpha ) {
  9371. clearColor.set( color );
  9372. clearAlpha = alpha !== undefined ? alpha : 1;
  9373. setClear( clearColor, clearAlpha );
  9374. },
  9375. getClearAlpha: function () {
  9376. return clearAlpha;
  9377. },
  9378. setClearAlpha: function ( alpha ) {
  9379. clearAlpha = alpha;
  9380. setClear( clearColor, clearAlpha );
  9381. },
  9382. render: render
  9383. };
  9384. }
  9385. /**
  9386. * @author mrdoob / http://mrdoob.com/
  9387. */
  9388. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9389. var isWebGL2 = capabilities.isWebGL2;
  9390. var mode;
  9391. function setMode( value ) {
  9392. mode = value;
  9393. }
  9394. function render( start, count ) {
  9395. gl.drawArrays( mode, start, count );
  9396. info.update( count, mode );
  9397. }
  9398. function renderInstances( geometry, start, count, primcount ) {
  9399. if ( primcount === 0 ) { return; }
  9400. var extension, methodName;
  9401. if ( isWebGL2 ) {
  9402. extension = gl;
  9403. methodName = 'drawArraysInstanced';
  9404. } else {
  9405. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9406. methodName = 'drawArraysInstancedANGLE';
  9407. if ( extension === null ) {
  9408. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9409. return;
  9410. }
  9411. }
  9412. extension[ methodName ]( mode, start, count, primcount );
  9413. info.update( count, mode, primcount );
  9414. }
  9415. //
  9416. this.setMode = setMode;
  9417. this.render = render;
  9418. this.renderInstances = renderInstances;
  9419. }
  9420. /**
  9421. * @author mrdoob / http://mrdoob.com/
  9422. */
  9423. function WebGLCapabilities( gl, extensions, parameters ) {
  9424. var maxAnisotropy;
  9425. function getMaxAnisotropy() {
  9426. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9427. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9428. if ( extension !== null ) {
  9429. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9430. } else {
  9431. maxAnisotropy = 0;
  9432. }
  9433. return maxAnisotropy;
  9434. }
  9435. function getMaxPrecision( precision ) {
  9436. if ( precision === 'highp' ) {
  9437. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9438. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9439. return 'highp';
  9440. }
  9441. precision = 'mediump';
  9442. }
  9443. if ( precision === 'mediump' ) {
  9444. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9445. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9446. return 'mediump';
  9447. }
  9448. }
  9449. return 'lowp';
  9450. }
  9451. /* eslint-disable no-undef */
  9452. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9453. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9454. /* eslint-enable no-undef */
  9455. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9456. var maxPrecision = getMaxPrecision( precision );
  9457. if ( maxPrecision !== precision ) {
  9458. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9459. precision = maxPrecision;
  9460. }
  9461. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9462. var maxTextures = gl.getParameter( 34930 );
  9463. var maxVertexTextures = gl.getParameter( 35660 );
  9464. var maxTextureSize = gl.getParameter( 3379 );
  9465. var maxCubemapSize = gl.getParameter( 34076 );
  9466. var maxAttributes = gl.getParameter( 34921 );
  9467. var maxVertexUniforms = gl.getParameter( 36347 );
  9468. var maxVaryings = gl.getParameter( 36348 );
  9469. var maxFragmentUniforms = gl.getParameter( 36349 );
  9470. var vertexTextures = maxVertexTextures > 0;
  9471. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9472. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9473. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9474. return {
  9475. isWebGL2: isWebGL2,
  9476. getMaxAnisotropy: getMaxAnisotropy,
  9477. getMaxPrecision: getMaxPrecision,
  9478. precision: precision,
  9479. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9480. maxTextures: maxTextures,
  9481. maxVertexTextures: maxVertexTextures,
  9482. maxTextureSize: maxTextureSize,
  9483. maxCubemapSize: maxCubemapSize,
  9484. maxAttributes: maxAttributes,
  9485. maxVertexUniforms: maxVertexUniforms,
  9486. maxVaryings: maxVaryings,
  9487. maxFragmentUniforms: maxFragmentUniforms,
  9488. vertexTextures: vertexTextures,
  9489. floatFragmentTextures: floatFragmentTextures,
  9490. floatVertexTextures: floatVertexTextures,
  9491. maxSamples: maxSamples
  9492. };
  9493. }
  9494. /**
  9495. * @author tschw
  9496. */
  9497. function WebGLClipping() {
  9498. var scope = this,
  9499. globalState = null,
  9500. numGlobalPlanes = 0,
  9501. localClippingEnabled = false,
  9502. renderingShadows = false,
  9503. plane = new Plane(),
  9504. viewNormalMatrix = new Matrix3(),
  9505. uniform = { value: null, needsUpdate: false };
  9506. this.uniform = uniform;
  9507. this.numPlanes = 0;
  9508. this.numIntersection = 0;
  9509. this.init = function ( planes, enableLocalClipping, camera ) {
  9510. var enabled =
  9511. planes.length !== 0 ||
  9512. enableLocalClipping ||
  9513. // enable state of previous frame - the clipping code has to
  9514. // run another frame in order to reset the state:
  9515. numGlobalPlanes !== 0 ||
  9516. localClippingEnabled;
  9517. localClippingEnabled = enableLocalClipping;
  9518. globalState = projectPlanes( planes, camera, 0 );
  9519. numGlobalPlanes = planes.length;
  9520. return enabled;
  9521. };
  9522. this.beginShadows = function () {
  9523. renderingShadows = true;
  9524. projectPlanes( null );
  9525. };
  9526. this.endShadows = function () {
  9527. renderingShadows = false;
  9528. resetGlobalState();
  9529. };
  9530. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9531. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9532. // there's no local clipping
  9533. if ( renderingShadows ) {
  9534. // there's no global clipping
  9535. projectPlanes( null );
  9536. } else {
  9537. resetGlobalState();
  9538. }
  9539. } else {
  9540. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9541. lGlobal = nGlobal * 4,
  9542. dstArray = cache.clippingState || null;
  9543. uniform.value = dstArray; // ensure unique state
  9544. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9545. for ( var i = 0; i !== lGlobal; ++ i ) {
  9546. dstArray[ i ] = globalState[ i ];
  9547. }
  9548. cache.clippingState = dstArray;
  9549. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9550. this.numPlanes += nGlobal;
  9551. }
  9552. };
  9553. function resetGlobalState() {
  9554. if ( uniform.value !== globalState ) {
  9555. uniform.value = globalState;
  9556. uniform.needsUpdate = numGlobalPlanes > 0;
  9557. }
  9558. scope.numPlanes = numGlobalPlanes;
  9559. scope.numIntersection = 0;
  9560. }
  9561. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9562. var nPlanes = planes !== null ? planes.length : 0,
  9563. dstArray = null;
  9564. if ( nPlanes !== 0 ) {
  9565. dstArray = uniform.value;
  9566. if ( skipTransform !== true || dstArray === null ) {
  9567. var flatSize = dstOffset + nPlanes * 4,
  9568. viewMatrix = camera.matrixWorldInverse;
  9569. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9570. if ( dstArray === null || dstArray.length < flatSize ) {
  9571. dstArray = new Float32Array( flatSize );
  9572. }
  9573. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9574. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9575. plane.normal.toArray( dstArray, i4 );
  9576. dstArray[ i4 + 3 ] = plane.constant;
  9577. }
  9578. }
  9579. uniform.value = dstArray;
  9580. uniform.needsUpdate = true;
  9581. }
  9582. scope.numPlanes = nPlanes;
  9583. scope.numIntersection = 0;
  9584. return dstArray;
  9585. }
  9586. }
  9587. /**
  9588. * @author mrdoob / http://mrdoob.com/
  9589. */
  9590. function WebGLExtensions( gl ) {
  9591. var extensions = {};
  9592. return {
  9593. get: function ( name ) {
  9594. if ( extensions[ name ] !== undefined ) {
  9595. return extensions[ name ];
  9596. }
  9597. var extension;
  9598. switch ( name ) {
  9599. case 'WEBGL_depth_texture':
  9600. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9601. break;
  9602. case 'EXT_texture_filter_anisotropic':
  9603. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9604. break;
  9605. case 'WEBGL_compressed_texture_s3tc':
  9606. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9607. break;
  9608. case 'WEBGL_compressed_texture_pvrtc':
  9609. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9610. break;
  9611. default:
  9612. extension = gl.getExtension( name );
  9613. }
  9614. if ( extension === null ) {
  9615. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9616. }
  9617. extensions[ name ] = extension;
  9618. return extension;
  9619. }
  9620. };
  9621. }
  9622. /**
  9623. * @author mrdoob / http://mrdoob.com/
  9624. */
  9625. function WebGLGeometries( gl, attributes, info ) {
  9626. var geometries = new WeakMap();
  9627. var wireframeAttributes = new WeakMap();
  9628. function onGeometryDispose( event ) {
  9629. var geometry = event.target;
  9630. var buffergeometry = geometries.get( geometry );
  9631. if ( buffergeometry.index !== null ) {
  9632. attributes.remove( buffergeometry.index );
  9633. }
  9634. for ( var name in buffergeometry.attributes ) {
  9635. attributes.remove( buffergeometry.attributes[ name ] );
  9636. }
  9637. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9638. geometries.delete( geometry );
  9639. var attribute = wireframeAttributes.get( buffergeometry );
  9640. if ( attribute ) {
  9641. attributes.remove( attribute );
  9642. wireframeAttributes.delete( buffergeometry );
  9643. }
  9644. //
  9645. info.memory.geometries --;
  9646. }
  9647. function get( object, geometry ) {
  9648. var buffergeometry = geometries.get( geometry );
  9649. if ( buffergeometry ) { return buffergeometry; }
  9650. geometry.addEventListener( 'dispose', onGeometryDispose );
  9651. if ( geometry.isBufferGeometry ) {
  9652. buffergeometry = geometry;
  9653. } else if ( geometry.isGeometry ) {
  9654. if ( geometry._bufferGeometry === undefined ) {
  9655. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9656. }
  9657. buffergeometry = geometry._bufferGeometry;
  9658. }
  9659. geometries.set( geometry, buffergeometry );
  9660. info.memory.geometries ++;
  9661. return buffergeometry;
  9662. }
  9663. function update( geometry ) {
  9664. var index = geometry.index;
  9665. var geometryAttributes = geometry.attributes;
  9666. if ( index !== null ) {
  9667. attributes.update( index, 34963 );
  9668. }
  9669. for ( var name in geometryAttributes ) {
  9670. attributes.update( geometryAttributes[ name ], 34962 );
  9671. }
  9672. // morph targets
  9673. var morphAttributes = geometry.morphAttributes;
  9674. for ( var name in morphAttributes ) {
  9675. var array = morphAttributes[ name ];
  9676. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9677. attributes.update( array[ i ], 34962 );
  9678. }
  9679. }
  9680. }
  9681. function updateWireframeAttribute( geometry ) {
  9682. var indices = [];
  9683. var geometryIndex = geometry.index;
  9684. var geometryPosition = geometry.attributes.position;
  9685. var version = 0;
  9686. if ( geometryIndex !== null ) {
  9687. var array = geometryIndex.array;
  9688. version = geometryIndex.version;
  9689. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9690. var a = array[ i + 0 ];
  9691. var b = array[ i + 1 ];
  9692. var c = array[ i + 2 ];
  9693. indices.push( a, b, b, c, c, a );
  9694. }
  9695. } else {
  9696. var array = geometryPosition.array;
  9697. version = geometryPosition.version;
  9698. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9699. var a = i + 0;
  9700. var b = i + 1;
  9701. var c = i + 2;
  9702. indices.push( a, b, b, c, c, a );
  9703. }
  9704. }
  9705. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9706. attribute.version = version;
  9707. attributes.update( attribute, 34963 );
  9708. //
  9709. var previousAttribute = wireframeAttributes.get( geometry );
  9710. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9711. //
  9712. wireframeAttributes.set( geometry, attribute );
  9713. }
  9714. function getWireframeAttribute( geometry ) {
  9715. var currentAttribute = wireframeAttributes.get( geometry );
  9716. if ( currentAttribute ) {
  9717. var geometryIndex = geometry.index;
  9718. if ( geometryIndex !== null ) {
  9719. // if the attribute is obsolete, create a new one
  9720. if ( currentAttribute.version < geometryIndex.version ) {
  9721. updateWireframeAttribute( geometry );
  9722. }
  9723. }
  9724. } else {
  9725. updateWireframeAttribute( geometry );
  9726. }
  9727. return wireframeAttributes.get( geometry );
  9728. }
  9729. return {
  9730. get: get,
  9731. update: update,
  9732. getWireframeAttribute: getWireframeAttribute
  9733. };
  9734. }
  9735. /**
  9736. * @author mrdoob / http://mrdoob.com/
  9737. */
  9738. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9739. var isWebGL2 = capabilities.isWebGL2;
  9740. var mode;
  9741. function setMode( value ) {
  9742. mode = value;
  9743. }
  9744. var type, bytesPerElement;
  9745. function setIndex( value ) {
  9746. type = value.type;
  9747. bytesPerElement = value.bytesPerElement;
  9748. }
  9749. function render( start, count ) {
  9750. gl.drawElements( mode, count, type, start * bytesPerElement );
  9751. info.update( count, mode );
  9752. }
  9753. function renderInstances( geometry, start, count, primcount ) {
  9754. if ( primcount === 0 ) { return; }
  9755. var extension, methodName;
  9756. if ( isWebGL2 ) {
  9757. extension = gl;
  9758. methodName = 'drawElementsInstanced';
  9759. } else {
  9760. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9761. methodName = 'drawElementsInstancedANGLE';
  9762. if ( extension === null ) {
  9763. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9764. return;
  9765. }
  9766. }
  9767. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9768. info.update( count, mode, primcount );
  9769. }
  9770. //
  9771. this.setMode = setMode;
  9772. this.setIndex = setIndex;
  9773. this.render = render;
  9774. this.renderInstances = renderInstances;
  9775. }
  9776. /**
  9777. * @author Mugen87 / https://github.com/Mugen87
  9778. */
  9779. function WebGLInfo( gl ) {
  9780. var memory = {
  9781. geometries: 0,
  9782. textures: 0
  9783. };
  9784. var render = {
  9785. frame: 0,
  9786. calls: 0,
  9787. triangles: 0,
  9788. points: 0,
  9789. lines: 0
  9790. };
  9791. function update( count, mode, instanceCount ) {
  9792. instanceCount = instanceCount || 1;
  9793. render.calls ++;
  9794. switch ( mode ) {
  9795. case 4:
  9796. render.triangles += instanceCount * ( count / 3 );
  9797. break;
  9798. case 1:
  9799. render.lines += instanceCount * ( count / 2 );
  9800. break;
  9801. case 3:
  9802. render.lines += instanceCount * ( count - 1 );
  9803. break;
  9804. case 2:
  9805. render.lines += instanceCount * count;
  9806. break;
  9807. case 0:
  9808. render.points += instanceCount * count;
  9809. break;
  9810. default:
  9811. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9812. break;
  9813. }
  9814. }
  9815. function reset() {
  9816. render.frame ++;
  9817. render.calls = 0;
  9818. render.triangles = 0;
  9819. render.points = 0;
  9820. render.lines = 0;
  9821. }
  9822. return {
  9823. memory: memory,
  9824. render: render,
  9825. programs: null,
  9826. autoReset: true,
  9827. reset: reset,
  9828. update: update
  9829. };
  9830. }
  9831. /**
  9832. * @author mrdoob / http://mrdoob.com/
  9833. */
  9834. function absNumericalSort( a, b ) {
  9835. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9836. }
  9837. function WebGLMorphtargets( gl ) {
  9838. var influencesList = {};
  9839. var morphInfluences = new Float32Array( 8 );
  9840. function update( object, geometry, material, program ) {
  9841. var objectInfluences = object.morphTargetInfluences;
  9842. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9843. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9844. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9845. var influences = influencesList[ geometry.id ];
  9846. if ( influences === undefined ) {
  9847. // initialise list
  9848. influences = [];
  9849. for ( var i = 0; i < length; i ++ ) {
  9850. influences[ i ] = [ i, 0 ];
  9851. }
  9852. influencesList[ geometry.id ] = influences;
  9853. }
  9854. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9855. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9856. // Remove current morphAttributes
  9857. for ( var i = 0; i < length; i ++ ) {
  9858. var influence = influences[ i ];
  9859. if ( influence[ 1 ] !== 0 ) {
  9860. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9861. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9862. }
  9863. }
  9864. // Collect influences
  9865. for ( var i = 0; i < length; i ++ ) {
  9866. var influence = influences[ i ];
  9867. influence[ 0 ] = i;
  9868. influence[ 1 ] = objectInfluences[ i ];
  9869. }
  9870. influences.sort( absNumericalSort );
  9871. // Add morphAttributes
  9872. var morphInfluencesSum = 0;
  9873. for ( var i = 0; i < 8; i ++ ) {
  9874. var influence = influences[ i ];
  9875. if ( influence ) {
  9876. var index = influence[ 0 ];
  9877. var value = influence[ 1 ];
  9878. if ( value ) {
  9879. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9880. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9881. morphInfluences[ i ] = value;
  9882. morphInfluencesSum += value;
  9883. continue;
  9884. }
  9885. }
  9886. morphInfluences[ i ] = 0;
  9887. }
  9888. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9889. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9890. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9891. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9892. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9893. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9894. }
  9895. return {
  9896. update: update
  9897. };
  9898. }
  9899. /**
  9900. * @author mrdoob / http://mrdoob.com/
  9901. */
  9902. function WebGLObjects( gl, geometries, attributes, info ) {
  9903. var updateMap = new WeakMap();
  9904. function update( object ) {
  9905. var frame = info.render.frame;
  9906. var geometry = object.geometry;
  9907. var buffergeometry = geometries.get( object, geometry );
  9908. // Update once per frame
  9909. if ( updateMap.get( buffergeometry ) !== frame ) {
  9910. if ( geometry.isGeometry ) {
  9911. buffergeometry.updateFromObject( object );
  9912. }
  9913. geometries.update( buffergeometry );
  9914. updateMap.set( buffergeometry, frame );
  9915. }
  9916. if ( object.isInstancedMesh ) {
  9917. attributes.update( object.instanceMatrix, 34962 );
  9918. }
  9919. return buffergeometry;
  9920. }
  9921. function dispose() {
  9922. updateMap = new WeakMap();
  9923. }
  9924. return {
  9925. update: update,
  9926. dispose: dispose
  9927. };
  9928. }
  9929. /**
  9930. * @author mrdoob / http://mrdoob.com/
  9931. */
  9932. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9933. images = images !== undefined ? images : [];
  9934. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9935. format = format !== undefined ? format : RGBFormat;
  9936. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9937. this.flipY = false;
  9938. }
  9939. CubeTexture.prototype = Object.create( Texture.prototype );
  9940. CubeTexture.prototype.constructor = CubeTexture;
  9941. CubeTexture.prototype.isCubeTexture = true;
  9942. Object.defineProperty( CubeTexture.prototype, 'images', {
  9943. get: function () {
  9944. return this.image;
  9945. },
  9946. set: function ( value ) {
  9947. this.image = value;
  9948. }
  9949. } );
  9950. /**
  9951. * @author Takahiro https://github.com/takahirox
  9952. */
  9953. function DataTexture2DArray( data, width, height, depth ) {
  9954. Texture.call( this, null );
  9955. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9956. this.magFilter = NearestFilter;
  9957. this.minFilter = NearestFilter;
  9958. this.wrapR = ClampToEdgeWrapping;
  9959. this.generateMipmaps = false;
  9960. this.flipY = false;
  9961. this.needsUpdate = true;
  9962. }
  9963. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9964. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9965. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9966. /**
  9967. * @author Artur Trzesiok
  9968. */
  9969. function DataTexture3D( data, width, height, depth ) {
  9970. // We're going to add .setXXX() methods for setting properties later.
  9971. // Users can still set in DataTexture3D directly.
  9972. //
  9973. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9974. // texture.anisotropy = 16;
  9975. //
  9976. // See #14839
  9977. Texture.call( this, null );
  9978. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9979. this.magFilter = NearestFilter;
  9980. this.minFilter = NearestFilter;
  9981. this.wrapR = ClampToEdgeWrapping;
  9982. this.generateMipmaps = false;
  9983. this.flipY = false;
  9984. this.needsUpdate = true;
  9985. }
  9986. DataTexture3D.prototype = Object.create( Texture.prototype );
  9987. DataTexture3D.prototype.constructor = DataTexture3D;
  9988. DataTexture3D.prototype.isDataTexture3D = true;
  9989. /**
  9990. * @author tschw
  9991. * @author Mugen87 / https://github.com/Mugen87
  9992. * @author mrdoob / http://mrdoob.com/
  9993. *
  9994. * Uniforms of a program.
  9995. * Those form a tree structure with a special top-level container for the root,
  9996. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9997. *
  9998. *
  9999. * Properties of inner nodes including the top-level container:
  10000. *
  10001. * .seq - array of nested uniforms
  10002. * .map - nested uniforms by name
  10003. *
  10004. *
  10005. * Methods of all nodes except the top-level container:
  10006. *
  10007. * .setValue( gl, value, [textures] )
  10008. *
  10009. * uploads a uniform value(s)
  10010. * the 'textures' parameter is needed for sampler uniforms
  10011. *
  10012. *
  10013. * Static methods of the top-level container (textures factorizations):
  10014. *
  10015. * .upload( gl, seq, values, textures )
  10016. *
  10017. * sets uniforms in 'seq' to 'values[id].value'
  10018. *
  10019. * .seqWithValue( seq, values ) : filteredSeq
  10020. *
  10021. * filters 'seq' entries with corresponding entry in values
  10022. *
  10023. *
  10024. * Methods of the top-level container (textures factorizations):
  10025. *
  10026. * .setValue( gl, name, value, textures )
  10027. *
  10028. * sets uniform with name 'name' to 'value'
  10029. *
  10030. * .setOptional( gl, obj, prop )
  10031. *
  10032. * like .set for an optional property of the object
  10033. *
  10034. */
  10035. var emptyTexture = new Texture();
  10036. var emptyTexture2dArray = new DataTexture2DArray();
  10037. var emptyTexture3d = new DataTexture3D();
  10038. var emptyCubeTexture = new CubeTexture();
  10039. // --- Utilities ---
  10040. // Array Caches (provide typed arrays for temporary by size)
  10041. var arrayCacheF32 = [];
  10042. var arrayCacheI32 = [];
  10043. // Float32Array caches used for uploading Matrix uniforms
  10044. var mat4array = new Float32Array( 16 );
  10045. var mat3array = new Float32Array( 9 );
  10046. var mat2array = new Float32Array( 4 );
  10047. // Flattening for arrays of vectors and matrices
  10048. function flatten( array, nBlocks, blockSize ) {
  10049. var firstElem = array[ 0 ];
  10050. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10051. // unoptimized: ! isNaN( firstElem )
  10052. // see http://jacksondunstan.com/articles/983
  10053. var n = nBlocks * blockSize,
  10054. r = arrayCacheF32[ n ];
  10055. if ( r === undefined ) {
  10056. r = new Float32Array( n );
  10057. arrayCacheF32[ n ] = r;
  10058. }
  10059. if ( nBlocks !== 0 ) {
  10060. firstElem.toArray( r, 0 );
  10061. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10062. offset += blockSize;
  10063. array[ i ].toArray( r, offset );
  10064. }
  10065. }
  10066. return r;
  10067. }
  10068. function arraysEqual( a, b ) {
  10069. if ( a.length !== b.length ) { return false; }
  10070. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10071. if ( a[ i ] !== b[ i ] ) { return false; }
  10072. }
  10073. return true;
  10074. }
  10075. function copyArray( a, b ) {
  10076. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10077. a[ i ] = b[ i ];
  10078. }
  10079. }
  10080. // Texture unit allocation
  10081. function allocTexUnits( textures, n ) {
  10082. var r = arrayCacheI32[ n ];
  10083. if ( r === undefined ) {
  10084. r = new Int32Array( n );
  10085. arrayCacheI32[ n ] = r;
  10086. }
  10087. for ( var i = 0; i !== n; ++ i )
  10088. { r[ i ] = textures.allocateTextureUnit(); }
  10089. return r;
  10090. }
  10091. // --- Setters ---
  10092. // Note: Defining these methods externally, because they come in a bunch
  10093. // and this way their names minify.
  10094. // Single scalar
  10095. function setValueV1f( gl, v ) {
  10096. var cache = this.cache;
  10097. if ( cache[ 0 ] === v ) { return; }
  10098. gl.uniform1f( this.addr, v );
  10099. cache[ 0 ] = v;
  10100. }
  10101. // Single float vector (from flat array or THREE.VectorN)
  10102. function setValueV2f( gl, v ) {
  10103. var cache = this.cache;
  10104. if ( v.x !== undefined ) {
  10105. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10106. gl.uniform2f( this.addr, v.x, v.y );
  10107. cache[ 0 ] = v.x;
  10108. cache[ 1 ] = v.y;
  10109. }
  10110. } else {
  10111. if ( arraysEqual( cache, v ) ) { return; }
  10112. gl.uniform2fv( this.addr, v );
  10113. copyArray( cache, v );
  10114. }
  10115. }
  10116. function setValueV3f( gl, v ) {
  10117. var cache = this.cache;
  10118. if ( v.x !== undefined ) {
  10119. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10120. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10121. cache[ 0 ] = v.x;
  10122. cache[ 1 ] = v.y;
  10123. cache[ 2 ] = v.z;
  10124. }
  10125. } else if ( v.r !== undefined ) {
  10126. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10127. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10128. cache[ 0 ] = v.r;
  10129. cache[ 1 ] = v.g;
  10130. cache[ 2 ] = v.b;
  10131. }
  10132. } else {
  10133. if ( arraysEqual( cache, v ) ) { return; }
  10134. gl.uniform3fv( this.addr, v );
  10135. copyArray( cache, v );
  10136. }
  10137. }
  10138. function setValueV4f( gl, v ) {
  10139. var cache = this.cache;
  10140. if ( v.x !== undefined ) {
  10141. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10142. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10143. cache[ 0 ] = v.x;
  10144. cache[ 1 ] = v.y;
  10145. cache[ 2 ] = v.z;
  10146. cache[ 3 ] = v.w;
  10147. }
  10148. } else {
  10149. if ( arraysEqual( cache, v ) ) { return; }
  10150. gl.uniform4fv( this.addr, v );
  10151. copyArray( cache, v );
  10152. }
  10153. }
  10154. // Single matrix (from flat array or MatrixN)
  10155. function setValueM2( gl, v ) {
  10156. var cache = this.cache;
  10157. var elements = v.elements;
  10158. if ( elements === undefined ) {
  10159. if ( arraysEqual( cache, v ) ) { return; }
  10160. gl.uniformMatrix2fv( this.addr, false, v );
  10161. copyArray( cache, v );
  10162. } else {
  10163. if ( arraysEqual( cache, elements ) ) { return; }
  10164. mat2array.set( elements );
  10165. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10166. copyArray( cache, elements );
  10167. }
  10168. }
  10169. function setValueM3( gl, v ) {
  10170. var cache = this.cache;
  10171. var elements = v.elements;
  10172. if ( elements === undefined ) {
  10173. if ( arraysEqual( cache, v ) ) { return; }
  10174. gl.uniformMatrix3fv( this.addr, false, v );
  10175. copyArray( cache, v );
  10176. } else {
  10177. if ( arraysEqual( cache, elements ) ) { return; }
  10178. mat3array.set( elements );
  10179. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10180. copyArray( cache, elements );
  10181. }
  10182. }
  10183. function setValueM4( gl, v ) {
  10184. var cache = this.cache;
  10185. var elements = v.elements;
  10186. if ( elements === undefined ) {
  10187. if ( arraysEqual( cache, v ) ) { return; }
  10188. gl.uniformMatrix4fv( this.addr, false, v );
  10189. copyArray( cache, v );
  10190. } else {
  10191. if ( arraysEqual( cache, elements ) ) { return; }
  10192. mat4array.set( elements );
  10193. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10194. copyArray( cache, elements );
  10195. }
  10196. }
  10197. // Single texture (2D / Cube)
  10198. function setValueT1( gl, v, textures ) {
  10199. var cache = this.cache;
  10200. var unit = textures.allocateTextureUnit();
  10201. if ( cache[ 0 ] !== unit ) {
  10202. gl.uniform1i( this.addr, unit );
  10203. cache[ 0 ] = unit;
  10204. }
  10205. textures.safeSetTexture2D( v || emptyTexture, unit );
  10206. }
  10207. function setValueT2DArray1( gl, v, textures ) {
  10208. var cache = this.cache;
  10209. var unit = textures.allocateTextureUnit();
  10210. if ( cache[ 0 ] !== unit ) {
  10211. gl.uniform1i( this.addr, unit );
  10212. cache[ 0 ] = unit;
  10213. }
  10214. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10215. }
  10216. function setValueT3D1( gl, v, textures ) {
  10217. var cache = this.cache;
  10218. var unit = textures.allocateTextureUnit();
  10219. if ( cache[ 0 ] !== unit ) {
  10220. gl.uniform1i( this.addr, unit );
  10221. cache[ 0 ] = unit;
  10222. }
  10223. textures.setTexture3D( v || emptyTexture3d, unit );
  10224. }
  10225. function setValueT6( gl, v, textures ) {
  10226. var cache = this.cache;
  10227. var unit = textures.allocateTextureUnit();
  10228. if ( cache[ 0 ] !== unit ) {
  10229. gl.uniform1i( this.addr, unit );
  10230. cache[ 0 ] = unit;
  10231. }
  10232. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10233. }
  10234. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10235. function setValueV1i( gl, v ) {
  10236. var cache = this.cache;
  10237. if ( cache[ 0 ] === v ) { return; }
  10238. gl.uniform1i( this.addr, v );
  10239. cache[ 0 ] = v;
  10240. }
  10241. function setValueV2i( gl, v ) {
  10242. var cache = this.cache;
  10243. if ( arraysEqual( cache, v ) ) { return; }
  10244. gl.uniform2iv( this.addr, v );
  10245. copyArray( cache, v );
  10246. }
  10247. function setValueV3i( gl, v ) {
  10248. var cache = this.cache;
  10249. if ( arraysEqual( cache, v ) ) { return; }
  10250. gl.uniform3iv( this.addr, v );
  10251. copyArray( cache, v );
  10252. }
  10253. function setValueV4i( gl, v ) {
  10254. var cache = this.cache;
  10255. if ( arraysEqual( cache, v ) ) { return; }
  10256. gl.uniform4iv( this.addr, v );
  10257. copyArray( cache, v );
  10258. }
  10259. // uint
  10260. function setValueV1ui( gl, v ) {
  10261. var cache = this.cache;
  10262. if ( cache[ 0 ] === v ) { return; }
  10263. gl.uniform1ui( this.addr, v );
  10264. cache[ 0 ] = v;
  10265. }
  10266. // Helper to pick the right setter for the singular case
  10267. function getSingularSetter( type ) {
  10268. switch ( type ) {
  10269. case 0x1406: return setValueV1f; // FLOAT
  10270. case 0x8b50: return setValueV2f; // _VEC2
  10271. case 0x8b51: return setValueV3f; // _VEC3
  10272. case 0x8b52: return setValueV4f; // _VEC4
  10273. case 0x8b5a: return setValueM2; // _MAT2
  10274. case 0x8b5b: return setValueM3; // _MAT3
  10275. case 0x8b5c: return setValueM4; // _MAT4
  10276. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10277. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10278. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10279. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10280. case 0x1405: return setValueV1ui; // UINT
  10281. case 0x8b5e: // SAMPLER_2D
  10282. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10283. case 0x8dca: // INT_SAMPLER_2D
  10284. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10285. case 0x8b62: // SAMPLER_2D_SHADOW
  10286. return setValueT1;
  10287. case 0x8b5f: // SAMPLER_3D
  10288. case 0x8dcb: // INT_SAMPLER_3D
  10289. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10290. return setValueT3D1;
  10291. case 0x8b60: // SAMPLER_CUBE
  10292. case 0x8dcc: // INT_SAMPLER_CUBE
  10293. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10294. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10295. return setValueT6;
  10296. case 0x8dc1: // SAMPLER_2D_ARRAY
  10297. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10298. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10299. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10300. return setValueT2DArray1;
  10301. }
  10302. }
  10303. // Array of scalars
  10304. function setValueV1fArray( gl, v ) {
  10305. gl.uniform1fv( this.addr, v );
  10306. }
  10307. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10308. function setValueV1iArray( gl, v ) {
  10309. gl.uniform1iv( this.addr, v );
  10310. }
  10311. function setValueV2iArray( gl, v ) {
  10312. gl.uniform2iv( this.addr, v );
  10313. }
  10314. function setValueV3iArray( gl, v ) {
  10315. gl.uniform3iv( this.addr, v );
  10316. }
  10317. function setValueV4iArray( gl, v ) {
  10318. gl.uniform4iv( this.addr, v );
  10319. }
  10320. // Array of vectors (flat or from THREE classes)
  10321. function setValueV2fArray( gl, v ) {
  10322. var data = flatten( v, this.size, 2 );
  10323. gl.uniform2fv( this.addr, data );
  10324. }
  10325. function setValueV3fArray( gl, v ) {
  10326. var data = flatten( v, this.size, 3 );
  10327. gl.uniform3fv( this.addr, data );
  10328. }
  10329. function setValueV4fArray( gl, v ) {
  10330. var data = flatten( v, this.size, 4 );
  10331. gl.uniform4fv( this.addr, data );
  10332. }
  10333. // Array of matrices (flat or from THREE clases)
  10334. function setValueM2Array( gl, v ) {
  10335. var data = flatten( v, this.size, 4 );
  10336. gl.uniformMatrix2fv( this.addr, false, data );
  10337. }
  10338. function setValueM3Array( gl, v ) {
  10339. var data = flatten( v, this.size, 9 );
  10340. gl.uniformMatrix3fv( this.addr, false, data );
  10341. }
  10342. function setValueM4Array( gl, v ) {
  10343. var data = flatten( v, this.size, 16 );
  10344. gl.uniformMatrix4fv( this.addr, false, data );
  10345. }
  10346. // Array of textures (2D / Cube)
  10347. function setValueT1Array( gl, v, textures ) {
  10348. var n = v.length;
  10349. var units = allocTexUnits( textures, n );
  10350. gl.uniform1iv( this.addr, units );
  10351. for ( var i = 0; i !== n; ++ i ) {
  10352. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10353. }
  10354. }
  10355. function setValueT6Array( gl, v, textures ) {
  10356. var n = v.length;
  10357. var units = allocTexUnits( textures, n );
  10358. gl.uniform1iv( this.addr, units );
  10359. for ( var i = 0; i !== n; ++ i ) {
  10360. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10361. }
  10362. }
  10363. // Helper to pick the right setter for a pure (bottom-level) array
  10364. function getPureArraySetter( type ) {
  10365. switch ( type ) {
  10366. case 0x1406: return setValueV1fArray; // FLOAT
  10367. case 0x8b50: return setValueV2fArray; // _VEC2
  10368. case 0x8b51: return setValueV3fArray; // _VEC3
  10369. case 0x8b52: return setValueV4fArray; // _VEC4
  10370. case 0x8b5a: return setValueM2Array; // _MAT2
  10371. case 0x8b5b: return setValueM3Array; // _MAT3
  10372. case 0x8b5c: return setValueM4Array; // _MAT4
  10373. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10374. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10375. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10376. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10377. case 0x8b5e: // SAMPLER_2D
  10378. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10379. case 0x8dca: // INT_SAMPLER_2D
  10380. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10381. case 0x8b62: // SAMPLER_2D_SHADOW
  10382. return setValueT1Array;
  10383. case 0x8b60: // SAMPLER_CUBE
  10384. case 0x8dcc: // INT_SAMPLER_CUBE
  10385. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10386. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10387. return setValueT6Array;
  10388. }
  10389. }
  10390. // --- Uniform Classes ---
  10391. function SingleUniform( id, activeInfo, addr ) {
  10392. this.id = id;
  10393. this.addr = addr;
  10394. this.cache = [];
  10395. this.setValue = getSingularSetter( activeInfo.type );
  10396. // this.path = activeInfo.name; // DEBUG
  10397. }
  10398. function PureArrayUniform( id, activeInfo, addr ) {
  10399. this.id = id;
  10400. this.addr = addr;
  10401. this.cache = [];
  10402. this.size = activeInfo.size;
  10403. this.setValue = getPureArraySetter( activeInfo.type );
  10404. // this.path = activeInfo.name; // DEBUG
  10405. }
  10406. PureArrayUniform.prototype.updateCache = function ( data ) {
  10407. var cache = this.cache;
  10408. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10409. this.cache = new Float32Array( data.length );
  10410. }
  10411. copyArray( cache, data );
  10412. };
  10413. function StructuredUniform( id ) {
  10414. this.id = id;
  10415. this.seq = [];
  10416. this.map = {};
  10417. }
  10418. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10419. var seq = this.seq;
  10420. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10421. var u = seq[ i ];
  10422. u.setValue( gl, value[ u.id ], textures );
  10423. }
  10424. };
  10425. // --- Top-level ---
  10426. // Parser - builds up the property tree from the path strings
  10427. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10428. // extracts
  10429. // - the identifier (member name or array index)
  10430. // - followed by an optional right bracket (found when array index)
  10431. // - followed by an optional left bracket or dot (type of subscript)
  10432. //
  10433. // Note: These portions can be read in a non-overlapping fashion and
  10434. // allow straightforward parsing of the hierarchy that WebGL encodes
  10435. // in the uniform names.
  10436. function addUniform( container, uniformObject ) {
  10437. container.seq.push( uniformObject );
  10438. container.map[ uniformObject.id ] = uniformObject;
  10439. }
  10440. function parseUniform( activeInfo, addr, container ) {
  10441. var path = activeInfo.name,
  10442. pathLength = path.length;
  10443. // reset RegExp object, because of the early exit of a previous run
  10444. RePathPart.lastIndex = 0;
  10445. while ( true ) {
  10446. var match = RePathPart.exec( path ),
  10447. matchEnd = RePathPart.lastIndex,
  10448. id = match[ 1 ],
  10449. idIsIndex = match[ 2 ] === ']',
  10450. subscript = match[ 3 ];
  10451. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10452. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10453. // bare name or "pure" bottom-level array "[0]" suffix
  10454. addUniform( container, subscript === undefined ?
  10455. new SingleUniform( id, activeInfo, addr ) :
  10456. new PureArrayUniform( id, activeInfo, addr ) );
  10457. break;
  10458. } else {
  10459. // step into inner node / create it in case it doesn't exist
  10460. var map = container.map, next = map[ id ];
  10461. if ( next === undefined ) {
  10462. next = new StructuredUniform( id );
  10463. addUniform( container, next );
  10464. }
  10465. container = next;
  10466. }
  10467. }
  10468. }
  10469. // Root Container
  10470. function WebGLUniforms( gl, program ) {
  10471. this.seq = [];
  10472. this.map = {};
  10473. var n = gl.getProgramParameter( program, 35718 );
  10474. for ( var i = 0; i < n; ++ i ) {
  10475. var info = gl.getActiveUniform( program, i ),
  10476. addr = gl.getUniformLocation( program, info.name );
  10477. parseUniform( info, addr, this );
  10478. }
  10479. }
  10480. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10481. var u = this.map[ name ];
  10482. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10483. };
  10484. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10485. var v = object[ name ];
  10486. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10487. };
  10488. // Static interface
  10489. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10490. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10491. var u = seq[ i ],
  10492. v = values[ u.id ];
  10493. if ( v.needsUpdate !== false ) {
  10494. // note: always updating when .needsUpdate is undefined
  10495. u.setValue( gl, v.value, textures );
  10496. }
  10497. }
  10498. };
  10499. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10500. var r = [];
  10501. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10502. var u = seq[ i ];
  10503. if ( u.id in values ) { r.push( u ); }
  10504. }
  10505. return r;
  10506. };
  10507. /**
  10508. * @author mrdoob / http://mrdoob.com/
  10509. */
  10510. function WebGLShader( gl, type, string ) {
  10511. var shader = gl.createShader( type );
  10512. gl.shaderSource( shader, string );
  10513. gl.compileShader( shader );
  10514. return shader;
  10515. }
  10516. /**
  10517. * @author mrdoob / http://mrdoob.com/
  10518. */
  10519. var programIdCount = 0;
  10520. function addLineNumbers( string ) {
  10521. var lines = string.split( '\n' );
  10522. for ( var i = 0; i < lines.length; i ++ ) {
  10523. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10524. }
  10525. return lines.join( '\n' );
  10526. }
  10527. function getEncodingComponents( encoding ) {
  10528. switch ( encoding ) {
  10529. case LinearEncoding:
  10530. return [ 'Linear', '( value )' ];
  10531. case sRGBEncoding:
  10532. return [ 'sRGB', '( value )' ];
  10533. case RGBEEncoding:
  10534. return [ 'RGBE', '( value )' ];
  10535. case RGBM7Encoding:
  10536. return [ 'RGBM', '( value, 7.0 )' ];
  10537. case RGBM16Encoding:
  10538. return [ 'RGBM', '( value, 16.0 )' ];
  10539. case RGBDEncoding:
  10540. return [ 'RGBD', '( value, 256.0 )' ];
  10541. case GammaEncoding:
  10542. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10543. case LogLuvEncoding:
  10544. return [ 'LogLuv', '( value )' ];
  10545. default:
  10546. throw new Error( 'unsupported encoding: ' + encoding );
  10547. }
  10548. }
  10549. function getShaderErrors( gl, shader, type ) {
  10550. var status = gl.getShaderParameter( shader, 35713 );
  10551. var log = gl.getShaderInfoLog( shader ).trim();
  10552. if ( status && log === '' ) { return ''; }
  10553. // --enable-privileged-webgl-extension
  10554. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10555. var source = gl.getShaderSource( shader );
  10556. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10557. }
  10558. function getTexelDecodingFunction( functionName, encoding ) {
  10559. var components = getEncodingComponents( encoding );
  10560. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10561. }
  10562. function getTexelEncodingFunction( functionName, encoding ) {
  10563. var components = getEncodingComponents( encoding );
  10564. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10565. }
  10566. function getToneMappingFunction( functionName, toneMapping ) {
  10567. var toneMappingName;
  10568. switch ( toneMapping ) {
  10569. case LinearToneMapping:
  10570. toneMappingName = 'Linear';
  10571. break;
  10572. case ReinhardToneMapping:
  10573. toneMappingName = 'Reinhard';
  10574. break;
  10575. case Uncharted2ToneMapping:
  10576. toneMappingName = 'Uncharted2';
  10577. break;
  10578. case CineonToneMapping:
  10579. toneMappingName = 'OptimizedCineon';
  10580. break;
  10581. case ACESFilmicToneMapping:
  10582. toneMappingName = 'ACESFilmic';
  10583. break;
  10584. default:
  10585. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10586. }
  10587. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10588. }
  10589. function generateExtensions( parameters ) {
  10590. var chunks = [
  10591. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10592. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10593. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10594. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10595. ];
  10596. return chunks.filter( filterEmptyLine ).join( '\n' );
  10597. }
  10598. function generateDefines( defines ) {
  10599. var chunks = [];
  10600. for ( var name in defines ) {
  10601. var value = defines[ name ];
  10602. if ( value === false ) { continue; }
  10603. chunks.push( '#define ' + name + ' ' + value );
  10604. }
  10605. return chunks.join( '\n' );
  10606. }
  10607. function fetchAttributeLocations( gl, program ) {
  10608. var attributes = {};
  10609. var n = gl.getProgramParameter( program, 35721 );
  10610. for ( var i = 0; i < n; i ++ ) {
  10611. var info = gl.getActiveAttrib( program, i );
  10612. var name = info.name;
  10613. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10614. attributes[ name ] = gl.getAttribLocation( program, name );
  10615. }
  10616. return attributes;
  10617. }
  10618. function filterEmptyLine( string ) {
  10619. return string !== '';
  10620. }
  10621. function replaceLightNums( string, parameters ) {
  10622. return string
  10623. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10624. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10625. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10626. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10627. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10628. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10629. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10630. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10631. }
  10632. function replaceClippingPlaneNums( string, parameters ) {
  10633. return string
  10634. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10635. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10636. }
  10637. // Resolve Includes
  10638. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10639. function resolveIncludes( string ) {
  10640. return string.replace( includePattern, includeReplacer );
  10641. }
  10642. function includeReplacer( match, include ) {
  10643. var string = ShaderChunk[ include ];
  10644. if ( string === undefined ) {
  10645. throw new Error( 'Can not resolve #include <' + include + '>' );
  10646. }
  10647. return resolveIncludes( string );
  10648. }
  10649. // Unroll Loops
  10650. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10651. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10652. function unrollLoops( string ) {
  10653. return string
  10654. .replace( unrollLoopPattern, loopReplacer )
  10655. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10656. }
  10657. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10658. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10659. return loopReplacer( match, start, end, snippet );
  10660. }
  10661. function loopReplacer( match, start, end, snippet ) {
  10662. var string = '';
  10663. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10664. string += snippet
  10665. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10666. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10667. }
  10668. return string;
  10669. }
  10670. //
  10671. function generatePrecision( parameters ) {
  10672. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10673. if ( parameters.precision === "highp" ) {
  10674. precisionstring += "\n#define HIGH_PRECISION";
  10675. } else if ( parameters.precision === "mediump" ) {
  10676. precisionstring += "\n#define MEDIUM_PRECISION";
  10677. } else if ( parameters.precision === "lowp" ) {
  10678. precisionstring += "\n#define LOW_PRECISION";
  10679. }
  10680. return precisionstring;
  10681. }
  10682. function generateShadowMapTypeDefine( parameters ) {
  10683. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10684. if ( parameters.shadowMapType === PCFShadowMap ) {
  10685. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10686. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10687. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10688. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10689. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10690. }
  10691. return shadowMapTypeDefine;
  10692. }
  10693. function generateEnvMapTypeDefine( parameters ) {
  10694. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10695. if ( parameters.envMap ) {
  10696. switch ( parameters.envMapMode ) {
  10697. case CubeReflectionMapping:
  10698. case CubeRefractionMapping:
  10699. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10700. break;
  10701. case CubeUVReflectionMapping:
  10702. case CubeUVRefractionMapping:
  10703. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10704. break;
  10705. case EquirectangularReflectionMapping:
  10706. case EquirectangularRefractionMapping:
  10707. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10708. break;
  10709. case SphericalReflectionMapping:
  10710. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10711. break;
  10712. }
  10713. }
  10714. return envMapTypeDefine;
  10715. }
  10716. function generateEnvMapModeDefine( parameters ) {
  10717. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10718. if ( parameters.envMap ) {
  10719. switch ( parameters.envMapMode ) {
  10720. case CubeRefractionMapping:
  10721. case EquirectangularRefractionMapping:
  10722. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10723. break;
  10724. }
  10725. }
  10726. return envMapModeDefine;
  10727. }
  10728. function generateEnvMapBlendingDefine( parameters ) {
  10729. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10730. if ( parameters.envMap ) {
  10731. switch ( parameters.combine ) {
  10732. case MultiplyOperation:
  10733. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10734. break;
  10735. case MixOperation:
  10736. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10737. break;
  10738. case AddOperation:
  10739. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10740. break;
  10741. }
  10742. }
  10743. return envMapBlendingDefine;
  10744. }
  10745. function WebGLProgram( renderer, cacheKey, parameters ) {
  10746. var gl = renderer.getContext();
  10747. var defines = parameters.defines;
  10748. var vertexShader = parameters.vertexShader;
  10749. var fragmentShader = parameters.fragmentShader;
  10750. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10751. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10752. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10753. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10754. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10755. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10756. var customDefines = generateDefines( defines );
  10757. var program = gl.createProgram();
  10758. var prefixVertex, prefixFragment;
  10759. if ( parameters.isRawShaderMaterial ) {
  10760. prefixVertex = [
  10761. customDefines
  10762. ].filter( filterEmptyLine ).join( '\n' );
  10763. if ( prefixVertex.length > 0 ) {
  10764. prefixVertex += '\n';
  10765. }
  10766. prefixFragment = [
  10767. customExtensions,
  10768. customDefines
  10769. ].filter( filterEmptyLine ).join( '\n' );
  10770. if ( prefixFragment.length > 0 ) {
  10771. prefixFragment += '\n';
  10772. }
  10773. } else {
  10774. prefixVertex = [
  10775. generatePrecision( parameters ),
  10776. '#define SHADER_NAME ' + parameters.shaderName,
  10777. customDefines,
  10778. parameters.instancing ? '#define USE_INSTANCING' : '',
  10779. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10780. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10781. '#define MAX_BONES ' + parameters.maxBones,
  10782. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10783. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10784. parameters.map ? '#define USE_MAP' : '',
  10785. parameters.envMap ? '#define USE_ENVMAP' : '',
  10786. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10787. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10788. parameters.aoMap ? '#define USE_AOMAP' : '',
  10789. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10790. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10791. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10792. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10793. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10794. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10795. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10796. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10797. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10798. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10799. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10800. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10801. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10802. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10803. parameters.vertexColors ? '#define USE_COLOR' : '',
  10804. parameters.vertexUvs ? '#define USE_UV' : '',
  10805. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10806. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10807. parameters.skinning ? '#define USE_SKINNING' : '',
  10808. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10809. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10810. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10811. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10812. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10813. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10814. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10815. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10816. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10817. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10818. 'uniform mat4 modelMatrix;',
  10819. 'uniform mat4 modelViewMatrix;',
  10820. 'uniform mat4 projectionMatrix;',
  10821. 'uniform mat4 viewMatrix;',
  10822. 'uniform mat3 normalMatrix;',
  10823. 'uniform vec3 cameraPosition;',
  10824. 'uniform bool isOrthographic;',
  10825. '#ifdef USE_INSTANCING',
  10826. ' attribute mat4 instanceMatrix;',
  10827. '#endif',
  10828. 'attribute vec3 position;',
  10829. 'attribute vec3 normal;',
  10830. 'attribute vec2 uv;',
  10831. '#ifdef USE_TANGENT',
  10832. ' attribute vec4 tangent;',
  10833. '#endif',
  10834. '#ifdef USE_COLOR',
  10835. ' attribute vec3 color;',
  10836. '#endif',
  10837. '#ifdef USE_MORPHTARGETS',
  10838. ' attribute vec3 morphTarget0;',
  10839. ' attribute vec3 morphTarget1;',
  10840. ' attribute vec3 morphTarget2;',
  10841. ' attribute vec3 morphTarget3;',
  10842. ' #ifdef USE_MORPHNORMALS',
  10843. ' attribute vec3 morphNormal0;',
  10844. ' attribute vec3 morphNormal1;',
  10845. ' attribute vec3 morphNormal2;',
  10846. ' attribute vec3 morphNormal3;',
  10847. ' #else',
  10848. ' attribute vec3 morphTarget4;',
  10849. ' attribute vec3 morphTarget5;',
  10850. ' attribute vec3 morphTarget6;',
  10851. ' attribute vec3 morphTarget7;',
  10852. ' #endif',
  10853. '#endif',
  10854. '#ifdef USE_SKINNING',
  10855. ' attribute vec4 skinIndex;',
  10856. ' attribute vec4 skinWeight;',
  10857. '#endif',
  10858. '\n'
  10859. ].filter( filterEmptyLine ).join( '\n' );
  10860. prefixFragment = [
  10861. customExtensions,
  10862. generatePrecision( parameters ),
  10863. '#define SHADER_NAME ' + parameters.shaderName,
  10864. customDefines,
  10865. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10866. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10867. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10868. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10869. parameters.map ? '#define USE_MAP' : '',
  10870. parameters.matcap ? '#define USE_MATCAP' : '',
  10871. parameters.envMap ? '#define USE_ENVMAP' : '',
  10872. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10873. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10874. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10875. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10876. parameters.aoMap ? '#define USE_AOMAP' : '',
  10877. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10878. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10879. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10880. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10881. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10882. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10883. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10884. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10885. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10886. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10887. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10888. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10889. parameters.sheen ? '#define USE_SHEEN' : '',
  10890. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10891. parameters.vertexColors ? '#define USE_COLOR' : '',
  10892. parameters.vertexUvs ? '#define USE_UV' : '',
  10893. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10894. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10895. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10896. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10897. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10898. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10899. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10900. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10901. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10902. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10903. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10904. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10905. 'uniform mat4 viewMatrix;',
  10906. 'uniform vec3 cameraPosition;',
  10907. 'uniform bool isOrthographic;',
  10908. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10909. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10910. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10911. parameters.dithering ? '#define DITHERING' : '',
  10912. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10913. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10914. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10915. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10916. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10917. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10918. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10919. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10920. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10921. '\n'
  10922. ].filter( filterEmptyLine ).join( '\n' );
  10923. }
  10924. vertexShader = resolveIncludes( vertexShader );
  10925. vertexShader = replaceLightNums( vertexShader, parameters );
  10926. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10927. fragmentShader = resolveIncludes( fragmentShader );
  10928. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10929. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10930. vertexShader = unrollLoops( vertexShader );
  10931. fragmentShader = unrollLoops( fragmentShader );
  10932. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10933. var isGLSL3ShaderMaterial = false;
  10934. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10935. if ( parameters.isShaderMaterial &&
  10936. vertexShader.match( versionRegex ) !== null &&
  10937. fragmentShader.match( versionRegex ) !== null ) {
  10938. isGLSL3ShaderMaterial = true;
  10939. vertexShader = vertexShader.replace( versionRegex, '' );
  10940. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10941. }
  10942. // GLSL 3.0 conversion
  10943. prefixVertex = [
  10944. '#version 300 es\n',
  10945. '#define attribute in',
  10946. '#define varying out',
  10947. '#define texture2D texture'
  10948. ].join( '\n' ) + '\n' + prefixVertex;
  10949. prefixFragment = [
  10950. '#version 300 es\n',
  10951. '#define varying in',
  10952. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10953. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10954. '#define gl_FragDepthEXT gl_FragDepth',
  10955. '#define texture2D texture',
  10956. '#define textureCube texture',
  10957. '#define texture2DProj textureProj',
  10958. '#define texture2DLodEXT textureLod',
  10959. '#define texture2DProjLodEXT textureProjLod',
  10960. '#define textureCubeLodEXT textureLod',
  10961. '#define texture2DGradEXT textureGrad',
  10962. '#define texture2DProjGradEXT textureProjGrad',
  10963. '#define textureCubeGradEXT textureGrad'
  10964. ].join( '\n' ) + '\n' + prefixFragment;
  10965. }
  10966. var vertexGlsl = prefixVertex + vertexShader;
  10967. var fragmentGlsl = prefixFragment + fragmentShader;
  10968. // console.log( '*VERTEX*', vertexGlsl );
  10969. // console.log( '*FRAGMENT*', fragmentGlsl );
  10970. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10971. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10972. gl.attachShader( program, glVertexShader );
  10973. gl.attachShader( program, glFragmentShader );
  10974. // Force a particular attribute to index 0.
  10975. if ( parameters.index0AttributeName !== undefined ) {
  10976. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  10977. } else if ( parameters.morphTargets === true ) {
  10978. // programs with morphTargets displace position out of attribute 0
  10979. gl.bindAttribLocation( program, 0, 'position' );
  10980. }
  10981. gl.linkProgram( program );
  10982. // check for link errors
  10983. if ( renderer.debug.checkShaderErrors ) {
  10984. var programLog = gl.getProgramInfoLog( program ).trim();
  10985. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10986. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10987. var runnable = true;
  10988. var haveDiagnostics = true;
  10989. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10990. runnable = false;
  10991. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10992. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10993. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10994. } else if ( programLog !== '' ) {
  10995. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10996. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10997. haveDiagnostics = false;
  10998. }
  10999. if ( haveDiagnostics ) {
  11000. this.diagnostics = {
  11001. runnable: runnable,
  11002. programLog: programLog,
  11003. vertexShader: {
  11004. log: vertexLog,
  11005. prefix: prefixVertex
  11006. },
  11007. fragmentShader: {
  11008. log: fragmentLog,
  11009. prefix: prefixFragment
  11010. }
  11011. };
  11012. }
  11013. }
  11014. // clean up
  11015. gl.detachShader( program, glVertexShader );
  11016. gl.detachShader( program, glFragmentShader );
  11017. gl.deleteShader( glVertexShader );
  11018. gl.deleteShader( glFragmentShader );
  11019. // set up caching for uniform locations
  11020. var cachedUniforms;
  11021. this.getUniforms = function () {
  11022. if ( cachedUniforms === undefined ) {
  11023. cachedUniforms = new WebGLUniforms( gl, program );
  11024. }
  11025. return cachedUniforms;
  11026. };
  11027. // set up caching for attribute locations
  11028. var cachedAttributes;
  11029. this.getAttributes = function () {
  11030. if ( cachedAttributes === undefined ) {
  11031. cachedAttributes = fetchAttributeLocations( gl, program );
  11032. }
  11033. return cachedAttributes;
  11034. };
  11035. // free resource
  11036. this.destroy = function () {
  11037. gl.deleteProgram( program );
  11038. this.program = undefined;
  11039. };
  11040. //
  11041. this.name = parameters.shaderName;
  11042. this.id = programIdCount ++;
  11043. this.cacheKey = cacheKey;
  11044. this.usedTimes = 1;
  11045. this.program = program;
  11046. this.vertexShader = glVertexShader;
  11047. this.fragmentShader = glFragmentShader;
  11048. return this;
  11049. }
  11050. /**
  11051. * @author mrdoob / http://mrdoob.com/
  11052. */
  11053. function WebGLPrograms( renderer, extensions, capabilities ) {
  11054. var programs = [];
  11055. var isWebGL2 = capabilities.isWebGL2;
  11056. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11057. var floatVertexTextures = capabilities.floatVertexTextures;
  11058. var precision = capabilities.precision;
  11059. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11060. var vertexTextures = capabilities.vertexTextures;
  11061. var shaderIDs = {
  11062. MeshDepthMaterial: 'depth',
  11063. MeshDistanceMaterial: 'distanceRGBA',
  11064. MeshNormalMaterial: 'normal',
  11065. MeshBasicMaterial: 'basic',
  11066. MeshLambertMaterial: 'lambert',
  11067. MeshPhongMaterial: 'phong',
  11068. MeshToonMaterial: 'toon',
  11069. MeshStandardMaterial: 'physical',
  11070. MeshPhysicalMaterial: 'physical',
  11071. MeshMatcapMaterial: 'matcap',
  11072. LineBasicMaterial: 'basic',
  11073. LineDashedMaterial: 'dashed',
  11074. PointsMaterial: 'points',
  11075. ShadowMaterial: 'shadow',
  11076. SpriteMaterial: 'sprite'
  11077. };
  11078. var parameterNames = [
  11079. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11080. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11081. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11082. "roughnessMap", "metalnessMap", "gradientMap",
  11083. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11084. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11085. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11086. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11087. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11088. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11089. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11090. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11091. "sheen"
  11092. ];
  11093. function getShaderObject( material, shaderID ) {
  11094. var shaderobject;
  11095. if ( shaderID ) {
  11096. var shader = ShaderLib[ shaderID ];
  11097. shaderobject = {
  11098. name: material.type,
  11099. uniforms: UniformsUtils.clone( shader.uniforms ),
  11100. vertexShader: shader.vertexShader,
  11101. fragmentShader: shader.fragmentShader
  11102. };
  11103. } else {
  11104. shaderobject = {
  11105. name: material.type,
  11106. uniforms: material.uniforms,
  11107. vertexShader: material.vertexShader,
  11108. fragmentShader: material.fragmentShader
  11109. };
  11110. }
  11111. return shaderobject;
  11112. }
  11113. function allocateBones( object ) {
  11114. var skeleton = object.skeleton;
  11115. var bones = skeleton.bones;
  11116. if ( floatVertexTextures ) {
  11117. return 1024;
  11118. } else {
  11119. // default for when object is not specified
  11120. // ( for example when prebuilding shader to be used with multiple objects )
  11121. //
  11122. // - leave some extra space for other uniforms
  11123. // - limit here is ANGLE's 254 max uniform vectors
  11124. // (up to 54 should be safe)
  11125. var nVertexUniforms = maxVertexUniforms;
  11126. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11127. var maxBones = Math.min( nVertexMatrices, bones.length );
  11128. if ( maxBones < bones.length ) {
  11129. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11130. return 0;
  11131. }
  11132. return maxBones;
  11133. }
  11134. }
  11135. function getTextureEncodingFromMap( map ) {
  11136. var encoding;
  11137. if ( ! map ) {
  11138. encoding = LinearEncoding;
  11139. } else if ( map.isTexture ) {
  11140. encoding = map.encoding;
  11141. } else if ( map.isWebGLRenderTarget ) {
  11142. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11143. encoding = map.texture.encoding;
  11144. }
  11145. return encoding;
  11146. }
  11147. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11148. var fog = scene.fog;
  11149. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11150. var envMap = material.envMap || environment;
  11151. var shaderID = shaderIDs[ material.type ];
  11152. // heuristics to create shader parameters according to lights in the scene
  11153. // (not to blow over maxLights budget)
  11154. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11155. if ( material.precision !== null ) {
  11156. precision = capabilities.getMaxPrecision( material.precision );
  11157. if ( precision !== material.precision ) {
  11158. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11159. }
  11160. }
  11161. var shaderobject = getShaderObject( material, shaderID );
  11162. material.onBeforeCompile( shaderobject, renderer );
  11163. var currentRenderTarget = renderer.getRenderTarget();
  11164. var parameters = {
  11165. isWebGL2: isWebGL2,
  11166. shaderID: shaderID,
  11167. shaderName: shaderobject.name,
  11168. uniforms: shaderobject.uniforms,
  11169. vertexShader: shaderobject.vertexShader,
  11170. fragmentShader: shaderobject.fragmentShader,
  11171. defines: material.defines,
  11172. isRawShaderMaterial: material.isRawShaderMaterial,
  11173. isShaderMaterial: material.isShaderMaterial,
  11174. precision: precision,
  11175. instancing: object.isInstancedMesh === true,
  11176. supportsVertexTextures: vertexTextures,
  11177. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11178. map: !! material.map,
  11179. mapEncoding: getTextureEncodingFromMap( material.map ),
  11180. matcap: !! material.matcap,
  11181. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11182. envMap: !! envMap,
  11183. envMapMode: envMap && envMap.mapping,
  11184. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11185. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11186. lightMap: !! material.lightMap,
  11187. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11188. aoMap: !! material.aoMap,
  11189. emissiveMap: !! material.emissiveMap,
  11190. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11191. bumpMap: !! material.bumpMap,
  11192. normalMap: !! material.normalMap,
  11193. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11194. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11195. clearcoatMap: !! material.clearcoatMap,
  11196. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11197. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11198. displacementMap: !! material.displacementMap,
  11199. roughnessMap: !! material.roughnessMap,
  11200. metalnessMap: !! material.metalnessMap,
  11201. specularMap: !! material.specularMap,
  11202. alphaMap: !! material.alphaMap,
  11203. gradientMap: !! material.gradientMap,
  11204. sheen: !! material.sheen,
  11205. combine: material.combine,
  11206. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11207. vertexColors: material.vertexColors,
  11208. 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,
  11209. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11210. fog: !! fog,
  11211. useFog: material.fog,
  11212. fogExp2: ( fog && fog.isFogExp2 ),
  11213. flatShading: material.flatShading,
  11214. sizeAttenuation: material.sizeAttenuation,
  11215. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11216. skinning: material.skinning && maxBones > 0,
  11217. maxBones: maxBones,
  11218. useVertexTexture: floatVertexTextures,
  11219. morphTargets: material.morphTargets,
  11220. morphNormals: material.morphNormals,
  11221. maxMorphTargets: renderer.maxMorphTargets,
  11222. maxMorphNormals: renderer.maxMorphNormals,
  11223. numDirLights: lights.directional.length,
  11224. numPointLights: lights.point.length,
  11225. numSpotLights: lights.spot.length,
  11226. numRectAreaLights: lights.rectArea.length,
  11227. numHemiLights: lights.hemi.length,
  11228. numDirLightShadows: lights.directionalShadowMap.length,
  11229. numPointLightShadows: lights.pointShadowMap.length,
  11230. numSpotLightShadows: lights.spotShadowMap.length,
  11231. numClippingPlanes: nClipPlanes,
  11232. numClipIntersection: nClipIntersection,
  11233. dithering: material.dithering,
  11234. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11235. shadowMapType: renderer.shadowMap.type,
  11236. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11237. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11238. premultipliedAlpha: material.premultipliedAlpha,
  11239. alphaTest: material.alphaTest,
  11240. doubleSided: material.side === DoubleSide,
  11241. flipSided: material.side === BackSide,
  11242. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11243. index0AttributeName: material.index0AttributeName,
  11244. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11245. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11246. extensionDrawbuffers: material.extensions && material.extensions.drawBuffers,
  11247. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11248. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11249. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11250. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11251. onBeforeCompile: material.onBeforeCompile
  11252. };
  11253. return parameters;
  11254. };
  11255. this.getProgramCacheKey = function ( parameters ) {
  11256. var array = [];
  11257. if ( parameters.shaderID ) {
  11258. array.push( parameters.shaderID );
  11259. } else {
  11260. array.push( parameters.fragmentShader );
  11261. array.push( parameters.vertexShader );
  11262. }
  11263. if ( parameters.defines !== undefined ) {
  11264. for ( var name in parameters.defines ) {
  11265. array.push( name );
  11266. array.push( parameters.defines[ name ] );
  11267. }
  11268. }
  11269. if ( parameters.isRawShaderMaterial === undefined ) {
  11270. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11271. array.push( parameters[ parameterNames[ i ] ] );
  11272. }
  11273. array.push( renderer.outputEncoding );
  11274. array.push( renderer.gammaFactor );
  11275. }
  11276. array.push( parameters.onBeforeCompile.toString() );
  11277. return array.join();
  11278. };
  11279. this.acquireProgram = function ( parameters, cacheKey ) {
  11280. var program;
  11281. // Check if code has been already compiled
  11282. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11283. var preexistingProgram = programs[ p ];
  11284. if ( preexistingProgram.cacheKey === cacheKey ) {
  11285. program = preexistingProgram;
  11286. ++ program.usedTimes;
  11287. break;
  11288. }
  11289. }
  11290. if ( program === undefined ) {
  11291. program = new WebGLProgram( renderer, cacheKey, parameters );
  11292. programs.push( program );
  11293. }
  11294. return program;
  11295. };
  11296. this.releaseProgram = function ( program ) {
  11297. if ( -- program.usedTimes === 0 ) {
  11298. // Remove from unordered set
  11299. var i = programs.indexOf( program );
  11300. programs[ i ] = programs[ programs.length - 1 ];
  11301. programs.pop();
  11302. // Free WebGL resources
  11303. program.destroy();
  11304. }
  11305. };
  11306. // Exposed for resource monitoring & error feedback via renderer.info:
  11307. this.programs = programs;
  11308. }
  11309. /**
  11310. * @author fordacious / fordacious.github.io
  11311. */
  11312. function WebGLProperties() {
  11313. var properties = new WeakMap();
  11314. function get( object ) {
  11315. var map = properties.get( object );
  11316. if ( map === undefined ) {
  11317. map = {};
  11318. properties.set( object, map );
  11319. }
  11320. return map;
  11321. }
  11322. function remove( object ) {
  11323. properties.delete( object );
  11324. }
  11325. function update( object, key, value ) {
  11326. properties.get( object )[ key ] = value;
  11327. }
  11328. function dispose() {
  11329. properties = new WeakMap();
  11330. }
  11331. return {
  11332. get: get,
  11333. remove: remove,
  11334. update: update,
  11335. dispose: dispose
  11336. };
  11337. }
  11338. /**
  11339. * @author mrdoob / http://mrdoob.com/
  11340. */
  11341. function painterSortStable( a, b ) {
  11342. if ( a.groupOrder !== b.groupOrder ) {
  11343. return a.groupOrder - b.groupOrder;
  11344. } else if ( a.renderOrder !== b.renderOrder ) {
  11345. return a.renderOrder - b.renderOrder;
  11346. } else if ( a.program !== b.program ) {
  11347. return a.program.id - b.program.id;
  11348. } else if ( a.material.id !== b.material.id ) {
  11349. return a.material.id - b.material.id;
  11350. } else if ( a.z !== b.z ) {
  11351. return a.z - b.z;
  11352. } else {
  11353. return a.id - b.id;
  11354. }
  11355. }
  11356. function reversePainterSortStable( a, b ) {
  11357. if ( a.groupOrder !== b.groupOrder ) {
  11358. return a.groupOrder - b.groupOrder;
  11359. } else if ( a.renderOrder !== b.renderOrder ) {
  11360. return a.renderOrder - b.renderOrder;
  11361. } else if ( a.z !== b.z ) {
  11362. return b.z - a.z;
  11363. } else {
  11364. return a.id - b.id;
  11365. }
  11366. }
  11367. function WebGLRenderList() {
  11368. var renderItems = [];
  11369. var renderItemsIndex = 0;
  11370. var opaque = [];
  11371. var transparent = [];
  11372. var defaultProgram = { id: - 1 };
  11373. function init() {
  11374. renderItemsIndex = 0;
  11375. opaque.length = 0;
  11376. transparent.length = 0;
  11377. }
  11378. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11379. var renderItem = renderItems[ renderItemsIndex ];
  11380. if ( renderItem === undefined ) {
  11381. renderItem = {
  11382. id: object.id,
  11383. object: object,
  11384. geometry: geometry,
  11385. material: material,
  11386. program: material.program || defaultProgram,
  11387. groupOrder: groupOrder,
  11388. renderOrder: object.renderOrder,
  11389. z: z,
  11390. group: group
  11391. };
  11392. renderItems[ renderItemsIndex ] = renderItem;
  11393. } else {
  11394. renderItem.id = object.id;
  11395. renderItem.object = object;
  11396. renderItem.geometry = geometry;
  11397. renderItem.material = material;
  11398. renderItem.program = material.program || defaultProgram;
  11399. renderItem.groupOrder = groupOrder;
  11400. renderItem.renderOrder = object.renderOrder;
  11401. renderItem.z = z;
  11402. renderItem.group = group;
  11403. }
  11404. renderItemsIndex ++;
  11405. return renderItem;
  11406. }
  11407. function push( object, geometry, material, groupOrder, z, group ) {
  11408. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11409. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11410. }
  11411. function unshift( object, geometry, material, groupOrder, z, group ) {
  11412. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11413. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11414. }
  11415. function sort( customOpaqueSort, customTransparentSort ) {
  11416. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11417. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11418. }
  11419. function finish() {
  11420. // Clear references from inactive renderItems in the list
  11421. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11422. var renderItem = renderItems[ i ];
  11423. if ( renderItem.id === null ) { break; }
  11424. renderItem.id = null;
  11425. renderItem.object = null;
  11426. renderItem.geometry = null;
  11427. renderItem.material = null;
  11428. renderItem.program = null;
  11429. renderItem.group = null;
  11430. }
  11431. }
  11432. return {
  11433. opaque: opaque,
  11434. transparent: transparent,
  11435. init: init,
  11436. push: push,
  11437. unshift: unshift,
  11438. finish: finish,
  11439. sort: sort
  11440. };
  11441. }
  11442. function WebGLRenderLists() {
  11443. var lists = new WeakMap();
  11444. function onSceneDispose( event ) {
  11445. var scene = event.target;
  11446. scene.removeEventListener( 'dispose', onSceneDispose );
  11447. lists.delete( scene );
  11448. }
  11449. function get( scene, camera ) {
  11450. var cameras = lists.get( scene );
  11451. var list;
  11452. if ( cameras === undefined ) {
  11453. list = new WebGLRenderList();
  11454. lists.set( scene, new WeakMap() );
  11455. lists.get( scene ).set( camera, list );
  11456. scene.addEventListener( 'dispose', onSceneDispose );
  11457. } else {
  11458. list = cameras.get( camera );
  11459. if ( list === undefined ) {
  11460. list = new WebGLRenderList();
  11461. cameras.set( camera, list );
  11462. }
  11463. }
  11464. return list;
  11465. }
  11466. function dispose() {
  11467. lists = new WeakMap();
  11468. }
  11469. return {
  11470. get: get,
  11471. dispose: dispose
  11472. };
  11473. }
  11474. /**
  11475. * @author mrdoob / http://mrdoob.com/
  11476. */
  11477. function UniformsCache() {
  11478. var lights = {};
  11479. return {
  11480. get: function ( light ) {
  11481. if ( lights[ light.id ] !== undefined ) {
  11482. return lights[ light.id ];
  11483. }
  11484. var uniforms;
  11485. switch ( light.type ) {
  11486. case 'DirectionalLight':
  11487. uniforms = {
  11488. direction: new Vector3(),
  11489. color: new Color()
  11490. };
  11491. break;
  11492. case 'SpotLight':
  11493. uniforms = {
  11494. position: new Vector3(),
  11495. direction: new Vector3(),
  11496. color: new Color(),
  11497. distance: 0,
  11498. coneCos: 0,
  11499. penumbraCos: 0,
  11500. decay: 0
  11501. };
  11502. break;
  11503. case 'PointLight':
  11504. uniforms = {
  11505. position: new Vector3(),
  11506. color: new Color(),
  11507. distance: 0,
  11508. decay: 0
  11509. };
  11510. break;
  11511. case 'HemisphereLight':
  11512. uniforms = {
  11513. direction: new Vector3(),
  11514. skyColor: new Color(),
  11515. groundColor: new Color()
  11516. };
  11517. break;
  11518. case 'RectAreaLight':
  11519. uniforms = {
  11520. color: new Color(),
  11521. position: new Vector3(),
  11522. halfWidth: new Vector3(),
  11523. halfHeight: new Vector3()
  11524. };
  11525. break;
  11526. }
  11527. lights[ light.id ] = uniforms;
  11528. return uniforms;
  11529. }
  11530. };
  11531. }
  11532. function ShadowUniformsCache() {
  11533. var lights = {};
  11534. return {
  11535. get: function ( light ) {
  11536. if ( lights[ light.id ] !== undefined ) {
  11537. return lights[ light.id ];
  11538. }
  11539. var uniforms;
  11540. switch ( light.type ) {
  11541. case 'DirectionalLight':
  11542. uniforms = {
  11543. shadowBias: 0,
  11544. shadowRadius: 1,
  11545. shadowMapSize: new Vector2()
  11546. };
  11547. break;
  11548. case 'SpotLight':
  11549. uniforms = {
  11550. shadowBias: 0,
  11551. shadowRadius: 1,
  11552. shadowMapSize: new Vector2()
  11553. };
  11554. break;
  11555. case 'PointLight':
  11556. uniforms = {
  11557. shadowBias: 0,
  11558. shadowRadius: 1,
  11559. shadowMapSize: new Vector2(),
  11560. shadowCameraNear: 1,
  11561. shadowCameraFar: 1000
  11562. };
  11563. break;
  11564. // TODO (abelnation): set RectAreaLight shadow uniforms
  11565. }
  11566. lights[ light.id ] = uniforms;
  11567. return uniforms;
  11568. }
  11569. };
  11570. }
  11571. var nextVersion = 0;
  11572. function shadowCastingLightsFirst( lightA, lightB ) {
  11573. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11574. }
  11575. function WebGLLights() {
  11576. var cache = new UniformsCache();
  11577. var shadowCache = ShadowUniformsCache();
  11578. var state = {
  11579. version: 0,
  11580. hash: {
  11581. directionalLength: - 1,
  11582. pointLength: - 1,
  11583. spotLength: - 1,
  11584. rectAreaLength: - 1,
  11585. hemiLength: - 1,
  11586. numDirectionalShadows: - 1,
  11587. numPointShadows: - 1,
  11588. numSpotShadows: - 1
  11589. },
  11590. ambient: [ 0, 0, 0 ],
  11591. probe: [],
  11592. directional: [],
  11593. directionalShadow: [],
  11594. directionalShadowMap: [],
  11595. directionalShadowMatrix: [],
  11596. spot: [],
  11597. spotShadow: [],
  11598. spotShadowMap: [],
  11599. spotShadowMatrix: [],
  11600. rectArea: [],
  11601. point: [],
  11602. pointShadow: [],
  11603. pointShadowMap: [],
  11604. pointShadowMatrix: [],
  11605. hemi: []
  11606. };
  11607. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11608. var vector3 = new Vector3();
  11609. var matrix4 = new Matrix4();
  11610. var matrix42 = new Matrix4();
  11611. function setup( lights, shadows, camera ) {
  11612. var r = 0, g = 0, b = 0;
  11613. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11614. var directionalLength = 0;
  11615. var pointLength = 0;
  11616. var spotLength = 0;
  11617. var rectAreaLength = 0;
  11618. var hemiLength = 0;
  11619. var numDirectionalShadows = 0;
  11620. var numPointShadows = 0;
  11621. var numSpotShadows = 0;
  11622. var viewMatrix = camera.matrixWorldInverse;
  11623. lights.sort( shadowCastingLightsFirst );
  11624. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11625. var light = lights[ i ];
  11626. var color = light.color;
  11627. var intensity = light.intensity;
  11628. var distance = light.distance;
  11629. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11630. if ( light.isAmbientLight ) {
  11631. r += color.r * intensity;
  11632. g += color.g * intensity;
  11633. b += color.b * intensity;
  11634. } else if ( light.isLightProbe ) {
  11635. for ( var j = 0; j < 9; j ++ ) {
  11636. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11637. }
  11638. } else if ( light.isDirectionalLight ) {
  11639. var uniforms = cache.get( light );
  11640. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11641. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11642. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11643. uniforms.direction.sub( vector3 );
  11644. uniforms.direction.transformDirection( viewMatrix );
  11645. if ( light.castShadow ) {
  11646. var shadow = light.shadow;
  11647. var shadowUniforms = shadowCache.get( light );
  11648. shadowUniforms.shadowBias = shadow.bias;
  11649. shadowUniforms.shadowRadius = shadow.radius;
  11650. shadowUniforms.shadowMapSize = shadow.mapSize;
  11651. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11652. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11653. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11654. numDirectionalShadows ++;
  11655. }
  11656. state.directional[ directionalLength ] = uniforms;
  11657. directionalLength ++;
  11658. } else if ( light.isSpotLight ) {
  11659. var uniforms = cache.get( light );
  11660. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11661. uniforms.position.applyMatrix4( viewMatrix );
  11662. uniforms.color.copy( color ).multiplyScalar( intensity );
  11663. uniforms.distance = distance;
  11664. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11665. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11666. uniforms.direction.sub( vector3 );
  11667. uniforms.direction.transformDirection( viewMatrix );
  11668. uniforms.coneCos = Math.cos( light.angle );
  11669. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11670. uniforms.decay = light.decay;
  11671. if ( light.castShadow ) {
  11672. var shadow = light.shadow;
  11673. var shadowUniforms = shadowCache.get( light );
  11674. shadowUniforms.shadowBias = shadow.bias;
  11675. shadowUniforms.shadowRadius = shadow.radius;
  11676. shadowUniforms.shadowMapSize = shadow.mapSize;
  11677. state.spotShadow[ spotLength ] = shadowUniforms;
  11678. state.spotShadowMap[ spotLength ] = shadowMap;
  11679. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11680. numSpotShadows ++;
  11681. }
  11682. state.spot[ spotLength ] = uniforms;
  11683. spotLength ++;
  11684. } else if ( light.isRectAreaLight ) {
  11685. var uniforms = cache.get( light );
  11686. // (a) intensity is the total visible light emitted
  11687. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11688. // (b) intensity is the brightness of the light
  11689. uniforms.color.copy( color ).multiplyScalar( intensity );
  11690. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11691. uniforms.position.applyMatrix4( viewMatrix );
  11692. // extract local rotation of light to derive width/height half vectors
  11693. matrix42.identity();
  11694. matrix4.copy( light.matrixWorld );
  11695. matrix4.premultiply( viewMatrix );
  11696. matrix42.extractRotation( matrix4 );
  11697. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11698. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11699. uniforms.halfWidth.applyMatrix4( matrix42 );
  11700. uniforms.halfHeight.applyMatrix4( matrix42 );
  11701. // TODO (abelnation): RectAreaLight distance?
  11702. // uniforms.distance = distance;
  11703. state.rectArea[ rectAreaLength ] = uniforms;
  11704. rectAreaLength ++;
  11705. } else if ( light.isPointLight ) {
  11706. var uniforms = cache.get( light );
  11707. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11708. uniforms.position.applyMatrix4( viewMatrix );
  11709. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11710. uniforms.distance = light.distance;
  11711. uniforms.decay = light.decay;
  11712. if ( light.castShadow ) {
  11713. var shadow = light.shadow;
  11714. var shadowUniforms = shadowCache.get( light );
  11715. shadowUniforms.shadowBias = shadow.bias;
  11716. shadowUniforms.shadowRadius = shadow.radius;
  11717. shadowUniforms.shadowMapSize = shadow.mapSize;
  11718. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11719. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11720. state.pointShadow[ pointLength ] = shadowUniforms;
  11721. state.pointShadowMap[ pointLength ] = shadowMap;
  11722. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11723. numPointShadows ++;
  11724. }
  11725. state.point[ pointLength ] = uniforms;
  11726. pointLength ++;
  11727. } else if ( light.isHemisphereLight ) {
  11728. var uniforms = cache.get( light );
  11729. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11730. uniforms.direction.transformDirection( viewMatrix );
  11731. uniforms.direction.normalize();
  11732. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11733. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11734. state.hemi[ hemiLength ] = uniforms;
  11735. hemiLength ++;
  11736. }
  11737. }
  11738. state.ambient[ 0 ] = r;
  11739. state.ambient[ 1 ] = g;
  11740. state.ambient[ 2 ] = b;
  11741. var hash = state.hash;
  11742. if ( hash.directionalLength !== directionalLength ||
  11743. hash.pointLength !== pointLength ||
  11744. hash.spotLength !== spotLength ||
  11745. hash.rectAreaLength !== rectAreaLength ||
  11746. hash.hemiLength !== hemiLength ||
  11747. hash.numDirectionalShadows !== numDirectionalShadows ||
  11748. hash.numPointShadows !== numPointShadows ||
  11749. hash.numSpotShadows !== numSpotShadows ) {
  11750. state.directional.length = directionalLength;
  11751. state.spot.length = spotLength;
  11752. state.rectArea.length = rectAreaLength;
  11753. state.point.length = pointLength;
  11754. state.hemi.length = hemiLength;
  11755. state.directionalShadow.length = numDirectionalShadows;
  11756. state.directionalShadowMap.length = numDirectionalShadows;
  11757. state.pointShadow.length = numPointShadows;
  11758. state.pointShadowMap.length = numPointShadows;
  11759. state.spotShadow.length = numSpotShadows;
  11760. state.spotShadowMap.length = numSpotShadows;
  11761. state.directionalShadowMatrix.length = numDirectionalShadows;
  11762. state.pointShadowMatrix.length = numPointShadows;
  11763. state.spotShadowMatrix.length = numSpotShadows;
  11764. hash.directionalLength = directionalLength;
  11765. hash.pointLength = pointLength;
  11766. hash.spotLength = spotLength;
  11767. hash.rectAreaLength = rectAreaLength;
  11768. hash.hemiLength = hemiLength;
  11769. hash.numDirectionalShadows = numDirectionalShadows;
  11770. hash.numPointShadows = numPointShadows;
  11771. hash.numSpotShadows = numSpotShadows;
  11772. state.version = nextVersion ++;
  11773. }
  11774. }
  11775. return {
  11776. setup: setup,
  11777. state: state
  11778. };
  11779. }
  11780. /**
  11781. * @author Mugen87 / https://github.com/Mugen87
  11782. */
  11783. function WebGLRenderState() {
  11784. var lights = new WebGLLights();
  11785. var lightsArray = [];
  11786. var shadowsArray = [];
  11787. function init() {
  11788. lightsArray.length = 0;
  11789. shadowsArray.length = 0;
  11790. }
  11791. function pushLight( light ) {
  11792. lightsArray.push( light );
  11793. }
  11794. function pushShadow( shadowLight ) {
  11795. shadowsArray.push( shadowLight );
  11796. }
  11797. function setupLights( camera ) {
  11798. lights.setup( lightsArray, shadowsArray, camera );
  11799. }
  11800. var state = {
  11801. lightsArray: lightsArray,
  11802. shadowsArray: shadowsArray,
  11803. lights: lights
  11804. };
  11805. return {
  11806. init: init,
  11807. state: state,
  11808. setupLights: setupLights,
  11809. pushLight: pushLight,
  11810. pushShadow: pushShadow
  11811. };
  11812. }
  11813. function WebGLRenderStates() {
  11814. var renderStates = new WeakMap();
  11815. function onSceneDispose( event ) {
  11816. var scene = event.target;
  11817. scene.removeEventListener( 'dispose', onSceneDispose );
  11818. renderStates.delete( scene );
  11819. }
  11820. function get( scene, camera ) {
  11821. var renderState;
  11822. if ( renderStates.has( scene ) === false ) {
  11823. renderState = new WebGLRenderState();
  11824. renderStates.set( scene, new WeakMap() );
  11825. renderStates.get( scene ).set( camera, renderState );
  11826. scene.addEventListener( 'dispose', onSceneDispose );
  11827. } else {
  11828. if ( renderStates.get( scene ).has( camera ) === false ) {
  11829. renderState = new WebGLRenderState();
  11830. renderStates.get( scene ).set( camera, renderState );
  11831. } else {
  11832. renderState = renderStates.get( scene ).get( camera );
  11833. }
  11834. }
  11835. return renderState;
  11836. }
  11837. function dispose() {
  11838. renderStates = new WeakMap();
  11839. }
  11840. return {
  11841. get: get,
  11842. dispose: dispose
  11843. };
  11844. }
  11845. /**
  11846. * @author mrdoob / http://mrdoob.com/
  11847. * @author alteredq / http://alteredqualia.com/
  11848. * @author bhouston / https://clara.io
  11849. * @author WestLangley / http://github.com/WestLangley
  11850. *
  11851. * parameters = {
  11852. *
  11853. * opacity: <float>,
  11854. *
  11855. * map: new THREE.Texture( <Image> ),
  11856. *
  11857. * alphaMap: new THREE.Texture( <Image> ),
  11858. *
  11859. * displacementMap: new THREE.Texture( <Image> ),
  11860. * displacementScale: <float>,
  11861. * displacementBias: <float>,
  11862. *
  11863. * wireframe: <boolean>,
  11864. * wireframeLinewidth: <float>
  11865. * }
  11866. */
  11867. function MeshDepthMaterial( parameters ) {
  11868. Material.call( this );
  11869. this.type = 'MeshDepthMaterial';
  11870. this.depthPacking = BasicDepthPacking;
  11871. this.skinning = false;
  11872. this.morphTargets = false;
  11873. this.map = null;
  11874. this.alphaMap = null;
  11875. this.displacementMap = null;
  11876. this.displacementScale = 1;
  11877. this.displacementBias = 0;
  11878. this.wireframe = false;
  11879. this.wireframeLinewidth = 1;
  11880. this.fog = false;
  11881. this.setValues( parameters );
  11882. }
  11883. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11884. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11885. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11886. MeshDepthMaterial.prototype.copy = function ( source ) {
  11887. Material.prototype.copy.call( this, source );
  11888. this.depthPacking = source.depthPacking;
  11889. this.skinning = source.skinning;
  11890. this.morphTargets = source.morphTargets;
  11891. this.map = source.map;
  11892. this.alphaMap = source.alphaMap;
  11893. this.displacementMap = source.displacementMap;
  11894. this.displacementScale = source.displacementScale;
  11895. this.displacementBias = source.displacementBias;
  11896. this.wireframe = source.wireframe;
  11897. this.wireframeLinewidth = source.wireframeLinewidth;
  11898. return this;
  11899. };
  11900. /**
  11901. * @author WestLangley / http://github.com/WestLangley
  11902. *
  11903. * parameters = {
  11904. *
  11905. * referencePosition: <float>,
  11906. * nearDistance: <float>,
  11907. * farDistance: <float>,
  11908. *
  11909. * skinning: <bool>,
  11910. * morphTargets: <bool>,
  11911. *
  11912. * map: new THREE.Texture( <Image> ),
  11913. *
  11914. * alphaMap: new THREE.Texture( <Image> ),
  11915. *
  11916. * displacementMap: new THREE.Texture( <Image> ),
  11917. * displacementScale: <float>,
  11918. * displacementBias: <float>
  11919. *
  11920. * }
  11921. */
  11922. function MeshDistanceMaterial( parameters ) {
  11923. Material.call( this );
  11924. this.type = 'MeshDistanceMaterial';
  11925. this.referencePosition = new Vector3();
  11926. this.nearDistance = 1;
  11927. this.farDistance = 1000;
  11928. this.skinning = false;
  11929. this.morphTargets = false;
  11930. this.map = null;
  11931. this.alphaMap = null;
  11932. this.displacementMap = null;
  11933. this.displacementScale = 1;
  11934. this.displacementBias = 0;
  11935. this.fog = false;
  11936. this.setValues( parameters );
  11937. }
  11938. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11939. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11940. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11941. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11942. Material.prototype.copy.call( this, source );
  11943. this.referencePosition.copy( source.referencePosition );
  11944. this.nearDistance = source.nearDistance;
  11945. this.farDistance = source.farDistance;
  11946. this.skinning = source.skinning;
  11947. this.morphTargets = source.morphTargets;
  11948. this.map = source.map;
  11949. this.alphaMap = source.alphaMap;
  11950. this.displacementMap = source.displacementMap;
  11951. this.displacementScale = source.displacementScale;
  11952. this.displacementBias = source.displacementBias;
  11953. return this;
  11954. };
  11955. 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}";
  11956. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11957. /**
  11958. * @author alteredq / http://alteredqualia.com/
  11959. * @author mrdoob / http://mrdoob.com/
  11960. */
  11961. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11962. var _frustum = new Frustum(),
  11963. _shadowMapSize = new Vector2(),
  11964. _viewportSize = new Vector2(),
  11965. _viewport = new Vector4(),
  11966. _depthMaterials = [],
  11967. _distanceMaterials = [],
  11968. _materialCache = {};
  11969. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11970. var shadowMaterialVertical = new ShaderMaterial( {
  11971. defines: {
  11972. SAMPLE_RATE: 2.0 / 8.0,
  11973. HALF_SAMPLE_RATE: 1.0 / 8.0
  11974. },
  11975. uniforms: {
  11976. shadow_pass: { value: null },
  11977. resolution: { value: new Vector2() },
  11978. radius: { value: 4.0 }
  11979. },
  11980. vertexShader: vsm_vert,
  11981. fragmentShader: vsm_frag
  11982. } );
  11983. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11984. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11985. var fullScreenTri = new BufferGeometry();
  11986. fullScreenTri.setAttribute(
  11987. "position",
  11988. new BufferAttribute(
  11989. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11990. 3
  11991. )
  11992. );
  11993. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11994. var scope = this;
  11995. this.enabled = false;
  11996. this.autoUpdate = true;
  11997. this.needsUpdate = false;
  11998. this.type = PCFShadowMap;
  11999. this.render = function ( lights, scene, camera ) {
  12000. if ( scope.enabled === false ) { return; }
  12001. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12002. if ( lights.length === 0 ) { return; }
  12003. var currentRenderTarget = _renderer.getRenderTarget();
  12004. var activeCubeFace = _renderer.getActiveCubeFace();
  12005. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12006. var _state = _renderer.state;
  12007. // Set GL state for depth map.
  12008. _state.setBlending( NoBlending );
  12009. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12010. _state.buffers.depth.setTest( true );
  12011. _state.setScissorTest( false );
  12012. // render depth map
  12013. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12014. var light = lights[ i ];
  12015. var shadow = light.shadow;
  12016. if ( shadow === undefined ) {
  12017. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12018. continue;
  12019. }
  12020. _shadowMapSize.copy( shadow.mapSize );
  12021. var shadowFrameExtents = shadow.getFrameExtents();
  12022. _shadowMapSize.multiply( shadowFrameExtents );
  12023. _viewportSize.copy( shadow.mapSize );
  12024. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12025. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  12026. if ( _shadowMapSize.x > maxTextureSize ) {
  12027. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12028. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12029. shadow.mapSize.x = _viewportSize.x;
  12030. }
  12031. if ( _shadowMapSize.y > maxTextureSize ) {
  12032. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12033. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12034. shadow.mapSize.y = _viewportSize.y;
  12035. }
  12036. }
  12037. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12038. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12039. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12040. shadow.map.texture.name = light.name + ".shadowMap";
  12041. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12042. shadow.camera.updateProjectionMatrix();
  12043. }
  12044. if ( shadow.map === null ) {
  12045. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12046. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12047. shadow.map.texture.name = light.name + ".shadowMap";
  12048. shadow.camera.updateProjectionMatrix();
  12049. }
  12050. _renderer.setRenderTarget( shadow.map );
  12051. _renderer.clear();
  12052. var viewportCount = shadow.getViewportCount();
  12053. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12054. var viewport = shadow.getViewport( vp );
  12055. _viewport.set(
  12056. _viewportSize.x * viewport.x,
  12057. _viewportSize.y * viewport.y,
  12058. _viewportSize.x * viewport.z,
  12059. _viewportSize.y * viewport.w
  12060. );
  12061. _state.viewport( _viewport );
  12062. shadow.updateMatrices( light, vp );
  12063. _frustum = shadow.getFrustum();
  12064. renderObject( scene, camera, shadow.camera, light, this.type );
  12065. }
  12066. // do blur pass for VSM
  12067. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12068. VSMPass( shadow, camera );
  12069. }
  12070. }
  12071. scope.needsUpdate = false;
  12072. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12073. };
  12074. function VSMPass( shadow, camera ) {
  12075. var geometry = _objects.update( fullScreenMesh );
  12076. // vertical pass
  12077. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12078. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12079. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12080. _renderer.setRenderTarget( shadow.mapPass );
  12081. _renderer.clear();
  12082. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12083. // horizonal pass
  12084. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12085. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12086. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12087. _renderer.setRenderTarget( shadow.map );
  12088. _renderer.clear();
  12089. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12090. }
  12091. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12092. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12093. var material = _depthMaterials[ index ];
  12094. if ( material === undefined ) {
  12095. material = new MeshDepthMaterial( {
  12096. depthPacking: RGBADepthPacking,
  12097. morphTargets: useMorphing,
  12098. skinning: useSkinning
  12099. } );
  12100. _depthMaterials[ index ] = material;
  12101. }
  12102. return material;
  12103. }
  12104. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12105. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12106. var material = _distanceMaterials[ index ];
  12107. if ( material === undefined ) {
  12108. material = new MeshDistanceMaterial( {
  12109. morphTargets: useMorphing,
  12110. skinning: useSkinning
  12111. } );
  12112. _distanceMaterials[ index ] = material;
  12113. }
  12114. return material;
  12115. }
  12116. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12117. var geometry = object.geometry;
  12118. var result = null;
  12119. var getMaterialVariant = getDepthMaterialVariant;
  12120. var customMaterial = object.customDepthMaterial;
  12121. if ( light.isPointLight === true ) {
  12122. getMaterialVariant = getDistanceMaterialVariant;
  12123. customMaterial = object.customDistanceMaterial;
  12124. }
  12125. if ( customMaterial === undefined ) {
  12126. var useMorphing = false;
  12127. if ( material.morphTargets === true ) {
  12128. if ( geometry.isBufferGeometry === true ) {
  12129. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12130. } else if ( geometry.isGeometry === true ) {
  12131. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12132. }
  12133. }
  12134. var useSkinning = false;
  12135. if ( object.isSkinnedMesh === true ) {
  12136. if ( material.skinning === true ) {
  12137. useSkinning = true;
  12138. } else {
  12139. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12140. }
  12141. }
  12142. var useInstancing = object.isInstancedMesh === true;
  12143. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12144. } else {
  12145. result = customMaterial;
  12146. }
  12147. if ( _renderer.localClippingEnabled &&
  12148. material.clipShadows === true &&
  12149. material.clippingPlanes.length !== 0 ) {
  12150. // in this case we need a unique material instance reflecting the
  12151. // appropriate state
  12152. var keyA = result.uuid, keyB = material.uuid;
  12153. var materialsForVariant = _materialCache[ keyA ];
  12154. if ( materialsForVariant === undefined ) {
  12155. materialsForVariant = {};
  12156. _materialCache[ keyA ] = materialsForVariant;
  12157. }
  12158. var cachedMaterial = materialsForVariant[ keyB ];
  12159. if ( cachedMaterial === undefined ) {
  12160. cachedMaterial = result.clone();
  12161. materialsForVariant[ keyB ] = cachedMaterial;
  12162. }
  12163. result = cachedMaterial;
  12164. }
  12165. result.visible = material.visible;
  12166. result.wireframe = material.wireframe;
  12167. if ( type === VSMShadowMap ) {
  12168. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12169. } else {
  12170. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12171. }
  12172. result.clipShadows = material.clipShadows;
  12173. result.clippingPlanes = material.clippingPlanes;
  12174. result.clipIntersection = material.clipIntersection;
  12175. result.wireframeLinewidth = material.wireframeLinewidth;
  12176. result.linewidth = material.linewidth;
  12177. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12178. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12179. result.nearDistance = shadowCameraNear;
  12180. result.farDistance = shadowCameraFar;
  12181. }
  12182. return result;
  12183. }
  12184. function renderObject( object, camera, shadowCamera, light, type ) {
  12185. if ( object.visible === false ) { return; }
  12186. var visible = object.layers.test( camera.layers );
  12187. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12188. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12189. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12190. var geometry = _objects.update( object );
  12191. var material = object.material;
  12192. if ( Array.isArray( material ) ) {
  12193. var groups = geometry.groups;
  12194. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12195. var group = groups[ k ];
  12196. var groupMaterial = material[ group.materialIndex ];
  12197. if ( groupMaterial && groupMaterial.visible ) {
  12198. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12199. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12200. }
  12201. }
  12202. } else if ( material.visible ) {
  12203. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12204. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12205. }
  12206. }
  12207. }
  12208. var children = object.children;
  12209. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12210. renderObject( children[ i ], camera, shadowCamera, light, type );
  12211. }
  12212. }
  12213. }
  12214. /**
  12215. * @author mrdoob / http://mrdoob.com/
  12216. */
  12217. function WebGLState( gl, extensions, capabilities ) {
  12218. var isWebGL2 = capabilities.isWebGL2;
  12219. function ColorBuffer() {
  12220. var locked = false;
  12221. var color = new Vector4();
  12222. var currentColorMask = null;
  12223. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12224. return {
  12225. setMask: function ( colorMask ) {
  12226. if ( currentColorMask !== colorMask && ! locked ) {
  12227. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12228. currentColorMask = colorMask;
  12229. }
  12230. },
  12231. setLocked: function ( lock ) {
  12232. locked = lock;
  12233. },
  12234. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12235. if ( premultipliedAlpha === true ) {
  12236. r *= a; g *= a; b *= a;
  12237. }
  12238. color.set( r, g, b, a );
  12239. if ( currentColorClear.equals( color ) === false ) {
  12240. gl.clearColor( r, g, b, a );
  12241. currentColorClear.copy( color );
  12242. }
  12243. },
  12244. reset: function () {
  12245. locked = false;
  12246. currentColorMask = null;
  12247. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12248. }
  12249. };
  12250. }
  12251. function DepthBuffer() {
  12252. var locked = false;
  12253. var currentDepthMask = null;
  12254. var currentDepthFunc = null;
  12255. var currentDepthClear = null;
  12256. return {
  12257. setTest: function ( depthTest ) {
  12258. if ( depthTest ) {
  12259. enable( 2929 );
  12260. } else {
  12261. disable( 2929 );
  12262. }
  12263. },
  12264. setMask: function ( depthMask ) {
  12265. if ( currentDepthMask !== depthMask && ! locked ) {
  12266. gl.depthMask( depthMask );
  12267. currentDepthMask = depthMask;
  12268. }
  12269. },
  12270. setFunc: function ( depthFunc ) {
  12271. if ( currentDepthFunc !== depthFunc ) {
  12272. if ( depthFunc ) {
  12273. switch ( depthFunc ) {
  12274. case NeverDepth:
  12275. gl.depthFunc( 512 );
  12276. break;
  12277. case AlwaysDepth:
  12278. gl.depthFunc( 519 );
  12279. break;
  12280. case LessDepth:
  12281. gl.depthFunc( 513 );
  12282. break;
  12283. case LessEqualDepth:
  12284. gl.depthFunc( 515 );
  12285. break;
  12286. case EqualDepth:
  12287. gl.depthFunc( 514 );
  12288. break;
  12289. case GreaterEqualDepth:
  12290. gl.depthFunc( 518 );
  12291. break;
  12292. case GreaterDepth:
  12293. gl.depthFunc( 516 );
  12294. break;
  12295. case NotEqualDepth:
  12296. gl.depthFunc( 517 );
  12297. break;
  12298. default:
  12299. gl.depthFunc( 515 );
  12300. }
  12301. } else {
  12302. gl.depthFunc( 515 );
  12303. }
  12304. currentDepthFunc = depthFunc;
  12305. }
  12306. },
  12307. setLocked: function ( lock ) {
  12308. locked = lock;
  12309. },
  12310. setClear: function ( depth ) {
  12311. if ( currentDepthClear !== depth ) {
  12312. gl.clearDepth( depth );
  12313. currentDepthClear = depth;
  12314. }
  12315. },
  12316. reset: function () {
  12317. locked = false;
  12318. currentDepthMask = null;
  12319. currentDepthFunc = null;
  12320. currentDepthClear = null;
  12321. }
  12322. };
  12323. }
  12324. function StencilBuffer() {
  12325. var locked = false;
  12326. var currentStencilMask = null;
  12327. var currentStencilFunc = null;
  12328. var currentStencilRef = null;
  12329. var currentStencilFuncMask = null;
  12330. var currentStencilFail = null;
  12331. var currentStencilZFail = null;
  12332. var currentStencilZPass = null;
  12333. var currentStencilClear = null;
  12334. return {
  12335. setTest: function ( stencilTest ) {
  12336. if ( ! locked ) {
  12337. if ( stencilTest ) {
  12338. enable( 2960 );
  12339. } else {
  12340. disable( 2960 );
  12341. }
  12342. }
  12343. },
  12344. setMask: function ( stencilMask ) {
  12345. if ( currentStencilMask !== stencilMask && ! locked ) {
  12346. gl.stencilMask( stencilMask );
  12347. currentStencilMask = stencilMask;
  12348. }
  12349. },
  12350. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12351. if ( currentStencilFunc !== stencilFunc ||
  12352. currentStencilRef !== stencilRef ||
  12353. currentStencilFuncMask !== stencilMask ) {
  12354. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12355. currentStencilFunc = stencilFunc;
  12356. currentStencilRef = stencilRef;
  12357. currentStencilFuncMask = stencilMask;
  12358. }
  12359. },
  12360. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12361. if ( currentStencilFail !== stencilFail ||
  12362. currentStencilZFail !== stencilZFail ||
  12363. currentStencilZPass !== stencilZPass ) {
  12364. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12365. currentStencilFail = stencilFail;
  12366. currentStencilZFail = stencilZFail;
  12367. currentStencilZPass = stencilZPass;
  12368. }
  12369. },
  12370. setLocked: function ( lock ) {
  12371. locked = lock;
  12372. },
  12373. setClear: function ( stencil ) {
  12374. if ( currentStencilClear !== stencil ) {
  12375. gl.clearStencil( stencil );
  12376. currentStencilClear = stencil;
  12377. }
  12378. },
  12379. reset: function () {
  12380. locked = false;
  12381. currentStencilMask = null;
  12382. currentStencilFunc = null;
  12383. currentStencilRef = null;
  12384. currentStencilFuncMask = null;
  12385. currentStencilFail = null;
  12386. currentStencilZFail = null;
  12387. currentStencilZPass = null;
  12388. currentStencilClear = null;
  12389. }
  12390. };
  12391. }
  12392. //
  12393. var colorBuffer = new ColorBuffer();
  12394. var depthBuffer = new DepthBuffer();
  12395. var stencilBuffer = new StencilBuffer();
  12396. var maxVertexAttributes = gl.getParameter( 34921 );
  12397. var newAttributes = new Uint8Array( maxVertexAttributes );
  12398. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12399. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12400. var enabledCapabilities = {};
  12401. var currentProgram = null;
  12402. var currentBlendingEnabled = null;
  12403. var currentBlending = null;
  12404. var currentBlendEquation = null;
  12405. var currentBlendSrc = null;
  12406. var currentBlendDst = null;
  12407. var currentBlendEquationAlpha = null;
  12408. var currentBlendSrcAlpha = null;
  12409. var currentBlendDstAlpha = null;
  12410. var currentPremultipledAlpha = false;
  12411. var currentFlipSided = null;
  12412. var currentCullFace = null;
  12413. var currentLineWidth = null;
  12414. var currentPolygonOffsetFactor = null;
  12415. var currentPolygonOffsetUnits = null;
  12416. var maxTextures = gl.getParameter( 35661 );
  12417. var lineWidthAvailable = false;
  12418. var version = 0;
  12419. var glVersion = gl.getParameter( 7938 );
  12420. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12421. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12422. lineWidthAvailable = ( version >= 1.0 );
  12423. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12424. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12425. lineWidthAvailable = ( version >= 2.0 );
  12426. }
  12427. var currentTextureSlot = null;
  12428. var currentBoundTextures = {};
  12429. var currentScissor = new Vector4();
  12430. var currentViewport = new Vector4();
  12431. function createTexture( type, target, count ) {
  12432. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12433. var texture = gl.createTexture();
  12434. gl.bindTexture( type, texture );
  12435. gl.texParameteri( type, 10241, 9728 );
  12436. gl.texParameteri( type, 10240, 9728 );
  12437. for ( var i = 0; i < count; i ++ ) {
  12438. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12439. }
  12440. return texture;
  12441. }
  12442. var emptyTextures = {};
  12443. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12444. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12445. // init
  12446. colorBuffer.setClear( 0, 0, 0, 1 );
  12447. depthBuffer.setClear( 1 );
  12448. stencilBuffer.setClear( 0 );
  12449. enable( 2929 );
  12450. depthBuffer.setFunc( LessEqualDepth );
  12451. setFlipSided( false );
  12452. setCullFace( CullFaceBack );
  12453. enable( 2884 );
  12454. setBlending( NoBlending );
  12455. //
  12456. function initAttributes() {
  12457. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12458. newAttributes[ i ] = 0;
  12459. }
  12460. }
  12461. function enableAttribute( attribute ) {
  12462. enableAttributeAndDivisor( attribute, 0 );
  12463. }
  12464. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12465. newAttributes[ attribute ] = 1;
  12466. if ( enabledAttributes[ attribute ] === 0 ) {
  12467. gl.enableVertexAttribArray( attribute );
  12468. enabledAttributes[ attribute ] = 1;
  12469. }
  12470. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12471. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12472. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12473. attributeDivisors[ attribute ] = meshPerAttribute;
  12474. }
  12475. }
  12476. function disableUnusedAttributes() {
  12477. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12478. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12479. gl.disableVertexAttribArray( i );
  12480. enabledAttributes[ i ] = 0;
  12481. }
  12482. }
  12483. }
  12484. function enable( id ) {
  12485. if ( enabledCapabilities[ id ] !== true ) {
  12486. gl.enable( id );
  12487. enabledCapabilities[ id ] = true;
  12488. }
  12489. }
  12490. function disable( id ) {
  12491. if ( enabledCapabilities[ id ] !== false ) {
  12492. gl.disable( id );
  12493. enabledCapabilities[ id ] = false;
  12494. }
  12495. }
  12496. function useProgram( program ) {
  12497. if ( currentProgram !== program ) {
  12498. gl.useProgram( program );
  12499. currentProgram = program;
  12500. return true;
  12501. }
  12502. return false;
  12503. }
  12504. var equationToGL = {};
  12505. equationToGL[ AddEquation ] = 32774;
  12506. equationToGL[ SubtractEquation ] = 32778;
  12507. equationToGL[ ReverseSubtractEquation ] = 32779;
  12508. if ( isWebGL2 ) {
  12509. equationToGL[ MinEquation ] = 32775;
  12510. equationToGL[ MaxEquation ] = 32776;
  12511. } else {
  12512. var extension = extensions.get( 'EXT_blend_minmax' );
  12513. if ( extension !== null ) {
  12514. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12515. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12516. }
  12517. }
  12518. var factorToGL = {};
  12519. factorToGL[ ZeroFactor ] = 0;
  12520. factorToGL[ OneFactor ] = 1;
  12521. factorToGL[ SrcColorFactor ] = 768;
  12522. factorToGL[ SrcAlphaFactor ] = 770;
  12523. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12524. factorToGL[ DstColorFactor ] = 774;
  12525. factorToGL[ DstAlphaFactor ] = 772;
  12526. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12527. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12528. factorToGL[ OneMinusDstColorFactor ] = 775;
  12529. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12530. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12531. if ( blending === NoBlending ) {
  12532. if ( currentBlendingEnabled ) {
  12533. disable( 3042 );
  12534. currentBlendingEnabled = false;
  12535. }
  12536. return;
  12537. }
  12538. if ( ! currentBlendingEnabled ) {
  12539. enable( 3042 );
  12540. currentBlendingEnabled = true;
  12541. }
  12542. if ( blending !== CustomBlending ) {
  12543. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12544. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12545. gl.blendEquation( 32774 );
  12546. currentBlendEquation = AddEquation;
  12547. currentBlendEquationAlpha = AddEquation;
  12548. }
  12549. if ( premultipliedAlpha ) {
  12550. switch ( blending ) {
  12551. case NormalBlending:
  12552. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12553. break;
  12554. case AdditiveBlending:
  12555. gl.blendFunc( 1, 1 );
  12556. break;
  12557. case SubtractiveBlending:
  12558. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12559. break;
  12560. case MultiplyBlending:
  12561. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12562. break;
  12563. default:
  12564. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12565. break;
  12566. }
  12567. } else {
  12568. switch ( blending ) {
  12569. case NormalBlending:
  12570. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12571. break;
  12572. case AdditiveBlending:
  12573. gl.blendFunc( 770, 1 );
  12574. break;
  12575. case SubtractiveBlending:
  12576. gl.blendFunc( 0, 769 );
  12577. break;
  12578. case MultiplyBlending:
  12579. gl.blendFunc( 0, 768 );
  12580. break;
  12581. default:
  12582. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12583. break;
  12584. }
  12585. }
  12586. currentBlendSrc = null;
  12587. currentBlendDst = null;
  12588. currentBlendSrcAlpha = null;
  12589. currentBlendDstAlpha = null;
  12590. currentBlending = blending;
  12591. currentPremultipledAlpha = premultipliedAlpha;
  12592. }
  12593. return;
  12594. }
  12595. // custom blending
  12596. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12597. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12598. blendDstAlpha = blendDstAlpha || blendDst;
  12599. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12600. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12601. currentBlendEquation = blendEquation;
  12602. currentBlendEquationAlpha = blendEquationAlpha;
  12603. }
  12604. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12605. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12606. currentBlendSrc = blendSrc;
  12607. currentBlendDst = blendDst;
  12608. currentBlendSrcAlpha = blendSrcAlpha;
  12609. currentBlendDstAlpha = blendDstAlpha;
  12610. }
  12611. currentBlending = blending;
  12612. currentPremultipledAlpha = null;
  12613. }
  12614. function setMaterial( material, frontFaceCW ) {
  12615. material.side === DoubleSide
  12616. ? disable( 2884 )
  12617. : enable( 2884 );
  12618. var flipSided = ( material.side === BackSide );
  12619. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12620. setFlipSided( flipSided );
  12621. ( material.blending === NormalBlending && material.transparent === false )
  12622. ? setBlending( NoBlending )
  12623. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12624. depthBuffer.setFunc( material.depthFunc );
  12625. depthBuffer.setTest( material.depthTest );
  12626. depthBuffer.setMask( material.depthWrite );
  12627. colorBuffer.setMask( material.colorWrite );
  12628. var stencilWrite = material.stencilWrite;
  12629. stencilBuffer.setTest( stencilWrite );
  12630. if ( stencilWrite ) {
  12631. stencilBuffer.setMask( material.stencilWriteMask );
  12632. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12633. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12634. }
  12635. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12636. }
  12637. //
  12638. function setFlipSided( flipSided ) {
  12639. if ( currentFlipSided !== flipSided ) {
  12640. if ( flipSided ) {
  12641. gl.frontFace( 2304 );
  12642. } else {
  12643. gl.frontFace( 2305 );
  12644. }
  12645. currentFlipSided = flipSided;
  12646. }
  12647. }
  12648. function setCullFace( cullFace ) {
  12649. if ( cullFace !== CullFaceNone ) {
  12650. enable( 2884 );
  12651. if ( cullFace !== currentCullFace ) {
  12652. if ( cullFace === CullFaceBack ) {
  12653. gl.cullFace( 1029 );
  12654. } else if ( cullFace === CullFaceFront ) {
  12655. gl.cullFace( 1028 );
  12656. } else {
  12657. gl.cullFace( 1032 );
  12658. }
  12659. }
  12660. } else {
  12661. disable( 2884 );
  12662. }
  12663. currentCullFace = cullFace;
  12664. }
  12665. function setLineWidth( width ) {
  12666. if ( width !== currentLineWidth ) {
  12667. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12668. currentLineWidth = width;
  12669. }
  12670. }
  12671. function setPolygonOffset( polygonOffset, factor, units ) {
  12672. if ( polygonOffset ) {
  12673. enable( 32823 );
  12674. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12675. gl.polygonOffset( factor, units );
  12676. currentPolygonOffsetFactor = factor;
  12677. currentPolygonOffsetUnits = units;
  12678. }
  12679. } else {
  12680. disable( 32823 );
  12681. }
  12682. }
  12683. function setScissorTest( scissorTest ) {
  12684. if ( scissorTest ) {
  12685. enable( 3089 );
  12686. } else {
  12687. disable( 3089 );
  12688. }
  12689. }
  12690. // texture
  12691. function activeTexture( webglSlot ) {
  12692. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12693. if ( currentTextureSlot !== webglSlot ) {
  12694. gl.activeTexture( webglSlot );
  12695. currentTextureSlot = webglSlot;
  12696. }
  12697. }
  12698. function bindTexture( webglType, webglTexture ) {
  12699. if ( currentTextureSlot === null ) {
  12700. activeTexture();
  12701. }
  12702. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12703. if ( boundTexture === undefined ) {
  12704. boundTexture = { type: undefined, texture: undefined };
  12705. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12706. }
  12707. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12708. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12709. boundTexture.type = webglType;
  12710. boundTexture.texture = webglTexture;
  12711. }
  12712. }
  12713. function unbindTexture() {
  12714. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12715. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12716. gl.bindTexture( boundTexture.type, null );
  12717. boundTexture.type = undefined;
  12718. boundTexture.texture = undefined;
  12719. }
  12720. }
  12721. function compressedTexImage2D() {
  12722. try {
  12723. gl.compressedTexImage2D.apply( gl, arguments );
  12724. } catch ( error ) {
  12725. console.error( 'THREE.WebGLState:', error );
  12726. }
  12727. }
  12728. function texImage2D() {
  12729. try {
  12730. gl.texImage2D.apply( gl, arguments );
  12731. } catch ( error ) {
  12732. console.error( 'THREE.WebGLState:', error );
  12733. }
  12734. }
  12735. function texImage3D() {
  12736. try {
  12737. gl.texImage3D.apply( gl, arguments );
  12738. } catch ( error ) {
  12739. console.error( 'THREE.WebGLState:', error );
  12740. }
  12741. }
  12742. //
  12743. function scissor( scissor ) {
  12744. if ( currentScissor.equals( scissor ) === false ) {
  12745. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12746. currentScissor.copy( scissor );
  12747. }
  12748. }
  12749. function viewport( viewport ) {
  12750. if ( currentViewport.equals( viewport ) === false ) {
  12751. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12752. currentViewport.copy( viewport );
  12753. }
  12754. }
  12755. //
  12756. function reset() {
  12757. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12758. if ( enabledAttributes[ i ] === 1 ) {
  12759. gl.disableVertexAttribArray( i );
  12760. enabledAttributes[ i ] = 0;
  12761. }
  12762. }
  12763. enabledCapabilities = {};
  12764. currentTextureSlot = null;
  12765. currentBoundTextures = {};
  12766. currentProgram = null;
  12767. currentBlending = null;
  12768. currentFlipSided = null;
  12769. currentCullFace = null;
  12770. colorBuffer.reset();
  12771. depthBuffer.reset();
  12772. stencilBuffer.reset();
  12773. }
  12774. return {
  12775. buffers: {
  12776. color: colorBuffer,
  12777. depth: depthBuffer,
  12778. stencil: stencilBuffer
  12779. },
  12780. initAttributes: initAttributes,
  12781. enableAttribute: enableAttribute,
  12782. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12783. disableUnusedAttributes: disableUnusedAttributes,
  12784. enable: enable,
  12785. disable: disable,
  12786. useProgram: useProgram,
  12787. setBlending: setBlending,
  12788. setMaterial: setMaterial,
  12789. setFlipSided: setFlipSided,
  12790. setCullFace: setCullFace,
  12791. setLineWidth: setLineWidth,
  12792. setPolygonOffset: setPolygonOffset,
  12793. setScissorTest: setScissorTest,
  12794. activeTexture: activeTexture,
  12795. bindTexture: bindTexture,
  12796. unbindTexture: unbindTexture,
  12797. compressedTexImage2D: compressedTexImage2D,
  12798. texImage2D: texImage2D,
  12799. texImage3D: texImage3D,
  12800. scissor: scissor,
  12801. viewport: viewport,
  12802. reset: reset
  12803. };
  12804. }
  12805. /**
  12806. * @author mrdoob / http://mrdoob.com/
  12807. */
  12808. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12809. var isWebGL2 = capabilities.isWebGL2;
  12810. var maxTextures = capabilities.maxTextures;
  12811. var maxCubemapSize = capabilities.maxCubemapSize;
  12812. var maxTextureSize = capabilities.maxTextureSize;
  12813. var maxSamples = capabilities.maxSamples;
  12814. var _videoTextures = new WeakMap();
  12815. var _canvas;
  12816. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12817. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12818. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12819. var useOffscreenCanvas = false;
  12820. try {
  12821. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12822. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12823. } catch ( err ) {
  12824. // Ignore any errors
  12825. }
  12826. function createCanvas( width, height ) {
  12827. // Use OffscreenCanvas when available. Specially needed in web workers
  12828. return useOffscreenCanvas ?
  12829. new OffscreenCanvas( width, height ) :
  12830. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12831. }
  12832. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12833. var scale = 1;
  12834. // handle case if texture exceeds max size
  12835. if ( image.width > maxSize || image.height > maxSize ) {
  12836. scale = maxSize / Math.max( image.width, image.height );
  12837. }
  12838. // only perform resize if necessary
  12839. if ( scale < 1 || needsPowerOfTwo === true ) {
  12840. // only perform resize for certain image types
  12841. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12842. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12843. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12844. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12845. var width = floor( scale * image.width );
  12846. var height = floor( scale * image.height );
  12847. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12848. // cube textures can't reuse the same canvas
  12849. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12850. canvas.width = width;
  12851. canvas.height = height;
  12852. var context = canvas.getContext( '2d' );
  12853. context.drawImage( image, 0, 0, width, height );
  12854. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12855. return canvas;
  12856. } else {
  12857. if ( 'data' in image ) {
  12858. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12859. }
  12860. return image;
  12861. }
  12862. }
  12863. return image;
  12864. }
  12865. function isPowerOfTwo( image ) {
  12866. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12867. }
  12868. function textureNeedsPowerOfTwo( texture ) {
  12869. if ( isWebGL2 ) { return false; }
  12870. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12871. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12872. }
  12873. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12874. return texture.generateMipmaps && supportsMips &&
  12875. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12876. }
  12877. function generateMipmap( target, texture, width, height ) {
  12878. _gl.generateMipmap( target );
  12879. var textureProperties = properties.get( texture );
  12880. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12881. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12882. }
  12883. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12884. if ( isWebGL2 === false ) { return glFormat; }
  12885. if ( internalFormatName !== null ) {
  12886. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12887. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12888. }
  12889. var internalFormat = glFormat;
  12890. if ( glFormat === 6403 ) {
  12891. if ( glType === 5126 ) { internalFormat = 33326; }
  12892. if ( glType === 5131 ) { internalFormat = 33325; }
  12893. if ( glType === 5121 ) { internalFormat = 33321; }
  12894. }
  12895. if ( glFormat === 6407 ) {
  12896. if ( glType === 5126 ) { internalFormat = 34837; }
  12897. if ( glType === 5131 ) { internalFormat = 34843; }
  12898. if ( glType === 5121 ) { internalFormat = 32849; }
  12899. }
  12900. if ( glFormat === 6408 ) {
  12901. if ( glType === 5126 ) { internalFormat = 34836; }
  12902. if ( glType === 5131 ) { internalFormat = 34842; }
  12903. if ( glType === 5121 ) { internalFormat = 32856; }
  12904. }
  12905. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12906. internalFormat === 34842 || internalFormat === 34836 ) {
  12907. extensions.get( 'EXT_color_buffer_float' );
  12908. }
  12909. return internalFormat;
  12910. }
  12911. // Fallback filters for non-power-of-2 textures
  12912. function filterFallback( f ) {
  12913. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12914. return 9728;
  12915. }
  12916. return 9729;
  12917. }
  12918. //
  12919. function onTextureDispose( event ) {
  12920. var texture = event.target;
  12921. texture.removeEventListener( 'dispose', onTextureDispose );
  12922. deallocateTexture( texture );
  12923. if ( texture.isVideoTexture ) {
  12924. _videoTextures.delete( texture );
  12925. }
  12926. info.memory.textures --;
  12927. }
  12928. function onRenderTargetDispose( event ) {
  12929. var renderTarget = event.target;
  12930. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12931. deallocateRenderTarget( renderTarget );
  12932. info.memory.textures --;
  12933. }
  12934. //
  12935. function deallocateTexture( texture ) {
  12936. var textureProperties = properties.get( texture );
  12937. if ( textureProperties.__webglInit === undefined ) { return; }
  12938. _gl.deleteTexture( textureProperties.__webglTexture );
  12939. properties.remove( texture );
  12940. }
  12941. function deallocateRenderTarget( renderTarget ) {
  12942. var renderTargetProperties = properties.get( renderTarget );
  12943. var textureProperties = properties.get( renderTarget.texture );
  12944. if ( ! renderTarget ) { return; }
  12945. if ( textureProperties.__webglTexture !== undefined ) {
  12946. _gl.deleteTexture( textureProperties.__webglTexture );
  12947. }
  12948. if ( renderTarget.depthTexture ) {
  12949. renderTarget.depthTexture.dispose();
  12950. }
  12951. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12952. for ( var i = 0; i < 6; i ++ ) {
  12953. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12954. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12955. }
  12956. } else {
  12957. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12958. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12959. }
  12960. properties.remove( renderTarget.texture );
  12961. properties.remove( renderTarget );
  12962. }
  12963. //
  12964. var textureUnits = 0;
  12965. function resetTextureUnits() {
  12966. textureUnits = 0;
  12967. }
  12968. function allocateTextureUnit() {
  12969. var textureUnit = textureUnits;
  12970. if ( textureUnit >= maxTextures ) {
  12971. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12972. }
  12973. textureUnits += 1;
  12974. return textureUnit;
  12975. }
  12976. //
  12977. function setTexture2D( texture, slot ) {
  12978. var textureProperties = properties.get( texture );
  12979. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12980. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12981. var image = texture.image;
  12982. if ( image === undefined ) {
  12983. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12984. } else if ( image.complete === false ) {
  12985. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12986. } else {
  12987. uploadTexture( textureProperties, texture, slot );
  12988. return;
  12989. }
  12990. }
  12991. state.activeTexture( 33984 + slot );
  12992. state.bindTexture( 3553, textureProperties.__webglTexture );
  12993. }
  12994. function setTexture2DArray( texture, slot ) {
  12995. var textureProperties = properties.get( texture );
  12996. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12997. uploadTexture( textureProperties, texture, slot );
  12998. return;
  12999. }
  13000. state.activeTexture( 33984 + slot );
  13001. state.bindTexture( 35866, textureProperties.__webglTexture );
  13002. }
  13003. function setTexture3D( texture, slot ) {
  13004. var textureProperties = properties.get( texture );
  13005. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13006. uploadTexture( textureProperties, texture, slot );
  13007. return;
  13008. }
  13009. state.activeTexture( 33984 + slot );
  13010. state.bindTexture( 32879, textureProperties.__webglTexture );
  13011. }
  13012. function setTextureCube( texture, slot ) {
  13013. if ( texture.image.length !== 6 ) { return; }
  13014. var textureProperties = properties.get( texture );
  13015. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13016. initTexture( textureProperties, texture );
  13017. state.activeTexture( 33984 + slot );
  13018. state.bindTexture( 34067, textureProperties.__webglTexture );
  13019. _gl.pixelStorei( 37440, texture.flipY );
  13020. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13021. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13022. var cubeImage = [];
  13023. for ( var i = 0; i < 6; i ++ ) {
  13024. if ( ! isCompressed && ! isDataTexture ) {
  13025. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13026. } else {
  13027. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13028. }
  13029. }
  13030. var image = cubeImage[ 0 ],
  13031. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13032. glFormat = utils.convert( texture.format ),
  13033. glType = utils.convert( texture.type ),
  13034. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13035. setTextureParameters( 34067, texture, supportsMips );
  13036. var mipmaps;
  13037. if ( isCompressed ) {
  13038. for ( var i = 0; i < 6; i ++ ) {
  13039. mipmaps = cubeImage[ i ].mipmaps;
  13040. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13041. var mipmap = mipmaps[ j ];
  13042. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13043. if ( glFormat !== null ) {
  13044. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13045. } else {
  13046. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13047. }
  13048. } else {
  13049. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13050. }
  13051. }
  13052. }
  13053. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13054. } else {
  13055. mipmaps = texture.mipmaps;
  13056. for ( var i = 0; i < 6; i ++ ) {
  13057. if ( isDataTexture ) {
  13058. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13059. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13060. var mipmap = mipmaps[ j ];
  13061. var mipmapImage = mipmap.image[ i ].image;
  13062. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13063. }
  13064. } else {
  13065. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13066. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13067. var mipmap = mipmaps[ j ];
  13068. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13069. }
  13070. }
  13071. }
  13072. textureProperties.__maxMipLevel = mipmaps.length;
  13073. }
  13074. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13075. // We assume images for cube map have the same size.
  13076. generateMipmap( 34067, texture, image.width, image.height );
  13077. }
  13078. textureProperties.__version = texture.version;
  13079. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13080. } else {
  13081. state.activeTexture( 33984 + slot );
  13082. state.bindTexture( 34067, textureProperties.__webglTexture );
  13083. }
  13084. }
  13085. function setTextureCubeDynamic( texture, slot ) {
  13086. state.activeTexture( 33984 + slot );
  13087. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13088. }
  13089. var wrappingToGL = {};
  13090. wrappingToGL[ RepeatWrapping ] = 10497;
  13091. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13092. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13093. var filterToGL = {};
  13094. filterToGL[ NearestFilter ] = 9728;
  13095. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13096. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13097. filterToGL[ LinearFilter ] = 9729;
  13098. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13099. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13100. function setTextureParameters( textureType, texture, supportsMips ) {
  13101. if ( supportsMips ) {
  13102. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13103. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13104. if ( textureType === 32879 || textureType === 35866 ) {
  13105. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13106. }
  13107. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13108. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13109. } else {
  13110. _gl.texParameteri( textureType, 10242, 33071 );
  13111. _gl.texParameteri( textureType, 10243, 33071 );
  13112. if ( textureType === 32879 || textureType === 35866 ) {
  13113. _gl.texParameteri( textureType, 32882, 33071 );
  13114. }
  13115. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13116. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13117. }
  13118. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13119. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13120. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13121. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13122. }
  13123. }
  13124. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13125. if ( extension ) {
  13126. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13127. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13128. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13129. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13130. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13131. }
  13132. }
  13133. }
  13134. function initTexture( textureProperties, texture ) {
  13135. if ( textureProperties.__webglInit === undefined ) {
  13136. textureProperties.__webglInit = true;
  13137. texture.addEventListener( 'dispose', onTextureDispose );
  13138. textureProperties.__webglTexture = _gl.createTexture();
  13139. info.memory.textures ++;
  13140. }
  13141. }
  13142. function uploadTexture( textureProperties, texture, slot ) {
  13143. var textureType = 3553;
  13144. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13145. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13146. initTexture( textureProperties, texture );
  13147. state.activeTexture( 33984 + slot );
  13148. state.bindTexture( textureType, textureProperties.__webglTexture );
  13149. _gl.pixelStorei( 37440, texture.flipY );
  13150. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13151. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13152. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13153. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13154. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13155. glFormat = utils.convert( texture.format ),
  13156. glType = utils.convert( texture.type ),
  13157. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13158. setTextureParameters( textureType, texture, supportsMips );
  13159. var mipmap, mipmaps = texture.mipmaps;
  13160. if ( texture.isDepthTexture ) {
  13161. // populate depth texture with dummy data
  13162. glInternalFormat = 6402;
  13163. if ( texture.type === FloatType ) {
  13164. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13165. glInternalFormat = 36012;
  13166. } else if ( isWebGL2 ) {
  13167. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13168. glInternalFormat = 33189;
  13169. }
  13170. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13171. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13172. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13173. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13174. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13175. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13176. texture.type = UnsignedShortType;
  13177. glType = utils.convert( texture.type );
  13178. }
  13179. }
  13180. // Depth stencil textures need the DEPTH_STENCIL internal format
  13181. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13182. if ( texture.format === DepthStencilFormat ) {
  13183. glInternalFormat = 34041;
  13184. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13185. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13186. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13187. if ( texture.type !== UnsignedInt248Type ) {
  13188. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13189. texture.type = UnsignedInt248Type;
  13190. glType = utils.convert( texture.type );
  13191. }
  13192. }
  13193. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13194. } else if ( texture.isDataTexture ) {
  13195. // use manually created mipmaps if available
  13196. // if there are no manual mipmaps
  13197. // set 0 level mipmap and then use GL to generate other mipmap levels
  13198. if ( mipmaps.length > 0 && supportsMips ) {
  13199. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13200. mipmap = mipmaps[ i ];
  13201. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13202. }
  13203. texture.generateMipmaps = false;
  13204. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13205. } else {
  13206. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13207. textureProperties.__maxMipLevel = 0;
  13208. }
  13209. } else if ( texture.isCompressedTexture ) {
  13210. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13211. mipmap = mipmaps[ i ];
  13212. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13213. if ( glFormat !== null ) {
  13214. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13215. } else {
  13216. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13217. }
  13218. } else {
  13219. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13220. }
  13221. }
  13222. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13223. } else if ( texture.isDataTexture2DArray ) {
  13224. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13225. textureProperties.__maxMipLevel = 0;
  13226. } else if ( texture.isDataTexture3D ) {
  13227. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13228. textureProperties.__maxMipLevel = 0;
  13229. } else {
  13230. // regular Texture (image, video, canvas)
  13231. // use manually created mipmaps if available
  13232. // if there are no manual mipmaps
  13233. // set 0 level mipmap and then use GL to generate other mipmap levels
  13234. if ( mipmaps.length > 0 && supportsMips ) {
  13235. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13236. mipmap = mipmaps[ i ];
  13237. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13238. }
  13239. texture.generateMipmaps = false;
  13240. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13241. } else {
  13242. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13243. textureProperties.__maxMipLevel = 0;
  13244. }
  13245. }
  13246. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13247. generateMipmap( textureType, texture, image.width, image.height );
  13248. }
  13249. textureProperties.__version = texture.version;
  13250. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13251. }
  13252. // Render targets
  13253. // Setup storage for target texture and bind it to correct framebuffer
  13254. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13255. var glFormat = utils.convert( renderTarget.texture.format );
  13256. var glType = utils.convert( renderTarget.texture.type );
  13257. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13258. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13259. _gl.bindFramebuffer( 36160, framebuffer );
  13260. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13261. _gl.bindFramebuffer( 36160, null );
  13262. }
  13263. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13264. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13265. _gl.bindRenderbuffer( 36161, renderbuffer );
  13266. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13267. if ( isMultisample ) {
  13268. var samples = getRenderTargetSamples( renderTarget );
  13269. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13270. } else {
  13271. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13272. }
  13273. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13274. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13275. if ( isMultisample ) {
  13276. var samples = getRenderTargetSamples( renderTarget );
  13277. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13278. } else {
  13279. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13280. }
  13281. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13282. } else {
  13283. var glFormat = utils.convert( renderTarget.texture.format );
  13284. var glType = utils.convert( renderTarget.texture.type );
  13285. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13286. if ( isMultisample ) {
  13287. var samples = getRenderTargetSamples( renderTarget );
  13288. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13289. } else {
  13290. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13291. }
  13292. }
  13293. _gl.bindRenderbuffer( 36161, null );
  13294. }
  13295. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13296. function setupDepthTexture( framebuffer, renderTarget ) {
  13297. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13298. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13299. _gl.bindFramebuffer( 36160, framebuffer );
  13300. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13301. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13302. }
  13303. // upload an empty depth texture with framebuffer size
  13304. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13305. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13306. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13307. renderTarget.depthTexture.image.width = renderTarget.width;
  13308. renderTarget.depthTexture.image.height = renderTarget.height;
  13309. renderTarget.depthTexture.needsUpdate = true;
  13310. }
  13311. setTexture2D( renderTarget.depthTexture, 0 );
  13312. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13313. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13314. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13315. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13316. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13317. } else {
  13318. throw new Error( 'Unknown depthTexture format' );
  13319. }
  13320. }
  13321. // Setup GL resources for a non-texture depth buffer
  13322. function setupDepthRenderbuffer( renderTarget ) {
  13323. var renderTargetProperties = properties.get( renderTarget );
  13324. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13325. if ( renderTarget.depthTexture ) {
  13326. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13327. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13328. } else {
  13329. if ( isCube ) {
  13330. renderTargetProperties.__webglDepthbuffer = [];
  13331. for ( var i = 0; i < 6; i ++ ) {
  13332. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13333. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13334. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13335. }
  13336. } else {
  13337. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13338. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13339. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13340. }
  13341. }
  13342. _gl.bindFramebuffer( 36160, null );
  13343. }
  13344. // Set up GL resources for the render target
  13345. function setupRenderTarget( renderTarget ) {
  13346. var renderTargetProperties = properties.get( renderTarget );
  13347. var textureProperties = properties.get( renderTarget.texture );
  13348. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13349. textureProperties.__webglTexture = _gl.createTexture();
  13350. info.memory.textures ++;
  13351. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13352. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13353. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13354. // Handles WebGL2 RGBFormat fallback - #18858
  13355. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13356. renderTarget.texture.format = RGBAFormat;
  13357. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13358. }
  13359. // Setup framebuffer
  13360. if ( isCube ) {
  13361. renderTargetProperties.__webglFramebuffer = [];
  13362. for ( var i = 0; i < 6; i ++ ) {
  13363. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13364. }
  13365. } else {
  13366. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13367. if ( isMultisample ) {
  13368. if ( isWebGL2 ) {
  13369. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13370. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13371. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13372. var glFormat = utils.convert( renderTarget.texture.format );
  13373. var glType = utils.convert( renderTarget.texture.type );
  13374. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13375. var samples = getRenderTargetSamples( renderTarget );
  13376. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13377. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13378. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13379. _gl.bindRenderbuffer( 36161, null );
  13380. if ( renderTarget.depthBuffer ) {
  13381. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13382. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13383. }
  13384. _gl.bindFramebuffer( 36160, null );
  13385. } else {
  13386. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13387. }
  13388. }
  13389. }
  13390. // Setup color buffer
  13391. if ( isCube ) {
  13392. state.bindTexture( 34067, textureProperties.__webglTexture );
  13393. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13394. for ( var i = 0; i < 6; i ++ ) {
  13395. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13396. }
  13397. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13398. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13399. }
  13400. state.bindTexture( 34067, null );
  13401. } else {
  13402. state.bindTexture( 3553, textureProperties.__webglTexture );
  13403. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13404. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13405. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13406. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13407. }
  13408. state.bindTexture( 3553, null );
  13409. }
  13410. // Setup depth and stencil buffers
  13411. if ( renderTarget.depthBuffer ) {
  13412. setupDepthRenderbuffer( renderTarget );
  13413. }
  13414. }
  13415. function updateRenderTargetMipmap( renderTarget ) {
  13416. var texture = renderTarget.texture;
  13417. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13418. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13419. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13420. var webglTexture = properties.get( texture ).__webglTexture;
  13421. state.bindTexture( target, webglTexture );
  13422. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13423. state.bindTexture( target, null );
  13424. }
  13425. }
  13426. function updateMultisampleRenderTarget( renderTarget ) {
  13427. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13428. if ( isWebGL2 ) {
  13429. var renderTargetProperties = properties.get( renderTarget );
  13430. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13431. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13432. var width = renderTarget.width;
  13433. var height = renderTarget.height;
  13434. var mask = 16384;
  13435. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13436. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13437. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13438. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13439. } else {
  13440. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13441. }
  13442. }
  13443. }
  13444. function getRenderTargetSamples( renderTarget ) {
  13445. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13446. Math.min( maxSamples, renderTarget.samples ) : 0;
  13447. }
  13448. function updateVideoTexture( texture ) {
  13449. var frame = info.render.frame;
  13450. // Check the last frame we updated the VideoTexture
  13451. if ( _videoTextures.get( texture ) !== frame ) {
  13452. _videoTextures.set( texture, frame );
  13453. texture.update();
  13454. }
  13455. }
  13456. // backwards compatibility
  13457. var warnedTexture2D = false;
  13458. var warnedTextureCube = false;
  13459. function safeSetTexture2D( texture, slot ) {
  13460. if ( texture && texture.isWebGLRenderTarget ) {
  13461. if ( warnedTexture2D === false ) {
  13462. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13463. warnedTexture2D = true;
  13464. }
  13465. texture = texture.texture;
  13466. }
  13467. setTexture2D( texture, slot );
  13468. }
  13469. function safeSetTextureCube( texture, slot ) {
  13470. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13471. if ( warnedTextureCube === false ) {
  13472. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13473. warnedTextureCube = true;
  13474. }
  13475. texture = texture.texture;
  13476. }
  13477. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13478. // TODO: unify these code paths
  13479. if ( ( texture && texture.isCubeTexture ) ||
  13480. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13481. // CompressedTexture can have Array in image :/
  13482. // this function alone should take care of cube textures
  13483. setTextureCube( texture, slot );
  13484. } else {
  13485. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13486. setTextureCubeDynamic( texture, slot );
  13487. }
  13488. }
  13489. //
  13490. this.allocateTextureUnit = allocateTextureUnit;
  13491. this.resetTextureUnits = resetTextureUnits;
  13492. this.setTexture2D = setTexture2D;
  13493. this.setTexture2DArray = setTexture2DArray;
  13494. this.setTexture3D = setTexture3D;
  13495. this.setTextureCube = setTextureCube;
  13496. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13497. this.setupRenderTarget = setupRenderTarget;
  13498. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13499. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13500. this.safeSetTexture2D = safeSetTexture2D;
  13501. this.safeSetTextureCube = safeSetTextureCube;
  13502. }
  13503. /**
  13504. * @author thespite / http://www.twitter.com/thespite
  13505. */
  13506. function WebGLUtils( gl, extensions, capabilities ) {
  13507. var isWebGL2 = capabilities.isWebGL2;
  13508. function convert( p ) {
  13509. var extension;
  13510. if ( p === UnsignedByteType ) { return 5121; }
  13511. if ( p === UnsignedShort4444Type ) { return 32819; }
  13512. if ( p === UnsignedShort5551Type ) { return 32820; }
  13513. if ( p === UnsignedShort565Type ) { return 33635; }
  13514. if ( p === ByteType ) { return 5120; }
  13515. if ( p === ShortType ) { return 5122; }
  13516. if ( p === UnsignedShortType ) { return 5123; }
  13517. if ( p === IntType ) { return 5124; }
  13518. if ( p === UnsignedIntType ) { return 5125; }
  13519. if ( p === FloatType ) { return 5126; }
  13520. if ( p === HalfFloatType ) {
  13521. if ( isWebGL2 ) { return 5131; }
  13522. extension = extensions.get( 'OES_texture_half_float' );
  13523. if ( extension !== null ) {
  13524. return extension.HALF_FLOAT_OES;
  13525. } else {
  13526. return null;
  13527. }
  13528. }
  13529. if ( p === AlphaFormat ) { return 6406; }
  13530. if ( p === RGBFormat ) { return 6407; }
  13531. if ( p === RGBAFormat ) { return 6408; }
  13532. if ( p === LuminanceFormat ) { return 6409; }
  13533. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13534. if ( p === DepthFormat ) { return 6402; }
  13535. if ( p === DepthStencilFormat ) { return 34041; }
  13536. if ( p === RedFormat ) { return 6403; }
  13537. // WebGL2 formats.
  13538. if ( p === RedIntegerFormat ) { return 36244; }
  13539. if ( p === RGFormat ) { return 33319; }
  13540. if ( p === RGIntegerFormat ) { return 33320; }
  13541. if ( p === RGBIntegerFormat ) { return 36248; }
  13542. if ( p === RGBAIntegerFormat ) { return 36249; }
  13543. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13544. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13545. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13546. if ( extension !== null ) {
  13547. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13548. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13549. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13550. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13551. } else {
  13552. return null;
  13553. }
  13554. }
  13555. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13556. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13557. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13558. if ( extension !== null ) {
  13559. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13560. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13561. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13562. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13563. } else {
  13564. return null;
  13565. }
  13566. }
  13567. if ( p === RGB_ETC1_Format ) {
  13568. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13569. if ( extension !== null ) {
  13570. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13571. } else {
  13572. return null;
  13573. }
  13574. }
  13575. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13576. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13577. if ( extension !== null ) {
  13578. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13579. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13580. }
  13581. }
  13582. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13583. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13584. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13585. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13586. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13587. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13588. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13589. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13590. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13591. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13592. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13593. if ( extension !== null ) {
  13594. // TODO Complete?
  13595. return p;
  13596. } else {
  13597. return null;
  13598. }
  13599. }
  13600. if ( p === UnsignedInt248Type ) {
  13601. if ( isWebGL2 ) { return 34042; }
  13602. extension = extensions.get( 'WEBGL_depth_texture' );
  13603. if ( extension !== null ) {
  13604. return extension.UNSIGNED_INT_24_8_WEBGL;
  13605. } else {
  13606. return null;
  13607. }
  13608. }
  13609. }
  13610. return { convert: convert };
  13611. }
  13612. /**
  13613. * @author mrdoob / http://mrdoob.com/
  13614. */
  13615. function ArrayCamera( array ) {
  13616. PerspectiveCamera.call( this );
  13617. this.cameras = array || [];
  13618. }
  13619. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13620. constructor: ArrayCamera,
  13621. isArrayCamera: true
  13622. } );
  13623. /**
  13624. * @author mrdoob / http://mrdoob.com/
  13625. */
  13626. function Group() {
  13627. Object3D.call( this );
  13628. this.type = 'Group';
  13629. }
  13630. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13631. constructor: Group,
  13632. isGroup: true
  13633. } );
  13634. /**
  13635. * @author mrdoob / http://mrdoob.com/
  13636. */
  13637. function WebXRManager( renderer, gl ) {
  13638. var scope = this;
  13639. var session = null;
  13640. var framebufferScaleFactor = 1.0;
  13641. var referenceSpace = null;
  13642. var referenceSpaceType = 'local-floor';
  13643. var pose = null;
  13644. var controllers = [];
  13645. var inputSourcesMap = new Map();
  13646. //
  13647. var cameraL = new PerspectiveCamera();
  13648. cameraL.layers.enable( 1 );
  13649. cameraL.viewport = new Vector4();
  13650. var cameraR = new PerspectiveCamera();
  13651. cameraR.layers.enable( 2 );
  13652. cameraR.viewport = new Vector4();
  13653. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13654. cameraVR.layers.enable( 1 );
  13655. cameraVR.layers.enable( 2 );
  13656. var _currentDepthNear = null;
  13657. var _currentDepthFar = null;
  13658. //
  13659. this.enabled = false;
  13660. this.isPresenting = false;
  13661. this.getController = function ( id ) {
  13662. var controller = controllers[ id ];
  13663. if ( controller === undefined ) {
  13664. controller = {};
  13665. controllers[ id ] = controller;
  13666. }
  13667. if ( controller.targetRay === undefined ) {
  13668. controller.targetRay = new Group();
  13669. controller.targetRay.matrixAutoUpdate = false;
  13670. controller.targetRay.visible = false;
  13671. }
  13672. return controller.targetRay;
  13673. };
  13674. this.getControllerGrip = function ( id ) {
  13675. var controller = controllers[ id ];
  13676. if ( controller === undefined ) {
  13677. controller = {};
  13678. controllers[ id ] = controller;
  13679. }
  13680. if ( controller.grip === undefined ) {
  13681. controller.grip = new Group();
  13682. controller.grip.matrixAutoUpdate = false;
  13683. controller.grip.visible = false;
  13684. }
  13685. return controller.grip;
  13686. };
  13687. //
  13688. function onSessionEvent( event ) {
  13689. var controller = inputSourcesMap.get( event.inputSource );
  13690. if ( controller ) {
  13691. if ( controller.targetRay ) {
  13692. controller.targetRay.dispatchEvent( { type: event.type } );
  13693. }
  13694. if ( controller.grip ) {
  13695. controller.grip.dispatchEvent( { type: event.type } );
  13696. }
  13697. }
  13698. }
  13699. function onSessionEnd() {
  13700. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13701. if ( controller.targetRay ) {
  13702. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13703. controller.targetRay.visible = false;
  13704. }
  13705. if ( controller.grip ) {
  13706. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13707. controller.grip.visible = false;
  13708. }
  13709. } );
  13710. inputSourcesMap.clear();
  13711. //
  13712. renderer.setFramebuffer( null );
  13713. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13714. animation.stop();
  13715. scope.isPresenting = false;
  13716. scope.dispatchEvent( { type: 'sessionend' } );
  13717. }
  13718. function onRequestReferenceSpace( value ) {
  13719. referenceSpace = value;
  13720. animation.setContext( session );
  13721. animation.start();
  13722. scope.isPresenting = true;
  13723. scope.dispatchEvent( { type: 'sessionstart' } );
  13724. }
  13725. this.setFramebufferScaleFactor = function ( value ) {
  13726. framebufferScaleFactor = value;
  13727. // Warn if function is used while presenting
  13728. if ( scope.isPresenting == true ) {
  13729. console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" );
  13730. }
  13731. };
  13732. this.setReferenceSpaceType = function ( value ) {
  13733. referenceSpaceType = value;
  13734. };
  13735. this.getReferenceSpace = function () {
  13736. return referenceSpace;
  13737. };
  13738. this.getSession = function () {
  13739. return session;
  13740. };
  13741. this.setSession = function ( value ) {
  13742. session = value;
  13743. if ( session !== null ) {
  13744. session.addEventListener( 'select', onSessionEvent );
  13745. session.addEventListener( 'selectstart', onSessionEvent );
  13746. session.addEventListener( 'selectend', onSessionEvent );
  13747. session.addEventListener( 'squeeze', onSessionEvent );
  13748. session.addEventListener( 'squeezestart', onSessionEvent );
  13749. session.addEventListener( 'squeezeend', onSessionEvent );
  13750. session.addEventListener( 'end', onSessionEnd );
  13751. var attributes = gl.getContextAttributes();
  13752. var layerInit = {
  13753. antialias: attributes.antialias,
  13754. alpha: attributes.alpha,
  13755. depth: attributes.depth,
  13756. stencil: attributes.stencil,
  13757. framebufferScaleFactor: framebufferScaleFactor
  13758. };
  13759. // eslint-disable-next-line no-undef
  13760. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13761. session.updateRenderState( { baseLayer: baseLayer } );
  13762. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13763. //
  13764. session.addEventListener( 'inputsourceschange', updateInputSources );
  13765. }
  13766. };
  13767. function updateInputSources( event ) {
  13768. var inputSources = session.inputSources;
  13769. // Assign inputSources to available controllers
  13770. for ( var i = 0; i < controllers.length; i ++ ) {
  13771. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13772. }
  13773. // Notify disconnected
  13774. for ( var i = 0; i < event.removed.length; i ++ ) {
  13775. var inputSource = event.removed[ i ];
  13776. var controller = inputSourcesMap.get( inputSource );
  13777. if ( controller ) {
  13778. if ( controller.targetRay ) {
  13779. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13780. }
  13781. if ( controller.grip ) {
  13782. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13783. }
  13784. inputSourcesMap.delete( inputSource );
  13785. }
  13786. }
  13787. // Notify connected
  13788. for ( var i = 0; i < event.added.length; i ++ ) {
  13789. var inputSource = event.added[ i ];
  13790. var controller = inputSourcesMap.get( inputSource );
  13791. if ( controller ) {
  13792. if ( controller.targetRay ) {
  13793. controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );
  13794. }
  13795. if ( controller.grip ) {
  13796. controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );
  13797. }
  13798. }
  13799. }
  13800. }
  13801. //
  13802. var cameraLPos = new Vector3();
  13803. var cameraRPos = new Vector3();
  13804. /**
  13805. * @author jsantell / https://www.jsantell.com/
  13806. *
  13807. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13808. * the cameras' projection and world matrices have already been set.
  13809. * And that near and far planes are identical for both cameras.
  13810. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13811. */
  13812. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13813. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13814. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13815. var ipd = cameraLPos.distanceTo( cameraRPos );
  13816. var projL = cameraL.projectionMatrix.elements;
  13817. var projR = cameraR.projectionMatrix.elements;
  13818. // VR systems will have identical far and near planes, and
  13819. // most likely identical top and bottom frustum extents.
  13820. // Use the left camera for these values.
  13821. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13822. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13823. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13824. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13825. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13826. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13827. var left = near * leftFov;
  13828. var right = near * rightFov;
  13829. // Calculate the new camera's position offset from the
  13830. // left camera. xOffset should be roughly half `ipd`.
  13831. var zOffset = ipd / ( - leftFov + rightFov );
  13832. var xOffset = zOffset * - leftFov;
  13833. // TODO: Better way to apply this offset?
  13834. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13835. camera.translateX( xOffset );
  13836. camera.translateZ( zOffset );
  13837. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13838. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13839. // Find the union of the frustum values of the cameras and scale
  13840. // the values so that the near plane's position does not change in world space,
  13841. // although must now be relative to the new union camera.
  13842. var near2 = near + zOffset;
  13843. var far2 = far + zOffset;
  13844. var left2 = left - xOffset;
  13845. var right2 = right + ( ipd - xOffset );
  13846. var top2 = topFov * far / far2 * near2;
  13847. var bottom2 = bottomFov * far / far2 * near2;
  13848. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13849. }
  13850. function updateCamera( camera, parent ) {
  13851. if ( parent === null ) {
  13852. camera.matrixWorld.copy( camera.matrix );
  13853. } else {
  13854. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13855. }
  13856. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13857. }
  13858. this.getCamera = function ( camera ) {
  13859. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13860. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13861. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  13862. // Note that the new renderState won't apply until the next frame. See #18320
  13863. session.updateRenderState( {
  13864. depthNear: cameraVR.near,
  13865. depthFar: cameraVR.far
  13866. } );
  13867. _currentDepthNear = cameraVR.near;
  13868. _currentDepthFar = cameraVR.far;
  13869. }
  13870. var parent = camera.parent;
  13871. var cameras = cameraVR.cameras;
  13872. updateCamera( cameraVR, parent );
  13873. for ( var i = 0; i < cameras.length; i ++ ) {
  13874. updateCamera( cameras[ i ], parent );
  13875. }
  13876. // update camera and its children
  13877. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13878. var children = camera.children;
  13879. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13880. children[ i ].updateMatrixWorld( true );
  13881. }
  13882. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13883. return cameraVR;
  13884. };
  13885. // Animation Loop
  13886. var onAnimationFrameCallback = null;
  13887. function onAnimationFrame( time, frame ) {
  13888. pose = frame.getViewerPose( referenceSpace );
  13889. if ( pose !== null ) {
  13890. var views = pose.views;
  13891. var baseLayer = session.renderState.baseLayer;
  13892. renderer.setFramebuffer( baseLayer.framebuffer );
  13893. for ( var i = 0; i < views.length; i ++ ) {
  13894. var view = views[ i ];
  13895. var viewport = baseLayer.getViewport( view );
  13896. var camera = cameraVR.cameras[ i ];
  13897. camera.matrix.fromArray( view.transform.matrix );
  13898. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13899. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13900. if ( i === 0 ) {
  13901. cameraVR.matrix.copy( camera.matrix );
  13902. }
  13903. }
  13904. }
  13905. //
  13906. var inputSources = session.inputSources;
  13907. for ( var i = 0; i < controllers.length; i ++ ) {
  13908. var controller = controllers[ i ];
  13909. var inputSource = inputSources[ i ];
  13910. var inputPose = null;
  13911. var gripPose = null;
  13912. if ( inputSource ) {
  13913. if ( controller.targetRay ) {
  13914. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13915. if ( inputPose !== null ) {
  13916. controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
  13917. controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );
  13918. }
  13919. }
  13920. if ( controller.grip && inputSource.gripSpace ) {
  13921. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13922. if ( gripPose !== null ) {
  13923. controller.grip.matrix.fromArray( gripPose.transform.matrix );
  13924. controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );
  13925. }
  13926. }
  13927. }
  13928. if ( controller.targetRay ) {
  13929. controller.targetRay.visible = inputPose !== null;
  13930. }
  13931. if ( controller.grip ) {
  13932. controller.grip.visible = gripPose !== null;
  13933. }
  13934. }
  13935. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  13936. }
  13937. var animation = new WebGLAnimation();
  13938. animation.setAnimationLoop( onAnimationFrame );
  13939. this.setAnimationLoop = function ( callback ) {
  13940. onAnimationFrameCallback = callback;
  13941. };
  13942. this.dispose = function () {};
  13943. }
  13944. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13945. /**
  13946. * @author supereggbert / http://www.paulbrunt.co.uk/
  13947. * @author mrdoob / http://mrdoob.com/
  13948. * @author alteredq / http://alteredqualia.com/
  13949. * @author szimek / https://github.com/szimek/
  13950. * @author tschw
  13951. */
  13952. function WebGLRenderer( parameters ) {
  13953. parameters = parameters || {};
  13954. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13955. _context = parameters.context !== undefined ? parameters.context : null,
  13956. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13957. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13958. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13959. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13960. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13961. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13962. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13963. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13964. var currentRenderList = null;
  13965. var currentRenderState = null;
  13966. // public properties
  13967. this.domElement = _canvas;
  13968. // Debug configuration container
  13969. this.debug = {
  13970. /**
  13971. * Enables error checking and reporting when shader programs are being compiled
  13972. * @type {boolean}
  13973. */
  13974. checkShaderErrors: true
  13975. };
  13976. // clearing
  13977. this.autoClear = true;
  13978. this.autoClearColor = true;
  13979. this.autoClearDepth = true;
  13980. this.autoClearStencil = true;
  13981. // scene graph
  13982. this.sortObjects = true;
  13983. // user-defined clipping
  13984. this.clippingPlanes = [];
  13985. this.localClippingEnabled = false;
  13986. // physically based shading
  13987. this.gammaFactor = 2.0; // for backwards compatibility
  13988. this.outputEncoding = LinearEncoding;
  13989. // physical lights
  13990. this.physicallyCorrectLights = false;
  13991. // tone mapping
  13992. this.toneMapping = LinearToneMapping;
  13993. this.toneMappingExposure = 1.0;
  13994. this.toneMappingWhitePoint = 1.0;
  13995. // morphs
  13996. this.maxMorphTargets = 8;
  13997. this.maxMorphNormals = 4;
  13998. // internal properties
  13999. var _this = this,
  14000. _isContextLost = false,
  14001. // internal state cache
  14002. _framebuffer = null,
  14003. _currentActiveCubeFace = 0,
  14004. _currentActiveMipmapLevel = 0,
  14005. _currentRenderTarget = null,
  14006. _currentFramebuffer = null,
  14007. _currentMaterialId = - 1,
  14008. // geometry and program caching
  14009. _currentGeometryProgram = {
  14010. geometry: null,
  14011. program: null,
  14012. wireframe: false
  14013. },
  14014. _currentCamera = null,
  14015. _currentArrayCamera = null,
  14016. _currentViewport = new Vector4(),
  14017. _currentScissor = new Vector4(),
  14018. _currentScissorTest = null,
  14019. //
  14020. _width = _canvas.width,
  14021. _height = _canvas.height,
  14022. _pixelRatio = 1,
  14023. _opaqueSort = null,
  14024. _transparentSort = null,
  14025. _viewport = new Vector4( 0, 0, _width, _height ),
  14026. _scissor = new Vector4( 0, 0, _width, _height ),
  14027. _scissorTest = false,
  14028. // frustum
  14029. _frustum = new Frustum(),
  14030. // clipping
  14031. _clipping = new WebGLClipping(),
  14032. _clippingEnabled = false,
  14033. _localClippingEnabled = false,
  14034. // camera matrices cache
  14035. _projScreenMatrix = new Matrix4(),
  14036. _vector3 = new Vector3();
  14037. function getTargetPixelRatio() {
  14038. return _currentRenderTarget === null ? _pixelRatio : 1;
  14039. }
  14040. // initialize
  14041. var _gl;
  14042. try {
  14043. var contextAttributes = {
  14044. alpha: _alpha,
  14045. depth: _depth,
  14046. stencil: _stencil,
  14047. antialias: _antialias,
  14048. premultipliedAlpha: _premultipliedAlpha,
  14049. preserveDrawingBuffer: _preserveDrawingBuffer,
  14050. powerPreference: _powerPreference,
  14051. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14052. xrCompatible: true
  14053. };
  14054. // event listeners must be registered before WebGL context is created, see #12753
  14055. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14056. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14057. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14058. if ( _gl === null ) {
  14059. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14060. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14061. } else {
  14062. throw new Error( 'Error creating WebGL context.' );
  14063. }
  14064. }
  14065. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14066. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14067. _gl.getShaderPrecisionFormat = function () {
  14068. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14069. };
  14070. }
  14071. } catch ( error ) {
  14072. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14073. throw error;
  14074. }
  14075. var extensions, capabilities, state, info;
  14076. var properties, textures, attributes, geometries, objects;
  14077. var programCache, renderLists, renderStates;
  14078. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14079. var utils;
  14080. function initGLContext() {
  14081. extensions = new WebGLExtensions( _gl );
  14082. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14083. if ( capabilities.isWebGL2 === false ) {
  14084. extensions.get( 'WEBGL_depth_texture' );
  14085. extensions.get( 'OES_texture_float' );
  14086. extensions.get( 'OES_texture_half_float' );
  14087. extensions.get( 'OES_texture_half_float_linear' );
  14088. extensions.get( 'OES_standard_derivatives' );
  14089. extensions.get( 'OES_element_index_uint' );
  14090. extensions.get( 'ANGLE_instanced_arrays' );
  14091. }
  14092. extensions.get( 'OES_texture_float_linear' );
  14093. utils = new WebGLUtils( _gl, extensions, capabilities );
  14094. state = new WebGLState( _gl, extensions, capabilities );
  14095. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14096. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14097. info = new WebGLInfo( _gl );
  14098. properties = new WebGLProperties();
  14099. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14100. attributes = new WebGLAttributes( _gl, capabilities );
  14101. geometries = new WebGLGeometries( _gl, attributes, info );
  14102. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14103. morphtargets = new WebGLMorphtargets( _gl );
  14104. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14105. renderLists = new WebGLRenderLists();
  14106. renderStates = new WebGLRenderStates();
  14107. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14108. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14109. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14110. info.programs = programCache.programs;
  14111. _this.capabilities = capabilities;
  14112. _this.extensions = extensions;
  14113. _this.properties = properties;
  14114. _this.renderLists = renderLists;
  14115. _this.state = state;
  14116. _this.info = info;
  14117. }
  14118. initGLContext();
  14119. // xr
  14120. var xr = new WebXRManager( _this, _gl );
  14121. this.xr = xr;
  14122. // shadow map
  14123. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14124. this.shadowMap = shadowMap;
  14125. // API
  14126. this.getContext = function () {
  14127. return _gl;
  14128. };
  14129. this.getContextAttributes = function () {
  14130. return _gl.getContextAttributes();
  14131. };
  14132. this.forceContextLoss = function () {
  14133. var extension = extensions.get( 'WEBGL_lose_context' );
  14134. if ( extension ) { extension.loseContext(); }
  14135. };
  14136. this.forceContextRestore = function () {
  14137. var extension = extensions.get( 'WEBGL_lose_context' );
  14138. if ( extension ) { extension.restoreContext(); }
  14139. };
  14140. this.getPixelRatio = function () {
  14141. return _pixelRatio;
  14142. };
  14143. this.setPixelRatio = function ( value ) {
  14144. if ( value === undefined ) { return; }
  14145. _pixelRatio = value;
  14146. this.setSize( _width, _height, false );
  14147. };
  14148. this.getSize = function ( target ) {
  14149. if ( target === undefined ) {
  14150. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14151. target = new Vector2();
  14152. }
  14153. return target.set( _width, _height );
  14154. };
  14155. this.setSize = function ( width, height, updateStyle ) {
  14156. if ( xr.isPresenting ) {
  14157. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14158. return;
  14159. }
  14160. _width = width;
  14161. _height = height;
  14162. _canvas.width = Math.floor( width * _pixelRatio );
  14163. _canvas.height = Math.floor( height * _pixelRatio );
  14164. if ( updateStyle !== false ) {
  14165. _canvas.style.width = width + 'px';
  14166. _canvas.style.height = height + 'px';
  14167. }
  14168. this.setViewport( 0, 0, width, height );
  14169. };
  14170. this.getDrawingBufferSize = function ( target ) {
  14171. if ( target === undefined ) {
  14172. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14173. target = new Vector2();
  14174. }
  14175. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14176. };
  14177. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14178. _width = width;
  14179. _height = height;
  14180. _pixelRatio = pixelRatio;
  14181. _canvas.width = Math.floor( width * pixelRatio );
  14182. _canvas.height = Math.floor( height * pixelRatio );
  14183. this.setViewport( 0, 0, width, height );
  14184. };
  14185. this.getCurrentViewport = function ( target ) {
  14186. if ( target === undefined ) {
  14187. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14188. target = new Vector4();
  14189. }
  14190. return target.copy( _currentViewport );
  14191. };
  14192. this.getViewport = function ( target ) {
  14193. return target.copy( _viewport );
  14194. };
  14195. this.setViewport = function ( x, y, width, height ) {
  14196. if ( x.isVector4 ) {
  14197. _viewport.set( x.x, x.y, x.z, x.w );
  14198. } else {
  14199. _viewport.set( x, y, width, height );
  14200. }
  14201. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14202. };
  14203. this.getScissor = function ( target ) {
  14204. return target.copy( _scissor );
  14205. };
  14206. this.setScissor = function ( x, y, width, height ) {
  14207. if ( x.isVector4 ) {
  14208. _scissor.set( x.x, x.y, x.z, x.w );
  14209. } else {
  14210. _scissor.set( x, y, width, height );
  14211. }
  14212. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14213. };
  14214. this.getScissorTest = function () {
  14215. return _scissorTest;
  14216. };
  14217. this.setScissorTest = function ( boolean ) {
  14218. state.setScissorTest( _scissorTest = boolean );
  14219. };
  14220. this.setOpaqueSort = function ( method ) {
  14221. _opaqueSort = method;
  14222. };
  14223. this.setTransparentSort = function ( method ) {
  14224. _transparentSort = method;
  14225. };
  14226. // Clearing
  14227. this.getClearColor = function () {
  14228. return background.getClearColor();
  14229. };
  14230. this.setClearColor = function () {
  14231. background.setClearColor.apply( background, arguments );
  14232. };
  14233. this.getClearAlpha = function () {
  14234. return background.getClearAlpha();
  14235. };
  14236. this.setClearAlpha = function () {
  14237. background.setClearAlpha.apply( background, arguments );
  14238. };
  14239. this.clear = function ( color, depth, stencil ) {
  14240. var bits = 0;
  14241. if ( color === undefined || color ) { bits |= 16384; }
  14242. if ( depth === undefined || depth ) { bits |= 256; }
  14243. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14244. _gl.clear( bits );
  14245. };
  14246. this.clearColor = function () {
  14247. this.clear( true, false, false );
  14248. };
  14249. this.clearDepth = function () {
  14250. this.clear( false, true, false );
  14251. };
  14252. this.clearStencil = function () {
  14253. this.clear( false, false, true );
  14254. };
  14255. //
  14256. this.dispose = function () {
  14257. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14258. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14259. renderLists.dispose();
  14260. renderStates.dispose();
  14261. properties.dispose();
  14262. objects.dispose();
  14263. xr.dispose();
  14264. animation.stop();
  14265. this.forceContextLoss();
  14266. };
  14267. // Events
  14268. function onContextLost( event ) {
  14269. event.preventDefault();
  14270. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14271. _isContextLost = true;
  14272. }
  14273. function onContextRestore( /* event */ ) {
  14274. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14275. _isContextLost = false;
  14276. initGLContext();
  14277. }
  14278. function onMaterialDispose( event ) {
  14279. var material = event.target;
  14280. material.removeEventListener( 'dispose', onMaterialDispose );
  14281. deallocateMaterial( material );
  14282. }
  14283. // Buffer deallocation
  14284. function deallocateMaterial( material ) {
  14285. releaseMaterialProgramReference( material );
  14286. properties.remove( material );
  14287. }
  14288. function releaseMaterialProgramReference( material ) {
  14289. var programInfo = properties.get( material ).program;
  14290. material.program = undefined;
  14291. if ( programInfo !== undefined ) {
  14292. programCache.releaseProgram( programInfo );
  14293. }
  14294. }
  14295. // Buffer rendering
  14296. function renderObjectImmediate( object, program ) {
  14297. object.render( function ( object ) {
  14298. _this.renderBufferImmediate( object, program );
  14299. } );
  14300. }
  14301. this.renderBufferImmediate = function ( object, program ) {
  14302. state.initAttributes();
  14303. var buffers = properties.get( object );
  14304. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14305. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14306. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14307. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14308. var programAttributes = program.getAttributes();
  14309. if ( object.hasPositions ) {
  14310. _gl.bindBuffer( 34962, buffers.position );
  14311. _gl.bufferData( 34962, object.positionArray, 35048 );
  14312. state.enableAttribute( programAttributes.position );
  14313. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14314. }
  14315. if ( object.hasNormals ) {
  14316. _gl.bindBuffer( 34962, buffers.normal );
  14317. _gl.bufferData( 34962, object.normalArray, 35048 );
  14318. state.enableAttribute( programAttributes.normal );
  14319. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14320. }
  14321. if ( object.hasUvs ) {
  14322. _gl.bindBuffer( 34962, buffers.uv );
  14323. _gl.bufferData( 34962, object.uvArray, 35048 );
  14324. state.enableAttribute( programAttributes.uv );
  14325. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14326. }
  14327. if ( object.hasColors ) {
  14328. _gl.bindBuffer( 34962, buffers.color );
  14329. _gl.bufferData( 34962, object.colorArray, 35048 );
  14330. state.enableAttribute( programAttributes.color );
  14331. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14332. }
  14333. state.disableUnusedAttributes();
  14334. _gl.drawArrays( 4, 0, object.count );
  14335. object.count = 0;
  14336. };
  14337. var tempScene = new Scene();
  14338. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14339. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14340. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14341. var program = setProgram( camera, scene, material, object );
  14342. state.setMaterial( material, frontFaceCW );
  14343. var updateBuffers = false;
  14344. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14345. _currentGeometryProgram.program !== program.id ||
  14346. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14347. _currentGeometryProgram.geometry = geometry.id;
  14348. _currentGeometryProgram.program = program.id;
  14349. _currentGeometryProgram.wireframe = material.wireframe === true;
  14350. updateBuffers = true;
  14351. }
  14352. if ( material.morphTargets || material.morphNormals ) {
  14353. morphtargets.update( object, geometry, material, program );
  14354. updateBuffers = true;
  14355. }
  14356. //
  14357. var index = geometry.index;
  14358. var position = geometry.attributes.position;
  14359. //
  14360. if ( index === null ) {
  14361. if ( position === undefined || position.count === 0 ) { return; }
  14362. } else if ( index.count === 0 ) {
  14363. return;
  14364. }
  14365. //
  14366. var rangeFactor = 1;
  14367. if ( material.wireframe === true ) {
  14368. index = geometries.getWireframeAttribute( geometry );
  14369. rangeFactor = 2;
  14370. }
  14371. var attribute;
  14372. var renderer = bufferRenderer;
  14373. if ( index !== null ) {
  14374. attribute = attributes.get( index );
  14375. renderer = indexedBufferRenderer;
  14376. renderer.setIndex( attribute );
  14377. }
  14378. if ( updateBuffers ) {
  14379. setupVertexAttributes( object, geometry, material, program );
  14380. if ( index !== null ) {
  14381. _gl.bindBuffer( 34963, attribute.buffer );
  14382. }
  14383. }
  14384. //
  14385. var dataCount = ( index !== null ) ? index.count : position.count;
  14386. var rangeStart = geometry.drawRange.start * rangeFactor;
  14387. var rangeCount = geometry.drawRange.count * rangeFactor;
  14388. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14389. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14390. var drawStart = Math.max( rangeStart, groupStart );
  14391. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14392. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14393. if ( drawCount === 0 ) { return; }
  14394. //
  14395. if ( object.isMesh ) {
  14396. if ( material.wireframe === true ) {
  14397. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14398. renderer.setMode( 1 );
  14399. } else {
  14400. renderer.setMode( 4 );
  14401. }
  14402. } else if ( object.isLine ) {
  14403. var lineWidth = material.linewidth;
  14404. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14405. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14406. if ( object.isLineSegments ) {
  14407. renderer.setMode( 1 );
  14408. } else if ( object.isLineLoop ) {
  14409. renderer.setMode( 2 );
  14410. } else {
  14411. renderer.setMode( 3 );
  14412. }
  14413. } else if ( object.isPoints ) {
  14414. renderer.setMode( 0 );
  14415. } else if ( object.isSprite ) {
  14416. renderer.setMode( 4 );
  14417. }
  14418. if ( object.isInstancedMesh ) {
  14419. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14420. } else if ( geometry.isInstancedBufferGeometry ) {
  14421. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14422. } else {
  14423. renderer.render( drawStart, drawCount );
  14424. }
  14425. };
  14426. function setupVertexAttributes( object, geometry, material, program ) {
  14427. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14428. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14429. }
  14430. state.initAttributes();
  14431. var geometryAttributes = geometry.attributes;
  14432. var programAttributes = program.getAttributes();
  14433. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14434. for ( var name in programAttributes ) {
  14435. var programAttribute = programAttributes[ name ];
  14436. if ( programAttribute >= 0 ) {
  14437. var geometryAttribute = geometryAttributes[ name ];
  14438. if ( geometryAttribute !== undefined ) {
  14439. var normalized = geometryAttribute.normalized;
  14440. var size = geometryAttribute.itemSize;
  14441. var attribute = attributes.get( geometryAttribute );
  14442. // TODO Attribute may not be available on context restore
  14443. if ( attribute === undefined ) { continue; }
  14444. var buffer = attribute.buffer;
  14445. var type = attribute.type;
  14446. var bytesPerElement = attribute.bytesPerElement;
  14447. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14448. var data = geometryAttribute.data;
  14449. var stride = data.stride;
  14450. var offset = geometryAttribute.offset;
  14451. if ( data && data.isInstancedInterleavedBuffer ) {
  14452. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14453. if ( geometry.maxInstancedCount === undefined ) {
  14454. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14455. }
  14456. } else {
  14457. state.enableAttribute( programAttribute );
  14458. }
  14459. _gl.bindBuffer( 34962, buffer );
  14460. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14461. } else {
  14462. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14463. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14464. if ( geometry.maxInstancedCount === undefined ) {
  14465. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14466. }
  14467. } else {
  14468. state.enableAttribute( programAttribute );
  14469. }
  14470. _gl.bindBuffer( 34962, buffer );
  14471. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14472. }
  14473. } else if ( name === 'instanceMatrix' ) {
  14474. var attribute = attributes.get( object.instanceMatrix );
  14475. // TODO Attribute may not be available on context restore
  14476. if ( attribute === undefined ) { continue; }
  14477. var buffer = attribute.buffer;
  14478. var type = attribute.type;
  14479. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14480. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14481. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14482. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14483. _gl.bindBuffer( 34962, buffer );
  14484. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14485. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14486. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14487. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14488. } else if ( materialDefaultAttributeValues !== undefined ) {
  14489. var value = materialDefaultAttributeValues[ name ];
  14490. if ( value !== undefined ) {
  14491. switch ( value.length ) {
  14492. case 2:
  14493. _gl.vertexAttrib2fv( programAttribute, value );
  14494. break;
  14495. case 3:
  14496. _gl.vertexAttrib3fv( programAttribute, value );
  14497. break;
  14498. case 4:
  14499. _gl.vertexAttrib4fv( programAttribute, value );
  14500. break;
  14501. default:
  14502. _gl.vertexAttrib1fv( programAttribute, value );
  14503. }
  14504. }
  14505. }
  14506. }
  14507. }
  14508. state.disableUnusedAttributes();
  14509. }
  14510. // Compile
  14511. this.compile = function ( scene, camera ) {
  14512. currentRenderState = renderStates.get( scene, camera );
  14513. currentRenderState.init();
  14514. scene.traverse( function ( object ) {
  14515. if ( object.isLight ) {
  14516. currentRenderState.pushLight( object );
  14517. if ( object.castShadow ) {
  14518. currentRenderState.pushShadow( object );
  14519. }
  14520. }
  14521. } );
  14522. currentRenderState.setupLights( camera );
  14523. var compiled = {};
  14524. scene.traverse( function ( object ) {
  14525. if ( object.material ) {
  14526. if ( Array.isArray( object.material ) ) {
  14527. for ( var i = 0; i < object.material.length; i ++ ) {
  14528. if ( object.material[ i ].uuid in compiled === false ) {
  14529. initMaterial( object.material[ i ], scene, object );
  14530. compiled[ object.material[ i ].uuid ] = true;
  14531. }
  14532. }
  14533. } else if ( object.material.uuid in compiled === false ) {
  14534. initMaterial( object.material, scene, object );
  14535. compiled[ object.material.uuid ] = true;
  14536. }
  14537. }
  14538. } );
  14539. };
  14540. // Animation Loop
  14541. var onAnimationFrameCallback = null;
  14542. function onAnimationFrame( time ) {
  14543. if ( xr.isPresenting ) { return; }
  14544. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14545. }
  14546. var animation = new WebGLAnimation();
  14547. animation.setAnimationLoop( onAnimationFrame );
  14548. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14549. this.setAnimationLoop = function ( callback ) {
  14550. onAnimationFrameCallback = callback;
  14551. xr.setAnimationLoop( callback );
  14552. animation.start();
  14553. };
  14554. // Rendering
  14555. this.render = function ( scene, camera ) {
  14556. var renderTarget, forceClear;
  14557. if ( arguments[ 2 ] !== undefined ) {
  14558. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14559. renderTarget = arguments[ 2 ];
  14560. }
  14561. if ( arguments[ 3 ] !== undefined ) {
  14562. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14563. forceClear = arguments[ 3 ];
  14564. }
  14565. if ( ! ( camera && camera.isCamera ) ) {
  14566. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14567. return;
  14568. }
  14569. if ( _isContextLost ) { return; }
  14570. // reset caching for this frame
  14571. _currentGeometryProgram.geometry = null;
  14572. _currentGeometryProgram.program = null;
  14573. _currentGeometryProgram.wireframe = false;
  14574. _currentMaterialId = - 1;
  14575. _currentCamera = null;
  14576. // update scene graph
  14577. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14578. // update camera matrices and frustum
  14579. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14580. if ( xr.enabled && xr.isPresenting ) {
  14581. camera = xr.getCamera( camera );
  14582. }
  14583. //
  14584. currentRenderState = renderStates.get( scene, camera );
  14585. currentRenderState.init();
  14586. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14587. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14588. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  14589. _localClippingEnabled = this.localClippingEnabled;
  14590. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14591. currentRenderList = renderLists.get( scene, camera );
  14592. currentRenderList.init();
  14593. projectObject( scene, camera, 0, _this.sortObjects );
  14594. currentRenderList.finish();
  14595. if ( _this.sortObjects === true ) {
  14596. currentRenderList.sort( _opaqueSort, _transparentSort );
  14597. }
  14598. //
  14599. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14600. var shadowsArray = currentRenderState.state.shadowsArray;
  14601. shadowMap.render( shadowsArray, scene, camera );
  14602. currentRenderState.setupLights( camera );
  14603. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14604. //
  14605. if ( this.info.autoReset ) { this.info.reset(); }
  14606. if ( renderTarget !== undefined ) {
  14607. this.setRenderTarget( renderTarget );
  14608. }
  14609. //
  14610. background.render( currentRenderList, scene, camera, forceClear );
  14611. // render scene
  14612. var opaqueObjects = currentRenderList.opaque;
  14613. var transparentObjects = currentRenderList.transparent;
  14614. if ( scene.overrideMaterial ) {
  14615. var overrideMaterial = scene.overrideMaterial;
  14616. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14617. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14618. } else {
  14619. // opaque pass (front-to-back order)
  14620. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14621. // transparent pass (back-to-front order)
  14622. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14623. }
  14624. //
  14625. scene.onAfterRender( _this, scene, camera );
  14626. //
  14627. if ( _currentRenderTarget !== null ) {
  14628. // Generate mipmap if we're using any kind of mipmap filtering
  14629. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14630. // resolve multisample renderbuffers to a single-sample texture if necessary
  14631. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14632. }
  14633. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14634. state.buffers.depth.setTest( true );
  14635. state.buffers.depth.setMask( true );
  14636. state.buffers.color.setMask( true );
  14637. state.setPolygonOffset( false );
  14638. // _gl.finish();
  14639. currentRenderList = null;
  14640. currentRenderState = null;
  14641. };
  14642. function projectObject( object, camera, groupOrder, sortObjects ) {
  14643. if ( object.visible === false ) { return; }
  14644. var visible = object.layers.test( camera.layers );
  14645. if ( visible ) {
  14646. if ( object.isGroup ) {
  14647. groupOrder = object.renderOrder;
  14648. } else if ( object.isLOD ) {
  14649. if ( object.autoUpdate === true ) { object.update( camera ); }
  14650. } else if ( object.isLight ) {
  14651. currentRenderState.pushLight( object );
  14652. if ( object.castShadow ) {
  14653. currentRenderState.pushShadow( object );
  14654. }
  14655. } else if ( object.isSprite ) {
  14656. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14657. if ( sortObjects ) {
  14658. _vector3.setFromMatrixPosition( object.matrixWorld )
  14659. .applyMatrix4( _projScreenMatrix );
  14660. }
  14661. var geometry = objects.update( object );
  14662. var material = object.material;
  14663. if ( material.visible ) {
  14664. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14665. }
  14666. }
  14667. } else if ( object.isImmediateRenderObject ) {
  14668. if ( sortObjects ) {
  14669. _vector3.setFromMatrixPosition( object.matrixWorld )
  14670. .applyMatrix4( _projScreenMatrix );
  14671. }
  14672. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14673. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14674. if ( object.isSkinnedMesh ) {
  14675. // update skeleton only once in a frame
  14676. if ( object.skeleton.frame !== info.render.frame ) {
  14677. object.skeleton.update();
  14678. object.skeleton.frame = info.render.frame;
  14679. }
  14680. }
  14681. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14682. if ( sortObjects ) {
  14683. _vector3.setFromMatrixPosition( object.matrixWorld )
  14684. .applyMatrix4( _projScreenMatrix );
  14685. }
  14686. var geometry = objects.update( object );
  14687. var material = object.material;
  14688. if ( Array.isArray( material ) ) {
  14689. var groups = geometry.groups;
  14690. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14691. var group = groups[ i ];
  14692. var groupMaterial = material[ group.materialIndex ];
  14693. if ( groupMaterial && groupMaterial.visible ) {
  14694. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14695. }
  14696. }
  14697. } else if ( material.visible ) {
  14698. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14699. }
  14700. }
  14701. }
  14702. }
  14703. var children = object.children;
  14704. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14705. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14706. }
  14707. }
  14708. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14709. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14710. var renderItem = renderList[ i ];
  14711. var object = renderItem.object;
  14712. var geometry = renderItem.geometry;
  14713. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14714. var group = renderItem.group;
  14715. if ( camera.isArrayCamera ) {
  14716. _currentArrayCamera = camera;
  14717. var cameras = camera.cameras;
  14718. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14719. var camera2 = cameras[ j ];
  14720. if ( object.layers.test( camera2.layers ) ) {
  14721. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14722. currentRenderState.setupLights( camera2 );
  14723. renderObject( object, scene, camera2, geometry, material, group );
  14724. }
  14725. }
  14726. } else {
  14727. _currentArrayCamera = null;
  14728. renderObject( object, scene, camera, geometry, material, group );
  14729. }
  14730. }
  14731. }
  14732. function renderObject( object, scene, camera, geometry, material, group ) {
  14733. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14734. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14735. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14736. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14737. if ( object.isImmediateRenderObject ) {
  14738. var program = setProgram( camera, scene, material, object );
  14739. state.setMaterial( material );
  14740. _currentGeometryProgram.geometry = null;
  14741. _currentGeometryProgram.program = null;
  14742. _currentGeometryProgram.wireframe = false;
  14743. renderObjectImmediate( object, program );
  14744. } else {
  14745. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14746. }
  14747. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14748. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14749. }
  14750. function initMaterial( material, scene, object ) {
  14751. var materialProperties = properties.get( material );
  14752. var lights = currentRenderState.state.lights;
  14753. var shadowsArray = currentRenderState.state.shadowsArray;
  14754. var lightsStateVersion = lights.state.version;
  14755. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14756. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14757. var program = materialProperties.program;
  14758. var programChange = true;
  14759. if ( program === undefined ) {
  14760. // new material
  14761. material.addEventListener( 'dispose', onMaterialDispose );
  14762. } else if ( program.cacheKey !== programCacheKey ) {
  14763. // changed glsl or parameters
  14764. releaseMaterialProgramReference( material );
  14765. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14766. materialProperties.lightsStateVersion = lightsStateVersion;
  14767. programChange = false;
  14768. } else if ( parameters.shaderID !== undefined ) {
  14769. // same glsl and uniform list
  14770. return;
  14771. } else {
  14772. // only rebuild uniform list
  14773. programChange = false;
  14774. }
  14775. if ( programChange ) {
  14776. program = programCache.acquireProgram( parameters, programCacheKey );
  14777. materialProperties.program = program;
  14778. materialProperties.uniforms = parameters.uniforms;
  14779. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14780. materialProperties.outputEncoding = _this.outputEncoding;
  14781. material.program = program;
  14782. }
  14783. var programAttributes = program.getAttributes();
  14784. if ( material.morphTargets ) {
  14785. material.numSupportedMorphTargets = 0;
  14786. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14787. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14788. material.numSupportedMorphTargets ++;
  14789. }
  14790. }
  14791. }
  14792. if ( material.morphNormals ) {
  14793. material.numSupportedMorphNormals = 0;
  14794. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14795. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14796. material.numSupportedMorphNormals ++;
  14797. }
  14798. }
  14799. }
  14800. var uniforms = materialProperties.uniforms;
  14801. if ( ! material.isShaderMaterial &&
  14802. ! material.isRawShaderMaterial ||
  14803. material.clipping === true ) {
  14804. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14805. materialProperties.numIntersection = _clipping.numIntersection;
  14806. uniforms.clippingPlanes = _clipping.uniform;
  14807. }
  14808. materialProperties.fog = scene.fog;
  14809. // store the light setup it was created for
  14810. materialProperties.needsLights = materialNeedsLights( material );
  14811. materialProperties.lightsStateVersion = lightsStateVersion;
  14812. if ( materialProperties.needsLights ) {
  14813. // wire up the material to this renderer's lighting state
  14814. uniforms.ambientLightColor.value = lights.state.ambient;
  14815. uniforms.lightProbe.value = lights.state.probe;
  14816. uniforms.directionalLights.value = lights.state.directional;
  14817. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  14818. uniforms.spotLights.value = lights.state.spot;
  14819. uniforms.spotLightShadows.value = lights.state.spotShadow;
  14820. uniforms.rectAreaLights.value = lights.state.rectArea;
  14821. uniforms.pointLights.value = lights.state.point;
  14822. uniforms.pointLightShadows.value = lights.state.pointShadow;
  14823. uniforms.hemisphereLights.value = lights.state.hemi;
  14824. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14825. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14826. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14827. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14828. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14829. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14830. // TODO (abelnation): add area lights shadow info to uniforms
  14831. }
  14832. var progUniforms = materialProperties.program.getUniforms(),
  14833. uniformsList =
  14834. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14835. materialProperties.uniformsList = uniformsList;
  14836. }
  14837. function setProgram( camera, scene, material, object ) {
  14838. textures.resetTextureUnits();
  14839. var fog = scene.fog;
  14840. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14841. var materialProperties = properties.get( material );
  14842. var lights = currentRenderState.state.lights;
  14843. if ( _clippingEnabled ) {
  14844. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14845. var useCache =
  14846. camera === _currentCamera &&
  14847. material.id === _currentMaterialId;
  14848. // we might want to call this function with some ClippingGroup
  14849. // object instead of the material, once it becomes feasible
  14850. // (#8465, #8379)
  14851. _clipping.setState(
  14852. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14853. camera, materialProperties, useCache );
  14854. }
  14855. }
  14856. if ( material.version === materialProperties.__version ) {
  14857. if ( materialProperties.program === undefined ) {
  14858. initMaterial( material, scene, object );
  14859. } else if ( material.fog && materialProperties.fog !== fog ) {
  14860. initMaterial( material, scene, object );
  14861. } else if ( materialProperties.environment !== environment ) {
  14862. initMaterial( material, scene, object );
  14863. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14864. initMaterial( material, scene, object );
  14865. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14866. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14867. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14868. initMaterial( material, scene, object );
  14869. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14870. initMaterial( material, scene, object );
  14871. }
  14872. } else {
  14873. initMaterial( material, scene, object );
  14874. materialProperties.__version = material.version;
  14875. }
  14876. var refreshProgram = false;
  14877. var refreshMaterial = false;
  14878. var refreshLights = false;
  14879. var program = materialProperties.program,
  14880. p_uniforms = program.getUniforms(),
  14881. m_uniforms = materialProperties.uniforms;
  14882. if ( state.useProgram( program.program ) ) {
  14883. refreshProgram = true;
  14884. refreshMaterial = true;
  14885. refreshLights = true;
  14886. }
  14887. if ( material.id !== _currentMaterialId ) {
  14888. _currentMaterialId = material.id;
  14889. refreshMaterial = true;
  14890. }
  14891. if ( refreshProgram || _currentCamera !== camera ) {
  14892. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14893. if ( capabilities.logarithmicDepthBuffer ) {
  14894. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14895. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14896. }
  14897. if ( _currentCamera !== camera ) {
  14898. _currentCamera = camera;
  14899. // lighting uniforms depend on the camera so enforce an update
  14900. // now, in case this material supports lights - or later, when
  14901. // the next material that does gets activated:
  14902. refreshMaterial = true; // set to true on material change
  14903. refreshLights = true; // remains set until update done
  14904. }
  14905. // load material specific uniforms
  14906. // (shader material also gets them for the sake of genericity)
  14907. if ( material.isShaderMaterial ||
  14908. material.isMeshPhongMaterial ||
  14909. material.isMeshToonMaterial ||
  14910. material.isMeshStandardMaterial ||
  14911. material.envMap ) {
  14912. var uCamPos = p_uniforms.map.cameraPosition;
  14913. if ( uCamPos !== undefined ) {
  14914. uCamPos.setValue( _gl,
  14915. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14916. }
  14917. }
  14918. if ( material.isMeshPhongMaterial ||
  14919. material.isMeshToonMaterial ||
  14920. material.isMeshLambertMaterial ||
  14921. material.isMeshBasicMaterial ||
  14922. material.isMeshStandardMaterial ||
  14923. material.isShaderMaterial ) {
  14924. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14925. }
  14926. if ( material.isMeshPhongMaterial ||
  14927. material.isMeshToonMaterial ||
  14928. material.isMeshLambertMaterial ||
  14929. material.isMeshBasicMaterial ||
  14930. material.isMeshStandardMaterial ||
  14931. material.isShaderMaterial ||
  14932. material.skinning ) {
  14933. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14934. }
  14935. }
  14936. // skinning uniforms must be set even if material didn't change
  14937. // auto-setting of texture unit for bone texture must go before other textures
  14938. // otherwise textures used for skinning can take over texture units reserved for other material textures
  14939. if ( material.skinning ) {
  14940. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14941. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14942. var skeleton = object.skeleton;
  14943. if ( skeleton ) {
  14944. var bones = skeleton.bones;
  14945. if ( capabilities.floatVertexTextures ) {
  14946. if ( skeleton.boneTexture === undefined ) {
  14947. // layout (1 matrix = 4 pixels)
  14948. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14949. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14950. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14951. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14952. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14953. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14954. size = MathUtils.ceilPowerOfTwo( size );
  14955. size = Math.max( size, 4 );
  14956. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14957. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14958. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14959. skeleton.boneMatrices = boneMatrices;
  14960. skeleton.boneTexture = boneTexture;
  14961. skeleton.boneTextureSize = size;
  14962. }
  14963. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14964. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14965. } else {
  14966. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14967. }
  14968. }
  14969. }
  14970. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14971. materialProperties.receiveShadow = object.receiveShadow;
  14972. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14973. }
  14974. if ( refreshMaterial ) {
  14975. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14976. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14977. if ( materialProperties.needsLights ) {
  14978. // the current material requires lighting info
  14979. // note: all lighting uniforms are always set correctly
  14980. // they simply reference the renderer's state for their
  14981. // values
  14982. //
  14983. // use the current material's .needsUpdate flags to set
  14984. // the GL state when required
  14985. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14986. }
  14987. // refresh uniforms common to several materials
  14988. if ( fog && material.fog ) {
  14989. refreshUniformsFog( m_uniforms, fog );
  14990. }
  14991. if ( material.isMeshBasicMaterial ) {
  14992. refreshUniformsCommon( m_uniforms, material );
  14993. } else if ( material.isMeshLambertMaterial ) {
  14994. refreshUniformsCommon( m_uniforms, material );
  14995. refreshUniformsLambert( m_uniforms, material );
  14996. } else if ( material.isMeshToonMaterial ) {
  14997. refreshUniformsCommon( m_uniforms, material );
  14998. refreshUniformsToon( m_uniforms, material );
  14999. } else if ( material.isMeshPhongMaterial ) {
  15000. refreshUniformsCommon( m_uniforms, material );
  15001. refreshUniformsPhong( m_uniforms, material );
  15002. } else if ( material.isMeshStandardMaterial ) {
  15003. refreshUniformsCommon( m_uniforms, material, environment );
  15004. if ( material.isMeshPhysicalMaterial ) {
  15005. refreshUniformsPhysical( m_uniforms, material, environment );
  15006. } else {
  15007. refreshUniformsStandard( m_uniforms, material, environment );
  15008. }
  15009. } else if ( material.isMeshMatcapMaterial ) {
  15010. refreshUniformsCommon( m_uniforms, material );
  15011. refreshUniformsMatcap( m_uniforms, material );
  15012. } else if ( material.isMeshDepthMaterial ) {
  15013. refreshUniformsCommon( m_uniforms, material );
  15014. refreshUniformsDepth( m_uniforms, material );
  15015. } else if ( material.isMeshDistanceMaterial ) {
  15016. refreshUniformsCommon( m_uniforms, material );
  15017. refreshUniformsDistance( m_uniforms, material );
  15018. } else if ( material.isMeshNormalMaterial ) {
  15019. refreshUniformsCommon( m_uniforms, material );
  15020. refreshUniformsNormal( m_uniforms, material );
  15021. } else if ( material.isLineBasicMaterial ) {
  15022. refreshUniformsLine( m_uniforms, material );
  15023. if ( material.isLineDashedMaterial ) {
  15024. refreshUniformsDash( m_uniforms, material );
  15025. }
  15026. } else if ( material.isPointsMaterial ) {
  15027. refreshUniformsPoints( m_uniforms, material );
  15028. } else if ( material.isSpriteMaterial ) {
  15029. refreshUniformsSprites( m_uniforms, material );
  15030. } else if ( material.isShadowMaterial ) {
  15031. m_uniforms.color.value.copy( material.color );
  15032. m_uniforms.opacity.value = material.opacity;
  15033. }
  15034. // RectAreaLight Texture
  15035. // TODO (mrdoob): Find a nicer implementation
  15036. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15037. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15038. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15039. if ( material.isShaderMaterial ) {
  15040. material.uniformsNeedUpdate = false; // #15581
  15041. }
  15042. }
  15043. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15044. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15045. material.uniformsNeedUpdate = false;
  15046. }
  15047. if ( material.isSpriteMaterial ) {
  15048. p_uniforms.setValue( _gl, 'center', object.center );
  15049. }
  15050. // common matrices
  15051. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15052. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15053. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15054. return program;
  15055. }
  15056. // Uniforms (refresh uniforms objects)
  15057. function refreshUniformsCommon( uniforms, material, environment ) {
  15058. uniforms.opacity.value = material.opacity;
  15059. if ( material.color ) {
  15060. uniforms.diffuse.value.copy( material.color );
  15061. }
  15062. if ( material.emissive ) {
  15063. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15064. }
  15065. if ( material.map ) {
  15066. uniforms.map.value = material.map;
  15067. }
  15068. if ( material.alphaMap ) {
  15069. uniforms.alphaMap.value = material.alphaMap;
  15070. }
  15071. if ( material.specularMap ) {
  15072. uniforms.specularMap.value = material.specularMap;
  15073. }
  15074. var envMap = material.envMap || environment;
  15075. if ( envMap ) {
  15076. uniforms.envMap.value = envMap;
  15077. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15078. uniforms.reflectivity.value = material.reflectivity;
  15079. uniforms.refractionRatio.value = material.refractionRatio;
  15080. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15081. }
  15082. if ( material.lightMap ) {
  15083. uniforms.lightMap.value = material.lightMap;
  15084. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15085. }
  15086. if ( material.aoMap ) {
  15087. uniforms.aoMap.value = material.aoMap;
  15088. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15089. }
  15090. // uv repeat and offset setting priorities
  15091. // 1. color map
  15092. // 2. specular map
  15093. // 3. normal map
  15094. // 4. bump map
  15095. // 5. alpha map
  15096. // 6. emissive map
  15097. var uvScaleMap;
  15098. if ( material.map ) {
  15099. uvScaleMap = material.map;
  15100. } else if ( material.specularMap ) {
  15101. uvScaleMap = material.specularMap;
  15102. } else if ( material.displacementMap ) {
  15103. uvScaleMap = material.displacementMap;
  15104. } else if ( material.normalMap ) {
  15105. uvScaleMap = material.normalMap;
  15106. } else if ( material.bumpMap ) {
  15107. uvScaleMap = material.bumpMap;
  15108. } else if ( material.roughnessMap ) {
  15109. uvScaleMap = material.roughnessMap;
  15110. } else if ( material.metalnessMap ) {
  15111. uvScaleMap = material.metalnessMap;
  15112. } else if ( material.alphaMap ) {
  15113. uvScaleMap = material.alphaMap;
  15114. } else if ( material.emissiveMap ) {
  15115. uvScaleMap = material.emissiveMap;
  15116. }
  15117. if ( uvScaleMap !== undefined ) {
  15118. // backwards compatibility
  15119. if ( uvScaleMap.isWebGLRenderTarget ) {
  15120. uvScaleMap = uvScaleMap.texture;
  15121. }
  15122. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15123. uvScaleMap.updateMatrix();
  15124. }
  15125. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15126. }
  15127. // uv repeat and offset setting priorities for uv2
  15128. // 1. ao map
  15129. // 2. light map
  15130. var uv2ScaleMap;
  15131. if ( material.aoMap ) {
  15132. uv2ScaleMap = material.aoMap;
  15133. } else if ( material.lightMap ) {
  15134. uv2ScaleMap = material.lightMap;
  15135. }
  15136. if ( uv2ScaleMap !== undefined ) {
  15137. // backwards compatibility
  15138. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15139. uv2ScaleMap = uv2ScaleMap.texture;
  15140. }
  15141. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15142. uv2ScaleMap.updateMatrix();
  15143. }
  15144. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15145. }
  15146. }
  15147. function refreshUniformsLine( uniforms, material ) {
  15148. uniforms.diffuse.value.copy( material.color );
  15149. uniforms.opacity.value = material.opacity;
  15150. }
  15151. function refreshUniformsDash( uniforms, material ) {
  15152. uniforms.dashSize.value = material.dashSize;
  15153. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15154. uniforms.scale.value = material.scale;
  15155. }
  15156. function refreshUniformsPoints( uniforms, material ) {
  15157. uniforms.diffuse.value.copy( material.color );
  15158. uniforms.opacity.value = material.opacity;
  15159. uniforms.size.value = material.size * _pixelRatio;
  15160. uniforms.scale.value = _height * 0.5;
  15161. if ( material.map ) {
  15162. uniforms.map.value = material.map;
  15163. }
  15164. if ( material.alphaMap ) {
  15165. uniforms.alphaMap.value = material.alphaMap;
  15166. }
  15167. // uv repeat and offset setting priorities
  15168. // 1. color map
  15169. // 2. alpha map
  15170. var uvScaleMap;
  15171. if ( material.map ) {
  15172. uvScaleMap = material.map;
  15173. } else if ( material.alphaMap ) {
  15174. uvScaleMap = material.alphaMap;
  15175. }
  15176. if ( uvScaleMap !== undefined ) {
  15177. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15178. uvScaleMap.updateMatrix();
  15179. }
  15180. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15181. }
  15182. }
  15183. function refreshUniformsSprites( uniforms, material ) {
  15184. uniforms.diffuse.value.copy( material.color );
  15185. uniforms.opacity.value = material.opacity;
  15186. uniforms.rotation.value = material.rotation;
  15187. if ( material.map ) {
  15188. uniforms.map.value = material.map;
  15189. }
  15190. if ( material.alphaMap ) {
  15191. uniforms.alphaMap.value = material.alphaMap;
  15192. }
  15193. // uv repeat and offset setting priorities
  15194. // 1. color map
  15195. // 2. alpha map
  15196. var uvScaleMap;
  15197. if ( material.map ) {
  15198. uvScaleMap = material.map;
  15199. } else if ( material.alphaMap ) {
  15200. uvScaleMap = material.alphaMap;
  15201. }
  15202. if ( uvScaleMap !== undefined ) {
  15203. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15204. uvScaleMap.updateMatrix();
  15205. }
  15206. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15207. }
  15208. }
  15209. function refreshUniformsFog( uniforms, fog ) {
  15210. uniforms.fogColor.value.copy( fog.color );
  15211. if ( fog.isFog ) {
  15212. uniforms.fogNear.value = fog.near;
  15213. uniforms.fogFar.value = fog.far;
  15214. } else if ( fog.isFogExp2 ) {
  15215. uniforms.fogDensity.value = fog.density;
  15216. }
  15217. }
  15218. function refreshUniformsLambert( uniforms, material ) {
  15219. if ( material.emissiveMap ) {
  15220. uniforms.emissiveMap.value = material.emissiveMap;
  15221. }
  15222. }
  15223. function refreshUniformsPhong( uniforms, material ) {
  15224. uniforms.specular.value.copy( material.specular );
  15225. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15226. if ( material.emissiveMap ) {
  15227. uniforms.emissiveMap.value = material.emissiveMap;
  15228. }
  15229. if ( material.bumpMap ) {
  15230. uniforms.bumpMap.value = material.bumpMap;
  15231. uniforms.bumpScale.value = material.bumpScale;
  15232. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15233. }
  15234. if ( material.normalMap ) {
  15235. uniforms.normalMap.value = material.normalMap;
  15236. uniforms.normalScale.value.copy( material.normalScale );
  15237. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15238. }
  15239. if ( material.displacementMap ) {
  15240. uniforms.displacementMap.value = material.displacementMap;
  15241. uniforms.displacementScale.value = material.displacementScale;
  15242. uniforms.displacementBias.value = material.displacementBias;
  15243. }
  15244. }
  15245. function refreshUniformsToon( uniforms, material ) {
  15246. uniforms.specular.value.copy( material.specular );
  15247. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15248. if ( material.gradientMap ) {
  15249. uniforms.gradientMap.value = material.gradientMap;
  15250. }
  15251. if ( material.emissiveMap ) {
  15252. uniforms.emissiveMap.value = material.emissiveMap;
  15253. }
  15254. if ( material.bumpMap ) {
  15255. uniforms.bumpMap.value = material.bumpMap;
  15256. uniforms.bumpScale.value = material.bumpScale;
  15257. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15258. }
  15259. if ( material.normalMap ) {
  15260. uniforms.normalMap.value = material.normalMap;
  15261. uniforms.normalScale.value.copy( material.normalScale );
  15262. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15263. }
  15264. if ( material.displacementMap ) {
  15265. uniforms.displacementMap.value = material.displacementMap;
  15266. uniforms.displacementScale.value = material.displacementScale;
  15267. uniforms.displacementBias.value = material.displacementBias;
  15268. }
  15269. }
  15270. function refreshUniformsStandard( uniforms, material, environment ) {
  15271. uniforms.roughness.value = material.roughness;
  15272. uniforms.metalness.value = material.metalness;
  15273. if ( material.roughnessMap ) {
  15274. uniforms.roughnessMap.value = material.roughnessMap;
  15275. }
  15276. if ( material.metalnessMap ) {
  15277. uniforms.metalnessMap.value = material.metalnessMap;
  15278. }
  15279. if ( material.emissiveMap ) {
  15280. uniforms.emissiveMap.value = material.emissiveMap;
  15281. }
  15282. if ( material.bumpMap ) {
  15283. uniforms.bumpMap.value = material.bumpMap;
  15284. uniforms.bumpScale.value = material.bumpScale;
  15285. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15286. }
  15287. if ( material.normalMap ) {
  15288. uniforms.normalMap.value = material.normalMap;
  15289. uniforms.normalScale.value.copy( material.normalScale );
  15290. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15291. }
  15292. if ( material.displacementMap ) {
  15293. uniforms.displacementMap.value = material.displacementMap;
  15294. uniforms.displacementScale.value = material.displacementScale;
  15295. uniforms.displacementBias.value = material.displacementBias;
  15296. }
  15297. if ( material.envMap || environment ) {
  15298. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15299. uniforms.envMapIntensity.value = material.envMapIntensity;
  15300. }
  15301. }
  15302. function refreshUniformsPhysical( uniforms, material, environment ) {
  15303. refreshUniformsStandard( uniforms, material, environment );
  15304. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15305. uniforms.clearcoat.value = material.clearcoat;
  15306. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15307. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15308. if ( material.clearcoatMap ) {
  15309. uniforms.clearcoatMap.value = material.clearcoatMap;
  15310. }
  15311. if ( material.clearcoatRoughnessMap ) {
  15312. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  15313. }
  15314. if ( material.clearcoatNormalMap ) {
  15315. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15316. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15317. if ( material.side === BackSide ) {
  15318. uniforms.clearcoatNormalScale.value.negate();
  15319. }
  15320. }
  15321. uniforms.transparency.value = material.transparency;
  15322. }
  15323. function refreshUniformsMatcap( uniforms, material ) {
  15324. if ( material.matcap ) {
  15325. uniforms.matcap.value = material.matcap;
  15326. }
  15327. if ( material.bumpMap ) {
  15328. uniforms.bumpMap.value = material.bumpMap;
  15329. uniforms.bumpScale.value = material.bumpScale;
  15330. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15331. }
  15332. if ( material.normalMap ) {
  15333. uniforms.normalMap.value = material.normalMap;
  15334. uniforms.normalScale.value.copy( material.normalScale );
  15335. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15336. }
  15337. if ( material.displacementMap ) {
  15338. uniforms.displacementMap.value = material.displacementMap;
  15339. uniforms.displacementScale.value = material.displacementScale;
  15340. uniforms.displacementBias.value = material.displacementBias;
  15341. }
  15342. }
  15343. function refreshUniformsDepth( uniforms, material ) {
  15344. if ( material.displacementMap ) {
  15345. uniforms.displacementMap.value = material.displacementMap;
  15346. uniforms.displacementScale.value = material.displacementScale;
  15347. uniforms.displacementBias.value = material.displacementBias;
  15348. }
  15349. }
  15350. function refreshUniformsDistance( uniforms, material ) {
  15351. if ( material.displacementMap ) {
  15352. uniforms.displacementMap.value = material.displacementMap;
  15353. uniforms.displacementScale.value = material.displacementScale;
  15354. uniforms.displacementBias.value = material.displacementBias;
  15355. }
  15356. uniforms.referencePosition.value.copy( material.referencePosition );
  15357. uniforms.nearDistance.value = material.nearDistance;
  15358. uniforms.farDistance.value = material.farDistance;
  15359. }
  15360. function refreshUniformsNormal( uniforms, material ) {
  15361. if ( material.bumpMap ) {
  15362. uniforms.bumpMap.value = material.bumpMap;
  15363. uniforms.bumpScale.value = material.bumpScale;
  15364. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15365. }
  15366. if ( material.normalMap ) {
  15367. uniforms.normalMap.value = material.normalMap;
  15368. uniforms.normalScale.value.copy( material.normalScale );
  15369. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15370. }
  15371. if ( material.displacementMap ) {
  15372. uniforms.displacementMap.value = material.displacementMap;
  15373. uniforms.displacementScale.value = material.displacementScale;
  15374. uniforms.displacementBias.value = material.displacementBias;
  15375. }
  15376. }
  15377. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15378. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15379. uniforms.ambientLightColor.needsUpdate = value;
  15380. uniforms.lightProbe.needsUpdate = value;
  15381. uniforms.directionalLights.needsUpdate = value;
  15382. uniforms.directionalLightShadows.needsUpdate = value;
  15383. uniforms.pointLights.needsUpdate = value;
  15384. uniforms.pointLightShadows.needsUpdate = value;
  15385. uniforms.spotLights.needsUpdate = value;
  15386. uniforms.spotLightShadows.needsUpdate = value;
  15387. uniforms.rectAreaLights.needsUpdate = value;
  15388. uniforms.hemisphereLights.needsUpdate = value;
  15389. }
  15390. function materialNeedsLights( material ) {
  15391. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15392. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15393. ( material.isShaderMaterial && material.lights === true );
  15394. }
  15395. //
  15396. this.setFramebuffer = function ( value ) {
  15397. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15398. _framebuffer = value;
  15399. };
  15400. this.getActiveCubeFace = function () {
  15401. return _currentActiveCubeFace;
  15402. };
  15403. this.getActiveMipmapLevel = function () {
  15404. return _currentActiveMipmapLevel;
  15405. };
  15406. this.getRenderTarget = function () {
  15407. return _currentRenderTarget;
  15408. };
  15409. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15410. _currentRenderTarget = renderTarget;
  15411. _currentActiveCubeFace = activeCubeFace;
  15412. _currentActiveMipmapLevel = activeMipmapLevel;
  15413. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15414. textures.setupRenderTarget( renderTarget );
  15415. }
  15416. var framebuffer = _framebuffer;
  15417. var isCube = false;
  15418. if ( renderTarget ) {
  15419. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15420. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15421. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15422. isCube = true;
  15423. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15424. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15425. } else {
  15426. framebuffer = __webglFramebuffer;
  15427. }
  15428. _currentViewport.copy( renderTarget.viewport );
  15429. _currentScissor.copy( renderTarget.scissor );
  15430. _currentScissorTest = renderTarget.scissorTest;
  15431. } else {
  15432. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15433. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15434. _currentScissorTest = _scissorTest;
  15435. }
  15436. if ( _currentFramebuffer !== framebuffer ) {
  15437. _gl.bindFramebuffer( 36160, framebuffer );
  15438. _currentFramebuffer = framebuffer;
  15439. }
  15440. state.viewport( _currentViewport );
  15441. state.scissor( _currentScissor );
  15442. state.setScissorTest( _currentScissorTest );
  15443. if ( isCube ) {
  15444. var textureProperties = properties.get( renderTarget.texture );
  15445. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15446. }
  15447. };
  15448. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15449. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15450. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15451. return;
  15452. }
  15453. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15454. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15455. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15456. }
  15457. if ( framebuffer ) {
  15458. var restore = false;
  15459. if ( framebuffer !== _currentFramebuffer ) {
  15460. _gl.bindFramebuffer( 36160, framebuffer );
  15461. restore = true;
  15462. }
  15463. try {
  15464. var texture = renderTarget.texture;
  15465. var textureFormat = texture.format;
  15466. var textureType = texture.type;
  15467. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15468. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15469. return;
  15470. }
  15471. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15472. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15473. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15474. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15475. return;
  15476. }
  15477. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15478. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15479. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15480. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15481. }
  15482. } else {
  15483. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15484. }
  15485. } finally {
  15486. if ( restore ) {
  15487. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15488. }
  15489. }
  15490. }
  15491. };
  15492. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15493. if ( level === undefined ) { level = 0; }
  15494. var levelScale = Math.pow( 2, - level );
  15495. var width = Math.floor( texture.image.width * levelScale );
  15496. var height = Math.floor( texture.image.height * levelScale );
  15497. var glFormat = utils.convert( texture.format );
  15498. textures.setTexture2D( texture, 0 );
  15499. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15500. state.unbindTexture();
  15501. };
  15502. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15503. var width = srcTexture.image.width;
  15504. var height = srcTexture.image.height;
  15505. var glFormat = utils.convert( dstTexture.format );
  15506. var glType = utils.convert( dstTexture.type );
  15507. textures.setTexture2D( dstTexture, 0 );
  15508. if ( srcTexture.isDataTexture ) {
  15509. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15510. } else {
  15511. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15512. }
  15513. state.unbindTexture();
  15514. };
  15515. this.initTexture = function ( texture ) {
  15516. textures.setTexture2D( texture, 0 );
  15517. state.unbindTexture();
  15518. };
  15519. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15520. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15521. }
  15522. }
  15523. /**
  15524. * @author mrdoob / http://mrdoob.com/
  15525. * @author alteredq / http://alteredqualia.com/
  15526. */
  15527. function FogExp2( color, density ) {
  15528. this.name = '';
  15529. this.color = new Color( color );
  15530. this.density = ( density !== undefined ) ? density : 0.00025;
  15531. }
  15532. Object.assign( FogExp2.prototype, {
  15533. isFogExp2: true,
  15534. clone: function () {
  15535. return new FogExp2( this.color, this.density );
  15536. },
  15537. toJSON: function ( /* meta */ ) {
  15538. return {
  15539. type: 'FogExp2',
  15540. color: this.color.getHex(),
  15541. density: this.density
  15542. };
  15543. }
  15544. } );
  15545. /**
  15546. * @author mrdoob / http://mrdoob.com/
  15547. * @author alteredq / http://alteredqualia.com/
  15548. */
  15549. function Fog( color, near, far ) {
  15550. this.name = '';
  15551. this.color = new Color( color );
  15552. this.near = ( near !== undefined ) ? near : 1;
  15553. this.far = ( far !== undefined ) ? far : 1000;
  15554. }
  15555. Object.assign( Fog.prototype, {
  15556. isFog: true,
  15557. clone: function () {
  15558. return new Fog( this.color, this.near, this.far );
  15559. },
  15560. toJSON: function ( /* meta */ ) {
  15561. return {
  15562. type: 'Fog',
  15563. color: this.color.getHex(),
  15564. near: this.near,
  15565. far: this.far
  15566. };
  15567. }
  15568. } );
  15569. /**
  15570. * @author benaadams / https://twitter.com/ben_a_adams
  15571. */
  15572. function InterleavedBuffer( array, stride ) {
  15573. this.array = array;
  15574. this.stride = stride;
  15575. this.count = array !== undefined ? array.length / stride : 0;
  15576. this.usage = StaticDrawUsage;
  15577. this.updateRange = { offset: 0, count: - 1 };
  15578. this.version = 0;
  15579. }
  15580. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15581. set: function ( value ) {
  15582. if ( value === true ) { this.version ++; }
  15583. }
  15584. } );
  15585. Object.assign( InterleavedBuffer.prototype, {
  15586. isInterleavedBuffer: true,
  15587. onUploadCallback: function () {},
  15588. setUsage: function ( value ) {
  15589. this.usage = value;
  15590. return this;
  15591. },
  15592. copy: function ( source ) {
  15593. this.array = new source.array.constructor( source.array );
  15594. this.count = source.count;
  15595. this.stride = source.stride;
  15596. this.usage = source.usage;
  15597. return this;
  15598. },
  15599. copyAt: function ( index1, attribute, index2 ) {
  15600. index1 *= this.stride;
  15601. index2 *= attribute.stride;
  15602. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15603. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15604. }
  15605. return this;
  15606. },
  15607. set: function ( value, offset ) {
  15608. if ( offset === undefined ) { offset = 0; }
  15609. this.array.set( value, offset );
  15610. return this;
  15611. },
  15612. clone: function () {
  15613. return new this.constructor().copy( this );
  15614. },
  15615. onUpload: function ( callback ) {
  15616. this.onUploadCallback = callback;
  15617. return this;
  15618. }
  15619. } );
  15620. /**
  15621. * @author benaadams / https://twitter.com/ben_a_adams
  15622. */
  15623. var _vector$6 = new Vector3();
  15624. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15625. this.data = interleavedBuffer;
  15626. this.itemSize = itemSize;
  15627. this.offset = offset;
  15628. this.normalized = normalized === true;
  15629. }
  15630. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15631. count: {
  15632. get: function () {
  15633. return this.data.count;
  15634. }
  15635. },
  15636. array: {
  15637. get: function () {
  15638. return this.data.array;
  15639. }
  15640. }
  15641. } );
  15642. Object.assign( InterleavedBufferAttribute.prototype, {
  15643. isInterleavedBufferAttribute: true,
  15644. applyMatrix4: function ( m ) {
  15645. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15646. _vector$6.x = this.getX( i );
  15647. _vector$6.y = this.getY( i );
  15648. _vector$6.z = this.getZ( i );
  15649. _vector$6.applyMatrix4( m );
  15650. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15651. }
  15652. return this;
  15653. },
  15654. setX: function ( index, x ) {
  15655. this.data.array[ index * this.data.stride + this.offset ] = x;
  15656. return this;
  15657. },
  15658. setY: function ( index, y ) {
  15659. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15660. return this;
  15661. },
  15662. setZ: function ( index, z ) {
  15663. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15664. return this;
  15665. },
  15666. setW: function ( index, w ) {
  15667. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15668. return this;
  15669. },
  15670. getX: function ( index ) {
  15671. return this.data.array[ index * this.data.stride + this.offset ];
  15672. },
  15673. getY: function ( index ) {
  15674. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15675. },
  15676. getZ: function ( index ) {
  15677. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15678. },
  15679. getW: function ( index ) {
  15680. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15681. },
  15682. setXY: function ( index, x, y ) {
  15683. index = index * this.data.stride + this.offset;
  15684. this.data.array[ index + 0 ] = x;
  15685. this.data.array[ index + 1 ] = y;
  15686. return this;
  15687. },
  15688. setXYZ: function ( index, x, y, z ) {
  15689. index = index * this.data.stride + this.offset;
  15690. this.data.array[ index + 0 ] = x;
  15691. this.data.array[ index + 1 ] = y;
  15692. this.data.array[ index + 2 ] = z;
  15693. return this;
  15694. },
  15695. setXYZW: function ( index, x, y, z, w ) {
  15696. index = index * this.data.stride + this.offset;
  15697. this.data.array[ index + 0 ] = x;
  15698. this.data.array[ index + 1 ] = y;
  15699. this.data.array[ index + 2 ] = z;
  15700. this.data.array[ index + 3 ] = w;
  15701. return this;
  15702. }
  15703. } );
  15704. /**
  15705. * @author alteredq / http://alteredqualia.com/
  15706. *
  15707. * parameters = {
  15708. * color: <hex>,
  15709. * map: new THREE.Texture( <Image> ),
  15710. * alphaMap: new THREE.Texture( <Image> ),
  15711. * rotation: <float>,
  15712. * sizeAttenuation: <bool>
  15713. * }
  15714. */
  15715. function SpriteMaterial( parameters ) {
  15716. Material.call( this );
  15717. this.type = 'SpriteMaterial';
  15718. this.color = new Color( 0xffffff );
  15719. this.map = null;
  15720. this.alphaMap = null;
  15721. this.rotation = 0;
  15722. this.sizeAttenuation = true;
  15723. this.transparent = true;
  15724. this.setValues( parameters );
  15725. }
  15726. SpriteMaterial.prototype = Object.create( Material.prototype );
  15727. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15728. SpriteMaterial.prototype.isSpriteMaterial = true;
  15729. SpriteMaterial.prototype.copy = function ( source ) {
  15730. Material.prototype.copy.call( this, source );
  15731. this.color.copy( source.color );
  15732. this.map = source.map;
  15733. this.alphaMap = source.alphaMap;
  15734. this.rotation = source.rotation;
  15735. this.sizeAttenuation = source.sizeAttenuation;
  15736. return this;
  15737. };
  15738. /**
  15739. * @author mikael emtinger / http://gomo.se/
  15740. * @author alteredq / http://alteredqualia.com/
  15741. */
  15742. var _geometry;
  15743. var _intersectPoint = new Vector3();
  15744. var _worldScale = new Vector3();
  15745. var _mvPosition = new Vector3();
  15746. var _alignedPosition = new Vector2();
  15747. var _rotatedPosition = new Vector2();
  15748. var _viewWorldMatrix = new Matrix4();
  15749. var _vA$1 = new Vector3();
  15750. var _vB$1 = new Vector3();
  15751. var _vC$1 = new Vector3();
  15752. var _uvA$1 = new Vector2();
  15753. var _uvB$1 = new Vector2();
  15754. var _uvC$1 = new Vector2();
  15755. function Sprite( material ) {
  15756. Object3D.call( this );
  15757. this.type = 'Sprite';
  15758. if ( _geometry === undefined ) {
  15759. _geometry = new BufferGeometry();
  15760. var float32Array = new Float32Array( [
  15761. - 0.5, - 0.5, 0, 0, 0,
  15762. 0.5, - 0.5, 0, 1, 0,
  15763. 0.5, 0.5, 0, 1, 1,
  15764. - 0.5, 0.5, 0, 0, 1
  15765. ] );
  15766. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15767. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15768. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15769. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15770. }
  15771. this.geometry = _geometry;
  15772. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15773. this.center = new Vector2( 0.5, 0.5 );
  15774. }
  15775. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15776. constructor: Sprite,
  15777. isSprite: true,
  15778. raycast: function ( raycaster, intersects ) {
  15779. if ( raycaster.camera === null ) {
  15780. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15781. }
  15782. _worldScale.setFromMatrixScale( this.matrixWorld );
  15783. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15784. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15785. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15786. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15787. _worldScale.multiplyScalar( - _mvPosition.z );
  15788. }
  15789. var rotation = this.material.rotation;
  15790. var sin, cos;
  15791. if ( rotation !== 0 ) {
  15792. cos = Math.cos( rotation );
  15793. sin = Math.sin( rotation );
  15794. }
  15795. var center = this.center;
  15796. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15797. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15798. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15799. _uvA$1.set( 0, 0 );
  15800. _uvB$1.set( 1, 0 );
  15801. _uvC$1.set( 1, 1 );
  15802. // check first triangle
  15803. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15804. if ( intersect === null ) {
  15805. // check second triangle
  15806. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15807. _uvB$1.set( 0, 1 );
  15808. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15809. if ( intersect === null ) {
  15810. return;
  15811. }
  15812. }
  15813. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15814. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15815. intersects.push( {
  15816. distance: distance,
  15817. point: _intersectPoint.clone(),
  15818. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15819. face: null,
  15820. object: this
  15821. } );
  15822. },
  15823. clone: function () {
  15824. return new this.constructor( this.material ).copy( this );
  15825. },
  15826. copy: function ( source ) {
  15827. Object3D.prototype.copy.call( this, source );
  15828. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15829. return this;
  15830. }
  15831. } );
  15832. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15833. // compute position in camera space
  15834. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15835. // to check if rotation is not zero
  15836. if ( sin !== undefined ) {
  15837. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15838. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15839. } else {
  15840. _rotatedPosition.copy( _alignedPosition );
  15841. }
  15842. vertexPosition.copy( mvPosition );
  15843. vertexPosition.x += _rotatedPosition.x;
  15844. vertexPosition.y += _rotatedPosition.y;
  15845. // transform to world space
  15846. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15847. }
  15848. /**
  15849. * @author mikael emtinger / http://gomo.se/
  15850. * @author alteredq / http://alteredqualia.com/
  15851. * @author mrdoob / http://mrdoob.com/
  15852. */
  15853. var _v1$4 = new Vector3();
  15854. var _v2$2 = new Vector3();
  15855. function LOD() {
  15856. Object3D.call( this );
  15857. this._currentLevel = 0;
  15858. this.type = 'LOD';
  15859. Object.defineProperties( this, {
  15860. levels: {
  15861. enumerable: true,
  15862. value: []
  15863. }
  15864. } );
  15865. this.autoUpdate = true;
  15866. }
  15867. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15868. constructor: LOD,
  15869. isLOD: true,
  15870. copy: function ( source ) {
  15871. Object3D.prototype.copy.call( this, source, false );
  15872. var levels = source.levels;
  15873. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15874. var level = levels[ i ];
  15875. this.addLevel( level.object.clone(), level.distance );
  15876. }
  15877. this.autoUpdate = source.autoUpdate;
  15878. return this;
  15879. },
  15880. addLevel: function ( object, distance ) {
  15881. if ( distance === undefined ) { distance = 0; }
  15882. distance = Math.abs( distance );
  15883. var levels = this.levels;
  15884. for ( var l = 0; l < levels.length; l ++ ) {
  15885. if ( distance < levels[ l ].distance ) {
  15886. break;
  15887. }
  15888. }
  15889. levels.splice( l, 0, { distance: distance, object: object } );
  15890. this.add( object );
  15891. return this;
  15892. },
  15893. getCurrentLevel: function () {
  15894. return this._currentLevel;
  15895. },
  15896. getObjectForDistance: function ( distance ) {
  15897. var levels = this.levels;
  15898. if ( levels.length > 0 ) {
  15899. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15900. if ( distance < levels[ i ].distance ) {
  15901. break;
  15902. }
  15903. }
  15904. return levels[ i - 1 ].object;
  15905. }
  15906. return null;
  15907. },
  15908. raycast: function ( raycaster, intersects ) {
  15909. var levels = this.levels;
  15910. if ( levels.length > 0 ) {
  15911. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15912. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15913. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15914. }
  15915. },
  15916. update: function ( camera ) {
  15917. var levels = this.levels;
  15918. if ( levels.length > 1 ) {
  15919. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15920. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15921. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  15922. levels[ 0 ].object.visible = true;
  15923. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15924. if ( distance >= levels[ i ].distance ) {
  15925. levels[ i - 1 ].object.visible = false;
  15926. levels[ i ].object.visible = true;
  15927. } else {
  15928. break;
  15929. }
  15930. }
  15931. this._currentLevel = i - 1;
  15932. for ( ; i < l; i ++ ) {
  15933. levels[ i ].object.visible = false;
  15934. }
  15935. }
  15936. },
  15937. toJSON: function ( meta ) {
  15938. var data = Object3D.prototype.toJSON.call( this, meta );
  15939. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  15940. data.object.levels = [];
  15941. var levels = this.levels;
  15942. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15943. var level = levels[ i ];
  15944. data.object.levels.push( {
  15945. object: level.object.uuid,
  15946. distance: level.distance
  15947. } );
  15948. }
  15949. return data;
  15950. }
  15951. } );
  15952. /**
  15953. * @author mikael emtinger / http://gomo.se/
  15954. * @author alteredq / http://alteredqualia.com/
  15955. * @author ikerr / http://verold.com
  15956. */
  15957. function SkinnedMesh( geometry, material ) {
  15958. if ( geometry && geometry.isGeometry ) {
  15959. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15960. }
  15961. Mesh.call( this, geometry, material );
  15962. this.type = 'SkinnedMesh';
  15963. this.bindMode = 'attached';
  15964. this.bindMatrix = new Matrix4();
  15965. this.bindMatrixInverse = new Matrix4();
  15966. }
  15967. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15968. constructor: SkinnedMesh,
  15969. isSkinnedMesh: true,
  15970. bind: function ( skeleton, bindMatrix ) {
  15971. this.skeleton = skeleton;
  15972. if ( bindMatrix === undefined ) {
  15973. this.updateMatrixWorld( true );
  15974. this.skeleton.calculateInverses();
  15975. bindMatrix = this.matrixWorld;
  15976. }
  15977. this.bindMatrix.copy( bindMatrix );
  15978. this.bindMatrixInverse.getInverse( bindMatrix );
  15979. },
  15980. pose: function () {
  15981. this.skeleton.pose();
  15982. },
  15983. normalizeSkinWeights: function () {
  15984. var vector = new Vector4();
  15985. var skinWeight = this.geometry.attributes.skinWeight;
  15986. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15987. vector.x = skinWeight.getX( i );
  15988. vector.y = skinWeight.getY( i );
  15989. vector.z = skinWeight.getZ( i );
  15990. vector.w = skinWeight.getW( i );
  15991. var scale = 1.0 / vector.manhattanLength();
  15992. if ( scale !== Infinity ) {
  15993. vector.multiplyScalar( scale );
  15994. } else {
  15995. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15996. }
  15997. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15998. }
  15999. },
  16000. updateMatrixWorld: function ( force ) {
  16001. Mesh.prototype.updateMatrixWorld.call( this, force );
  16002. if ( this.bindMode === 'attached' ) {
  16003. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16004. } else if ( this.bindMode === 'detached' ) {
  16005. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16006. } else {
  16007. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16008. }
  16009. },
  16010. clone: function () {
  16011. return new this.constructor( this.geometry, this.material ).copy( this );
  16012. }
  16013. } );
  16014. /**
  16015. * @author mikael emtinger / http://gomo.se/
  16016. * @author alteredq / http://alteredqualia.com/
  16017. * @author michael guerrero / http://realitymeltdown.com
  16018. * @author ikerr / http://verold.com
  16019. */
  16020. var _offsetMatrix = new Matrix4();
  16021. var _identityMatrix = new Matrix4();
  16022. function Skeleton( bones, boneInverses ) {
  16023. // copy the bone array
  16024. bones = bones || [];
  16025. this.bones = bones.slice( 0 );
  16026. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16027. this.frame = - 1;
  16028. // use the supplied bone inverses or calculate the inverses
  16029. if ( boneInverses === undefined ) {
  16030. this.calculateInverses();
  16031. } else {
  16032. if ( this.bones.length === boneInverses.length ) {
  16033. this.boneInverses = boneInverses.slice( 0 );
  16034. } else {
  16035. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16036. this.boneInverses = [];
  16037. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16038. this.boneInverses.push( new Matrix4() );
  16039. }
  16040. }
  16041. }
  16042. }
  16043. Object.assign( Skeleton.prototype, {
  16044. calculateInverses: function () {
  16045. this.boneInverses = [];
  16046. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16047. var inverse = new Matrix4();
  16048. if ( this.bones[ i ] ) {
  16049. inverse.getInverse( this.bones[ i ].matrixWorld );
  16050. }
  16051. this.boneInverses.push( inverse );
  16052. }
  16053. },
  16054. pose: function () {
  16055. var bone, i, il;
  16056. // recover the bind-time world matrices
  16057. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16058. bone = this.bones[ i ];
  16059. if ( bone ) {
  16060. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16061. }
  16062. }
  16063. // compute the local matrices, positions, rotations and scales
  16064. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16065. bone = this.bones[ i ];
  16066. if ( bone ) {
  16067. if ( bone.parent && bone.parent.isBone ) {
  16068. bone.matrix.getInverse( bone.parent.matrixWorld );
  16069. bone.matrix.multiply( bone.matrixWorld );
  16070. } else {
  16071. bone.matrix.copy( bone.matrixWorld );
  16072. }
  16073. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16074. }
  16075. }
  16076. },
  16077. update: function () {
  16078. var bones = this.bones;
  16079. var boneInverses = this.boneInverses;
  16080. var boneMatrices = this.boneMatrices;
  16081. var boneTexture = this.boneTexture;
  16082. // flatten bone matrices to array
  16083. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16084. // compute the offset between the current and the original transform
  16085. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16086. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16087. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16088. }
  16089. if ( boneTexture !== undefined ) {
  16090. boneTexture.needsUpdate = true;
  16091. }
  16092. },
  16093. clone: function () {
  16094. return new Skeleton( this.bones, this.boneInverses );
  16095. },
  16096. getBoneByName: function ( name ) {
  16097. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16098. var bone = this.bones[ i ];
  16099. if ( bone.name === name ) {
  16100. return bone;
  16101. }
  16102. }
  16103. return undefined;
  16104. },
  16105. dispose: function ( ) {
  16106. if ( this.boneTexture ) {
  16107. this.boneTexture.dispose();
  16108. this.boneTexture = undefined;
  16109. }
  16110. }
  16111. } );
  16112. /**
  16113. * @author mikael emtinger / http://gomo.se/
  16114. * @author alteredq / http://alteredqualia.com/
  16115. * @author ikerr / http://verold.com
  16116. */
  16117. function Bone() {
  16118. Object3D.call( this );
  16119. this.type = 'Bone';
  16120. }
  16121. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16122. constructor: Bone,
  16123. isBone: true
  16124. } );
  16125. /**
  16126. * @author mrdoob / http://mrdoob.com/
  16127. */
  16128. var _instanceLocalMatrix = new Matrix4();
  16129. var _instanceWorldMatrix = new Matrix4();
  16130. var _instanceIntersects = [];
  16131. var _mesh = new Mesh();
  16132. function InstancedMesh( geometry, material, count ) {
  16133. Mesh.call( this, geometry, material );
  16134. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16135. this.count = count;
  16136. this.frustumCulled = false;
  16137. }
  16138. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16139. constructor: InstancedMesh,
  16140. isInstancedMesh: true,
  16141. getMatrixAt: function ( index, matrix ) {
  16142. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16143. },
  16144. raycast: function ( raycaster, intersects ) {
  16145. var matrixWorld = this.matrixWorld;
  16146. var raycastTimes = this.count;
  16147. _mesh.geometry = this.geometry;
  16148. _mesh.material = this.material;
  16149. if ( _mesh.material === undefined ) { return; }
  16150. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16151. // calculate the world matrix for each instance
  16152. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16153. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16154. // the mesh represents this single instance
  16155. _mesh.matrixWorld = _instanceWorldMatrix;
  16156. _mesh.raycast( raycaster, _instanceIntersects );
  16157. // process the result of raycast
  16158. if ( _instanceIntersects.length > 0 ) {
  16159. _instanceIntersects[ 0 ].instanceId = instanceId;
  16160. _instanceIntersects[ 0 ].object = this;
  16161. intersects.push( _instanceIntersects[ 0 ] );
  16162. _instanceIntersects.length = 0;
  16163. }
  16164. }
  16165. },
  16166. setMatrixAt: function ( index, matrix ) {
  16167. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16168. },
  16169. updateMorphTargets: function () {
  16170. }
  16171. } );
  16172. /**
  16173. * @author mrdoob / http://mrdoob.com/
  16174. * @author alteredq / http://alteredqualia.com/
  16175. *
  16176. * parameters = {
  16177. * color: <hex>,
  16178. * opacity: <float>,
  16179. *
  16180. * linewidth: <float>,
  16181. * linecap: "round",
  16182. * linejoin: "round"
  16183. * }
  16184. */
  16185. function LineBasicMaterial( parameters ) {
  16186. Material.call( this );
  16187. this.type = 'LineBasicMaterial';
  16188. this.color = new Color( 0xffffff );
  16189. this.linewidth = 1;
  16190. this.linecap = 'round';
  16191. this.linejoin = 'round';
  16192. this.setValues( parameters );
  16193. }
  16194. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16195. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16196. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16197. LineBasicMaterial.prototype.copy = function ( source ) {
  16198. Material.prototype.copy.call( this, source );
  16199. this.color.copy( source.color );
  16200. this.linewidth = source.linewidth;
  16201. this.linecap = source.linecap;
  16202. this.linejoin = source.linejoin;
  16203. return this;
  16204. };
  16205. /**
  16206. * @author mrdoob / http://mrdoob.com/
  16207. */
  16208. var _start = new Vector3();
  16209. var _end = new Vector3();
  16210. var _inverseMatrix$1 = new Matrix4();
  16211. var _ray$1 = new Ray();
  16212. var _sphere$2 = new Sphere();
  16213. function Line( geometry, material, mode ) {
  16214. if ( mode === 1 ) {
  16215. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16216. }
  16217. Object3D.call( this );
  16218. this.type = 'Line';
  16219. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16220. this.material = material !== undefined ? material : new LineBasicMaterial();
  16221. }
  16222. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16223. constructor: Line,
  16224. isLine: true,
  16225. computeLineDistances: function () {
  16226. var geometry = this.geometry;
  16227. if ( geometry.isBufferGeometry ) {
  16228. // we assume non-indexed geometry
  16229. if ( geometry.index === null ) {
  16230. var positionAttribute = geometry.attributes.position;
  16231. var lineDistances = [ 0 ];
  16232. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16233. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16234. _end.fromBufferAttribute( positionAttribute, i );
  16235. lineDistances[ i ] = lineDistances[ i - 1 ];
  16236. lineDistances[ i ] += _start.distanceTo( _end );
  16237. }
  16238. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16239. } else {
  16240. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16241. }
  16242. } else if ( geometry.isGeometry ) {
  16243. var vertices = geometry.vertices;
  16244. var lineDistances = geometry.lineDistances;
  16245. lineDistances[ 0 ] = 0;
  16246. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16247. lineDistances[ i ] = lineDistances[ i - 1 ];
  16248. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16249. }
  16250. }
  16251. return this;
  16252. },
  16253. raycast: function ( raycaster, intersects ) {
  16254. var geometry = this.geometry;
  16255. var matrixWorld = this.matrixWorld;
  16256. var threshold = raycaster.params.Line.threshold;
  16257. // Checking boundingSphere distance to ray
  16258. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16259. _sphere$2.copy( geometry.boundingSphere );
  16260. _sphere$2.applyMatrix4( matrixWorld );
  16261. _sphere$2.radius += threshold;
  16262. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16263. //
  16264. _inverseMatrix$1.getInverse( matrixWorld );
  16265. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16266. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16267. var localThresholdSq = localThreshold * localThreshold;
  16268. var vStart = new Vector3();
  16269. var vEnd = new Vector3();
  16270. var interSegment = new Vector3();
  16271. var interRay = new Vector3();
  16272. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16273. if ( geometry.isBufferGeometry ) {
  16274. var index = geometry.index;
  16275. var attributes = geometry.attributes;
  16276. var positions = attributes.position.array;
  16277. if ( index !== null ) {
  16278. var indices = index.array;
  16279. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16280. var a = indices[ i ];
  16281. var b = indices[ i + 1 ];
  16282. vStart.fromArray( positions, a * 3 );
  16283. vEnd.fromArray( positions, b * 3 );
  16284. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16285. if ( distSq > localThresholdSq ) { continue; }
  16286. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16287. var distance = raycaster.ray.origin.distanceTo( interRay );
  16288. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16289. intersects.push( {
  16290. distance: distance,
  16291. // What do we want? intersection point on the ray or on the segment??
  16292. // point: raycaster.ray.at( distance ),
  16293. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16294. index: i,
  16295. face: null,
  16296. faceIndex: null,
  16297. object: this
  16298. } );
  16299. }
  16300. } else {
  16301. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16302. vStart.fromArray( positions, 3 * i );
  16303. vEnd.fromArray( positions, 3 * i + 3 );
  16304. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16305. if ( distSq > localThresholdSq ) { continue; }
  16306. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16307. var distance = raycaster.ray.origin.distanceTo( interRay );
  16308. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16309. intersects.push( {
  16310. distance: distance,
  16311. // What do we want? intersection point on the ray or on the segment??
  16312. // point: raycaster.ray.at( distance ),
  16313. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16314. index: i,
  16315. face: null,
  16316. faceIndex: null,
  16317. object: this
  16318. } );
  16319. }
  16320. }
  16321. } else if ( geometry.isGeometry ) {
  16322. var vertices = geometry.vertices;
  16323. var nbVertices = vertices.length;
  16324. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16325. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16326. if ( distSq > localThresholdSq ) { continue; }
  16327. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16328. var distance = raycaster.ray.origin.distanceTo( interRay );
  16329. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16330. intersects.push( {
  16331. distance: distance,
  16332. // What do we want? intersection point on the ray or on the segment??
  16333. // point: raycaster.ray.at( distance ),
  16334. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16335. index: i,
  16336. face: null,
  16337. faceIndex: null,
  16338. object: this
  16339. } );
  16340. }
  16341. }
  16342. },
  16343. clone: function () {
  16344. return new this.constructor( this.geometry, this.material ).copy( this );
  16345. }
  16346. } );
  16347. /**
  16348. * @author mrdoob / http://mrdoob.com/
  16349. */
  16350. var _start$1 = new Vector3();
  16351. var _end$1 = new Vector3();
  16352. function LineSegments( geometry, material ) {
  16353. Line.call( this, geometry, material );
  16354. this.type = 'LineSegments';
  16355. }
  16356. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16357. constructor: LineSegments,
  16358. isLineSegments: true,
  16359. computeLineDistances: function () {
  16360. var geometry = this.geometry;
  16361. if ( geometry.isBufferGeometry ) {
  16362. // we assume non-indexed geometry
  16363. if ( geometry.index === null ) {
  16364. var positionAttribute = geometry.attributes.position;
  16365. var lineDistances = [];
  16366. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16367. _start$1.fromBufferAttribute( positionAttribute, i );
  16368. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16369. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16370. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16371. }
  16372. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16373. } else {
  16374. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16375. }
  16376. } else if ( geometry.isGeometry ) {
  16377. var vertices = geometry.vertices;
  16378. var lineDistances = geometry.lineDistances;
  16379. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16380. _start$1.copy( vertices[ i ] );
  16381. _end$1.copy( vertices[ i + 1 ] );
  16382. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16383. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16384. }
  16385. }
  16386. return this;
  16387. }
  16388. } );
  16389. /**
  16390. * @author mgreter / http://github.com/mgreter
  16391. */
  16392. function LineLoop( geometry, material ) {
  16393. Line.call( this, geometry, material );
  16394. this.type = 'LineLoop';
  16395. }
  16396. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16397. constructor: LineLoop,
  16398. isLineLoop: true,
  16399. } );
  16400. /**
  16401. * @author mrdoob / http://mrdoob.com/
  16402. * @author alteredq / http://alteredqualia.com/
  16403. *
  16404. * parameters = {
  16405. * color: <hex>,
  16406. * opacity: <float>,
  16407. * map: new THREE.Texture( <Image> ),
  16408. * alphaMap: new THREE.Texture( <Image> ),
  16409. *
  16410. * size: <float>,
  16411. * sizeAttenuation: <bool>
  16412. *
  16413. * morphTargets: <bool>
  16414. * }
  16415. */
  16416. function PointsMaterial( parameters ) {
  16417. Material.call( this );
  16418. this.type = 'PointsMaterial';
  16419. this.color = new Color( 0xffffff );
  16420. this.map = null;
  16421. this.alphaMap = null;
  16422. this.size = 1;
  16423. this.sizeAttenuation = true;
  16424. this.morphTargets = false;
  16425. this.setValues( parameters );
  16426. }
  16427. PointsMaterial.prototype = Object.create( Material.prototype );
  16428. PointsMaterial.prototype.constructor = PointsMaterial;
  16429. PointsMaterial.prototype.isPointsMaterial = true;
  16430. PointsMaterial.prototype.copy = function ( source ) {
  16431. Material.prototype.copy.call( this, source );
  16432. this.color.copy( source.color );
  16433. this.map = source.map;
  16434. this.alphaMap = source.alphaMap;
  16435. this.size = source.size;
  16436. this.sizeAttenuation = source.sizeAttenuation;
  16437. this.morphTargets = source.morphTargets;
  16438. return this;
  16439. };
  16440. /**
  16441. * @author alteredq / http://alteredqualia.com/
  16442. */
  16443. var _inverseMatrix$2 = new Matrix4();
  16444. var _ray$2 = new Ray();
  16445. var _sphere$3 = new Sphere();
  16446. var _position$1 = new Vector3();
  16447. function Points( geometry, material ) {
  16448. Object3D.call( this );
  16449. this.type = 'Points';
  16450. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16451. this.material = material !== undefined ? material : new PointsMaterial();
  16452. this.updateMorphTargets();
  16453. }
  16454. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16455. constructor: Points,
  16456. isPoints: true,
  16457. raycast: function ( raycaster, intersects ) {
  16458. var geometry = this.geometry;
  16459. var matrixWorld = this.matrixWorld;
  16460. var threshold = raycaster.params.Points.threshold;
  16461. // Checking boundingSphere distance to ray
  16462. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16463. _sphere$3.copy( geometry.boundingSphere );
  16464. _sphere$3.applyMatrix4( matrixWorld );
  16465. _sphere$3.radius += threshold;
  16466. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16467. //
  16468. _inverseMatrix$2.getInverse( matrixWorld );
  16469. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16470. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16471. var localThresholdSq = localThreshold * localThreshold;
  16472. if ( geometry.isBufferGeometry ) {
  16473. var index = geometry.index;
  16474. var attributes = geometry.attributes;
  16475. var positions = attributes.position.array;
  16476. if ( index !== null ) {
  16477. var indices = index.array;
  16478. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16479. var a = indices[ i ];
  16480. _position$1.fromArray( positions, a * 3 );
  16481. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16482. }
  16483. } else {
  16484. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16485. _position$1.fromArray( positions, i * 3 );
  16486. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16487. }
  16488. }
  16489. } else {
  16490. var vertices = geometry.vertices;
  16491. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16492. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16493. }
  16494. }
  16495. },
  16496. updateMorphTargets: function () {
  16497. var geometry = this.geometry;
  16498. var m, ml, name;
  16499. if ( geometry.isBufferGeometry ) {
  16500. var morphAttributes = geometry.morphAttributes;
  16501. var keys = Object.keys( morphAttributes );
  16502. if ( keys.length > 0 ) {
  16503. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16504. if ( morphAttribute !== undefined ) {
  16505. this.morphTargetInfluences = [];
  16506. this.morphTargetDictionary = {};
  16507. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16508. name = morphAttribute[ m ].name || String( m );
  16509. this.morphTargetInfluences.push( 0 );
  16510. this.morphTargetDictionary[ name ] = m;
  16511. }
  16512. }
  16513. }
  16514. } else {
  16515. var morphTargets = geometry.morphTargets;
  16516. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16517. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16518. }
  16519. }
  16520. },
  16521. clone: function () {
  16522. return new this.constructor( this.geometry, this.material ).copy( this );
  16523. }
  16524. } );
  16525. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16526. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16527. if ( rayPointDistanceSq < localThresholdSq ) {
  16528. var intersectPoint = new Vector3();
  16529. _ray$2.closestPointToPoint( point, intersectPoint );
  16530. intersectPoint.applyMatrix4( matrixWorld );
  16531. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16532. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16533. intersects.push( {
  16534. distance: distance,
  16535. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16536. point: intersectPoint,
  16537. index: index,
  16538. face: null,
  16539. object: object
  16540. } );
  16541. }
  16542. }
  16543. /**
  16544. * @author mrdoob / http://mrdoob.com/
  16545. */
  16546. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16547. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16548. this.format = format !== undefined ? format : RGBFormat;
  16549. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16550. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16551. this.generateMipmaps = false;
  16552. }
  16553. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16554. constructor: VideoTexture,
  16555. isVideoTexture: true,
  16556. update: function () {
  16557. var video = this.image;
  16558. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16559. this.needsUpdate = true;
  16560. }
  16561. }
  16562. } );
  16563. /**
  16564. * @author alteredq / http://alteredqualia.com/
  16565. */
  16566. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16567. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16568. this.image = { width: width, height: height };
  16569. this.mipmaps = mipmaps;
  16570. // no flipping for cube textures
  16571. // (also flipping doesn't work for compressed textures )
  16572. this.flipY = false;
  16573. // can't generate mipmaps for compressed textures
  16574. // mips must be embedded in DDS files
  16575. this.generateMipmaps = false;
  16576. }
  16577. CompressedTexture.prototype = Object.create( Texture.prototype );
  16578. CompressedTexture.prototype.constructor = CompressedTexture;
  16579. CompressedTexture.prototype.isCompressedTexture = true;
  16580. /**
  16581. * @author mrdoob / http://mrdoob.com/
  16582. */
  16583. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16584. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16585. this.needsUpdate = true;
  16586. }
  16587. CanvasTexture.prototype = Object.create( Texture.prototype );
  16588. CanvasTexture.prototype.constructor = CanvasTexture;
  16589. CanvasTexture.prototype.isCanvasTexture = true;
  16590. /**
  16591. * @author Matt DesLauriers / @mattdesl
  16592. * @author atix / arthursilber.de
  16593. */
  16594. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16595. format = format !== undefined ? format : DepthFormat;
  16596. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16597. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16598. }
  16599. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16600. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16601. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16602. this.image = { width: width, height: height };
  16603. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16604. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16605. this.flipY = false;
  16606. this.generateMipmaps = false;
  16607. }
  16608. DepthTexture.prototype = Object.create( Texture.prototype );
  16609. DepthTexture.prototype.constructor = DepthTexture;
  16610. DepthTexture.prototype.isDepthTexture = true;
  16611. /**
  16612. * @author mrdoob / http://mrdoob.com/
  16613. * @author Mugen87 / https://github.com/Mugen87
  16614. */
  16615. function WireframeGeometry( geometry ) {
  16616. BufferGeometry.call( this );
  16617. this.type = 'WireframeGeometry';
  16618. // buffer
  16619. var vertices = [];
  16620. // helper variables
  16621. var i, j, l, o, ol;
  16622. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16623. var key, keys = [ 'a', 'b', 'c' ];
  16624. var vertex;
  16625. // different logic for Geometry and BufferGeometry
  16626. if ( geometry && geometry.isGeometry ) {
  16627. // create a data structure that contains all edges without duplicates
  16628. var faces = geometry.faces;
  16629. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16630. var face = faces[ i ];
  16631. for ( j = 0; j < 3; j ++ ) {
  16632. edge1 = face[ keys[ j ] ];
  16633. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16634. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16635. edge[ 1 ] = Math.max( edge1, edge2 );
  16636. key = edge[ 0 ] + ',' + edge[ 1 ];
  16637. if ( edges[ key ] === undefined ) {
  16638. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16639. }
  16640. }
  16641. }
  16642. // generate vertices
  16643. for ( key in edges ) {
  16644. e = edges[ key ];
  16645. vertex = geometry.vertices[ e.index1 ];
  16646. vertices.push( vertex.x, vertex.y, vertex.z );
  16647. vertex = geometry.vertices[ e.index2 ];
  16648. vertices.push( vertex.x, vertex.y, vertex.z );
  16649. }
  16650. } else if ( geometry && geometry.isBufferGeometry ) {
  16651. var position, indices, groups;
  16652. var group, start, count;
  16653. var index1, index2;
  16654. vertex = new Vector3();
  16655. if ( geometry.index !== null ) {
  16656. // indexed BufferGeometry
  16657. position = geometry.attributes.position;
  16658. indices = geometry.index;
  16659. groups = geometry.groups;
  16660. if ( groups.length === 0 ) {
  16661. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16662. }
  16663. // create a data structure that contains all eges without duplicates
  16664. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16665. group = groups[ o ];
  16666. start = group.start;
  16667. count = group.count;
  16668. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16669. for ( j = 0; j < 3; j ++ ) {
  16670. edge1 = indices.getX( i + j );
  16671. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16672. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16673. edge[ 1 ] = Math.max( edge1, edge2 );
  16674. key = edge[ 0 ] + ',' + edge[ 1 ];
  16675. if ( edges[ key ] === undefined ) {
  16676. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16677. }
  16678. }
  16679. }
  16680. }
  16681. // generate vertices
  16682. for ( key in edges ) {
  16683. e = edges[ key ];
  16684. vertex.fromBufferAttribute( position, e.index1 );
  16685. vertices.push( vertex.x, vertex.y, vertex.z );
  16686. vertex.fromBufferAttribute( position, e.index2 );
  16687. vertices.push( vertex.x, vertex.y, vertex.z );
  16688. }
  16689. } else {
  16690. // non-indexed BufferGeometry
  16691. position = geometry.attributes.position;
  16692. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16693. for ( j = 0; j < 3; j ++ ) {
  16694. // three edges per triangle, an edge is represented as (index1, index2)
  16695. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16696. index1 = 3 * i + j;
  16697. vertex.fromBufferAttribute( position, index1 );
  16698. vertices.push( vertex.x, vertex.y, vertex.z );
  16699. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16700. vertex.fromBufferAttribute( position, index2 );
  16701. vertices.push( vertex.x, vertex.y, vertex.z );
  16702. }
  16703. }
  16704. }
  16705. }
  16706. // build geometry
  16707. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16708. }
  16709. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16710. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16711. /**
  16712. * @author zz85 / https://github.com/zz85
  16713. * @author Mugen87 / https://github.com/Mugen87
  16714. *
  16715. * Parametric Surfaces Geometry
  16716. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16717. */
  16718. // ParametricGeometry
  16719. function ParametricGeometry( func, slices, stacks ) {
  16720. Geometry.call( this );
  16721. this.type = 'ParametricGeometry';
  16722. this.parameters = {
  16723. func: func,
  16724. slices: slices,
  16725. stacks: stacks
  16726. };
  16727. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16728. this.mergeVertices();
  16729. }
  16730. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16731. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16732. // ParametricBufferGeometry
  16733. function ParametricBufferGeometry( func, slices, stacks ) {
  16734. BufferGeometry.call( this );
  16735. this.type = 'ParametricBufferGeometry';
  16736. this.parameters = {
  16737. func: func,
  16738. slices: slices,
  16739. stacks: stacks
  16740. };
  16741. // buffers
  16742. var indices = [];
  16743. var vertices = [];
  16744. var normals = [];
  16745. var uvs = [];
  16746. var EPS = 0.00001;
  16747. var normal = new Vector3();
  16748. var p0 = new Vector3(), p1 = new Vector3();
  16749. var pu = new Vector3(), pv = new Vector3();
  16750. var i, j;
  16751. if ( func.length < 3 ) {
  16752. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16753. }
  16754. // generate vertices, normals and uvs
  16755. var sliceCount = slices + 1;
  16756. for ( i = 0; i <= stacks; i ++ ) {
  16757. var v = i / stacks;
  16758. for ( j = 0; j <= slices; j ++ ) {
  16759. var u = j / slices;
  16760. // vertex
  16761. func( u, v, p0 );
  16762. vertices.push( p0.x, p0.y, p0.z );
  16763. // normal
  16764. // approximate tangent vectors via finite differences
  16765. if ( u - EPS >= 0 ) {
  16766. func( u - EPS, v, p1 );
  16767. pu.subVectors( p0, p1 );
  16768. } else {
  16769. func( u + EPS, v, p1 );
  16770. pu.subVectors( p1, p0 );
  16771. }
  16772. if ( v - EPS >= 0 ) {
  16773. func( u, v - EPS, p1 );
  16774. pv.subVectors( p0, p1 );
  16775. } else {
  16776. func( u, v + EPS, p1 );
  16777. pv.subVectors( p1, p0 );
  16778. }
  16779. // cross product of tangent vectors returns surface normal
  16780. normal.crossVectors( pu, pv ).normalize();
  16781. normals.push( normal.x, normal.y, normal.z );
  16782. // uv
  16783. uvs.push( u, v );
  16784. }
  16785. }
  16786. // generate indices
  16787. for ( i = 0; i < stacks; i ++ ) {
  16788. for ( j = 0; j < slices; j ++ ) {
  16789. var a = i * sliceCount + j;
  16790. var b = i * sliceCount + j + 1;
  16791. var c = ( i + 1 ) * sliceCount + j + 1;
  16792. var d = ( i + 1 ) * sliceCount + j;
  16793. // faces one and two
  16794. indices.push( a, b, d );
  16795. indices.push( b, c, d );
  16796. }
  16797. }
  16798. // build geometry
  16799. this.setIndex( indices );
  16800. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16801. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16802. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16803. }
  16804. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16805. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16806. /**
  16807. * @author clockworkgeek / https://github.com/clockworkgeek
  16808. * @author timothypratley / https://github.com/timothypratley
  16809. * @author WestLangley / http://github.com/WestLangley
  16810. * @author Mugen87 / https://github.com/Mugen87
  16811. */
  16812. // PolyhedronGeometry
  16813. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16814. Geometry.call( this );
  16815. this.type = 'PolyhedronGeometry';
  16816. this.parameters = {
  16817. vertices: vertices,
  16818. indices: indices,
  16819. radius: radius,
  16820. detail: detail
  16821. };
  16822. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16823. this.mergeVertices();
  16824. }
  16825. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16826. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16827. // PolyhedronBufferGeometry
  16828. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16829. BufferGeometry.call( this );
  16830. this.type = 'PolyhedronBufferGeometry';
  16831. this.parameters = {
  16832. vertices: vertices,
  16833. indices: indices,
  16834. radius: radius,
  16835. detail: detail
  16836. };
  16837. radius = radius || 1;
  16838. detail = detail || 0;
  16839. // default buffer data
  16840. var vertexBuffer = [];
  16841. var uvBuffer = [];
  16842. // the subdivision creates the vertex buffer data
  16843. subdivide( detail );
  16844. // all vertices should lie on a conceptual sphere with a given radius
  16845. applyRadius( radius );
  16846. // finally, create the uv data
  16847. generateUVs();
  16848. // build non-indexed geometry
  16849. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16850. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16851. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16852. if ( detail === 0 ) {
  16853. this.computeVertexNormals(); // flat normals
  16854. } else {
  16855. this.normalizeNormals(); // smooth normals
  16856. }
  16857. // helper functions
  16858. function subdivide( detail ) {
  16859. var a = new Vector3();
  16860. var b = new Vector3();
  16861. var c = new Vector3();
  16862. // iterate over all faces and apply a subdivison with the given detail value
  16863. for ( var i = 0; i < indices.length; i += 3 ) {
  16864. // get the vertices of the face
  16865. getVertexByIndex( indices[ i + 0 ], a );
  16866. getVertexByIndex( indices[ i + 1 ], b );
  16867. getVertexByIndex( indices[ i + 2 ], c );
  16868. // perform subdivision
  16869. subdivideFace( a, b, c, detail );
  16870. }
  16871. }
  16872. function subdivideFace( a, b, c, detail ) {
  16873. var cols = Math.pow( 2, detail );
  16874. // we use this multidimensional array as a data structure for creating the subdivision
  16875. var v = [];
  16876. var i, j;
  16877. // construct all of the vertices for this subdivision
  16878. for ( i = 0; i <= cols; i ++ ) {
  16879. v[ i ] = [];
  16880. var aj = a.clone().lerp( c, i / cols );
  16881. var bj = b.clone().lerp( c, i / cols );
  16882. var rows = cols - i;
  16883. for ( j = 0; j <= rows; j ++ ) {
  16884. if ( j === 0 && i === cols ) {
  16885. v[ i ][ j ] = aj;
  16886. } else {
  16887. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16888. }
  16889. }
  16890. }
  16891. // construct all of the faces
  16892. for ( i = 0; i < cols; i ++ ) {
  16893. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16894. var k = Math.floor( j / 2 );
  16895. if ( j % 2 === 0 ) {
  16896. pushVertex( v[ i ][ k + 1 ] );
  16897. pushVertex( v[ i + 1 ][ k ] );
  16898. pushVertex( v[ i ][ k ] );
  16899. } else {
  16900. pushVertex( v[ i ][ k + 1 ] );
  16901. pushVertex( v[ i + 1 ][ k + 1 ] );
  16902. pushVertex( v[ i + 1 ][ k ] );
  16903. }
  16904. }
  16905. }
  16906. }
  16907. function applyRadius( radius ) {
  16908. var vertex = new Vector3();
  16909. // iterate over the entire buffer and apply the radius to each vertex
  16910. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16911. vertex.x = vertexBuffer[ i + 0 ];
  16912. vertex.y = vertexBuffer[ i + 1 ];
  16913. vertex.z = vertexBuffer[ i + 2 ];
  16914. vertex.normalize().multiplyScalar( radius );
  16915. vertexBuffer[ i + 0 ] = vertex.x;
  16916. vertexBuffer[ i + 1 ] = vertex.y;
  16917. vertexBuffer[ i + 2 ] = vertex.z;
  16918. }
  16919. }
  16920. function generateUVs() {
  16921. var vertex = new Vector3();
  16922. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16923. vertex.x = vertexBuffer[ i + 0 ];
  16924. vertex.y = vertexBuffer[ i + 1 ];
  16925. vertex.z = vertexBuffer[ i + 2 ];
  16926. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16927. var v = inclination( vertex ) / Math.PI + 0.5;
  16928. uvBuffer.push( u, 1 - v );
  16929. }
  16930. correctUVs();
  16931. correctSeam();
  16932. }
  16933. function correctSeam() {
  16934. // handle case when face straddles the seam, see #3269
  16935. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16936. // uv data of a single face
  16937. var x0 = uvBuffer[ i + 0 ];
  16938. var x1 = uvBuffer[ i + 2 ];
  16939. var x2 = uvBuffer[ i + 4 ];
  16940. var max = Math.max( x0, x1, x2 );
  16941. var min = Math.min( x0, x1, x2 );
  16942. // 0.9 is somewhat arbitrary
  16943. if ( max > 0.9 && min < 0.1 ) {
  16944. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16945. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16946. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16947. }
  16948. }
  16949. }
  16950. function pushVertex( vertex ) {
  16951. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16952. }
  16953. function getVertexByIndex( index, vertex ) {
  16954. var stride = index * 3;
  16955. vertex.x = vertices[ stride + 0 ];
  16956. vertex.y = vertices[ stride + 1 ];
  16957. vertex.z = vertices[ stride + 2 ];
  16958. }
  16959. function correctUVs() {
  16960. var a = new Vector3();
  16961. var b = new Vector3();
  16962. var c = new Vector3();
  16963. var centroid = new Vector3();
  16964. var uvA = new Vector2();
  16965. var uvB = new Vector2();
  16966. var uvC = new Vector2();
  16967. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16968. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16969. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16970. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16971. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16972. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16973. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16974. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16975. var azi = azimuth( centroid );
  16976. correctUV( uvA, j + 0, a, azi );
  16977. correctUV( uvB, j + 2, b, azi );
  16978. correctUV( uvC, j + 4, c, azi );
  16979. }
  16980. }
  16981. function correctUV( uv, stride, vector, azimuth ) {
  16982. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16983. uvBuffer[ stride ] = uv.x - 1;
  16984. }
  16985. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16986. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16987. }
  16988. }
  16989. // Angle around the Y axis, counter-clockwise when looking from above.
  16990. function azimuth( vector ) {
  16991. return Math.atan2( vector.z, - vector.x );
  16992. }
  16993. // Angle above the XZ plane.
  16994. function inclination( vector ) {
  16995. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16996. }
  16997. }
  16998. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16999. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17000. /**
  17001. * @author timothypratley / https://github.com/timothypratley
  17002. * @author Mugen87 / https://github.com/Mugen87
  17003. */
  17004. // TetrahedronGeometry
  17005. function TetrahedronGeometry( radius, detail ) {
  17006. Geometry.call( this );
  17007. this.type = 'TetrahedronGeometry';
  17008. this.parameters = {
  17009. radius: radius,
  17010. detail: detail
  17011. };
  17012. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17013. this.mergeVertices();
  17014. }
  17015. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17016. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17017. // TetrahedronBufferGeometry
  17018. function TetrahedronBufferGeometry( radius, detail ) {
  17019. var vertices = [
  17020. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17021. ];
  17022. var indices = [
  17023. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17024. ];
  17025. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17026. this.type = 'TetrahedronBufferGeometry';
  17027. this.parameters = {
  17028. radius: radius,
  17029. detail: detail
  17030. };
  17031. }
  17032. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17033. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17034. /**
  17035. * @author timothypratley / https://github.com/timothypratley
  17036. * @author Mugen87 / https://github.com/Mugen87
  17037. */
  17038. // OctahedronGeometry
  17039. function OctahedronGeometry( radius, detail ) {
  17040. Geometry.call( this );
  17041. this.type = 'OctahedronGeometry';
  17042. this.parameters = {
  17043. radius: radius,
  17044. detail: detail
  17045. };
  17046. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17047. this.mergeVertices();
  17048. }
  17049. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17050. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17051. // OctahedronBufferGeometry
  17052. function OctahedronBufferGeometry( radius, detail ) {
  17053. var vertices = [
  17054. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17055. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17056. ];
  17057. var indices = [
  17058. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17059. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17060. 1, 3, 4, 1, 4, 2
  17061. ];
  17062. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17063. this.type = 'OctahedronBufferGeometry';
  17064. this.parameters = {
  17065. radius: radius,
  17066. detail: detail
  17067. };
  17068. }
  17069. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17070. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17071. /**
  17072. * @author timothypratley / https://github.com/timothypratley
  17073. * @author Mugen87 / https://github.com/Mugen87
  17074. */
  17075. // IcosahedronGeometry
  17076. function IcosahedronGeometry( radius, detail ) {
  17077. Geometry.call( this );
  17078. this.type = 'IcosahedronGeometry';
  17079. this.parameters = {
  17080. radius: radius,
  17081. detail: detail
  17082. };
  17083. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17084. this.mergeVertices();
  17085. }
  17086. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17087. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17088. // IcosahedronBufferGeometry
  17089. function IcosahedronBufferGeometry( radius, detail ) {
  17090. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17091. var vertices = [
  17092. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17093. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17094. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17095. ];
  17096. var indices = [
  17097. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17098. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17099. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17100. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17101. ];
  17102. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17103. this.type = 'IcosahedronBufferGeometry';
  17104. this.parameters = {
  17105. radius: radius,
  17106. detail: detail
  17107. };
  17108. }
  17109. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17110. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17111. /**
  17112. * @author Abe Pazos / https://hamoid.com
  17113. * @author Mugen87 / https://github.com/Mugen87
  17114. */
  17115. // DodecahedronGeometry
  17116. function DodecahedronGeometry( radius, detail ) {
  17117. Geometry.call( this );
  17118. this.type = 'DodecahedronGeometry';
  17119. this.parameters = {
  17120. radius: radius,
  17121. detail: detail
  17122. };
  17123. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17124. this.mergeVertices();
  17125. }
  17126. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17127. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17128. // DodecahedronBufferGeometry
  17129. function DodecahedronBufferGeometry( radius, detail ) {
  17130. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17131. var r = 1 / t;
  17132. var vertices = [
  17133. // (±1, ±1, ±1)
  17134. - 1, - 1, - 1, - 1, - 1, 1,
  17135. - 1, 1, - 1, - 1, 1, 1,
  17136. 1, - 1, - 1, 1, - 1, 1,
  17137. 1, 1, - 1, 1, 1, 1,
  17138. // (0, ±1/φ, ±φ)
  17139. 0, - r, - t, 0, - r, t,
  17140. 0, r, - t, 0, r, t,
  17141. // (±1/φ, ±φ, 0)
  17142. - r, - t, 0, - r, t, 0,
  17143. r, - t, 0, r, t, 0,
  17144. // (±φ, 0, ±1/φ)
  17145. - t, 0, - r, t, 0, - r,
  17146. - t, 0, r, t, 0, r
  17147. ];
  17148. var indices = [
  17149. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17150. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17151. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17152. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17153. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17154. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17155. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17156. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17157. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17158. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17159. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17160. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17161. ];
  17162. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17163. this.type = 'DodecahedronBufferGeometry';
  17164. this.parameters = {
  17165. radius: radius,
  17166. detail: detail
  17167. };
  17168. }
  17169. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17170. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17171. /**
  17172. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17173. * @author WestLangley / https://github.com/WestLangley
  17174. * @author zz85 / https://github.com/zz85
  17175. * @author miningold / https://github.com/miningold
  17176. * @author jonobr1 / https://github.com/jonobr1
  17177. * @author Mugen87 / https://github.com/Mugen87
  17178. *
  17179. */
  17180. // TubeGeometry
  17181. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17182. Geometry.call( this );
  17183. this.type = 'TubeGeometry';
  17184. this.parameters = {
  17185. path: path,
  17186. tubularSegments: tubularSegments,
  17187. radius: radius,
  17188. radialSegments: radialSegments,
  17189. closed: closed
  17190. };
  17191. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17192. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17193. // expose internals
  17194. this.tangents = bufferGeometry.tangents;
  17195. this.normals = bufferGeometry.normals;
  17196. this.binormals = bufferGeometry.binormals;
  17197. // create geometry
  17198. this.fromBufferGeometry( bufferGeometry );
  17199. this.mergeVertices();
  17200. }
  17201. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17202. TubeGeometry.prototype.constructor = TubeGeometry;
  17203. // TubeBufferGeometry
  17204. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17205. BufferGeometry.call( this );
  17206. this.type = 'TubeBufferGeometry';
  17207. this.parameters = {
  17208. path: path,
  17209. tubularSegments: tubularSegments,
  17210. radius: radius,
  17211. radialSegments: radialSegments,
  17212. closed: closed
  17213. };
  17214. tubularSegments = tubularSegments || 64;
  17215. radius = radius || 1;
  17216. radialSegments = radialSegments || 8;
  17217. closed = closed || false;
  17218. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17219. // expose internals
  17220. this.tangents = frames.tangents;
  17221. this.normals = frames.normals;
  17222. this.binormals = frames.binormals;
  17223. // helper variables
  17224. var vertex = new Vector3();
  17225. var normal = new Vector3();
  17226. var uv = new Vector2();
  17227. var P = new Vector3();
  17228. var i, j;
  17229. // buffer
  17230. var vertices = [];
  17231. var normals = [];
  17232. var uvs = [];
  17233. var indices = [];
  17234. // create buffer data
  17235. generateBufferData();
  17236. // build geometry
  17237. this.setIndex( indices );
  17238. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17239. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17240. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17241. // functions
  17242. function generateBufferData() {
  17243. for ( i = 0; i < tubularSegments; i ++ ) {
  17244. generateSegment( i );
  17245. }
  17246. // if the geometry is not closed, generate the last row of vertices and normals
  17247. // at the regular position on the given path
  17248. //
  17249. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17250. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17251. // uvs are generated in a separate function.
  17252. // this makes it easy compute correct values for closed geometries
  17253. generateUVs();
  17254. // finally create faces
  17255. generateIndices();
  17256. }
  17257. function generateSegment( i ) {
  17258. // we use getPointAt to sample evenly distributed points from the given path
  17259. P = path.getPointAt( i / tubularSegments, P );
  17260. // retrieve corresponding normal and binormal
  17261. var N = frames.normals[ i ];
  17262. var B = frames.binormals[ i ];
  17263. // generate normals and vertices for the current segment
  17264. for ( j = 0; j <= radialSegments; j ++ ) {
  17265. var v = j / radialSegments * Math.PI * 2;
  17266. var sin = Math.sin( v );
  17267. var cos = - Math.cos( v );
  17268. // normal
  17269. normal.x = ( cos * N.x + sin * B.x );
  17270. normal.y = ( cos * N.y + sin * B.y );
  17271. normal.z = ( cos * N.z + sin * B.z );
  17272. normal.normalize();
  17273. normals.push( normal.x, normal.y, normal.z );
  17274. // vertex
  17275. vertex.x = P.x + radius * normal.x;
  17276. vertex.y = P.y + radius * normal.y;
  17277. vertex.z = P.z + radius * normal.z;
  17278. vertices.push( vertex.x, vertex.y, vertex.z );
  17279. }
  17280. }
  17281. function generateIndices() {
  17282. for ( j = 1; j <= tubularSegments; j ++ ) {
  17283. for ( i = 1; i <= radialSegments; i ++ ) {
  17284. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17285. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17286. var c = ( radialSegments + 1 ) * j + i;
  17287. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17288. // faces
  17289. indices.push( a, b, d );
  17290. indices.push( b, c, d );
  17291. }
  17292. }
  17293. }
  17294. function generateUVs() {
  17295. for ( i = 0; i <= tubularSegments; i ++ ) {
  17296. for ( j = 0; j <= radialSegments; j ++ ) {
  17297. uv.x = i / tubularSegments;
  17298. uv.y = j / radialSegments;
  17299. uvs.push( uv.x, uv.y );
  17300. }
  17301. }
  17302. }
  17303. }
  17304. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17305. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17306. TubeBufferGeometry.prototype.toJSON = function () {
  17307. var data = BufferGeometry.prototype.toJSON.call( this );
  17308. data.path = this.parameters.path.toJSON();
  17309. return data;
  17310. };
  17311. /**
  17312. * @author oosmoxiecode
  17313. * @author Mugen87 / https://github.com/Mugen87
  17314. *
  17315. * based on http://www.blackpawn.com/texts/pqtorus/
  17316. */
  17317. // TorusKnotGeometry
  17318. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17319. Geometry.call( this );
  17320. this.type = 'TorusKnotGeometry';
  17321. this.parameters = {
  17322. radius: radius,
  17323. tube: tube,
  17324. tubularSegments: tubularSegments,
  17325. radialSegments: radialSegments,
  17326. p: p,
  17327. q: q
  17328. };
  17329. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17330. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17331. this.mergeVertices();
  17332. }
  17333. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17334. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17335. // TorusKnotBufferGeometry
  17336. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17337. BufferGeometry.call( this );
  17338. this.type = 'TorusKnotBufferGeometry';
  17339. this.parameters = {
  17340. radius: radius,
  17341. tube: tube,
  17342. tubularSegments: tubularSegments,
  17343. radialSegments: radialSegments,
  17344. p: p,
  17345. q: q
  17346. };
  17347. radius = radius || 1;
  17348. tube = tube || 0.4;
  17349. tubularSegments = Math.floor( tubularSegments ) || 64;
  17350. radialSegments = Math.floor( radialSegments ) || 8;
  17351. p = p || 2;
  17352. q = q || 3;
  17353. // buffers
  17354. var indices = [];
  17355. var vertices = [];
  17356. var normals = [];
  17357. var uvs = [];
  17358. // helper variables
  17359. var i, j;
  17360. var vertex = new Vector3();
  17361. var normal = new Vector3();
  17362. var P1 = new Vector3();
  17363. var P2 = new Vector3();
  17364. var B = new Vector3();
  17365. var T = new Vector3();
  17366. var N = new Vector3();
  17367. // generate vertices, normals and uvs
  17368. for ( i = 0; i <= tubularSegments; ++ i ) {
  17369. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17370. var u = i / tubularSegments * p * Math.PI * 2;
  17371. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17372. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17373. calculatePositionOnCurve( u, p, q, radius, P1 );
  17374. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17375. // calculate orthonormal basis
  17376. T.subVectors( P2, P1 );
  17377. N.addVectors( P2, P1 );
  17378. B.crossVectors( T, N );
  17379. N.crossVectors( B, T );
  17380. // normalize B, N. T can be ignored, we don't use it
  17381. B.normalize();
  17382. N.normalize();
  17383. for ( j = 0; j <= radialSegments; ++ j ) {
  17384. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17385. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17386. var v = j / radialSegments * Math.PI * 2;
  17387. var cx = - tube * Math.cos( v );
  17388. var cy = tube * Math.sin( v );
  17389. // now calculate the final vertex position.
  17390. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17391. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17392. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17393. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17394. vertices.push( vertex.x, vertex.y, vertex.z );
  17395. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17396. normal.subVectors( vertex, P1 ).normalize();
  17397. normals.push( normal.x, normal.y, normal.z );
  17398. // uv
  17399. uvs.push( i / tubularSegments );
  17400. uvs.push( j / radialSegments );
  17401. }
  17402. }
  17403. // generate indices
  17404. for ( j = 1; j <= tubularSegments; j ++ ) {
  17405. for ( i = 1; i <= radialSegments; i ++ ) {
  17406. // indices
  17407. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17408. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17409. var c = ( radialSegments + 1 ) * j + i;
  17410. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17411. // faces
  17412. indices.push( a, b, d );
  17413. indices.push( b, c, d );
  17414. }
  17415. }
  17416. // build geometry
  17417. this.setIndex( indices );
  17418. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17419. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17420. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17421. // this function calculates the current position on the torus curve
  17422. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17423. var cu = Math.cos( u );
  17424. var su = Math.sin( u );
  17425. var quOverP = q / p * u;
  17426. var cs = Math.cos( quOverP );
  17427. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17428. position.y = radius * ( 2 + cs ) * su * 0.5;
  17429. position.z = radius * Math.sin( quOverP ) * 0.5;
  17430. }
  17431. }
  17432. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17433. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17434. /**
  17435. * @author oosmoxiecode
  17436. * @author mrdoob / http://mrdoob.com/
  17437. * @author Mugen87 / https://github.com/Mugen87
  17438. */
  17439. // TorusGeometry
  17440. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17441. Geometry.call( this );
  17442. this.type = 'TorusGeometry';
  17443. this.parameters = {
  17444. radius: radius,
  17445. tube: tube,
  17446. radialSegments: radialSegments,
  17447. tubularSegments: tubularSegments,
  17448. arc: arc
  17449. };
  17450. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17451. this.mergeVertices();
  17452. }
  17453. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17454. TorusGeometry.prototype.constructor = TorusGeometry;
  17455. // TorusBufferGeometry
  17456. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17457. BufferGeometry.call( this );
  17458. this.type = 'TorusBufferGeometry';
  17459. this.parameters = {
  17460. radius: radius,
  17461. tube: tube,
  17462. radialSegments: radialSegments,
  17463. tubularSegments: tubularSegments,
  17464. arc: arc
  17465. };
  17466. radius = radius || 1;
  17467. tube = tube || 0.4;
  17468. radialSegments = Math.floor( radialSegments ) || 8;
  17469. tubularSegments = Math.floor( tubularSegments ) || 6;
  17470. arc = arc || Math.PI * 2;
  17471. // buffers
  17472. var indices = [];
  17473. var vertices = [];
  17474. var normals = [];
  17475. var uvs = [];
  17476. // helper variables
  17477. var center = new Vector3();
  17478. var vertex = new Vector3();
  17479. var normal = new Vector3();
  17480. var j, i;
  17481. // generate vertices, normals and uvs
  17482. for ( j = 0; j <= radialSegments; j ++ ) {
  17483. for ( i = 0; i <= tubularSegments; i ++ ) {
  17484. var u = i / tubularSegments * arc;
  17485. var v = j / radialSegments * Math.PI * 2;
  17486. // vertex
  17487. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17488. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17489. vertex.z = tube * Math.sin( v );
  17490. vertices.push( vertex.x, vertex.y, vertex.z );
  17491. // normal
  17492. center.x = radius * Math.cos( u );
  17493. center.y = radius * Math.sin( u );
  17494. normal.subVectors( vertex, center ).normalize();
  17495. normals.push( normal.x, normal.y, normal.z );
  17496. // uv
  17497. uvs.push( i / tubularSegments );
  17498. uvs.push( j / radialSegments );
  17499. }
  17500. }
  17501. // generate indices
  17502. for ( j = 1; j <= radialSegments; j ++ ) {
  17503. for ( i = 1; i <= tubularSegments; i ++ ) {
  17504. // indices
  17505. var a = ( tubularSegments + 1 ) * j + i - 1;
  17506. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17507. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17508. var d = ( tubularSegments + 1 ) * j + i;
  17509. // faces
  17510. indices.push( a, b, d );
  17511. indices.push( b, c, d );
  17512. }
  17513. }
  17514. // build geometry
  17515. this.setIndex( indices );
  17516. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17517. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17518. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17519. }
  17520. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17521. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17522. /**
  17523. * @author Mugen87 / https://github.com/Mugen87
  17524. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17525. */
  17526. var Earcut = {
  17527. triangulate: function ( data, holeIndices, dim ) {
  17528. dim = dim || 2;
  17529. var hasHoles = holeIndices && holeIndices.length,
  17530. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17531. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17532. triangles = [];
  17533. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17534. var minX, minY, maxX, maxY, x, y, invSize;
  17535. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17536. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17537. if ( data.length > 80 * dim ) {
  17538. minX = maxX = data[ 0 ];
  17539. minY = maxY = data[ 1 ];
  17540. for ( var i = dim; i < outerLen; i += dim ) {
  17541. x = data[ i ];
  17542. y = data[ i + 1 ];
  17543. if ( x < minX ) { minX = x; }
  17544. if ( y < minY ) { minY = y; }
  17545. if ( x > maxX ) { maxX = x; }
  17546. if ( y > maxY ) { maxY = y; }
  17547. }
  17548. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17549. invSize = Math.max( maxX - minX, maxY - minY );
  17550. invSize = invSize !== 0 ? 1 / invSize : 0;
  17551. }
  17552. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17553. return triangles;
  17554. }
  17555. };
  17556. // create a circular doubly linked list from polygon points in the specified winding order
  17557. function linkedList( data, start, end, dim, clockwise ) {
  17558. var i, last;
  17559. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17560. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17561. } else {
  17562. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17563. }
  17564. if ( last && equals( last, last.next ) ) {
  17565. removeNode( last );
  17566. last = last.next;
  17567. }
  17568. return last;
  17569. }
  17570. // eliminate colinear or duplicate points
  17571. function filterPoints( start, end ) {
  17572. if ( ! start ) { return start; }
  17573. if ( ! end ) { end = start; }
  17574. var p = start,
  17575. again;
  17576. do {
  17577. again = false;
  17578. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17579. removeNode( p );
  17580. p = end = p.prev;
  17581. if ( p === p.next ) { break; }
  17582. again = true;
  17583. } else {
  17584. p = p.next;
  17585. }
  17586. } while ( again || p !== end );
  17587. return end;
  17588. }
  17589. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17590. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17591. if ( ! ear ) { return; }
  17592. // interlink polygon nodes in z-order
  17593. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17594. var stop = ear,
  17595. prev, next;
  17596. // iterate through ears, slicing them one by one
  17597. while ( ear.prev !== ear.next ) {
  17598. prev = ear.prev;
  17599. next = ear.next;
  17600. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17601. // cut off the triangle
  17602. triangles.push( prev.i / dim );
  17603. triangles.push( ear.i / dim );
  17604. triangles.push( next.i / dim );
  17605. removeNode( ear );
  17606. // skipping the next vertex leads to less sliver triangles
  17607. ear = next.next;
  17608. stop = next.next;
  17609. continue;
  17610. }
  17611. ear = next;
  17612. // if we looped through the whole remaining polygon and can't find any more ears
  17613. if ( ear === stop ) {
  17614. // try filtering points and slicing again
  17615. if ( ! pass ) {
  17616. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17617. // if this didn't work, try curing all small self-intersections locally
  17618. } else if ( pass === 1 ) {
  17619. ear = cureLocalIntersections( ear, triangles, dim );
  17620. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17621. // as a last resort, try splitting the remaining polygon into two
  17622. } else if ( pass === 2 ) {
  17623. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17624. }
  17625. break;
  17626. }
  17627. }
  17628. }
  17629. // check whether a polygon node forms a valid ear with adjacent nodes
  17630. function isEar( ear ) {
  17631. var a = ear.prev,
  17632. b = ear,
  17633. c = ear.next;
  17634. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17635. // now make sure we don't have other points inside the potential ear
  17636. var p = ear.next.next;
  17637. while ( p !== ear.prev ) {
  17638. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17639. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17640. p = p.next;
  17641. }
  17642. return true;
  17643. }
  17644. function isEarHashed( ear, minX, minY, invSize ) {
  17645. var a = ear.prev,
  17646. b = ear,
  17647. c = ear.next;
  17648. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17649. // triangle bbox; min & max are calculated like this for speed
  17650. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17651. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17652. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17653. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17654. // z-order range for the current triangle bbox;
  17655. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17656. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17657. var p = ear.prevZ,
  17658. n = ear.nextZ;
  17659. // look for points inside the triangle in both directions
  17660. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17661. if ( p !== ear.prev && p !== ear.next &&
  17662. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17663. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17664. p = p.prevZ;
  17665. if ( n !== ear.prev && n !== ear.next &&
  17666. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17667. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17668. n = n.nextZ;
  17669. }
  17670. // look for remaining points in decreasing z-order
  17671. while ( p && p.z >= minZ ) {
  17672. if ( p !== ear.prev && p !== ear.next &&
  17673. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17674. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17675. p = p.prevZ;
  17676. }
  17677. // look for remaining points in increasing z-order
  17678. while ( n && n.z <= maxZ ) {
  17679. if ( n !== ear.prev && n !== ear.next &&
  17680. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17681. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17682. n = n.nextZ;
  17683. }
  17684. return true;
  17685. }
  17686. // go through all polygon nodes and cure small local self-intersections
  17687. function cureLocalIntersections( start, triangles, dim ) {
  17688. var p = start;
  17689. do {
  17690. var a = p.prev,
  17691. b = p.next.next;
  17692. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17693. triangles.push( a.i / dim );
  17694. triangles.push( p.i / dim );
  17695. triangles.push( b.i / dim );
  17696. // remove two nodes involved
  17697. removeNode( p );
  17698. removeNode( p.next );
  17699. p = start = b;
  17700. }
  17701. p = p.next;
  17702. } while ( p !== start );
  17703. return p;
  17704. }
  17705. // try splitting polygon into two and triangulate them independently
  17706. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17707. // look for a valid diagonal that divides the polygon into two
  17708. var a = start;
  17709. do {
  17710. var b = a.next.next;
  17711. while ( b !== a.prev ) {
  17712. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17713. // split the polygon in two by the diagonal
  17714. var c = splitPolygon( a, b );
  17715. // filter colinear points around the cuts
  17716. a = filterPoints( a, a.next );
  17717. c = filterPoints( c, c.next );
  17718. // run earcut on each half
  17719. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17720. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17721. return;
  17722. }
  17723. b = b.next;
  17724. }
  17725. a = a.next;
  17726. } while ( a !== start );
  17727. }
  17728. // link every hole into the outer loop, producing a single-ring polygon without holes
  17729. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17730. var queue = [],
  17731. i, len, start, end, list;
  17732. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17733. start = holeIndices[ i ] * dim;
  17734. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17735. list = linkedList( data, start, end, dim, false );
  17736. if ( list === list.next ) { list.steiner = true; }
  17737. queue.push( getLeftmost( list ) );
  17738. }
  17739. queue.sort( compareX );
  17740. // process holes from left to right
  17741. for ( i = 0; i < queue.length; i ++ ) {
  17742. eliminateHole( queue[ i ], outerNode );
  17743. outerNode = filterPoints( outerNode, outerNode.next );
  17744. }
  17745. return outerNode;
  17746. }
  17747. function compareX( a, b ) {
  17748. return a.x - b.x;
  17749. }
  17750. // find a bridge between vertices that connects hole with an outer ring and and link it
  17751. function eliminateHole( hole, outerNode ) {
  17752. outerNode = findHoleBridge( hole, outerNode );
  17753. if ( outerNode ) {
  17754. var b = splitPolygon( outerNode, hole );
  17755. filterPoints( b, b.next );
  17756. }
  17757. }
  17758. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17759. function findHoleBridge( hole, outerNode ) {
  17760. var p = outerNode,
  17761. hx = hole.x,
  17762. hy = hole.y,
  17763. qx = - Infinity,
  17764. m;
  17765. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17766. // segment's endpoint with lesser x will be potential connection point
  17767. do {
  17768. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17769. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17770. if ( x <= hx && x > qx ) {
  17771. qx = x;
  17772. if ( x === hx ) {
  17773. if ( hy === p.y ) { return p; }
  17774. if ( hy === p.next.y ) { return p.next; }
  17775. }
  17776. m = p.x < p.next.x ? p : p.next;
  17777. }
  17778. }
  17779. p = p.next;
  17780. } while ( p !== outerNode );
  17781. if ( ! m ) { return null; }
  17782. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17783. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17784. // if there are no points found, we have a valid connection;
  17785. // otherwise choose the point of the minimum angle with the ray as connection point
  17786. var stop = m,
  17787. mx = m.x,
  17788. my = m.y,
  17789. tanMin = Infinity,
  17790. tan;
  17791. p = m.next;
  17792. while ( p !== stop ) {
  17793. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17794. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17795. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17796. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17797. m = p;
  17798. tanMin = tan;
  17799. }
  17800. }
  17801. p = p.next;
  17802. }
  17803. return m;
  17804. }
  17805. // interlink polygon nodes in z-order
  17806. function indexCurve( start, minX, minY, invSize ) {
  17807. var p = start;
  17808. do {
  17809. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17810. p.prevZ = p.prev;
  17811. p.nextZ = p.next;
  17812. p = p.next;
  17813. } while ( p !== start );
  17814. p.prevZ.nextZ = null;
  17815. p.prevZ = null;
  17816. sortLinked( p );
  17817. }
  17818. // Simon Tatham's linked list merge sort algorithm
  17819. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17820. function sortLinked( list ) {
  17821. var i, p, q, e, tail, numMerges, pSize, qSize,
  17822. inSize = 1;
  17823. do {
  17824. p = list;
  17825. list = null;
  17826. tail = null;
  17827. numMerges = 0;
  17828. while ( p ) {
  17829. numMerges ++;
  17830. q = p;
  17831. pSize = 0;
  17832. for ( i = 0; i < inSize; i ++ ) {
  17833. pSize ++;
  17834. q = q.nextZ;
  17835. if ( ! q ) { break; }
  17836. }
  17837. qSize = inSize;
  17838. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17839. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17840. e = p;
  17841. p = p.nextZ;
  17842. pSize --;
  17843. } else {
  17844. e = q;
  17845. q = q.nextZ;
  17846. qSize --;
  17847. }
  17848. if ( tail ) { tail.nextZ = e; }
  17849. else { list = e; }
  17850. e.prevZ = tail;
  17851. tail = e;
  17852. }
  17853. p = q;
  17854. }
  17855. tail.nextZ = null;
  17856. inSize *= 2;
  17857. } while ( numMerges > 1 );
  17858. return list;
  17859. }
  17860. // z-order of a point given coords and inverse of the longer side of data bbox
  17861. function zOrder( x, y, minX, minY, invSize ) {
  17862. // coords are transformed into non-negative 15-bit integer range
  17863. x = 32767 * ( x - minX ) * invSize;
  17864. y = 32767 * ( y - minY ) * invSize;
  17865. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17866. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17867. x = ( x | ( x << 2 ) ) & 0x33333333;
  17868. x = ( x | ( x << 1 ) ) & 0x55555555;
  17869. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17870. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17871. y = ( y | ( y << 2 ) ) & 0x33333333;
  17872. y = ( y | ( y << 1 ) ) & 0x55555555;
  17873. return x | ( y << 1 );
  17874. }
  17875. // find the leftmost node of a polygon ring
  17876. function getLeftmost( start ) {
  17877. var p = start,
  17878. leftmost = start;
  17879. do {
  17880. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17881. p = p.next;
  17882. } while ( p !== start );
  17883. return leftmost;
  17884. }
  17885. // check if a point lies within a convex triangle
  17886. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17887. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17888. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17889. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17890. }
  17891. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17892. function isValidDiagonal( a, b ) {
  17893. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17894. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17895. }
  17896. // signed area of a triangle
  17897. function area( p, q, r ) {
  17898. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17899. }
  17900. // check if two points are equal
  17901. function equals( p1, p2 ) {
  17902. return p1.x === p2.x && p1.y === p2.y;
  17903. }
  17904. // check if two segments intersect
  17905. function intersects( p1, q1, p2, q2 ) {
  17906. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17907. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17908. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17909. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17910. }
  17911. // check if a polygon diagonal intersects any polygon segments
  17912. function intersectsPolygon( a, b ) {
  17913. var p = a;
  17914. do {
  17915. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17916. intersects( p, p.next, a, b ) ) { return true; }
  17917. p = p.next;
  17918. } while ( p !== a );
  17919. return false;
  17920. }
  17921. // check if a polygon diagonal is locally inside the polygon
  17922. function locallyInside( a, b ) {
  17923. return area( a.prev, a, a.next ) < 0 ?
  17924. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17925. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17926. }
  17927. // check if the middle point of a polygon diagonal is inside the polygon
  17928. function middleInside( a, b ) {
  17929. var p = a,
  17930. inside = false,
  17931. px = ( a.x + b.x ) / 2,
  17932. py = ( a.y + b.y ) / 2;
  17933. do {
  17934. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17935. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17936. { inside = ! inside; }
  17937. p = p.next;
  17938. } while ( p !== a );
  17939. return inside;
  17940. }
  17941. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17942. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17943. function splitPolygon( a, b ) {
  17944. var a2 = new Node( a.i, a.x, a.y ),
  17945. b2 = new Node( b.i, b.x, b.y ),
  17946. an = a.next,
  17947. bp = b.prev;
  17948. a.next = b;
  17949. b.prev = a;
  17950. a2.next = an;
  17951. an.prev = a2;
  17952. b2.next = a2;
  17953. a2.prev = b2;
  17954. bp.next = b2;
  17955. b2.prev = bp;
  17956. return b2;
  17957. }
  17958. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17959. function insertNode( i, x, y, last ) {
  17960. var p = new Node( i, x, y );
  17961. if ( ! last ) {
  17962. p.prev = p;
  17963. p.next = p;
  17964. } else {
  17965. p.next = last.next;
  17966. p.prev = last;
  17967. last.next.prev = p;
  17968. last.next = p;
  17969. }
  17970. return p;
  17971. }
  17972. function removeNode( p ) {
  17973. p.next.prev = p.prev;
  17974. p.prev.next = p.next;
  17975. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17976. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17977. }
  17978. function Node( i, x, y ) {
  17979. // vertex index in coordinates array
  17980. this.i = i;
  17981. // vertex coordinates
  17982. this.x = x;
  17983. this.y = y;
  17984. // previous and next vertex nodes in a polygon ring
  17985. this.prev = null;
  17986. this.next = null;
  17987. // z-order curve value
  17988. this.z = null;
  17989. // previous and next nodes in z-order
  17990. this.prevZ = null;
  17991. this.nextZ = null;
  17992. // indicates whether this is a steiner point
  17993. this.steiner = false;
  17994. }
  17995. function signedArea( data, start, end, dim ) {
  17996. var sum = 0;
  17997. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17998. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17999. j = i;
  18000. }
  18001. return sum;
  18002. }
  18003. /**
  18004. * @author zz85 / http://www.lab4games.net/zz85/blog
  18005. */
  18006. var ShapeUtils = {
  18007. // calculate area of the contour polygon
  18008. area: function ( contour ) {
  18009. var n = contour.length;
  18010. var a = 0.0;
  18011. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18012. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18013. }
  18014. return a * 0.5;
  18015. },
  18016. isClockWise: function ( pts ) {
  18017. return ShapeUtils.area( pts ) < 0;
  18018. },
  18019. triangulateShape: function ( contour, holes ) {
  18020. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18021. var holeIndices = []; // array of hole indices
  18022. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18023. removeDupEndPts( contour );
  18024. addContour( vertices, contour );
  18025. //
  18026. var holeIndex = contour.length;
  18027. holes.forEach( removeDupEndPts );
  18028. for ( var i = 0; i < holes.length; i ++ ) {
  18029. holeIndices.push( holeIndex );
  18030. holeIndex += holes[ i ].length;
  18031. addContour( vertices, holes[ i ] );
  18032. }
  18033. //
  18034. var triangles = Earcut.triangulate( vertices, holeIndices );
  18035. //
  18036. for ( var i = 0; i < triangles.length; i += 3 ) {
  18037. faces.push( triangles.slice( i, i + 3 ) );
  18038. }
  18039. return faces;
  18040. }
  18041. };
  18042. function removeDupEndPts( points ) {
  18043. var l = points.length;
  18044. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18045. points.pop();
  18046. }
  18047. }
  18048. function addContour( vertices, contour ) {
  18049. for ( var i = 0; i < contour.length; i ++ ) {
  18050. vertices.push( contour[ i ].x );
  18051. vertices.push( contour[ i ].y );
  18052. }
  18053. }
  18054. /**
  18055. * @author zz85 / http://www.lab4games.net/zz85/blog
  18056. *
  18057. * Creates extruded geometry from a path shape.
  18058. *
  18059. * parameters = {
  18060. *
  18061. * curveSegments: <int>, // number of points on the curves
  18062. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18063. * depth: <float>, // Depth to extrude the shape
  18064. *
  18065. * bevelEnabled: <bool>, // turn on bevel
  18066. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18067. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18068. * bevelOffset: <float>, // how far from shape outline does bevel start
  18069. * bevelSegments: <int>, // number of bevel layers
  18070. *
  18071. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18072. *
  18073. * UVGenerator: <Object> // object that provides UV generator functions
  18074. *
  18075. * }
  18076. */
  18077. // ExtrudeGeometry
  18078. function ExtrudeGeometry( shapes, options ) {
  18079. Geometry.call( this );
  18080. this.type = 'ExtrudeGeometry';
  18081. this.parameters = {
  18082. shapes: shapes,
  18083. options: options
  18084. };
  18085. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18086. this.mergeVertices();
  18087. }
  18088. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18089. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18090. ExtrudeGeometry.prototype.toJSON = function () {
  18091. var data = Geometry.prototype.toJSON.call( this );
  18092. var shapes = this.parameters.shapes;
  18093. var options = this.parameters.options;
  18094. return toJSON( shapes, options, data );
  18095. };
  18096. // ExtrudeBufferGeometry
  18097. function ExtrudeBufferGeometry( shapes, options ) {
  18098. BufferGeometry.call( this );
  18099. this.type = 'ExtrudeBufferGeometry';
  18100. this.parameters = {
  18101. shapes: shapes,
  18102. options: options
  18103. };
  18104. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18105. var scope = this;
  18106. var verticesArray = [];
  18107. var uvArray = [];
  18108. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18109. var shape = shapes[ i ];
  18110. addShape( shape );
  18111. }
  18112. // build geometry
  18113. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18114. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18115. this.computeVertexNormals();
  18116. // functions
  18117. function addShape( shape ) {
  18118. var placeholder = [];
  18119. // options
  18120. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18121. var steps = options.steps !== undefined ? options.steps : 1;
  18122. var depth = options.depth !== undefined ? options.depth : 100;
  18123. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18124. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18125. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18126. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18127. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18128. var extrudePath = options.extrudePath;
  18129. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18130. // deprecated options
  18131. if ( options.amount !== undefined ) {
  18132. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18133. depth = options.amount;
  18134. }
  18135. //
  18136. var extrudePts, extrudeByPath = false;
  18137. var splineTube, binormal, normal, position2;
  18138. if ( extrudePath ) {
  18139. extrudePts = extrudePath.getSpacedPoints( steps );
  18140. extrudeByPath = true;
  18141. bevelEnabled = false; // bevels not supported for path extrusion
  18142. // SETUP TNB variables
  18143. // TODO1 - have a .isClosed in spline?
  18144. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18145. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18146. binormal = new Vector3();
  18147. normal = new Vector3();
  18148. position2 = new Vector3();
  18149. }
  18150. // Safeguards if bevels are not enabled
  18151. if ( ! bevelEnabled ) {
  18152. bevelSegments = 0;
  18153. bevelThickness = 0;
  18154. bevelSize = 0;
  18155. bevelOffset = 0;
  18156. }
  18157. // Variables initialization
  18158. var ahole, h, hl; // looping of holes
  18159. var shapePoints = shape.extractPoints( curveSegments );
  18160. var vertices = shapePoints.shape;
  18161. var holes = shapePoints.holes;
  18162. var reverse = ! ShapeUtils.isClockWise( vertices );
  18163. if ( reverse ) {
  18164. vertices = vertices.reverse();
  18165. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18166. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18167. ahole = holes[ h ];
  18168. if ( ShapeUtils.isClockWise( ahole ) ) {
  18169. holes[ h ] = ahole.reverse();
  18170. }
  18171. }
  18172. }
  18173. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18174. /* Vertices */
  18175. var contour = vertices; // vertices has all points but contour has only points of circumference
  18176. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18177. ahole = holes[ h ];
  18178. vertices = vertices.concat( ahole );
  18179. }
  18180. function scalePt2( pt, vec, size ) {
  18181. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18182. return vec.clone().multiplyScalar( size ).add( pt );
  18183. }
  18184. var b, bs, t, z,
  18185. vert, vlen = vertices.length,
  18186. face, flen = faces.length;
  18187. // Find directions for point movement
  18188. function getBevelVec( inPt, inPrev, inNext ) {
  18189. // computes for inPt the corresponding point inPt' on a new contour
  18190. // shifted by 1 unit (length of normalized vector) to the left
  18191. // if we walk along contour clockwise, this new contour is outside the old one
  18192. //
  18193. // inPt' is the intersection of the two lines parallel to the two
  18194. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18195. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18196. // good reading for geometry algorithms (here: line-line intersection)
  18197. // http://geomalgorithms.com/a05-_intersect-1.html
  18198. var v_prev_x = inPt.x - inPrev.x,
  18199. v_prev_y = inPt.y - inPrev.y;
  18200. var v_next_x = inNext.x - inPt.x,
  18201. v_next_y = inNext.y - inPt.y;
  18202. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18203. // check for collinear edges
  18204. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18205. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18206. // not collinear
  18207. // length of vectors for normalizing
  18208. var v_prev_len = Math.sqrt( v_prev_lensq );
  18209. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18210. // shift adjacent points by unit vectors to the left
  18211. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18212. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18213. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18214. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18215. // scaling factor for v_prev to intersection point
  18216. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18217. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18218. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18219. // vector from inPt to intersection point
  18220. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18221. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18222. // Don't normalize!, otherwise sharp corners become ugly
  18223. // but prevent crazy spikes
  18224. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18225. if ( v_trans_lensq <= 2 ) {
  18226. return new Vector2( v_trans_x, v_trans_y );
  18227. } else {
  18228. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18229. }
  18230. } else {
  18231. // handle special case of collinear edges
  18232. var direction_eq = false; // assumes: opposite
  18233. if ( v_prev_x > Number.EPSILON ) {
  18234. if ( v_next_x > Number.EPSILON ) {
  18235. direction_eq = true;
  18236. }
  18237. } else {
  18238. if ( v_prev_x < - Number.EPSILON ) {
  18239. if ( v_next_x < - Number.EPSILON ) {
  18240. direction_eq = true;
  18241. }
  18242. } else {
  18243. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18244. direction_eq = true;
  18245. }
  18246. }
  18247. }
  18248. if ( direction_eq ) {
  18249. // console.log("Warning: lines are a straight sequence");
  18250. v_trans_x = - v_prev_y;
  18251. v_trans_y = v_prev_x;
  18252. shrink_by = Math.sqrt( v_prev_lensq );
  18253. } else {
  18254. // console.log("Warning: lines are a straight spike");
  18255. v_trans_x = v_prev_x;
  18256. v_trans_y = v_prev_y;
  18257. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18258. }
  18259. }
  18260. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18261. }
  18262. var contourMovements = [];
  18263. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18264. if ( j === il ) { j = 0; }
  18265. if ( k === il ) { k = 0; }
  18266. // (j)---(i)---(k)
  18267. // console.log('i,j,k', i, j , k)
  18268. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18269. }
  18270. var holesMovements = [],
  18271. oneHoleMovements, verticesMovements = contourMovements.concat();
  18272. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18273. ahole = holes[ h ];
  18274. oneHoleMovements = [];
  18275. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18276. if ( j === il ) { j = 0; }
  18277. if ( k === il ) { k = 0; }
  18278. // (j)---(i)---(k)
  18279. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18280. }
  18281. holesMovements.push( oneHoleMovements );
  18282. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18283. }
  18284. // Loop bevelSegments, 1 for the front, 1 for the back
  18285. for ( b = 0; b < bevelSegments; b ++ ) {
  18286. //for ( b = bevelSegments; b > 0; b -- ) {
  18287. t = b / bevelSegments;
  18288. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18289. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18290. // contract shape
  18291. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18292. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18293. v( vert.x, vert.y, - z );
  18294. }
  18295. // expand holes
  18296. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18297. ahole = holes[ h ];
  18298. oneHoleMovements = holesMovements[ h ];
  18299. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18300. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18301. v( vert.x, vert.y, - z );
  18302. }
  18303. }
  18304. }
  18305. bs = bevelSize + bevelOffset;
  18306. // Back facing vertices
  18307. for ( i = 0; i < vlen; i ++ ) {
  18308. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18309. if ( ! extrudeByPath ) {
  18310. v( vert.x, vert.y, 0 );
  18311. } else {
  18312. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18313. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18314. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18315. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18316. v( position2.x, position2.y, position2.z );
  18317. }
  18318. }
  18319. // Add stepped vertices...
  18320. // Including front facing vertices
  18321. var s;
  18322. for ( s = 1; s <= steps; s ++ ) {
  18323. for ( i = 0; i < vlen; i ++ ) {
  18324. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18325. if ( ! extrudeByPath ) {
  18326. v( vert.x, vert.y, depth / steps * s );
  18327. } else {
  18328. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18329. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18330. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18331. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18332. v( position2.x, position2.y, position2.z );
  18333. }
  18334. }
  18335. }
  18336. // Add bevel segments planes
  18337. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18338. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18339. t = b / bevelSegments;
  18340. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18341. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18342. // contract shape
  18343. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18344. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18345. v( vert.x, vert.y, depth + z );
  18346. }
  18347. // expand holes
  18348. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18349. ahole = holes[ h ];
  18350. oneHoleMovements = holesMovements[ h ];
  18351. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18352. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18353. if ( ! extrudeByPath ) {
  18354. v( vert.x, vert.y, depth + z );
  18355. } else {
  18356. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18357. }
  18358. }
  18359. }
  18360. }
  18361. /* Faces */
  18362. // Top and bottom faces
  18363. buildLidFaces();
  18364. // Sides faces
  18365. buildSideFaces();
  18366. ///// Internal functions
  18367. function buildLidFaces() {
  18368. var start = verticesArray.length / 3;
  18369. if ( bevelEnabled ) {
  18370. var layer = 0; // steps + 1
  18371. var offset = vlen * layer;
  18372. // Bottom faces
  18373. for ( i = 0; i < flen; i ++ ) {
  18374. face = faces[ i ];
  18375. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18376. }
  18377. layer = steps + bevelSegments * 2;
  18378. offset = vlen * layer;
  18379. // Top faces
  18380. for ( i = 0; i < flen; i ++ ) {
  18381. face = faces[ i ];
  18382. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18383. }
  18384. } else {
  18385. // Bottom faces
  18386. for ( i = 0; i < flen; i ++ ) {
  18387. face = faces[ i ];
  18388. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18389. }
  18390. // Top faces
  18391. for ( i = 0; i < flen; i ++ ) {
  18392. face = faces[ i ];
  18393. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18394. }
  18395. }
  18396. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18397. }
  18398. // Create faces for the z-sides of the shape
  18399. function buildSideFaces() {
  18400. var start = verticesArray.length / 3;
  18401. var layeroffset = 0;
  18402. sidewalls( contour, layeroffset );
  18403. layeroffset += contour.length;
  18404. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18405. ahole = holes[ h ];
  18406. sidewalls( ahole, layeroffset );
  18407. //, true
  18408. layeroffset += ahole.length;
  18409. }
  18410. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18411. }
  18412. function sidewalls( contour, layeroffset ) {
  18413. var j, k;
  18414. i = contour.length;
  18415. while ( -- i >= 0 ) {
  18416. j = i;
  18417. k = i - 1;
  18418. if ( k < 0 ) { k = contour.length - 1; }
  18419. //console.log('b', i,j, i-1, k,vertices.length);
  18420. var s = 0,
  18421. sl = steps + bevelSegments * 2;
  18422. for ( s = 0; s < sl; s ++ ) {
  18423. var slen1 = vlen * s;
  18424. var slen2 = vlen * ( s + 1 );
  18425. var a = layeroffset + j + slen1,
  18426. b = layeroffset + k + slen1,
  18427. c = layeroffset + k + slen2,
  18428. d = layeroffset + j + slen2;
  18429. f4( a, b, c, d );
  18430. }
  18431. }
  18432. }
  18433. function v( x, y, z ) {
  18434. placeholder.push( x );
  18435. placeholder.push( y );
  18436. placeholder.push( z );
  18437. }
  18438. function f3( a, b, c ) {
  18439. addVertex( a );
  18440. addVertex( b );
  18441. addVertex( c );
  18442. var nextIndex = verticesArray.length / 3;
  18443. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18444. addUV( uvs[ 0 ] );
  18445. addUV( uvs[ 1 ] );
  18446. addUV( uvs[ 2 ] );
  18447. }
  18448. function f4( a, b, c, d ) {
  18449. addVertex( a );
  18450. addVertex( b );
  18451. addVertex( d );
  18452. addVertex( b );
  18453. addVertex( c );
  18454. addVertex( d );
  18455. var nextIndex = verticesArray.length / 3;
  18456. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18457. addUV( uvs[ 0 ] );
  18458. addUV( uvs[ 1 ] );
  18459. addUV( uvs[ 3 ] );
  18460. addUV( uvs[ 1 ] );
  18461. addUV( uvs[ 2 ] );
  18462. addUV( uvs[ 3 ] );
  18463. }
  18464. function addVertex( index ) {
  18465. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18466. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18467. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18468. }
  18469. function addUV( vector2 ) {
  18470. uvArray.push( vector2.x );
  18471. uvArray.push( vector2.y );
  18472. }
  18473. }
  18474. }
  18475. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18476. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18477. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18478. var data = BufferGeometry.prototype.toJSON.call( this );
  18479. var shapes = this.parameters.shapes;
  18480. var options = this.parameters.options;
  18481. return toJSON( shapes, options, data );
  18482. };
  18483. //
  18484. var WorldUVGenerator = {
  18485. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18486. var a_x = vertices[ indexA * 3 ];
  18487. var a_y = vertices[ indexA * 3 + 1 ];
  18488. var b_x = vertices[ indexB * 3 ];
  18489. var b_y = vertices[ indexB * 3 + 1 ];
  18490. var c_x = vertices[ indexC * 3 ];
  18491. var c_y = vertices[ indexC * 3 + 1 ];
  18492. return [
  18493. new Vector2( a_x, a_y ),
  18494. new Vector2( b_x, b_y ),
  18495. new Vector2( c_x, c_y )
  18496. ];
  18497. },
  18498. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18499. var a_x = vertices[ indexA * 3 ];
  18500. var a_y = vertices[ indexA * 3 + 1 ];
  18501. var a_z = vertices[ indexA * 3 + 2 ];
  18502. var b_x = vertices[ indexB * 3 ];
  18503. var b_y = vertices[ indexB * 3 + 1 ];
  18504. var b_z = vertices[ indexB * 3 + 2 ];
  18505. var c_x = vertices[ indexC * 3 ];
  18506. var c_y = vertices[ indexC * 3 + 1 ];
  18507. var c_z = vertices[ indexC * 3 + 2 ];
  18508. var d_x = vertices[ indexD * 3 ];
  18509. var d_y = vertices[ indexD * 3 + 1 ];
  18510. var d_z = vertices[ indexD * 3 + 2 ];
  18511. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18512. return [
  18513. new Vector2( a_x, 1 - a_z ),
  18514. new Vector2( b_x, 1 - b_z ),
  18515. new Vector2( c_x, 1 - c_z ),
  18516. new Vector2( d_x, 1 - d_z )
  18517. ];
  18518. } else {
  18519. return [
  18520. new Vector2( a_y, 1 - a_z ),
  18521. new Vector2( b_y, 1 - b_z ),
  18522. new Vector2( c_y, 1 - c_z ),
  18523. new Vector2( d_y, 1 - d_z )
  18524. ];
  18525. }
  18526. }
  18527. };
  18528. function toJSON( shapes, options, data ) {
  18529. //
  18530. data.shapes = [];
  18531. if ( Array.isArray( shapes ) ) {
  18532. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18533. var shape = shapes[ i ];
  18534. data.shapes.push( shape.uuid );
  18535. }
  18536. } else {
  18537. data.shapes.push( shapes.uuid );
  18538. }
  18539. //
  18540. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18541. return data;
  18542. }
  18543. /**
  18544. * @author zz85 / http://www.lab4games.net/zz85/blog
  18545. * @author alteredq / http://alteredqualia.com/
  18546. *
  18547. * Text = 3D Text
  18548. *
  18549. * parameters = {
  18550. * font: <THREE.Font>, // font
  18551. *
  18552. * size: <float>, // size of the text
  18553. * height: <float>, // thickness to extrude text
  18554. * curveSegments: <int>, // number of points on the curves
  18555. *
  18556. * bevelEnabled: <bool>, // turn on bevel
  18557. * bevelThickness: <float>, // how deep into text bevel goes
  18558. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18559. * bevelOffset: <float> // how far from text outline does bevel start
  18560. * }
  18561. */
  18562. // TextGeometry
  18563. function TextGeometry( text, parameters ) {
  18564. Geometry.call( this );
  18565. this.type = 'TextGeometry';
  18566. this.parameters = {
  18567. text: text,
  18568. parameters: parameters
  18569. };
  18570. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18571. this.mergeVertices();
  18572. }
  18573. TextGeometry.prototype = Object.create( Geometry.prototype );
  18574. TextGeometry.prototype.constructor = TextGeometry;
  18575. // TextBufferGeometry
  18576. function TextBufferGeometry( text, parameters ) {
  18577. parameters = parameters || {};
  18578. var font = parameters.font;
  18579. if ( ! ( font && font.isFont ) ) {
  18580. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18581. return new Geometry();
  18582. }
  18583. var shapes = font.generateShapes( text, parameters.size );
  18584. // translate parameters to ExtrudeGeometry API
  18585. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18586. // defaults
  18587. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18588. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18589. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18590. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18591. this.type = 'TextBufferGeometry';
  18592. }
  18593. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18594. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18595. /**
  18596. * @author mrdoob / http://mrdoob.com/
  18597. * @author benaadams / https://twitter.com/ben_a_adams
  18598. * @author Mugen87 / https://github.com/Mugen87
  18599. */
  18600. // SphereGeometry
  18601. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18602. Geometry.call( this );
  18603. this.type = 'SphereGeometry';
  18604. this.parameters = {
  18605. radius: radius,
  18606. widthSegments: widthSegments,
  18607. heightSegments: heightSegments,
  18608. phiStart: phiStart,
  18609. phiLength: phiLength,
  18610. thetaStart: thetaStart,
  18611. thetaLength: thetaLength
  18612. };
  18613. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18614. this.mergeVertices();
  18615. }
  18616. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18617. SphereGeometry.prototype.constructor = SphereGeometry;
  18618. // SphereBufferGeometry
  18619. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18620. BufferGeometry.call( this );
  18621. this.type = 'SphereBufferGeometry';
  18622. this.parameters = {
  18623. radius: radius,
  18624. widthSegments: widthSegments,
  18625. heightSegments: heightSegments,
  18626. phiStart: phiStart,
  18627. phiLength: phiLength,
  18628. thetaStart: thetaStart,
  18629. thetaLength: thetaLength
  18630. };
  18631. radius = radius || 1;
  18632. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18633. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18634. phiStart = phiStart !== undefined ? phiStart : 0;
  18635. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18636. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18637. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18638. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18639. var ix, iy;
  18640. var index = 0;
  18641. var grid = [];
  18642. var vertex = new Vector3();
  18643. var normal = new Vector3();
  18644. // buffers
  18645. var indices = [];
  18646. var vertices = [];
  18647. var normals = [];
  18648. var uvs = [];
  18649. // generate vertices, normals and uvs
  18650. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18651. var verticesRow = [];
  18652. var v = iy / heightSegments;
  18653. // special case for the poles
  18654. var uOffset = 0;
  18655. if ( iy == 0 && thetaStart == 0 ) {
  18656. uOffset = 0.5 / widthSegments;
  18657. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18658. uOffset = - 0.5 / widthSegments;
  18659. }
  18660. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18661. var u = ix / widthSegments;
  18662. // vertex
  18663. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18664. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18665. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18666. vertices.push( vertex.x, vertex.y, vertex.z );
  18667. // normal
  18668. normal.copy( vertex ).normalize();
  18669. normals.push( normal.x, normal.y, normal.z );
  18670. // uv
  18671. uvs.push( u + uOffset, 1 - v );
  18672. verticesRow.push( index ++ );
  18673. }
  18674. grid.push( verticesRow );
  18675. }
  18676. // indices
  18677. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18678. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18679. var a = grid[ iy ][ ix + 1 ];
  18680. var b = grid[ iy ][ ix ];
  18681. var c = grid[ iy + 1 ][ ix ];
  18682. var d = grid[ iy + 1 ][ ix + 1 ];
  18683. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18684. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18685. }
  18686. }
  18687. // build geometry
  18688. this.setIndex( indices );
  18689. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18690. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18691. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18692. }
  18693. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18694. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18695. /**
  18696. * @author Kaleb Murphy
  18697. * @author Mugen87 / https://github.com/Mugen87
  18698. */
  18699. // RingGeometry
  18700. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18701. Geometry.call( this );
  18702. this.type = 'RingGeometry';
  18703. this.parameters = {
  18704. innerRadius: innerRadius,
  18705. outerRadius: outerRadius,
  18706. thetaSegments: thetaSegments,
  18707. phiSegments: phiSegments,
  18708. thetaStart: thetaStart,
  18709. thetaLength: thetaLength
  18710. };
  18711. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18712. this.mergeVertices();
  18713. }
  18714. RingGeometry.prototype = Object.create( Geometry.prototype );
  18715. RingGeometry.prototype.constructor = RingGeometry;
  18716. // RingBufferGeometry
  18717. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18718. BufferGeometry.call( this );
  18719. this.type = 'RingBufferGeometry';
  18720. this.parameters = {
  18721. innerRadius: innerRadius,
  18722. outerRadius: outerRadius,
  18723. thetaSegments: thetaSegments,
  18724. phiSegments: phiSegments,
  18725. thetaStart: thetaStart,
  18726. thetaLength: thetaLength
  18727. };
  18728. innerRadius = innerRadius || 0.5;
  18729. outerRadius = outerRadius || 1;
  18730. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18731. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18732. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18733. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18734. // buffers
  18735. var indices = [];
  18736. var vertices = [];
  18737. var normals = [];
  18738. var uvs = [];
  18739. // some helper variables
  18740. var segment;
  18741. var radius = innerRadius;
  18742. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18743. var vertex = new Vector3();
  18744. var uv = new Vector2();
  18745. var j, i;
  18746. // generate vertices, normals and uvs
  18747. for ( j = 0; j <= phiSegments; j ++ ) {
  18748. for ( i = 0; i <= thetaSegments; i ++ ) {
  18749. // values are generate from the inside of the ring to the outside
  18750. segment = thetaStart + i / thetaSegments * thetaLength;
  18751. // vertex
  18752. vertex.x = radius * Math.cos( segment );
  18753. vertex.y = radius * Math.sin( segment );
  18754. vertices.push( vertex.x, vertex.y, vertex.z );
  18755. // normal
  18756. normals.push( 0, 0, 1 );
  18757. // uv
  18758. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18759. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18760. uvs.push( uv.x, uv.y );
  18761. }
  18762. // increase the radius for next row of vertices
  18763. radius += radiusStep;
  18764. }
  18765. // indices
  18766. for ( j = 0; j < phiSegments; j ++ ) {
  18767. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18768. for ( i = 0; i < thetaSegments; i ++ ) {
  18769. segment = i + thetaSegmentLevel;
  18770. var a = segment;
  18771. var b = segment + thetaSegments + 1;
  18772. var c = segment + thetaSegments + 2;
  18773. var d = segment + 1;
  18774. // faces
  18775. indices.push( a, b, d );
  18776. indices.push( b, c, d );
  18777. }
  18778. }
  18779. // build geometry
  18780. this.setIndex( indices );
  18781. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18782. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18783. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18784. }
  18785. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18786. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18787. /**
  18788. * @author zz85 / https://github.com/zz85
  18789. * @author bhouston / http://clara.io
  18790. * @author Mugen87 / https://github.com/Mugen87
  18791. */
  18792. // LatheGeometry
  18793. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18794. Geometry.call( this );
  18795. this.type = 'LatheGeometry';
  18796. this.parameters = {
  18797. points: points,
  18798. segments: segments,
  18799. phiStart: phiStart,
  18800. phiLength: phiLength
  18801. };
  18802. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18803. this.mergeVertices();
  18804. }
  18805. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18806. LatheGeometry.prototype.constructor = LatheGeometry;
  18807. // LatheBufferGeometry
  18808. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18809. BufferGeometry.call( this );
  18810. this.type = 'LatheBufferGeometry';
  18811. this.parameters = {
  18812. points: points,
  18813. segments: segments,
  18814. phiStart: phiStart,
  18815. phiLength: phiLength
  18816. };
  18817. segments = Math.floor( segments ) || 12;
  18818. phiStart = phiStart || 0;
  18819. phiLength = phiLength || Math.PI * 2;
  18820. // clamp phiLength so it's in range of [ 0, 2PI ]
  18821. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  18822. // buffers
  18823. var indices = [];
  18824. var vertices = [];
  18825. var uvs = [];
  18826. // helper variables
  18827. var base;
  18828. var inverseSegments = 1.0 / segments;
  18829. var vertex = new Vector3();
  18830. var uv = new Vector2();
  18831. var i, j;
  18832. // generate vertices and uvs
  18833. for ( i = 0; i <= segments; i ++ ) {
  18834. var phi = phiStart + i * inverseSegments * phiLength;
  18835. var sin = Math.sin( phi );
  18836. var cos = Math.cos( phi );
  18837. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18838. // vertex
  18839. vertex.x = points[ j ].x * sin;
  18840. vertex.y = points[ j ].y;
  18841. vertex.z = points[ j ].x * cos;
  18842. vertices.push( vertex.x, vertex.y, vertex.z );
  18843. // uv
  18844. uv.x = i / segments;
  18845. uv.y = j / ( points.length - 1 );
  18846. uvs.push( uv.x, uv.y );
  18847. }
  18848. }
  18849. // indices
  18850. for ( i = 0; i < segments; i ++ ) {
  18851. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18852. base = j + i * points.length;
  18853. var a = base;
  18854. var b = base + points.length;
  18855. var c = base + points.length + 1;
  18856. var d = base + 1;
  18857. // faces
  18858. indices.push( a, b, d );
  18859. indices.push( b, c, d );
  18860. }
  18861. }
  18862. // build geometry
  18863. this.setIndex( indices );
  18864. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18865. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18866. // generate normals
  18867. this.computeVertexNormals();
  18868. // if the geometry is closed, we need to average the normals along the seam.
  18869. // because the corresponding vertices are identical (but still have different UVs).
  18870. if ( phiLength === Math.PI * 2 ) {
  18871. var normals = this.attributes.normal.array;
  18872. var n1 = new Vector3();
  18873. var n2 = new Vector3();
  18874. var n = new Vector3();
  18875. // this is the buffer offset for the last line of vertices
  18876. base = segments * points.length * 3;
  18877. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18878. // select the normal of the vertex in the first line
  18879. n1.x = normals[ j + 0 ];
  18880. n1.y = normals[ j + 1 ];
  18881. n1.z = normals[ j + 2 ];
  18882. // select the normal of the vertex in the last line
  18883. n2.x = normals[ base + j + 0 ];
  18884. n2.y = normals[ base + j + 1 ];
  18885. n2.z = normals[ base + j + 2 ];
  18886. // average normals
  18887. n.addVectors( n1, n2 ).normalize();
  18888. // assign the new values to both normals
  18889. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18890. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18891. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18892. }
  18893. }
  18894. }
  18895. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18896. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18897. /**
  18898. * @author jonobr1 / http://jonobr1.com
  18899. * @author Mugen87 / https://github.com/Mugen87
  18900. */
  18901. // ShapeGeometry
  18902. function ShapeGeometry( shapes, curveSegments ) {
  18903. Geometry.call( this );
  18904. this.type = 'ShapeGeometry';
  18905. if ( typeof curveSegments === 'object' ) {
  18906. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18907. curveSegments = curveSegments.curveSegments;
  18908. }
  18909. this.parameters = {
  18910. shapes: shapes,
  18911. curveSegments: curveSegments
  18912. };
  18913. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18914. this.mergeVertices();
  18915. }
  18916. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18917. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18918. ShapeGeometry.prototype.toJSON = function () {
  18919. var data = Geometry.prototype.toJSON.call( this );
  18920. var shapes = this.parameters.shapes;
  18921. return toJSON$1( shapes, data );
  18922. };
  18923. // ShapeBufferGeometry
  18924. function ShapeBufferGeometry( shapes, curveSegments ) {
  18925. BufferGeometry.call( this );
  18926. this.type = 'ShapeBufferGeometry';
  18927. this.parameters = {
  18928. shapes: shapes,
  18929. curveSegments: curveSegments
  18930. };
  18931. curveSegments = curveSegments || 12;
  18932. // buffers
  18933. var indices = [];
  18934. var vertices = [];
  18935. var normals = [];
  18936. var uvs = [];
  18937. // helper variables
  18938. var groupStart = 0;
  18939. var groupCount = 0;
  18940. // allow single and array values for "shapes" parameter
  18941. if ( Array.isArray( shapes ) === false ) {
  18942. addShape( shapes );
  18943. } else {
  18944. for ( var i = 0; i < shapes.length; i ++ ) {
  18945. addShape( shapes[ i ] );
  18946. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18947. groupStart += groupCount;
  18948. groupCount = 0;
  18949. }
  18950. }
  18951. // build geometry
  18952. this.setIndex( indices );
  18953. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18954. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18955. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18956. // helper functions
  18957. function addShape( shape ) {
  18958. var i, l, shapeHole;
  18959. var indexOffset = vertices.length / 3;
  18960. var points = shape.extractPoints( curveSegments );
  18961. var shapeVertices = points.shape;
  18962. var shapeHoles = points.holes;
  18963. // check direction of vertices
  18964. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18965. shapeVertices = shapeVertices.reverse();
  18966. }
  18967. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18968. shapeHole = shapeHoles[ i ];
  18969. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18970. shapeHoles[ i ] = shapeHole.reverse();
  18971. }
  18972. }
  18973. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18974. // join vertices of inner and outer paths to a single array
  18975. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18976. shapeHole = shapeHoles[ i ];
  18977. shapeVertices = shapeVertices.concat( shapeHole );
  18978. }
  18979. // vertices, normals, uvs
  18980. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18981. var vertex = shapeVertices[ i ];
  18982. vertices.push( vertex.x, vertex.y, 0 );
  18983. normals.push( 0, 0, 1 );
  18984. uvs.push( vertex.x, vertex.y ); // world uvs
  18985. }
  18986. // incides
  18987. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18988. var face = faces[ i ];
  18989. var a = face[ 0 ] + indexOffset;
  18990. var b = face[ 1 ] + indexOffset;
  18991. var c = face[ 2 ] + indexOffset;
  18992. indices.push( a, b, c );
  18993. groupCount += 3;
  18994. }
  18995. }
  18996. }
  18997. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18998. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18999. ShapeBufferGeometry.prototype.toJSON = function () {
  19000. var data = BufferGeometry.prototype.toJSON.call( this );
  19001. var shapes = this.parameters.shapes;
  19002. return toJSON$1( shapes, data );
  19003. };
  19004. //
  19005. function toJSON$1( shapes, data ) {
  19006. data.shapes = [];
  19007. if ( Array.isArray( shapes ) ) {
  19008. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19009. var shape = shapes[ i ];
  19010. data.shapes.push( shape.uuid );
  19011. }
  19012. } else {
  19013. data.shapes.push( shapes.uuid );
  19014. }
  19015. return data;
  19016. }
  19017. /**
  19018. * @author WestLangley / http://github.com/WestLangley
  19019. * @author Mugen87 / https://github.com/Mugen87
  19020. */
  19021. function EdgesGeometry( geometry, thresholdAngle ) {
  19022. BufferGeometry.call( this );
  19023. this.type = 'EdgesGeometry';
  19024. this.parameters = {
  19025. thresholdAngle: thresholdAngle
  19026. };
  19027. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19028. // buffer
  19029. var vertices = [];
  19030. // helper variables
  19031. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19032. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19033. var key, keys = [ 'a', 'b', 'c' ];
  19034. // prepare source geometry
  19035. var geometry2;
  19036. if ( geometry.isBufferGeometry ) {
  19037. geometry2 = new Geometry();
  19038. geometry2.fromBufferGeometry( geometry );
  19039. } else {
  19040. geometry2 = geometry.clone();
  19041. }
  19042. geometry2.mergeVertices();
  19043. geometry2.computeFaceNormals();
  19044. var sourceVertices = geometry2.vertices;
  19045. var faces = geometry2.faces;
  19046. // now create a data structure where each entry represents an edge with its adjoining faces
  19047. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19048. var face = faces[ i ];
  19049. for ( var j = 0; j < 3; j ++ ) {
  19050. edge1 = face[ keys[ j ] ];
  19051. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19052. edge[ 0 ] = Math.min( edge1, edge2 );
  19053. edge[ 1 ] = Math.max( edge1, edge2 );
  19054. key = edge[ 0 ] + ',' + edge[ 1 ];
  19055. if ( edges[ key ] === undefined ) {
  19056. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19057. } else {
  19058. edges[ key ].face2 = i;
  19059. }
  19060. }
  19061. }
  19062. // generate vertices
  19063. for ( key in edges ) {
  19064. var e = edges[ key ];
  19065. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19066. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19067. var vertex = sourceVertices[ e.index1 ];
  19068. vertices.push( vertex.x, vertex.y, vertex.z );
  19069. vertex = sourceVertices[ e.index2 ];
  19070. vertices.push( vertex.x, vertex.y, vertex.z );
  19071. }
  19072. }
  19073. // build geometry
  19074. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19075. }
  19076. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19077. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19078. /**
  19079. * @author mrdoob / http://mrdoob.com/
  19080. * @author Mugen87 / https://github.com/Mugen87
  19081. */
  19082. // CylinderGeometry
  19083. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19084. Geometry.call( this );
  19085. this.type = 'CylinderGeometry';
  19086. this.parameters = {
  19087. radiusTop: radiusTop,
  19088. radiusBottom: radiusBottom,
  19089. height: height,
  19090. radialSegments: radialSegments,
  19091. heightSegments: heightSegments,
  19092. openEnded: openEnded,
  19093. thetaStart: thetaStart,
  19094. thetaLength: thetaLength
  19095. };
  19096. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19097. this.mergeVertices();
  19098. }
  19099. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19100. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19101. // CylinderBufferGeometry
  19102. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19103. BufferGeometry.call( this );
  19104. this.type = 'CylinderBufferGeometry';
  19105. this.parameters = {
  19106. radiusTop: radiusTop,
  19107. radiusBottom: radiusBottom,
  19108. height: height,
  19109. radialSegments: radialSegments,
  19110. heightSegments: heightSegments,
  19111. openEnded: openEnded,
  19112. thetaStart: thetaStart,
  19113. thetaLength: thetaLength
  19114. };
  19115. var scope = this;
  19116. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19117. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19118. height = height || 1;
  19119. radialSegments = Math.floor( radialSegments ) || 8;
  19120. heightSegments = Math.floor( heightSegments ) || 1;
  19121. openEnded = openEnded !== undefined ? openEnded : false;
  19122. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19123. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19124. // buffers
  19125. var indices = [];
  19126. var vertices = [];
  19127. var normals = [];
  19128. var uvs = [];
  19129. // helper variables
  19130. var index = 0;
  19131. var indexArray = [];
  19132. var halfHeight = height / 2;
  19133. var groupStart = 0;
  19134. // generate geometry
  19135. generateTorso();
  19136. if ( openEnded === false ) {
  19137. if ( radiusTop > 0 ) { generateCap( true ); }
  19138. if ( radiusBottom > 0 ) { generateCap( false ); }
  19139. }
  19140. // build geometry
  19141. this.setIndex( indices );
  19142. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19143. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19144. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19145. function generateTorso() {
  19146. var x, y;
  19147. var normal = new Vector3();
  19148. var vertex = new Vector3();
  19149. var groupCount = 0;
  19150. // this will be used to calculate the normal
  19151. var slope = ( radiusBottom - radiusTop ) / height;
  19152. // generate vertices, normals and uvs
  19153. for ( y = 0; y <= heightSegments; y ++ ) {
  19154. var indexRow = [];
  19155. var v = y / heightSegments;
  19156. // calculate the radius of the current row
  19157. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19158. for ( x = 0; x <= radialSegments; x ++ ) {
  19159. var u = x / radialSegments;
  19160. var theta = u * thetaLength + thetaStart;
  19161. var sinTheta = Math.sin( theta );
  19162. var cosTheta = Math.cos( theta );
  19163. // vertex
  19164. vertex.x = radius * sinTheta;
  19165. vertex.y = - v * height + halfHeight;
  19166. vertex.z = radius * cosTheta;
  19167. vertices.push( vertex.x, vertex.y, vertex.z );
  19168. // normal
  19169. normal.set( sinTheta, slope, cosTheta ).normalize();
  19170. normals.push( normal.x, normal.y, normal.z );
  19171. // uv
  19172. uvs.push( u, 1 - v );
  19173. // save index of vertex in respective row
  19174. indexRow.push( index ++ );
  19175. }
  19176. // now save vertices of the row in our index array
  19177. indexArray.push( indexRow );
  19178. }
  19179. // generate indices
  19180. for ( x = 0; x < radialSegments; x ++ ) {
  19181. for ( y = 0; y < heightSegments; y ++ ) {
  19182. // we use the index array to access the correct indices
  19183. var a = indexArray[ y ][ x ];
  19184. var b = indexArray[ y + 1 ][ x ];
  19185. var c = indexArray[ y + 1 ][ x + 1 ];
  19186. var d = indexArray[ y ][ x + 1 ];
  19187. // faces
  19188. indices.push( a, b, d );
  19189. indices.push( b, c, d );
  19190. // update group counter
  19191. groupCount += 6;
  19192. }
  19193. }
  19194. // add a group to the geometry. this will ensure multi material support
  19195. scope.addGroup( groupStart, groupCount, 0 );
  19196. // calculate new start value for groups
  19197. groupStart += groupCount;
  19198. }
  19199. function generateCap( top ) {
  19200. var x, centerIndexStart, centerIndexEnd;
  19201. var uv = new Vector2();
  19202. var vertex = new Vector3();
  19203. var groupCount = 0;
  19204. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19205. var sign = ( top === true ) ? 1 : - 1;
  19206. // save the index of the first center vertex
  19207. centerIndexStart = index;
  19208. // first we generate the center vertex data of the cap.
  19209. // because the geometry needs one set of uvs per face,
  19210. // we must generate a center vertex per face/segment
  19211. for ( x = 1; x <= radialSegments; x ++ ) {
  19212. // vertex
  19213. vertices.push( 0, halfHeight * sign, 0 );
  19214. // normal
  19215. normals.push( 0, sign, 0 );
  19216. // uv
  19217. uvs.push( 0.5, 0.5 );
  19218. // increase index
  19219. index ++;
  19220. }
  19221. // save the index of the last center vertex
  19222. centerIndexEnd = index;
  19223. // now we generate the surrounding vertices, normals and uvs
  19224. for ( x = 0; x <= radialSegments; x ++ ) {
  19225. var u = x / radialSegments;
  19226. var theta = u * thetaLength + thetaStart;
  19227. var cosTheta = Math.cos( theta );
  19228. var sinTheta = Math.sin( theta );
  19229. // vertex
  19230. vertex.x = radius * sinTheta;
  19231. vertex.y = halfHeight * sign;
  19232. vertex.z = radius * cosTheta;
  19233. vertices.push( vertex.x, vertex.y, vertex.z );
  19234. // normal
  19235. normals.push( 0, sign, 0 );
  19236. // uv
  19237. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19238. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19239. uvs.push( uv.x, uv.y );
  19240. // increase index
  19241. index ++;
  19242. }
  19243. // generate indices
  19244. for ( x = 0; x < radialSegments; x ++ ) {
  19245. var c = centerIndexStart + x;
  19246. var i = centerIndexEnd + x;
  19247. if ( top === true ) {
  19248. // face top
  19249. indices.push( i, i + 1, c );
  19250. } else {
  19251. // face bottom
  19252. indices.push( i + 1, i, c );
  19253. }
  19254. groupCount += 3;
  19255. }
  19256. // add a group to the geometry. this will ensure multi material support
  19257. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19258. // calculate new start value for groups
  19259. groupStart += groupCount;
  19260. }
  19261. }
  19262. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19263. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19264. /**
  19265. * @author abelnation / http://github.com/abelnation
  19266. */
  19267. // ConeGeometry
  19268. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19269. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19270. this.type = 'ConeGeometry';
  19271. this.parameters = {
  19272. radius: radius,
  19273. height: height,
  19274. radialSegments: radialSegments,
  19275. heightSegments: heightSegments,
  19276. openEnded: openEnded,
  19277. thetaStart: thetaStart,
  19278. thetaLength: thetaLength
  19279. };
  19280. }
  19281. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19282. ConeGeometry.prototype.constructor = ConeGeometry;
  19283. // ConeBufferGeometry
  19284. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19285. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19286. this.type = 'ConeBufferGeometry';
  19287. this.parameters = {
  19288. radius: radius,
  19289. height: height,
  19290. radialSegments: radialSegments,
  19291. heightSegments: heightSegments,
  19292. openEnded: openEnded,
  19293. thetaStart: thetaStart,
  19294. thetaLength: thetaLength
  19295. };
  19296. }
  19297. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19298. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19299. /**
  19300. * @author benaadams / https://twitter.com/ben_a_adams
  19301. * @author Mugen87 / https://github.com/Mugen87
  19302. * @author hughes
  19303. */
  19304. // CircleGeometry
  19305. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19306. Geometry.call( this );
  19307. this.type = 'CircleGeometry';
  19308. this.parameters = {
  19309. radius: radius,
  19310. segments: segments,
  19311. thetaStart: thetaStart,
  19312. thetaLength: thetaLength
  19313. };
  19314. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19315. this.mergeVertices();
  19316. }
  19317. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19318. CircleGeometry.prototype.constructor = CircleGeometry;
  19319. // CircleBufferGeometry
  19320. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19321. BufferGeometry.call( this );
  19322. this.type = 'CircleBufferGeometry';
  19323. this.parameters = {
  19324. radius: radius,
  19325. segments: segments,
  19326. thetaStart: thetaStart,
  19327. thetaLength: thetaLength
  19328. };
  19329. radius = radius || 1;
  19330. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19331. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19332. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19333. // buffers
  19334. var indices = [];
  19335. var vertices = [];
  19336. var normals = [];
  19337. var uvs = [];
  19338. // helper variables
  19339. var i, s;
  19340. var vertex = new Vector3();
  19341. var uv = new Vector2();
  19342. // center point
  19343. vertices.push( 0, 0, 0 );
  19344. normals.push( 0, 0, 1 );
  19345. uvs.push( 0.5, 0.5 );
  19346. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19347. var segment = thetaStart + s / segments * thetaLength;
  19348. // vertex
  19349. vertex.x = radius * Math.cos( segment );
  19350. vertex.y = radius * Math.sin( segment );
  19351. vertices.push( vertex.x, vertex.y, vertex.z );
  19352. // normal
  19353. normals.push( 0, 0, 1 );
  19354. // uvs
  19355. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19356. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19357. uvs.push( uv.x, uv.y );
  19358. }
  19359. // indices
  19360. for ( i = 1; i <= segments; i ++ ) {
  19361. indices.push( i, i + 1, 0 );
  19362. }
  19363. // build geometry
  19364. this.setIndex( indices );
  19365. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19366. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19367. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19368. }
  19369. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19370. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19371. var Geometries = /*#__PURE__*/Object.freeze({
  19372. __proto__: null,
  19373. WireframeGeometry: WireframeGeometry,
  19374. ParametricGeometry: ParametricGeometry,
  19375. ParametricBufferGeometry: ParametricBufferGeometry,
  19376. TetrahedronGeometry: TetrahedronGeometry,
  19377. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19378. OctahedronGeometry: OctahedronGeometry,
  19379. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19380. IcosahedronGeometry: IcosahedronGeometry,
  19381. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19382. DodecahedronGeometry: DodecahedronGeometry,
  19383. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19384. PolyhedronGeometry: PolyhedronGeometry,
  19385. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19386. TubeGeometry: TubeGeometry,
  19387. TubeBufferGeometry: TubeBufferGeometry,
  19388. TorusKnotGeometry: TorusKnotGeometry,
  19389. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19390. TorusGeometry: TorusGeometry,
  19391. TorusBufferGeometry: TorusBufferGeometry,
  19392. TextGeometry: TextGeometry,
  19393. TextBufferGeometry: TextBufferGeometry,
  19394. SphereGeometry: SphereGeometry,
  19395. SphereBufferGeometry: SphereBufferGeometry,
  19396. RingGeometry: RingGeometry,
  19397. RingBufferGeometry: RingBufferGeometry,
  19398. PlaneGeometry: PlaneGeometry,
  19399. PlaneBufferGeometry: PlaneBufferGeometry,
  19400. LatheGeometry: LatheGeometry,
  19401. LatheBufferGeometry: LatheBufferGeometry,
  19402. ShapeGeometry: ShapeGeometry,
  19403. ShapeBufferGeometry: ShapeBufferGeometry,
  19404. ExtrudeGeometry: ExtrudeGeometry,
  19405. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19406. EdgesGeometry: EdgesGeometry,
  19407. ConeGeometry: ConeGeometry,
  19408. ConeBufferGeometry: ConeBufferGeometry,
  19409. CylinderGeometry: CylinderGeometry,
  19410. CylinderBufferGeometry: CylinderBufferGeometry,
  19411. CircleGeometry: CircleGeometry,
  19412. CircleBufferGeometry: CircleBufferGeometry,
  19413. BoxGeometry: BoxGeometry,
  19414. BoxBufferGeometry: BoxBufferGeometry
  19415. });
  19416. /**
  19417. * @author mrdoob / http://mrdoob.com/
  19418. *
  19419. * parameters = {
  19420. * color: <THREE.Color>
  19421. * }
  19422. */
  19423. function ShadowMaterial( parameters ) {
  19424. Material.call( this );
  19425. this.type = 'ShadowMaterial';
  19426. this.color = new Color( 0x000000 );
  19427. this.transparent = true;
  19428. this.setValues( parameters );
  19429. }
  19430. ShadowMaterial.prototype = Object.create( Material.prototype );
  19431. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19432. ShadowMaterial.prototype.isShadowMaterial = true;
  19433. ShadowMaterial.prototype.copy = function ( source ) {
  19434. Material.prototype.copy.call( this, source );
  19435. this.color.copy( source.color );
  19436. return this;
  19437. };
  19438. /**
  19439. * @author mrdoob / http://mrdoob.com/
  19440. */
  19441. function RawShaderMaterial( parameters ) {
  19442. ShaderMaterial.call( this, parameters );
  19443. this.type = 'RawShaderMaterial';
  19444. }
  19445. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19446. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19447. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19448. /**
  19449. * @author WestLangley / http://github.com/WestLangley
  19450. *
  19451. * parameters = {
  19452. * color: <hex>,
  19453. * roughness: <float>,
  19454. * metalness: <float>,
  19455. * opacity: <float>,
  19456. *
  19457. * map: new THREE.Texture( <Image> ),
  19458. *
  19459. * lightMap: new THREE.Texture( <Image> ),
  19460. * lightMapIntensity: <float>
  19461. *
  19462. * aoMap: new THREE.Texture( <Image> ),
  19463. * aoMapIntensity: <float>
  19464. *
  19465. * emissive: <hex>,
  19466. * emissiveIntensity: <float>
  19467. * emissiveMap: new THREE.Texture( <Image> ),
  19468. *
  19469. * bumpMap: new THREE.Texture( <Image> ),
  19470. * bumpScale: <float>,
  19471. *
  19472. * normalMap: new THREE.Texture( <Image> ),
  19473. * normalMapType: THREE.TangentSpaceNormalMap,
  19474. * normalScale: <Vector2>,
  19475. *
  19476. * displacementMap: new THREE.Texture( <Image> ),
  19477. * displacementScale: <float>,
  19478. * displacementBias: <float>,
  19479. *
  19480. * roughnessMap: new THREE.Texture( <Image> ),
  19481. *
  19482. * metalnessMap: new THREE.Texture( <Image> ),
  19483. *
  19484. * alphaMap: new THREE.Texture( <Image> ),
  19485. *
  19486. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19487. * envMapIntensity: <float>
  19488. *
  19489. * refractionRatio: <float>,
  19490. *
  19491. * wireframe: <boolean>,
  19492. * wireframeLinewidth: <float>,
  19493. *
  19494. * skinning: <bool>,
  19495. * morphTargets: <bool>,
  19496. * morphNormals: <bool>
  19497. * }
  19498. */
  19499. function MeshStandardMaterial( parameters ) {
  19500. Material.call( this );
  19501. this.defines = { 'STANDARD': '' };
  19502. this.type = 'MeshStandardMaterial';
  19503. this.color = new Color( 0xffffff ); // diffuse
  19504. this.roughness = 1.0;
  19505. this.metalness = 0.0;
  19506. this.map = null;
  19507. this.lightMap = null;
  19508. this.lightMapIntensity = 1.0;
  19509. this.aoMap = null;
  19510. this.aoMapIntensity = 1.0;
  19511. this.emissive = new Color( 0x000000 );
  19512. this.emissiveIntensity = 1.0;
  19513. this.emissiveMap = null;
  19514. this.bumpMap = null;
  19515. this.bumpScale = 1;
  19516. this.normalMap = null;
  19517. this.normalMapType = TangentSpaceNormalMap;
  19518. this.normalScale = new Vector2( 1, 1 );
  19519. this.displacementMap = null;
  19520. this.displacementScale = 1;
  19521. this.displacementBias = 0;
  19522. this.roughnessMap = null;
  19523. this.metalnessMap = null;
  19524. this.alphaMap = null;
  19525. this.envMap = null;
  19526. this.envMapIntensity = 1.0;
  19527. this.refractionRatio = 0.98;
  19528. this.wireframe = false;
  19529. this.wireframeLinewidth = 1;
  19530. this.wireframeLinecap = 'round';
  19531. this.wireframeLinejoin = 'round';
  19532. this.skinning = false;
  19533. this.morphTargets = false;
  19534. this.morphNormals = false;
  19535. this.vertexTangents = false;
  19536. this.setValues( parameters );
  19537. }
  19538. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19539. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19540. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19541. MeshStandardMaterial.prototype.copy = function ( source ) {
  19542. Material.prototype.copy.call( this, source );
  19543. this.defines = { 'STANDARD': '' };
  19544. this.color.copy( source.color );
  19545. this.roughness = source.roughness;
  19546. this.metalness = source.metalness;
  19547. this.map = source.map;
  19548. this.lightMap = source.lightMap;
  19549. this.lightMapIntensity = source.lightMapIntensity;
  19550. this.aoMap = source.aoMap;
  19551. this.aoMapIntensity = source.aoMapIntensity;
  19552. this.emissive.copy( source.emissive );
  19553. this.emissiveMap = source.emissiveMap;
  19554. this.emissiveIntensity = source.emissiveIntensity;
  19555. this.bumpMap = source.bumpMap;
  19556. this.bumpScale = source.bumpScale;
  19557. this.normalMap = source.normalMap;
  19558. this.normalMapType = source.normalMapType;
  19559. this.normalScale.copy( source.normalScale );
  19560. this.displacementMap = source.displacementMap;
  19561. this.displacementScale = source.displacementScale;
  19562. this.displacementBias = source.displacementBias;
  19563. this.roughnessMap = source.roughnessMap;
  19564. this.metalnessMap = source.metalnessMap;
  19565. this.alphaMap = source.alphaMap;
  19566. this.envMap = source.envMap;
  19567. this.envMapIntensity = source.envMapIntensity;
  19568. this.refractionRatio = source.refractionRatio;
  19569. this.wireframe = source.wireframe;
  19570. this.wireframeLinewidth = source.wireframeLinewidth;
  19571. this.wireframeLinecap = source.wireframeLinecap;
  19572. this.wireframeLinejoin = source.wireframeLinejoin;
  19573. this.skinning = source.skinning;
  19574. this.morphTargets = source.morphTargets;
  19575. this.morphNormals = source.morphNormals;
  19576. this.vertexTangents = source.vertexTangents;
  19577. return this;
  19578. };
  19579. /**
  19580. * @author WestLangley / http://github.com/WestLangley
  19581. *
  19582. * parameters = {
  19583. * clearcoat: <float>,
  19584. * clearcoatMap: new THREE.Texture( <Image> ),
  19585. * clearcoatRoughness: <float>,
  19586. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19587. * clearcoatNormalScale: <Vector2>,
  19588. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19589. *
  19590. * reflectivity: <float>,
  19591. *
  19592. * sheen: <Color>,
  19593. *
  19594. * transparency: <float>
  19595. * }
  19596. */
  19597. function MeshPhysicalMaterial( parameters ) {
  19598. MeshStandardMaterial.call( this );
  19599. this.defines = {
  19600. 'STANDARD': '',
  19601. 'PHYSICAL': ''
  19602. };
  19603. this.type = 'MeshPhysicalMaterial';
  19604. this.clearcoat = 0.0;
  19605. this.clearcoatMap = null;
  19606. this.clearcoatRoughness = 0.0;
  19607. this.clearcoatRoughnessMap = null;
  19608. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19609. this.clearcoatNormalMap = null;
  19610. this.reflectivity = 0.5; // maps to F0 = 0.04
  19611. this.sheen = null; // null will disable sheen bsdf
  19612. this.transparency = 0.0;
  19613. this.setValues( parameters );
  19614. }
  19615. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19616. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19617. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19618. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19619. MeshStandardMaterial.prototype.copy.call( this, source );
  19620. this.defines = {
  19621. 'STANDARD': '',
  19622. 'PHYSICAL': ''
  19623. };
  19624. this.clearcoat = source.clearcoat;
  19625. this.clearcoatMap = source.clearcoatMap;
  19626. this.clearcoatRoughness = source.clearcoatRoughness;
  19627. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19628. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19629. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19630. this.reflectivity = source.reflectivity;
  19631. if ( source.sheen ) {
  19632. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19633. } else {
  19634. this.sheen = null;
  19635. }
  19636. this.transparency = source.transparency;
  19637. return this;
  19638. };
  19639. /**
  19640. * @author mrdoob / http://mrdoob.com/
  19641. * @author alteredq / http://alteredqualia.com/
  19642. *
  19643. * parameters = {
  19644. * color: <hex>,
  19645. * specular: <hex>,
  19646. * shininess: <float>,
  19647. * opacity: <float>,
  19648. *
  19649. * map: new THREE.Texture( <Image> ),
  19650. *
  19651. * lightMap: new THREE.Texture( <Image> ),
  19652. * lightMapIntensity: <float>
  19653. *
  19654. * aoMap: new THREE.Texture( <Image> ),
  19655. * aoMapIntensity: <float>
  19656. *
  19657. * emissive: <hex>,
  19658. * emissiveIntensity: <float>
  19659. * emissiveMap: new THREE.Texture( <Image> ),
  19660. *
  19661. * bumpMap: new THREE.Texture( <Image> ),
  19662. * bumpScale: <float>,
  19663. *
  19664. * normalMap: new THREE.Texture( <Image> ),
  19665. * normalMapType: THREE.TangentSpaceNormalMap,
  19666. * normalScale: <Vector2>,
  19667. *
  19668. * displacementMap: new THREE.Texture( <Image> ),
  19669. * displacementScale: <float>,
  19670. * displacementBias: <float>,
  19671. *
  19672. * specularMap: new THREE.Texture( <Image> ),
  19673. *
  19674. * alphaMap: new THREE.Texture( <Image> ),
  19675. *
  19676. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19677. * combine: THREE.MultiplyOperation,
  19678. * reflectivity: <float>,
  19679. * refractionRatio: <float>,
  19680. *
  19681. * wireframe: <boolean>,
  19682. * wireframeLinewidth: <float>,
  19683. *
  19684. * skinning: <bool>,
  19685. * morphTargets: <bool>,
  19686. * morphNormals: <bool>
  19687. * }
  19688. */
  19689. function MeshPhongMaterial( parameters ) {
  19690. Material.call( this );
  19691. this.type = 'MeshPhongMaterial';
  19692. this.color = new Color( 0xffffff ); // diffuse
  19693. this.specular = new Color( 0x111111 );
  19694. this.shininess = 30;
  19695. this.map = null;
  19696. this.lightMap = null;
  19697. this.lightMapIntensity = 1.0;
  19698. this.aoMap = null;
  19699. this.aoMapIntensity = 1.0;
  19700. this.emissive = new Color( 0x000000 );
  19701. this.emissiveIntensity = 1.0;
  19702. this.emissiveMap = null;
  19703. this.bumpMap = null;
  19704. this.bumpScale = 1;
  19705. this.normalMap = null;
  19706. this.normalMapType = TangentSpaceNormalMap;
  19707. this.normalScale = new Vector2( 1, 1 );
  19708. this.displacementMap = null;
  19709. this.displacementScale = 1;
  19710. this.displacementBias = 0;
  19711. this.specularMap = null;
  19712. this.alphaMap = null;
  19713. this.envMap = null;
  19714. this.combine = MultiplyOperation;
  19715. this.reflectivity = 1;
  19716. this.refractionRatio = 0.98;
  19717. this.wireframe = false;
  19718. this.wireframeLinewidth = 1;
  19719. this.wireframeLinecap = 'round';
  19720. this.wireframeLinejoin = 'round';
  19721. this.skinning = false;
  19722. this.morphTargets = false;
  19723. this.morphNormals = false;
  19724. this.setValues( parameters );
  19725. }
  19726. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19727. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19728. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19729. MeshPhongMaterial.prototype.copy = function ( source ) {
  19730. Material.prototype.copy.call( this, source );
  19731. this.color.copy( source.color );
  19732. this.specular.copy( source.specular );
  19733. this.shininess = source.shininess;
  19734. this.map = source.map;
  19735. this.lightMap = source.lightMap;
  19736. this.lightMapIntensity = source.lightMapIntensity;
  19737. this.aoMap = source.aoMap;
  19738. this.aoMapIntensity = source.aoMapIntensity;
  19739. this.emissive.copy( source.emissive );
  19740. this.emissiveMap = source.emissiveMap;
  19741. this.emissiveIntensity = source.emissiveIntensity;
  19742. this.bumpMap = source.bumpMap;
  19743. this.bumpScale = source.bumpScale;
  19744. this.normalMap = source.normalMap;
  19745. this.normalMapType = source.normalMapType;
  19746. this.normalScale.copy( source.normalScale );
  19747. this.displacementMap = source.displacementMap;
  19748. this.displacementScale = source.displacementScale;
  19749. this.displacementBias = source.displacementBias;
  19750. this.specularMap = source.specularMap;
  19751. this.alphaMap = source.alphaMap;
  19752. this.envMap = source.envMap;
  19753. this.combine = source.combine;
  19754. this.reflectivity = source.reflectivity;
  19755. this.refractionRatio = source.refractionRatio;
  19756. this.wireframe = source.wireframe;
  19757. this.wireframeLinewidth = source.wireframeLinewidth;
  19758. this.wireframeLinecap = source.wireframeLinecap;
  19759. this.wireframeLinejoin = source.wireframeLinejoin;
  19760. this.skinning = source.skinning;
  19761. this.morphTargets = source.morphTargets;
  19762. this.morphNormals = source.morphNormals;
  19763. return this;
  19764. };
  19765. /**
  19766. * @author takahirox / http://github.com/takahirox
  19767. *
  19768. * parameters = {
  19769. * color: <hex>,
  19770. * specular: <hex>,
  19771. * shininess: <float>,
  19772. *
  19773. * map: new THREE.Texture( <Image> ),
  19774. * gradientMap: new THREE.Texture( <Image> ),
  19775. *
  19776. * lightMap: new THREE.Texture( <Image> ),
  19777. * lightMapIntensity: <float>
  19778. *
  19779. * aoMap: new THREE.Texture( <Image> ),
  19780. * aoMapIntensity: <float>
  19781. *
  19782. * emissive: <hex>,
  19783. * emissiveIntensity: <float>
  19784. * emissiveMap: new THREE.Texture( <Image> ),
  19785. *
  19786. * bumpMap: new THREE.Texture( <Image> ),
  19787. * bumpScale: <float>,
  19788. *
  19789. * normalMap: new THREE.Texture( <Image> ),
  19790. * normalMapType: THREE.TangentSpaceNormalMap,
  19791. * normalScale: <Vector2>,
  19792. *
  19793. * displacementMap: new THREE.Texture( <Image> ),
  19794. * displacementScale: <float>,
  19795. * displacementBias: <float>,
  19796. *
  19797. * specularMap: new THREE.Texture( <Image> ),
  19798. *
  19799. * alphaMap: new THREE.Texture( <Image> ),
  19800. *
  19801. * wireframe: <boolean>,
  19802. * wireframeLinewidth: <float>,
  19803. *
  19804. * skinning: <bool>,
  19805. * morphTargets: <bool>,
  19806. * morphNormals: <bool>
  19807. * }
  19808. */
  19809. function MeshToonMaterial( parameters ) {
  19810. Material.call( this );
  19811. this.defines = { 'TOON': '' };
  19812. this.type = 'MeshToonMaterial';
  19813. this.color = new Color( 0xffffff );
  19814. this.specular = new Color( 0x111111 );
  19815. this.shininess = 30;
  19816. this.map = null;
  19817. this.gradientMap = null;
  19818. this.lightMap = null;
  19819. this.lightMapIntensity = 1.0;
  19820. this.aoMap = null;
  19821. this.aoMapIntensity = 1.0;
  19822. this.emissive = new Color( 0x000000 );
  19823. this.emissiveIntensity = 1.0;
  19824. this.emissiveMap = null;
  19825. this.bumpMap = null;
  19826. this.bumpScale = 1;
  19827. this.normalMap = null;
  19828. this.normalMapType = TangentSpaceNormalMap;
  19829. this.normalScale = new Vector2( 1, 1 );
  19830. this.displacementMap = null;
  19831. this.displacementScale = 1;
  19832. this.displacementBias = 0;
  19833. this.specularMap = null;
  19834. this.alphaMap = null;
  19835. this.wireframe = false;
  19836. this.wireframeLinewidth = 1;
  19837. this.wireframeLinecap = 'round';
  19838. this.wireframeLinejoin = 'round';
  19839. this.skinning = false;
  19840. this.morphTargets = false;
  19841. this.morphNormals = false;
  19842. this.setValues( parameters );
  19843. }
  19844. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19845. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19846. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19847. MeshToonMaterial.prototype.copy = function ( source ) {
  19848. Material.prototype.copy.call( this, source );
  19849. this.color.copy( source.color );
  19850. this.specular.copy( source.specular );
  19851. this.shininess = source.shininess;
  19852. this.map = source.map;
  19853. this.gradientMap = source.gradientMap;
  19854. this.lightMap = source.lightMap;
  19855. this.lightMapIntensity = source.lightMapIntensity;
  19856. this.aoMap = source.aoMap;
  19857. this.aoMapIntensity = source.aoMapIntensity;
  19858. this.emissive.copy( source.emissive );
  19859. this.emissiveMap = source.emissiveMap;
  19860. this.emissiveIntensity = source.emissiveIntensity;
  19861. this.bumpMap = source.bumpMap;
  19862. this.bumpScale = source.bumpScale;
  19863. this.normalMap = source.normalMap;
  19864. this.normalMapType = source.normalMapType;
  19865. this.normalScale.copy( source.normalScale );
  19866. this.displacementMap = source.displacementMap;
  19867. this.displacementScale = source.displacementScale;
  19868. this.displacementBias = source.displacementBias;
  19869. this.specularMap = source.specularMap;
  19870. this.alphaMap = source.alphaMap;
  19871. this.wireframe = source.wireframe;
  19872. this.wireframeLinewidth = source.wireframeLinewidth;
  19873. this.wireframeLinecap = source.wireframeLinecap;
  19874. this.wireframeLinejoin = source.wireframeLinejoin;
  19875. this.skinning = source.skinning;
  19876. this.morphTargets = source.morphTargets;
  19877. this.morphNormals = source.morphNormals;
  19878. return this;
  19879. };
  19880. /**
  19881. * @author mrdoob / http://mrdoob.com/
  19882. * @author WestLangley / http://github.com/WestLangley
  19883. *
  19884. * parameters = {
  19885. * opacity: <float>,
  19886. *
  19887. * bumpMap: new THREE.Texture( <Image> ),
  19888. * bumpScale: <float>,
  19889. *
  19890. * normalMap: new THREE.Texture( <Image> ),
  19891. * normalMapType: THREE.TangentSpaceNormalMap,
  19892. * normalScale: <Vector2>,
  19893. *
  19894. * displacementMap: new THREE.Texture( <Image> ),
  19895. * displacementScale: <float>,
  19896. * displacementBias: <float>,
  19897. *
  19898. * wireframe: <boolean>,
  19899. * wireframeLinewidth: <float>
  19900. *
  19901. * skinning: <bool>,
  19902. * morphTargets: <bool>,
  19903. * morphNormals: <bool>
  19904. * }
  19905. */
  19906. function MeshNormalMaterial( parameters ) {
  19907. Material.call( this );
  19908. this.type = 'MeshNormalMaterial';
  19909. this.bumpMap = null;
  19910. this.bumpScale = 1;
  19911. this.normalMap = null;
  19912. this.normalMapType = TangentSpaceNormalMap;
  19913. this.normalScale = new Vector2( 1, 1 );
  19914. this.displacementMap = null;
  19915. this.displacementScale = 1;
  19916. this.displacementBias = 0;
  19917. this.wireframe = false;
  19918. this.wireframeLinewidth = 1;
  19919. this.fog = false;
  19920. this.skinning = false;
  19921. this.morphTargets = false;
  19922. this.morphNormals = false;
  19923. this.setValues( parameters );
  19924. }
  19925. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19926. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19927. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19928. MeshNormalMaterial.prototype.copy = function ( source ) {
  19929. Material.prototype.copy.call( this, source );
  19930. this.bumpMap = source.bumpMap;
  19931. this.bumpScale = source.bumpScale;
  19932. this.normalMap = source.normalMap;
  19933. this.normalMapType = source.normalMapType;
  19934. this.normalScale.copy( source.normalScale );
  19935. this.displacementMap = source.displacementMap;
  19936. this.displacementScale = source.displacementScale;
  19937. this.displacementBias = source.displacementBias;
  19938. this.wireframe = source.wireframe;
  19939. this.wireframeLinewidth = source.wireframeLinewidth;
  19940. this.skinning = source.skinning;
  19941. this.morphTargets = source.morphTargets;
  19942. this.morphNormals = source.morphNormals;
  19943. return this;
  19944. };
  19945. /**
  19946. * @author mrdoob / http://mrdoob.com/
  19947. * @author alteredq / http://alteredqualia.com/
  19948. *
  19949. * parameters = {
  19950. * color: <hex>,
  19951. * opacity: <float>,
  19952. *
  19953. * map: new THREE.Texture( <Image> ),
  19954. *
  19955. * lightMap: new THREE.Texture( <Image> ),
  19956. * lightMapIntensity: <float>
  19957. *
  19958. * aoMap: new THREE.Texture( <Image> ),
  19959. * aoMapIntensity: <float>
  19960. *
  19961. * emissive: <hex>,
  19962. * emissiveIntensity: <float>
  19963. * emissiveMap: new THREE.Texture( <Image> ),
  19964. *
  19965. * specularMap: new THREE.Texture( <Image> ),
  19966. *
  19967. * alphaMap: new THREE.Texture( <Image> ),
  19968. *
  19969. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19970. * combine: THREE.Multiply,
  19971. * reflectivity: <float>,
  19972. * refractionRatio: <float>,
  19973. *
  19974. * wireframe: <boolean>,
  19975. * wireframeLinewidth: <float>,
  19976. *
  19977. * skinning: <bool>,
  19978. * morphTargets: <bool>,
  19979. * morphNormals: <bool>
  19980. * }
  19981. */
  19982. function MeshLambertMaterial( parameters ) {
  19983. Material.call( this );
  19984. this.type = 'MeshLambertMaterial';
  19985. this.color = new Color( 0xffffff ); // diffuse
  19986. this.map = null;
  19987. this.lightMap = null;
  19988. this.lightMapIntensity = 1.0;
  19989. this.aoMap = null;
  19990. this.aoMapIntensity = 1.0;
  19991. this.emissive = new Color( 0x000000 );
  19992. this.emissiveIntensity = 1.0;
  19993. this.emissiveMap = null;
  19994. this.specularMap = null;
  19995. this.alphaMap = null;
  19996. this.envMap = null;
  19997. this.combine = MultiplyOperation;
  19998. this.reflectivity = 1;
  19999. this.refractionRatio = 0.98;
  20000. this.wireframe = false;
  20001. this.wireframeLinewidth = 1;
  20002. this.wireframeLinecap = 'round';
  20003. this.wireframeLinejoin = 'round';
  20004. this.skinning = false;
  20005. this.morphTargets = false;
  20006. this.morphNormals = false;
  20007. this.setValues( parameters );
  20008. }
  20009. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20010. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20011. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20012. MeshLambertMaterial.prototype.copy = function ( source ) {
  20013. Material.prototype.copy.call( this, source );
  20014. this.color.copy( source.color );
  20015. this.map = source.map;
  20016. this.lightMap = source.lightMap;
  20017. this.lightMapIntensity = source.lightMapIntensity;
  20018. this.aoMap = source.aoMap;
  20019. this.aoMapIntensity = source.aoMapIntensity;
  20020. this.emissive.copy( source.emissive );
  20021. this.emissiveMap = source.emissiveMap;
  20022. this.emissiveIntensity = source.emissiveIntensity;
  20023. this.specularMap = source.specularMap;
  20024. this.alphaMap = source.alphaMap;
  20025. this.envMap = source.envMap;
  20026. this.combine = source.combine;
  20027. this.reflectivity = source.reflectivity;
  20028. this.refractionRatio = source.refractionRatio;
  20029. this.wireframe = source.wireframe;
  20030. this.wireframeLinewidth = source.wireframeLinewidth;
  20031. this.wireframeLinecap = source.wireframeLinecap;
  20032. this.wireframeLinejoin = source.wireframeLinejoin;
  20033. this.skinning = source.skinning;
  20034. this.morphTargets = source.morphTargets;
  20035. this.morphNormals = source.morphNormals;
  20036. return this;
  20037. };
  20038. /**
  20039. * @author WestLangley / http://github.com/WestLangley
  20040. *
  20041. * parameters = {
  20042. * color: <hex>,
  20043. * opacity: <float>,
  20044. *
  20045. * matcap: new THREE.Texture( <Image> ),
  20046. *
  20047. * map: new THREE.Texture( <Image> ),
  20048. *
  20049. * bumpMap: new THREE.Texture( <Image> ),
  20050. * bumpScale: <float>,
  20051. *
  20052. * normalMap: new THREE.Texture( <Image> ),
  20053. * normalMapType: THREE.TangentSpaceNormalMap,
  20054. * normalScale: <Vector2>,
  20055. *
  20056. * displacementMap: new THREE.Texture( <Image> ),
  20057. * displacementScale: <float>,
  20058. * displacementBias: <float>,
  20059. *
  20060. * alphaMap: new THREE.Texture( <Image> ),
  20061. *
  20062. * skinning: <bool>,
  20063. * morphTargets: <bool>,
  20064. * morphNormals: <bool>
  20065. * }
  20066. */
  20067. function MeshMatcapMaterial( parameters ) {
  20068. Material.call( this );
  20069. this.defines = { 'MATCAP': '' };
  20070. this.type = 'MeshMatcapMaterial';
  20071. this.color = new Color( 0xffffff ); // diffuse
  20072. this.matcap = null;
  20073. this.map = null;
  20074. this.bumpMap = null;
  20075. this.bumpScale = 1;
  20076. this.normalMap = null;
  20077. this.normalMapType = TangentSpaceNormalMap;
  20078. this.normalScale = new Vector2( 1, 1 );
  20079. this.displacementMap = null;
  20080. this.displacementScale = 1;
  20081. this.displacementBias = 0;
  20082. this.alphaMap = null;
  20083. this.skinning = false;
  20084. this.morphTargets = false;
  20085. this.morphNormals = false;
  20086. this.setValues( parameters );
  20087. }
  20088. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20089. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20090. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20091. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20092. Material.prototype.copy.call( this, source );
  20093. this.defines = { 'MATCAP': '' };
  20094. this.color.copy( source.color );
  20095. this.matcap = source.matcap;
  20096. this.map = source.map;
  20097. this.bumpMap = source.bumpMap;
  20098. this.bumpScale = source.bumpScale;
  20099. this.normalMap = source.normalMap;
  20100. this.normalMapType = source.normalMapType;
  20101. this.normalScale.copy( source.normalScale );
  20102. this.displacementMap = source.displacementMap;
  20103. this.displacementScale = source.displacementScale;
  20104. this.displacementBias = source.displacementBias;
  20105. this.alphaMap = source.alphaMap;
  20106. this.skinning = source.skinning;
  20107. this.morphTargets = source.morphTargets;
  20108. this.morphNormals = source.morphNormals;
  20109. return this;
  20110. };
  20111. /**
  20112. * @author alteredq / http://alteredqualia.com/
  20113. *
  20114. * parameters = {
  20115. * color: <hex>,
  20116. * opacity: <float>,
  20117. *
  20118. * linewidth: <float>,
  20119. *
  20120. * scale: <float>,
  20121. * dashSize: <float>,
  20122. * gapSize: <float>
  20123. * }
  20124. */
  20125. function LineDashedMaterial( parameters ) {
  20126. LineBasicMaterial.call( this );
  20127. this.type = 'LineDashedMaterial';
  20128. this.scale = 1;
  20129. this.dashSize = 3;
  20130. this.gapSize = 1;
  20131. this.setValues( parameters );
  20132. }
  20133. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20134. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20135. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20136. LineDashedMaterial.prototype.copy = function ( source ) {
  20137. LineBasicMaterial.prototype.copy.call( this, source );
  20138. this.scale = source.scale;
  20139. this.dashSize = source.dashSize;
  20140. this.gapSize = source.gapSize;
  20141. return this;
  20142. };
  20143. var Materials = /*#__PURE__*/Object.freeze({
  20144. __proto__: null,
  20145. ShadowMaterial: ShadowMaterial,
  20146. SpriteMaterial: SpriteMaterial,
  20147. RawShaderMaterial: RawShaderMaterial,
  20148. ShaderMaterial: ShaderMaterial,
  20149. PointsMaterial: PointsMaterial,
  20150. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20151. MeshStandardMaterial: MeshStandardMaterial,
  20152. MeshPhongMaterial: MeshPhongMaterial,
  20153. MeshToonMaterial: MeshToonMaterial,
  20154. MeshNormalMaterial: MeshNormalMaterial,
  20155. MeshLambertMaterial: MeshLambertMaterial,
  20156. MeshDepthMaterial: MeshDepthMaterial,
  20157. MeshDistanceMaterial: MeshDistanceMaterial,
  20158. MeshBasicMaterial: MeshBasicMaterial,
  20159. MeshMatcapMaterial: MeshMatcapMaterial,
  20160. LineDashedMaterial: LineDashedMaterial,
  20161. LineBasicMaterial: LineBasicMaterial,
  20162. Material: Material
  20163. });
  20164. /**
  20165. * @author tschw
  20166. * @author Ben Houston / http://clara.io/
  20167. * @author David Sarno / http://lighthaus.us/
  20168. */
  20169. var AnimationUtils = {
  20170. // same as Array.prototype.slice, but also works on typed arrays
  20171. arraySlice: function ( array, from, to ) {
  20172. if ( AnimationUtils.isTypedArray( array ) ) {
  20173. // in ios9 array.subarray(from, undefined) will return empty array
  20174. // but array.subarray(from) or array.subarray(from, len) is correct
  20175. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20176. }
  20177. return array.slice( from, to );
  20178. },
  20179. // converts an array to a specific type
  20180. convertArray: function ( array, type, forceClone ) {
  20181. if ( ! array || // let 'undefined' and 'null' pass
  20182. ! forceClone && array.constructor === type ) { return array; }
  20183. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20184. return new type( array ); // create typed array
  20185. }
  20186. return Array.prototype.slice.call( array ); // create Array
  20187. },
  20188. isTypedArray: function ( object ) {
  20189. return ArrayBuffer.isView( object ) &&
  20190. ! ( object instanceof DataView );
  20191. },
  20192. // returns an array by which times and values can be sorted
  20193. getKeyframeOrder: function ( times ) {
  20194. function compareTime( i, j ) {
  20195. return times[ i ] - times[ j ];
  20196. }
  20197. var n = times.length;
  20198. var result = new Array( n );
  20199. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20200. result.sort( compareTime );
  20201. return result;
  20202. },
  20203. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20204. sortedArray: function ( values, stride, order ) {
  20205. var nValues = values.length;
  20206. var result = new values.constructor( nValues );
  20207. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20208. var srcOffset = order[ i ] * stride;
  20209. for ( var j = 0; j !== stride; ++ j ) {
  20210. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20211. }
  20212. }
  20213. return result;
  20214. },
  20215. // function for parsing AOS keyframe formats
  20216. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20217. var i = 1, key = jsonKeys[ 0 ];
  20218. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20219. key = jsonKeys[ i ++ ];
  20220. }
  20221. if ( key === undefined ) { return; } // no data
  20222. var value = key[ valuePropertyName ];
  20223. if ( value === undefined ) { return; } // no data
  20224. if ( Array.isArray( value ) ) {
  20225. do {
  20226. value = key[ valuePropertyName ];
  20227. if ( value !== undefined ) {
  20228. times.push( key.time );
  20229. values.push.apply( values, value ); // push all elements
  20230. }
  20231. key = jsonKeys[ i ++ ];
  20232. } while ( key !== undefined );
  20233. } else if ( value.toArray !== undefined ) {
  20234. // ...assume THREE.Math-ish
  20235. do {
  20236. value = key[ valuePropertyName ];
  20237. if ( value !== undefined ) {
  20238. times.push( key.time );
  20239. value.toArray( values, values.length );
  20240. }
  20241. key = jsonKeys[ i ++ ];
  20242. } while ( key !== undefined );
  20243. } else {
  20244. // otherwise push as-is
  20245. do {
  20246. value = key[ valuePropertyName ];
  20247. if ( value !== undefined ) {
  20248. times.push( key.time );
  20249. values.push( value );
  20250. }
  20251. key = jsonKeys[ i ++ ];
  20252. } while ( key !== undefined );
  20253. }
  20254. },
  20255. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20256. fps = fps || 30;
  20257. var clip = sourceClip.clone();
  20258. clip.name = name;
  20259. var tracks = [];
  20260. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20261. var track = clip.tracks[ i ];
  20262. var valueSize = track.getValueSize();
  20263. var times = [];
  20264. var values = [];
  20265. for ( var j = 0; j < track.times.length; ++ j ) {
  20266. var frame = track.times[ j ] * fps;
  20267. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20268. times.push( track.times[ j ] );
  20269. for ( var k = 0; k < valueSize; ++ k ) {
  20270. values.push( track.values[ j * valueSize + k ] );
  20271. }
  20272. }
  20273. if ( times.length === 0 ) { continue; }
  20274. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20275. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20276. tracks.push( track );
  20277. }
  20278. clip.tracks = tracks;
  20279. // find minimum .times value across all tracks in the trimmed clip
  20280. var minStartTime = Infinity;
  20281. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20282. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20283. minStartTime = clip.tracks[ i ].times[ 0 ];
  20284. }
  20285. }
  20286. // shift all tracks such that clip begins at t=0
  20287. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20288. clip.tracks[ i ].shift( - 1 * minStartTime );
  20289. }
  20290. clip.resetDuration();
  20291. return clip;
  20292. }
  20293. };
  20294. /**
  20295. * Abstract base class of interpolants over parametric samples.
  20296. *
  20297. * The parameter domain is one dimensional, typically the time or a path
  20298. * along a curve defined by the data.
  20299. *
  20300. * The sample values can have any dimensionality and derived classes may
  20301. * apply special interpretations to the data.
  20302. *
  20303. * This class provides the interval seek in a Template Method, deferring
  20304. * the actual interpolation to derived classes.
  20305. *
  20306. * Time complexity is O(1) for linear access crossing at most two points
  20307. * and O(log N) for random access, where N is the number of positions.
  20308. *
  20309. * References:
  20310. *
  20311. * http://www.oodesign.com/template-method-pattern.html
  20312. *
  20313. * @author tschw
  20314. */
  20315. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20316. this.parameterPositions = parameterPositions;
  20317. this._cachedIndex = 0;
  20318. this.resultBuffer = resultBuffer !== undefined ?
  20319. resultBuffer : new sampleValues.constructor( sampleSize );
  20320. this.sampleValues = sampleValues;
  20321. this.valueSize = sampleSize;
  20322. }
  20323. Object.assign( Interpolant.prototype, {
  20324. evaluate: function ( t ) {
  20325. var pp = this.parameterPositions,
  20326. i1 = this._cachedIndex,
  20327. t1 = pp[ i1 ],
  20328. t0 = pp[ i1 - 1 ];
  20329. validate_interval: {
  20330. seek: {
  20331. var right;
  20332. linear_scan: {
  20333. //- See http://jsperf.com/comparison-to-undefined/3
  20334. //- slower code:
  20335. //-
  20336. //- if ( t >= t1 || t1 === undefined ) {
  20337. forward_scan: if ( ! ( t < t1 ) ) {
  20338. for ( var giveUpAt = i1 + 2; ; ) {
  20339. if ( t1 === undefined ) {
  20340. if ( t < t0 ) { break forward_scan; }
  20341. // after end
  20342. i1 = pp.length;
  20343. this._cachedIndex = i1;
  20344. return this.afterEnd_( i1 - 1, t, t0 );
  20345. }
  20346. if ( i1 === giveUpAt ) { break; } // this loop
  20347. t0 = t1;
  20348. t1 = pp[ ++ i1 ];
  20349. if ( t < t1 ) {
  20350. // we have arrived at the sought interval
  20351. break seek;
  20352. }
  20353. }
  20354. // prepare binary search on the right side of the index
  20355. right = pp.length;
  20356. break linear_scan;
  20357. }
  20358. //- slower code:
  20359. //- if ( t < t0 || t0 === undefined ) {
  20360. if ( ! ( t >= t0 ) ) {
  20361. // looping?
  20362. var t1global = pp[ 1 ];
  20363. if ( t < t1global ) {
  20364. i1 = 2; // + 1, using the scan for the details
  20365. t0 = t1global;
  20366. }
  20367. // linear reverse scan
  20368. for ( var giveUpAt = i1 - 2; ; ) {
  20369. if ( t0 === undefined ) {
  20370. // before start
  20371. this._cachedIndex = 0;
  20372. return this.beforeStart_( 0, t, t1 );
  20373. }
  20374. if ( i1 === giveUpAt ) { break; } // this loop
  20375. t1 = t0;
  20376. t0 = pp[ -- i1 - 1 ];
  20377. if ( t >= t0 ) {
  20378. // we have arrived at the sought interval
  20379. break seek;
  20380. }
  20381. }
  20382. // prepare binary search on the left side of the index
  20383. right = i1;
  20384. i1 = 0;
  20385. break linear_scan;
  20386. }
  20387. // the interval is valid
  20388. break validate_interval;
  20389. } // linear scan
  20390. // binary search
  20391. while ( i1 < right ) {
  20392. var mid = ( i1 + right ) >>> 1;
  20393. if ( t < pp[ mid ] ) {
  20394. right = mid;
  20395. } else {
  20396. i1 = mid + 1;
  20397. }
  20398. }
  20399. t1 = pp[ i1 ];
  20400. t0 = pp[ i1 - 1 ];
  20401. // check boundary cases, again
  20402. if ( t0 === undefined ) {
  20403. this._cachedIndex = 0;
  20404. return this.beforeStart_( 0, t, t1 );
  20405. }
  20406. if ( t1 === undefined ) {
  20407. i1 = pp.length;
  20408. this._cachedIndex = i1;
  20409. return this.afterEnd_( i1 - 1, t0, t );
  20410. }
  20411. } // seek
  20412. this._cachedIndex = i1;
  20413. this.intervalChanged_( i1, t0, t1 );
  20414. } // validate_interval
  20415. return this.interpolate_( i1, t0, t, t1 );
  20416. },
  20417. settings: null, // optional, subclass-specific settings structure
  20418. // Note: The indirection allows central control of many interpolants.
  20419. // --- Protected interface
  20420. DefaultSettings_: {},
  20421. getSettings_: function () {
  20422. return this.settings || this.DefaultSettings_;
  20423. },
  20424. copySampleValue_: function ( index ) {
  20425. // copies a sample value to the result buffer
  20426. var result = this.resultBuffer,
  20427. values = this.sampleValues,
  20428. stride = this.valueSize,
  20429. offset = index * stride;
  20430. for ( var i = 0; i !== stride; ++ i ) {
  20431. result[ i ] = values[ offset + i ];
  20432. }
  20433. return result;
  20434. },
  20435. // Template methods for derived classes:
  20436. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20437. throw new Error( 'call to abstract method' );
  20438. // implementations shall return this.resultBuffer
  20439. },
  20440. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20441. // empty
  20442. }
  20443. } );
  20444. //!\ DECLARE ALIAS AFTER assign prototype !
  20445. Object.assign( Interpolant.prototype, {
  20446. //( 0, t, t0 ), returns this.resultBuffer
  20447. beforeStart_: Interpolant.prototype.copySampleValue_,
  20448. //( N-1, tN-1, t ), returns this.resultBuffer
  20449. afterEnd_: Interpolant.prototype.copySampleValue_,
  20450. } );
  20451. /**
  20452. * Fast and simple cubic spline interpolant.
  20453. *
  20454. * It was derived from a Hermitian construction setting the first derivative
  20455. * at each sample position to the linear slope between neighboring positions
  20456. * over their parameter interval.
  20457. *
  20458. * @author tschw
  20459. */
  20460. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20461. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20462. this._weightPrev = - 0;
  20463. this._offsetPrev = - 0;
  20464. this._weightNext = - 0;
  20465. this._offsetNext = - 0;
  20466. }
  20467. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20468. constructor: CubicInterpolant,
  20469. DefaultSettings_: {
  20470. endingStart: ZeroCurvatureEnding,
  20471. endingEnd: ZeroCurvatureEnding
  20472. },
  20473. intervalChanged_: function ( i1, t0, t1 ) {
  20474. var pp = this.parameterPositions,
  20475. iPrev = i1 - 2,
  20476. iNext = i1 + 1,
  20477. tPrev = pp[ iPrev ],
  20478. tNext = pp[ iNext ];
  20479. if ( tPrev === undefined ) {
  20480. switch ( this.getSettings_().endingStart ) {
  20481. case ZeroSlopeEnding:
  20482. // f'(t0) = 0
  20483. iPrev = i1;
  20484. tPrev = 2 * t0 - t1;
  20485. break;
  20486. case WrapAroundEnding:
  20487. // use the other end of the curve
  20488. iPrev = pp.length - 2;
  20489. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20490. break;
  20491. default: // ZeroCurvatureEnding
  20492. // f''(t0) = 0 a.k.a. Natural Spline
  20493. iPrev = i1;
  20494. tPrev = t1;
  20495. }
  20496. }
  20497. if ( tNext === undefined ) {
  20498. switch ( this.getSettings_().endingEnd ) {
  20499. case ZeroSlopeEnding:
  20500. // f'(tN) = 0
  20501. iNext = i1;
  20502. tNext = 2 * t1 - t0;
  20503. break;
  20504. case WrapAroundEnding:
  20505. // use the other end of the curve
  20506. iNext = 1;
  20507. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20508. break;
  20509. default: // ZeroCurvatureEnding
  20510. // f''(tN) = 0, a.k.a. Natural Spline
  20511. iNext = i1 - 1;
  20512. tNext = t0;
  20513. }
  20514. }
  20515. var halfDt = ( t1 - t0 ) * 0.5,
  20516. stride = this.valueSize;
  20517. this._weightPrev = halfDt / ( t0 - tPrev );
  20518. this._weightNext = halfDt / ( tNext - t1 );
  20519. this._offsetPrev = iPrev * stride;
  20520. this._offsetNext = iNext * stride;
  20521. },
  20522. interpolate_: function ( i1, t0, t, t1 ) {
  20523. var result = this.resultBuffer,
  20524. values = this.sampleValues,
  20525. stride = this.valueSize,
  20526. o1 = i1 * stride, o0 = o1 - stride,
  20527. oP = this._offsetPrev, oN = this._offsetNext,
  20528. wP = this._weightPrev, wN = this._weightNext,
  20529. p = ( t - t0 ) / ( t1 - t0 ),
  20530. pp = p * p,
  20531. ppp = pp * p;
  20532. // evaluate polynomials
  20533. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20534. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20535. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20536. var sN = wN * ppp - wN * pp;
  20537. // combine data linearly
  20538. for ( var i = 0; i !== stride; ++ i ) {
  20539. result[ i ] =
  20540. sP * values[ oP + i ] +
  20541. s0 * values[ o0 + i ] +
  20542. s1 * values[ o1 + i ] +
  20543. sN * values[ oN + i ];
  20544. }
  20545. return result;
  20546. }
  20547. } );
  20548. /**
  20549. * @author tschw
  20550. */
  20551. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20552. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20553. }
  20554. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20555. constructor: LinearInterpolant,
  20556. interpolate_: function ( i1, t0, t, t1 ) {
  20557. var result = this.resultBuffer,
  20558. values = this.sampleValues,
  20559. stride = this.valueSize,
  20560. offset1 = i1 * stride,
  20561. offset0 = offset1 - stride,
  20562. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20563. weight0 = 1 - weight1;
  20564. for ( var i = 0; i !== stride; ++ i ) {
  20565. result[ i ] =
  20566. values[ offset0 + i ] * weight0 +
  20567. values[ offset1 + i ] * weight1;
  20568. }
  20569. return result;
  20570. }
  20571. } );
  20572. /**
  20573. *
  20574. * Interpolant that evaluates to the sample value at the position preceeding
  20575. * the parameter.
  20576. *
  20577. * @author tschw
  20578. */
  20579. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20580. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20581. }
  20582. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20583. constructor: DiscreteInterpolant,
  20584. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20585. return this.copySampleValue_( i1 - 1 );
  20586. }
  20587. } );
  20588. /**
  20589. *
  20590. * A timed sequence of keyframes for a specific property.
  20591. *
  20592. *
  20593. * @author Ben Houston / http://clara.io/
  20594. * @author David Sarno / http://lighthaus.us/
  20595. * @author tschw
  20596. */
  20597. function KeyframeTrack( name, times, values, interpolation ) {
  20598. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20599. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20600. this.name = name;
  20601. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20602. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20603. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20604. }
  20605. // Static methods
  20606. Object.assign( KeyframeTrack, {
  20607. // Serialization (in static context, because of constructor invocation
  20608. // and automatic invocation of .toJSON):
  20609. toJSON: function ( track ) {
  20610. var trackType = track.constructor;
  20611. var json;
  20612. // derived classes can define a static toJSON method
  20613. if ( trackType.toJSON !== undefined ) {
  20614. json = trackType.toJSON( track );
  20615. } else {
  20616. // by default, we assume the data can be serialized as-is
  20617. json = {
  20618. 'name': track.name,
  20619. 'times': AnimationUtils.convertArray( track.times, Array ),
  20620. 'values': AnimationUtils.convertArray( track.values, Array )
  20621. };
  20622. var interpolation = track.getInterpolation();
  20623. if ( interpolation !== track.DefaultInterpolation ) {
  20624. json.interpolation = interpolation;
  20625. }
  20626. }
  20627. json.type = track.ValueTypeName; // mandatory
  20628. return json;
  20629. }
  20630. } );
  20631. Object.assign( KeyframeTrack.prototype, {
  20632. constructor: KeyframeTrack,
  20633. TimeBufferType: Float32Array,
  20634. ValueBufferType: Float32Array,
  20635. DefaultInterpolation: InterpolateLinear,
  20636. InterpolantFactoryMethodDiscrete: function ( result ) {
  20637. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20638. },
  20639. InterpolantFactoryMethodLinear: function ( result ) {
  20640. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20641. },
  20642. InterpolantFactoryMethodSmooth: function ( result ) {
  20643. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20644. },
  20645. setInterpolation: function ( interpolation ) {
  20646. var factoryMethod;
  20647. switch ( interpolation ) {
  20648. case InterpolateDiscrete:
  20649. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20650. break;
  20651. case InterpolateLinear:
  20652. factoryMethod = this.InterpolantFactoryMethodLinear;
  20653. break;
  20654. case InterpolateSmooth:
  20655. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20656. break;
  20657. }
  20658. if ( factoryMethod === undefined ) {
  20659. var message = "unsupported interpolation for " +
  20660. this.ValueTypeName + " keyframe track named " + this.name;
  20661. if ( this.createInterpolant === undefined ) {
  20662. // fall back to default, unless the default itself is messed up
  20663. if ( interpolation !== this.DefaultInterpolation ) {
  20664. this.setInterpolation( this.DefaultInterpolation );
  20665. } else {
  20666. throw new Error( message ); // fatal, in this case
  20667. }
  20668. }
  20669. console.warn( 'THREE.KeyframeTrack:', message );
  20670. return this;
  20671. }
  20672. this.createInterpolant = factoryMethod;
  20673. return this;
  20674. },
  20675. getInterpolation: function () {
  20676. switch ( this.createInterpolant ) {
  20677. case this.InterpolantFactoryMethodDiscrete:
  20678. return InterpolateDiscrete;
  20679. case this.InterpolantFactoryMethodLinear:
  20680. return InterpolateLinear;
  20681. case this.InterpolantFactoryMethodSmooth:
  20682. return InterpolateSmooth;
  20683. }
  20684. },
  20685. getValueSize: function () {
  20686. return this.values.length / this.times.length;
  20687. },
  20688. // move all keyframes either forwards or backwards in time
  20689. shift: function ( timeOffset ) {
  20690. if ( timeOffset !== 0.0 ) {
  20691. var times = this.times;
  20692. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20693. times[ i ] += timeOffset;
  20694. }
  20695. }
  20696. return this;
  20697. },
  20698. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20699. scale: function ( timeScale ) {
  20700. if ( timeScale !== 1.0 ) {
  20701. var times = this.times;
  20702. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20703. times[ i ] *= timeScale;
  20704. }
  20705. }
  20706. return this;
  20707. },
  20708. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20709. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20710. trim: function ( startTime, endTime ) {
  20711. var times = this.times,
  20712. nKeys = times.length,
  20713. from = 0,
  20714. to = nKeys - 1;
  20715. while ( from !== nKeys && times[ from ] < startTime ) {
  20716. ++ from;
  20717. }
  20718. while ( to !== - 1 && times[ to ] > endTime ) {
  20719. -- to;
  20720. }
  20721. ++ to; // inclusive -> exclusive bound
  20722. if ( from !== 0 || to !== nKeys ) {
  20723. // empty tracks are forbidden, so keep at least one keyframe
  20724. if ( from >= to ) {
  20725. to = Math.max( to, 1 );
  20726. from = to - 1;
  20727. }
  20728. var stride = this.getValueSize();
  20729. this.times = AnimationUtils.arraySlice( times, from, to );
  20730. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20731. }
  20732. return this;
  20733. },
  20734. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20735. validate: function () {
  20736. var valid = true;
  20737. var valueSize = this.getValueSize();
  20738. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20739. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20740. valid = false;
  20741. }
  20742. var times = this.times,
  20743. values = this.values,
  20744. nKeys = times.length;
  20745. if ( nKeys === 0 ) {
  20746. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20747. valid = false;
  20748. }
  20749. var prevTime = null;
  20750. for ( var i = 0; i !== nKeys; i ++ ) {
  20751. var currTime = times[ i ];
  20752. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20753. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20754. valid = false;
  20755. break;
  20756. }
  20757. if ( prevTime !== null && prevTime > currTime ) {
  20758. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20759. valid = false;
  20760. break;
  20761. }
  20762. prevTime = currTime;
  20763. }
  20764. if ( values !== undefined ) {
  20765. if ( AnimationUtils.isTypedArray( values ) ) {
  20766. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20767. var value = values[ i ];
  20768. if ( isNaN( value ) ) {
  20769. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20770. valid = false;
  20771. break;
  20772. }
  20773. }
  20774. }
  20775. }
  20776. return valid;
  20777. },
  20778. // removes equivalent sequential keys as common in morph target sequences
  20779. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20780. optimize: function () {
  20781. // times or values may be shared with other tracks, so overwriting is unsafe
  20782. var times = AnimationUtils.arraySlice( this.times ),
  20783. values = AnimationUtils.arraySlice( this.values ),
  20784. stride = this.getValueSize(),
  20785. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20786. writeIndex = 1,
  20787. lastIndex = times.length - 1;
  20788. for ( var i = 1; i < lastIndex; ++ i ) {
  20789. var keep = false;
  20790. var time = times[ i ];
  20791. var timeNext = times[ i + 1 ];
  20792. // remove adjacent keyframes scheduled at the same time
  20793. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20794. if ( ! smoothInterpolation ) {
  20795. // remove unnecessary keyframes same as their neighbors
  20796. var offset = i * stride,
  20797. offsetP = offset - stride,
  20798. offsetN = offset + stride;
  20799. for ( var j = 0; j !== stride; ++ j ) {
  20800. var value = values[ offset + j ];
  20801. if ( value !== values[ offsetP + j ] ||
  20802. value !== values[ offsetN + j ] ) {
  20803. keep = true;
  20804. break;
  20805. }
  20806. }
  20807. } else {
  20808. keep = true;
  20809. }
  20810. }
  20811. // in-place compaction
  20812. if ( keep ) {
  20813. if ( i !== writeIndex ) {
  20814. times[ writeIndex ] = times[ i ];
  20815. var readOffset = i * stride,
  20816. writeOffset = writeIndex * stride;
  20817. for ( var j = 0; j !== stride; ++ j ) {
  20818. values[ writeOffset + j ] = values[ readOffset + j ];
  20819. }
  20820. }
  20821. ++ writeIndex;
  20822. }
  20823. }
  20824. // flush last keyframe (compaction looks ahead)
  20825. if ( lastIndex > 0 ) {
  20826. times[ writeIndex ] = times[ lastIndex ];
  20827. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20828. values[ writeOffset + j ] = values[ readOffset + j ];
  20829. }
  20830. ++ writeIndex;
  20831. }
  20832. if ( writeIndex !== times.length ) {
  20833. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20834. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20835. } else {
  20836. this.times = times;
  20837. this.values = values;
  20838. }
  20839. return this;
  20840. },
  20841. clone: function () {
  20842. var times = AnimationUtils.arraySlice( this.times, 0 );
  20843. var values = AnimationUtils.arraySlice( this.values, 0 );
  20844. var TypedKeyframeTrack = this.constructor;
  20845. var track = new TypedKeyframeTrack( this.name, times, values );
  20846. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20847. track.createInterpolant = this.createInterpolant;
  20848. return track;
  20849. }
  20850. } );
  20851. /**
  20852. *
  20853. * A Track of Boolean keyframe values.
  20854. *
  20855. *
  20856. * @author Ben Houston / http://clara.io/
  20857. * @author David Sarno / http://lighthaus.us/
  20858. * @author tschw
  20859. */
  20860. function BooleanKeyframeTrack( name, times, values ) {
  20861. KeyframeTrack.call( this, name, times, values );
  20862. }
  20863. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20864. constructor: BooleanKeyframeTrack,
  20865. ValueTypeName: 'bool',
  20866. ValueBufferType: Array,
  20867. DefaultInterpolation: InterpolateDiscrete,
  20868. InterpolantFactoryMethodLinear: undefined,
  20869. InterpolantFactoryMethodSmooth: undefined
  20870. // Note: Actually this track could have a optimized / compressed
  20871. // representation of a single value and a custom interpolant that
  20872. // computes "firstValue ^ isOdd( index )".
  20873. } );
  20874. /**
  20875. *
  20876. * A Track of keyframe values that represent color.
  20877. *
  20878. *
  20879. * @author Ben Houston / http://clara.io/
  20880. * @author David Sarno / http://lighthaus.us/
  20881. * @author tschw
  20882. */
  20883. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20884. KeyframeTrack.call( this, name, times, values, interpolation );
  20885. }
  20886. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20887. constructor: ColorKeyframeTrack,
  20888. ValueTypeName: 'color'
  20889. // ValueBufferType is inherited
  20890. // DefaultInterpolation is inherited
  20891. // Note: Very basic implementation and nothing special yet.
  20892. // However, this is the place for color space parameterization.
  20893. } );
  20894. /**
  20895. *
  20896. * A Track of numeric keyframe values.
  20897. *
  20898. * @author Ben Houston / http://clara.io/
  20899. * @author David Sarno / http://lighthaus.us/
  20900. * @author tschw
  20901. */
  20902. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20903. KeyframeTrack.call( this, name, times, values, interpolation );
  20904. }
  20905. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20906. constructor: NumberKeyframeTrack,
  20907. ValueTypeName: 'number'
  20908. // ValueBufferType is inherited
  20909. // DefaultInterpolation is inherited
  20910. } );
  20911. /**
  20912. * Spherical linear unit quaternion interpolant.
  20913. *
  20914. * @author tschw
  20915. */
  20916. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20917. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20918. }
  20919. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20920. constructor: QuaternionLinearInterpolant,
  20921. interpolate_: function ( i1, t0, t, t1 ) {
  20922. var result = this.resultBuffer,
  20923. values = this.sampleValues,
  20924. stride = this.valueSize,
  20925. offset = i1 * stride,
  20926. alpha = ( t - t0 ) / ( t1 - t0 );
  20927. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20928. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20929. }
  20930. return result;
  20931. }
  20932. } );
  20933. /**
  20934. *
  20935. * A Track of quaternion keyframe values.
  20936. *
  20937. * @author Ben Houston / http://clara.io/
  20938. * @author David Sarno / http://lighthaus.us/
  20939. * @author tschw
  20940. */
  20941. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20942. KeyframeTrack.call( this, name, times, values, interpolation );
  20943. }
  20944. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20945. constructor: QuaternionKeyframeTrack,
  20946. ValueTypeName: 'quaternion',
  20947. // ValueBufferType is inherited
  20948. DefaultInterpolation: InterpolateLinear,
  20949. InterpolantFactoryMethodLinear: function ( result ) {
  20950. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20951. },
  20952. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20953. } );
  20954. /**
  20955. *
  20956. * A Track that interpolates Strings
  20957. *
  20958. *
  20959. * @author Ben Houston / http://clara.io/
  20960. * @author David Sarno / http://lighthaus.us/
  20961. * @author tschw
  20962. */
  20963. function StringKeyframeTrack( name, times, values, interpolation ) {
  20964. KeyframeTrack.call( this, name, times, values, interpolation );
  20965. }
  20966. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20967. constructor: StringKeyframeTrack,
  20968. ValueTypeName: 'string',
  20969. ValueBufferType: Array,
  20970. DefaultInterpolation: InterpolateDiscrete,
  20971. InterpolantFactoryMethodLinear: undefined,
  20972. InterpolantFactoryMethodSmooth: undefined
  20973. } );
  20974. /**
  20975. *
  20976. * A Track of vectored keyframe values.
  20977. *
  20978. *
  20979. * @author Ben Houston / http://clara.io/
  20980. * @author David Sarno / http://lighthaus.us/
  20981. * @author tschw
  20982. */
  20983. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20984. KeyframeTrack.call( this, name, times, values, interpolation );
  20985. }
  20986. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20987. constructor: VectorKeyframeTrack,
  20988. ValueTypeName: 'vector'
  20989. // ValueBufferType is inherited
  20990. // DefaultInterpolation is inherited
  20991. } );
  20992. /**
  20993. *
  20994. * Reusable set of Tracks that represent an animation.
  20995. *
  20996. * @author Ben Houston / http://clara.io/
  20997. * @author David Sarno / http://lighthaus.us/
  20998. */
  20999. function AnimationClip( name, duration, tracks ) {
  21000. this.name = name;
  21001. this.tracks = tracks;
  21002. this.duration = ( duration !== undefined ) ? duration : - 1;
  21003. this.uuid = MathUtils.generateUUID();
  21004. // this means it should figure out its duration by scanning the tracks
  21005. if ( this.duration < 0 ) {
  21006. this.resetDuration();
  21007. }
  21008. }
  21009. function getTrackTypeForValueTypeName( typeName ) {
  21010. switch ( typeName.toLowerCase() ) {
  21011. case 'scalar':
  21012. case 'double':
  21013. case 'float':
  21014. case 'number':
  21015. case 'integer':
  21016. return NumberKeyframeTrack;
  21017. case 'vector':
  21018. case 'vector2':
  21019. case 'vector3':
  21020. case 'vector4':
  21021. return VectorKeyframeTrack;
  21022. case 'color':
  21023. return ColorKeyframeTrack;
  21024. case 'quaternion':
  21025. return QuaternionKeyframeTrack;
  21026. case 'bool':
  21027. case 'boolean':
  21028. return BooleanKeyframeTrack;
  21029. case 'string':
  21030. return StringKeyframeTrack;
  21031. }
  21032. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21033. }
  21034. function parseKeyframeTrack( json ) {
  21035. if ( json.type === undefined ) {
  21036. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21037. }
  21038. var trackType = getTrackTypeForValueTypeName( json.type );
  21039. if ( json.times === undefined ) {
  21040. var times = [], values = [];
  21041. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21042. json.times = times;
  21043. json.values = values;
  21044. }
  21045. // derived classes can define a static parse method
  21046. if ( trackType.parse !== undefined ) {
  21047. return trackType.parse( json );
  21048. } else {
  21049. // by default, we assume a constructor compatible with the base
  21050. return new trackType( json.name, json.times, json.values, json.interpolation );
  21051. }
  21052. }
  21053. Object.assign( AnimationClip, {
  21054. parse: function ( json ) {
  21055. var tracks = [],
  21056. jsonTracks = json.tracks,
  21057. frameTime = 1.0 / ( json.fps || 1.0 );
  21058. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21059. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21060. }
  21061. return new AnimationClip( json.name, json.duration, tracks );
  21062. },
  21063. toJSON: function ( clip ) {
  21064. var tracks = [],
  21065. clipTracks = clip.tracks;
  21066. var json = {
  21067. 'name': clip.name,
  21068. 'duration': clip.duration,
  21069. 'tracks': tracks,
  21070. 'uuid': clip.uuid
  21071. };
  21072. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21073. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21074. }
  21075. return json;
  21076. },
  21077. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21078. var numMorphTargets = morphTargetSequence.length;
  21079. var tracks = [];
  21080. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21081. var times = [];
  21082. var values = [];
  21083. times.push(
  21084. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21085. i,
  21086. ( i + 1 ) % numMorphTargets );
  21087. values.push( 0, 1, 0 );
  21088. var order = AnimationUtils.getKeyframeOrder( times );
  21089. times = AnimationUtils.sortedArray( times, 1, order );
  21090. values = AnimationUtils.sortedArray( values, 1, order );
  21091. // if there is a key at the first frame, duplicate it as the
  21092. // last frame as well for perfect loop.
  21093. if ( ! noLoop && times[ 0 ] === 0 ) {
  21094. times.push( numMorphTargets );
  21095. values.push( values[ 0 ] );
  21096. }
  21097. tracks.push(
  21098. new NumberKeyframeTrack(
  21099. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21100. times, values
  21101. ).scale( 1.0 / fps ) );
  21102. }
  21103. return new AnimationClip( name, - 1, tracks );
  21104. },
  21105. findByName: function ( objectOrClipArray, name ) {
  21106. var clipArray = objectOrClipArray;
  21107. if ( ! Array.isArray( objectOrClipArray ) ) {
  21108. var o = objectOrClipArray;
  21109. clipArray = o.geometry && o.geometry.animations || o.animations;
  21110. }
  21111. for ( var i = 0; i < clipArray.length; i ++ ) {
  21112. if ( clipArray[ i ].name === name ) {
  21113. return clipArray[ i ];
  21114. }
  21115. }
  21116. return null;
  21117. },
  21118. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21119. var animationToMorphTargets = {};
  21120. // tested with https://regex101.com/ on trick sequences
  21121. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21122. var pattern = /^([\w-]*?)([\d]+)$/;
  21123. // sort morph target names into animation groups based
  21124. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21125. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21126. var morphTarget = morphTargets[ i ];
  21127. var parts = morphTarget.name.match( pattern );
  21128. if ( parts && parts.length > 1 ) {
  21129. var name = parts[ 1 ];
  21130. var animationMorphTargets = animationToMorphTargets[ name ];
  21131. if ( ! animationMorphTargets ) {
  21132. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21133. }
  21134. animationMorphTargets.push( morphTarget );
  21135. }
  21136. }
  21137. var clips = [];
  21138. for ( var name in animationToMorphTargets ) {
  21139. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21140. }
  21141. return clips;
  21142. },
  21143. // parse the animation.hierarchy format
  21144. parseAnimation: function ( animation, bones ) {
  21145. if ( ! animation ) {
  21146. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21147. return null;
  21148. }
  21149. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21150. // only return track if there are actually keys.
  21151. if ( animationKeys.length !== 0 ) {
  21152. var times = [];
  21153. var values = [];
  21154. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21155. // empty keys are filtered out, so check again
  21156. if ( times.length !== 0 ) {
  21157. destTracks.push( new trackType( trackName, times, values ) );
  21158. }
  21159. }
  21160. };
  21161. var tracks = [];
  21162. var clipName = animation.name || 'default';
  21163. // automatic length determination in AnimationClip.
  21164. var duration = animation.length || - 1;
  21165. var fps = animation.fps || 30;
  21166. var hierarchyTracks = animation.hierarchy || [];
  21167. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21168. var animationKeys = hierarchyTracks[ h ].keys;
  21169. // skip empty tracks
  21170. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21171. // process morph targets
  21172. if ( animationKeys[ 0 ].morphTargets ) {
  21173. // figure out all morph targets used in this track
  21174. var morphTargetNames = {};
  21175. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21176. if ( animationKeys[ k ].morphTargets ) {
  21177. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21178. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21179. }
  21180. }
  21181. }
  21182. // create a track for each morph target with all zero
  21183. // morphTargetInfluences except for the keys in which
  21184. // the morphTarget is named.
  21185. for ( var morphTargetName in morphTargetNames ) {
  21186. var times = [];
  21187. var values = [];
  21188. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21189. var animationKey = animationKeys[ k ];
  21190. times.push( animationKey.time );
  21191. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21192. }
  21193. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21194. }
  21195. duration = morphTargetNames.length * ( fps || 1.0 );
  21196. } else {
  21197. // ...assume skeletal animation
  21198. var boneName = '.bones[' + bones[ h ].name + ']';
  21199. addNonemptyTrack(
  21200. VectorKeyframeTrack, boneName + '.position',
  21201. animationKeys, 'pos', tracks );
  21202. addNonemptyTrack(
  21203. QuaternionKeyframeTrack, boneName + '.quaternion',
  21204. animationKeys, 'rot', tracks );
  21205. addNonemptyTrack(
  21206. VectorKeyframeTrack, boneName + '.scale',
  21207. animationKeys, 'scl', tracks );
  21208. }
  21209. }
  21210. if ( tracks.length === 0 ) {
  21211. return null;
  21212. }
  21213. var clip = new AnimationClip( clipName, duration, tracks );
  21214. return clip;
  21215. }
  21216. } );
  21217. Object.assign( AnimationClip.prototype, {
  21218. resetDuration: function () {
  21219. var tracks = this.tracks, duration = 0;
  21220. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21221. var track = this.tracks[ i ];
  21222. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21223. }
  21224. this.duration = duration;
  21225. return this;
  21226. },
  21227. trim: function () {
  21228. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21229. this.tracks[ i ].trim( 0, this.duration );
  21230. }
  21231. return this;
  21232. },
  21233. validate: function () {
  21234. var valid = true;
  21235. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21236. valid = valid && this.tracks[ i ].validate();
  21237. }
  21238. return valid;
  21239. },
  21240. optimize: function () {
  21241. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21242. this.tracks[ i ].optimize();
  21243. }
  21244. return this;
  21245. },
  21246. clone: function () {
  21247. var tracks = [];
  21248. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21249. tracks.push( this.tracks[ i ].clone() );
  21250. }
  21251. return new AnimationClip( this.name, this.duration, tracks );
  21252. }
  21253. } );
  21254. /**
  21255. * @author mrdoob / http://mrdoob.com/
  21256. */
  21257. var Cache = {
  21258. enabled: false,
  21259. files: {},
  21260. add: function ( key, file ) {
  21261. if ( this.enabled === false ) { return; }
  21262. // console.log( 'THREE.Cache', 'Adding key:', key );
  21263. this.files[ key ] = file;
  21264. },
  21265. get: function ( key ) {
  21266. if ( this.enabled === false ) { return; }
  21267. // console.log( 'THREE.Cache', 'Checking key:', key );
  21268. return this.files[ key ];
  21269. },
  21270. remove: function ( key ) {
  21271. delete this.files[ key ];
  21272. },
  21273. clear: function () {
  21274. this.files = {};
  21275. }
  21276. };
  21277. /**
  21278. * @author mrdoob / http://mrdoob.com/
  21279. */
  21280. function LoadingManager( onLoad, onProgress, onError ) {
  21281. var scope = this;
  21282. var isLoading = false;
  21283. var itemsLoaded = 0;
  21284. var itemsTotal = 0;
  21285. var urlModifier = undefined;
  21286. var handlers = [];
  21287. // Refer to #5689 for the reason why we don't set .onStart
  21288. // in the constructor
  21289. this.onStart = undefined;
  21290. this.onLoad = onLoad;
  21291. this.onProgress = onProgress;
  21292. this.onError = onError;
  21293. this.itemStart = function ( url ) {
  21294. itemsTotal ++;
  21295. if ( isLoading === false ) {
  21296. if ( scope.onStart !== undefined ) {
  21297. scope.onStart( url, itemsLoaded, itemsTotal );
  21298. }
  21299. }
  21300. isLoading = true;
  21301. };
  21302. this.itemEnd = function ( url ) {
  21303. itemsLoaded ++;
  21304. if ( scope.onProgress !== undefined ) {
  21305. scope.onProgress( url, itemsLoaded, itemsTotal );
  21306. }
  21307. if ( itemsLoaded === itemsTotal ) {
  21308. isLoading = false;
  21309. if ( scope.onLoad !== undefined ) {
  21310. scope.onLoad();
  21311. }
  21312. }
  21313. };
  21314. this.itemError = function ( url ) {
  21315. if ( scope.onError !== undefined ) {
  21316. scope.onError( url );
  21317. }
  21318. };
  21319. this.resolveURL = function ( url ) {
  21320. if ( urlModifier ) {
  21321. return urlModifier( url );
  21322. }
  21323. return url;
  21324. };
  21325. this.setURLModifier = function ( transform ) {
  21326. urlModifier = transform;
  21327. return this;
  21328. };
  21329. this.addHandler = function ( regex, loader ) {
  21330. handlers.push( regex, loader );
  21331. return this;
  21332. };
  21333. this.removeHandler = function ( regex ) {
  21334. var index = handlers.indexOf( regex );
  21335. if ( index !== - 1 ) {
  21336. handlers.splice( index, 2 );
  21337. }
  21338. return this;
  21339. };
  21340. this.getHandler = function ( file ) {
  21341. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21342. var regex = handlers[ i ];
  21343. var loader = handlers[ i + 1 ];
  21344. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21345. if ( regex.test( file ) ) {
  21346. return loader;
  21347. }
  21348. }
  21349. return null;
  21350. };
  21351. }
  21352. var DefaultLoadingManager = new LoadingManager();
  21353. /**
  21354. * @author alteredq / http://alteredqualia.com/
  21355. */
  21356. function Loader( manager ) {
  21357. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21358. this.crossOrigin = 'anonymous';
  21359. this.path = '';
  21360. this.resourcePath = '';
  21361. }
  21362. Object.assign( Loader.prototype, {
  21363. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21364. parse: function ( /* data */ ) {},
  21365. setCrossOrigin: function ( crossOrigin ) {
  21366. this.crossOrigin = crossOrigin;
  21367. return this;
  21368. },
  21369. setPath: function ( path ) {
  21370. this.path = path;
  21371. return this;
  21372. },
  21373. setResourcePath: function ( resourcePath ) {
  21374. this.resourcePath = resourcePath;
  21375. return this;
  21376. }
  21377. } );
  21378. /**
  21379. * @author mrdoob / http://mrdoob.com/
  21380. */
  21381. var loading = {};
  21382. function FileLoader( manager ) {
  21383. Loader.call( this, manager );
  21384. }
  21385. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21386. constructor: FileLoader,
  21387. load: function ( url, onLoad, onProgress, onError ) {
  21388. if ( url === undefined ) { url = ''; }
  21389. if ( this.path !== undefined ) { url = this.path + url; }
  21390. url = this.manager.resolveURL( url );
  21391. var scope = this;
  21392. var cached = Cache.get( url );
  21393. if ( cached !== undefined ) {
  21394. scope.manager.itemStart( url );
  21395. setTimeout( function () {
  21396. if ( onLoad ) { onLoad( cached ); }
  21397. scope.manager.itemEnd( url );
  21398. }, 0 );
  21399. return cached;
  21400. }
  21401. // Check if request is duplicate
  21402. if ( loading[ url ] !== undefined ) {
  21403. loading[ url ].push( {
  21404. onLoad: onLoad,
  21405. onProgress: onProgress,
  21406. onError: onError
  21407. } );
  21408. return;
  21409. }
  21410. // Check for data: URI
  21411. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21412. var dataUriRegexResult = url.match( dataUriRegex );
  21413. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21414. if ( dataUriRegexResult ) {
  21415. var mimeType = dataUriRegexResult[ 1 ];
  21416. var isBase64 = !! dataUriRegexResult[ 2 ];
  21417. var data = dataUriRegexResult[ 3 ];
  21418. data = decodeURIComponent( data );
  21419. if ( isBase64 ) { data = atob( data ); }
  21420. try {
  21421. var response;
  21422. var responseType = ( this.responseType || '' ).toLowerCase();
  21423. switch ( responseType ) {
  21424. case 'arraybuffer':
  21425. case 'blob':
  21426. var view = new Uint8Array( data.length );
  21427. for ( var i = 0; i < data.length; i ++ ) {
  21428. view[ i ] = data.charCodeAt( i );
  21429. }
  21430. if ( responseType === 'blob' ) {
  21431. response = new Blob( [ view.buffer ], { type: mimeType } );
  21432. } else {
  21433. response = view.buffer;
  21434. }
  21435. break;
  21436. case 'document':
  21437. var parser = new DOMParser();
  21438. response = parser.parseFromString( data, mimeType );
  21439. break;
  21440. case 'json':
  21441. response = JSON.parse( data );
  21442. break;
  21443. default: // 'text' or other
  21444. response = data;
  21445. break;
  21446. }
  21447. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21448. setTimeout( function () {
  21449. if ( onLoad ) { onLoad( response ); }
  21450. scope.manager.itemEnd( url );
  21451. }, 0 );
  21452. } catch ( error ) {
  21453. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21454. setTimeout( function () {
  21455. if ( onError ) { onError( error ); }
  21456. scope.manager.itemError( url );
  21457. scope.manager.itemEnd( url );
  21458. }, 0 );
  21459. }
  21460. } else {
  21461. // Initialise array for duplicate requests
  21462. loading[ url ] = [];
  21463. loading[ url ].push( {
  21464. onLoad: onLoad,
  21465. onProgress: onProgress,
  21466. onError: onError
  21467. } );
  21468. var request = new XMLHttpRequest();
  21469. request.open( 'GET', url, true );
  21470. request.addEventListener( 'load', function ( event ) {
  21471. var response = this.response;
  21472. var callbacks = loading[ url ];
  21473. delete loading[ url ];
  21474. if ( this.status === 200 || this.status === 0 ) {
  21475. // Some browsers return HTTP Status 0 when using non-http protocol
  21476. // e.g. 'file://' or 'data://'. Handle as success.
  21477. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21478. // Add to cache only on HTTP success, so that we do not cache
  21479. // error response bodies as proper responses to requests.
  21480. Cache.add( url, response );
  21481. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21482. var callback = callbacks[ i ];
  21483. if ( callback.onLoad ) { callback.onLoad( response ); }
  21484. }
  21485. scope.manager.itemEnd( url );
  21486. } else {
  21487. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21488. var callback = callbacks[ i ];
  21489. if ( callback.onError ) { callback.onError( event ); }
  21490. }
  21491. scope.manager.itemError( url );
  21492. scope.manager.itemEnd( url );
  21493. }
  21494. }, false );
  21495. request.addEventListener( 'progress', function ( event ) {
  21496. var callbacks = loading[ url ];
  21497. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21498. var callback = callbacks[ i ];
  21499. if ( callback.onProgress ) { callback.onProgress( event ); }
  21500. }
  21501. }, false );
  21502. request.addEventListener( 'error', function ( event ) {
  21503. var callbacks = loading[ url ];
  21504. delete loading[ url ];
  21505. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21506. var callback = callbacks[ i ];
  21507. if ( callback.onError ) { callback.onError( event ); }
  21508. }
  21509. scope.manager.itemError( url );
  21510. scope.manager.itemEnd( url );
  21511. }, false );
  21512. request.addEventListener( 'abort', function ( event ) {
  21513. var callbacks = loading[ url ];
  21514. delete loading[ url ];
  21515. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21516. var callback = callbacks[ i ];
  21517. if ( callback.onError ) { callback.onError( event ); }
  21518. }
  21519. scope.manager.itemError( url );
  21520. scope.manager.itemEnd( url );
  21521. }, false );
  21522. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21523. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21524. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21525. for ( var header in this.requestHeader ) {
  21526. request.setRequestHeader( header, this.requestHeader[ header ] );
  21527. }
  21528. request.send( null );
  21529. }
  21530. scope.manager.itemStart( url );
  21531. return request;
  21532. },
  21533. setResponseType: function ( value ) {
  21534. this.responseType = value;
  21535. return this;
  21536. },
  21537. setWithCredentials: function ( value ) {
  21538. this.withCredentials = value;
  21539. return this;
  21540. },
  21541. setMimeType: function ( value ) {
  21542. this.mimeType = value;
  21543. return this;
  21544. },
  21545. setRequestHeader: function ( value ) {
  21546. this.requestHeader = value;
  21547. return this;
  21548. }
  21549. } );
  21550. /**
  21551. * @author bhouston / http://clara.io/
  21552. */
  21553. function AnimationLoader( manager ) {
  21554. Loader.call( this, manager );
  21555. }
  21556. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21557. constructor: AnimationLoader,
  21558. load: function ( url, onLoad, onProgress, onError ) {
  21559. var scope = this;
  21560. var loader = new FileLoader( scope.manager );
  21561. loader.setPath( scope.path );
  21562. loader.load( url, function ( text ) {
  21563. onLoad( scope.parse( JSON.parse( text ) ) );
  21564. }, onProgress, onError );
  21565. },
  21566. parse: function ( json ) {
  21567. var animations = [];
  21568. for ( var i = 0; i < json.length; i ++ ) {
  21569. var clip = AnimationClip.parse( json[ i ] );
  21570. animations.push( clip );
  21571. }
  21572. return animations;
  21573. }
  21574. } );
  21575. /**
  21576. * @author mrdoob / http://mrdoob.com/
  21577. *
  21578. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21579. *
  21580. * Sub classes have to implement the parse() method which will be used in load().
  21581. */
  21582. function CompressedTextureLoader( manager ) {
  21583. Loader.call( this, manager );
  21584. }
  21585. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21586. constructor: CompressedTextureLoader,
  21587. load: function ( url, onLoad, onProgress, onError ) {
  21588. var scope = this;
  21589. var images = [];
  21590. var texture = new CompressedTexture();
  21591. texture.image = images;
  21592. var loader = new FileLoader( this.manager );
  21593. loader.setPath( this.path );
  21594. loader.setResponseType( 'arraybuffer' );
  21595. function loadTexture( i ) {
  21596. loader.load( url[ i ], function ( buffer ) {
  21597. var texDatas = scope.parse( buffer, true );
  21598. images[ i ] = {
  21599. width: texDatas.width,
  21600. height: texDatas.height,
  21601. format: texDatas.format,
  21602. mipmaps: texDatas.mipmaps
  21603. };
  21604. loaded += 1;
  21605. if ( loaded === 6 ) {
  21606. if ( texDatas.mipmapCount === 1 )
  21607. { texture.minFilter = LinearFilter; }
  21608. texture.format = texDatas.format;
  21609. texture.needsUpdate = true;
  21610. if ( onLoad ) { onLoad( texture ); }
  21611. }
  21612. }, onProgress, onError );
  21613. }
  21614. if ( Array.isArray( url ) ) {
  21615. var loaded = 0;
  21616. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21617. loadTexture( i );
  21618. }
  21619. } else {
  21620. // compressed cubemap texture stored in a single DDS file
  21621. loader.load( url, function ( buffer ) {
  21622. var texDatas = scope.parse( buffer, true );
  21623. if ( texDatas.isCubemap ) {
  21624. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21625. for ( var f = 0; f < faces; f ++ ) {
  21626. images[ f ] = { mipmaps: [] };
  21627. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21628. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21629. images[ f ].format = texDatas.format;
  21630. images[ f ].width = texDatas.width;
  21631. images[ f ].height = texDatas.height;
  21632. }
  21633. }
  21634. } else {
  21635. texture.image.width = texDatas.width;
  21636. texture.image.height = texDatas.height;
  21637. texture.mipmaps = texDatas.mipmaps;
  21638. }
  21639. if ( texDatas.mipmapCount === 1 ) {
  21640. texture.minFilter = LinearFilter;
  21641. }
  21642. texture.format = texDatas.format;
  21643. texture.needsUpdate = true;
  21644. if ( onLoad ) { onLoad( texture ); }
  21645. }, onProgress, onError );
  21646. }
  21647. return texture;
  21648. }
  21649. } );
  21650. /**
  21651. * @author Nikos M. / https://github.com/foo123/
  21652. *
  21653. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21654. *
  21655. * Sub classes have to implement the parse() method which will be used in load().
  21656. */
  21657. function DataTextureLoader( manager ) {
  21658. Loader.call( this, manager );
  21659. }
  21660. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21661. constructor: DataTextureLoader,
  21662. load: function ( url, onLoad, onProgress, onError ) {
  21663. var scope = this;
  21664. var texture = new DataTexture();
  21665. var loader = new FileLoader( this.manager );
  21666. loader.setResponseType( 'arraybuffer' );
  21667. loader.setPath( this.path );
  21668. loader.load( url, function ( buffer ) {
  21669. var texData = scope.parse( buffer );
  21670. if ( ! texData ) { return; }
  21671. if ( texData.image !== undefined ) {
  21672. texture.image = texData.image;
  21673. } else if ( texData.data !== undefined ) {
  21674. texture.image.width = texData.width;
  21675. texture.image.height = texData.height;
  21676. texture.image.data = texData.data;
  21677. }
  21678. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21679. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21680. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21681. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21682. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21683. if ( texData.format !== undefined ) {
  21684. texture.format = texData.format;
  21685. }
  21686. if ( texData.type !== undefined ) {
  21687. texture.type = texData.type;
  21688. }
  21689. if ( texData.mipmaps !== undefined ) {
  21690. texture.mipmaps = texData.mipmaps;
  21691. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21692. }
  21693. if ( texData.mipmapCount === 1 ) {
  21694. texture.minFilter = LinearFilter;
  21695. }
  21696. texture.needsUpdate = true;
  21697. if ( onLoad ) { onLoad( texture, texData ); }
  21698. }, onProgress, onError );
  21699. return texture;
  21700. }
  21701. } );
  21702. /**
  21703. * @author mrdoob / http://mrdoob.com/
  21704. */
  21705. function ImageLoader( manager ) {
  21706. Loader.call( this, manager );
  21707. }
  21708. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21709. constructor: ImageLoader,
  21710. load: function ( url, onLoad, onProgress, onError ) {
  21711. if ( this.path !== undefined ) { url = this.path + url; }
  21712. url = this.manager.resolveURL( url );
  21713. var scope = this;
  21714. var cached = Cache.get( url );
  21715. if ( cached !== undefined ) {
  21716. scope.manager.itemStart( url );
  21717. setTimeout( function () {
  21718. if ( onLoad ) { onLoad( cached ); }
  21719. scope.manager.itemEnd( url );
  21720. }, 0 );
  21721. return cached;
  21722. }
  21723. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21724. function onImageLoad() {
  21725. image.removeEventListener( 'load', onImageLoad, false );
  21726. image.removeEventListener( 'error', onImageError, false );
  21727. Cache.add( url, this );
  21728. if ( onLoad ) { onLoad( this ); }
  21729. scope.manager.itemEnd( url );
  21730. }
  21731. function onImageError( event ) {
  21732. image.removeEventListener( 'load', onImageLoad, false );
  21733. image.removeEventListener( 'error', onImageError, false );
  21734. if ( onError ) { onError( event ); }
  21735. scope.manager.itemError( url );
  21736. scope.manager.itemEnd( url );
  21737. }
  21738. image.addEventListener( 'load', onImageLoad, false );
  21739. image.addEventListener( 'error', onImageError, false );
  21740. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21741. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21742. }
  21743. scope.manager.itemStart( url );
  21744. image.src = url;
  21745. return image;
  21746. }
  21747. } );
  21748. /**
  21749. * @author mrdoob / http://mrdoob.com/
  21750. */
  21751. function CubeTextureLoader( manager ) {
  21752. Loader.call( this, manager );
  21753. }
  21754. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21755. constructor: CubeTextureLoader,
  21756. load: function ( urls, onLoad, onProgress, onError ) {
  21757. var texture = new CubeTexture();
  21758. var loader = new ImageLoader( this.manager );
  21759. loader.setCrossOrigin( this.crossOrigin );
  21760. loader.setPath( this.path );
  21761. var loaded = 0;
  21762. function loadTexture( i ) {
  21763. loader.load( urls[ i ], function ( image ) {
  21764. texture.images[ i ] = image;
  21765. loaded ++;
  21766. if ( loaded === 6 ) {
  21767. texture.needsUpdate = true;
  21768. if ( onLoad ) { onLoad( texture ); }
  21769. }
  21770. }, undefined, onError );
  21771. }
  21772. for ( var i = 0; i < urls.length; ++ i ) {
  21773. loadTexture( i );
  21774. }
  21775. return texture;
  21776. }
  21777. } );
  21778. /**
  21779. * @author mrdoob / http://mrdoob.com/
  21780. */
  21781. function TextureLoader( manager ) {
  21782. Loader.call( this, manager );
  21783. }
  21784. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21785. constructor: TextureLoader,
  21786. load: function ( url, onLoad, onProgress, onError ) {
  21787. var texture = new Texture();
  21788. var loader = new ImageLoader( this.manager );
  21789. loader.setCrossOrigin( this.crossOrigin );
  21790. loader.setPath( this.path );
  21791. loader.load( url, function ( image ) {
  21792. texture.image = image;
  21793. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21794. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21795. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21796. texture.needsUpdate = true;
  21797. if ( onLoad !== undefined ) {
  21798. onLoad( texture );
  21799. }
  21800. }, onProgress, onError );
  21801. return texture;
  21802. }
  21803. } );
  21804. /**
  21805. * @author zz85 / http://www.lab4games.net/zz85/blog
  21806. * Extensible curve object
  21807. *
  21808. * Some common of curve methods:
  21809. * .getPoint( t, optionalTarget ), .getTangent( t )
  21810. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21811. * .getPoints(), .getSpacedPoints()
  21812. * .getLength()
  21813. * .updateArcLengths()
  21814. *
  21815. * This following curves inherit from THREE.Curve:
  21816. *
  21817. * -- 2D curves --
  21818. * THREE.ArcCurve
  21819. * THREE.CubicBezierCurve
  21820. * THREE.EllipseCurve
  21821. * THREE.LineCurve
  21822. * THREE.QuadraticBezierCurve
  21823. * THREE.SplineCurve
  21824. *
  21825. * -- 3D curves --
  21826. * THREE.CatmullRomCurve3
  21827. * THREE.CubicBezierCurve3
  21828. * THREE.LineCurve3
  21829. * THREE.QuadraticBezierCurve3
  21830. *
  21831. * A series of curves can be represented as a THREE.CurvePath.
  21832. *
  21833. **/
  21834. /**************************************************************
  21835. * Abstract Curve base class
  21836. **************************************************************/
  21837. function Curve() {
  21838. this.type = 'Curve';
  21839. this.arcLengthDivisions = 200;
  21840. }
  21841. Object.assign( Curve.prototype, {
  21842. // Virtual base class method to overwrite and implement in subclasses
  21843. // - t [0 .. 1]
  21844. getPoint: function ( /* t, optionalTarget */ ) {
  21845. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21846. return null;
  21847. },
  21848. // Get point at relative position in curve according to arc length
  21849. // - u [0 .. 1]
  21850. getPointAt: function ( u, optionalTarget ) {
  21851. var t = this.getUtoTmapping( u );
  21852. return this.getPoint( t, optionalTarget );
  21853. },
  21854. // Get sequence of points using getPoint( t )
  21855. getPoints: function ( divisions ) {
  21856. if ( divisions === undefined ) { divisions = 5; }
  21857. var points = [];
  21858. for ( var d = 0; d <= divisions; d ++ ) {
  21859. points.push( this.getPoint( d / divisions ) );
  21860. }
  21861. return points;
  21862. },
  21863. // Get sequence of points using getPointAt( u )
  21864. getSpacedPoints: function ( divisions ) {
  21865. if ( divisions === undefined ) { divisions = 5; }
  21866. var points = [];
  21867. for ( var d = 0; d <= divisions; d ++ ) {
  21868. points.push( this.getPointAt( d / divisions ) );
  21869. }
  21870. return points;
  21871. },
  21872. // Get total curve arc length
  21873. getLength: function () {
  21874. var lengths = this.getLengths();
  21875. return lengths[ lengths.length - 1 ];
  21876. },
  21877. // Get list of cumulative segment lengths
  21878. getLengths: function ( divisions ) {
  21879. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21880. if ( this.cacheArcLengths &&
  21881. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21882. ! this.needsUpdate ) {
  21883. return this.cacheArcLengths;
  21884. }
  21885. this.needsUpdate = false;
  21886. var cache = [];
  21887. var current, last = this.getPoint( 0 );
  21888. var p, sum = 0;
  21889. cache.push( 0 );
  21890. for ( p = 1; p <= divisions; p ++ ) {
  21891. current = this.getPoint( p / divisions );
  21892. sum += current.distanceTo( last );
  21893. cache.push( sum );
  21894. last = current;
  21895. }
  21896. this.cacheArcLengths = cache;
  21897. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21898. },
  21899. updateArcLengths: function () {
  21900. this.needsUpdate = true;
  21901. this.getLengths();
  21902. },
  21903. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21904. getUtoTmapping: function ( u, distance ) {
  21905. var arcLengths = this.getLengths();
  21906. var i = 0, il = arcLengths.length;
  21907. var targetArcLength; // The targeted u distance value to get
  21908. if ( distance ) {
  21909. targetArcLength = distance;
  21910. } else {
  21911. targetArcLength = u * arcLengths[ il - 1 ];
  21912. }
  21913. // binary search for the index with largest value smaller than target u distance
  21914. var low = 0, high = il - 1, comparison;
  21915. while ( low <= high ) {
  21916. 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
  21917. comparison = arcLengths[ i ] - targetArcLength;
  21918. if ( comparison < 0 ) {
  21919. low = i + 1;
  21920. } else if ( comparison > 0 ) {
  21921. high = i - 1;
  21922. } else {
  21923. high = i;
  21924. break;
  21925. // DONE
  21926. }
  21927. }
  21928. i = high;
  21929. if ( arcLengths[ i ] === targetArcLength ) {
  21930. return i / ( il - 1 );
  21931. }
  21932. // we could get finer grain at lengths, or use simple interpolation between two points
  21933. var lengthBefore = arcLengths[ i ];
  21934. var lengthAfter = arcLengths[ i + 1 ];
  21935. var segmentLength = lengthAfter - lengthBefore;
  21936. // determine where we are between the 'before' and 'after' points
  21937. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21938. // add that fractional amount to t
  21939. var t = ( i + segmentFraction ) / ( il - 1 );
  21940. return t;
  21941. },
  21942. // Returns a unit vector tangent at t
  21943. // In case any sub curve does not implement its tangent derivation,
  21944. // 2 points a small delta apart will be used to find its gradient
  21945. // which seems to give a reasonable approximation
  21946. getTangent: function ( t ) {
  21947. var delta = 0.0001;
  21948. var t1 = t - delta;
  21949. var t2 = t + delta;
  21950. // Capping in case of danger
  21951. if ( t1 < 0 ) { t1 = 0; }
  21952. if ( t2 > 1 ) { t2 = 1; }
  21953. var pt1 = this.getPoint( t1 );
  21954. var pt2 = this.getPoint( t2 );
  21955. var vec = pt2.clone().sub( pt1 );
  21956. return vec.normalize();
  21957. },
  21958. getTangentAt: function ( u ) {
  21959. var t = this.getUtoTmapping( u );
  21960. return this.getTangent( t );
  21961. },
  21962. computeFrenetFrames: function ( segments, closed ) {
  21963. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21964. var normal = new Vector3();
  21965. var tangents = [];
  21966. var normals = [];
  21967. var binormals = [];
  21968. var vec = new Vector3();
  21969. var mat = new Matrix4();
  21970. var i, u, theta;
  21971. // compute the tangent vectors for each segment on the curve
  21972. for ( i = 0; i <= segments; i ++ ) {
  21973. u = i / segments;
  21974. tangents[ i ] = this.getTangentAt( u );
  21975. tangents[ i ].normalize();
  21976. }
  21977. // select an initial normal vector perpendicular to the first tangent vector,
  21978. // and in the direction of the minimum tangent xyz component
  21979. normals[ 0 ] = new Vector3();
  21980. binormals[ 0 ] = new Vector3();
  21981. var min = Number.MAX_VALUE;
  21982. var tx = Math.abs( tangents[ 0 ].x );
  21983. var ty = Math.abs( tangents[ 0 ].y );
  21984. var tz = Math.abs( tangents[ 0 ].z );
  21985. if ( tx <= min ) {
  21986. min = tx;
  21987. normal.set( 1, 0, 0 );
  21988. }
  21989. if ( ty <= min ) {
  21990. min = ty;
  21991. normal.set( 0, 1, 0 );
  21992. }
  21993. if ( tz <= min ) {
  21994. normal.set( 0, 0, 1 );
  21995. }
  21996. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21997. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21998. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21999. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22000. for ( i = 1; i <= segments; i ++ ) {
  22001. normals[ i ] = normals[ i - 1 ].clone();
  22002. binormals[ i ] = binormals[ i - 1 ].clone();
  22003. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22004. if ( vec.length() > Number.EPSILON ) {
  22005. vec.normalize();
  22006. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22007. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22008. }
  22009. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22010. }
  22011. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22012. if ( closed === true ) {
  22013. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22014. theta /= segments;
  22015. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22016. theta = - theta;
  22017. }
  22018. for ( i = 1; i <= segments; i ++ ) {
  22019. // twist a little...
  22020. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22021. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22022. }
  22023. }
  22024. return {
  22025. tangents: tangents,
  22026. normals: normals,
  22027. binormals: binormals
  22028. };
  22029. },
  22030. clone: function () {
  22031. return new this.constructor().copy( this );
  22032. },
  22033. copy: function ( source ) {
  22034. this.arcLengthDivisions = source.arcLengthDivisions;
  22035. return this;
  22036. },
  22037. toJSON: function () {
  22038. var data = {
  22039. metadata: {
  22040. version: 4.5,
  22041. type: 'Curve',
  22042. generator: 'Curve.toJSON'
  22043. }
  22044. };
  22045. data.arcLengthDivisions = this.arcLengthDivisions;
  22046. data.type = this.type;
  22047. return data;
  22048. },
  22049. fromJSON: function ( json ) {
  22050. this.arcLengthDivisions = json.arcLengthDivisions;
  22051. return this;
  22052. }
  22053. } );
  22054. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22055. Curve.call( this );
  22056. this.type = 'EllipseCurve';
  22057. this.aX = aX || 0;
  22058. this.aY = aY || 0;
  22059. this.xRadius = xRadius || 1;
  22060. this.yRadius = yRadius || 1;
  22061. this.aStartAngle = aStartAngle || 0;
  22062. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22063. this.aClockwise = aClockwise || false;
  22064. this.aRotation = aRotation || 0;
  22065. }
  22066. EllipseCurve.prototype = Object.create( Curve.prototype );
  22067. EllipseCurve.prototype.constructor = EllipseCurve;
  22068. EllipseCurve.prototype.isEllipseCurve = true;
  22069. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22070. var point = optionalTarget || new Vector2();
  22071. var twoPi = Math.PI * 2;
  22072. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22073. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22074. // ensures that deltaAngle is 0 .. 2 PI
  22075. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22076. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22077. if ( deltaAngle < Number.EPSILON ) {
  22078. if ( samePoints ) {
  22079. deltaAngle = 0;
  22080. } else {
  22081. deltaAngle = twoPi;
  22082. }
  22083. }
  22084. if ( this.aClockwise === true && ! samePoints ) {
  22085. if ( deltaAngle === twoPi ) {
  22086. deltaAngle = - twoPi;
  22087. } else {
  22088. deltaAngle = deltaAngle - twoPi;
  22089. }
  22090. }
  22091. var angle = this.aStartAngle + t * deltaAngle;
  22092. var x = this.aX + this.xRadius * Math.cos( angle );
  22093. var y = this.aY + this.yRadius * Math.sin( angle );
  22094. if ( this.aRotation !== 0 ) {
  22095. var cos = Math.cos( this.aRotation );
  22096. var sin = Math.sin( this.aRotation );
  22097. var tx = x - this.aX;
  22098. var ty = y - this.aY;
  22099. // Rotate the point about the center of the ellipse.
  22100. x = tx * cos - ty * sin + this.aX;
  22101. y = tx * sin + ty * cos + this.aY;
  22102. }
  22103. return point.set( x, y );
  22104. };
  22105. EllipseCurve.prototype.copy = function ( source ) {
  22106. Curve.prototype.copy.call( this, source );
  22107. this.aX = source.aX;
  22108. this.aY = source.aY;
  22109. this.xRadius = source.xRadius;
  22110. this.yRadius = source.yRadius;
  22111. this.aStartAngle = source.aStartAngle;
  22112. this.aEndAngle = source.aEndAngle;
  22113. this.aClockwise = source.aClockwise;
  22114. this.aRotation = source.aRotation;
  22115. return this;
  22116. };
  22117. EllipseCurve.prototype.toJSON = function () {
  22118. var data = Curve.prototype.toJSON.call( this );
  22119. data.aX = this.aX;
  22120. data.aY = this.aY;
  22121. data.xRadius = this.xRadius;
  22122. data.yRadius = this.yRadius;
  22123. data.aStartAngle = this.aStartAngle;
  22124. data.aEndAngle = this.aEndAngle;
  22125. data.aClockwise = this.aClockwise;
  22126. data.aRotation = this.aRotation;
  22127. return data;
  22128. };
  22129. EllipseCurve.prototype.fromJSON = function ( json ) {
  22130. Curve.prototype.fromJSON.call( this, json );
  22131. this.aX = json.aX;
  22132. this.aY = json.aY;
  22133. this.xRadius = json.xRadius;
  22134. this.yRadius = json.yRadius;
  22135. this.aStartAngle = json.aStartAngle;
  22136. this.aEndAngle = json.aEndAngle;
  22137. this.aClockwise = json.aClockwise;
  22138. this.aRotation = json.aRotation;
  22139. return this;
  22140. };
  22141. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22142. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22143. this.type = 'ArcCurve';
  22144. }
  22145. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22146. ArcCurve.prototype.constructor = ArcCurve;
  22147. ArcCurve.prototype.isArcCurve = true;
  22148. /**
  22149. * @author zz85 https://github.com/zz85
  22150. *
  22151. * Centripetal CatmullRom Curve - which is useful for avoiding
  22152. * cusps and self-intersections in non-uniform catmull rom curves.
  22153. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22154. *
  22155. * curve.type accepts centripetal(default), chordal and catmullrom
  22156. * curve.tension is used for catmullrom which defaults to 0.5
  22157. */
  22158. /*
  22159. Based on an optimized c++ solution in
  22160. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22161. - http://ideone.com/NoEbVM
  22162. This CubicPoly class could be used for reusing some variables and calculations,
  22163. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22164. which can be placed in CurveUtils.
  22165. */
  22166. function CubicPoly() {
  22167. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22168. /*
  22169. * Compute coefficients for a cubic polynomial
  22170. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22171. * such that
  22172. * p(0) = x0, p(1) = x1
  22173. * and
  22174. * p'(0) = t0, p'(1) = t1.
  22175. */
  22176. function init( x0, x1, t0, t1 ) {
  22177. c0 = x0;
  22178. c1 = t0;
  22179. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22180. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22181. }
  22182. return {
  22183. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22184. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22185. },
  22186. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22187. // compute tangents when parameterized in [t1,t2]
  22188. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22189. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22190. // rescale tangents for parametrization in [0,1]
  22191. t1 *= dt1;
  22192. t2 *= dt1;
  22193. init( x1, x2, t1, t2 );
  22194. },
  22195. calc: function ( t ) {
  22196. var t2 = t * t;
  22197. var t3 = t2 * t;
  22198. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22199. }
  22200. };
  22201. }
  22202. //
  22203. var tmp = new Vector3();
  22204. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22205. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22206. Curve.call( this );
  22207. this.type = 'CatmullRomCurve3';
  22208. this.points = points || [];
  22209. this.closed = closed || false;
  22210. this.curveType = curveType || 'centripetal';
  22211. this.tension = tension || 0.5;
  22212. }
  22213. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22214. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22215. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22216. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22217. var point = optionalTarget || new Vector3();
  22218. var points = this.points;
  22219. var l = points.length;
  22220. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22221. var intPoint = Math.floor( p );
  22222. var weight = p - intPoint;
  22223. if ( this.closed ) {
  22224. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22225. } else if ( weight === 0 && intPoint === l - 1 ) {
  22226. intPoint = l - 2;
  22227. weight = 1;
  22228. }
  22229. var p0, p1, p2, p3; // 4 points
  22230. if ( this.closed || intPoint > 0 ) {
  22231. p0 = points[ ( intPoint - 1 ) % l ];
  22232. } else {
  22233. // extrapolate first point
  22234. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22235. p0 = tmp;
  22236. }
  22237. p1 = points[ intPoint % l ];
  22238. p2 = points[ ( intPoint + 1 ) % l ];
  22239. if ( this.closed || intPoint + 2 < l ) {
  22240. p3 = points[ ( intPoint + 2 ) % l ];
  22241. } else {
  22242. // extrapolate last point
  22243. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22244. p3 = tmp;
  22245. }
  22246. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22247. // init Centripetal / Chordal Catmull-Rom
  22248. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22249. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22250. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22251. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22252. // safety check for repeated points
  22253. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22254. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22255. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22256. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22257. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22258. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22259. } else if ( this.curveType === 'catmullrom' ) {
  22260. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22261. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22262. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22263. }
  22264. point.set(
  22265. px.calc( weight ),
  22266. py.calc( weight ),
  22267. pz.calc( weight )
  22268. );
  22269. return point;
  22270. };
  22271. CatmullRomCurve3.prototype.copy = function ( source ) {
  22272. Curve.prototype.copy.call( this, source );
  22273. this.points = [];
  22274. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22275. var point = source.points[ i ];
  22276. this.points.push( point.clone() );
  22277. }
  22278. this.closed = source.closed;
  22279. this.curveType = source.curveType;
  22280. this.tension = source.tension;
  22281. return this;
  22282. };
  22283. CatmullRomCurve3.prototype.toJSON = function () {
  22284. var data = Curve.prototype.toJSON.call( this );
  22285. data.points = [];
  22286. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22287. var point = this.points[ i ];
  22288. data.points.push( point.toArray() );
  22289. }
  22290. data.closed = this.closed;
  22291. data.curveType = this.curveType;
  22292. data.tension = this.tension;
  22293. return data;
  22294. };
  22295. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22296. Curve.prototype.fromJSON.call( this, json );
  22297. this.points = [];
  22298. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22299. var point = json.points[ i ];
  22300. this.points.push( new Vector3().fromArray( point ) );
  22301. }
  22302. this.closed = json.closed;
  22303. this.curveType = json.curveType;
  22304. this.tension = json.tension;
  22305. return this;
  22306. };
  22307. /**
  22308. * @author zz85 / http://www.lab4games.net/zz85/blog
  22309. *
  22310. * Bezier Curves formulas obtained from
  22311. * http://en.wikipedia.org/wiki/Bézier_curve
  22312. */
  22313. function CatmullRom( t, p0, p1, p2, p3 ) {
  22314. var v0 = ( p2 - p0 ) * 0.5;
  22315. var v1 = ( p3 - p1 ) * 0.5;
  22316. var t2 = t * t;
  22317. var t3 = t * t2;
  22318. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22319. }
  22320. //
  22321. function QuadraticBezierP0( t, p ) {
  22322. var k = 1 - t;
  22323. return k * k * p;
  22324. }
  22325. function QuadraticBezierP1( t, p ) {
  22326. return 2 * ( 1 - t ) * t * p;
  22327. }
  22328. function QuadraticBezierP2( t, p ) {
  22329. return t * t * p;
  22330. }
  22331. function QuadraticBezier( t, p0, p1, p2 ) {
  22332. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22333. QuadraticBezierP2( t, p2 );
  22334. }
  22335. //
  22336. function CubicBezierP0( t, p ) {
  22337. var k = 1 - t;
  22338. return k * k * k * p;
  22339. }
  22340. function CubicBezierP1( t, p ) {
  22341. var k = 1 - t;
  22342. return 3 * k * k * t * p;
  22343. }
  22344. function CubicBezierP2( t, p ) {
  22345. return 3 * ( 1 - t ) * t * t * p;
  22346. }
  22347. function CubicBezierP3( t, p ) {
  22348. return t * t * t * p;
  22349. }
  22350. function CubicBezier( t, p0, p1, p2, p3 ) {
  22351. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22352. CubicBezierP3( t, p3 );
  22353. }
  22354. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22355. Curve.call( this );
  22356. this.type = 'CubicBezierCurve';
  22357. this.v0 = v0 || new Vector2();
  22358. this.v1 = v1 || new Vector2();
  22359. this.v2 = v2 || new Vector2();
  22360. this.v3 = v3 || new Vector2();
  22361. }
  22362. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22363. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22364. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22365. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22366. var point = optionalTarget || new Vector2();
  22367. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22368. point.set(
  22369. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22370. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22371. );
  22372. return point;
  22373. };
  22374. CubicBezierCurve.prototype.copy = function ( source ) {
  22375. Curve.prototype.copy.call( this, source );
  22376. this.v0.copy( source.v0 );
  22377. this.v1.copy( source.v1 );
  22378. this.v2.copy( source.v2 );
  22379. this.v3.copy( source.v3 );
  22380. return this;
  22381. };
  22382. CubicBezierCurve.prototype.toJSON = function () {
  22383. var data = Curve.prototype.toJSON.call( this );
  22384. data.v0 = this.v0.toArray();
  22385. data.v1 = this.v1.toArray();
  22386. data.v2 = this.v2.toArray();
  22387. data.v3 = this.v3.toArray();
  22388. return data;
  22389. };
  22390. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22391. Curve.prototype.fromJSON.call( this, json );
  22392. this.v0.fromArray( json.v0 );
  22393. this.v1.fromArray( json.v1 );
  22394. this.v2.fromArray( json.v2 );
  22395. this.v3.fromArray( json.v3 );
  22396. return this;
  22397. };
  22398. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22399. Curve.call( this );
  22400. this.type = 'CubicBezierCurve3';
  22401. this.v0 = v0 || new Vector3();
  22402. this.v1 = v1 || new Vector3();
  22403. this.v2 = v2 || new Vector3();
  22404. this.v3 = v3 || new Vector3();
  22405. }
  22406. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22407. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22408. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22409. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22410. var point = optionalTarget || new Vector3();
  22411. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22412. point.set(
  22413. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22414. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22415. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22416. );
  22417. return point;
  22418. };
  22419. CubicBezierCurve3.prototype.copy = function ( source ) {
  22420. Curve.prototype.copy.call( this, source );
  22421. this.v0.copy( source.v0 );
  22422. this.v1.copy( source.v1 );
  22423. this.v2.copy( source.v2 );
  22424. this.v3.copy( source.v3 );
  22425. return this;
  22426. };
  22427. CubicBezierCurve3.prototype.toJSON = function () {
  22428. var data = Curve.prototype.toJSON.call( this );
  22429. data.v0 = this.v0.toArray();
  22430. data.v1 = this.v1.toArray();
  22431. data.v2 = this.v2.toArray();
  22432. data.v3 = this.v3.toArray();
  22433. return data;
  22434. };
  22435. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22436. Curve.prototype.fromJSON.call( this, json );
  22437. this.v0.fromArray( json.v0 );
  22438. this.v1.fromArray( json.v1 );
  22439. this.v2.fromArray( json.v2 );
  22440. this.v3.fromArray( json.v3 );
  22441. return this;
  22442. };
  22443. function LineCurve( v1, v2 ) {
  22444. Curve.call( this );
  22445. this.type = 'LineCurve';
  22446. this.v1 = v1 || new Vector2();
  22447. this.v2 = v2 || new Vector2();
  22448. }
  22449. LineCurve.prototype = Object.create( Curve.prototype );
  22450. LineCurve.prototype.constructor = LineCurve;
  22451. LineCurve.prototype.isLineCurve = true;
  22452. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22453. var point = optionalTarget || new Vector2();
  22454. if ( t === 1 ) {
  22455. point.copy( this.v2 );
  22456. } else {
  22457. point.copy( this.v2 ).sub( this.v1 );
  22458. point.multiplyScalar( t ).add( this.v1 );
  22459. }
  22460. return point;
  22461. };
  22462. // Line curve is linear, so we can overwrite default getPointAt
  22463. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22464. return this.getPoint( u, optionalTarget );
  22465. };
  22466. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22467. var tangent = this.v2.clone().sub( this.v1 );
  22468. return tangent.normalize();
  22469. };
  22470. LineCurve.prototype.copy = function ( source ) {
  22471. Curve.prototype.copy.call( this, source );
  22472. this.v1.copy( source.v1 );
  22473. this.v2.copy( source.v2 );
  22474. return this;
  22475. };
  22476. LineCurve.prototype.toJSON = function () {
  22477. var data = Curve.prototype.toJSON.call( this );
  22478. data.v1 = this.v1.toArray();
  22479. data.v2 = this.v2.toArray();
  22480. return data;
  22481. };
  22482. LineCurve.prototype.fromJSON = function ( json ) {
  22483. Curve.prototype.fromJSON.call( this, json );
  22484. this.v1.fromArray( json.v1 );
  22485. this.v2.fromArray( json.v2 );
  22486. return this;
  22487. };
  22488. function LineCurve3( v1, v2 ) {
  22489. Curve.call( this );
  22490. this.type = 'LineCurve3';
  22491. this.v1 = v1 || new Vector3();
  22492. this.v2 = v2 || new Vector3();
  22493. }
  22494. LineCurve3.prototype = Object.create( Curve.prototype );
  22495. LineCurve3.prototype.constructor = LineCurve3;
  22496. LineCurve3.prototype.isLineCurve3 = true;
  22497. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22498. var point = optionalTarget || new Vector3();
  22499. if ( t === 1 ) {
  22500. point.copy( this.v2 );
  22501. } else {
  22502. point.copy( this.v2 ).sub( this.v1 );
  22503. point.multiplyScalar( t ).add( this.v1 );
  22504. }
  22505. return point;
  22506. };
  22507. // Line curve is linear, so we can overwrite default getPointAt
  22508. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22509. return this.getPoint( u, optionalTarget );
  22510. };
  22511. LineCurve3.prototype.copy = function ( source ) {
  22512. Curve.prototype.copy.call( this, source );
  22513. this.v1.copy( source.v1 );
  22514. this.v2.copy( source.v2 );
  22515. return this;
  22516. };
  22517. LineCurve3.prototype.toJSON = function () {
  22518. var data = Curve.prototype.toJSON.call( this );
  22519. data.v1 = this.v1.toArray();
  22520. data.v2 = this.v2.toArray();
  22521. return data;
  22522. };
  22523. LineCurve3.prototype.fromJSON = function ( json ) {
  22524. Curve.prototype.fromJSON.call( this, json );
  22525. this.v1.fromArray( json.v1 );
  22526. this.v2.fromArray( json.v2 );
  22527. return this;
  22528. };
  22529. function QuadraticBezierCurve( v0, v1, v2 ) {
  22530. Curve.call( this );
  22531. this.type = 'QuadraticBezierCurve';
  22532. this.v0 = v0 || new Vector2();
  22533. this.v1 = v1 || new Vector2();
  22534. this.v2 = v2 || new Vector2();
  22535. }
  22536. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22537. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22538. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22539. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22540. var point = optionalTarget || new Vector2();
  22541. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22542. point.set(
  22543. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22544. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22545. );
  22546. return point;
  22547. };
  22548. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22549. Curve.prototype.copy.call( this, source );
  22550. this.v0.copy( source.v0 );
  22551. this.v1.copy( source.v1 );
  22552. this.v2.copy( source.v2 );
  22553. return this;
  22554. };
  22555. QuadraticBezierCurve.prototype.toJSON = function () {
  22556. var data = Curve.prototype.toJSON.call( this );
  22557. data.v0 = this.v0.toArray();
  22558. data.v1 = this.v1.toArray();
  22559. data.v2 = this.v2.toArray();
  22560. return data;
  22561. };
  22562. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22563. Curve.prototype.fromJSON.call( this, json );
  22564. this.v0.fromArray( json.v0 );
  22565. this.v1.fromArray( json.v1 );
  22566. this.v2.fromArray( json.v2 );
  22567. return this;
  22568. };
  22569. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22570. Curve.call( this );
  22571. this.type = 'QuadraticBezierCurve3';
  22572. this.v0 = v0 || new Vector3();
  22573. this.v1 = v1 || new Vector3();
  22574. this.v2 = v2 || new Vector3();
  22575. }
  22576. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22577. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22578. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22579. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22580. var point = optionalTarget || new Vector3();
  22581. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22582. point.set(
  22583. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22584. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22585. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22586. );
  22587. return point;
  22588. };
  22589. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22590. Curve.prototype.copy.call( this, source );
  22591. this.v0.copy( source.v0 );
  22592. this.v1.copy( source.v1 );
  22593. this.v2.copy( source.v2 );
  22594. return this;
  22595. };
  22596. QuadraticBezierCurve3.prototype.toJSON = function () {
  22597. var data = Curve.prototype.toJSON.call( this );
  22598. data.v0 = this.v0.toArray();
  22599. data.v1 = this.v1.toArray();
  22600. data.v2 = this.v2.toArray();
  22601. return data;
  22602. };
  22603. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22604. Curve.prototype.fromJSON.call( this, json );
  22605. this.v0.fromArray( json.v0 );
  22606. this.v1.fromArray( json.v1 );
  22607. this.v2.fromArray( json.v2 );
  22608. return this;
  22609. };
  22610. function SplineCurve( points /* array of Vector2 */ ) {
  22611. Curve.call( this );
  22612. this.type = 'SplineCurve';
  22613. this.points = points || [];
  22614. }
  22615. SplineCurve.prototype = Object.create( Curve.prototype );
  22616. SplineCurve.prototype.constructor = SplineCurve;
  22617. SplineCurve.prototype.isSplineCurve = true;
  22618. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22619. var point = optionalTarget || new Vector2();
  22620. var points = this.points;
  22621. var p = ( points.length - 1 ) * t;
  22622. var intPoint = Math.floor( p );
  22623. var weight = p - intPoint;
  22624. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22625. var p1 = points[ intPoint ];
  22626. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22627. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22628. point.set(
  22629. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22630. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22631. );
  22632. return point;
  22633. };
  22634. SplineCurve.prototype.copy = function ( source ) {
  22635. Curve.prototype.copy.call( this, source );
  22636. this.points = [];
  22637. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22638. var point = source.points[ i ];
  22639. this.points.push( point.clone() );
  22640. }
  22641. return this;
  22642. };
  22643. SplineCurve.prototype.toJSON = function () {
  22644. var data = Curve.prototype.toJSON.call( this );
  22645. data.points = [];
  22646. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22647. var point = this.points[ i ];
  22648. data.points.push( point.toArray() );
  22649. }
  22650. return data;
  22651. };
  22652. SplineCurve.prototype.fromJSON = function ( json ) {
  22653. Curve.prototype.fromJSON.call( this, json );
  22654. this.points = [];
  22655. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22656. var point = json.points[ i ];
  22657. this.points.push( new Vector2().fromArray( point ) );
  22658. }
  22659. return this;
  22660. };
  22661. var Curves = /*#__PURE__*/Object.freeze({
  22662. __proto__: null,
  22663. ArcCurve: ArcCurve,
  22664. CatmullRomCurve3: CatmullRomCurve3,
  22665. CubicBezierCurve: CubicBezierCurve,
  22666. CubicBezierCurve3: CubicBezierCurve3,
  22667. EllipseCurve: EllipseCurve,
  22668. LineCurve: LineCurve,
  22669. LineCurve3: LineCurve3,
  22670. QuadraticBezierCurve: QuadraticBezierCurve,
  22671. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22672. SplineCurve: SplineCurve
  22673. });
  22674. /**
  22675. * @author zz85 / http://www.lab4games.net/zz85/blog
  22676. *
  22677. **/
  22678. /**************************************************************
  22679. * Curved Path - a curve path is simply a array of connected
  22680. * curves, but retains the api of a curve
  22681. **************************************************************/
  22682. function CurvePath() {
  22683. Curve.call( this );
  22684. this.type = 'CurvePath';
  22685. this.curves = [];
  22686. this.autoClose = false; // Automatically closes the path
  22687. }
  22688. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22689. constructor: CurvePath,
  22690. add: function ( curve ) {
  22691. this.curves.push( curve );
  22692. },
  22693. closePath: function () {
  22694. // Add a line curve if start and end of lines are not connected
  22695. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22696. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22697. if ( ! startPoint.equals( endPoint ) ) {
  22698. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22699. }
  22700. },
  22701. // To get accurate point with reference to
  22702. // entire path distance at time t,
  22703. // following has to be done:
  22704. // 1. Length of each sub path have to be known
  22705. // 2. Locate and identify type of curve
  22706. // 3. Get t for the curve
  22707. // 4. Return curve.getPointAt(t')
  22708. getPoint: function ( t ) {
  22709. var d = t * this.getLength();
  22710. var curveLengths = this.getCurveLengths();
  22711. var i = 0;
  22712. // To think about boundaries points.
  22713. while ( i < curveLengths.length ) {
  22714. if ( curveLengths[ i ] >= d ) {
  22715. var diff = curveLengths[ i ] - d;
  22716. var curve = this.curves[ i ];
  22717. var segmentLength = curve.getLength();
  22718. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22719. return curve.getPointAt( u );
  22720. }
  22721. i ++;
  22722. }
  22723. return null;
  22724. // loop where sum != 0, sum > d , sum+1 <d
  22725. },
  22726. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22727. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22728. // getPoint() depends on getLength
  22729. getLength: function () {
  22730. var lens = this.getCurveLengths();
  22731. return lens[ lens.length - 1 ];
  22732. },
  22733. // cacheLengths must be recalculated.
  22734. updateArcLengths: function () {
  22735. this.needsUpdate = true;
  22736. this.cacheLengths = null;
  22737. this.getCurveLengths();
  22738. },
  22739. // Compute lengths and cache them
  22740. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22741. getCurveLengths: function () {
  22742. // We use cache values if curves and cache array are same length
  22743. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22744. return this.cacheLengths;
  22745. }
  22746. // Get length of sub-curve
  22747. // Push sums into cached array
  22748. var lengths = [], sums = 0;
  22749. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22750. sums += this.curves[ i ].getLength();
  22751. lengths.push( sums );
  22752. }
  22753. this.cacheLengths = lengths;
  22754. return lengths;
  22755. },
  22756. getSpacedPoints: function ( divisions ) {
  22757. if ( divisions === undefined ) { divisions = 40; }
  22758. var points = [];
  22759. for ( var i = 0; i <= divisions; i ++ ) {
  22760. points.push( this.getPoint( i / divisions ) );
  22761. }
  22762. if ( this.autoClose ) {
  22763. points.push( points[ 0 ] );
  22764. }
  22765. return points;
  22766. },
  22767. getPoints: function ( divisions ) {
  22768. divisions = divisions || 12;
  22769. var points = [], last;
  22770. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22771. var curve = curves[ i ];
  22772. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22773. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22774. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22775. : divisions;
  22776. var pts = curve.getPoints( resolution );
  22777. for ( var j = 0; j < pts.length; j ++ ) {
  22778. var point = pts[ j ];
  22779. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22780. points.push( point );
  22781. last = point;
  22782. }
  22783. }
  22784. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22785. points.push( points[ 0 ] );
  22786. }
  22787. return points;
  22788. },
  22789. copy: function ( source ) {
  22790. Curve.prototype.copy.call( this, source );
  22791. this.curves = [];
  22792. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22793. var curve = source.curves[ i ];
  22794. this.curves.push( curve.clone() );
  22795. }
  22796. this.autoClose = source.autoClose;
  22797. return this;
  22798. },
  22799. toJSON: function () {
  22800. var data = Curve.prototype.toJSON.call( this );
  22801. data.autoClose = this.autoClose;
  22802. data.curves = [];
  22803. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22804. var curve = this.curves[ i ];
  22805. data.curves.push( curve.toJSON() );
  22806. }
  22807. return data;
  22808. },
  22809. fromJSON: function ( json ) {
  22810. Curve.prototype.fromJSON.call( this, json );
  22811. this.autoClose = json.autoClose;
  22812. this.curves = [];
  22813. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22814. var curve = json.curves[ i ];
  22815. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22816. }
  22817. return this;
  22818. }
  22819. } );
  22820. /**
  22821. * @author zz85 / http://www.lab4games.net/zz85/blog
  22822. * Creates free form 2d path using series of points, lines or curves.
  22823. **/
  22824. function Path( points ) {
  22825. CurvePath.call( this );
  22826. this.type = 'Path';
  22827. this.currentPoint = new Vector2();
  22828. if ( points ) {
  22829. this.setFromPoints( points );
  22830. }
  22831. }
  22832. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22833. constructor: Path,
  22834. setFromPoints: function ( points ) {
  22835. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22836. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22837. this.lineTo( points[ i ].x, points[ i ].y );
  22838. }
  22839. return this;
  22840. },
  22841. moveTo: function ( x, y ) {
  22842. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22843. return this;
  22844. },
  22845. lineTo: function ( x, y ) {
  22846. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22847. this.curves.push( curve );
  22848. this.currentPoint.set( x, y );
  22849. return this;
  22850. },
  22851. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22852. var curve = new QuadraticBezierCurve(
  22853. this.currentPoint.clone(),
  22854. new Vector2( aCPx, aCPy ),
  22855. new Vector2( aX, aY )
  22856. );
  22857. this.curves.push( curve );
  22858. this.currentPoint.set( aX, aY );
  22859. return this;
  22860. },
  22861. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22862. var curve = new CubicBezierCurve(
  22863. this.currentPoint.clone(),
  22864. new Vector2( aCP1x, aCP1y ),
  22865. new Vector2( aCP2x, aCP2y ),
  22866. new Vector2( aX, aY )
  22867. );
  22868. this.curves.push( curve );
  22869. this.currentPoint.set( aX, aY );
  22870. return this;
  22871. },
  22872. splineThru: function ( pts /*Array of Vector*/ ) {
  22873. var npts = [ this.currentPoint.clone() ].concat( pts );
  22874. var curve = new SplineCurve( npts );
  22875. this.curves.push( curve );
  22876. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22877. return this;
  22878. },
  22879. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22880. var x0 = this.currentPoint.x;
  22881. var y0 = this.currentPoint.y;
  22882. this.absarc( aX + x0, aY + y0, aRadius,
  22883. aStartAngle, aEndAngle, aClockwise );
  22884. return this;
  22885. },
  22886. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22887. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22888. return this;
  22889. },
  22890. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22891. var x0 = this.currentPoint.x;
  22892. var y0 = this.currentPoint.y;
  22893. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22894. return this;
  22895. },
  22896. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22897. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22898. if ( this.curves.length > 0 ) {
  22899. // if a previous curve is present, attempt to join
  22900. var firstPoint = curve.getPoint( 0 );
  22901. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22902. this.lineTo( firstPoint.x, firstPoint.y );
  22903. }
  22904. }
  22905. this.curves.push( curve );
  22906. var lastPoint = curve.getPoint( 1 );
  22907. this.currentPoint.copy( lastPoint );
  22908. return this;
  22909. },
  22910. copy: function ( source ) {
  22911. CurvePath.prototype.copy.call( this, source );
  22912. this.currentPoint.copy( source.currentPoint );
  22913. return this;
  22914. },
  22915. toJSON: function () {
  22916. var data = CurvePath.prototype.toJSON.call( this );
  22917. data.currentPoint = this.currentPoint.toArray();
  22918. return data;
  22919. },
  22920. fromJSON: function ( json ) {
  22921. CurvePath.prototype.fromJSON.call( this, json );
  22922. this.currentPoint.fromArray( json.currentPoint );
  22923. return this;
  22924. }
  22925. } );
  22926. /**
  22927. * @author zz85 / http://www.lab4games.net/zz85/blog
  22928. * Defines a 2d shape plane using paths.
  22929. **/
  22930. // STEP 1 Create a path.
  22931. // STEP 2 Turn path into shape.
  22932. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22933. // STEP 3a - Extract points from each shape, turn to vertices
  22934. // STEP 3b - Triangulate each shape, add faces.
  22935. function Shape( points ) {
  22936. Path.call( this, points );
  22937. this.uuid = MathUtils.generateUUID();
  22938. this.type = 'Shape';
  22939. this.holes = [];
  22940. }
  22941. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22942. constructor: Shape,
  22943. getPointsHoles: function ( divisions ) {
  22944. var holesPts = [];
  22945. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22946. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22947. }
  22948. return holesPts;
  22949. },
  22950. // get points of shape and holes (keypoints based on segments parameter)
  22951. extractPoints: function ( divisions ) {
  22952. return {
  22953. shape: this.getPoints( divisions ),
  22954. holes: this.getPointsHoles( divisions )
  22955. };
  22956. },
  22957. copy: function ( source ) {
  22958. Path.prototype.copy.call( this, source );
  22959. this.holes = [];
  22960. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22961. var hole = source.holes[ i ];
  22962. this.holes.push( hole.clone() );
  22963. }
  22964. return this;
  22965. },
  22966. toJSON: function () {
  22967. var data = Path.prototype.toJSON.call( this );
  22968. data.uuid = this.uuid;
  22969. data.holes = [];
  22970. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22971. var hole = this.holes[ i ];
  22972. data.holes.push( hole.toJSON() );
  22973. }
  22974. return data;
  22975. },
  22976. fromJSON: function ( json ) {
  22977. Path.prototype.fromJSON.call( this, json );
  22978. this.uuid = json.uuid;
  22979. this.holes = [];
  22980. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22981. var hole = json.holes[ i ];
  22982. this.holes.push( new Path().fromJSON( hole ) );
  22983. }
  22984. return this;
  22985. }
  22986. } );
  22987. /**
  22988. * @author mrdoob / http://mrdoob.com/
  22989. * @author alteredq / http://alteredqualia.com/
  22990. */
  22991. function Light( color, intensity ) {
  22992. Object3D.call( this );
  22993. this.type = 'Light';
  22994. this.color = new Color( color );
  22995. this.intensity = intensity !== undefined ? intensity : 1;
  22996. this.receiveShadow = undefined;
  22997. }
  22998. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22999. constructor: Light,
  23000. isLight: true,
  23001. copy: function ( source ) {
  23002. Object3D.prototype.copy.call( this, source );
  23003. this.color.copy( source.color );
  23004. this.intensity = source.intensity;
  23005. return this;
  23006. },
  23007. toJSON: function ( meta ) {
  23008. var data = Object3D.prototype.toJSON.call( this, meta );
  23009. data.object.color = this.color.getHex();
  23010. data.object.intensity = this.intensity;
  23011. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23012. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23013. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23014. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23015. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23016. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23017. return data;
  23018. }
  23019. } );
  23020. /**
  23021. * @author alteredq / http://alteredqualia.com/
  23022. */
  23023. function HemisphereLight( skyColor, groundColor, intensity ) {
  23024. Light.call( this, skyColor, intensity );
  23025. this.type = 'HemisphereLight';
  23026. this.castShadow = undefined;
  23027. this.position.copy( Object3D.DefaultUp );
  23028. this.updateMatrix();
  23029. this.groundColor = new Color( groundColor );
  23030. }
  23031. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23032. constructor: HemisphereLight,
  23033. isHemisphereLight: true,
  23034. copy: function ( source ) {
  23035. Light.prototype.copy.call( this, source );
  23036. this.groundColor.copy( source.groundColor );
  23037. return this;
  23038. }
  23039. } );
  23040. /**
  23041. * @author mrdoob / http://mrdoob.com/
  23042. */
  23043. function LightShadow( camera ) {
  23044. this.camera = camera;
  23045. this.bias = 0;
  23046. this.radius = 1;
  23047. this.mapSize = new Vector2( 512, 512 );
  23048. this.map = null;
  23049. this.mapPass = null;
  23050. this.matrix = new Matrix4();
  23051. this._frustum = new Frustum();
  23052. this._frameExtents = new Vector2( 1, 1 );
  23053. this._viewportCount = 1;
  23054. this._viewports = [
  23055. new Vector4( 0, 0, 1, 1 )
  23056. ];
  23057. }
  23058. Object.assign( LightShadow.prototype, {
  23059. _projScreenMatrix: new Matrix4(),
  23060. _lightPositionWorld: new Vector3(),
  23061. _lookTarget: new Vector3(),
  23062. getViewportCount: function () {
  23063. return this._viewportCount;
  23064. },
  23065. getFrustum: function () {
  23066. return this._frustum;
  23067. },
  23068. updateMatrices: function ( light ) {
  23069. var shadowCamera = this.camera,
  23070. shadowMatrix = this.matrix,
  23071. projScreenMatrix = this._projScreenMatrix,
  23072. lookTarget = this._lookTarget,
  23073. lightPositionWorld = this._lightPositionWorld;
  23074. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23075. shadowCamera.position.copy( lightPositionWorld );
  23076. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23077. shadowCamera.lookAt( lookTarget );
  23078. shadowCamera.updateMatrixWorld();
  23079. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23080. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23081. shadowMatrix.set(
  23082. 0.5, 0.0, 0.0, 0.5,
  23083. 0.0, 0.5, 0.0, 0.5,
  23084. 0.0, 0.0, 0.5, 0.5,
  23085. 0.0, 0.0, 0.0, 1.0
  23086. );
  23087. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23088. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23089. },
  23090. getViewport: function ( viewportIndex ) {
  23091. return this._viewports[ viewportIndex ];
  23092. },
  23093. getFrameExtents: function () {
  23094. return this._frameExtents;
  23095. },
  23096. copy: function ( source ) {
  23097. this.camera = source.camera.clone();
  23098. this.bias = source.bias;
  23099. this.radius = source.radius;
  23100. this.mapSize.copy( source.mapSize );
  23101. return this;
  23102. },
  23103. clone: function () {
  23104. return new this.constructor().copy( this );
  23105. },
  23106. toJSON: function () {
  23107. var object = {};
  23108. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23109. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23110. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23111. object.camera = this.camera.toJSON( false ).object;
  23112. delete object.camera.matrix;
  23113. return object;
  23114. }
  23115. } );
  23116. /**
  23117. * @author mrdoob / http://mrdoob.com/
  23118. */
  23119. function SpotLightShadow() {
  23120. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23121. }
  23122. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23123. constructor: SpotLightShadow,
  23124. isSpotLightShadow: true,
  23125. updateMatrices: function ( light ) {
  23126. var camera = this.camera;
  23127. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23128. var aspect = this.mapSize.width / this.mapSize.height;
  23129. var far = light.distance || camera.far;
  23130. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23131. camera.fov = fov;
  23132. camera.aspect = aspect;
  23133. camera.far = far;
  23134. camera.updateProjectionMatrix();
  23135. }
  23136. LightShadow.prototype.updateMatrices.call( this, light );
  23137. }
  23138. } );
  23139. /**
  23140. * @author alteredq / http://alteredqualia.com/
  23141. */
  23142. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23143. Light.call( this, color, intensity );
  23144. this.type = 'SpotLight';
  23145. this.position.copy( Object3D.DefaultUp );
  23146. this.updateMatrix();
  23147. this.target = new Object3D();
  23148. Object.defineProperty( this, 'power', {
  23149. get: function () {
  23150. // intensity = power per solid angle.
  23151. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23152. return this.intensity * Math.PI;
  23153. },
  23154. set: function ( power ) {
  23155. // intensity = power per solid angle.
  23156. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23157. this.intensity = power / Math.PI;
  23158. }
  23159. } );
  23160. this.distance = ( distance !== undefined ) ? distance : 0;
  23161. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23162. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23163. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23164. this.shadow = new SpotLightShadow();
  23165. }
  23166. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23167. constructor: SpotLight,
  23168. isSpotLight: true,
  23169. copy: function ( source ) {
  23170. Light.prototype.copy.call( this, source );
  23171. this.distance = source.distance;
  23172. this.angle = source.angle;
  23173. this.penumbra = source.penumbra;
  23174. this.decay = source.decay;
  23175. this.target = source.target.clone();
  23176. this.shadow = source.shadow.clone();
  23177. return this;
  23178. }
  23179. } );
  23180. function PointLightShadow() {
  23181. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23182. this._frameExtents = new Vector2( 4, 2 );
  23183. this._viewportCount = 6;
  23184. this._viewports = [
  23185. // These viewports map a cube-map onto a 2D texture with the
  23186. // following orientation:
  23187. //
  23188. // xzXZ
  23189. // y Y
  23190. //
  23191. // X - Positive x direction
  23192. // x - Negative x direction
  23193. // Y - Positive y direction
  23194. // y - Negative y direction
  23195. // Z - Positive z direction
  23196. // z - Negative z direction
  23197. // positive X
  23198. new Vector4( 2, 1, 1, 1 ),
  23199. // negative X
  23200. new Vector4( 0, 1, 1, 1 ),
  23201. // positive Z
  23202. new Vector4( 3, 1, 1, 1 ),
  23203. // negative Z
  23204. new Vector4( 1, 1, 1, 1 ),
  23205. // positive Y
  23206. new Vector4( 3, 0, 1, 1 ),
  23207. // negative Y
  23208. new Vector4( 1, 0, 1, 1 )
  23209. ];
  23210. this._cubeDirections = [
  23211. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23212. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23213. ];
  23214. this._cubeUps = [
  23215. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23216. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23217. ];
  23218. }
  23219. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23220. constructor: PointLightShadow,
  23221. isPointLightShadow: true,
  23222. updateMatrices: function ( light, viewportIndex ) {
  23223. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23224. var camera = this.camera,
  23225. shadowMatrix = this.matrix,
  23226. lightPositionWorld = this._lightPositionWorld,
  23227. lookTarget = this._lookTarget,
  23228. projScreenMatrix = this._projScreenMatrix;
  23229. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23230. camera.position.copy( lightPositionWorld );
  23231. lookTarget.copy( camera.position );
  23232. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23233. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23234. camera.lookAt( lookTarget );
  23235. camera.updateMatrixWorld();
  23236. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23237. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23238. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23239. }
  23240. } );
  23241. /**
  23242. * @author mrdoob / http://mrdoob.com/
  23243. */
  23244. function PointLight( color, intensity, distance, decay ) {
  23245. Light.call( this, color, intensity );
  23246. this.type = 'PointLight';
  23247. Object.defineProperty( this, 'power', {
  23248. get: function () {
  23249. // intensity = power per solid angle.
  23250. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23251. return this.intensity * 4 * Math.PI;
  23252. },
  23253. set: function ( power ) {
  23254. // intensity = power per solid angle.
  23255. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23256. this.intensity = power / ( 4 * Math.PI );
  23257. }
  23258. } );
  23259. this.distance = ( distance !== undefined ) ? distance : 0;
  23260. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23261. this.shadow = new PointLightShadow();
  23262. }
  23263. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23264. constructor: PointLight,
  23265. isPointLight: true,
  23266. copy: function ( source ) {
  23267. Light.prototype.copy.call( this, source );
  23268. this.distance = source.distance;
  23269. this.decay = source.decay;
  23270. this.shadow = source.shadow.clone();
  23271. return this;
  23272. }
  23273. } );
  23274. /**
  23275. * @author alteredq / http://alteredqualia.com/
  23276. * @author arose / http://github.com/arose
  23277. */
  23278. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23279. Camera.call( this );
  23280. this.type = 'OrthographicCamera';
  23281. this.zoom = 1;
  23282. this.view = null;
  23283. this.left = ( left !== undefined ) ? left : - 1;
  23284. this.right = ( right !== undefined ) ? right : 1;
  23285. this.top = ( top !== undefined ) ? top : 1;
  23286. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23287. this.near = ( near !== undefined ) ? near : 0.1;
  23288. this.far = ( far !== undefined ) ? far : 2000;
  23289. this.updateProjectionMatrix();
  23290. }
  23291. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23292. constructor: OrthographicCamera,
  23293. isOrthographicCamera: true,
  23294. copy: function ( source, recursive ) {
  23295. Camera.prototype.copy.call( this, source, recursive );
  23296. this.left = source.left;
  23297. this.right = source.right;
  23298. this.top = source.top;
  23299. this.bottom = source.bottom;
  23300. this.near = source.near;
  23301. this.far = source.far;
  23302. this.zoom = source.zoom;
  23303. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23304. return this;
  23305. },
  23306. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23307. if ( this.view === null ) {
  23308. this.view = {
  23309. enabled: true,
  23310. fullWidth: 1,
  23311. fullHeight: 1,
  23312. offsetX: 0,
  23313. offsetY: 0,
  23314. width: 1,
  23315. height: 1
  23316. };
  23317. }
  23318. this.view.enabled = true;
  23319. this.view.fullWidth = fullWidth;
  23320. this.view.fullHeight = fullHeight;
  23321. this.view.offsetX = x;
  23322. this.view.offsetY = y;
  23323. this.view.width = width;
  23324. this.view.height = height;
  23325. this.updateProjectionMatrix();
  23326. },
  23327. clearViewOffset: function () {
  23328. if ( this.view !== null ) {
  23329. this.view.enabled = false;
  23330. }
  23331. this.updateProjectionMatrix();
  23332. },
  23333. updateProjectionMatrix: function () {
  23334. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23335. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23336. var cx = ( this.right + this.left ) / 2;
  23337. var cy = ( this.top + this.bottom ) / 2;
  23338. var left = cx - dx;
  23339. var right = cx + dx;
  23340. var top = cy + dy;
  23341. var bottom = cy - dy;
  23342. if ( this.view !== null && this.view.enabled ) {
  23343. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23344. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23345. left += scaleW * this.view.offsetX;
  23346. right = left + scaleW * this.view.width;
  23347. top -= scaleH * this.view.offsetY;
  23348. bottom = top - scaleH * this.view.height;
  23349. }
  23350. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23351. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23352. },
  23353. toJSON: function ( meta ) {
  23354. var data = Object3D.prototype.toJSON.call( this, meta );
  23355. data.object.zoom = this.zoom;
  23356. data.object.left = this.left;
  23357. data.object.right = this.right;
  23358. data.object.top = this.top;
  23359. data.object.bottom = this.bottom;
  23360. data.object.near = this.near;
  23361. data.object.far = this.far;
  23362. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23363. return data;
  23364. }
  23365. } );
  23366. /**
  23367. * @author mrdoob / http://mrdoob.com/
  23368. */
  23369. function DirectionalLightShadow() {
  23370. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23371. }
  23372. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23373. constructor: DirectionalLightShadow,
  23374. isDirectionalLightShadow: true,
  23375. updateMatrices: function ( light ) {
  23376. LightShadow.prototype.updateMatrices.call( this, light );
  23377. }
  23378. } );
  23379. /**
  23380. * @author mrdoob / http://mrdoob.com/
  23381. * @author alteredq / http://alteredqualia.com/
  23382. */
  23383. function DirectionalLight( color, intensity ) {
  23384. Light.call( this, color, intensity );
  23385. this.type = 'DirectionalLight';
  23386. this.position.copy( Object3D.DefaultUp );
  23387. this.updateMatrix();
  23388. this.target = new Object3D();
  23389. this.shadow = new DirectionalLightShadow();
  23390. }
  23391. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23392. constructor: DirectionalLight,
  23393. isDirectionalLight: true,
  23394. copy: function ( source ) {
  23395. Light.prototype.copy.call( this, source );
  23396. this.target = source.target.clone();
  23397. this.shadow = source.shadow.clone();
  23398. return this;
  23399. }
  23400. } );
  23401. /**
  23402. * @author mrdoob / http://mrdoob.com/
  23403. */
  23404. function AmbientLight( color, intensity ) {
  23405. Light.call( this, color, intensity );
  23406. this.type = 'AmbientLight';
  23407. this.castShadow = undefined;
  23408. }
  23409. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23410. constructor: AmbientLight,
  23411. isAmbientLight: true
  23412. } );
  23413. /**
  23414. * @author abelnation / http://github.com/abelnation
  23415. */
  23416. function RectAreaLight( color, intensity, width, height ) {
  23417. Light.call( this, color, intensity );
  23418. this.type = 'RectAreaLight';
  23419. this.width = ( width !== undefined ) ? width : 10;
  23420. this.height = ( height !== undefined ) ? height : 10;
  23421. }
  23422. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23423. constructor: RectAreaLight,
  23424. isRectAreaLight: true,
  23425. copy: function ( source ) {
  23426. Light.prototype.copy.call( this, source );
  23427. this.width = source.width;
  23428. this.height = source.height;
  23429. return this;
  23430. },
  23431. toJSON: function ( meta ) {
  23432. var data = Light.prototype.toJSON.call( this, meta );
  23433. data.object.width = this.width;
  23434. data.object.height = this.height;
  23435. return data;
  23436. }
  23437. } );
  23438. /**
  23439. * @author mrdoob / http://mrdoob.com/
  23440. */
  23441. function MaterialLoader( manager ) {
  23442. Loader.call( this, manager );
  23443. this.textures = {};
  23444. }
  23445. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23446. constructor: MaterialLoader,
  23447. load: function ( url, onLoad, onProgress, onError ) {
  23448. var scope = this;
  23449. var loader = new FileLoader( scope.manager );
  23450. loader.setPath( scope.path );
  23451. loader.load( url, function ( text ) {
  23452. onLoad( scope.parse( JSON.parse( text ) ) );
  23453. }, onProgress, onError );
  23454. },
  23455. parse: function ( json ) {
  23456. var textures = this.textures;
  23457. function getTexture( name ) {
  23458. if ( textures[ name ] === undefined ) {
  23459. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23460. }
  23461. return textures[ name ];
  23462. }
  23463. var material = new Materials[ json.type ]();
  23464. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23465. if ( json.name !== undefined ) { material.name = json.name; }
  23466. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23467. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23468. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23469. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23470. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23471. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23472. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23473. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23474. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23475. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23476. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23477. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23478. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23479. if ( json.side !== undefined ) { material.side = json.side; }
  23480. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23481. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23482. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23483. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23484. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23485. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23486. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23487. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23488. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23489. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23490. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23491. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23492. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23493. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23494. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23495. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23496. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23497. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23498. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23499. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23500. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23501. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23502. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23503. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23504. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23505. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23506. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23507. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23508. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23509. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23510. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23511. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23512. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23513. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23514. if ( json.vertexColors !== undefined ) {
  23515. if ( typeof json.vertexColors === 'number' ) {
  23516. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23517. } else {
  23518. material.vertexColors = json.vertexColors;
  23519. }
  23520. }
  23521. // Shader Material
  23522. if ( json.uniforms !== undefined ) {
  23523. for ( var name in json.uniforms ) {
  23524. var uniform = json.uniforms[ name ];
  23525. material.uniforms[ name ] = {};
  23526. switch ( uniform.type ) {
  23527. case 't':
  23528. material.uniforms[ name ].value = getTexture( uniform.value );
  23529. break;
  23530. case 'c':
  23531. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23532. break;
  23533. case 'v2':
  23534. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23535. break;
  23536. case 'v3':
  23537. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23538. break;
  23539. case 'v4':
  23540. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23541. break;
  23542. case 'm3':
  23543. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23544. case 'm4':
  23545. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23546. break;
  23547. default:
  23548. material.uniforms[ name ].value = uniform.value;
  23549. }
  23550. }
  23551. }
  23552. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23553. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23554. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23555. if ( json.extensions !== undefined ) {
  23556. for ( var key in json.extensions ) {
  23557. material.extensions[ key ] = json.extensions[ key ];
  23558. }
  23559. }
  23560. // Deprecated
  23561. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23562. // for PointsMaterial
  23563. if ( json.size !== undefined ) { material.size = json.size; }
  23564. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23565. // maps
  23566. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23567. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23568. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23569. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23570. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23571. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23572. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23573. if ( json.normalScale !== undefined ) {
  23574. var normalScale = json.normalScale;
  23575. if ( Array.isArray( normalScale ) === false ) {
  23576. // Blender exporter used to export a scalar. See #7459
  23577. normalScale = [ normalScale, normalScale ];
  23578. }
  23579. material.normalScale = new Vector2().fromArray( normalScale );
  23580. }
  23581. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23582. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23583. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23584. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23585. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23586. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23587. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23588. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23589. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23590. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23591. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23592. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23593. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23594. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23595. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23596. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23597. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23598. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23599. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23600. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23601. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23602. return material;
  23603. },
  23604. setTextures: function ( value ) {
  23605. this.textures = value;
  23606. return this;
  23607. }
  23608. } );
  23609. /**
  23610. * @author Don McCurdy / https://www.donmccurdy.com
  23611. */
  23612. var LoaderUtils = {
  23613. decodeText: function ( array ) {
  23614. if ( typeof TextDecoder !== 'undefined' ) {
  23615. return new TextDecoder().decode( array );
  23616. }
  23617. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23618. // throws a "maximum call stack size exceeded" error for large arrays.
  23619. var s = '';
  23620. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23621. // Implicitly assumes little-endian.
  23622. s += String.fromCharCode( array[ i ] );
  23623. }
  23624. try {
  23625. // merges multi-byte utf-8 characters.
  23626. return decodeURIComponent( escape( s ) );
  23627. } catch ( e ) { // see #16358
  23628. return s;
  23629. }
  23630. },
  23631. extractUrlBase: function ( url ) {
  23632. var index = url.lastIndexOf( '/' );
  23633. if ( index === - 1 ) { return './'; }
  23634. return url.substr( 0, index + 1 );
  23635. }
  23636. };
  23637. /**
  23638. * @author benaadams / https://twitter.com/ben_a_adams
  23639. */
  23640. function InstancedBufferGeometry() {
  23641. BufferGeometry.call( this );
  23642. this.type = 'InstancedBufferGeometry';
  23643. this.maxInstancedCount = undefined;
  23644. }
  23645. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23646. constructor: InstancedBufferGeometry,
  23647. isInstancedBufferGeometry: true,
  23648. copy: function ( source ) {
  23649. BufferGeometry.prototype.copy.call( this, source );
  23650. this.maxInstancedCount = source.maxInstancedCount;
  23651. return this;
  23652. },
  23653. clone: function () {
  23654. return new this.constructor().copy( this );
  23655. },
  23656. toJSON: function () {
  23657. var data = BufferGeometry.prototype.toJSON.call( this );
  23658. data.maxInstancedCount = this.maxInstancedCount;
  23659. data.isInstancedBufferGeometry = true;
  23660. return data;
  23661. }
  23662. } );
  23663. /**
  23664. * @author benaadams / https://twitter.com/ben_a_adams
  23665. */
  23666. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23667. if ( typeof ( normalized ) === 'number' ) {
  23668. meshPerAttribute = normalized;
  23669. normalized = false;
  23670. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23671. }
  23672. BufferAttribute.call( this, array, itemSize, normalized );
  23673. this.meshPerAttribute = meshPerAttribute || 1;
  23674. }
  23675. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23676. constructor: InstancedBufferAttribute,
  23677. isInstancedBufferAttribute: true,
  23678. copy: function ( source ) {
  23679. BufferAttribute.prototype.copy.call( this, source );
  23680. this.meshPerAttribute = source.meshPerAttribute;
  23681. return this;
  23682. },
  23683. toJSON: function () {
  23684. var data = BufferAttribute.prototype.toJSON.call( this );
  23685. data.meshPerAttribute = this.meshPerAttribute;
  23686. data.isInstancedBufferAttribute = true;
  23687. return data;
  23688. }
  23689. } );
  23690. /**
  23691. * @author mrdoob / http://mrdoob.com/
  23692. */
  23693. function BufferGeometryLoader( manager ) {
  23694. Loader.call( this, manager );
  23695. }
  23696. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23697. constructor: BufferGeometryLoader,
  23698. load: function ( url, onLoad, onProgress, onError ) {
  23699. var scope = this;
  23700. var loader = new FileLoader( scope.manager );
  23701. loader.setPath( scope.path );
  23702. loader.load( url, function ( text ) {
  23703. onLoad( scope.parse( JSON.parse( text ) ) );
  23704. }, onProgress, onError );
  23705. },
  23706. parse: function ( json ) {
  23707. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23708. var index = json.data.index;
  23709. if ( index !== undefined ) {
  23710. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23711. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23712. }
  23713. var attributes = json.data.attributes;
  23714. for ( var key in attributes ) {
  23715. var attribute = attributes[ key ];
  23716. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23717. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23718. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23719. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23720. geometry.setAttribute( key, bufferAttribute );
  23721. }
  23722. var morphAttributes = json.data.morphAttributes;
  23723. if ( morphAttributes ) {
  23724. for ( var key in morphAttributes ) {
  23725. var attributeArray = morphAttributes[ key ];
  23726. var array = [];
  23727. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23728. var attribute = attributeArray[ i ];
  23729. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23730. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23731. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23732. array.push( bufferAttribute );
  23733. }
  23734. geometry.morphAttributes[ key ] = array;
  23735. }
  23736. }
  23737. var morphTargetsRelative = json.data.morphTargetsRelative;
  23738. if ( morphTargetsRelative ) {
  23739. geometry.morphTargetsRelative = true;
  23740. }
  23741. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23742. if ( groups !== undefined ) {
  23743. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23744. var group = groups[ i ];
  23745. geometry.addGroup( group.start, group.count, group.materialIndex );
  23746. }
  23747. }
  23748. var boundingSphere = json.data.boundingSphere;
  23749. if ( boundingSphere !== undefined ) {
  23750. var center = new Vector3();
  23751. if ( boundingSphere.center !== undefined ) {
  23752. center.fromArray( boundingSphere.center );
  23753. }
  23754. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23755. }
  23756. if ( json.name ) { geometry.name = json.name; }
  23757. if ( json.userData ) { geometry.userData = json.userData; }
  23758. return geometry;
  23759. }
  23760. } );
  23761. var TYPED_ARRAYS = {
  23762. Int8Array: Int8Array,
  23763. Uint8Array: Uint8Array,
  23764. // Workaround for IE11 pre KB2929437. See #11440
  23765. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23766. Int16Array: Int16Array,
  23767. Uint16Array: Uint16Array,
  23768. Int32Array: Int32Array,
  23769. Uint32Array: Uint32Array,
  23770. Float32Array: Float32Array,
  23771. Float64Array: Float64Array
  23772. };
  23773. /**
  23774. * @author mrdoob / http://mrdoob.com/
  23775. */
  23776. function ObjectLoader( manager ) {
  23777. Loader.call( this, manager );
  23778. }
  23779. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23780. constructor: ObjectLoader,
  23781. load: function ( url, onLoad, onProgress, onError ) {
  23782. var scope = this;
  23783. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23784. this.resourcePath = this.resourcePath || path;
  23785. var loader = new FileLoader( scope.manager );
  23786. loader.setPath( this.path );
  23787. loader.load( url, function ( text ) {
  23788. var json = null;
  23789. try {
  23790. json = JSON.parse( text );
  23791. } catch ( error ) {
  23792. if ( onError !== undefined ) { onError( error ); }
  23793. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23794. return;
  23795. }
  23796. var metadata = json.metadata;
  23797. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23798. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23799. return;
  23800. }
  23801. scope.parse( json, onLoad );
  23802. }, onProgress, onError );
  23803. },
  23804. parse: function ( json, onLoad ) {
  23805. var shapes = this.parseShape( json.shapes );
  23806. var geometries = this.parseGeometries( json.geometries, shapes );
  23807. var images = this.parseImages( json.images, function () {
  23808. if ( onLoad !== undefined ) { onLoad( object ); }
  23809. } );
  23810. var textures = this.parseTextures( json.textures, images );
  23811. var materials = this.parseMaterials( json.materials, textures );
  23812. var object = this.parseObject( json.object, geometries, materials );
  23813. if ( json.animations ) {
  23814. object.animations = this.parseAnimations( json.animations );
  23815. }
  23816. if ( json.images === undefined || json.images.length === 0 ) {
  23817. if ( onLoad !== undefined ) { onLoad( object ); }
  23818. }
  23819. return object;
  23820. },
  23821. parseShape: function ( json ) {
  23822. var shapes = {};
  23823. if ( json !== undefined ) {
  23824. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23825. var shape = new Shape().fromJSON( json[ i ] );
  23826. shapes[ shape.uuid ] = shape;
  23827. }
  23828. }
  23829. return shapes;
  23830. },
  23831. parseGeometries: function ( json, shapes ) {
  23832. var geometries = {};
  23833. if ( json !== undefined ) {
  23834. var bufferGeometryLoader = new BufferGeometryLoader();
  23835. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23836. var geometry;
  23837. var data = json[ i ];
  23838. switch ( data.type ) {
  23839. case 'PlaneGeometry':
  23840. case 'PlaneBufferGeometry':
  23841. geometry = new Geometries[ data.type ](
  23842. data.width,
  23843. data.height,
  23844. data.widthSegments,
  23845. data.heightSegments
  23846. );
  23847. break;
  23848. case 'BoxGeometry':
  23849. case 'BoxBufferGeometry':
  23850. case 'CubeGeometry': // backwards compatible
  23851. geometry = new Geometries[ data.type ](
  23852. data.width,
  23853. data.height,
  23854. data.depth,
  23855. data.widthSegments,
  23856. data.heightSegments,
  23857. data.depthSegments
  23858. );
  23859. break;
  23860. case 'CircleGeometry':
  23861. case 'CircleBufferGeometry':
  23862. geometry = new Geometries[ data.type ](
  23863. data.radius,
  23864. data.segments,
  23865. data.thetaStart,
  23866. data.thetaLength
  23867. );
  23868. break;
  23869. case 'CylinderGeometry':
  23870. case 'CylinderBufferGeometry':
  23871. geometry = new Geometries[ data.type ](
  23872. data.radiusTop,
  23873. data.radiusBottom,
  23874. data.height,
  23875. data.radialSegments,
  23876. data.heightSegments,
  23877. data.openEnded,
  23878. data.thetaStart,
  23879. data.thetaLength
  23880. );
  23881. break;
  23882. case 'ConeGeometry':
  23883. case 'ConeBufferGeometry':
  23884. geometry = new Geometries[ data.type ](
  23885. data.radius,
  23886. data.height,
  23887. data.radialSegments,
  23888. data.heightSegments,
  23889. data.openEnded,
  23890. data.thetaStart,
  23891. data.thetaLength
  23892. );
  23893. break;
  23894. case 'SphereGeometry':
  23895. case 'SphereBufferGeometry':
  23896. geometry = new Geometries[ data.type ](
  23897. data.radius,
  23898. data.widthSegments,
  23899. data.heightSegments,
  23900. data.phiStart,
  23901. data.phiLength,
  23902. data.thetaStart,
  23903. data.thetaLength
  23904. );
  23905. break;
  23906. case 'DodecahedronGeometry':
  23907. case 'DodecahedronBufferGeometry':
  23908. case 'IcosahedronGeometry':
  23909. case 'IcosahedronBufferGeometry':
  23910. case 'OctahedronGeometry':
  23911. case 'OctahedronBufferGeometry':
  23912. case 'TetrahedronGeometry':
  23913. case 'TetrahedronBufferGeometry':
  23914. geometry = new Geometries[ data.type ](
  23915. data.radius,
  23916. data.detail
  23917. );
  23918. break;
  23919. case 'RingGeometry':
  23920. case 'RingBufferGeometry':
  23921. geometry = new Geometries[ data.type ](
  23922. data.innerRadius,
  23923. data.outerRadius,
  23924. data.thetaSegments,
  23925. data.phiSegments,
  23926. data.thetaStart,
  23927. data.thetaLength
  23928. );
  23929. break;
  23930. case 'TorusGeometry':
  23931. case 'TorusBufferGeometry':
  23932. geometry = new Geometries[ data.type ](
  23933. data.radius,
  23934. data.tube,
  23935. data.radialSegments,
  23936. data.tubularSegments,
  23937. data.arc
  23938. );
  23939. break;
  23940. case 'TorusKnotGeometry':
  23941. case 'TorusKnotBufferGeometry':
  23942. geometry = new Geometries[ data.type ](
  23943. data.radius,
  23944. data.tube,
  23945. data.tubularSegments,
  23946. data.radialSegments,
  23947. data.p,
  23948. data.q
  23949. );
  23950. break;
  23951. case 'TubeGeometry':
  23952. case 'TubeBufferGeometry':
  23953. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23954. // User defined curves or instances of CurvePath will not be deserialized.
  23955. geometry = new Geometries[ data.type ](
  23956. new Curves[ data.path.type ]().fromJSON( data.path ),
  23957. data.tubularSegments,
  23958. data.radius,
  23959. data.radialSegments,
  23960. data.closed
  23961. );
  23962. break;
  23963. case 'LatheGeometry':
  23964. case 'LatheBufferGeometry':
  23965. geometry = new Geometries[ data.type ](
  23966. data.points,
  23967. data.segments,
  23968. data.phiStart,
  23969. data.phiLength
  23970. );
  23971. break;
  23972. case 'PolyhedronGeometry':
  23973. case 'PolyhedronBufferGeometry':
  23974. geometry = new Geometries[ data.type ](
  23975. data.vertices,
  23976. data.indices,
  23977. data.radius,
  23978. data.details
  23979. );
  23980. break;
  23981. case 'ShapeGeometry':
  23982. case 'ShapeBufferGeometry':
  23983. var geometryShapes = [];
  23984. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23985. var shape = shapes[ data.shapes[ j ] ];
  23986. geometryShapes.push( shape );
  23987. }
  23988. geometry = new Geometries[ data.type ](
  23989. geometryShapes,
  23990. data.curveSegments
  23991. );
  23992. break;
  23993. case 'ExtrudeGeometry':
  23994. case 'ExtrudeBufferGeometry':
  23995. var geometryShapes = [];
  23996. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23997. var shape = shapes[ data.shapes[ j ] ];
  23998. geometryShapes.push( shape );
  23999. }
  24000. var extrudePath = data.options.extrudePath;
  24001. if ( extrudePath !== undefined ) {
  24002. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24003. }
  24004. geometry = new Geometries[ data.type ](
  24005. geometryShapes,
  24006. data.options
  24007. );
  24008. break;
  24009. case 'BufferGeometry':
  24010. case 'InstancedBufferGeometry':
  24011. geometry = bufferGeometryLoader.parse( data );
  24012. break;
  24013. case 'Geometry':
  24014. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24015. break;
  24016. default:
  24017. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24018. continue;
  24019. }
  24020. geometry.uuid = data.uuid;
  24021. if ( data.name !== undefined ) { geometry.name = data.name; }
  24022. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24023. geometries[ data.uuid ] = geometry;
  24024. }
  24025. }
  24026. return geometries;
  24027. },
  24028. parseMaterials: function ( json, textures ) {
  24029. var cache = {}; // MultiMaterial
  24030. var materials = {};
  24031. if ( json !== undefined ) {
  24032. var loader = new MaterialLoader();
  24033. loader.setTextures( textures );
  24034. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24035. var data = json[ i ];
  24036. if ( data.type === 'MultiMaterial' ) {
  24037. // Deprecated
  24038. var array = [];
  24039. for ( var j = 0; j < data.materials.length; j ++ ) {
  24040. var material = data.materials[ j ];
  24041. if ( cache[ material.uuid ] === undefined ) {
  24042. cache[ material.uuid ] = loader.parse( material );
  24043. }
  24044. array.push( cache[ material.uuid ] );
  24045. }
  24046. materials[ data.uuid ] = array;
  24047. } else {
  24048. if ( cache[ data.uuid ] === undefined ) {
  24049. cache[ data.uuid ] = loader.parse( data );
  24050. }
  24051. materials[ data.uuid ] = cache[ data.uuid ];
  24052. }
  24053. }
  24054. }
  24055. return materials;
  24056. },
  24057. parseAnimations: function ( json ) {
  24058. var animations = [];
  24059. for ( var i = 0; i < json.length; i ++ ) {
  24060. var data = json[ i ];
  24061. var clip = AnimationClip.parse( data );
  24062. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24063. animations.push( clip );
  24064. }
  24065. return animations;
  24066. },
  24067. parseImages: function ( json, onLoad ) {
  24068. var scope = this;
  24069. var images = {};
  24070. function loadImage( url ) {
  24071. scope.manager.itemStart( url );
  24072. return loader.load( url, function () {
  24073. scope.manager.itemEnd( url );
  24074. }, undefined, function () {
  24075. scope.manager.itemError( url );
  24076. scope.manager.itemEnd( url );
  24077. } );
  24078. }
  24079. if ( json !== undefined && json.length > 0 ) {
  24080. var manager = new LoadingManager( onLoad );
  24081. var loader = new ImageLoader( manager );
  24082. loader.setCrossOrigin( this.crossOrigin );
  24083. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24084. var image = json[ i ];
  24085. var url = image.url;
  24086. if ( Array.isArray( url ) ) {
  24087. // load array of images e.g CubeTexture
  24088. images[ image.uuid ] = [];
  24089. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24090. var currentUrl = url[ j ];
  24091. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24092. images[ image.uuid ].push( loadImage( path ) );
  24093. }
  24094. } else {
  24095. // load single image
  24096. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24097. images[ image.uuid ] = loadImage( path );
  24098. }
  24099. }
  24100. }
  24101. return images;
  24102. },
  24103. parseTextures: function ( json, images ) {
  24104. function parseConstant( value, type ) {
  24105. if ( typeof value === 'number' ) { return value; }
  24106. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24107. return type[ value ];
  24108. }
  24109. var textures = {};
  24110. if ( json !== undefined ) {
  24111. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24112. var data = json[ i ];
  24113. if ( data.image === undefined ) {
  24114. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24115. }
  24116. if ( images[ data.image ] === undefined ) {
  24117. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24118. }
  24119. var texture;
  24120. if ( Array.isArray( images[ data.image ] ) ) {
  24121. texture = new CubeTexture( images[ data.image ] );
  24122. } else {
  24123. texture = new Texture( images[ data.image ] );
  24124. }
  24125. texture.needsUpdate = true;
  24126. texture.uuid = data.uuid;
  24127. if ( data.name !== undefined ) { texture.name = data.name; }
  24128. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24129. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24130. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24131. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24132. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24133. if ( data.wrap !== undefined ) {
  24134. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24135. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24136. }
  24137. if ( data.format !== undefined ) { texture.format = data.format; }
  24138. if ( data.type !== undefined ) { texture.type = data.type; }
  24139. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24140. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24141. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24142. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24143. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24144. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24145. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24146. textures[ data.uuid ] = texture;
  24147. }
  24148. }
  24149. return textures;
  24150. },
  24151. parseObject: function ( data, geometries, materials ) {
  24152. var object;
  24153. function getGeometry( name ) {
  24154. if ( geometries[ name ] === undefined ) {
  24155. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24156. }
  24157. return geometries[ name ];
  24158. }
  24159. function getMaterial( name ) {
  24160. if ( name === undefined ) { return undefined; }
  24161. if ( Array.isArray( name ) ) {
  24162. var array = [];
  24163. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24164. var uuid = name[ i ];
  24165. if ( materials[ uuid ] === undefined ) {
  24166. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24167. }
  24168. array.push( materials[ uuid ] );
  24169. }
  24170. return array;
  24171. }
  24172. if ( materials[ name ] === undefined ) {
  24173. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24174. }
  24175. return materials[ name ];
  24176. }
  24177. switch ( data.type ) {
  24178. case 'Scene':
  24179. object = new Scene();
  24180. if ( data.background !== undefined ) {
  24181. if ( Number.isInteger( data.background ) ) {
  24182. object.background = new Color( data.background );
  24183. }
  24184. }
  24185. if ( data.fog !== undefined ) {
  24186. if ( data.fog.type === 'Fog' ) {
  24187. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24188. } else if ( data.fog.type === 'FogExp2' ) {
  24189. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24190. }
  24191. }
  24192. break;
  24193. case 'PerspectiveCamera':
  24194. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24195. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24196. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24197. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24198. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24199. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24200. break;
  24201. case 'OrthographicCamera':
  24202. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24203. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24204. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24205. break;
  24206. case 'AmbientLight':
  24207. object = new AmbientLight( data.color, data.intensity );
  24208. break;
  24209. case 'DirectionalLight':
  24210. object = new DirectionalLight( data.color, data.intensity );
  24211. break;
  24212. case 'PointLight':
  24213. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24214. break;
  24215. case 'RectAreaLight':
  24216. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24217. break;
  24218. case 'SpotLight':
  24219. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24220. break;
  24221. case 'HemisphereLight':
  24222. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24223. break;
  24224. case 'SkinnedMesh':
  24225. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24226. case 'Mesh':
  24227. var geometry = getGeometry( data.geometry );
  24228. var material = getMaterial( data.material );
  24229. if ( geometry.bones && geometry.bones.length > 0 ) {
  24230. object = new SkinnedMesh( geometry, material );
  24231. } else {
  24232. object = new Mesh( geometry, material );
  24233. }
  24234. break;
  24235. case 'InstancedMesh':
  24236. var geometry = getGeometry( data.geometry );
  24237. var material = getMaterial( data.material );
  24238. var count = data.count;
  24239. var instanceMatrix = data.instanceMatrix;
  24240. object = new InstancedMesh( geometry, material, count );
  24241. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24242. break;
  24243. case 'LOD':
  24244. object = new LOD();
  24245. break;
  24246. case 'Line':
  24247. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24248. break;
  24249. case 'LineLoop':
  24250. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24251. break;
  24252. case 'LineSegments':
  24253. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24254. break;
  24255. case 'PointCloud':
  24256. case 'Points':
  24257. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24258. break;
  24259. case 'Sprite':
  24260. object = new Sprite( getMaterial( data.material ) );
  24261. break;
  24262. case 'Group':
  24263. object = new Group();
  24264. break;
  24265. default:
  24266. object = new Object3D();
  24267. }
  24268. object.uuid = data.uuid;
  24269. if ( data.name !== undefined ) { object.name = data.name; }
  24270. if ( data.matrix !== undefined ) {
  24271. object.matrix.fromArray( data.matrix );
  24272. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24273. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24274. } else {
  24275. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24276. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24277. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24278. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24279. }
  24280. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24281. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24282. if ( data.shadow ) {
  24283. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24284. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24285. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24286. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24287. }
  24288. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24289. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24290. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24291. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24292. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24293. if ( data.children !== undefined ) {
  24294. var children = data.children;
  24295. for ( var i = 0; i < children.length; i ++ ) {
  24296. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24297. }
  24298. }
  24299. if ( data.type === 'LOD' ) {
  24300. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24301. var levels = data.levels;
  24302. for ( var l = 0; l < levels.length; l ++ ) {
  24303. var level = levels[ l ];
  24304. var child = object.getObjectByProperty( 'uuid', level.object );
  24305. if ( child !== undefined ) {
  24306. object.addLevel( child, level.distance );
  24307. }
  24308. }
  24309. }
  24310. return object;
  24311. }
  24312. } );
  24313. var TEXTURE_MAPPING = {
  24314. UVMapping: UVMapping,
  24315. CubeReflectionMapping: CubeReflectionMapping,
  24316. CubeRefractionMapping: CubeRefractionMapping,
  24317. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24318. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24319. SphericalReflectionMapping: SphericalReflectionMapping,
  24320. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24321. CubeUVRefractionMapping: CubeUVRefractionMapping
  24322. };
  24323. var TEXTURE_WRAPPING = {
  24324. RepeatWrapping: RepeatWrapping,
  24325. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24326. MirroredRepeatWrapping: MirroredRepeatWrapping
  24327. };
  24328. var TEXTURE_FILTER = {
  24329. NearestFilter: NearestFilter,
  24330. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24331. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24332. LinearFilter: LinearFilter,
  24333. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24334. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24335. };
  24336. /**
  24337. * @author thespite / http://clicktorelease.com/
  24338. */
  24339. function ImageBitmapLoader( manager ) {
  24340. if ( typeof createImageBitmap === 'undefined' ) {
  24341. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24342. }
  24343. if ( typeof fetch === 'undefined' ) {
  24344. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24345. }
  24346. Loader.call( this, manager );
  24347. this.options = undefined;
  24348. }
  24349. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24350. constructor: ImageBitmapLoader,
  24351. setOptions: function setOptions( options ) {
  24352. this.options = options;
  24353. return this;
  24354. },
  24355. load: function ( url, onLoad, onProgress, onError ) {
  24356. if ( url === undefined ) { url = ''; }
  24357. if ( this.path !== undefined ) { url = this.path + url; }
  24358. url = this.manager.resolveURL( url );
  24359. var scope = this;
  24360. var cached = Cache.get( url );
  24361. if ( cached !== undefined ) {
  24362. scope.manager.itemStart( url );
  24363. setTimeout( function () {
  24364. if ( onLoad ) { onLoad( cached ); }
  24365. scope.manager.itemEnd( url );
  24366. }, 0 );
  24367. return cached;
  24368. }
  24369. fetch( url ).then( function ( res ) {
  24370. return res.blob();
  24371. } ).then( function ( blob ) {
  24372. if ( scope.options === undefined ) {
  24373. // Workaround for FireFox. It causes an error if you pass options.
  24374. return createImageBitmap( blob );
  24375. } else {
  24376. return createImageBitmap( blob, scope.options );
  24377. }
  24378. } ).then( function ( imageBitmap ) {
  24379. Cache.add( url, imageBitmap );
  24380. if ( onLoad ) { onLoad( imageBitmap ); }
  24381. scope.manager.itemEnd( url );
  24382. } ).catch( function ( e ) {
  24383. if ( onError ) { onError( e ); }
  24384. scope.manager.itemError( url );
  24385. scope.manager.itemEnd( url );
  24386. } );
  24387. scope.manager.itemStart( url );
  24388. }
  24389. } );
  24390. /**
  24391. * @author zz85 / http://www.lab4games.net/zz85/blog
  24392. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24393. **/
  24394. function ShapePath() {
  24395. this.type = 'ShapePath';
  24396. this.color = new Color();
  24397. this.subPaths = [];
  24398. this.currentPath = null;
  24399. }
  24400. Object.assign( ShapePath.prototype, {
  24401. moveTo: function ( x, y ) {
  24402. this.currentPath = new Path();
  24403. this.subPaths.push( this.currentPath );
  24404. this.currentPath.moveTo( x, y );
  24405. return this;
  24406. },
  24407. lineTo: function ( x, y ) {
  24408. this.currentPath.lineTo( x, y );
  24409. return this;
  24410. },
  24411. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24412. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24413. return this;
  24414. },
  24415. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24416. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24417. return this;
  24418. },
  24419. splineThru: function ( pts ) {
  24420. this.currentPath.splineThru( pts );
  24421. return this;
  24422. },
  24423. toShapes: function ( isCCW, noHoles ) {
  24424. function toShapesNoHoles( inSubpaths ) {
  24425. var shapes = [];
  24426. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24427. var tmpPath = inSubpaths[ i ];
  24428. var tmpShape = new Shape();
  24429. tmpShape.curves = tmpPath.curves;
  24430. shapes.push( tmpShape );
  24431. }
  24432. return shapes;
  24433. }
  24434. function isPointInsidePolygon( inPt, inPolygon ) {
  24435. var polyLen = inPolygon.length;
  24436. // inPt on polygon contour => immediate success or
  24437. // toggling of inside/outside at every single! intersection point of an edge
  24438. // with the horizontal line through inPt, left of inPt
  24439. // not counting lowerY endpoints of edges and whole edges on that line
  24440. var inside = false;
  24441. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24442. var edgeLowPt = inPolygon[ p ];
  24443. var edgeHighPt = inPolygon[ q ];
  24444. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24445. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24446. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24447. // not parallel
  24448. if ( edgeDy < 0 ) {
  24449. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24450. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24451. }
  24452. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24453. if ( inPt.y === edgeLowPt.y ) {
  24454. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24455. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24456. } else {
  24457. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24458. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24459. if ( perpEdge < 0 ) { continue; }
  24460. inside = ! inside; // true intersection left of inPt
  24461. }
  24462. } else {
  24463. // parallel or collinear
  24464. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24465. // edge lies on the same horizontal line as inPt
  24466. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24467. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24468. // continue;
  24469. }
  24470. }
  24471. return inside;
  24472. }
  24473. var isClockWise = ShapeUtils.isClockWise;
  24474. var subPaths = this.subPaths;
  24475. if ( subPaths.length === 0 ) { return []; }
  24476. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24477. var solid, tmpPath, tmpShape, shapes = [];
  24478. if ( subPaths.length === 1 ) {
  24479. tmpPath = subPaths[ 0 ];
  24480. tmpShape = new Shape();
  24481. tmpShape.curves = tmpPath.curves;
  24482. shapes.push( tmpShape );
  24483. return shapes;
  24484. }
  24485. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24486. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24487. // console.log("Holes first", holesFirst);
  24488. var betterShapeHoles = [];
  24489. var newShapes = [];
  24490. var newShapeHoles = [];
  24491. var mainIdx = 0;
  24492. var tmpPoints;
  24493. newShapes[ mainIdx ] = undefined;
  24494. newShapeHoles[ mainIdx ] = [];
  24495. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24496. tmpPath = subPaths[ i ];
  24497. tmpPoints = tmpPath.getPoints();
  24498. solid = isClockWise( tmpPoints );
  24499. solid = isCCW ? ! solid : solid;
  24500. if ( solid ) {
  24501. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24502. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24503. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24504. if ( holesFirst ) { mainIdx ++; }
  24505. newShapeHoles[ mainIdx ] = [];
  24506. //console.log('cw', i);
  24507. } else {
  24508. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24509. //console.log('ccw', i);
  24510. }
  24511. }
  24512. // only Holes? -> probably all Shapes with wrong orientation
  24513. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24514. if ( newShapes.length > 1 ) {
  24515. var ambiguous = false;
  24516. var toChange = [];
  24517. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24518. betterShapeHoles[ sIdx ] = [];
  24519. }
  24520. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24521. var sho = newShapeHoles[ sIdx ];
  24522. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24523. var ho = sho[ hIdx ];
  24524. var hole_unassigned = true;
  24525. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24526. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24527. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24528. if ( hole_unassigned ) {
  24529. hole_unassigned = false;
  24530. betterShapeHoles[ s2Idx ].push( ho );
  24531. } else {
  24532. ambiguous = true;
  24533. }
  24534. }
  24535. }
  24536. if ( hole_unassigned ) {
  24537. betterShapeHoles[ sIdx ].push( ho );
  24538. }
  24539. }
  24540. }
  24541. // console.log("ambiguous: ", ambiguous);
  24542. if ( toChange.length > 0 ) {
  24543. // console.log("to change: ", toChange);
  24544. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24545. }
  24546. }
  24547. var tmpHoles;
  24548. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24549. tmpShape = newShapes[ i ].s;
  24550. shapes.push( tmpShape );
  24551. tmpHoles = newShapeHoles[ i ];
  24552. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24553. tmpShape.holes.push( tmpHoles[ j ].h );
  24554. }
  24555. }
  24556. //console.log("shape", shapes);
  24557. return shapes;
  24558. }
  24559. } );
  24560. /**
  24561. * @author zz85 / http://www.lab4games.net/zz85/blog
  24562. * @author mrdoob / http://mrdoob.com/
  24563. */
  24564. function Font( data ) {
  24565. this.type = 'Font';
  24566. this.data = data;
  24567. }
  24568. Object.assign( Font.prototype, {
  24569. isFont: true,
  24570. generateShapes: function ( text, size ) {
  24571. if ( size === undefined ) { size = 100; }
  24572. var shapes = [];
  24573. var paths = createPaths( text, size, this.data );
  24574. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24575. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24576. }
  24577. return shapes;
  24578. }
  24579. } );
  24580. function createPaths( text, size, data ) {
  24581. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24582. var scale = size / data.resolution;
  24583. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24584. var paths = [];
  24585. var offsetX = 0, offsetY = 0;
  24586. for ( var i = 0; i < chars.length; i ++ ) {
  24587. var char = chars[ i ];
  24588. if ( char === '\n' ) {
  24589. offsetX = 0;
  24590. offsetY -= line_height;
  24591. } else {
  24592. var ret = createPath( char, scale, offsetX, offsetY, data );
  24593. offsetX += ret.offsetX;
  24594. paths.push( ret.path );
  24595. }
  24596. }
  24597. return paths;
  24598. }
  24599. function createPath( char, scale, offsetX, offsetY, data ) {
  24600. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24601. if ( ! glyph ) {
  24602. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24603. return;
  24604. }
  24605. var path = new ShapePath();
  24606. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24607. if ( glyph.o ) {
  24608. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24609. for ( var i = 0, l = outline.length; i < l; ) {
  24610. var action = outline[ i ++ ];
  24611. switch ( action ) {
  24612. case 'm': // moveTo
  24613. x = outline[ i ++ ] * scale + offsetX;
  24614. y = outline[ i ++ ] * scale + offsetY;
  24615. path.moveTo( x, y );
  24616. break;
  24617. case 'l': // lineTo
  24618. x = outline[ i ++ ] * scale + offsetX;
  24619. y = outline[ i ++ ] * scale + offsetY;
  24620. path.lineTo( x, y );
  24621. break;
  24622. case 'q': // quadraticCurveTo
  24623. cpx = outline[ i ++ ] * scale + offsetX;
  24624. cpy = outline[ i ++ ] * scale + offsetY;
  24625. cpx1 = outline[ i ++ ] * scale + offsetX;
  24626. cpy1 = outline[ i ++ ] * scale + offsetY;
  24627. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24628. break;
  24629. case 'b': // bezierCurveTo
  24630. cpx = outline[ i ++ ] * scale + offsetX;
  24631. cpy = outline[ i ++ ] * scale + offsetY;
  24632. cpx1 = outline[ i ++ ] * scale + offsetX;
  24633. cpy1 = outline[ i ++ ] * scale + offsetY;
  24634. cpx2 = outline[ i ++ ] * scale + offsetX;
  24635. cpy2 = outline[ i ++ ] * scale + offsetY;
  24636. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24637. break;
  24638. }
  24639. }
  24640. }
  24641. return { offsetX: glyph.ha * scale, path: path };
  24642. }
  24643. /**
  24644. * @author mrdoob / http://mrdoob.com/
  24645. */
  24646. function FontLoader( manager ) {
  24647. Loader.call( this, manager );
  24648. }
  24649. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24650. constructor: FontLoader,
  24651. load: function ( url, onLoad, onProgress, onError ) {
  24652. var scope = this;
  24653. var loader = new FileLoader( this.manager );
  24654. loader.setPath( this.path );
  24655. loader.load( url, function ( text ) {
  24656. var json;
  24657. try {
  24658. json = JSON.parse( text );
  24659. } catch ( e ) {
  24660. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24661. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24662. }
  24663. var font = scope.parse( json );
  24664. if ( onLoad ) { onLoad( font ); }
  24665. }, onProgress, onError );
  24666. },
  24667. parse: function ( json ) {
  24668. return new Font( json );
  24669. }
  24670. } );
  24671. /**
  24672. * @author mrdoob / http://mrdoob.com/
  24673. */
  24674. var _context;
  24675. var AudioContext = {
  24676. getContext: function () {
  24677. if ( _context === undefined ) {
  24678. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24679. }
  24680. return _context;
  24681. },
  24682. setContext: function ( value ) {
  24683. _context = value;
  24684. }
  24685. };
  24686. /**
  24687. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24688. */
  24689. function AudioLoader( manager ) {
  24690. Loader.call( this, manager );
  24691. }
  24692. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24693. constructor: AudioLoader,
  24694. load: function ( url, onLoad, onProgress, onError ) {
  24695. var loader = new FileLoader( this.manager );
  24696. loader.setResponseType( 'arraybuffer' );
  24697. loader.setPath( this.path );
  24698. loader.load( url, function ( buffer ) {
  24699. // Create a copy of the buffer. The `decodeAudioData` method
  24700. // detaches the buffer when complete, preventing reuse.
  24701. var bufferCopy = buffer.slice( 0 );
  24702. var context = AudioContext.getContext();
  24703. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24704. onLoad( audioBuffer );
  24705. } );
  24706. }, onProgress, onError );
  24707. }
  24708. } );
  24709. /**
  24710. * @author bhouston / http://clara.io
  24711. * @author WestLangley / http://github.com/WestLangley
  24712. *
  24713. * Primary reference:
  24714. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24715. *
  24716. * Secondary reference:
  24717. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24718. */
  24719. // 3-band SH defined by 9 coefficients
  24720. function SphericalHarmonics3() {
  24721. this.coefficients = [];
  24722. for ( var i = 0; i < 9; i ++ ) {
  24723. this.coefficients.push( new Vector3() );
  24724. }
  24725. }
  24726. Object.assign( SphericalHarmonics3.prototype, {
  24727. isSphericalHarmonics3: true,
  24728. set: function ( coefficients ) {
  24729. for ( var i = 0; i < 9; i ++ ) {
  24730. this.coefficients[ i ].copy( coefficients[ i ] );
  24731. }
  24732. return this;
  24733. },
  24734. zero: function () {
  24735. for ( var i = 0; i < 9; i ++ ) {
  24736. this.coefficients[ i ].set( 0, 0, 0 );
  24737. }
  24738. return this;
  24739. },
  24740. // get the radiance in the direction of the normal
  24741. // target is a Vector3
  24742. getAt: function ( normal, target ) {
  24743. // normal is assumed to be unit length
  24744. var x = normal.x, y = normal.y, z = normal.z;
  24745. var coeff = this.coefficients;
  24746. // band 0
  24747. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24748. // band 1
  24749. target.addScale( coeff[ 1 ], 0.488603 * y );
  24750. target.addScale( coeff[ 2 ], 0.488603 * z );
  24751. target.addScale( coeff[ 3 ], 0.488603 * x );
  24752. // band 2
  24753. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24754. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24755. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24756. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24757. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24758. return target;
  24759. },
  24760. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24761. // target is a Vector3
  24762. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24763. getIrradianceAt: function ( normal, target ) {
  24764. // normal is assumed to be unit length
  24765. var x = normal.x, y = normal.y, z = normal.z;
  24766. var coeff = this.coefficients;
  24767. // band 0
  24768. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24769. // band 1
  24770. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24771. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24772. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24773. // band 2
  24774. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24775. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24776. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24777. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24778. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24779. return target;
  24780. },
  24781. add: function ( sh ) {
  24782. for ( var i = 0; i < 9; i ++ ) {
  24783. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24784. }
  24785. return this;
  24786. },
  24787. scale: function ( s ) {
  24788. for ( var i = 0; i < 9; i ++ ) {
  24789. this.coefficients[ i ].multiplyScalar( s );
  24790. }
  24791. return this;
  24792. },
  24793. lerp: function ( sh, alpha ) {
  24794. for ( var i = 0; i < 9; i ++ ) {
  24795. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24796. }
  24797. return this;
  24798. },
  24799. equals: function ( sh ) {
  24800. for ( var i = 0; i < 9; i ++ ) {
  24801. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24802. return false;
  24803. }
  24804. }
  24805. return true;
  24806. },
  24807. copy: function ( sh ) {
  24808. return this.set( sh.coefficients );
  24809. },
  24810. clone: function () {
  24811. return new this.constructor().copy( this );
  24812. },
  24813. fromArray: function ( array, offset ) {
  24814. if ( offset === undefined ) { offset = 0; }
  24815. var coefficients = this.coefficients;
  24816. for ( var i = 0; i < 9; i ++ ) {
  24817. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24818. }
  24819. return this;
  24820. },
  24821. toArray: function ( array, offset ) {
  24822. if ( array === undefined ) { array = []; }
  24823. if ( offset === undefined ) { offset = 0; }
  24824. var coefficients = this.coefficients;
  24825. for ( var i = 0; i < 9; i ++ ) {
  24826. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24827. }
  24828. return array;
  24829. }
  24830. } );
  24831. Object.assign( SphericalHarmonics3, {
  24832. // evaluate the basis functions
  24833. // shBasis is an Array[ 9 ]
  24834. getBasisAt: function ( normal, shBasis ) {
  24835. // normal is assumed to be unit length
  24836. var x = normal.x, y = normal.y, z = normal.z;
  24837. // band 0
  24838. shBasis[ 0 ] = 0.282095;
  24839. // band 1
  24840. shBasis[ 1 ] = 0.488603 * y;
  24841. shBasis[ 2 ] = 0.488603 * z;
  24842. shBasis[ 3 ] = 0.488603 * x;
  24843. // band 2
  24844. shBasis[ 4 ] = 1.092548 * x * y;
  24845. shBasis[ 5 ] = 1.092548 * y * z;
  24846. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24847. shBasis[ 7 ] = 1.092548 * x * z;
  24848. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24849. }
  24850. } );
  24851. /**
  24852. * @author WestLangley / http://github.com/WestLangley
  24853. *
  24854. * A LightProbe is a source of indirect-diffuse light
  24855. */
  24856. function LightProbe( sh, intensity ) {
  24857. Light.call( this, undefined, intensity );
  24858. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24859. }
  24860. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24861. constructor: LightProbe,
  24862. isLightProbe: true,
  24863. copy: function ( source ) {
  24864. Light.prototype.copy.call( this, source );
  24865. this.sh.copy( source.sh );
  24866. this.intensity = source.intensity;
  24867. return this;
  24868. },
  24869. toJSON: function ( meta ) {
  24870. var data = Light.prototype.toJSON.call( this, meta );
  24871. // data.sh = this.sh.toArray(); // todo
  24872. return data;
  24873. }
  24874. } );
  24875. /**
  24876. * @author WestLangley / http://github.com/WestLangley
  24877. */
  24878. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24879. LightProbe.call( this, undefined, intensity );
  24880. var color1 = new Color().set( skyColor );
  24881. var color2 = new Color().set( groundColor );
  24882. var sky = new Vector3( color1.r, color1.g, color1.b );
  24883. var ground = new Vector3( color2.r, color2.g, color2.b );
  24884. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24885. var c0 = Math.sqrt( Math.PI );
  24886. var c1 = c0 * Math.sqrt( 0.75 );
  24887. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24888. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24889. }
  24890. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24891. constructor: HemisphereLightProbe,
  24892. isHemisphereLightProbe: true,
  24893. copy: function ( source ) { // modifying colors not currently supported
  24894. LightProbe.prototype.copy.call( this, source );
  24895. return this;
  24896. },
  24897. toJSON: function ( meta ) {
  24898. var data = LightProbe.prototype.toJSON.call( this, meta );
  24899. // data.sh = this.sh.toArray(); // todo
  24900. return data;
  24901. }
  24902. } );
  24903. /**
  24904. * @author WestLangley / http://github.com/WestLangley
  24905. */
  24906. function AmbientLightProbe( color, intensity ) {
  24907. LightProbe.call( this, undefined, intensity );
  24908. var color1 = new Color().set( color );
  24909. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24910. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24911. }
  24912. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24913. constructor: AmbientLightProbe,
  24914. isAmbientLightProbe: true,
  24915. copy: function ( source ) { // modifying color not currently supported
  24916. LightProbe.prototype.copy.call( this, source );
  24917. return this;
  24918. },
  24919. toJSON: function ( meta ) {
  24920. var data = LightProbe.prototype.toJSON.call( this, meta );
  24921. // data.sh = this.sh.toArray(); // todo
  24922. return data;
  24923. }
  24924. } );
  24925. var _eyeRight = new Matrix4();
  24926. var _eyeLeft = new Matrix4();
  24927. /**
  24928. * @author mrdoob / http://mrdoob.com/
  24929. */
  24930. function StereoCamera() {
  24931. this.type = 'StereoCamera';
  24932. this.aspect = 1;
  24933. this.eyeSep = 0.064;
  24934. this.cameraL = new PerspectiveCamera();
  24935. this.cameraL.layers.enable( 1 );
  24936. this.cameraL.matrixAutoUpdate = false;
  24937. this.cameraR = new PerspectiveCamera();
  24938. this.cameraR.layers.enable( 2 );
  24939. this.cameraR.matrixAutoUpdate = false;
  24940. this._cache = {
  24941. focus: null,
  24942. fov: null,
  24943. aspect: null,
  24944. near: null,
  24945. far: null,
  24946. zoom: null,
  24947. eyeSep: null
  24948. };
  24949. }
  24950. Object.assign( StereoCamera.prototype, {
  24951. update: function ( camera ) {
  24952. var cache = this._cache;
  24953. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24954. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24955. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24956. if ( needsUpdate ) {
  24957. cache.focus = camera.focus;
  24958. cache.fov = camera.fov;
  24959. cache.aspect = camera.aspect * this.aspect;
  24960. cache.near = camera.near;
  24961. cache.far = camera.far;
  24962. cache.zoom = camera.zoom;
  24963. cache.eyeSep = this.eyeSep;
  24964. // Off-axis stereoscopic effect based on
  24965. // http://paulbourke.net/stereographics/stereorender/
  24966. var projectionMatrix = camera.projectionMatrix.clone();
  24967. var eyeSepHalf = cache.eyeSep / 2;
  24968. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24969. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24970. var xmin, xmax;
  24971. // translate xOffset
  24972. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24973. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24974. // for left eye
  24975. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24976. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24977. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24978. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24979. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24980. // for right eye
  24981. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24982. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24983. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24984. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24985. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24986. }
  24987. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24988. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24989. }
  24990. } );
  24991. /**
  24992. * @author alteredq / http://alteredqualia.com/
  24993. */
  24994. function Clock( autoStart ) {
  24995. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24996. this.startTime = 0;
  24997. this.oldTime = 0;
  24998. this.elapsedTime = 0;
  24999. this.running = false;
  25000. }
  25001. Object.assign( Clock.prototype, {
  25002. start: function () {
  25003. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25004. this.oldTime = this.startTime;
  25005. this.elapsedTime = 0;
  25006. this.running = true;
  25007. },
  25008. stop: function () {
  25009. this.getElapsedTime();
  25010. this.running = false;
  25011. this.autoStart = false;
  25012. },
  25013. getElapsedTime: function () {
  25014. this.getDelta();
  25015. return this.elapsedTime;
  25016. },
  25017. getDelta: function () {
  25018. var diff = 0;
  25019. if ( this.autoStart && ! this.running ) {
  25020. this.start();
  25021. return 0;
  25022. }
  25023. if ( this.running ) {
  25024. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25025. diff = ( newTime - this.oldTime ) / 1000;
  25026. this.oldTime = newTime;
  25027. this.elapsedTime += diff;
  25028. }
  25029. return diff;
  25030. }
  25031. } );
  25032. /**
  25033. * @author mrdoob / http://mrdoob.com/
  25034. */
  25035. var _position$2 = new Vector3();
  25036. var _quaternion$3 = new Quaternion();
  25037. var _scale$1 = new Vector3();
  25038. var _orientation = new Vector3();
  25039. function AudioListener() {
  25040. Object3D.call( this );
  25041. this.type = 'AudioListener';
  25042. this.context = AudioContext.getContext();
  25043. this.gain = this.context.createGain();
  25044. this.gain.connect( this.context.destination );
  25045. this.filter = null;
  25046. this.timeDelta = 0;
  25047. // private
  25048. this._clock = new Clock();
  25049. }
  25050. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25051. constructor: AudioListener,
  25052. getInput: function () {
  25053. return this.gain;
  25054. },
  25055. removeFilter: function ( ) {
  25056. if ( this.filter !== null ) {
  25057. this.gain.disconnect( this.filter );
  25058. this.filter.disconnect( this.context.destination );
  25059. this.gain.connect( this.context.destination );
  25060. this.filter = null;
  25061. }
  25062. return this;
  25063. },
  25064. getFilter: function () {
  25065. return this.filter;
  25066. },
  25067. setFilter: function ( value ) {
  25068. if ( this.filter !== null ) {
  25069. this.gain.disconnect( this.filter );
  25070. this.filter.disconnect( this.context.destination );
  25071. } else {
  25072. this.gain.disconnect( this.context.destination );
  25073. }
  25074. this.filter = value;
  25075. this.gain.connect( this.filter );
  25076. this.filter.connect( this.context.destination );
  25077. return this;
  25078. },
  25079. getMasterVolume: function () {
  25080. return this.gain.gain.value;
  25081. },
  25082. setMasterVolume: function ( value ) {
  25083. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25084. return this;
  25085. },
  25086. updateMatrixWorld: function ( force ) {
  25087. Object3D.prototype.updateMatrixWorld.call( this, force );
  25088. var listener = this.context.listener;
  25089. var up = this.up;
  25090. this.timeDelta = this._clock.getDelta();
  25091. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25092. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25093. if ( listener.positionX ) {
  25094. // code path for Chrome (see #14393)
  25095. var endTime = this.context.currentTime + this.timeDelta;
  25096. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25097. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25098. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25099. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25100. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25101. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25102. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25103. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25104. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25105. } else {
  25106. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25107. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25108. }
  25109. }
  25110. } );
  25111. /**
  25112. * @author mrdoob / http://mrdoob.com/
  25113. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25114. */
  25115. function Audio( listener ) {
  25116. Object3D.call( this );
  25117. this.type = 'Audio';
  25118. this.listener = listener;
  25119. this.context = listener.context;
  25120. this.gain = this.context.createGain();
  25121. this.gain.connect( listener.getInput() );
  25122. this.autoplay = false;
  25123. this.buffer = null;
  25124. this.detune = 0;
  25125. this.loop = false;
  25126. this.loopStart = 0;
  25127. this.loopEnd = 0;
  25128. this.offset = 0;
  25129. this.duration = undefined;
  25130. this.playbackRate = 1;
  25131. this.isPlaying = false;
  25132. this.hasPlaybackControl = true;
  25133. this.sourceType = 'empty';
  25134. this._startedAt = 0;
  25135. this._pausedAt = 0;
  25136. this.filters = [];
  25137. }
  25138. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25139. constructor: Audio,
  25140. getOutput: function () {
  25141. return this.gain;
  25142. },
  25143. setNodeSource: function ( audioNode ) {
  25144. this.hasPlaybackControl = false;
  25145. this.sourceType = 'audioNode';
  25146. this.source = audioNode;
  25147. this.connect();
  25148. return this;
  25149. },
  25150. setMediaElementSource: function ( mediaElement ) {
  25151. this.hasPlaybackControl = false;
  25152. this.sourceType = 'mediaNode';
  25153. this.source = this.context.createMediaElementSource( mediaElement );
  25154. this.connect();
  25155. return this;
  25156. },
  25157. setMediaStreamSource: function ( mediaStream ) {
  25158. this.hasPlaybackControl = false;
  25159. this.sourceType = 'mediaStreamNode';
  25160. this.source = this.context.createMediaStreamSource( mediaStream );
  25161. this.connect();
  25162. return this;
  25163. },
  25164. setBuffer: function ( audioBuffer ) {
  25165. this.buffer = audioBuffer;
  25166. this.sourceType = 'buffer';
  25167. if ( this.autoplay ) { this.play(); }
  25168. return this;
  25169. },
  25170. play: function ( delay ) {
  25171. if ( delay === undefined ) { delay = 0; }
  25172. if ( this.isPlaying === true ) {
  25173. console.warn( 'THREE.Audio: Audio is already playing.' );
  25174. return;
  25175. }
  25176. if ( this.hasPlaybackControl === false ) {
  25177. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25178. return;
  25179. }
  25180. this._startedAt = this.context.currentTime + delay;
  25181. var source = this.context.createBufferSource();
  25182. source.buffer = this.buffer;
  25183. source.loop = this.loop;
  25184. source.loopStart = this.loopStart;
  25185. source.loopEnd = this.loopEnd;
  25186. source.onended = this.onEnded.bind( this );
  25187. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25188. this.isPlaying = true;
  25189. this.source = source;
  25190. this.setDetune( this.detune );
  25191. this.setPlaybackRate( this.playbackRate );
  25192. return this.connect();
  25193. },
  25194. pause: function () {
  25195. if ( this.hasPlaybackControl === false ) {
  25196. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25197. return;
  25198. }
  25199. if ( this.isPlaying === true ) {
  25200. this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25201. this.source.stop();
  25202. this.source.onended = null;
  25203. this.isPlaying = false;
  25204. }
  25205. return this;
  25206. },
  25207. stop: function () {
  25208. if ( this.hasPlaybackControl === false ) {
  25209. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25210. return;
  25211. }
  25212. this._pausedAt = 0;
  25213. this.source.stop();
  25214. this.source.onended = null;
  25215. this.isPlaying = false;
  25216. return this;
  25217. },
  25218. connect: function () {
  25219. if ( this.filters.length > 0 ) {
  25220. this.source.connect( this.filters[ 0 ] );
  25221. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25222. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25223. }
  25224. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25225. } else {
  25226. this.source.connect( this.getOutput() );
  25227. }
  25228. return this;
  25229. },
  25230. disconnect: function () {
  25231. if ( this.filters.length > 0 ) {
  25232. this.source.disconnect( this.filters[ 0 ] );
  25233. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25234. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25235. }
  25236. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25237. } else {
  25238. this.source.disconnect( this.getOutput() );
  25239. }
  25240. return this;
  25241. },
  25242. getFilters: function () {
  25243. return this.filters;
  25244. },
  25245. setFilters: function ( value ) {
  25246. if ( ! value ) { value = []; }
  25247. if ( this.isPlaying === true ) {
  25248. this.disconnect();
  25249. this.filters = value;
  25250. this.connect();
  25251. } else {
  25252. this.filters = value;
  25253. }
  25254. return this;
  25255. },
  25256. setDetune: function ( value ) {
  25257. this.detune = value;
  25258. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25259. if ( this.isPlaying === true ) {
  25260. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25261. }
  25262. return this;
  25263. },
  25264. getDetune: function () {
  25265. return this.detune;
  25266. },
  25267. getFilter: function () {
  25268. return this.getFilters()[ 0 ];
  25269. },
  25270. setFilter: function ( filter ) {
  25271. return this.setFilters( filter ? [ filter ] : [] );
  25272. },
  25273. setPlaybackRate: function ( value ) {
  25274. if ( this.hasPlaybackControl === false ) {
  25275. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25276. return;
  25277. }
  25278. this.playbackRate = value;
  25279. if ( this.isPlaying === true ) {
  25280. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25281. }
  25282. return this;
  25283. },
  25284. getPlaybackRate: function () {
  25285. return this.playbackRate;
  25286. },
  25287. onEnded: function () {
  25288. this.isPlaying = false;
  25289. },
  25290. getLoop: function () {
  25291. if ( this.hasPlaybackControl === false ) {
  25292. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25293. return false;
  25294. }
  25295. return this.loop;
  25296. },
  25297. setLoop: function ( value ) {
  25298. if ( this.hasPlaybackControl === false ) {
  25299. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25300. return;
  25301. }
  25302. this.loop = value;
  25303. if ( this.isPlaying === true ) {
  25304. this.source.loop = this.loop;
  25305. }
  25306. return this;
  25307. },
  25308. setLoopStart: function ( value ) {
  25309. this.loopStart = value;
  25310. return this;
  25311. },
  25312. setLoopEnd: function ( value ) {
  25313. this.loopEnd = value;
  25314. return this;
  25315. },
  25316. getVolume: function () {
  25317. return this.gain.gain.value;
  25318. },
  25319. setVolume: function ( value ) {
  25320. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25321. return this;
  25322. }
  25323. } );
  25324. /**
  25325. * @author mrdoob / http://mrdoob.com/
  25326. */
  25327. var _position$3 = new Vector3();
  25328. var _quaternion$4 = new Quaternion();
  25329. var _scale$2 = new Vector3();
  25330. var _orientation$1 = new Vector3();
  25331. function PositionalAudio( listener ) {
  25332. Audio.call( this, listener );
  25333. this.panner = this.context.createPanner();
  25334. this.panner.panningModel = 'HRTF';
  25335. this.panner.connect( this.gain );
  25336. }
  25337. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25338. constructor: PositionalAudio,
  25339. getOutput: function () {
  25340. return this.panner;
  25341. },
  25342. getRefDistance: function () {
  25343. return this.panner.refDistance;
  25344. },
  25345. setRefDistance: function ( value ) {
  25346. this.panner.refDistance = value;
  25347. return this;
  25348. },
  25349. getRolloffFactor: function () {
  25350. return this.panner.rolloffFactor;
  25351. },
  25352. setRolloffFactor: function ( value ) {
  25353. this.panner.rolloffFactor = value;
  25354. return this;
  25355. },
  25356. getDistanceModel: function () {
  25357. return this.panner.distanceModel;
  25358. },
  25359. setDistanceModel: function ( value ) {
  25360. this.panner.distanceModel = value;
  25361. return this;
  25362. },
  25363. getMaxDistance: function () {
  25364. return this.panner.maxDistance;
  25365. },
  25366. setMaxDistance: function ( value ) {
  25367. this.panner.maxDistance = value;
  25368. return this;
  25369. },
  25370. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25371. this.panner.coneInnerAngle = coneInnerAngle;
  25372. this.panner.coneOuterAngle = coneOuterAngle;
  25373. this.panner.coneOuterGain = coneOuterGain;
  25374. return this;
  25375. },
  25376. updateMatrixWorld: function ( force ) {
  25377. Object3D.prototype.updateMatrixWorld.call( this, force );
  25378. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25379. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25380. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25381. var panner = this.panner;
  25382. if ( panner.positionX ) {
  25383. // code path for Chrome and Firefox (see #14393)
  25384. var endTime = this.context.currentTime + this.listener.timeDelta;
  25385. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25386. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25387. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25388. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25389. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25390. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25391. } else {
  25392. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25393. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25394. }
  25395. }
  25396. } );
  25397. /**
  25398. * @author mrdoob / http://mrdoob.com/
  25399. */
  25400. function AudioAnalyser( audio, fftSize ) {
  25401. this.analyser = audio.context.createAnalyser();
  25402. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25403. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25404. audio.getOutput().connect( this.analyser );
  25405. }
  25406. Object.assign( AudioAnalyser.prototype, {
  25407. getFrequencyData: function () {
  25408. this.analyser.getByteFrequencyData( this.data );
  25409. return this.data;
  25410. },
  25411. getAverageFrequency: function () {
  25412. var value = 0, data = this.getFrequencyData();
  25413. for ( var i = 0; i < data.length; i ++ ) {
  25414. value += data[ i ];
  25415. }
  25416. return value / data.length;
  25417. }
  25418. } );
  25419. /**
  25420. *
  25421. * Buffered scene graph property that allows weighted accumulation.
  25422. *
  25423. *
  25424. * @author Ben Houston / http://clara.io/
  25425. * @author David Sarno / http://lighthaus.us/
  25426. * @author tschw
  25427. */
  25428. function PropertyMixer( binding, typeName, valueSize ) {
  25429. this.binding = binding;
  25430. this.valueSize = valueSize;
  25431. var bufferType = Float64Array,
  25432. mixFunction;
  25433. switch ( typeName ) {
  25434. case 'quaternion':
  25435. mixFunction = this._slerp;
  25436. break;
  25437. case 'string':
  25438. case 'bool':
  25439. bufferType = Array;
  25440. mixFunction = this._select;
  25441. break;
  25442. default:
  25443. mixFunction = this._lerp;
  25444. }
  25445. this.buffer = new bufferType( valueSize * 4 );
  25446. // layout: [ incoming | accu0 | accu1 | orig ]
  25447. //
  25448. // interpolators can use .buffer as their .result
  25449. // the data then goes to 'incoming'
  25450. //
  25451. // 'accu0' and 'accu1' are used frame-interleaved for
  25452. // the cumulative result and are compared to detect
  25453. // changes
  25454. //
  25455. // 'orig' stores the original state of the property
  25456. this._mixBufferRegion = mixFunction;
  25457. this.cumulativeWeight = 0;
  25458. this.useCount = 0;
  25459. this.referenceCount = 0;
  25460. }
  25461. Object.assign( PropertyMixer.prototype, {
  25462. // accumulate data in the 'incoming' region into 'accu<i>'
  25463. accumulate: function ( accuIndex, weight ) {
  25464. // note: happily accumulating nothing when weight = 0, the caller knows
  25465. // the weight and shouldn't have made the call in the first place
  25466. var buffer = this.buffer,
  25467. stride = this.valueSize,
  25468. offset = accuIndex * stride + stride,
  25469. currentWeight = this.cumulativeWeight;
  25470. if ( currentWeight === 0 ) {
  25471. // accuN := incoming * weight
  25472. for ( var i = 0; i !== stride; ++ i ) {
  25473. buffer[ offset + i ] = buffer[ i ];
  25474. }
  25475. currentWeight = weight;
  25476. } else {
  25477. // accuN := accuN + incoming * weight
  25478. currentWeight += weight;
  25479. var mix = weight / currentWeight;
  25480. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25481. }
  25482. this.cumulativeWeight = currentWeight;
  25483. },
  25484. // apply the state of 'accu<i>' to the binding when accus differ
  25485. apply: function ( accuIndex ) {
  25486. var stride = this.valueSize,
  25487. buffer = this.buffer,
  25488. offset = accuIndex * stride + stride,
  25489. weight = this.cumulativeWeight,
  25490. binding = this.binding;
  25491. this.cumulativeWeight = 0;
  25492. if ( weight < 1 ) {
  25493. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25494. var originalValueOffset = stride * 3;
  25495. this._mixBufferRegion(
  25496. buffer, offset, originalValueOffset, 1 - weight, stride );
  25497. }
  25498. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25499. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25500. // value has changed -> update scene graph
  25501. binding.setValue( buffer, offset );
  25502. break;
  25503. }
  25504. }
  25505. },
  25506. // remember the state of the bound property and copy it to both accus
  25507. saveOriginalState: function () {
  25508. var binding = this.binding;
  25509. var buffer = this.buffer,
  25510. stride = this.valueSize,
  25511. originalValueOffset = stride * 3;
  25512. binding.getValue( buffer, originalValueOffset );
  25513. // accu[0..1] := orig -- initially detect changes against the original
  25514. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25515. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25516. }
  25517. this.cumulativeWeight = 0;
  25518. },
  25519. // apply the state previously taken via 'saveOriginalState' to the binding
  25520. restoreOriginalState: function () {
  25521. var originalValueOffset = this.valueSize * 3;
  25522. this.binding.setValue( this.buffer, originalValueOffset );
  25523. },
  25524. // mix functions
  25525. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25526. if ( t >= 0.5 ) {
  25527. for ( var i = 0; i !== stride; ++ i ) {
  25528. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25529. }
  25530. }
  25531. },
  25532. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25533. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25534. },
  25535. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25536. var s = 1 - t;
  25537. for ( var i = 0; i !== stride; ++ i ) {
  25538. var j = dstOffset + i;
  25539. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25540. }
  25541. }
  25542. } );
  25543. /**
  25544. *
  25545. * A reference to a real property in the scene graph.
  25546. *
  25547. *
  25548. * @author Ben Houston / http://clara.io/
  25549. * @author David Sarno / http://lighthaus.us/
  25550. * @author tschw
  25551. */
  25552. // Characters [].:/ are reserved for track binding syntax.
  25553. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25554. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25555. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25556. // only latin characters, and the unicode \p{L} is not yet supported. So
  25557. // instead, we exclude reserved characters and match everything else.
  25558. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25559. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25560. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25561. // be matched to parse the rest of the track name.
  25562. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25563. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25564. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25565. // Object on target node, and accessor. May not contain reserved
  25566. // characters. Accessor may contain any character except closing bracket.
  25567. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25568. // Property and accessor. May not contain reserved characters. Accessor may
  25569. // contain any non-bracket characters.
  25570. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25571. var _trackRe = new RegExp( ''
  25572. + '^'
  25573. + _directoryRe
  25574. + _nodeRe
  25575. + _objectRe
  25576. + _propertyRe
  25577. + '$'
  25578. );
  25579. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25580. function Composite( targetGroup, path, optionalParsedPath ) {
  25581. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25582. this._targetGroup = targetGroup;
  25583. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25584. }
  25585. Object.assign( Composite.prototype, {
  25586. getValue: function ( array, offset ) {
  25587. this.bind(); // bind all binding
  25588. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25589. binding = this._bindings[ firstValidIndex ];
  25590. // and only call .getValue on the first
  25591. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25592. },
  25593. setValue: function ( array, offset ) {
  25594. var bindings = this._bindings;
  25595. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25596. bindings[ i ].setValue( array, offset );
  25597. }
  25598. },
  25599. bind: function () {
  25600. var bindings = this._bindings;
  25601. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25602. bindings[ i ].bind();
  25603. }
  25604. },
  25605. unbind: function () {
  25606. var bindings = this._bindings;
  25607. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25608. bindings[ i ].unbind();
  25609. }
  25610. }
  25611. } );
  25612. function PropertyBinding( rootNode, path, parsedPath ) {
  25613. this.path = path;
  25614. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25615. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25616. this.rootNode = rootNode;
  25617. }
  25618. Object.assign( PropertyBinding, {
  25619. Composite: Composite,
  25620. create: function ( root, path, parsedPath ) {
  25621. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25622. return new PropertyBinding( root, path, parsedPath );
  25623. } else {
  25624. return new PropertyBinding.Composite( root, path, parsedPath );
  25625. }
  25626. },
  25627. /**
  25628. * Replaces spaces with underscores and removes unsupported characters from
  25629. * node names, to ensure compatibility with parseTrackName().
  25630. *
  25631. * @param {string} name Node name to be sanitized.
  25632. * @return {string}
  25633. */
  25634. sanitizeNodeName: function ( name ) {
  25635. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25636. },
  25637. parseTrackName: function ( trackName ) {
  25638. var matches = _trackRe.exec( trackName );
  25639. if ( ! matches ) {
  25640. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25641. }
  25642. var results = {
  25643. // directoryName: matches[ 1 ], // (tschw) currently unused
  25644. nodeName: matches[ 2 ],
  25645. objectName: matches[ 3 ],
  25646. objectIndex: matches[ 4 ],
  25647. propertyName: matches[ 5 ], // required
  25648. propertyIndex: matches[ 6 ]
  25649. };
  25650. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25651. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25652. var objectName = results.nodeName.substring( lastDot + 1 );
  25653. // Object names must be checked against a whitelist. Otherwise, there
  25654. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25655. // 'bar' could be the objectName, or part of a nodeName (which can
  25656. // include '.' characters).
  25657. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25658. results.nodeName = results.nodeName.substring( 0, lastDot );
  25659. results.objectName = objectName;
  25660. }
  25661. }
  25662. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25663. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25664. }
  25665. return results;
  25666. },
  25667. findNode: function ( root, nodeName ) {
  25668. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25669. return root;
  25670. }
  25671. // search into skeleton bones.
  25672. if ( root.skeleton ) {
  25673. var bone = root.skeleton.getBoneByName( nodeName );
  25674. if ( bone !== undefined ) {
  25675. return bone;
  25676. }
  25677. }
  25678. // search into node subtree.
  25679. if ( root.children ) {
  25680. var searchNodeSubtree = function ( children ) {
  25681. for ( var i = 0; i < children.length; i ++ ) {
  25682. var childNode = children[ i ];
  25683. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25684. return childNode;
  25685. }
  25686. var result = searchNodeSubtree( childNode.children );
  25687. if ( result ) { return result; }
  25688. }
  25689. return null;
  25690. };
  25691. var subTreeNode = searchNodeSubtree( root.children );
  25692. if ( subTreeNode ) {
  25693. return subTreeNode;
  25694. }
  25695. }
  25696. return null;
  25697. }
  25698. } );
  25699. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25700. // these are used to "bind" a nonexistent property
  25701. _getValue_unavailable: function () {},
  25702. _setValue_unavailable: function () {},
  25703. BindingType: {
  25704. Direct: 0,
  25705. EntireArray: 1,
  25706. ArrayElement: 2,
  25707. HasFromToArray: 3
  25708. },
  25709. Versioning: {
  25710. None: 0,
  25711. NeedsUpdate: 1,
  25712. MatrixWorldNeedsUpdate: 2
  25713. },
  25714. GetterByBindingType: [
  25715. function getValue_direct( buffer, offset ) {
  25716. buffer[ offset ] = this.node[ this.propertyName ];
  25717. },
  25718. function getValue_array( buffer, offset ) {
  25719. var source = this.resolvedProperty;
  25720. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25721. buffer[ offset ++ ] = source[ i ];
  25722. }
  25723. },
  25724. function getValue_arrayElement( buffer, offset ) {
  25725. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25726. },
  25727. function getValue_toArray( buffer, offset ) {
  25728. this.resolvedProperty.toArray( buffer, offset );
  25729. }
  25730. ],
  25731. SetterByBindingTypeAndVersioning: [
  25732. [
  25733. // Direct
  25734. function setValue_direct( buffer, offset ) {
  25735. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25736. },
  25737. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25738. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25739. this.targetObject.needsUpdate = true;
  25740. },
  25741. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25742. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25743. this.targetObject.matrixWorldNeedsUpdate = true;
  25744. }
  25745. ], [
  25746. // EntireArray
  25747. function setValue_array( buffer, offset ) {
  25748. var dest = this.resolvedProperty;
  25749. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25750. dest[ i ] = buffer[ offset ++ ];
  25751. }
  25752. },
  25753. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25754. var dest = this.resolvedProperty;
  25755. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25756. dest[ i ] = buffer[ offset ++ ];
  25757. }
  25758. this.targetObject.needsUpdate = true;
  25759. },
  25760. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25761. var dest = this.resolvedProperty;
  25762. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25763. dest[ i ] = buffer[ offset ++ ];
  25764. }
  25765. this.targetObject.matrixWorldNeedsUpdate = true;
  25766. }
  25767. ], [
  25768. // ArrayElement
  25769. function setValue_arrayElement( buffer, offset ) {
  25770. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25771. },
  25772. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25773. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25774. this.targetObject.needsUpdate = true;
  25775. },
  25776. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25777. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25778. this.targetObject.matrixWorldNeedsUpdate = true;
  25779. }
  25780. ], [
  25781. // HasToFromArray
  25782. function setValue_fromArray( buffer, offset ) {
  25783. this.resolvedProperty.fromArray( buffer, offset );
  25784. },
  25785. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25786. this.resolvedProperty.fromArray( buffer, offset );
  25787. this.targetObject.needsUpdate = true;
  25788. },
  25789. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25790. this.resolvedProperty.fromArray( buffer, offset );
  25791. this.targetObject.matrixWorldNeedsUpdate = true;
  25792. }
  25793. ]
  25794. ],
  25795. getValue: function getValue_unbound( targetArray, offset ) {
  25796. this.bind();
  25797. this.getValue( targetArray, offset );
  25798. // Note: This class uses a State pattern on a per-method basis:
  25799. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25800. // prototype version of these methods with one that represents
  25801. // the bound state. When the property is not found, the methods
  25802. // become no-ops.
  25803. },
  25804. setValue: function getValue_unbound( sourceArray, offset ) {
  25805. this.bind();
  25806. this.setValue( sourceArray, offset );
  25807. },
  25808. // create getter / setter pair for a property in the scene graph
  25809. bind: function () {
  25810. var targetObject = this.node,
  25811. parsedPath = this.parsedPath,
  25812. objectName = parsedPath.objectName,
  25813. propertyName = parsedPath.propertyName,
  25814. propertyIndex = parsedPath.propertyIndex;
  25815. if ( ! targetObject ) {
  25816. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25817. this.node = targetObject;
  25818. }
  25819. // set fail state so we can just 'return' on error
  25820. this.getValue = this._getValue_unavailable;
  25821. this.setValue = this._setValue_unavailable;
  25822. // ensure there is a value node
  25823. if ( ! targetObject ) {
  25824. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25825. return;
  25826. }
  25827. if ( objectName ) {
  25828. var objectIndex = parsedPath.objectIndex;
  25829. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25830. switch ( objectName ) {
  25831. case 'materials':
  25832. if ( ! targetObject.material ) {
  25833. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25834. return;
  25835. }
  25836. if ( ! targetObject.material.materials ) {
  25837. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25838. return;
  25839. }
  25840. targetObject = targetObject.material.materials;
  25841. break;
  25842. case 'bones':
  25843. if ( ! targetObject.skeleton ) {
  25844. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25845. return;
  25846. }
  25847. // potential future optimization: skip this if propertyIndex is already an integer
  25848. // and convert the integer string to a true integer.
  25849. targetObject = targetObject.skeleton.bones;
  25850. // support resolving morphTarget names into indices.
  25851. for ( var i = 0; i < targetObject.length; i ++ ) {
  25852. if ( targetObject[ i ].name === objectIndex ) {
  25853. objectIndex = i;
  25854. break;
  25855. }
  25856. }
  25857. break;
  25858. default:
  25859. if ( targetObject[ objectName ] === undefined ) {
  25860. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25861. return;
  25862. }
  25863. targetObject = targetObject[ objectName ];
  25864. }
  25865. if ( objectIndex !== undefined ) {
  25866. if ( targetObject[ objectIndex ] === undefined ) {
  25867. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25868. return;
  25869. }
  25870. targetObject = targetObject[ objectIndex ];
  25871. }
  25872. }
  25873. // resolve property
  25874. var nodeProperty = targetObject[ propertyName ];
  25875. if ( nodeProperty === undefined ) {
  25876. var nodeName = parsedPath.nodeName;
  25877. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25878. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25879. return;
  25880. }
  25881. // determine versioning scheme
  25882. var versioning = this.Versioning.None;
  25883. this.targetObject = targetObject;
  25884. if ( targetObject.needsUpdate !== undefined ) { // material
  25885. versioning = this.Versioning.NeedsUpdate;
  25886. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25887. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25888. }
  25889. // determine how the property gets bound
  25890. var bindingType = this.BindingType.Direct;
  25891. if ( propertyIndex !== undefined ) {
  25892. // access a sub element of the property array (only primitives are supported right now)
  25893. if ( propertyName === "morphTargetInfluences" ) {
  25894. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25895. // support resolving morphTarget names into indices.
  25896. if ( ! targetObject.geometry ) {
  25897. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25898. return;
  25899. }
  25900. if ( targetObject.geometry.isBufferGeometry ) {
  25901. if ( ! targetObject.geometry.morphAttributes ) {
  25902. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25903. return;
  25904. }
  25905. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25906. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25907. propertyIndex = i;
  25908. break;
  25909. }
  25910. }
  25911. } else {
  25912. if ( ! targetObject.geometry.morphTargets ) {
  25913. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25914. return;
  25915. }
  25916. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25917. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25918. propertyIndex = i;
  25919. break;
  25920. }
  25921. }
  25922. }
  25923. }
  25924. bindingType = this.BindingType.ArrayElement;
  25925. this.resolvedProperty = nodeProperty;
  25926. this.propertyIndex = propertyIndex;
  25927. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25928. // must use copy for Object3D.Euler/Quaternion
  25929. bindingType = this.BindingType.HasFromToArray;
  25930. this.resolvedProperty = nodeProperty;
  25931. } else if ( Array.isArray( nodeProperty ) ) {
  25932. bindingType = this.BindingType.EntireArray;
  25933. this.resolvedProperty = nodeProperty;
  25934. } else {
  25935. this.propertyName = propertyName;
  25936. }
  25937. // select getter / setter
  25938. this.getValue = this.GetterByBindingType[ bindingType ];
  25939. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25940. },
  25941. unbind: function () {
  25942. this.node = null;
  25943. // back to the prototype version of getValue / setValue
  25944. // note: avoiding to mutate the shape of 'this' via 'delete'
  25945. this.getValue = this._getValue_unbound;
  25946. this.setValue = this._setValue_unbound;
  25947. }
  25948. } );
  25949. //!\ DECLARE ALIAS AFTER assign prototype !
  25950. Object.assign( PropertyBinding.prototype, {
  25951. // initial state of these methods that calls 'bind'
  25952. _getValue_unbound: PropertyBinding.prototype.getValue,
  25953. _setValue_unbound: PropertyBinding.prototype.setValue,
  25954. } );
  25955. /**
  25956. *
  25957. * A group of objects that receives a shared animation state.
  25958. *
  25959. * Usage:
  25960. *
  25961. * - Add objects you would otherwise pass as 'root' to the
  25962. * constructor or the .clipAction method of AnimationMixer.
  25963. *
  25964. * - Instead pass this object as 'root'.
  25965. *
  25966. * - You can also add and remove objects later when the mixer
  25967. * is running.
  25968. *
  25969. * Note:
  25970. *
  25971. * Objects of this class appear as one object to the mixer,
  25972. * so cache control of the individual objects must be done
  25973. * on the group.
  25974. *
  25975. * Limitation:
  25976. *
  25977. * - The animated properties must be compatible among the
  25978. * all objects in the group.
  25979. *
  25980. * - A single property can either be controlled through a
  25981. * target group or directly, but not both.
  25982. *
  25983. * @author tschw
  25984. */
  25985. function AnimationObjectGroup() {
  25986. this.uuid = MathUtils.generateUUID();
  25987. // cached objects followed by the active ones
  25988. this._objects = Array.prototype.slice.call( arguments );
  25989. this.nCachedObjects_ = 0; // threshold
  25990. // note: read by PropertyBinding.Composite
  25991. var indices = {};
  25992. this._indicesByUUID = indices; // for bookkeeping
  25993. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25994. indices[ arguments[ i ].uuid ] = i;
  25995. }
  25996. this._paths = []; // inside: string
  25997. this._parsedPaths = []; // inside: { we don't care, here }
  25998. this._bindings = []; // inside: Array< PropertyBinding >
  25999. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26000. var scope = this;
  26001. this.stats = {
  26002. objects: {
  26003. get total() {
  26004. return scope._objects.length;
  26005. },
  26006. get inUse() {
  26007. return this.total - scope.nCachedObjects_;
  26008. }
  26009. },
  26010. get bindingsPerObject() {
  26011. return scope._bindings.length;
  26012. }
  26013. };
  26014. }
  26015. Object.assign( AnimationObjectGroup.prototype, {
  26016. isAnimationObjectGroup: true,
  26017. add: function () {
  26018. var objects = this._objects,
  26019. nObjects = objects.length,
  26020. nCachedObjects = this.nCachedObjects_,
  26021. indicesByUUID = this._indicesByUUID,
  26022. paths = this._paths,
  26023. parsedPaths = this._parsedPaths,
  26024. bindings = this._bindings,
  26025. nBindings = bindings.length,
  26026. knownObject = undefined;
  26027. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26028. var object = arguments[ i ],
  26029. uuid = object.uuid,
  26030. index = indicesByUUID[ uuid ];
  26031. if ( index === undefined ) {
  26032. // unknown object -> add it to the ACTIVE region
  26033. index = nObjects ++;
  26034. indicesByUUID[ uuid ] = index;
  26035. objects.push( object );
  26036. // accounting is done, now do the same for all bindings
  26037. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26038. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26039. }
  26040. } else if ( index < nCachedObjects ) {
  26041. knownObject = objects[ index ];
  26042. // move existing object to the ACTIVE region
  26043. var firstActiveIndex = -- nCachedObjects,
  26044. lastCachedObject = objects[ firstActiveIndex ];
  26045. indicesByUUID[ lastCachedObject.uuid ] = index;
  26046. objects[ index ] = lastCachedObject;
  26047. indicesByUUID[ uuid ] = firstActiveIndex;
  26048. objects[ firstActiveIndex ] = object;
  26049. // accounting is done, now do the same for all bindings
  26050. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26051. var bindingsForPath = bindings[ j ],
  26052. lastCached = bindingsForPath[ firstActiveIndex ],
  26053. binding = bindingsForPath[ index ];
  26054. bindingsForPath[ index ] = lastCached;
  26055. if ( binding === undefined ) {
  26056. // since we do not bother to create new bindings
  26057. // for objects that are cached, the binding may
  26058. // or may not exist
  26059. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26060. }
  26061. bindingsForPath[ firstActiveIndex ] = binding;
  26062. }
  26063. } else if ( objects[ index ] !== knownObject ) {
  26064. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26065. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26066. } // else the object is already where we want it to be
  26067. } // for arguments
  26068. this.nCachedObjects_ = nCachedObjects;
  26069. },
  26070. remove: function () {
  26071. var objects = this._objects,
  26072. nCachedObjects = this.nCachedObjects_,
  26073. indicesByUUID = this._indicesByUUID,
  26074. bindings = this._bindings,
  26075. nBindings = bindings.length;
  26076. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26077. var object = arguments[ i ],
  26078. uuid = object.uuid,
  26079. index = indicesByUUID[ uuid ];
  26080. if ( index !== undefined && index >= nCachedObjects ) {
  26081. // move existing object into the CACHED region
  26082. var lastCachedIndex = nCachedObjects ++,
  26083. firstActiveObject = objects[ lastCachedIndex ];
  26084. indicesByUUID[ firstActiveObject.uuid ] = index;
  26085. objects[ index ] = firstActiveObject;
  26086. indicesByUUID[ uuid ] = lastCachedIndex;
  26087. objects[ lastCachedIndex ] = object;
  26088. // accounting is done, now do the same for all bindings
  26089. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26090. var bindingsForPath = bindings[ j ],
  26091. firstActive = bindingsForPath[ lastCachedIndex ],
  26092. binding = bindingsForPath[ index ];
  26093. bindingsForPath[ index ] = firstActive;
  26094. bindingsForPath[ lastCachedIndex ] = binding;
  26095. }
  26096. }
  26097. } // for arguments
  26098. this.nCachedObjects_ = nCachedObjects;
  26099. },
  26100. // remove & forget
  26101. uncache: function () {
  26102. var objects = this._objects,
  26103. nObjects = objects.length,
  26104. nCachedObjects = this.nCachedObjects_,
  26105. indicesByUUID = this._indicesByUUID,
  26106. bindings = this._bindings,
  26107. nBindings = bindings.length;
  26108. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26109. var object = arguments[ i ],
  26110. uuid = object.uuid,
  26111. index = indicesByUUID[ uuid ];
  26112. if ( index !== undefined ) {
  26113. delete indicesByUUID[ uuid ];
  26114. if ( index < nCachedObjects ) {
  26115. // object is cached, shrink the CACHED region
  26116. var firstActiveIndex = -- nCachedObjects,
  26117. lastCachedObject = objects[ firstActiveIndex ],
  26118. lastIndex = -- nObjects,
  26119. lastObject = objects[ lastIndex ];
  26120. // last cached object takes this object's place
  26121. indicesByUUID[ lastCachedObject.uuid ] = index;
  26122. objects[ index ] = lastCachedObject;
  26123. // last object goes to the activated slot and pop
  26124. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26125. objects[ firstActiveIndex ] = lastObject;
  26126. objects.pop();
  26127. // accounting is done, now do the same for all bindings
  26128. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26129. var bindingsForPath = bindings[ j ],
  26130. lastCached = bindingsForPath[ firstActiveIndex ],
  26131. last = bindingsForPath[ lastIndex ];
  26132. bindingsForPath[ index ] = lastCached;
  26133. bindingsForPath[ firstActiveIndex ] = last;
  26134. bindingsForPath.pop();
  26135. }
  26136. } else {
  26137. // object is active, just swap with the last and pop
  26138. var lastIndex = -- nObjects,
  26139. lastObject = objects[ lastIndex ];
  26140. indicesByUUID[ lastObject.uuid ] = index;
  26141. objects[ index ] = lastObject;
  26142. objects.pop();
  26143. // accounting is done, now do the same for all bindings
  26144. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26145. var bindingsForPath = bindings[ j ];
  26146. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26147. bindingsForPath.pop();
  26148. }
  26149. } // cached or active
  26150. } // if object is known
  26151. } // for arguments
  26152. this.nCachedObjects_ = nCachedObjects;
  26153. },
  26154. // Internal interface used by befriended PropertyBinding.Composite:
  26155. subscribe_: function ( path, parsedPath ) {
  26156. // returns an array of bindings for the given path that is changed
  26157. // according to the contained objects in the group
  26158. var indicesByPath = this._bindingsIndicesByPath,
  26159. index = indicesByPath[ path ],
  26160. bindings = this._bindings;
  26161. if ( index !== undefined ) { return bindings[ index ]; }
  26162. var paths = this._paths,
  26163. parsedPaths = this._parsedPaths,
  26164. objects = this._objects,
  26165. nObjects = objects.length,
  26166. nCachedObjects = this.nCachedObjects_,
  26167. bindingsForPath = new Array( nObjects );
  26168. index = bindings.length;
  26169. indicesByPath[ path ] = index;
  26170. paths.push( path );
  26171. parsedPaths.push( parsedPath );
  26172. bindings.push( bindingsForPath );
  26173. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26174. var object = objects[ i ];
  26175. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26176. }
  26177. return bindingsForPath;
  26178. },
  26179. unsubscribe_: function ( path ) {
  26180. // tells the group to forget about a property path and no longer
  26181. // update the array previously obtained with 'subscribe_'
  26182. var indicesByPath = this._bindingsIndicesByPath,
  26183. index = indicesByPath[ path ];
  26184. if ( index !== undefined ) {
  26185. var paths = this._paths,
  26186. parsedPaths = this._parsedPaths,
  26187. bindings = this._bindings,
  26188. lastBindingsIndex = bindings.length - 1,
  26189. lastBindings = bindings[ lastBindingsIndex ],
  26190. lastBindingsPath = path[ lastBindingsIndex ];
  26191. indicesByPath[ lastBindingsPath ] = index;
  26192. bindings[ index ] = lastBindings;
  26193. bindings.pop();
  26194. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26195. parsedPaths.pop();
  26196. paths[ index ] = paths[ lastBindingsIndex ];
  26197. paths.pop();
  26198. }
  26199. }
  26200. } );
  26201. /**
  26202. *
  26203. * Action provided by AnimationMixer for scheduling clip playback on specific
  26204. * objects.
  26205. *
  26206. * @author Ben Houston / http://clara.io/
  26207. * @author David Sarno / http://lighthaus.us/
  26208. * @author tschw
  26209. *
  26210. */
  26211. function AnimationAction( mixer, clip, localRoot ) {
  26212. this._mixer = mixer;
  26213. this._clip = clip;
  26214. this._localRoot = localRoot || null;
  26215. var tracks = clip.tracks,
  26216. nTracks = tracks.length,
  26217. interpolants = new Array( nTracks );
  26218. var interpolantSettings = {
  26219. endingStart: ZeroCurvatureEnding,
  26220. endingEnd: ZeroCurvatureEnding
  26221. };
  26222. for ( var i = 0; i !== nTracks; ++ i ) {
  26223. var interpolant = tracks[ i ].createInterpolant( null );
  26224. interpolants[ i ] = interpolant;
  26225. interpolant.settings = interpolantSettings;
  26226. }
  26227. this._interpolantSettings = interpolantSettings;
  26228. this._interpolants = interpolants; // bound by the mixer
  26229. // inside: PropertyMixer (managed by the mixer)
  26230. this._propertyBindings = new Array( nTracks );
  26231. this._cacheIndex = null; // for the memory manager
  26232. this._byClipCacheIndex = null; // for the memory manager
  26233. this._timeScaleInterpolant = null;
  26234. this._weightInterpolant = null;
  26235. this.loop = LoopRepeat;
  26236. this._loopCount = - 1;
  26237. // global mixer time when the action is to be started
  26238. // it's set back to 'null' upon start of the action
  26239. this._startTime = null;
  26240. // scaled local time of the action
  26241. // gets clamped or wrapped to 0..clip.duration according to loop
  26242. this.time = 0;
  26243. this.timeScale = 1;
  26244. this._effectiveTimeScale = 1;
  26245. this.weight = 1;
  26246. this._effectiveWeight = 1;
  26247. this.repetitions = Infinity; // no. of repetitions when looping
  26248. this.paused = false; // true -> zero effective time scale
  26249. this.enabled = true; // false -> zero effective weight
  26250. this.clampWhenFinished = false;// keep feeding the last frame?
  26251. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26252. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26253. }
  26254. Object.assign( AnimationAction.prototype, {
  26255. // State & Scheduling
  26256. play: function () {
  26257. this._mixer._activateAction( this );
  26258. return this;
  26259. },
  26260. stop: function () {
  26261. this._mixer._deactivateAction( this );
  26262. return this.reset();
  26263. },
  26264. reset: function () {
  26265. this.paused = false;
  26266. this.enabled = true;
  26267. this.time = 0; // restart clip
  26268. this._loopCount = - 1;// forget previous loops
  26269. this._startTime = null;// forget scheduling
  26270. return this.stopFading().stopWarping();
  26271. },
  26272. isRunning: function () {
  26273. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26274. this._startTime === null && this._mixer._isActiveAction( this );
  26275. },
  26276. // return true when play has been called
  26277. isScheduled: function () {
  26278. return this._mixer._isActiveAction( this );
  26279. },
  26280. startAt: function ( time ) {
  26281. this._startTime = time;
  26282. return this;
  26283. },
  26284. setLoop: function ( mode, repetitions ) {
  26285. this.loop = mode;
  26286. this.repetitions = repetitions;
  26287. return this;
  26288. },
  26289. // Weight
  26290. // set the weight stopping any scheduled fading
  26291. // although .enabled = false yields an effective weight of zero, this
  26292. // method does *not* change .enabled, because it would be confusing
  26293. setEffectiveWeight: function ( weight ) {
  26294. this.weight = weight;
  26295. // note: same logic as when updated at runtime
  26296. this._effectiveWeight = this.enabled ? weight : 0;
  26297. return this.stopFading();
  26298. },
  26299. // return the weight considering fading and .enabled
  26300. getEffectiveWeight: function () {
  26301. return this._effectiveWeight;
  26302. },
  26303. fadeIn: function ( duration ) {
  26304. return this._scheduleFading( duration, 0, 1 );
  26305. },
  26306. fadeOut: function ( duration ) {
  26307. return this._scheduleFading( duration, 1, 0 );
  26308. },
  26309. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26310. fadeOutAction.fadeOut( duration );
  26311. this.fadeIn( duration );
  26312. if ( warp ) {
  26313. var fadeInDuration = this._clip.duration,
  26314. fadeOutDuration = fadeOutAction._clip.duration,
  26315. startEndRatio = fadeOutDuration / fadeInDuration,
  26316. endStartRatio = fadeInDuration / fadeOutDuration;
  26317. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26318. this.warp( endStartRatio, 1.0, duration );
  26319. }
  26320. return this;
  26321. },
  26322. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26323. return fadeInAction.crossFadeFrom( this, duration, warp );
  26324. },
  26325. stopFading: function () {
  26326. var weightInterpolant = this._weightInterpolant;
  26327. if ( weightInterpolant !== null ) {
  26328. this._weightInterpolant = null;
  26329. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26330. }
  26331. return this;
  26332. },
  26333. // Time Scale Control
  26334. // set the time scale stopping any scheduled warping
  26335. // although .paused = true yields an effective time scale of zero, this
  26336. // method does *not* change .paused, because it would be confusing
  26337. setEffectiveTimeScale: function ( timeScale ) {
  26338. this.timeScale = timeScale;
  26339. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26340. return this.stopWarping();
  26341. },
  26342. // return the time scale considering warping and .paused
  26343. getEffectiveTimeScale: function () {
  26344. return this._effectiveTimeScale;
  26345. },
  26346. setDuration: function ( duration ) {
  26347. this.timeScale = this._clip.duration / duration;
  26348. return this.stopWarping();
  26349. },
  26350. syncWith: function ( action ) {
  26351. this.time = action.time;
  26352. this.timeScale = action.timeScale;
  26353. return this.stopWarping();
  26354. },
  26355. halt: function ( duration ) {
  26356. return this.warp( this._effectiveTimeScale, 0, duration );
  26357. },
  26358. warp: function ( startTimeScale, endTimeScale, duration ) {
  26359. var mixer = this._mixer, now = mixer.time,
  26360. interpolant = this._timeScaleInterpolant,
  26361. timeScale = this.timeScale;
  26362. if ( interpolant === null ) {
  26363. interpolant = mixer._lendControlInterpolant();
  26364. this._timeScaleInterpolant = interpolant;
  26365. }
  26366. var times = interpolant.parameterPositions,
  26367. values = interpolant.sampleValues;
  26368. times[ 0 ] = now;
  26369. times[ 1 ] = now + duration;
  26370. values[ 0 ] = startTimeScale / timeScale;
  26371. values[ 1 ] = endTimeScale / timeScale;
  26372. return this;
  26373. },
  26374. stopWarping: function () {
  26375. var timeScaleInterpolant = this._timeScaleInterpolant;
  26376. if ( timeScaleInterpolant !== null ) {
  26377. this._timeScaleInterpolant = null;
  26378. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26379. }
  26380. return this;
  26381. },
  26382. // Object Accessors
  26383. getMixer: function () {
  26384. return this._mixer;
  26385. },
  26386. getClip: function () {
  26387. return this._clip;
  26388. },
  26389. getRoot: function () {
  26390. return this._localRoot || this._mixer._root;
  26391. },
  26392. // Interna
  26393. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26394. // called by the mixer
  26395. if ( ! this.enabled ) {
  26396. // call ._updateWeight() to update ._effectiveWeight
  26397. this._updateWeight( time );
  26398. return;
  26399. }
  26400. var startTime = this._startTime;
  26401. if ( startTime !== null ) {
  26402. // check for scheduled start of action
  26403. var timeRunning = ( time - startTime ) * timeDirection;
  26404. if ( timeRunning < 0 || timeDirection === 0 ) {
  26405. return; // yet to come / don't decide when delta = 0
  26406. }
  26407. // start
  26408. this._startTime = null; // unschedule
  26409. deltaTime = timeDirection * timeRunning;
  26410. }
  26411. // apply time scale and advance time
  26412. deltaTime *= this._updateTimeScale( time );
  26413. var clipTime = this._updateTime( deltaTime );
  26414. // note: _updateTime may disable the action resulting in
  26415. // an effective weight of 0
  26416. var weight = this._updateWeight( time );
  26417. if ( weight > 0 ) {
  26418. var interpolants = this._interpolants;
  26419. var propertyMixers = this._propertyBindings;
  26420. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26421. interpolants[ j ].evaluate( clipTime );
  26422. propertyMixers[ j ].accumulate( accuIndex, weight );
  26423. }
  26424. }
  26425. },
  26426. _updateWeight: function ( time ) {
  26427. var weight = 0;
  26428. if ( this.enabled ) {
  26429. weight = this.weight;
  26430. var interpolant = this._weightInterpolant;
  26431. if ( interpolant !== null ) {
  26432. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26433. weight *= interpolantValue;
  26434. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26435. this.stopFading();
  26436. if ( interpolantValue === 0 ) {
  26437. // faded out, disable
  26438. this.enabled = false;
  26439. }
  26440. }
  26441. }
  26442. }
  26443. this._effectiveWeight = weight;
  26444. return weight;
  26445. },
  26446. _updateTimeScale: function ( time ) {
  26447. var timeScale = 0;
  26448. if ( ! this.paused ) {
  26449. timeScale = this.timeScale;
  26450. var interpolant = this._timeScaleInterpolant;
  26451. if ( interpolant !== null ) {
  26452. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26453. timeScale *= interpolantValue;
  26454. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26455. this.stopWarping();
  26456. if ( timeScale === 0 ) {
  26457. // motion has halted, pause
  26458. this.paused = true;
  26459. } else {
  26460. // warp done - apply final time scale
  26461. this.timeScale = timeScale;
  26462. }
  26463. }
  26464. }
  26465. }
  26466. this._effectiveTimeScale = timeScale;
  26467. return timeScale;
  26468. },
  26469. _updateTime: function ( deltaTime ) {
  26470. var time = this.time + deltaTime;
  26471. var duration = this._clip.duration;
  26472. var loop = this.loop;
  26473. var loopCount = this._loopCount;
  26474. var pingPong = ( loop === LoopPingPong );
  26475. if ( deltaTime === 0 ) {
  26476. if ( loopCount === - 1 ) { return time; }
  26477. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26478. }
  26479. if ( loop === LoopOnce ) {
  26480. if ( loopCount === - 1 ) {
  26481. // just started
  26482. this._loopCount = 0;
  26483. this._setEndings( true, true, false );
  26484. }
  26485. handle_stop: {
  26486. if ( time >= duration ) {
  26487. time = duration;
  26488. } else if ( time < 0 ) {
  26489. time = 0;
  26490. } else {
  26491. this.time = time;
  26492. break handle_stop;
  26493. }
  26494. if ( this.clampWhenFinished ) { this.paused = true; }
  26495. else { this.enabled = false; }
  26496. this.time = time;
  26497. this._mixer.dispatchEvent( {
  26498. type: 'finished', action: this,
  26499. direction: deltaTime < 0 ? - 1 : 1
  26500. } );
  26501. }
  26502. } else { // repetitive Repeat or PingPong
  26503. if ( loopCount === - 1 ) {
  26504. // just started
  26505. if ( deltaTime >= 0 ) {
  26506. loopCount = 0;
  26507. this._setEndings( true, this.repetitions === 0, pingPong );
  26508. } else {
  26509. // when looping in reverse direction, the initial
  26510. // transition through zero counts as a repetition,
  26511. // so leave loopCount at -1
  26512. this._setEndings( this.repetitions === 0, true, pingPong );
  26513. }
  26514. }
  26515. if ( time >= duration || time < 0 ) {
  26516. // wrap around
  26517. var loopDelta = Math.floor( time / duration ); // signed
  26518. time -= duration * loopDelta;
  26519. loopCount += Math.abs( loopDelta );
  26520. var pending = this.repetitions - loopCount;
  26521. if ( pending <= 0 ) {
  26522. // have to stop (switch state, clamp time, fire event)
  26523. if ( this.clampWhenFinished ) { this.paused = true; }
  26524. else { this.enabled = false; }
  26525. time = deltaTime > 0 ? duration : 0;
  26526. this.time = time;
  26527. this._mixer.dispatchEvent( {
  26528. type: 'finished', action: this,
  26529. direction: deltaTime > 0 ? 1 : - 1
  26530. } );
  26531. } else {
  26532. // keep running
  26533. if ( pending === 1 ) {
  26534. // entering the last round
  26535. var atStart = deltaTime < 0;
  26536. this._setEndings( atStart, ! atStart, pingPong );
  26537. } else {
  26538. this._setEndings( false, false, pingPong );
  26539. }
  26540. this._loopCount = loopCount;
  26541. this.time = time;
  26542. this._mixer.dispatchEvent( {
  26543. type: 'loop', action: this, loopDelta: loopDelta
  26544. } );
  26545. }
  26546. } else {
  26547. this.time = time;
  26548. }
  26549. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26550. // invert time for the "pong round"
  26551. return duration - time;
  26552. }
  26553. }
  26554. return time;
  26555. },
  26556. _setEndings: function ( atStart, atEnd, pingPong ) {
  26557. var settings = this._interpolantSettings;
  26558. if ( pingPong ) {
  26559. settings.endingStart = ZeroSlopeEnding;
  26560. settings.endingEnd = ZeroSlopeEnding;
  26561. } else {
  26562. // assuming for LoopOnce atStart == atEnd == true
  26563. if ( atStart ) {
  26564. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26565. } else {
  26566. settings.endingStart = WrapAroundEnding;
  26567. }
  26568. if ( atEnd ) {
  26569. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26570. } else {
  26571. settings.endingEnd = WrapAroundEnding;
  26572. }
  26573. }
  26574. },
  26575. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26576. var mixer = this._mixer, now = mixer.time,
  26577. interpolant = this._weightInterpolant;
  26578. if ( interpolant === null ) {
  26579. interpolant = mixer._lendControlInterpolant();
  26580. this._weightInterpolant = interpolant;
  26581. }
  26582. var times = interpolant.parameterPositions,
  26583. values = interpolant.sampleValues;
  26584. times[ 0 ] = now;
  26585. values[ 0 ] = weightNow;
  26586. times[ 1 ] = now + duration;
  26587. values[ 1 ] = weightThen;
  26588. return this;
  26589. }
  26590. } );
  26591. /**
  26592. *
  26593. * Player for AnimationClips.
  26594. *
  26595. *
  26596. * @author Ben Houston / http://clara.io/
  26597. * @author David Sarno / http://lighthaus.us/
  26598. * @author tschw
  26599. */
  26600. function AnimationMixer( root ) {
  26601. this._root = root;
  26602. this._initMemoryManager();
  26603. this._accuIndex = 0;
  26604. this.time = 0;
  26605. this.timeScale = 1.0;
  26606. }
  26607. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26608. constructor: AnimationMixer,
  26609. _bindAction: function ( action, prototypeAction ) {
  26610. var root = action._localRoot || this._root,
  26611. tracks = action._clip.tracks,
  26612. nTracks = tracks.length,
  26613. bindings = action._propertyBindings,
  26614. interpolants = action._interpolants,
  26615. rootUuid = root.uuid,
  26616. bindingsByRoot = this._bindingsByRootAndName,
  26617. bindingsByName = bindingsByRoot[ rootUuid ];
  26618. if ( bindingsByName === undefined ) {
  26619. bindingsByName = {};
  26620. bindingsByRoot[ rootUuid ] = bindingsByName;
  26621. }
  26622. for ( var i = 0; i !== nTracks; ++ i ) {
  26623. var track = tracks[ i ],
  26624. trackName = track.name,
  26625. binding = bindingsByName[ trackName ];
  26626. if ( binding !== undefined ) {
  26627. bindings[ i ] = binding;
  26628. } else {
  26629. binding = bindings[ i ];
  26630. if ( binding !== undefined ) {
  26631. // existing binding, make sure the cache knows
  26632. if ( binding._cacheIndex === null ) {
  26633. ++ binding.referenceCount;
  26634. this._addInactiveBinding( binding, rootUuid, trackName );
  26635. }
  26636. continue;
  26637. }
  26638. var path = prototypeAction && prototypeAction.
  26639. _propertyBindings[ i ].binding.parsedPath;
  26640. binding = new PropertyMixer(
  26641. PropertyBinding.create( root, trackName, path ),
  26642. track.ValueTypeName, track.getValueSize() );
  26643. ++ binding.referenceCount;
  26644. this._addInactiveBinding( binding, rootUuid, trackName );
  26645. bindings[ i ] = binding;
  26646. }
  26647. interpolants[ i ].resultBuffer = binding.buffer;
  26648. }
  26649. },
  26650. _activateAction: function ( action ) {
  26651. if ( ! this._isActiveAction( action ) ) {
  26652. if ( action._cacheIndex === null ) {
  26653. // this action has been forgotten by the cache, but the user
  26654. // appears to be still using it -> rebind
  26655. var rootUuid = ( action._localRoot || this._root ).uuid,
  26656. clipUuid = action._clip.uuid,
  26657. actionsForClip = this._actionsByClip[ clipUuid ];
  26658. this._bindAction( action,
  26659. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26660. this._addInactiveAction( action, clipUuid, rootUuid );
  26661. }
  26662. var bindings = action._propertyBindings;
  26663. // increment reference counts / sort out state
  26664. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26665. var binding = bindings[ i ];
  26666. if ( binding.useCount ++ === 0 ) {
  26667. this._lendBinding( binding );
  26668. binding.saveOriginalState();
  26669. }
  26670. }
  26671. this._lendAction( action );
  26672. }
  26673. },
  26674. _deactivateAction: function ( action ) {
  26675. if ( this._isActiveAction( action ) ) {
  26676. var bindings = action._propertyBindings;
  26677. // decrement reference counts / sort out state
  26678. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26679. var binding = bindings[ i ];
  26680. if ( -- binding.useCount === 0 ) {
  26681. binding.restoreOriginalState();
  26682. this._takeBackBinding( binding );
  26683. }
  26684. }
  26685. this._takeBackAction( action );
  26686. }
  26687. },
  26688. // Memory manager
  26689. _initMemoryManager: function () {
  26690. this._actions = []; // 'nActiveActions' followed by inactive ones
  26691. this._nActiveActions = 0;
  26692. this._actionsByClip = {};
  26693. // inside:
  26694. // {
  26695. // knownActions: Array< AnimationAction > - used as prototypes
  26696. // actionByRoot: AnimationAction - lookup
  26697. // }
  26698. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26699. this._nActiveBindings = 0;
  26700. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26701. this._controlInterpolants = []; // same game as above
  26702. this._nActiveControlInterpolants = 0;
  26703. var scope = this;
  26704. this.stats = {
  26705. actions: {
  26706. get total() {
  26707. return scope._actions.length;
  26708. },
  26709. get inUse() {
  26710. return scope._nActiveActions;
  26711. }
  26712. },
  26713. bindings: {
  26714. get total() {
  26715. return scope._bindings.length;
  26716. },
  26717. get inUse() {
  26718. return scope._nActiveBindings;
  26719. }
  26720. },
  26721. controlInterpolants: {
  26722. get total() {
  26723. return scope._controlInterpolants.length;
  26724. },
  26725. get inUse() {
  26726. return scope._nActiveControlInterpolants;
  26727. }
  26728. }
  26729. };
  26730. },
  26731. // Memory management for AnimationAction objects
  26732. _isActiveAction: function ( action ) {
  26733. var index = action._cacheIndex;
  26734. return index !== null && index < this._nActiveActions;
  26735. },
  26736. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26737. var actions = this._actions,
  26738. actionsByClip = this._actionsByClip,
  26739. actionsForClip = actionsByClip[ clipUuid ];
  26740. if ( actionsForClip === undefined ) {
  26741. actionsForClip = {
  26742. knownActions: [ action ],
  26743. actionByRoot: {}
  26744. };
  26745. action._byClipCacheIndex = 0;
  26746. actionsByClip[ clipUuid ] = actionsForClip;
  26747. } else {
  26748. var knownActions = actionsForClip.knownActions;
  26749. action._byClipCacheIndex = knownActions.length;
  26750. knownActions.push( action );
  26751. }
  26752. action._cacheIndex = actions.length;
  26753. actions.push( action );
  26754. actionsForClip.actionByRoot[ rootUuid ] = action;
  26755. },
  26756. _removeInactiveAction: function ( action ) {
  26757. var actions = this._actions,
  26758. lastInactiveAction = actions[ actions.length - 1 ],
  26759. cacheIndex = action._cacheIndex;
  26760. lastInactiveAction._cacheIndex = cacheIndex;
  26761. actions[ cacheIndex ] = lastInactiveAction;
  26762. actions.pop();
  26763. action._cacheIndex = null;
  26764. var clipUuid = action._clip.uuid,
  26765. actionsByClip = this._actionsByClip,
  26766. actionsForClip = actionsByClip[ clipUuid ],
  26767. knownActionsForClip = actionsForClip.knownActions,
  26768. lastKnownAction =
  26769. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26770. byClipCacheIndex = action._byClipCacheIndex;
  26771. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26772. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26773. knownActionsForClip.pop();
  26774. action._byClipCacheIndex = null;
  26775. var actionByRoot = actionsForClip.actionByRoot,
  26776. rootUuid = ( action._localRoot || this._root ).uuid;
  26777. delete actionByRoot[ rootUuid ];
  26778. if ( knownActionsForClip.length === 0 ) {
  26779. delete actionsByClip[ clipUuid ];
  26780. }
  26781. this._removeInactiveBindingsForAction( action );
  26782. },
  26783. _removeInactiveBindingsForAction: function ( action ) {
  26784. var bindings = action._propertyBindings;
  26785. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26786. var binding = bindings[ i ];
  26787. if ( -- binding.referenceCount === 0 ) {
  26788. this._removeInactiveBinding( binding );
  26789. }
  26790. }
  26791. },
  26792. _lendAction: function ( action ) {
  26793. // [ active actions | inactive actions ]
  26794. // [ active actions >| inactive actions ]
  26795. // s a
  26796. // <-swap->
  26797. // a s
  26798. var actions = this._actions,
  26799. prevIndex = action._cacheIndex,
  26800. lastActiveIndex = this._nActiveActions ++,
  26801. firstInactiveAction = actions[ lastActiveIndex ];
  26802. action._cacheIndex = lastActiveIndex;
  26803. actions[ lastActiveIndex ] = action;
  26804. firstInactiveAction._cacheIndex = prevIndex;
  26805. actions[ prevIndex ] = firstInactiveAction;
  26806. },
  26807. _takeBackAction: function ( action ) {
  26808. // [ active actions | inactive actions ]
  26809. // [ active actions |< inactive actions ]
  26810. // a s
  26811. // <-swap->
  26812. // s a
  26813. var actions = this._actions,
  26814. prevIndex = action._cacheIndex,
  26815. firstInactiveIndex = -- this._nActiveActions,
  26816. lastActiveAction = actions[ firstInactiveIndex ];
  26817. action._cacheIndex = firstInactiveIndex;
  26818. actions[ firstInactiveIndex ] = action;
  26819. lastActiveAction._cacheIndex = prevIndex;
  26820. actions[ prevIndex ] = lastActiveAction;
  26821. },
  26822. // Memory management for PropertyMixer objects
  26823. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26824. var bindingsByRoot = this._bindingsByRootAndName,
  26825. bindingByName = bindingsByRoot[ rootUuid ],
  26826. bindings = this._bindings;
  26827. if ( bindingByName === undefined ) {
  26828. bindingByName = {};
  26829. bindingsByRoot[ rootUuid ] = bindingByName;
  26830. }
  26831. bindingByName[ trackName ] = binding;
  26832. binding._cacheIndex = bindings.length;
  26833. bindings.push( binding );
  26834. },
  26835. _removeInactiveBinding: function ( binding ) {
  26836. var bindings = this._bindings,
  26837. propBinding = binding.binding,
  26838. rootUuid = propBinding.rootNode.uuid,
  26839. trackName = propBinding.path,
  26840. bindingsByRoot = this._bindingsByRootAndName,
  26841. bindingByName = bindingsByRoot[ rootUuid ],
  26842. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26843. cacheIndex = binding._cacheIndex;
  26844. lastInactiveBinding._cacheIndex = cacheIndex;
  26845. bindings[ cacheIndex ] = lastInactiveBinding;
  26846. bindings.pop();
  26847. delete bindingByName[ trackName ];
  26848. if ( Object.keys( bindingByName ).length === 0 ) {
  26849. delete bindingsByRoot[ rootUuid ];
  26850. }
  26851. },
  26852. _lendBinding: function ( binding ) {
  26853. var bindings = this._bindings,
  26854. prevIndex = binding._cacheIndex,
  26855. lastActiveIndex = this._nActiveBindings ++,
  26856. firstInactiveBinding = bindings[ lastActiveIndex ];
  26857. binding._cacheIndex = lastActiveIndex;
  26858. bindings[ lastActiveIndex ] = binding;
  26859. firstInactiveBinding._cacheIndex = prevIndex;
  26860. bindings[ prevIndex ] = firstInactiveBinding;
  26861. },
  26862. _takeBackBinding: function ( binding ) {
  26863. var bindings = this._bindings,
  26864. prevIndex = binding._cacheIndex,
  26865. firstInactiveIndex = -- this._nActiveBindings,
  26866. lastActiveBinding = bindings[ firstInactiveIndex ];
  26867. binding._cacheIndex = firstInactiveIndex;
  26868. bindings[ firstInactiveIndex ] = binding;
  26869. lastActiveBinding._cacheIndex = prevIndex;
  26870. bindings[ prevIndex ] = lastActiveBinding;
  26871. },
  26872. // Memory management of Interpolants for weight and time scale
  26873. _lendControlInterpolant: function () {
  26874. var interpolants = this._controlInterpolants,
  26875. lastActiveIndex = this._nActiveControlInterpolants ++,
  26876. interpolant = interpolants[ lastActiveIndex ];
  26877. if ( interpolant === undefined ) {
  26878. interpolant = new LinearInterpolant(
  26879. new Float32Array( 2 ), new Float32Array( 2 ),
  26880. 1, this._controlInterpolantsResultBuffer );
  26881. interpolant.__cacheIndex = lastActiveIndex;
  26882. interpolants[ lastActiveIndex ] = interpolant;
  26883. }
  26884. return interpolant;
  26885. },
  26886. _takeBackControlInterpolant: function ( interpolant ) {
  26887. var interpolants = this._controlInterpolants,
  26888. prevIndex = interpolant.__cacheIndex,
  26889. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26890. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26891. interpolant.__cacheIndex = firstInactiveIndex;
  26892. interpolants[ firstInactiveIndex ] = interpolant;
  26893. lastActiveInterpolant.__cacheIndex = prevIndex;
  26894. interpolants[ prevIndex ] = lastActiveInterpolant;
  26895. },
  26896. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26897. // return an action for a clip optionally using a custom root target
  26898. // object (this method allocates a lot of dynamic memory in case a
  26899. // previously unknown clip/root combination is specified)
  26900. clipAction: function ( clip, optionalRoot ) {
  26901. var root = optionalRoot || this._root,
  26902. rootUuid = root.uuid,
  26903. clipObject = typeof clip === 'string' ?
  26904. AnimationClip.findByName( root, clip ) : clip,
  26905. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26906. actionsForClip = this._actionsByClip[ clipUuid ],
  26907. prototypeAction = null;
  26908. if ( actionsForClip !== undefined ) {
  26909. var existingAction =
  26910. actionsForClip.actionByRoot[ rootUuid ];
  26911. if ( existingAction !== undefined ) {
  26912. return existingAction;
  26913. }
  26914. // we know the clip, so we don't have to parse all
  26915. // the bindings again but can just copy
  26916. prototypeAction = actionsForClip.knownActions[ 0 ];
  26917. // also, take the clip from the prototype action
  26918. if ( clipObject === null )
  26919. { clipObject = prototypeAction._clip; }
  26920. }
  26921. // clip must be known when specified via string
  26922. if ( clipObject === null ) { return null; }
  26923. // allocate all resources required to run it
  26924. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26925. this._bindAction( newAction, prototypeAction );
  26926. // and make the action known to the memory manager
  26927. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26928. return newAction;
  26929. },
  26930. // get an existing action
  26931. existingAction: function ( clip, optionalRoot ) {
  26932. var root = optionalRoot || this._root,
  26933. rootUuid = root.uuid,
  26934. clipObject = typeof clip === 'string' ?
  26935. AnimationClip.findByName( root, clip ) : clip,
  26936. clipUuid = clipObject ? clipObject.uuid : clip,
  26937. actionsForClip = this._actionsByClip[ clipUuid ];
  26938. if ( actionsForClip !== undefined ) {
  26939. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26940. }
  26941. return null;
  26942. },
  26943. // deactivates all previously scheduled actions
  26944. stopAllAction: function () {
  26945. var actions = this._actions,
  26946. nActions = this._nActiveActions,
  26947. bindings = this._bindings,
  26948. nBindings = this._nActiveBindings;
  26949. this._nActiveActions = 0;
  26950. this._nActiveBindings = 0;
  26951. for ( var i = 0; i !== nActions; ++ i ) {
  26952. actions[ i ].reset();
  26953. }
  26954. for ( var i = 0; i !== nBindings; ++ i ) {
  26955. bindings[ i ].useCount = 0;
  26956. }
  26957. return this;
  26958. },
  26959. // advance the time and update apply the animation
  26960. update: function ( deltaTime ) {
  26961. deltaTime *= this.timeScale;
  26962. var actions = this._actions,
  26963. nActions = this._nActiveActions,
  26964. time = this.time += deltaTime,
  26965. timeDirection = Math.sign( deltaTime ),
  26966. accuIndex = this._accuIndex ^= 1;
  26967. // run active actions
  26968. for ( var i = 0; i !== nActions; ++ i ) {
  26969. var action = actions[ i ];
  26970. action._update( time, deltaTime, timeDirection, accuIndex );
  26971. }
  26972. // update scene graph
  26973. var bindings = this._bindings,
  26974. nBindings = this._nActiveBindings;
  26975. for ( var i = 0; i !== nBindings; ++ i ) {
  26976. bindings[ i ].apply( accuIndex );
  26977. }
  26978. return this;
  26979. },
  26980. // Allows you to seek to a specific time in an animation.
  26981. setTime: function ( timeInSeconds ) {
  26982. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26983. for ( var i = 0; i < this._actions.length; i ++ ) {
  26984. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26985. }
  26986. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26987. },
  26988. // return this mixer's root target object
  26989. getRoot: function () {
  26990. return this._root;
  26991. },
  26992. // free all resources specific to a particular clip
  26993. uncacheClip: function ( clip ) {
  26994. var actions = this._actions,
  26995. clipUuid = clip.uuid,
  26996. actionsByClip = this._actionsByClip,
  26997. actionsForClip = actionsByClip[ clipUuid ];
  26998. if ( actionsForClip !== undefined ) {
  26999. // note: just calling _removeInactiveAction would mess up the
  27000. // iteration state and also require updating the state we can
  27001. // just throw away
  27002. var actionsToRemove = actionsForClip.knownActions;
  27003. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27004. var action = actionsToRemove[ i ];
  27005. this._deactivateAction( action );
  27006. var cacheIndex = action._cacheIndex,
  27007. lastInactiveAction = actions[ actions.length - 1 ];
  27008. action._cacheIndex = null;
  27009. action._byClipCacheIndex = null;
  27010. lastInactiveAction._cacheIndex = cacheIndex;
  27011. actions[ cacheIndex ] = lastInactiveAction;
  27012. actions.pop();
  27013. this._removeInactiveBindingsForAction( action );
  27014. }
  27015. delete actionsByClip[ clipUuid ];
  27016. }
  27017. },
  27018. // free all resources specific to a particular root target object
  27019. uncacheRoot: function ( root ) {
  27020. var rootUuid = root.uuid,
  27021. actionsByClip = this._actionsByClip;
  27022. for ( var clipUuid in actionsByClip ) {
  27023. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27024. action = actionByRoot[ rootUuid ];
  27025. if ( action !== undefined ) {
  27026. this._deactivateAction( action );
  27027. this._removeInactiveAction( action );
  27028. }
  27029. }
  27030. var bindingsByRoot = this._bindingsByRootAndName,
  27031. bindingByName = bindingsByRoot[ rootUuid ];
  27032. if ( bindingByName !== undefined ) {
  27033. for ( var trackName in bindingByName ) {
  27034. var binding = bindingByName[ trackName ];
  27035. binding.restoreOriginalState();
  27036. this._removeInactiveBinding( binding );
  27037. }
  27038. }
  27039. },
  27040. // remove a targeted clip from the cache
  27041. uncacheAction: function ( clip, optionalRoot ) {
  27042. var action = this.existingAction( clip, optionalRoot );
  27043. if ( action !== null ) {
  27044. this._deactivateAction( action );
  27045. this._removeInactiveAction( action );
  27046. }
  27047. }
  27048. } );
  27049. /**
  27050. * @author mrdoob / http://mrdoob.com/
  27051. */
  27052. function Uniform( value ) {
  27053. if ( typeof value === 'string' ) {
  27054. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27055. value = arguments[ 1 ];
  27056. }
  27057. this.value = value;
  27058. }
  27059. Uniform.prototype.clone = function () {
  27060. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27061. };
  27062. /**
  27063. * @author benaadams / https://twitter.com/ben_a_adams
  27064. */
  27065. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27066. InterleavedBuffer.call( this, array, stride );
  27067. this.meshPerAttribute = meshPerAttribute || 1;
  27068. }
  27069. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27070. constructor: InstancedInterleavedBuffer,
  27071. isInstancedInterleavedBuffer: true,
  27072. copy: function ( source ) {
  27073. InterleavedBuffer.prototype.copy.call( this, source );
  27074. this.meshPerAttribute = source.meshPerAttribute;
  27075. return this;
  27076. }
  27077. } );
  27078. /**
  27079. * @author mrdoob / http://mrdoob.com/
  27080. * @author bhouston / http://clara.io/
  27081. * @author stephomi / http://stephaneginier.com/
  27082. */
  27083. function Raycaster( origin, direction, near, far ) {
  27084. this.ray = new Ray( origin, direction );
  27085. // direction is assumed to be normalized (for accurate distance calculations)
  27086. this.near = near || 0;
  27087. this.far = far || Infinity;
  27088. this.camera = null;
  27089. this.layers = new Layers();
  27090. this.params = {
  27091. Mesh: {},
  27092. Line: { threshold: 1 },
  27093. LOD: {},
  27094. Points: { threshold: 1 },
  27095. Sprite: {}
  27096. };
  27097. Object.defineProperties( this.params, {
  27098. PointCloud: {
  27099. get: function () {
  27100. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27101. return this.Points;
  27102. }
  27103. }
  27104. } );
  27105. }
  27106. function ascSort( a, b ) {
  27107. return a.distance - b.distance;
  27108. }
  27109. function intersectObject( object, raycaster, intersects, recursive ) {
  27110. if ( object.layers.test( raycaster.layers ) ) {
  27111. object.raycast( raycaster, intersects );
  27112. }
  27113. if ( recursive === true ) {
  27114. var children = object.children;
  27115. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27116. intersectObject( children[ i ], raycaster, intersects, true );
  27117. }
  27118. }
  27119. }
  27120. Object.assign( Raycaster.prototype, {
  27121. set: function ( origin, direction ) {
  27122. // direction is assumed to be normalized (for accurate distance calculations)
  27123. this.ray.set( origin, direction );
  27124. },
  27125. setFromCamera: function ( coords, camera ) {
  27126. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27127. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27128. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27129. this.camera = camera;
  27130. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27131. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27132. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27133. this.camera = camera;
  27134. } else {
  27135. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27136. }
  27137. },
  27138. intersectObject: function ( object, recursive, optionalTarget ) {
  27139. var intersects = optionalTarget || [];
  27140. intersectObject( object, this, intersects, recursive );
  27141. intersects.sort( ascSort );
  27142. return intersects;
  27143. },
  27144. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27145. var intersects = optionalTarget || [];
  27146. if ( Array.isArray( objects ) === false ) {
  27147. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27148. return intersects;
  27149. }
  27150. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27151. intersectObject( objects[ i ], this, intersects, recursive );
  27152. }
  27153. intersects.sort( ascSort );
  27154. return intersects;
  27155. }
  27156. } );
  27157. /**
  27158. * @author bhouston / http://clara.io
  27159. * @author WestLangley / http://github.com/WestLangley
  27160. *
  27161. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27162. *
  27163. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27164. * The azimuthal angle (theta) is measured from the positive z-axis.
  27165. */
  27166. function Spherical( radius, phi, theta ) {
  27167. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27168. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27169. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27170. return this;
  27171. }
  27172. Object.assign( Spherical.prototype, {
  27173. set: function ( radius, phi, theta ) {
  27174. this.radius = radius;
  27175. this.phi = phi;
  27176. this.theta = theta;
  27177. return this;
  27178. },
  27179. clone: function () {
  27180. return new this.constructor().copy( this );
  27181. },
  27182. copy: function ( other ) {
  27183. this.radius = other.radius;
  27184. this.phi = other.phi;
  27185. this.theta = other.theta;
  27186. return this;
  27187. },
  27188. // restrict phi to be betwee EPS and PI-EPS
  27189. makeSafe: function () {
  27190. var EPS = 0.000001;
  27191. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27192. return this;
  27193. },
  27194. setFromVector3: function ( v ) {
  27195. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27196. },
  27197. setFromCartesianCoords: function ( x, y, z ) {
  27198. this.radius = Math.sqrt( x * x + y * y + z * z );
  27199. if ( this.radius === 0 ) {
  27200. this.theta = 0;
  27201. this.phi = 0;
  27202. } else {
  27203. this.theta = Math.atan2( x, z );
  27204. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27205. }
  27206. return this;
  27207. }
  27208. } );
  27209. /**
  27210. * @author Mugen87 / https://github.com/Mugen87
  27211. *
  27212. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27213. *
  27214. */
  27215. function Cylindrical( radius, theta, y ) {
  27216. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27217. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27218. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27219. return this;
  27220. }
  27221. Object.assign( Cylindrical.prototype, {
  27222. set: function ( radius, theta, y ) {
  27223. this.radius = radius;
  27224. this.theta = theta;
  27225. this.y = y;
  27226. return this;
  27227. },
  27228. clone: function () {
  27229. return new this.constructor().copy( this );
  27230. },
  27231. copy: function ( other ) {
  27232. this.radius = other.radius;
  27233. this.theta = other.theta;
  27234. this.y = other.y;
  27235. return this;
  27236. },
  27237. setFromVector3: function ( v ) {
  27238. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27239. },
  27240. setFromCartesianCoords: function ( x, y, z ) {
  27241. this.radius = Math.sqrt( x * x + z * z );
  27242. this.theta = Math.atan2( x, z );
  27243. this.y = y;
  27244. return this;
  27245. }
  27246. } );
  27247. /**
  27248. * @author bhouston / http://clara.io
  27249. */
  27250. var _vector$7 = new Vector2();
  27251. function Box2( min, max ) {
  27252. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27253. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27254. }
  27255. Object.assign( Box2.prototype, {
  27256. set: function ( min, max ) {
  27257. this.min.copy( min );
  27258. this.max.copy( max );
  27259. return this;
  27260. },
  27261. setFromPoints: function ( points ) {
  27262. this.makeEmpty();
  27263. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27264. this.expandByPoint( points[ i ] );
  27265. }
  27266. return this;
  27267. },
  27268. setFromCenterAndSize: function ( center, size ) {
  27269. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27270. this.min.copy( center ).sub( halfSize );
  27271. this.max.copy( center ).add( halfSize );
  27272. return this;
  27273. },
  27274. clone: function () {
  27275. return new this.constructor().copy( this );
  27276. },
  27277. copy: function ( box ) {
  27278. this.min.copy( box.min );
  27279. this.max.copy( box.max );
  27280. return this;
  27281. },
  27282. makeEmpty: function () {
  27283. this.min.x = this.min.y = + Infinity;
  27284. this.max.x = this.max.y = - Infinity;
  27285. return this;
  27286. },
  27287. isEmpty: function () {
  27288. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27289. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27290. },
  27291. getCenter: function ( target ) {
  27292. if ( target === undefined ) {
  27293. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27294. target = new Vector2();
  27295. }
  27296. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27297. },
  27298. getSize: function ( target ) {
  27299. if ( target === undefined ) {
  27300. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27301. target = new Vector2();
  27302. }
  27303. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27304. },
  27305. expandByPoint: function ( point ) {
  27306. this.min.min( point );
  27307. this.max.max( point );
  27308. return this;
  27309. },
  27310. expandByVector: function ( vector ) {
  27311. this.min.sub( vector );
  27312. this.max.add( vector );
  27313. return this;
  27314. },
  27315. expandByScalar: function ( scalar ) {
  27316. this.min.addScalar( - scalar );
  27317. this.max.addScalar( scalar );
  27318. return this;
  27319. },
  27320. containsPoint: function ( point ) {
  27321. return point.x < this.min.x || point.x > this.max.x ||
  27322. point.y < this.min.y || point.y > this.max.y ? false : true;
  27323. },
  27324. containsBox: function ( box ) {
  27325. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27326. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27327. },
  27328. getParameter: function ( point, target ) {
  27329. // This can potentially have a divide by zero if the box
  27330. // has a size dimension of 0.
  27331. if ( target === undefined ) {
  27332. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27333. target = new Vector2();
  27334. }
  27335. return target.set(
  27336. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27337. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27338. );
  27339. },
  27340. intersectsBox: function ( box ) {
  27341. // using 4 splitting planes to rule out intersections
  27342. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27343. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27344. },
  27345. clampPoint: function ( point, target ) {
  27346. if ( target === undefined ) {
  27347. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27348. target = new Vector2();
  27349. }
  27350. return target.copy( point ).clamp( this.min, this.max );
  27351. },
  27352. distanceToPoint: function ( point ) {
  27353. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27354. return clampedPoint.sub( point ).length();
  27355. },
  27356. intersect: function ( box ) {
  27357. this.min.max( box.min );
  27358. this.max.min( box.max );
  27359. return this;
  27360. },
  27361. union: function ( box ) {
  27362. this.min.min( box.min );
  27363. this.max.max( box.max );
  27364. return this;
  27365. },
  27366. translate: function ( offset ) {
  27367. this.min.add( offset );
  27368. this.max.add( offset );
  27369. return this;
  27370. },
  27371. equals: function ( box ) {
  27372. return box.min.equals( this.min ) && box.max.equals( this.max );
  27373. }
  27374. } );
  27375. /**
  27376. * @author bhouston / http://clara.io
  27377. */
  27378. var _startP = new Vector3();
  27379. var _startEnd = new Vector3();
  27380. function Line3( start, end ) {
  27381. this.start = ( start !== undefined ) ? start : new Vector3();
  27382. this.end = ( end !== undefined ) ? end : new Vector3();
  27383. }
  27384. Object.assign( Line3.prototype, {
  27385. set: function ( start, end ) {
  27386. this.start.copy( start );
  27387. this.end.copy( end );
  27388. return this;
  27389. },
  27390. clone: function () {
  27391. return new this.constructor().copy( this );
  27392. },
  27393. copy: function ( line ) {
  27394. this.start.copy( line.start );
  27395. this.end.copy( line.end );
  27396. return this;
  27397. },
  27398. getCenter: function ( target ) {
  27399. if ( target === undefined ) {
  27400. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27401. target = new Vector3();
  27402. }
  27403. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27404. },
  27405. delta: function ( target ) {
  27406. if ( target === undefined ) {
  27407. console.warn( 'THREE.Line3: .delta() target is now required' );
  27408. target = new Vector3();
  27409. }
  27410. return target.subVectors( this.end, this.start );
  27411. },
  27412. distanceSq: function () {
  27413. return this.start.distanceToSquared( this.end );
  27414. },
  27415. distance: function () {
  27416. return this.start.distanceTo( this.end );
  27417. },
  27418. at: function ( t, target ) {
  27419. if ( target === undefined ) {
  27420. console.warn( 'THREE.Line3: .at() target is now required' );
  27421. target = new Vector3();
  27422. }
  27423. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27424. },
  27425. closestPointToPointParameter: function ( point, clampToLine ) {
  27426. _startP.subVectors( point, this.start );
  27427. _startEnd.subVectors( this.end, this.start );
  27428. var startEnd2 = _startEnd.dot( _startEnd );
  27429. var startEnd_startP = _startEnd.dot( _startP );
  27430. var t = startEnd_startP / startEnd2;
  27431. if ( clampToLine ) {
  27432. t = MathUtils.clamp( t, 0, 1 );
  27433. }
  27434. return t;
  27435. },
  27436. closestPointToPoint: function ( point, clampToLine, target ) {
  27437. var t = this.closestPointToPointParameter( point, clampToLine );
  27438. if ( target === undefined ) {
  27439. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27440. target = new Vector3();
  27441. }
  27442. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27443. },
  27444. applyMatrix4: function ( matrix ) {
  27445. this.start.applyMatrix4( matrix );
  27446. this.end.applyMatrix4( matrix );
  27447. return this;
  27448. },
  27449. equals: function ( line ) {
  27450. return line.start.equals( this.start ) && line.end.equals( this.end );
  27451. }
  27452. } );
  27453. /**
  27454. * @author alteredq / http://alteredqualia.com/
  27455. */
  27456. function ImmediateRenderObject( material ) {
  27457. Object3D.call( this );
  27458. this.material = material;
  27459. this.render = function ( /* renderCallback */ ) {};
  27460. }
  27461. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27462. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27463. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27464. /**
  27465. * @author alteredq / http://alteredqualia.com/
  27466. * @author mrdoob / http://mrdoob.com/
  27467. * @author WestLangley / http://github.com/WestLangley
  27468. */
  27469. var _vector$8 = new Vector3();
  27470. function SpotLightHelper( light, color ) {
  27471. Object3D.call( this );
  27472. this.light = light;
  27473. this.light.updateMatrixWorld();
  27474. this.matrix = light.matrixWorld;
  27475. this.matrixAutoUpdate = false;
  27476. this.color = color;
  27477. var geometry = new BufferGeometry();
  27478. var positions = [
  27479. 0, 0, 0, 0, 0, 1,
  27480. 0, 0, 0, 1, 0, 1,
  27481. 0, 0, 0, - 1, 0, 1,
  27482. 0, 0, 0, 0, 1, 1,
  27483. 0, 0, 0, 0, - 1, 1
  27484. ];
  27485. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27486. var p1 = ( i / l ) * Math.PI * 2;
  27487. var p2 = ( j / l ) * Math.PI * 2;
  27488. positions.push(
  27489. Math.cos( p1 ), Math.sin( p1 ), 1,
  27490. Math.cos( p2 ), Math.sin( p2 ), 1
  27491. );
  27492. }
  27493. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27494. var material = new LineBasicMaterial( { fog: false } );
  27495. this.cone = new LineSegments( geometry, material );
  27496. this.add( this.cone );
  27497. this.update();
  27498. }
  27499. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27500. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27501. SpotLightHelper.prototype.dispose = function () {
  27502. this.cone.geometry.dispose();
  27503. this.cone.material.dispose();
  27504. };
  27505. SpotLightHelper.prototype.update = function () {
  27506. this.light.updateMatrixWorld();
  27507. var coneLength = this.light.distance ? this.light.distance : 1000;
  27508. var coneWidth = coneLength * Math.tan( this.light.angle );
  27509. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27510. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27511. this.cone.lookAt( _vector$8 );
  27512. if ( this.color !== undefined ) {
  27513. this.cone.material.color.set( this.color );
  27514. } else {
  27515. this.cone.material.color.copy( this.light.color );
  27516. }
  27517. };
  27518. /**
  27519. * @author Sean Griffin / http://twitter.com/sgrif
  27520. * @author Michael Guerrero / http://realitymeltdown.com
  27521. * @author mrdoob / http://mrdoob.com/
  27522. * @author ikerr / http://verold.com
  27523. * @author Mugen87 / https://github.com/Mugen87
  27524. */
  27525. var _vector$9 = new Vector3();
  27526. var _boneMatrix = new Matrix4();
  27527. var _matrixWorldInv = new Matrix4();
  27528. function getBoneList( object ) {
  27529. var boneList = [];
  27530. if ( object && object.isBone ) {
  27531. boneList.push( object );
  27532. }
  27533. for ( var i = 0; i < object.children.length; i ++ ) {
  27534. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27535. }
  27536. return boneList;
  27537. }
  27538. function SkeletonHelper( object ) {
  27539. var bones = getBoneList( object );
  27540. var geometry = new BufferGeometry();
  27541. var vertices = [];
  27542. var colors = [];
  27543. var color1 = new Color( 0, 0, 1 );
  27544. var color2 = new Color( 0, 1, 0 );
  27545. for ( var i = 0; i < bones.length; i ++ ) {
  27546. var bone = bones[ i ];
  27547. if ( bone.parent && bone.parent.isBone ) {
  27548. vertices.push( 0, 0, 0 );
  27549. vertices.push( 0, 0, 0 );
  27550. colors.push( color1.r, color1.g, color1.b );
  27551. colors.push( color2.r, color2.g, color2.b );
  27552. }
  27553. }
  27554. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27555. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27556. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );
  27557. LineSegments.call( this, geometry, material );
  27558. this.root = object;
  27559. this.bones = bones;
  27560. this.matrix = object.matrixWorld;
  27561. this.matrixAutoUpdate = false;
  27562. }
  27563. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27564. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27565. SkeletonHelper.prototype.isSkeletonHelper = true;
  27566. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27567. var bones = this.bones;
  27568. var geometry = this.geometry;
  27569. var position = geometry.getAttribute( 'position' );
  27570. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27571. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27572. var bone = bones[ i ];
  27573. if ( bone.parent && bone.parent.isBone ) {
  27574. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27575. _vector$9.setFromMatrixPosition( _boneMatrix );
  27576. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27577. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27578. _vector$9.setFromMatrixPosition( _boneMatrix );
  27579. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27580. j += 2;
  27581. }
  27582. }
  27583. geometry.getAttribute( 'position' ).needsUpdate = true;
  27584. Object3D.prototype.updateMatrixWorld.call( this, force );
  27585. };
  27586. /**
  27587. * @author alteredq / http://alteredqualia.com/
  27588. * @author mrdoob / http://mrdoob.com/
  27589. */
  27590. function PointLightHelper( light, sphereSize, color ) {
  27591. this.light = light;
  27592. this.light.updateMatrixWorld();
  27593. this.color = color;
  27594. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27595. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27596. Mesh.call( this, geometry, material );
  27597. this.matrix = this.light.matrixWorld;
  27598. this.matrixAutoUpdate = false;
  27599. this.update();
  27600. /*
  27601. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27602. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27603. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27604. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27605. var d = light.distance;
  27606. if ( d === 0.0 ) {
  27607. this.lightDistance.visible = false;
  27608. } else {
  27609. this.lightDistance.scale.set( d, d, d );
  27610. }
  27611. this.add( this.lightDistance );
  27612. */
  27613. }
  27614. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27615. PointLightHelper.prototype.constructor = PointLightHelper;
  27616. PointLightHelper.prototype.dispose = function () {
  27617. this.geometry.dispose();
  27618. this.material.dispose();
  27619. };
  27620. PointLightHelper.prototype.update = function () {
  27621. if ( this.color !== undefined ) {
  27622. this.material.color.set( this.color );
  27623. } else {
  27624. this.material.color.copy( this.light.color );
  27625. }
  27626. /*
  27627. var d = this.light.distance;
  27628. if ( d === 0.0 ) {
  27629. this.lightDistance.visible = false;
  27630. } else {
  27631. this.lightDistance.visible = true;
  27632. this.lightDistance.scale.set( d, d, d );
  27633. }
  27634. */
  27635. };
  27636. /**
  27637. * @author alteredq / http://alteredqualia.com/
  27638. * @author mrdoob / http://mrdoob.com/
  27639. * @author Mugen87 / https://github.com/Mugen87
  27640. */
  27641. var _vector$a = new Vector3();
  27642. var _color1 = new Color();
  27643. var _color2 = new Color();
  27644. function HemisphereLightHelper( light, size, color ) {
  27645. Object3D.call( this );
  27646. this.light = light;
  27647. this.light.updateMatrixWorld();
  27648. this.matrix = light.matrixWorld;
  27649. this.matrixAutoUpdate = false;
  27650. this.color = color;
  27651. var geometry = new OctahedronBufferGeometry( size );
  27652. geometry.rotateY( Math.PI * 0.5 );
  27653. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27654. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27655. var position = geometry.getAttribute( 'position' );
  27656. var colors = new Float32Array( position.count * 3 );
  27657. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27658. this.add( new Mesh( geometry, this.material ) );
  27659. this.update();
  27660. }
  27661. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27662. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27663. HemisphereLightHelper.prototype.dispose = function () {
  27664. this.children[ 0 ].geometry.dispose();
  27665. this.children[ 0 ].material.dispose();
  27666. };
  27667. HemisphereLightHelper.prototype.update = function () {
  27668. var mesh = this.children[ 0 ];
  27669. if ( this.color !== undefined ) {
  27670. this.material.color.set( this.color );
  27671. } else {
  27672. var colors = mesh.geometry.getAttribute( 'color' );
  27673. _color1.copy( this.light.color );
  27674. _color2.copy( this.light.groundColor );
  27675. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27676. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27677. colors.setXYZ( i, color.r, color.g, color.b );
  27678. }
  27679. colors.needsUpdate = true;
  27680. }
  27681. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27682. };
  27683. /**
  27684. * @author mrdoob / http://mrdoob.com/
  27685. */
  27686. function GridHelper( size, divisions, color1, color2 ) {
  27687. size = size || 10;
  27688. divisions = divisions || 10;
  27689. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27690. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27691. var center = divisions / 2;
  27692. var step = size / divisions;
  27693. var halfSize = size / 2;
  27694. var vertices = [], colors = [];
  27695. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27696. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27697. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27698. var color = i === center ? color1 : color2;
  27699. color.toArray( colors, j ); j += 3;
  27700. color.toArray( colors, j ); j += 3;
  27701. color.toArray( colors, j ); j += 3;
  27702. color.toArray( colors, j ); j += 3;
  27703. }
  27704. var geometry = new BufferGeometry();
  27705. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27706. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27707. var material = new LineBasicMaterial( { vertexColors: true } );
  27708. LineSegments.call( this, geometry, material );
  27709. }
  27710. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27711. constructor: GridHelper,
  27712. copy: function ( source ) {
  27713. LineSegments.prototype.copy.call( this, source );
  27714. this.geometry.copy( source.geometry );
  27715. this.material.copy( source.material );
  27716. return this;
  27717. },
  27718. clone: function () {
  27719. return new this.constructor().copy( this );
  27720. }
  27721. } );
  27722. /**
  27723. * @author mrdoob / http://mrdoob.com/
  27724. * @author Mugen87 / http://github.com/Mugen87
  27725. * @author Hectate / http://www.github.com/Hectate
  27726. */
  27727. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27728. radius = radius || 10;
  27729. radials = radials || 16;
  27730. circles = circles || 8;
  27731. divisions = divisions || 64;
  27732. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27733. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27734. var vertices = [];
  27735. var colors = [];
  27736. var x, z;
  27737. var v, i, j, r, color;
  27738. // create the radials
  27739. for ( i = 0; i <= radials; i ++ ) {
  27740. v = ( i / radials ) * ( Math.PI * 2 );
  27741. x = Math.sin( v ) * radius;
  27742. z = Math.cos( v ) * radius;
  27743. vertices.push( 0, 0, 0 );
  27744. vertices.push( x, 0, z );
  27745. color = ( i & 1 ) ? color1 : color2;
  27746. colors.push( color.r, color.g, color.b );
  27747. colors.push( color.r, color.g, color.b );
  27748. }
  27749. // create the circles
  27750. for ( i = 0; i <= circles; i ++ ) {
  27751. color = ( i & 1 ) ? color1 : color2;
  27752. r = radius - ( radius / circles * i );
  27753. for ( j = 0; j < divisions; j ++ ) {
  27754. // first vertex
  27755. v = ( j / divisions ) * ( Math.PI * 2 );
  27756. x = Math.sin( v ) * r;
  27757. z = Math.cos( v ) * r;
  27758. vertices.push( x, 0, z );
  27759. colors.push( color.r, color.g, color.b );
  27760. // second vertex
  27761. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27762. x = Math.sin( v ) * r;
  27763. z = Math.cos( v ) * r;
  27764. vertices.push( x, 0, z );
  27765. colors.push( color.r, color.g, color.b );
  27766. }
  27767. }
  27768. var geometry = new BufferGeometry();
  27769. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27770. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27771. var material = new LineBasicMaterial( { vertexColors: true } );
  27772. LineSegments.call( this, geometry, material );
  27773. }
  27774. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27775. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27776. /**
  27777. * @author alteredq / http://alteredqualia.com/
  27778. * @author mrdoob / http://mrdoob.com/
  27779. * @author WestLangley / http://github.com/WestLangley
  27780. */
  27781. var _v1$5 = new Vector3();
  27782. var _v2$3 = new Vector3();
  27783. var _v3$1 = new Vector3();
  27784. function DirectionalLightHelper( light, size, color ) {
  27785. Object3D.call( this );
  27786. this.light = light;
  27787. this.light.updateMatrixWorld();
  27788. this.matrix = light.matrixWorld;
  27789. this.matrixAutoUpdate = false;
  27790. this.color = color;
  27791. if ( size === undefined ) { size = 1; }
  27792. var geometry = new BufferGeometry();
  27793. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27794. - size, size, 0,
  27795. size, size, 0,
  27796. size, - size, 0,
  27797. - size, - size, 0,
  27798. - size, size, 0
  27799. ], 3 ) );
  27800. var material = new LineBasicMaterial( { fog: false } );
  27801. this.lightPlane = new Line( geometry, material );
  27802. this.add( this.lightPlane );
  27803. geometry = new BufferGeometry();
  27804. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27805. this.targetLine = new Line( geometry, material );
  27806. this.add( this.targetLine );
  27807. this.update();
  27808. }
  27809. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27810. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27811. DirectionalLightHelper.prototype.dispose = function () {
  27812. this.lightPlane.geometry.dispose();
  27813. this.lightPlane.material.dispose();
  27814. this.targetLine.geometry.dispose();
  27815. this.targetLine.material.dispose();
  27816. };
  27817. DirectionalLightHelper.prototype.update = function () {
  27818. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27819. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27820. _v3$1.subVectors( _v2$3, _v1$5 );
  27821. this.lightPlane.lookAt( _v2$3 );
  27822. if ( this.color !== undefined ) {
  27823. this.lightPlane.material.color.set( this.color );
  27824. this.targetLine.material.color.set( this.color );
  27825. } else {
  27826. this.lightPlane.material.color.copy( this.light.color );
  27827. this.targetLine.material.color.copy( this.light.color );
  27828. }
  27829. this.targetLine.lookAt( _v2$3 );
  27830. this.targetLine.scale.z = _v3$1.length();
  27831. };
  27832. /**
  27833. * @author alteredq / http://alteredqualia.com/
  27834. * @author Mugen87 / https://github.com/Mugen87
  27835. *
  27836. * - shows frustum, line of sight and up of the camera
  27837. * - suitable for fast updates
  27838. * - based on frustum visualization in lightgl.js shadowmap example
  27839. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27840. */
  27841. var _vector$b = new Vector3();
  27842. var _camera = new Camera();
  27843. function CameraHelper( camera ) {
  27844. var geometry = new BufferGeometry();
  27845. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true } );
  27846. var vertices = [];
  27847. var colors = [];
  27848. var pointMap = {};
  27849. // colors
  27850. var colorFrustum = new Color( 0xffaa00 );
  27851. var colorCone = new Color( 0xff0000 );
  27852. var colorUp = new Color( 0x00aaff );
  27853. var colorTarget = new Color( 0xffffff );
  27854. var colorCross = new Color( 0x333333 );
  27855. // near
  27856. addLine( 'n1', 'n2', colorFrustum );
  27857. addLine( 'n2', 'n4', colorFrustum );
  27858. addLine( 'n4', 'n3', colorFrustum );
  27859. addLine( 'n3', 'n1', colorFrustum );
  27860. // far
  27861. addLine( 'f1', 'f2', colorFrustum );
  27862. addLine( 'f2', 'f4', colorFrustum );
  27863. addLine( 'f4', 'f3', colorFrustum );
  27864. addLine( 'f3', 'f1', colorFrustum );
  27865. // sides
  27866. addLine( 'n1', 'f1', colorFrustum );
  27867. addLine( 'n2', 'f2', colorFrustum );
  27868. addLine( 'n3', 'f3', colorFrustum );
  27869. addLine( 'n4', 'f4', colorFrustum );
  27870. // cone
  27871. addLine( 'p', 'n1', colorCone );
  27872. addLine( 'p', 'n2', colorCone );
  27873. addLine( 'p', 'n3', colorCone );
  27874. addLine( 'p', 'n4', colorCone );
  27875. // up
  27876. addLine( 'u1', 'u2', colorUp );
  27877. addLine( 'u2', 'u3', colorUp );
  27878. addLine( 'u3', 'u1', colorUp );
  27879. // target
  27880. addLine( 'c', 't', colorTarget );
  27881. addLine( 'p', 'c', colorCross );
  27882. // cross
  27883. addLine( 'cn1', 'cn2', colorCross );
  27884. addLine( 'cn3', 'cn4', colorCross );
  27885. addLine( 'cf1', 'cf2', colorCross );
  27886. addLine( 'cf3', 'cf4', colorCross );
  27887. function addLine( a, b, color ) {
  27888. addPoint( a, color );
  27889. addPoint( b, color );
  27890. }
  27891. function addPoint( id, color ) {
  27892. vertices.push( 0, 0, 0 );
  27893. colors.push( color.r, color.g, color.b );
  27894. if ( pointMap[ id ] === undefined ) {
  27895. pointMap[ id ] = [];
  27896. }
  27897. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27898. }
  27899. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27900. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27901. LineSegments.call( this, geometry, material );
  27902. this.camera = camera;
  27903. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27904. this.matrix = camera.matrixWorld;
  27905. this.matrixAutoUpdate = false;
  27906. this.pointMap = pointMap;
  27907. this.update();
  27908. }
  27909. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27910. CameraHelper.prototype.constructor = CameraHelper;
  27911. CameraHelper.prototype.update = function () {
  27912. var geometry = this.geometry;
  27913. var pointMap = this.pointMap;
  27914. var w = 1, h = 1;
  27915. // we need just camera projection matrix inverse
  27916. // world matrix must be identity
  27917. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27918. // center / target
  27919. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27920. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27921. // near
  27922. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27923. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27924. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27925. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27926. // far
  27927. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27928. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27929. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27930. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27931. // up
  27932. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27933. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27934. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27935. // cross
  27936. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27937. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27938. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27939. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27940. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27941. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27942. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27943. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27944. geometry.getAttribute( 'position' ).needsUpdate = true;
  27945. };
  27946. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27947. _vector$b.set( x, y, z ).unproject( camera );
  27948. var points = pointMap[ point ];
  27949. if ( points !== undefined ) {
  27950. var position = geometry.getAttribute( 'position' );
  27951. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27952. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  27953. }
  27954. }
  27955. }
  27956. /**
  27957. * @author mrdoob / http://mrdoob.com/
  27958. * @author Mugen87 / http://github.com/Mugen87
  27959. */
  27960. var _box$3 = new Box3();
  27961. function BoxHelper( object, color ) {
  27962. this.object = object;
  27963. if ( color === undefined ) { color = 0xffff00; }
  27964. 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 ] );
  27965. var positions = new Float32Array( 8 * 3 );
  27966. var geometry = new BufferGeometry();
  27967. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27968. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27969. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27970. this.matrixAutoUpdate = false;
  27971. this.update();
  27972. }
  27973. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27974. BoxHelper.prototype.constructor = BoxHelper;
  27975. BoxHelper.prototype.update = function ( object ) {
  27976. if ( object !== undefined ) {
  27977. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27978. }
  27979. if ( this.object !== undefined ) {
  27980. _box$3.setFromObject( this.object );
  27981. }
  27982. if ( _box$3.isEmpty() ) { return; }
  27983. var min = _box$3.min;
  27984. var max = _box$3.max;
  27985. /*
  27986. 5____4
  27987. 1/___0/|
  27988. | 6__|_7
  27989. 2/___3/
  27990. 0: max.x, max.y, max.z
  27991. 1: min.x, max.y, max.z
  27992. 2: min.x, min.y, max.z
  27993. 3: max.x, min.y, max.z
  27994. 4: max.x, max.y, min.z
  27995. 5: min.x, max.y, min.z
  27996. 6: min.x, min.y, min.z
  27997. 7: max.x, min.y, min.z
  27998. */
  27999. var position = this.geometry.attributes.position;
  28000. var array = position.array;
  28001. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28002. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28003. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28004. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28005. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28006. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28007. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28008. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28009. position.needsUpdate = true;
  28010. this.geometry.computeBoundingSphere();
  28011. };
  28012. BoxHelper.prototype.setFromObject = function ( object ) {
  28013. this.object = object;
  28014. this.update();
  28015. return this;
  28016. };
  28017. BoxHelper.prototype.copy = function ( source ) {
  28018. LineSegments.prototype.copy.call( this, source );
  28019. this.object = source.object;
  28020. return this;
  28021. };
  28022. BoxHelper.prototype.clone = function () {
  28023. return new this.constructor().copy( this );
  28024. };
  28025. /**
  28026. * @author WestLangley / http://github.com/WestLangley
  28027. */
  28028. function Box3Helper( box, color ) {
  28029. this.type = 'Box3Helper';
  28030. this.box = box;
  28031. color = color || 0xffff00;
  28032. 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 ] );
  28033. 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 ];
  28034. var geometry = new BufferGeometry();
  28035. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28036. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28037. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28038. this.geometry.computeBoundingSphere();
  28039. }
  28040. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28041. Box3Helper.prototype.constructor = Box3Helper;
  28042. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28043. var box = this.box;
  28044. if ( box.isEmpty() ) { return; }
  28045. box.getCenter( this.position );
  28046. box.getSize( this.scale );
  28047. this.scale.multiplyScalar( 0.5 );
  28048. Object3D.prototype.updateMatrixWorld.call( this, force );
  28049. };
  28050. /**
  28051. * @author WestLangley / http://github.com/WestLangley
  28052. */
  28053. function PlaneHelper( plane, size, hex ) {
  28054. this.type = 'PlaneHelper';
  28055. this.plane = plane;
  28056. this.size = ( size === undefined ) ? 1 : size;
  28057. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28058. 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 ];
  28059. var geometry = new BufferGeometry();
  28060. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28061. geometry.computeBoundingSphere();
  28062. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28063. //
  28064. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28065. var geometry2 = new BufferGeometry();
  28066. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28067. geometry2.computeBoundingSphere();
  28068. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28069. }
  28070. PlaneHelper.prototype = Object.create( Line.prototype );
  28071. PlaneHelper.prototype.constructor = PlaneHelper;
  28072. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28073. var scale = - this.plane.constant;
  28074. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28075. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28076. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28077. this.lookAt( this.plane.normal );
  28078. Object3D.prototype.updateMatrixWorld.call( this, force );
  28079. };
  28080. /**
  28081. * @author WestLangley / http://github.com/WestLangley
  28082. * @author zz85 / http://github.com/zz85
  28083. * @author bhouston / http://clara.io
  28084. *
  28085. * Creates an arrow for visualizing directions
  28086. *
  28087. * Parameters:
  28088. * dir - Vector3
  28089. * origin - Vector3
  28090. * length - Number
  28091. * color - color in hex value
  28092. * headLength - Number
  28093. * headWidth - Number
  28094. */
  28095. var _axis = new Vector3();
  28096. var _lineGeometry, _coneGeometry;
  28097. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28098. // dir is assumed to be normalized
  28099. Object3D.call( this );
  28100. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28101. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28102. if ( length === undefined ) { length = 1; }
  28103. if ( color === undefined ) { color = 0xffff00; }
  28104. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28105. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28106. if ( _lineGeometry === undefined ) {
  28107. _lineGeometry = new BufferGeometry();
  28108. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28109. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28110. _coneGeometry.translate( 0, - 0.5, 0 );
  28111. }
  28112. this.position.copy( origin );
  28113. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28114. this.line.matrixAutoUpdate = false;
  28115. this.add( this.line );
  28116. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28117. this.cone.matrixAutoUpdate = false;
  28118. this.add( this.cone );
  28119. this.setDirection( dir );
  28120. this.setLength( length, headLength, headWidth );
  28121. }
  28122. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28123. ArrowHelper.prototype.constructor = ArrowHelper;
  28124. ArrowHelper.prototype.setDirection = function ( dir ) {
  28125. // dir is assumed to be normalized
  28126. if ( dir.y > 0.99999 ) {
  28127. this.quaternion.set( 0, 0, 0, 1 );
  28128. } else if ( dir.y < - 0.99999 ) {
  28129. this.quaternion.set( 1, 0, 0, 0 );
  28130. } else {
  28131. _axis.set( dir.z, 0, - dir.x ).normalize();
  28132. var radians = Math.acos( dir.y );
  28133. this.quaternion.setFromAxisAngle( _axis, radians );
  28134. }
  28135. };
  28136. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28137. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28138. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28139. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28140. this.line.updateMatrix();
  28141. this.cone.scale.set( headWidth, headLength, headWidth );
  28142. this.cone.position.y = length;
  28143. this.cone.updateMatrix();
  28144. };
  28145. ArrowHelper.prototype.setColor = function ( color ) {
  28146. this.line.material.color.set( color );
  28147. this.cone.material.color.set( color );
  28148. };
  28149. ArrowHelper.prototype.copy = function ( source ) {
  28150. Object3D.prototype.copy.call( this, source, false );
  28151. this.line.copy( source.line );
  28152. this.cone.copy( source.cone );
  28153. return this;
  28154. };
  28155. ArrowHelper.prototype.clone = function () {
  28156. return new this.constructor().copy( this );
  28157. };
  28158. /**
  28159. * @author sroucheray / http://sroucheray.org/
  28160. * @author mrdoob / http://mrdoob.com/
  28161. */
  28162. function AxesHelper( size ) {
  28163. size = size || 1;
  28164. var vertices = [
  28165. 0, 0, 0, size, 0, 0,
  28166. 0, 0, 0, 0, size, 0,
  28167. 0, 0, 0, 0, 0, size
  28168. ];
  28169. var colors = [
  28170. 1, 0, 0, 1, 0.6, 0,
  28171. 0, 1, 0, 0.6, 1, 0,
  28172. 0, 0, 1, 0, 0.6, 1
  28173. ];
  28174. var geometry = new BufferGeometry();
  28175. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28176. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28177. var material = new LineBasicMaterial( { vertexColors: true } );
  28178. LineSegments.call( this, geometry, material );
  28179. }
  28180. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28181. AxesHelper.prototype.constructor = AxesHelper;
  28182. /**
  28183. * @author Emmett Lalish / elalish
  28184. *
  28185. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28186. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28187. * blur to be quickly accessed based on material roughness. It is packed into a
  28188. * special CubeUV format that allows us to perform custom interpolation so that
  28189. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28190. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28191. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28192. * higher roughness levels. In this way we maintain resolution to smoothly
  28193. * interpolate diffuse lighting while limiting sampling computation.
  28194. */
  28195. var LOD_MIN = 4;
  28196. var LOD_MAX = 8;
  28197. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28198. // The standard deviations (radians) associated with the extra mips. These are
  28199. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28200. // geometric shadowing function. These sigma values squared must match the
  28201. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28202. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28203. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28204. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28205. // samples and exit early, but not recompile the shader.
  28206. var MAX_SAMPLES = 20;
  28207. var ENCODINGS = {};
  28208. ENCODINGS[ LinearEncoding ] = 0;
  28209. ENCODINGS[ sRGBEncoding ] = 1;
  28210. ENCODINGS[ RGBEEncoding ] = 2;
  28211. ENCODINGS[ RGBM7Encoding ] = 3;
  28212. ENCODINGS[ RGBM16Encoding ] = 4;
  28213. ENCODINGS[ RGBDEncoding ] = 5;
  28214. ENCODINGS[ GammaEncoding ] = 6;
  28215. var _flatCamera = new OrthographicCamera();
  28216. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28217. var _equirectShader = null;
  28218. var _cubemapShader = null;
  28219. var ref = _createPlanes();
  28220. var _lodPlanes = ref._lodPlanes;
  28221. var _sizeLods = ref._sizeLods;
  28222. var _sigmas = ref._sigmas;
  28223. var _pingPongRenderTarget = null;
  28224. var _renderer = null;
  28225. var _oldTarget = null;
  28226. // Golden Ratio
  28227. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28228. var INV_PHI = 1 / PHI;
  28229. // Vertices of a dodecahedron (except the opposites, which represent the
  28230. // same axis), used as axis directions evenly spread on a sphere.
  28231. var _axisDirections = [
  28232. new Vector3( 1, 1, 1 ),
  28233. new Vector3( - 1, 1, 1 ),
  28234. new Vector3( 1, 1, - 1 ),
  28235. new Vector3( - 1, 1, - 1 ),
  28236. new Vector3( 0, PHI, INV_PHI ),
  28237. new Vector3( 0, PHI, - INV_PHI ),
  28238. new Vector3( INV_PHI, 0, PHI ),
  28239. new Vector3( - INV_PHI, 0, PHI ),
  28240. new Vector3( PHI, INV_PHI, 0 ),
  28241. new Vector3( - PHI, INV_PHI, 0 ) ];
  28242. function PMREMGenerator( renderer ) {
  28243. _renderer = renderer;
  28244. _compileMaterial( _blurMaterial );
  28245. }
  28246. PMREMGenerator.prototype = {
  28247. constructor: PMREMGenerator,
  28248. /**
  28249. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28250. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28251. * in radians to be applied to the scene before PMREM generation. Optional near
  28252. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28253. * is placed at the origin).
  28254. */
  28255. fromScene: function ( scene, sigma, near, far ) {
  28256. if ( sigma === void 0 ) sigma = 0;
  28257. if ( near === void 0 ) near = 0.1;
  28258. if ( far === void 0 ) far = 100;
  28259. _oldTarget = _renderer.getRenderTarget();
  28260. var cubeUVRenderTarget = _allocateTargets();
  28261. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28262. if ( sigma > 0 ) {
  28263. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28264. }
  28265. _applyPMREM( cubeUVRenderTarget );
  28266. _cleanup( cubeUVRenderTarget );
  28267. return cubeUVRenderTarget;
  28268. },
  28269. /**
  28270. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28271. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28272. * as this matches best with the 256 x 256 cubemap output.
  28273. */
  28274. fromEquirectangular: function ( equirectangular ) {
  28275. equirectangular.magFilter = NearestFilter;
  28276. equirectangular.minFilter = NearestFilter;
  28277. equirectangular.generateMipmaps = false;
  28278. return this.fromCubemap( equirectangular );
  28279. },
  28280. /**
  28281. * Generates a PMREM from an cubemap texture, which can be either LDR
  28282. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28283. * as this matches best with the 256 x 256 cubemap output.
  28284. */
  28285. fromCubemap: function ( cubemap ) {
  28286. _oldTarget = _renderer.getRenderTarget();
  28287. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28288. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28289. _applyPMREM( cubeUVRenderTarget );
  28290. _cleanup( cubeUVRenderTarget );
  28291. return cubeUVRenderTarget;
  28292. },
  28293. /**
  28294. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28295. * your texture's network fetch for increased concurrency.
  28296. */
  28297. compileCubemapShader: function () {
  28298. if ( _cubemapShader == null ) {
  28299. _cubemapShader = _getCubemapShader();
  28300. _compileMaterial( _cubemapShader );
  28301. }
  28302. },
  28303. /**
  28304. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28305. * your texture's network fetch for increased concurrency.
  28306. */
  28307. compileEquirectangularShader: function () {
  28308. if ( _equirectShader == null ) {
  28309. _equirectShader = _getEquirectShader();
  28310. _compileMaterial( _equirectShader );
  28311. }
  28312. },
  28313. /**
  28314. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28315. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28316. * one of them will cause any others to also become unusable.
  28317. */
  28318. dispose: function () {
  28319. _blurMaterial.dispose();
  28320. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28321. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28322. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28323. _lodPlanes[ i ].dispose();
  28324. }
  28325. },
  28326. };
  28327. function _createPlanes() {
  28328. var _lodPlanes = [];
  28329. var _sizeLods = [];
  28330. var _sigmas = [];
  28331. var lod = LOD_MAX;
  28332. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28333. var sizeLod = Math.pow( 2, lod );
  28334. _sizeLods.push( sizeLod );
  28335. var sigma = 1.0 / sizeLod;
  28336. if ( i > LOD_MAX - LOD_MIN ) {
  28337. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28338. } else if ( i == 0 ) {
  28339. sigma = 0;
  28340. }
  28341. _sigmas.push( sigma );
  28342. var texelSize = 1.0 / ( sizeLod - 1 );
  28343. var min = - texelSize / 2;
  28344. var max = 1 + texelSize / 2;
  28345. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28346. var cubeFaces = 6;
  28347. var vertices = 6;
  28348. var positionSize = 3;
  28349. var uvSize = 2;
  28350. var faceIndexSize = 1;
  28351. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28352. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28353. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28354. for ( var face = 0; face < cubeFaces; face ++ ) {
  28355. var x = ( face % 3 ) * 2 / 3 - 1;
  28356. var y = face > 2 ? 0 : - 1;
  28357. var coordinates = [
  28358. x, y, 0,
  28359. x + 2 / 3, y, 0,
  28360. x + 2 / 3, y + 1, 0,
  28361. x, y, 0,
  28362. x + 2 / 3, y + 1, 0,
  28363. x, y + 1, 0
  28364. ];
  28365. position.set( coordinates, positionSize * vertices * face );
  28366. uv.set( uv1, uvSize * vertices * face );
  28367. var fill = [ face, face, face, face, face, face ];
  28368. faceIndex.set( fill, faceIndexSize * vertices * face );
  28369. }
  28370. var planes = new BufferGeometry();
  28371. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28372. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28373. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28374. _lodPlanes.push( planes );
  28375. if ( lod > LOD_MIN ) {
  28376. lod --;
  28377. }
  28378. }
  28379. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28380. }
  28381. function _allocateTargets( equirectangular ) {
  28382. var params = {
  28383. magFilter: NearestFilter,
  28384. minFilter: NearestFilter,
  28385. generateMipmaps: false,
  28386. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28387. format: equirectangular ? equirectangular.format : RGBEFormat,
  28388. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28389. depthBuffer: false,
  28390. stencilBuffer: false
  28391. };
  28392. var cubeUVRenderTarget = _createRenderTarget( params );
  28393. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28394. _pingPongRenderTarget = _createRenderTarget( params );
  28395. return cubeUVRenderTarget;
  28396. }
  28397. function _cleanup( outputTarget ) {
  28398. _pingPongRenderTarget.dispose();
  28399. _renderer.setRenderTarget( _oldTarget );
  28400. outputTarget.scissorTest = false;
  28401. // reset viewport and scissor
  28402. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28403. }
  28404. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28405. var fov = 90;
  28406. var aspect = 1;
  28407. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28408. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28409. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28410. var outputEncoding = _renderer.outputEncoding;
  28411. var toneMapping = _renderer.toneMapping;
  28412. var toneMappingExposure = _renderer.toneMappingExposure;
  28413. var clearColor = _renderer.getClearColor();
  28414. var clearAlpha = _renderer.getClearAlpha();
  28415. _renderer.toneMapping = LinearToneMapping;
  28416. _renderer.toneMappingExposure = 1.0;
  28417. _renderer.outputEncoding = LinearEncoding;
  28418. scene.scale.z *= - 1;
  28419. var background = scene.background;
  28420. if ( background && background.isColor ) {
  28421. background.convertSRGBToLinear();
  28422. // Convert linear to RGBE
  28423. var maxComponent = Math.max( background.r, background.g, background.b );
  28424. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28425. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28426. var alpha = ( fExp + 128.0 ) / 255.0;
  28427. _renderer.setClearColor( background, alpha );
  28428. scene.background = null;
  28429. }
  28430. for ( var i = 0; i < 6; i ++ ) {
  28431. var col = i % 3;
  28432. if ( col == 0 ) {
  28433. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28434. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28435. } else if ( col == 1 ) {
  28436. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28437. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28438. } else {
  28439. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28440. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28441. }
  28442. _setViewport( cubeUVRenderTarget,
  28443. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28444. _renderer.setRenderTarget( cubeUVRenderTarget );
  28445. _renderer.render( scene, cubeCamera );
  28446. }
  28447. _renderer.toneMapping = toneMapping;
  28448. _renderer.toneMappingExposure = toneMappingExposure;
  28449. _renderer.outputEncoding = outputEncoding;
  28450. _renderer.setClearColor( clearColor, clearAlpha );
  28451. scene.scale.z *= - 1;
  28452. }
  28453. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28454. var scene = new Scene();
  28455. if ( texture.isCubeTexture ) {
  28456. if ( _cubemapShader == null ) {
  28457. _cubemapShader = _getCubemapShader();
  28458. }
  28459. } else {
  28460. if ( _equirectShader == null ) {
  28461. _equirectShader = _getEquirectShader();
  28462. }
  28463. }
  28464. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28465. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28466. var uniforms = material.uniforms;
  28467. uniforms[ 'envMap' ].value = texture;
  28468. if ( ! texture.isCubeTexture ) {
  28469. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28470. }
  28471. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28472. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28473. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28474. _renderer.setRenderTarget( cubeUVRenderTarget );
  28475. _renderer.render( scene, _flatCamera );
  28476. }
  28477. function _compileMaterial( material ) {
  28478. var tmpScene = new Scene();
  28479. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28480. _renderer.compile( tmpScene, _flatCamera );
  28481. }
  28482. function _createRenderTarget( params ) {
  28483. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28484. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28485. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28486. cubeUVRenderTarget.scissorTest = true;
  28487. return cubeUVRenderTarget;
  28488. }
  28489. function _setViewport( target, x, y, width, height ) {
  28490. target.viewport.set( x, y, width, height );
  28491. target.scissor.set( x, y, width, height );
  28492. }
  28493. function _applyPMREM( cubeUVRenderTarget ) {
  28494. var autoClear = _renderer.autoClear;
  28495. _renderer.autoClear = false;
  28496. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28497. var sigma = Math.sqrt(
  28498. _sigmas[ i ] * _sigmas[ i ] -
  28499. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28500. var poleAxis =
  28501. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28502. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28503. }
  28504. _renderer.autoClear = autoClear;
  28505. }
  28506. /**
  28507. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28508. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28509. * the blur latitudinally (around the poles), and then longitudinally (towards
  28510. * the poles) to approximate the orthogonally-separable blur. It is least
  28511. * accurate at the poles, but still does a decent job.
  28512. */
  28513. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28514. _halfBlur(
  28515. cubeUVRenderTarget,
  28516. _pingPongRenderTarget,
  28517. lodIn,
  28518. lodOut,
  28519. sigma,
  28520. 'latitudinal',
  28521. poleAxis );
  28522. _halfBlur(
  28523. _pingPongRenderTarget,
  28524. cubeUVRenderTarget,
  28525. lodOut,
  28526. lodOut,
  28527. sigma,
  28528. 'longitudinal',
  28529. poleAxis );
  28530. }
  28531. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28532. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28533. console.error(
  28534. 'blur direction must be either latitudinal or longitudinal!' );
  28535. }
  28536. // Number of standard deviations at which to cut off the discrete approximation.
  28537. var STANDARD_DEVIATIONS = 3;
  28538. var blurScene = new Scene();
  28539. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28540. var blurUniforms = _blurMaterial.uniforms;
  28541. var pixels = _sizeLods[ lodIn ] - 1;
  28542. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28543. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28544. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28545. if ( samples > MAX_SAMPLES ) {
  28546. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28547. }
  28548. var weights = [];
  28549. var sum = 0;
  28550. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28551. var x = i / sigmaPixels;
  28552. var weight = Math.exp( - x * x / 2 );
  28553. weights.push( weight );
  28554. if ( i == 0 ) {
  28555. sum += weight;
  28556. } else if ( i < samples ) {
  28557. sum += 2 * weight;
  28558. }
  28559. }
  28560. for ( var i = 0; i < weights.length; i ++ ) {
  28561. weights[ i ] = weights[ i ] / sum;
  28562. }
  28563. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28564. blurUniforms[ 'samples' ].value = samples;
  28565. blurUniforms[ 'weights' ].value = weights;
  28566. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28567. if ( poleAxis ) {
  28568. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28569. }
  28570. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28571. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28572. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28573. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28574. var outputSize = _sizeLods[ lodOut ];
  28575. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28576. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28577. 2 * outputSize *
  28578. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28579. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28580. _renderer.setRenderTarget( targetOut );
  28581. _renderer.render( blurScene, _flatCamera );
  28582. }
  28583. function _getBlurShader( maxSamples ) {
  28584. var weights = new Float32Array( maxSamples );
  28585. var poleAxis = new Vector3( 0, 1, 0 );
  28586. var shaderMaterial = new RawShaderMaterial( {
  28587. defines: { 'n': maxSamples },
  28588. uniforms: {
  28589. 'envMap': { value: null },
  28590. 'samples': { value: 1 },
  28591. 'weights': { value: weights },
  28592. 'latitudinal': { value: false },
  28593. 'dTheta': { value: 0 },
  28594. 'mipInt': { value: 0 },
  28595. 'poleAxis': { value: poleAxis },
  28596. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28597. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28598. },
  28599. vertexShader: _getCommonVertexShader(),
  28600. 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\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28601. blending: NoBlending,
  28602. depthTest: false,
  28603. depthWrite: false
  28604. } );
  28605. shaderMaterial.type = 'SphericalGaussianBlur';
  28606. return shaderMaterial;
  28607. }
  28608. function _getEquirectShader() {
  28609. var texelSize = new Vector2( 1, 1 );
  28610. var shaderMaterial = new RawShaderMaterial( {
  28611. uniforms: {
  28612. 'envMap': { value: null },
  28613. 'texelSize': { value: texelSize },
  28614. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28615. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28616. },
  28617. vertexShader: _getCommonVertexShader(),
  28618. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28619. blending: NoBlending,
  28620. depthTest: false,
  28621. depthWrite: false
  28622. } );
  28623. shaderMaterial.type = 'EquirectangularToCubeUV';
  28624. return shaderMaterial;
  28625. }
  28626. function _getCubemapShader() {
  28627. var shaderMaterial = new RawShaderMaterial( {
  28628. uniforms: {
  28629. 'envMap': { value: null },
  28630. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28631. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28632. },
  28633. vertexShader: _getCommonVertexShader(),
  28634. 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"),
  28635. blending: NoBlending,
  28636. depthTest: false,
  28637. depthWrite: false
  28638. } );
  28639. shaderMaterial.type = 'CubemapToCubeUV';
  28640. return shaderMaterial;
  28641. }
  28642. function _getCommonVertexShader() {
  28643. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\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;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28644. }
  28645. function _getEncodings() {
  28646. 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";
  28647. }
  28648. /**
  28649. * @author mrdoob / http://mrdoob.com/
  28650. */
  28651. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28652. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28653. return new Face3( a, b, c, normal, color, materialIndex );
  28654. }
  28655. var LineStrip = 0;
  28656. var LinePieces = 1;
  28657. var NoColors = 0;
  28658. var FaceColors = 1;
  28659. var VertexColors = 2;
  28660. function MeshFaceMaterial( materials ) {
  28661. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28662. return materials;
  28663. }
  28664. function MultiMaterial( materials ) {
  28665. if ( materials === undefined ) { materials = []; }
  28666. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28667. materials.isMultiMaterial = true;
  28668. materials.materials = materials;
  28669. materials.clone = function () {
  28670. return materials.slice();
  28671. };
  28672. return materials;
  28673. }
  28674. function PointCloud( geometry, material ) {
  28675. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28676. return new Points( geometry, material );
  28677. }
  28678. function Particle( material ) {
  28679. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28680. return new Sprite( material );
  28681. }
  28682. function ParticleSystem( geometry, material ) {
  28683. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28684. return new Points( geometry, material );
  28685. }
  28686. function PointCloudMaterial( parameters ) {
  28687. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28688. return new PointsMaterial( parameters );
  28689. }
  28690. function ParticleBasicMaterial( parameters ) {
  28691. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28692. return new PointsMaterial( parameters );
  28693. }
  28694. function ParticleSystemMaterial( parameters ) {
  28695. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28696. return new PointsMaterial( parameters );
  28697. }
  28698. function Vertex( x, y, z ) {
  28699. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28700. return new Vector3( x, y, z );
  28701. }
  28702. //
  28703. function DynamicBufferAttribute( array, itemSize ) {
  28704. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28705. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28706. }
  28707. function Int8Attribute( array, itemSize ) {
  28708. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28709. return new Int8BufferAttribute( array, itemSize );
  28710. }
  28711. function Uint8Attribute( array, itemSize ) {
  28712. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28713. return new Uint8BufferAttribute( array, itemSize );
  28714. }
  28715. function Uint8ClampedAttribute( array, itemSize ) {
  28716. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28717. return new Uint8ClampedBufferAttribute( array, itemSize );
  28718. }
  28719. function Int16Attribute( array, itemSize ) {
  28720. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28721. return new Int16BufferAttribute( array, itemSize );
  28722. }
  28723. function Uint16Attribute( array, itemSize ) {
  28724. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28725. return new Uint16BufferAttribute( array, itemSize );
  28726. }
  28727. function Int32Attribute( array, itemSize ) {
  28728. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28729. return new Int32BufferAttribute( array, itemSize );
  28730. }
  28731. function Uint32Attribute( array, itemSize ) {
  28732. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28733. return new Uint32BufferAttribute( array, itemSize );
  28734. }
  28735. function Float32Attribute( array, itemSize ) {
  28736. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28737. return new Float32BufferAttribute( array, itemSize );
  28738. }
  28739. function Float64Attribute( array, itemSize ) {
  28740. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28741. return new Float64BufferAttribute( array, itemSize );
  28742. }
  28743. //
  28744. Curve.create = function ( construct, getPoint ) {
  28745. console.log( 'THREE.Curve.create() has been deprecated' );
  28746. construct.prototype = Object.create( Curve.prototype );
  28747. construct.prototype.constructor = construct;
  28748. construct.prototype.getPoint = getPoint;
  28749. return construct;
  28750. };
  28751. //
  28752. Object.assign( CurvePath.prototype, {
  28753. createPointsGeometry: function ( divisions ) {
  28754. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28755. // generate geometry from path points (for Line or Points objects)
  28756. var pts = this.getPoints( divisions );
  28757. return this.createGeometry( pts );
  28758. },
  28759. createSpacedPointsGeometry: function ( divisions ) {
  28760. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28761. // generate geometry from equidistant sampling along the path
  28762. var pts = this.getSpacedPoints( divisions );
  28763. return this.createGeometry( pts );
  28764. },
  28765. createGeometry: function ( points ) {
  28766. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28767. var geometry = new Geometry();
  28768. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28769. var point = points[ i ];
  28770. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28771. }
  28772. return geometry;
  28773. }
  28774. } );
  28775. //
  28776. Object.assign( Path.prototype, {
  28777. fromPoints: function ( points ) {
  28778. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28779. return this.setFromPoints( points );
  28780. }
  28781. } );
  28782. //
  28783. function ClosedSplineCurve3( points ) {
  28784. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28785. CatmullRomCurve3.call( this, points );
  28786. this.type = 'catmullrom';
  28787. this.closed = true;
  28788. }
  28789. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28790. //
  28791. function SplineCurve3( points ) {
  28792. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28793. CatmullRomCurve3.call( this, points );
  28794. this.type = 'catmullrom';
  28795. }
  28796. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28797. //
  28798. function Spline( points ) {
  28799. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28800. CatmullRomCurve3.call( this, points );
  28801. this.type = 'catmullrom';
  28802. }
  28803. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28804. Object.assign( Spline.prototype, {
  28805. initFromArray: function ( /* a */ ) {
  28806. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28807. },
  28808. getControlPointsArray: function ( /* optionalTarget */ ) {
  28809. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28810. },
  28811. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28812. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28813. }
  28814. } );
  28815. //
  28816. function AxisHelper( size ) {
  28817. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28818. return new AxesHelper( size );
  28819. }
  28820. function BoundingBoxHelper( object, color ) {
  28821. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28822. return new BoxHelper( object, color );
  28823. }
  28824. function EdgesHelper( object, hex ) {
  28825. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28826. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28827. }
  28828. GridHelper.prototype.setColors = function () {
  28829. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28830. };
  28831. SkeletonHelper.prototype.update = function () {
  28832. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28833. };
  28834. function WireframeHelper( object, hex ) {
  28835. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28836. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28837. }
  28838. //
  28839. Object.assign( Loader.prototype, {
  28840. extractUrlBase: function ( url ) {
  28841. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28842. return LoaderUtils.extractUrlBase( url );
  28843. }
  28844. } );
  28845. Loader.Handlers = {
  28846. add: function ( /* regex, loader */ ) {
  28847. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28848. },
  28849. get: function ( /* file */ ) {
  28850. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28851. }
  28852. };
  28853. function XHRLoader( manager ) {
  28854. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28855. return new FileLoader( manager );
  28856. }
  28857. function BinaryTextureLoader( manager ) {
  28858. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28859. return new DataTextureLoader( manager );
  28860. }
  28861. Object.assign( ObjectLoader.prototype, {
  28862. setTexturePath: function ( value ) {
  28863. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28864. return this.setResourcePath( value );
  28865. }
  28866. } );
  28867. //
  28868. Object.assign( Box2.prototype, {
  28869. center: function ( optionalTarget ) {
  28870. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28871. return this.getCenter( optionalTarget );
  28872. },
  28873. empty: function () {
  28874. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28875. return this.isEmpty();
  28876. },
  28877. isIntersectionBox: function ( box ) {
  28878. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28879. return this.intersectsBox( box );
  28880. },
  28881. size: function ( optionalTarget ) {
  28882. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28883. return this.getSize( optionalTarget );
  28884. }
  28885. } );
  28886. Object.assign( Box3.prototype, {
  28887. center: function ( optionalTarget ) {
  28888. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28889. return this.getCenter( optionalTarget );
  28890. },
  28891. empty: function () {
  28892. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28893. return this.isEmpty();
  28894. },
  28895. isIntersectionBox: function ( box ) {
  28896. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28897. return this.intersectsBox( box );
  28898. },
  28899. isIntersectionSphere: function ( sphere ) {
  28900. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28901. return this.intersectsSphere( sphere );
  28902. },
  28903. size: function ( optionalTarget ) {
  28904. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28905. return this.getSize( optionalTarget );
  28906. }
  28907. } );
  28908. Frustum.prototype.setFromMatrix = function ( m ) {
  28909. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  28910. return this.setFromProjectionMatrix( m );
  28911. };
  28912. Line3.prototype.center = function ( optionalTarget ) {
  28913. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28914. return this.getCenter( optionalTarget );
  28915. };
  28916. Object.assign( MathUtils, {
  28917. random16: function () {
  28918. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28919. return Math.random();
  28920. },
  28921. nearestPowerOfTwo: function ( value ) {
  28922. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28923. return MathUtils.floorPowerOfTwo( value );
  28924. },
  28925. nextPowerOfTwo: function ( value ) {
  28926. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28927. return MathUtils.ceilPowerOfTwo( value );
  28928. }
  28929. } );
  28930. Object.assign( Matrix3.prototype, {
  28931. flattenToArrayOffset: function ( array, offset ) {
  28932. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28933. return this.toArray( array, offset );
  28934. },
  28935. multiplyVector3: function ( vector ) {
  28936. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28937. return vector.applyMatrix3( this );
  28938. },
  28939. multiplyVector3Array: function ( /* a */ ) {
  28940. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28941. },
  28942. applyToBufferAttribute: function ( attribute ) {
  28943. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  28944. return attribute.applyMatrix3( this );
  28945. },
  28946. applyToVector3Array: function ( /* array, offset, length */ ) {
  28947. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28948. }
  28949. } );
  28950. Object.assign( Matrix4.prototype, {
  28951. extractPosition: function ( m ) {
  28952. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28953. return this.copyPosition( m );
  28954. },
  28955. flattenToArrayOffset: function ( array, offset ) {
  28956. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28957. return this.toArray( array, offset );
  28958. },
  28959. getPosition: function () {
  28960. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28961. return new Vector3().setFromMatrixColumn( this, 3 );
  28962. },
  28963. setRotationFromQuaternion: function ( q ) {
  28964. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28965. return this.makeRotationFromQuaternion( q );
  28966. },
  28967. multiplyToArray: function () {
  28968. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28969. },
  28970. multiplyVector3: function ( vector ) {
  28971. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28972. return vector.applyMatrix4( this );
  28973. },
  28974. multiplyVector4: function ( vector ) {
  28975. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28976. return vector.applyMatrix4( this );
  28977. },
  28978. multiplyVector3Array: function ( /* a */ ) {
  28979. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28980. },
  28981. rotateAxis: function ( v ) {
  28982. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28983. v.transformDirection( this );
  28984. },
  28985. crossVector: function ( vector ) {
  28986. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28987. return vector.applyMatrix4( this );
  28988. },
  28989. translate: function () {
  28990. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28991. },
  28992. rotateX: function () {
  28993. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28994. },
  28995. rotateY: function () {
  28996. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28997. },
  28998. rotateZ: function () {
  28999. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29000. },
  29001. rotateByAxis: function () {
  29002. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29003. },
  29004. applyToBufferAttribute: function ( attribute ) {
  29005. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29006. return attribute.applyMatrix4( this );
  29007. },
  29008. applyToVector3Array: function ( /* array, offset, length */ ) {
  29009. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29010. },
  29011. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29012. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29013. return this.makePerspective( left, right, top, bottom, near, far );
  29014. }
  29015. } );
  29016. Plane.prototype.isIntersectionLine = function ( line ) {
  29017. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29018. return this.intersectsLine( line );
  29019. };
  29020. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29021. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29022. return vector.applyQuaternion( this );
  29023. };
  29024. Object.assign( Ray.prototype, {
  29025. isIntersectionBox: function ( box ) {
  29026. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29027. return this.intersectsBox( box );
  29028. },
  29029. isIntersectionPlane: function ( plane ) {
  29030. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29031. return this.intersectsPlane( plane );
  29032. },
  29033. isIntersectionSphere: function ( sphere ) {
  29034. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29035. return this.intersectsSphere( sphere );
  29036. }
  29037. } );
  29038. Object.assign( Triangle.prototype, {
  29039. area: function () {
  29040. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29041. return this.getArea();
  29042. },
  29043. barycoordFromPoint: function ( point, target ) {
  29044. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29045. return this.getBarycoord( point, target );
  29046. },
  29047. midpoint: function ( target ) {
  29048. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29049. return this.getMidpoint( target );
  29050. },
  29051. normal: function ( target ) {
  29052. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29053. return this.getNormal( target );
  29054. },
  29055. plane: function ( target ) {
  29056. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29057. return this.getPlane( target );
  29058. }
  29059. } );
  29060. Object.assign( Triangle, {
  29061. barycoordFromPoint: function ( point, a, b, c, target ) {
  29062. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29063. return Triangle.getBarycoord( point, a, b, c, target );
  29064. },
  29065. normal: function ( a, b, c, target ) {
  29066. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29067. return Triangle.getNormal( a, b, c, target );
  29068. }
  29069. } );
  29070. Object.assign( Shape.prototype, {
  29071. extractAllPoints: function ( divisions ) {
  29072. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29073. return this.extractPoints( divisions );
  29074. },
  29075. extrude: function ( options ) {
  29076. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29077. return new ExtrudeGeometry( this, options );
  29078. },
  29079. makeGeometry: function ( options ) {
  29080. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29081. return new ShapeGeometry( this, options );
  29082. }
  29083. } );
  29084. Object.assign( Vector2.prototype, {
  29085. fromAttribute: function ( attribute, index, offset ) {
  29086. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29087. return this.fromBufferAttribute( attribute, index, offset );
  29088. },
  29089. distanceToManhattan: function ( v ) {
  29090. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29091. return this.manhattanDistanceTo( v );
  29092. },
  29093. lengthManhattan: function () {
  29094. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29095. return this.manhattanLength();
  29096. }
  29097. } );
  29098. Object.assign( Vector3.prototype, {
  29099. setEulerFromRotationMatrix: function () {
  29100. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29101. },
  29102. setEulerFromQuaternion: function () {
  29103. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29104. },
  29105. getPositionFromMatrix: function ( m ) {
  29106. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29107. return this.setFromMatrixPosition( m );
  29108. },
  29109. getScaleFromMatrix: function ( m ) {
  29110. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29111. return this.setFromMatrixScale( m );
  29112. },
  29113. getColumnFromMatrix: function ( index, matrix ) {
  29114. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29115. return this.setFromMatrixColumn( matrix, index );
  29116. },
  29117. applyProjection: function ( m ) {
  29118. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29119. return this.applyMatrix4( m );
  29120. },
  29121. fromAttribute: function ( attribute, index, offset ) {
  29122. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29123. return this.fromBufferAttribute( attribute, index, offset );
  29124. },
  29125. distanceToManhattan: function ( v ) {
  29126. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29127. return this.manhattanDistanceTo( v );
  29128. },
  29129. lengthManhattan: function () {
  29130. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29131. return this.manhattanLength();
  29132. }
  29133. } );
  29134. Object.assign( Vector4.prototype, {
  29135. fromAttribute: function ( attribute, index, offset ) {
  29136. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29137. return this.fromBufferAttribute( attribute, index, offset );
  29138. },
  29139. lengthManhattan: function () {
  29140. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29141. return this.manhattanLength();
  29142. }
  29143. } );
  29144. //
  29145. Object.assign( Geometry.prototype, {
  29146. computeTangents: function () {
  29147. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29148. },
  29149. computeLineDistances: function () {
  29150. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29151. },
  29152. applyMatrix: function ( matrix ) {
  29153. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29154. return this.applyMatrix4( matrix );
  29155. }
  29156. } );
  29157. Object.assign( Object3D.prototype, {
  29158. getChildByName: function ( name ) {
  29159. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29160. return this.getObjectByName( name );
  29161. },
  29162. renderDepth: function () {
  29163. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29164. },
  29165. translate: function ( distance, axis ) {
  29166. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29167. return this.translateOnAxis( axis, distance );
  29168. },
  29169. getWorldRotation: function () {
  29170. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29171. },
  29172. applyMatrix: function ( matrix ) {
  29173. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29174. return this.applyMatrix4( matrix );
  29175. }
  29176. } );
  29177. Object.defineProperties( Object3D.prototype, {
  29178. eulerOrder: {
  29179. get: function () {
  29180. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29181. return this.rotation.order;
  29182. },
  29183. set: function ( value ) {
  29184. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29185. this.rotation.order = value;
  29186. }
  29187. },
  29188. useQuaternion: {
  29189. get: function () {
  29190. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29191. },
  29192. set: function () {
  29193. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29194. }
  29195. }
  29196. } );
  29197. Object.assign( Mesh.prototype, {
  29198. setDrawMode: function () {
  29199. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29200. },
  29201. } );
  29202. Object.defineProperties( Mesh.prototype, {
  29203. drawMode: {
  29204. get: function () {
  29205. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29206. return TrianglesDrawMode;
  29207. },
  29208. set: function () {
  29209. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29210. }
  29211. }
  29212. } );
  29213. Object.defineProperties( LOD.prototype, {
  29214. objects: {
  29215. get: function () {
  29216. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29217. return this.levels;
  29218. }
  29219. }
  29220. } );
  29221. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29222. get: function () {
  29223. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29224. },
  29225. set: function () {
  29226. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29227. }
  29228. } );
  29229. SkinnedMesh.prototype.initBones = function () {
  29230. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29231. };
  29232. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29233. get: function () {
  29234. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29235. return this.arcLengthDivisions;
  29236. },
  29237. set: function ( value ) {
  29238. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29239. this.arcLengthDivisions = value;
  29240. }
  29241. } );
  29242. //
  29243. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29244. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29245. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29246. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29247. this.setFocalLength( focalLength );
  29248. };
  29249. //
  29250. Object.defineProperties( Light.prototype, {
  29251. onlyShadow: {
  29252. set: function () {
  29253. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29254. }
  29255. },
  29256. shadowCameraFov: {
  29257. set: function ( value ) {
  29258. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29259. this.shadow.camera.fov = value;
  29260. }
  29261. },
  29262. shadowCameraLeft: {
  29263. set: function ( value ) {
  29264. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29265. this.shadow.camera.left = value;
  29266. }
  29267. },
  29268. shadowCameraRight: {
  29269. set: function ( value ) {
  29270. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29271. this.shadow.camera.right = value;
  29272. }
  29273. },
  29274. shadowCameraTop: {
  29275. set: function ( value ) {
  29276. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29277. this.shadow.camera.top = value;
  29278. }
  29279. },
  29280. shadowCameraBottom: {
  29281. set: function ( value ) {
  29282. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29283. this.shadow.camera.bottom = value;
  29284. }
  29285. },
  29286. shadowCameraNear: {
  29287. set: function ( value ) {
  29288. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29289. this.shadow.camera.near = value;
  29290. }
  29291. },
  29292. shadowCameraFar: {
  29293. set: function ( value ) {
  29294. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29295. this.shadow.camera.far = value;
  29296. }
  29297. },
  29298. shadowCameraVisible: {
  29299. set: function () {
  29300. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29301. }
  29302. },
  29303. shadowBias: {
  29304. set: function ( value ) {
  29305. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29306. this.shadow.bias = value;
  29307. }
  29308. },
  29309. shadowDarkness: {
  29310. set: function () {
  29311. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29312. }
  29313. },
  29314. shadowMapWidth: {
  29315. set: function ( value ) {
  29316. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29317. this.shadow.mapSize.width = value;
  29318. }
  29319. },
  29320. shadowMapHeight: {
  29321. set: function ( value ) {
  29322. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29323. this.shadow.mapSize.height = value;
  29324. }
  29325. }
  29326. } );
  29327. //
  29328. Object.defineProperties( BufferAttribute.prototype, {
  29329. length: {
  29330. get: function () {
  29331. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29332. return this.array.length;
  29333. }
  29334. },
  29335. dynamic: {
  29336. get: function () {
  29337. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29338. return this.usage === DynamicDrawUsage;
  29339. },
  29340. set: function ( /* value */ ) {
  29341. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29342. this.setUsage( DynamicDrawUsage );
  29343. }
  29344. }
  29345. } );
  29346. Object.assign( BufferAttribute.prototype, {
  29347. setDynamic: function ( value ) {
  29348. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29349. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29350. return this;
  29351. },
  29352. copyIndicesArray: function ( /* indices */ ) {
  29353. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29354. },
  29355. setArray: function ( /* array */ ) {
  29356. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29357. }
  29358. } );
  29359. Object.assign( BufferGeometry.prototype, {
  29360. addIndex: function ( index ) {
  29361. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29362. this.setIndex( index );
  29363. },
  29364. addAttribute: function ( name, attribute ) {
  29365. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29366. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29367. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29368. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29369. }
  29370. if ( name === 'index' ) {
  29371. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29372. this.setIndex( attribute );
  29373. return this;
  29374. }
  29375. return this.setAttribute( name, attribute );
  29376. },
  29377. addDrawCall: function ( start, count, indexOffset ) {
  29378. if ( indexOffset !== undefined ) {
  29379. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29380. }
  29381. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29382. this.addGroup( start, count );
  29383. },
  29384. clearDrawCalls: function () {
  29385. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29386. this.clearGroups();
  29387. },
  29388. computeTangents: function () {
  29389. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29390. },
  29391. computeOffsets: function () {
  29392. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29393. },
  29394. removeAttribute: function ( name ) {
  29395. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29396. return this.deleteAttribute( name );
  29397. },
  29398. applyMatrix: function ( matrix ) {
  29399. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29400. return this.applyMatrix4( matrix );
  29401. }
  29402. } );
  29403. Object.defineProperties( BufferGeometry.prototype, {
  29404. drawcalls: {
  29405. get: function () {
  29406. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29407. return this.groups;
  29408. }
  29409. },
  29410. offsets: {
  29411. get: function () {
  29412. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29413. return this.groups;
  29414. }
  29415. }
  29416. } );
  29417. Object.defineProperties( Raycaster.prototype, {
  29418. linePrecision: {
  29419. get: function () {
  29420. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29421. return this.params.Line.threshold;
  29422. },
  29423. set: function ( value ) {
  29424. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29425. this.params.Line.threshold = value;
  29426. }
  29427. }
  29428. } );
  29429. Object.defineProperties( InterleavedBuffer.prototype, {
  29430. dynamic: {
  29431. get: function () {
  29432. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29433. return this.usage === DynamicDrawUsage;
  29434. },
  29435. set: function ( value ) {
  29436. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29437. this.setUsage( value );
  29438. }
  29439. }
  29440. } );
  29441. Object.assign( InterleavedBuffer.prototype, {
  29442. setDynamic: function ( value ) {
  29443. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29444. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29445. return this;
  29446. },
  29447. setArray: function ( /* array */ ) {
  29448. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29449. }
  29450. } );
  29451. //
  29452. Object.assign( ExtrudeBufferGeometry.prototype, {
  29453. getArrays: function () {
  29454. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29455. },
  29456. addShapeList: function () {
  29457. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29458. },
  29459. addShape: function () {
  29460. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29461. }
  29462. } );
  29463. //
  29464. Object.defineProperties( Uniform.prototype, {
  29465. dynamic: {
  29466. set: function () {
  29467. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29468. }
  29469. },
  29470. onUpdate: {
  29471. value: function () {
  29472. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29473. return this;
  29474. }
  29475. }
  29476. } );
  29477. //
  29478. Object.defineProperties( Material.prototype, {
  29479. wrapAround: {
  29480. get: function () {
  29481. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29482. },
  29483. set: function () {
  29484. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29485. }
  29486. },
  29487. overdraw: {
  29488. get: function () {
  29489. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29490. },
  29491. set: function () {
  29492. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29493. }
  29494. },
  29495. wrapRGB: {
  29496. get: function () {
  29497. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29498. return new Color();
  29499. }
  29500. },
  29501. shading: {
  29502. get: function () {
  29503. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29504. },
  29505. set: function ( value ) {
  29506. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29507. this.flatShading = ( value === FlatShading );
  29508. }
  29509. },
  29510. stencilMask: {
  29511. get: function () {
  29512. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29513. return this.stencilFuncMask;
  29514. },
  29515. set: function ( value ) {
  29516. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29517. this.stencilFuncMask = value;
  29518. }
  29519. }
  29520. } );
  29521. Object.defineProperties( MeshPhongMaterial.prototype, {
  29522. metal: {
  29523. get: function () {
  29524. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29525. return false;
  29526. },
  29527. set: function () {
  29528. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29529. }
  29530. }
  29531. } );
  29532. Object.defineProperties( ShaderMaterial.prototype, {
  29533. derivatives: {
  29534. get: function () {
  29535. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29536. return this.extensions.derivatives;
  29537. },
  29538. set: function ( value ) {
  29539. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29540. this.extensions.derivatives = value;
  29541. }
  29542. }
  29543. } );
  29544. //
  29545. Object.assign( WebGLRenderer.prototype, {
  29546. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29547. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29548. this.setRenderTarget( renderTarget );
  29549. this.clear( color, depth, stencil );
  29550. },
  29551. animate: function ( callback ) {
  29552. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29553. this.setAnimationLoop( callback );
  29554. },
  29555. getCurrentRenderTarget: function () {
  29556. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29557. return this.getRenderTarget();
  29558. },
  29559. getMaxAnisotropy: function () {
  29560. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29561. return this.capabilities.getMaxAnisotropy();
  29562. },
  29563. getPrecision: function () {
  29564. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29565. return this.capabilities.precision;
  29566. },
  29567. resetGLState: function () {
  29568. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29569. return this.state.reset();
  29570. },
  29571. supportsFloatTextures: function () {
  29572. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29573. return this.extensions.get( 'OES_texture_float' );
  29574. },
  29575. supportsHalfFloatTextures: function () {
  29576. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29577. return this.extensions.get( 'OES_texture_half_float' );
  29578. },
  29579. supportsStandardDerivatives: function () {
  29580. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29581. return this.extensions.get( 'OES_standard_derivatives' );
  29582. },
  29583. supportsCompressedTextureS3TC: function () {
  29584. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29585. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29586. },
  29587. supportsCompressedTexturePVRTC: function () {
  29588. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29589. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29590. },
  29591. supportsBlendMinMax: function () {
  29592. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29593. return this.extensions.get( 'EXT_blend_minmax' );
  29594. },
  29595. supportsVertexTextures: function () {
  29596. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29597. return this.capabilities.vertexTextures;
  29598. },
  29599. supportsInstancedArrays: function () {
  29600. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29601. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29602. },
  29603. enableScissorTest: function ( boolean ) {
  29604. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29605. this.setScissorTest( boolean );
  29606. },
  29607. initMaterial: function () {
  29608. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29609. },
  29610. addPrePlugin: function () {
  29611. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29612. },
  29613. addPostPlugin: function () {
  29614. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29615. },
  29616. updateShadowMap: function () {
  29617. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29618. },
  29619. setFaceCulling: function () {
  29620. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29621. },
  29622. allocTextureUnit: function () {
  29623. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29624. },
  29625. setTexture: function () {
  29626. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29627. },
  29628. setTexture2D: function () {
  29629. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29630. },
  29631. setTextureCube: function () {
  29632. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29633. },
  29634. getActiveMipMapLevel: function () {
  29635. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29636. return this.getActiveMipmapLevel();
  29637. }
  29638. } );
  29639. Object.defineProperties( WebGLRenderer.prototype, {
  29640. shadowMapEnabled: {
  29641. get: function () {
  29642. return this.shadowMap.enabled;
  29643. },
  29644. set: function ( value ) {
  29645. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29646. this.shadowMap.enabled = value;
  29647. }
  29648. },
  29649. shadowMapType: {
  29650. get: function () {
  29651. return this.shadowMap.type;
  29652. },
  29653. set: function ( value ) {
  29654. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29655. this.shadowMap.type = value;
  29656. }
  29657. },
  29658. shadowMapCullFace: {
  29659. get: function () {
  29660. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29661. return undefined;
  29662. },
  29663. set: function ( /* value */ ) {
  29664. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29665. }
  29666. },
  29667. context: {
  29668. get: function () {
  29669. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29670. return this.getContext();
  29671. }
  29672. },
  29673. vr: {
  29674. get: function () {
  29675. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29676. return this.xr;
  29677. }
  29678. },
  29679. gammaInput: {
  29680. get: function () {
  29681. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29682. return false;
  29683. },
  29684. set: function () {
  29685. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29686. }
  29687. },
  29688. gammaOutput: {
  29689. get: function () {
  29690. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29691. return false;
  29692. },
  29693. set: function ( value ) {
  29694. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29695. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29696. }
  29697. }
  29698. } );
  29699. Object.defineProperties( WebGLShadowMap.prototype, {
  29700. cullFace: {
  29701. get: function () {
  29702. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29703. return undefined;
  29704. },
  29705. set: function ( /* cullFace */ ) {
  29706. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29707. }
  29708. },
  29709. renderReverseSided: {
  29710. get: function () {
  29711. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29712. return undefined;
  29713. },
  29714. set: function () {
  29715. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29716. }
  29717. },
  29718. renderSingleSided: {
  29719. get: function () {
  29720. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29721. return undefined;
  29722. },
  29723. set: function () {
  29724. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29725. }
  29726. }
  29727. } );
  29728. function WebGLRenderTargetCube( width, height, options ) {
  29729. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29730. return new WebGLCubeRenderTarget( width, options );
  29731. }
  29732. //
  29733. Object.defineProperties( WebGLRenderTarget.prototype, {
  29734. wrapS: {
  29735. get: function () {
  29736. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29737. return this.texture.wrapS;
  29738. },
  29739. set: function ( value ) {
  29740. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29741. this.texture.wrapS = value;
  29742. }
  29743. },
  29744. wrapT: {
  29745. get: function () {
  29746. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29747. return this.texture.wrapT;
  29748. },
  29749. set: function ( value ) {
  29750. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29751. this.texture.wrapT = value;
  29752. }
  29753. },
  29754. magFilter: {
  29755. get: function () {
  29756. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29757. return this.texture.magFilter;
  29758. },
  29759. set: function ( value ) {
  29760. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29761. this.texture.magFilter = value;
  29762. }
  29763. },
  29764. minFilter: {
  29765. get: function () {
  29766. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29767. return this.texture.minFilter;
  29768. },
  29769. set: function ( value ) {
  29770. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29771. this.texture.minFilter = value;
  29772. }
  29773. },
  29774. anisotropy: {
  29775. get: function () {
  29776. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29777. return this.texture.anisotropy;
  29778. },
  29779. set: function ( value ) {
  29780. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29781. this.texture.anisotropy = value;
  29782. }
  29783. },
  29784. offset: {
  29785. get: function () {
  29786. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29787. return this.texture.offset;
  29788. },
  29789. set: function ( value ) {
  29790. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29791. this.texture.offset = value;
  29792. }
  29793. },
  29794. repeat: {
  29795. get: function () {
  29796. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29797. return this.texture.repeat;
  29798. },
  29799. set: function ( value ) {
  29800. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29801. this.texture.repeat = value;
  29802. }
  29803. },
  29804. format: {
  29805. get: function () {
  29806. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29807. return this.texture.format;
  29808. },
  29809. set: function ( value ) {
  29810. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29811. this.texture.format = value;
  29812. }
  29813. },
  29814. type: {
  29815. get: function () {
  29816. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29817. return this.texture.type;
  29818. },
  29819. set: function ( value ) {
  29820. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29821. this.texture.type = value;
  29822. }
  29823. },
  29824. generateMipmaps: {
  29825. get: function () {
  29826. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29827. return this.texture.generateMipmaps;
  29828. },
  29829. set: function ( value ) {
  29830. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29831. this.texture.generateMipmaps = value;
  29832. }
  29833. }
  29834. } );
  29835. //
  29836. Object.defineProperties( Audio.prototype, {
  29837. load: {
  29838. value: function ( file ) {
  29839. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29840. var scope = this;
  29841. var audioLoader = new AudioLoader();
  29842. audioLoader.load( file, function ( buffer ) {
  29843. scope.setBuffer( buffer );
  29844. } );
  29845. return this;
  29846. }
  29847. },
  29848. startTime: {
  29849. set: function () {
  29850. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29851. }
  29852. }
  29853. } );
  29854. AudioAnalyser.prototype.getData = function () {
  29855. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29856. return this.getFrequencyData();
  29857. };
  29858. //
  29859. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29860. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29861. return this.update( renderer, scene );
  29862. };
  29863. //
  29864. var GeometryUtils = {
  29865. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29866. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29867. var matrix;
  29868. if ( geometry2.isMesh ) {
  29869. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29870. matrix = geometry2.matrix;
  29871. geometry2 = geometry2.geometry;
  29872. }
  29873. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29874. },
  29875. center: function ( geometry ) {
  29876. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29877. return geometry.center();
  29878. }
  29879. };
  29880. ImageUtils.crossOrigin = undefined;
  29881. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29882. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29883. var loader = new TextureLoader();
  29884. loader.setCrossOrigin( this.crossOrigin );
  29885. var texture = loader.load( url, onLoad, undefined, onError );
  29886. if ( mapping ) { texture.mapping = mapping; }
  29887. return texture;
  29888. };
  29889. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29890. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29891. var loader = new CubeTextureLoader();
  29892. loader.setCrossOrigin( this.crossOrigin );
  29893. var texture = loader.load( urls, onLoad, undefined, onError );
  29894. if ( mapping ) { texture.mapping = mapping; }
  29895. return texture;
  29896. };
  29897. ImageUtils.loadCompressedTexture = function () {
  29898. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29899. };
  29900. ImageUtils.loadCompressedTextureCube = function () {
  29901. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29902. };
  29903. //
  29904. function CanvasRenderer() {
  29905. console.error( 'THREE.CanvasRenderer has been removed' );
  29906. }
  29907. //
  29908. function JSONLoader() {
  29909. console.error( 'THREE.JSONLoader has been removed.' );
  29910. }
  29911. //
  29912. var SceneUtils = {
  29913. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29914. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29915. },
  29916. detach: function ( /* child, parent, scene */ ) {
  29917. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29918. },
  29919. attach: function ( /* child, scene, parent */ ) {
  29920. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29921. }
  29922. };
  29923. //
  29924. function LensFlare() {
  29925. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  29926. }
  29927. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29928. /* eslint-disable no-undef */
  29929. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29930. revision: REVISION,
  29931. } } ) );
  29932. /* eslint-enable no-undef */
  29933. }
  29934. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29935. exports.AddEquation = AddEquation;
  29936. exports.AddOperation = AddOperation;
  29937. exports.AdditiveBlending = AdditiveBlending;
  29938. exports.AlphaFormat = AlphaFormat;
  29939. exports.AlwaysDepth = AlwaysDepth;
  29940. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29941. exports.AmbientLight = AmbientLight;
  29942. exports.AmbientLightProbe = AmbientLightProbe;
  29943. exports.AnimationClip = AnimationClip;
  29944. exports.AnimationLoader = AnimationLoader;
  29945. exports.AnimationMixer = AnimationMixer;
  29946. exports.AnimationObjectGroup = AnimationObjectGroup;
  29947. exports.AnimationUtils = AnimationUtils;
  29948. exports.ArcCurve = ArcCurve;
  29949. exports.ArrayCamera = ArrayCamera;
  29950. exports.ArrowHelper = ArrowHelper;
  29951. exports.Audio = Audio;
  29952. exports.AudioAnalyser = AudioAnalyser;
  29953. exports.AudioContext = AudioContext;
  29954. exports.AudioListener = AudioListener;
  29955. exports.AudioLoader = AudioLoader;
  29956. exports.AxesHelper = AxesHelper;
  29957. exports.AxisHelper = AxisHelper;
  29958. exports.BackSide = BackSide;
  29959. exports.BasicDepthPacking = BasicDepthPacking;
  29960. exports.BasicShadowMap = BasicShadowMap;
  29961. exports.BinaryTextureLoader = BinaryTextureLoader;
  29962. exports.Bone = Bone;
  29963. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29964. exports.BoundingBoxHelper = BoundingBoxHelper;
  29965. exports.Box2 = Box2;
  29966. exports.Box3 = Box3;
  29967. exports.Box3Helper = Box3Helper;
  29968. exports.BoxBufferGeometry = BoxBufferGeometry;
  29969. exports.BoxGeometry = BoxGeometry;
  29970. exports.BoxHelper = BoxHelper;
  29971. exports.BufferAttribute = BufferAttribute;
  29972. exports.BufferGeometry = BufferGeometry;
  29973. exports.BufferGeometryLoader = BufferGeometryLoader;
  29974. exports.ByteType = ByteType;
  29975. exports.Cache = Cache;
  29976. exports.Camera = Camera;
  29977. exports.CameraHelper = CameraHelper;
  29978. exports.CanvasRenderer = CanvasRenderer;
  29979. exports.CanvasTexture = CanvasTexture;
  29980. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29981. exports.CineonToneMapping = CineonToneMapping;
  29982. exports.CircleBufferGeometry = CircleBufferGeometry;
  29983. exports.CircleGeometry = CircleGeometry;
  29984. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29985. exports.Clock = Clock;
  29986. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29987. exports.Color = Color;
  29988. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29989. exports.CompressedTexture = CompressedTexture;
  29990. exports.CompressedTextureLoader = CompressedTextureLoader;
  29991. exports.ConeBufferGeometry = ConeBufferGeometry;
  29992. exports.ConeGeometry = ConeGeometry;
  29993. exports.CubeCamera = CubeCamera;
  29994. exports.CubeGeometry = BoxGeometry;
  29995. exports.CubeReflectionMapping = CubeReflectionMapping;
  29996. exports.CubeRefractionMapping = CubeRefractionMapping;
  29997. exports.CubeTexture = CubeTexture;
  29998. exports.CubeTextureLoader = CubeTextureLoader;
  29999. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30000. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30001. exports.CubicBezierCurve = CubicBezierCurve;
  30002. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30003. exports.CubicInterpolant = CubicInterpolant;
  30004. exports.CullFaceBack = CullFaceBack;
  30005. exports.CullFaceFront = CullFaceFront;
  30006. exports.CullFaceFrontBack = CullFaceFrontBack;
  30007. exports.CullFaceNone = CullFaceNone;
  30008. exports.Curve = Curve;
  30009. exports.CurvePath = CurvePath;
  30010. exports.CustomBlending = CustomBlending;
  30011. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30012. exports.CylinderGeometry = CylinderGeometry;
  30013. exports.Cylindrical = Cylindrical;
  30014. exports.DataTexture = DataTexture;
  30015. exports.DataTexture2DArray = DataTexture2DArray;
  30016. exports.DataTexture3D = DataTexture3D;
  30017. exports.DataTextureLoader = DataTextureLoader;
  30018. exports.DecrementStencilOp = DecrementStencilOp;
  30019. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30020. exports.DefaultLoadingManager = DefaultLoadingManager;
  30021. exports.DepthFormat = DepthFormat;
  30022. exports.DepthStencilFormat = DepthStencilFormat;
  30023. exports.DepthTexture = DepthTexture;
  30024. exports.DirectionalLight = DirectionalLight;
  30025. exports.DirectionalLightHelper = DirectionalLightHelper;
  30026. exports.DirectionalLightShadow = DirectionalLightShadow;
  30027. exports.DiscreteInterpolant = DiscreteInterpolant;
  30028. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30029. exports.DodecahedronGeometry = DodecahedronGeometry;
  30030. exports.DoubleSide = DoubleSide;
  30031. exports.DstAlphaFactor = DstAlphaFactor;
  30032. exports.DstColorFactor = DstColorFactor;
  30033. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30034. exports.DynamicCopyUsage = DynamicCopyUsage;
  30035. exports.DynamicDrawUsage = DynamicDrawUsage;
  30036. exports.DynamicReadUsage = DynamicReadUsage;
  30037. exports.EdgesGeometry = EdgesGeometry;
  30038. exports.EdgesHelper = EdgesHelper;
  30039. exports.EllipseCurve = EllipseCurve;
  30040. exports.EqualDepth = EqualDepth;
  30041. exports.EqualStencilFunc = EqualStencilFunc;
  30042. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30043. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30044. exports.Euler = Euler;
  30045. exports.EventDispatcher = EventDispatcher;
  30046. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30047. exports.ExtrudeGeometry = ExtrudeGeometry;
  30048. exports.Face3 = Face3;
  30049. exports.Face4 = Face4;
  30050. exports.FaceColors = FaceColors;
  30051. exports.FileLoader = FileLoader;
  30052. exports.FlatShading = FlatShading;
  30053. exports.Float32Attribute = Float32Attribute;
  30054. exports.Float32BufferAttribute = Float32BufferAttribute;
  30055. exports.Float64Attribute = Float64Attribute;
  30056. exports.Float64BufferAttribute = Float64BufferAttribute;
  30057. exports.FloatType = FloatType;
  30058. exports.Fog = Fog;
  30059. exports.FogExp2 = FogExp2;
  30060. exports.Font = Font;
  30061. exports.FontLoader = FontLoader;
  30062. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30063. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30064. exports.FrontSide = FrontSide;
  30065. exports.Frustum = Frustum;
  30066. exports.GammaEncoding = GammaEncoding;
  30067. exports.Geometry = Geometry;
  30068. exports.GeometryUtils = GeometryUtils;
  30069. exports.GreaterDepth = GreaterDepth;
  30070. exports.GreaterEqualDepth = GreaterEqualDepth;
  30071. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30072. exports.GreaterStencilFunc = GreaterStencilFunc;
  30073. exports.GridHelper = GridHelper;
  30074. exports.Group = Group;
  30075. exports.HalfFloatType = HalfFloatType;
  30076. exports.HemisphereLight = HemisphereLight;
  30077. exports.HemisphereLightHelper = HemisphereLightHelper;
  30078. exports.HemisphereLightProbe = HemisphereLightProbe;
  30079. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30080. exports.IcosahedronGeometry = IcosahedronGeometry;
  30081. exports.ImageBitmapLoader = ImageBitmapLoader;
  30082. exports.ImageLoader = ImageLoader;
  30083. exports.ImageUtils = ImageUtils;
  30084. exports.ImmediateRenderObject = ImmediateRenderObject;
  30085. exports.IncrementStencilOp = IncrementStencilOp;
  30086. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30087. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30088. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30089. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30090. exports.InstancedMesh = InstancedMesh;
  30091. exports.Int16Attribute = Int16Attribute;
  30092. exports.Int16BufferAttribute = Int16BufferAttribute;
  30093. exports.Int32Attribute = Int32Attribute;
  30094. exports.Int32BufferAttribute = Int32BufferAttribute;
  30095. exports.Int8Attribute = Int8Attribute;
  30096. exports.Int8BufferAttribute = Int8BufferAttribute;
  30097. exports.IntType = IntType;
  30098. exports.InterleavedBuffer = InterleavedBuffer;
  30099. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30100. exports.Interpolant = Interpolant;
  30101. exports.InterpolateDiscrete = InterpolateDiscrete;
  30102. exports.InterpolateLinear = InterpolateLinear;
  30103. exports.InterpolateSmooth = InterpolateSmooth;
  30104. exports.InvertStencilOp = InvertStencilOp;
  30105. exports.JSONLoader = JSONLoader;
  30106. exports.KeepStencilOp = KeepStencilOp;
  30107. exports.KeyframeTrack = KeyframeTrack;
  30108. exports.LOD = LOD;
  30109. exports.LatheBufferGeometry = LatheBufferGeometry;
  30110. exports.LatheGeometry = LatheGeometry;
  30111. exports.Layers = Layers;
  30112. exports.LensFlare = LensFlare;
  30113. exports.LessDepth = LessDepth;
  30114. exports.LessEqualDepth = LessEqualDepth;
  30115. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30116. exports.LessStencilFunc = LessStencilFunc;
  30117. exports.Light = Light;
  30118. exports.LightProbe = LightProbe;
  30119. exports.LightShadow = LightShadow;
  30120. exports.Line = Line;
  30121. exports.Line3 = Line3;
  30122. exports.LineBasicMaterial = LineBasicMaterial;
  30123. exports.LineCurve = LineCurve;
  30124. exports.LineCurve3 = LineCurve3;
  30125. exports.LineDashedMaterial = LineDashedMaterial;
  30126. exports.LineLoop = LineLoop;
  30127. exports.LinePieces = LinePieces;
  30128. exports.LineSegments = LineSegments;
  30129. exports.LineStrip = LineStrip;
  30130. exports.LinearEncoding = LinearEncoding;
  30131. exports.LinearFilter = LinearFilter;
  30132. exports.LinearInterpolant = LinearInterpolant;
  30133. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30134. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30135. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30136. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30137. exports.LinearToneMapping = LinearToneMapping;
  30138. exports.Loader = Loader;
  30139. exports.LoaderUtils = LoaderUtils;
  30140. exports.LoadingManager = LoadingManager;
  30141. exports.LogLuvEncoding = LogLuvEncoding;
  30142. exports.LoopOnce = LoopOnce;
  30143. exports.LoopPingPong = LoopPingPong;
  30144. exports.LoopRepeat = LoopRepeat;
  30145. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30146. exports.LuminanceFormat = LuminanceFormat;
  30147. exports.MOUSE = MOUSE;
  30148. exports.Material = Material;
  30149. exports.MaterialLoader = MaterialLoader;
  30150. exports.Math = MathUtils;
  30151. exports.MathUtils = MathUtils;
  30152. exports.Matrix3 = Matrix3;
  30153. exports.Matrix4 = Matrix4;
  30154. exports.MaxEquation = MaxEquation;
  30155. exports.Mesh = Mesh;
  30156. exports.MeshBasicMaterial = MeshBasicMaterial;
  30157. exports.MeshDepthMaterial = MeshDepthMaterial;
  30158. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30159. exports.MeshFaceMaterial = MeshFaceMaterial;
  30160. exports.MeshLambertMaterial = MeshLambertMaterial;
  30161. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30162. exports.MeshNormalMaterial = MeshNormalMaterial;
  30163. exports.MeshPhongMaterial = MeshPhongMaterial;
  30164. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30165. exports.MeshStandardMaterial = MeshStandardMaterial;
  30166. exports.MeshToonMaterial = MeshToonMaterial;
  30167. exports.MinEquation = MinEquation;
  30168. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30169. exports.MixOperation = MixOperation;
  30170. exports.MultiMaterial = MultiMaterial;
  30171. exports.MultiplyBlending = MultiplyBlending;
  30172. exports.MultiplyOperation = MultiplyOperation;
  30173. exports.NearestFilter = NearestFilter;
  30174. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30175. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30176. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30177. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30178. exports.NeverDepth = NeverDepth;
  30179. exports.NeverStencilFunc = NeverStencilFunc;
  30180. exports.NoBlending = NoBlending;
  30181. exports.NoColors = NoColors;
  30182. exports.NoToneMapping = NoToneMapping;
  30183. exports.NormalBlending = NormalBlending;
  30184. exports.NotEqualDepth = NotEqualDepth;
  30185. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30186. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30187. exports.Object3D = Object3D;
  30188. exports.ObjectLoader = ObjectLoader;
  30189. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30190. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30191. exports.OctahedronGeometry = OctahedronGeometry;
  30192. exports.OneFactor = OneFactor;
  30193. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30194. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30195. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30196. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30197. exports.OrthographicCamera = OrthographicCamera;
  30198. exports.PCFShadowMap = PCFShadowMap;
  30199. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30200. exports.PMREMGenerator = PMREMGenerator;
  30201. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30202. exports.ParametricGeometry = ParametricGeometry;
  30203. exports.Particle = Particle;
  30204. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30205. exports.ParticleSystem = ParticleSystem;
  30206. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30207. exports.Path = Path;
  30208. exports.PerspectiveCamera = PerspectiveCamera;
  30209. exports.Plane = Plane;
  30210. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30211. exports.PlaneGeometry = PlaneGeometry;
  30212. exports.PlaneHelper = PlaneHelper;
  30213. exports.PointCloud = PointCloud;
  30214. exports.PointCloudMaterial = PointCloudMaterial;
  30215. exports.PointLight = PointLight;
  30216. exports.PointLightHelper = PointLightHelper;
  30217. exports.Points = Points;
  30218. exports.PointsMaterial = PointsMaterial;
  30219. exports.PolarGridHelper = PolarGridHelper;
  30220. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30221. exports.PolyhedronGeometry = PolyhedronGeometry;
  30222. exports.PositionalAudio = PositionalAudio;
  30223. exports.PropertyBinding = PropertyBinding;
  30224. exports.PropertyMixer = PropertyMixer;
  30225. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30226. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30227. exports.Quaternion = Quaternion;
  30228. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30229. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30230. exports.REVISION = REVISION;
  30231. exports.RGBADepthPacking = RGBADepthPacking;
  30232. exports.RGBAFormat = RGBAFormat;
  30233. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30234. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30235. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30236. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30237. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30238. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30239. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30240. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30241. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30242. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30243. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30244. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30245. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30246. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30247. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30248. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30249. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30250. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30251. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30252. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30253. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30254. exports.RGBDEncoding = RGBDEncoding;
  30255. exports.RGBEEncoding = RGBEEncoding;
  30256. exports.RGBEFormat = RGBEFormat;
  30257. exports.RGBFormat = RGBFormat;
  30258. exports.RGBIntegerFormat = RGBIntegerFormat;
  30259. exports.RGBM16Encoding = RGBM16Encoding;
  30260. exports.RGBM7Encoding = RGBM7Encoding;
  30261. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30262. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30263. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30264. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30265. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30266. exports.RGFormat = RGFormat;
  30267. exports.RGIntegerFormat = RGIntegerFormat;
  30268. exports.RawShaderMaterial = RawShaderMaterial;
  30269. exports.Ray = Ray;
  30270. exports.Raycaster = Raycaster;
  30271. exports.RectAreaLight = RectAreaLight;
  30272. exports.RedFormat = RedFormat;
  30273. exports.RedIntegerFormat = RedIntegerFormat;
  30274. exports.ReinhardToneMapping = ReinhardToneMapping;
  30275. exports.RepeatWrapping = RepeatWrapping;
  30276. exports.ReplaceStencilOp = ReplaceStencilOp;
  30277. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30278. exports.RingBufferGeometry = RingBufferGeometry;
  30279. exports.RingGeometry = RingGeometry;
  30280. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30281. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30282. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30283. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30284. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30285. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30286. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30287. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30288. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30289. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30290. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30291. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30292. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30293. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30294. exports.Scene = Scene;
  30295. exports.SceneUtils = SceneUtils;
  30296. exports.ShaderChunk = ShaderChunk;
  30297. exports.ShaderLib = ShaderLib;
  30298. exports.ShaderMaterial = ShaderMaterial;
  30299. exports.ShadowMaterial = ShadowMaterial;
  30300. exports.Shape = Shape;
  30301. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30302. exports.ShapeGeometry = ShapeGeometry;
  30303. exports.ShapePath = ShapePath;
  30304. exports.ShapeUtils = ShapeUtils;
  30305. exports.ShortType = ShortType;
  30306. exports.Skeleton = Skeleton;
  30307. exports.SkeletonHelper = SkeletonHelper;
  30308. exports.SkinnedMesh = SkinnedMesh;
  30309. exports.SmoothShading = SmoothShading;
  30310. exports.Sphere = Sphere;
  30311. exports.SphereBufferGeometry = SphereBufferGeometry;
  30312. exports.SphereGeometry = SphereGeometry;
  30313. exports.Spherical = Spherical;
  30314. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30315. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30316. exports.Spline = Spline;
  30317. exports.SplineCurve = SplineCurve;
  30318. exports.SplineCurve3 = SplineCurve3;
  30319. exports.SpotLight = SpotLight;
  30320. exports.SpotLightHelper = SpotLightHelper;
  30321. exports.SpotLightShadow = SpotLightShadow;
  30322. exports.Sprite = Sprite;
  30323. exports.SpriteMaterial = SpriteMaterial;
  30324. exports.SrcAlphaFactor = SrcAlphaFactor;
  30325. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30326. exports.SrcColorFactor = SrcColorFactor;
  30327. exports.StaticCopyUsage = StaticCopyUsage;
  30328. exports.StaticDrawUsage = StaticDrawUsage;
  30329. exports.StaticReadUsage = StaticReadUsage;
  30330. exports.StereoCamera = StereoCamera;
  30331. exports.StreamCopyUsage = StreamCopyUsage;
  30332. exports.StreamDrawUsage = StreamDrawUsage;
  30333. exports.StreamReadUsage = StreamReadUsage;
  30334. exports.StringKeyframeTrack = StringKeyframeTrack;
  30335. exports.SubtractEquation = SubtractEquation;
  30336. exports.SubtractiveBlending = SubtractiveBlending;
  30337. exports.TOUCH = TOUCH;
  30338. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30339. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30340. exports.TetrahedronGeometry = TetrahedronGeometry;
  30341. exports.TextBufferGeometry = TextBufferGeometry;
  30342. exports.TextGeometry = TextGeometry;
  30343. exports.Texture = Texture;
  30344. exports.TextureLoader = TextureLoader;
  30345. exports.TorusBufferGeometry = TorusBufferGeometry;
  30346. exports.TorusGeometry = TorusGeometry;
  30347. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30348. exports.TorusKnotGeometry = TorusKnotGeometry;
  30349. exports.Triangle = Triangle;
  30350. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30351. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30352. exports.TrianglesDrawMode = TrianglesDrawMode;
  30353. exports.TubeBufferGeometry = TubeBufferGeometry;
  30354. exports.TubeGeometry = TubeGeometry;
  30355. exports.UVMapping = UVMapping;
  30356. exports.Uint16Attribute = Uint16Attribute;
  30357. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30358. exports.Uint32Attribute = Uint32Attribute;
  30359. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30360. exports.Uint8Attribute = Uint8Attribute;
  30361. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30362. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30363. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30364. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30365. exports.Uniform = Uniform;
  30366. exports.UniformsLib = UniformsLib;
  30367. exports.UniformsUtils = UniformsUtils;
  30368. exports.UnsignedByteType = UnsignedByteType;
  30369. exports.UnsignedInt248Type = UnsignedInt248Type;
  30370. exports.UnsignedIntType = UnsignedIntType;
  30371. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30372. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30373. exports.UnsignedShort565Type = UnsignedShort565Type;
  30374. exports.UnsignedShortType = UnsignedShortType;
  30375. exports.VSMShadowMap = VSMShadowMap;
  30376. exports.Vector2 = Vector2;
  30377. exports.Vector3 = Vector3;
  30378. exports.Vector4 = Vector4;
  30379. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30380. exports.Vertex = Vertex;
  30381. exports.VertexColors = VertexColors;
  30382. exports.VideoTexture = VideoTexture;
  30383. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30384. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30385. exports.WebGLRenderTarget = WebGLRenderTarget;
  30386. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30387. exports.WebGLRenderer = WebGLRenderer;
  30388. exports.WebGLUtils = WebGLUtils;
  30389. exports.WireframeGeometry = WireframeGeometry;
  30390. exports.WireframeHelper = WireframeHelper;
  30391. exports.WrapAroundEnding = WrapAroundEnding;
  30392. exports.XHRLoader = XHRLoader;
  30393. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30394. exports.ZeroFactor = ZeroFactor;
  30395. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30396. exports.ZeroStencilOp = ZeroStencilOp;
  30397. exports.sRGBEncoding = sRGBEncoding;
  30398. Object.defineProperty(exports, '__esModule', { value: true });
  30399. })));
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