three.webgpu.js 1.6 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2024 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '168dev';
  7. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  8. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  9. const CullFaceNone = 0;
  10. const CullFaceBack = 1;
  11. const CullFaceFront = 2;
  12. const CullFaceFrontBack = 3;
  13. const BasicShadowMap$1 = 0;
  14. const PCFShadowMap$1 = 1;
  15. const PCFSoftShadowMap$1 = 2;
  16. const VSMShadowMap = 3;
  17. const FrontSide = 0;
  18. const BackSide = 1;
  19. const DoubleSide = 2;
  20. const NoBlending = 0;
  21. const NormalBlending = 1;
  22. const AdditiveBlending = 2;
  23. const SubtractiveBlending = 3;
  24. const MultiplyBlending = 4;
  25. const CustomBlending = 5;
  26. const AddEquation = 100;
  27. const SubtractEquation = 101;
  28. const ReverseSubtractEquation = 102;
  29. const MinEquation = 103;
  30. const MaxEquation = 104;
  31. const ZeroFactor = 200;
  32. const OneFactor = 201;
  33. const SrcColorFactor = 202;
  34. const OneMinusSrcColorFactor = 203;
  35. const SrcAlphaFactor = 204;
  36. const OneMinusSrcAlphaFactor = 205;
  37. const DstAlphaFactor = 206;
  38. const OneMinusDstAlphaFactor = 207;
  39. const DstColorFactor = 208;
  40. const OneMinusDstColorFactor = 209;
  41. const SrcAlphaSaturateFactor = 210;
  42. const ConstantColorFactor = 211;
  43. const OneMinusConstantColorFactor = 212;
  44. const ConstantAlphaFactor = 213;
  45. const OneMinusConstantAlphaFactor = 214;
  46. const NeverDepth = 0;
  47. const AlwaysDepth = 1;
  48. const LessDepth = 2;
  49. const LessEqualDepth = 3;
  50. const EqualDepth = 4;
  51. const GreaterEqualDepth = 5;
  52. const GreaterDepth = 6;
  53. const NotEqualDepth = 7;
  54. const MultiplyOperation = 0;
  55. const MixOperation = 1;
  56. const AddOperation = 2;
  57. const NoToneMapping = 0;
  58. const LinearToneMapping = 1;
  59. const ReinhardToneMapping = 2;
  60. const CineonToneMapping = 3;
  61. const ACESFilmicToneMapping = 4;
  62. const CustomToneMapping = 5;
  63. const AgXToneMapping = 6;
  64. const NeutralToneMapping = 7;
  65. const AttachedBindMode = 'attached';
  66. const DetachedBindMode = 'detached';
  67. const UVMapping = 300;
  68. const CubeReflectionMapping = 301;
  69. const CubeRefractionMapping = 302;
  70. const EquirectangularReflectionMapping = 303;
  71. const EquirectangularRefractionMapping = 304;
  72. const CubeUVReflectionMapping = 306;
  73. const RepeatWrapping = 1000;
  74. const ClampToEdgeWrapping = 1001;
  75. const MirroredRepeatWrapping = 1002;
  76. const NearestFilter = 1003;
  77. const NearestMipmapNearestFilter = 1004;
  78. const NearestMipMapNearestFilter = 1004;
  79. const NearestMipmapLinearFilter = 1005;
  80. const NearestMipMapLinearFilter = 1005;
  81. const LinearFilter = 1006;
  82. const LinearMipmapNearestFilter = 1007;
  83. const LinearMipMapNearestFilter = 1007;
  84. const LinearMipmapLinearFilter = 1008;
  85. const LinearMipMapLinearFilter = 1008;
  86. const UnsignedByteType = 1009;
  87. const ByteType = 1010;
  88. const ShortType = 1011;
  89. const UnsignedShortType = 1012;
  90. const IntType = 1013;
  91. const UnsignedIntType = 1014;
  92. const FloatType = 1015;
  93. const HalfFloatType = 1016;
  94. const UnsignedShort4444Type = 1017;
  95. const UnsignedShort5551Type = 1018;
  96. const UnsignedInt248Type = 1020;
  97. const UnsignedInt5999Type = 35902;
  98. const AlphaFormat = 1021;
  99. const RGBFormat = 1022;
  100. const RGBAFormat = 1023;
  101. const LuminanceFormat = 1024;
  102. const LuminanceAlphaFormat = 1025;
  103. const DepthFormat = 1026;
  104. const DepthStencilFormat = 1027;
  105. const RedFormat = 1028;
  106. const RedIntegerFormat = 1029;
  107. const RGFormat = 1030;
  108. const RGIntegerFormat = 1031;
  109. const RGBIntegerFormat = 1032;
  110. const RGBAIntegerFormat = 1033;
  111. const RGB_S3TC_DXT1_Format = 33776;
  112. const RGBA_S3TC_DXT1_Format = 33777;
  113. const RGBA_S3TC_DXT3_Format = 33778;
  114. const RGBA_S3TC_DXT5_Format = 33779;
  115. const RGB_PVRTC_4BPPV1_Format = 35840;
  116. const RGB_PVRTC_2BPPV1_Format = 35841;
  117. const RGBA_PVRTC_4BPPV1_Format = 35842;
  118. const RGBA_PVRTC_2BPPV1_Format = 35843;
  119. const RGB_ETC1_Format = 36196;
  120. const RGB_ETC2_Format = 37492;
  121. const RGBA_ETC2_EAC_Format = 37496;
  122. const RGBA_ASTC_4x4_Format = 37808;
  123. const RGBA_ASTC_5x4_Format = 37809;
  124. const RGBA_ASTC_5x5_Format = 37810;
  125. const RGBA_ASTC_6x5_Format = 37811;
  126. const RGBA_ASTC_6x6_Format = 37812;
  127. const RGBA_ASTC_8x5_Format = 37813;
  128. const RGBA_ASTC_8x6_Format = 37814;
  129. const RGBA_ASTC_8x8_Format = 37815;
  130. const RGBA_ASTC_10x5_Format = 37816;
  131. const RGBA_ASTC_10x6_Format = 37817;
  132. const RGBA_ASTC_10x8_Format = 37818;
  133. const RGBA_ASTC_10x10_Format = 37819;
  134. const RGBA_ASTC_12x10_Format = 37820;
  135. const RGBA_ASTC_12x12_Format = 37821;
  136. const RGBA_BPTC_Format = 36492;
  137. const RGB_BPTC_SIGNED_Format = 36494;
  138. const RGB_BPTC_UNSIGNED_Format = 36495;
  139. const RED_RGTC1_Format = 36283;
  140. const SIGNED_RED_RGTC1_Format = 36284;
  141. const RED_GREEN_RGTC2_Format = 36285;
  142. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  143. const LoopOnce = 2200;
  144. const LoopRepeat = 2201;
  145. const LoopPingPong = 2202;
  146. const InterpolateDiscrete = 2300;
  147. const InterpolateLinear = 2301;
  148. const InterpolateSmooth = 2302;
  149. const ZeroCurvatureEnding = 2400;
  150. const ZeroSlopeEnding = 2401;
  151. const WrapAroundEnding = 2402;
  152. const NormalAnimationBlendMode = 2500;
  153. const AdditiveAnimationBlendMode = 2501;
  154. const TrianglesDrawMode = 0;
  155. const TriangleStripDrawMode = 1;
  156. const TriangleFanDrawMode = 2;
  157. const BasicDepthPacking = 3200;
  158. const RGBADepthPacking = 3201;
  159. const RGBDepthPacking = 3202;
  160. const RGDepthPacking = 3203;
  161. const TangentSpaceNormalMap = 0;
  162. const ObjectSpaceNormalMap = 1;
  163. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  164. const NoColorSpace = '';
  165. const SRGBColorSpace = 'srgb';
  166. const LinearSRGBColorSpace = 'srgb-linear';
  167. const DisplayP3ColorSpace = 'display-p3';
  168. const LinearDisplayP3ColorSpace = 'display-p3-linear';
  169. const LinearTransfer = 'linear';
  170. const SRGBTransfer = 'srgb';
  171. const Rec709Primaries = 'rec709';
  172. const P3Primaries = 'p3';
  173. const ZeroStencilOp = 0;
  174. const KeepStencilOp = 7680;
  175. const ReplaceStencilOp = 7681;
  176. const IncrementStencilOp = 7682;
  177. const DecrementStencilOp = 7683;
  178. const IncrementWrapStencilOp = 34055;
  179. const DecrementWrapStencilOp = 34056;
  180. const InvertStencilOp = 5386;
  181. const NeverStencilFunc = 512;
  182. const LessStencilFunc = 513;
  183. const EqualStencilFunc = 514;
  184. const LessEqualStencilFunc = 515;
  185. const GreaterStencilFunc = 516;
  186. const NotEqualStencilFunc = 517;
  187. const GreaterEqualStencilFunc = 518;
  188. const AlwaysStencilFunc = 519;
  189. const NeverCompare = 512;
  190. const LessCompare = 513;
  191. const EqualCompare = 514;
  192. const LessEqualCompare = 515;
  193. const GreaterCompare = 516;
  194. const NotEqualCompare = 517;
  195. const GreaterEqualCompare = 518;
  196. const AlwaysCompare = 519;
  197. const StaticDrawUsage = 35044;
  198. const DynamicDrawUsage = 35048;
  199. const StreamDrawUsage = 35040;
  200. const StaticReadUsage = 35045;
  201. const DynamicReadUsage = 35049;
  202. const StreamReadUsage = 35041;
  203. const StaticCopyUsage = 35046;
  204. const DynamicCopyUsage = 35050;
  205. const StreamCopyUsage = 35042;
  206. const GLSL1 = '100';
  207. const GLSL3 = '300 es';
  208. const WebGLCoordinateSystem = 2000;
  209. const WebGPUCoordinateSystem = 2001;
  210. /**
  211. * https://github.com/mrdoob/eventdispatcher.js/
  212. */
  213. class EventDispatcher {
  214. addEventListener( type, listener ) {
  215. if ( this._listeners === undefined ) this._listeners = {};
  216. const listeners = this._listeners;
  217. if ( listeners[ type ] === undefined ) {
  218. listeners[ type ] = [];
  219. }
  220. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  221. listeners[ type ].push( listener );
  222. }
  223. }
  224. hasEventListener( type, listener ) {
  225. if ( this._listeners === undefined ) return false;
  226. const listeners = this._listeners;
  227. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  228. }
  229. removeEventListener( type, listener ) {
  230. if ( this._listeners === undefined ) return;
  231. const listeners = this._listeners;
  232. const listenerArray = listeners[ type ];
  233. if ( listenerArray !== undefined ) {
  234. const index = listenerArray.indexOf( listener );
  235. if ( index !== - 1 ) {
  236. listenerArray.splice( index, 1 );
  237. }
  238. }
  239. }
  240. dispatchEvent( event ) {
  241. if ( this._listeners === undefined ) return;
  242. const listeners = this._listeners;
  243. const listenerArray = listeners[ event.type ];
  244. if ( listenerArray !== undefined ) {
  245. event.target = this;
  246. // Make a copy, in case listeners are removed while iterating.
  247. const array = listenerArray.slice( 0 );
  248. for ( let i = 0, l = array.length; i < l; i ++ ) {
  249. array[ i ].call( this, event );
  250. }
  251. event.target = null;
  252. }
  253. }
  254. }
  255. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  256. let _seed = 1234567;
  257. const DEG2RAD = Math.PI / 180;
  258. const RAD2DEG = 180 / Math.PI;
  259. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  260. function generateUUID() {
  261. const d0 = Math.random() * 0xffffffff | 0;
  262. const d1 = Math.random() * 0xffffffff | 0;
  263. const d2 = Math.random() * 0xffffffff | 0;
  264. const d3 = Math.random() * 0xffffffff | 0;
  265. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  266. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  267. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  268. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  269. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  270. return uuid.toLowerCase();
  271. }
  272. function clamp$1( value, min, max ) {
  273. return Math.max( min, Math.min( max, value ) );
  274. }
  275. // compute euclidean modulo of m % n
  276. // https://en.wikipedia.org/wiki/Modulo_operation
  277. function euclideanModulo( n, m ) {
  278. return ( ( n % m ) + m ) % m;
  279. }
  280. // Linear mapping from range <a1, a2> to range <b1, b2>
  281. function mapLinear( x, a1, a2, b1, b2 ) {
  282. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  283. }
  284. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  285. function inverseLerp( x, y, value ) {
  286. if ( x !== y ) {
  287. return ( value - x ) / ( y - x );
  288. } else {
  289. return 0;
  290. }
  291. }
  292. // https://en.wikipedia.org/wiki/Linear_interpolation
  293. function lerp( x, y, t ) {
  294. return ( 1 - t ) * x + t * y;
  295. }
  296. // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  297. function damp( x, y, lambda, dt ) {
  298. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  299. }
  300. // https://www.desmos.com/calculator/vcsjnyz7x4
  301. function pingpong( x, length = 1 ) {
  302. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  303. }
  304. // http://en.wikipedia.org/wiki/Smoothstep
  305. function smoothstep$1( x, min, max ) {
  306. if ( x <= min ) return 0;
  307. if ( x >= max ) return 1;
  308. x = ( x - min ) / ( max - min );
  309. return x * x * ( 3 - 2 * x );
  310. }
  311. function smootherstep( x, min, max ) {
  312. if ( x <= min ) return 0;
  313. if ( x >= max ) return 1;
  314. x = ( x - min ) / ( max - min );
  315. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  316. }
  317. // Random integer from <low, high> interval
  318. function randInt( low, high ) {
  319. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  320. }
  321. // Random float from <low, high> interval
  322. function randFloat( low, high ) {
  323. return low + Math.random() * ( high - low );
  324. }
  325. // Random float from <-range/2, range/2> interval
  326. function randFloatSpread( range ) {
  327. return range * ( 0.5 - Math.random() );
  328. }
  329. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  330. function seededRandom( s ) {
  331. if ( s !== undefined ) _seed = s;
  332. // Mulberry32 generator
  333. let t = _seed += 0x6D2B79F5;
  334. t = Math.imul( t ^ t >>> 15, t | 1 );
  335. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  336. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  337. }
  338. function degToRad( degrees ) {
  339. return degrees * DEG2RAD;
  340. }
  341. function radToDeg( radians ) {
  342. return radians * RAD2DEG;
  343. }
  344. function isPowerOfTwo( value ) {
  345. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  346. }
  347. function ceilPowerOfTwo( value ) {
  348. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  349. }
  350. function floorPowerOfTwo( value ) {
  351. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  352. }
  353. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  354. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  355. // rotations are applied to the axes in the order specified by 'order'
  356. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  357. // angles are in radians
  358. const cos = Math.cos;
  359. const sin = Math.sin;
  360. const c2 = cos( b / 2 );
  361. const s2 = sin( b / 2 );
  362. const c13 = cos( ( a + c ) / 2 );
  363. const s13 = sin( ( a + c ) / 2 );
  364. const c1_3 = cos( ( a - c ) / 2 );
  365. const s1_3 = sin( ( a - c ) / 2 );
  366. const c3_1 = cos( ( c - a ) / 2 );
  367. const s3_1 = sin( ( c - a ) / 2 );
  368. switch ( order ) {
  369. case 'XYX':
  370. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  371. break;
  372. case 'YZY':
  373. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  374. break;
  375. case 'ZXZ':
  376. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  377. break;
  378. case 'XZX':
  379. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  380. break;
  381. case 'YXY':
  382. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  383. break;
  384. case 'ZYZ':
  385. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  386. break;
  387. default:
  388. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  389. }
  390. }
  391. function denormalize( value, array ) {
  392. switch ( array.constructor ) {
  393. case Float32Array:
  394. return value;
  395. case Uint32Array:
  396. return value / 4294967295.0;
  397. case Uint16Array:
  398. return value / 65535.0;
  399. case Uint8Array:
  400. return value / 255.0;
  401. case Int32Array:
  402. return Math.max( value / 2147483647.0, - 1.0 );
  403. case Int16Array:
  404. return Math.max( value / 32767.0, - 1.0 );
  405. case Int8Array:
  406. return Math.max( value / 127.0, - 1.0 );
  407. default:
  408. throw new Error( 'Invalid component type.' );
  409. }
  410. }
  411. function normalize$1( value, array ) {
  412. switch ( array.constructor ) {
  413. case Float32Array:
  414. return value;
  415. case Uint32Array:
  416. return Math.round( value * 4294967295.0 );
  417. case Uint16Array:
  418. return Math.round( value * 65535.0 );
  419. case Uint8Array:
  420. return Math.round( value * 255.0 );
  421. case Int32Array:
  422. return Math.round( value * 2147483647.0 );
  423. case Int16Array:
  424. return Math.round( value * 32767.0 );
  425. case Int8Array:
  426. return Math.round( value * 127.0 );
  427. default:
  428. throw new Error( 'Invalid component type.' );
  429. }
  430. }
  431. const MathUtils = {
  432. DEG2RAD: DEG2RAD,
  433. RAD2DEG: RAD2DEG,
  434. generateUUID: generateUUID,
  435. clamp: clamp$1,
  436. euclideanModulo: euclideanModulo,
  437. mapLinear: mapLinear,
  438. inverseLerp: inverseLerp,
  439. lerp: lerp,
  440. damp: damp,
  441. pingpong: pingpong,
  442. smoothstep: smoothstep$1,
  443. smootherstep: smootherstep,
  444. randInt: randInt,
  445. randFloat: randFloat,
  446. randFloatSpread: randFloatSpread,
  447. seededRandom: seededRandom,
  448. degToRad: degToRad,
  449. radToDeg: radToDeg,
  450. isPowerOfTwo: isPowerOfTwo,
  451. ceilPowerOfTwo: ceilPowerOfTwo,
  452. floorPowerOfTwo: floorPowerOfTwo,
  453. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  454. normalize: normalize$1,
  455. denormalize: denormalize
  456. };
  457. class Vector2 {
  458. constructor( x = 0, y = 0 ) {
  459. Vector2.prototype.isVector2 = true;
  460. this.x = x;
  461. this.y = y;
  462. }
  463. get width() {
  464. return this.x;
  465. }
  466. set width( value ) {
  467. this.x = value;
  468. }
  469. get height() {
  470. return this.y;
  471. }
  472. set height( value ) {
  473. this.y = value;
  474. }
  475. set( x, y ) {
  476. this.x = x;
  477. this.y = y;
  478. return this;
  479. }
  480. setScalar( scalar ) {
  481. this.x = scalar;
  482. this.y = scalar;
  483. return this;
  484. }
  485. setX( x ) {
  486. this.x = x;
  487. return this;
  488. }
  489. setY( y ) {
  490. this.y = y;
  491. return this;
  492. }
  493. setComponent( index, value ) {
  494. switch ( index ) {
  495. case 0: this.x = value; break;
  496. case 1: this.y = value; break;
  497. default: throw new Error( 'index is out of range: ' + index );
  498. }
  499. return this;
  500. }
  501. getComponent( index ) {
  502. switch ( index ) {
  503. case 0: return this.x;
  504. case 1: return this.y;
  505. default: throw new Error( 'index is out of range: ' + index );
  506. }
  507. }
  508. clone() {
  509. return new this.constructor( this.x, this.y );
  510. }
  511. copy( v ) {
  512. this.x = v.x;
  513. this.y = v.y;
  514. return this;
  515. }
  516. add( v ) {
  517. this.x += v.x;
  518. this.y += v.y;
  519. return this;
  520. }
  521. addScalar( s ) {
  522. this.x += s;
  523. this.y += s;
  524. return this;
  525. }
  526. addVectors( a, b ) {
  527. this.x = a.x + b.x;
  528. this.y = a.y + b.y;
  529. return this;
  530. }
  531. addScaledVector( v, s ) {
  532. this.x += v.x * s;
  533. this.y += v.y * s;
  534. return this;
  535. }
  536. sub( v ) {
  537. this.x -= v.x;
  538. this.y -= v.y;
  539. return this;
  540. }
  541. subScalar( s ) {
  542. this.x -= s;
  543. this.y -= s;
  544. return this;
  545. }
  546. subVectors( a, b ) {
  547. this.x = a.x - b.x;
  548. this.y = a.y - b.y;
  549. return this;
  550. }
  551. multiply( v ) {
  552. this.x *= v.x;
  553. this.y *= v.y;
  554. return this;
  555. }
  556. multiplyScalar( scalar ) {
  557. this.x *= scalar;
  558. this.y *= scalar;
  559. return this;
  560. }
  561. divide( v ) {
  562. this.x /= v.x;
  563. this.y /= v.y;
  564. return this;
  565. }
  566. divideScalar( scalar ) {
  567. return this.multiplyScalar( 1 / scalar );
  568. }
  569. applyMatrix3( m ) {
  570. const x = this.x, y = this.y;
  571. const e = m.elements;
  572. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  573. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  574. return this;
  575. }
  576. min( v ) {
  577. this.x = Math.min( this.x, v.x );
  578. this.y = Math.min( this.y, v.y );
  579. return this;
  580. }
  581. max( v ) {
  582. this.x = Math.max( this.x, v.x );
  583. this.y = Math.max( this.y, v.y );
  584. return this;
  585. }
  586. clamp( min, max ) {
  587. // assumes min < max, componentwise
  588. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  589. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  590. return this;
  591. }
  592. clampScalar( minVal, maxVal ) {
  593. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  594. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  595. return this;
  596. }
  597. clampLength( min, max ) {
  598. const length = this.length();
  599. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  600. }
  601. floor() {
  602. this.x = Math.floor( this.x );
  603. this.y = Math.floor( this.y );
  604. return this;
  605. }
  606. ceil() {
  607. this.x = Math.ceil( this.x );
  608. this.y = Math.ceil( this.y );
  609. return this;
  610. }
  611. round() {
  612. this.x = Math.round( this.x );
  613. this.y = Math.round( this.y );
  614. return this;
  615. }
  616. roundToZero() {
  617. this.x = Math.trunc( this.x );
  618. this.y = Math.trunc( this.y );
  619. return this;
  620. }
  621. negate() {
  622. this.x = - this.x;
  623. this.y = - this.y;
  624. return this;
  625. }
  626. dot( v ) {
  627. return this.x * v.x + this.y * v.y;
  628. }
  629. cross( v ) {
  630. return this.x * v.y - this.y * v.x;
  631. }
  632. lengthSq() {
  633. return this.x * this.x + this.y * this.y;
  634. }
  635. length() {
  636. return Math.sqrt( this.x * this.x + this.y * this.y );
  637. }
  638. manhattanLength() {
  639. return Math.abs( this.x ) + Math.abs( this.y );
  640. }
  641. normalize() {
  642. return this.divideScalar( this.length() || 1 );
  643. }
  644. angle() {
  645. // computes the angle in radians with respect to the positive x-axis
  646. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  647. return angle;
  648. }
  649. angleTo( v ) {
  650. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  651. if ( denominator === 0 ) return Math.PI / 2;
  652. const theta = this.dot( v ) / denominator;
  653. // clamp, to handle numerical problems
  654. return Math.acos( clamp$1( theta, - 1, 1 ) );
  655. }
  656. distanceTo( v ) {
  657. return Math.sqrt( this.distanceToSquared( v ) );
  658. }
  659. distanceToSquared( v ) {
  660. const dx = this.x - v.x, dy = this.y - v.y;
  661. return dx * dx + dy * dy;
  662. }
  663. manhattanDistanceTo( v ) {
  664. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  665. }
  666. setLength( length ) {
  667. return this.normalize().multiplyScalar( length );
  668. }
  669. lerp( v, alpha ) {
  670. this.x += ( v.x - this.x ) * alpha;
  671. this.y += ( v.y - this.y ) * alpha;
  672. return this;
  673. }
  674. lerpVectors( v1, v2, alpha ) {
  675. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  676. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  677. return this;
  678. }
  679. equals( v ) {
  680. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  681. }
  682. fromArray( array, offset = 0 ) {
  683. this.x = array[ offset ];
  684. this.y = array[ offset + 1 ];
  685. return this;
  686. }
  687. toArray( array = [], offset = 0 ) {
  688. array[ offset ] = this.x;
  689. array[ offset + 1 ] = this.y;
  690. return array;
  691. }
  692. fromBufferAttribute( attribute, index ) {
  693. this.x = attribute.getX( index );
  694. this.y = attribute.getY( index );
  695. return this;
  696. }
  697. rotateAround( center, angle ) {
  698. const c = Math.cos( angle ), s = Math.sin( angle );
  699. const x = this.x - center.x;
  700. const y = this.y - center.y;
  701. this.x = x * c - y * s + center.x;
  702. this.y = x * s + y * c + center.y;
  703. return this;
  704. }
  705. random() {
  706. this.x = Math.random();
  707. this.y = Math.random();
  708. return this;
  709. }
  710. *[ Symbol.iterator ]() {
  711. yield this.x;
  712. yield this.y;
  713. }
  714. }
  715. class Matrix3 {
  716. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  717. Matrix3.prototype.isMatrix3 = true;
  718. this.elements = [
  719. 1, 0, 0,
  720. 0, 1, 0,
  721. 0, 0, 1
  722. ];
  723. if ( n11 !== undefined ) {
  724. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  725. }
  726. }
  727. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  728. const te = this.elements;
  729. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  730. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  731. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  732. return this;
  733. }
  734. identity() {
  735. this.set(
  736. 1, 0, 0,
  737. 0, 1, 0,
  738. 0, 0, 1
  739. );
  740. return this;
  741. }
  742. copy( m ) {
  743. const te = this.elements;
  744. const me = m.elements;
  745. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  746. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  747. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  748. return this;
  749. }
  750. extractBasis( xAxis, yAxis, zAxis ) {
  751. xAxis.setFromMatrix3Column( this, 0 );
  752. yAxis.setFromMatrix3Column( this, 1 );
  753. zAxis.setFromMatrix3Column( this, 2 );
  754. return this;
  755. }
  756. setFromMatrix4( m ) {
  757. const me = m.elements;
  758. this.set(
  759. me[ 0 ], me[ 4 ], me[ 8 ],
  760. me[ 1 ], me[ 5 ], me[ 9 ],
  761. me[ 2 ], me[ 6 ], me[ 10 ]
  762. );
  763. return this;
  764. }
  765. multiply( m ) {
  766. return this.multiplyMatrices( this, m );
  767. }
  768. premultiply( m ) {
  769. return this.multiplyMatrices( m, this );
  770. }
  771. multiplyMatrices( a, b ) {
  772. const ae = a.elements;
  773. const be = b.elements;
  774. const te = this.elements;
  775. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  776. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  777. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  778. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  779. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  780. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  781. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  782. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  783. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  784. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  785. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  786. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  787. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  788. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  789. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  790. return this;
  791. }
  792. multiplyScalar( s ) {
  793. const te = this.elements;
  794. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  795. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  796. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  797. return this;
  798. }
  799. determinant() {
  800. const te = this.elements;
  801. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  802. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  803. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  804. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  805. }
  806. invert() {
  807. const te = this.elements,
  808. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  809. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  810. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  811. t11 = n33 * n22 - n32 * n23,
  812. t12 = n32 * n13 - n33 * n12,
  813. t13 = n23 * n12 - n22 * n13,
  814. det = n11 * t11 + n21 * t12 + n31 * t13;
  815. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  816. const detInv = 1 / det;
  817. te[ 0 ] = t11 * detInv;
  818. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  819. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  820. te[ 3 ] = t12 * detInv;
  821. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  822. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  823. te[ 6 ] = t13 * detInv;
  824. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  825. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  826. return this;
  827. }
  828. transpose() {
  829. let tmp;
  830. const m = this.elements;
  831. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  832. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  833. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  834. return this;
  835. }
  836. getNormalMatrix( matrix4 ) {
  837. return this.setFromMatrix4( matrix4 ).invert().transpose();
  838. }
  839. transposeIntoArray( r ) {
  840. const m = this.elements;
  841. r[ 0 ] = m[ 0 ];
  842. r[ 1 ] = m[ 3 ];
  843. r[ 2 ] = m[ 6 ];
  844. r[ 3 ] = m[ 1 ];
  845. r[ 4 ] = m[ 4 ];
  846. r[ 5 ] = m[ 7 ];
  847. r[ 6 ] = m[ 2 ];
  848. r[ 7 ] = m[ 5 ];
  849. r[ 8 ] = m[ 8 ];
  850. return this;
  851. }
  852. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  853. const c = Math.cos( rotation );
  854. const s = Math.sin( rotation );
  855. this.set(
  856. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  857. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  858. 0, 0, 1
  859. );
  860. return this;
  861. }
  862. //
  863. scale( sx, sy ) {
  864. this.premultiply( _m3.makeScale( sx, sy ) );
  865. return this;
  866. }
  867. rotate( theta ) {
  868. this.premultiply( _m3.makeRotation( - theta ) );
  869. return this;
  870. }
  871. translate( tx, ty ) {
  872. this.premultiply( _m3.makeTranslation( tx, ty ) );
  873. return this;
  874. }
  875. // for 2D Transforms
  876. makeTranslation( x, y ) {
  877. if ( x.isVector2 ) {
  878. this.set(
  879. 1, 0, x.x,
  880. 0, 1, x.y,
  881. 0, 0, 1
  882. );
  883. } else {
  884. this.set(
  885. 1, 0, x,
  886. 0, 1, y,
  887. 0, 0, 1
  888. );
  889. }
  890. return this;
  891. }
  892. makeRotation( theta ) {
  893. // counterclockwise
  894. const c = Math.cos( theta );
  895. const s = Math.sin( theta );
  896. this.set(
  897. c, - s, 0,
  898. s, c, 0,
  899. 0, 0, 1
  900. );
  901. return this;
  902. }
  903. makeScale( x, y ) {
  904. this.set(
  905. x, 0, 0,
  906. 0, y, 0,
  907. 0, 0, 1
  908. );
  909. return this;
  910. }
  911. //
  912. equals( matrix ) {
  913. const te = this.elements;
  914. const me = matrix.elements;
  915. for ( let i = 0; i < 9; i ++ ) {
  916. if ( te[ i ] !== me[ i ] ) return false;
  917. }
  918. return true;
  919. }
  920. fromArray( array, offset = 0 ) {
  921. for ( let i = 0; i < 9; i ++ ) {
  922. this.elements[ i ] = array[ i + offset ];
  923. }
  924. return this;
  925. }
  926. toArray( array = [], offset = 0 ) {
  927. const te = this.elements;
  928. array[ offset ] = te[ 0 ];
  929. array[ offset + 1 ] = te[ 1 ];
  930. array[ offset + 2 ] = te[ 2 ];
  931. array[ offset + 3 ] = te[ 3 ];
  932. array[ offset + 4 ] = te[ 4 ];
  933. array[ offset + 5 ] = te[ 5 ];
  934. array[ offset + 6 ] = te[ 6 ];
  935. array[ offset + 7 ] = te[ 7 ];
  936. array[ offset + 8 ] = te[ 8 ];
  937. return array;
  938. }
  939. clone() {
  940. return new this.constructor().fromArray( this.elements );
  941. }
  942. }
  943. const _m3 = /*@__PURE__*/ new Matrix3();
  944. function arrayNeedsUint32$1( array ) {
  945. // assumes larger values usually on last
  946. for ( let i = array.length - 1; i >= 0; -- i ) {
  947. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  948. }
  949. return false;
  950. }
  951. const TYPED_ARRAYS = {
  952. Int8Array: Int8Array,
  953. Uint8Array: Uint8Array,
  954. Uint8ClampedArray: Uint8ClampedArray,
  955. Int16Array: Int16Array,
  956. Uint16Array: Uint16Array,
  957. Int32Array: Int32Array,
  958. Uint32Array: Uint32Array,
  959. Float32Array: Float32Array,
  960. Float64Array: Float64Array
  961. };
  962. function getTypedArray( type, buffer ) {
  963. return new TYPED_ARRAYS[ type ]( buffer );
  964. }
  965. function createElementNS( name ) {
  966. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  967. }
  968. function createCanvasElement() {
  969. const canvas = createElementNS( 'canvas' );
  970. canvas.style.display = 'block';
  971. return canvas;
  972. }
  973. const _cache$2 = {};
  974. function warnOnce( message ) {
  975. if ( message in _cache$2 ) return;
  976. _cache$2[ message ] = true;
  977. console.warn( message );
  978. }
  979. /**
  980. * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
  981. * or clipping. Based on W3C specifications for sRGB and Display P3,
  982. * and ICC specifications for the D50 connection space. Values in/out
  983. * are _linear_ sRGB and _linear_ Display P3.
  984. *
  985. * Note that both sRGB and Display P3 use the sRGB transfer functions.
  986. *
  987. * Reference:
  988. * - http://www.russellcottrell.com/photo/matrixCalculator.htm
  989. */
  990. const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
  991. 0.8224621, 0.177538, 0.0,
  992. 0.0331941, 0.9668058, 0.0,
  993. 0.0170827, 0.0723974, 0.9105199,
  994. );
  995. const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
  996. 1.2249401, - 0.2249404, 0.0,
  997. - 0.0420569, 1.0420571, 0.0,
  998. - 0.0196376, - 0.0786361, 1.0982735
  999. );
  1000. /**
  1001. * Defines supported color spaces by transfer function and primaries,
  1002. * and provides conversions to/from the Linear-sRGB reference space.
  1003. */
  1004. const COLOR_SPACES = {
  1005. [ LinearSRGBColorSpace ]: {
  1006. transfer: LinearTransfer,
  1007. primaries: Rec709Primaries,
  1008. luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
  1009. toReference: ( color ) => color,
  1010. fromReference: ( color ) => color,
  1011. },
  1012. [ SRGBColorSpace ]: {
  1013. transfer: SRGBTransfer,
  1014. primaries: Rec709Primaries,
  1015. luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
  1016. toReference: ( color ) => color.convertSRGBToLinear(),
  1017. fromReference: ( color ) => color.convertLinearToSRGB(),
  1018. },
  1019. [ LinearDisplayP3ColorSpace ]: {
  1020. transfer: LinearTransfer,
  1021. primaries: P3Primaries,
  1022. luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
  1023. toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  1024. fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
  1025. },
  1026. [ DisplayP3ColorSpace ]: {
  1027. transfer: SRGBTransfer,
  1028. primaries: P3Primaries,
  1029. luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
  1030. toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  1031. fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
  1032. },
  1033. };
  1034. const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
  1035. const ColorManagement = {
  1036. enabled: true,
  1037. _workingColorSpace: LinearSRGBColorSpace,
  1038. get workingColorSpace() {
  1039. return this._workingColorSpace;
  1040. },
  1041. set workingColorSpace( colorSpace ) {
  1042. if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
  1043. throw new Error( `Unsupported working color space, "${ colorSpace }".` );
  1044. }
  1045. this._workingColorSpace = colorSpace;
  1046. },
  1047. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  1048. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  1049. return color;
  1050. }
  1051. const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
  1052. const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
  1053. return targetFromReference( sourceToReference( color ) );
  1054. },
  1055. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  1056. return this.convert( color, this._workingColorSpace, targetColorSpace );
  1057. },
  1058. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  1059. return this.convert( color, sourceColorSpace, this._workingColorSpace );
  1060. },
  1061. getPrimaries: function ( colorSpace ) {
  1062. return COLOR_SPACES[ colorSpace ].primaries;
  1063. },
  1064. getTransfer: function ( colorSpace ) {
  1065. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  1066. return COLOR_SPACES[ colorSpace ].transfer;
  1067. },
  1068. getLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) {
  1069. return target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients );
  1070. },
  1071. };
  1072. function SRGBToLinear( c ) {
  1073. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  1074. }
  1075. function LinearToSRGB( c ) {
  1076. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  1077. }
  1078. let _canvas;
  1079. class ImageUtils {
  1080. static getDataURL( image ) {
  1081. if ( /^data:/i.test( image.src ) ) {
  1082. return image.src;
  1083. }
  1084. if ( typeof HTMLCanvasElement === 'undefined' ) {
  1085. return image.src;
  1086. }
  1087. let canvas;
  1088. if ( image instanceof HTMLCanvasElement ) {
  1089. canvas = image;
  1090. } else {
  1091. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  1092. _canvas.width = image.width;
  1093. _canvas.height = image.height;
  1094. const context = _canvas.getContext( '2d' );
  1095. if ( image instanceof ImageData ) {
  1096. context.putImageData( image, 0, 0 );
  1097. } else {
  1098. context.drawImage( image, 0, 0, image.width, image.height );
  1099. }
  1100. canvas = _canvas;
  1101. }
  1102. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1103. console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
  1104. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1105. } else {
  1106. return canvas.toDataURL( 'image/png' );
  1107. }
  1108. }
  1109. static sRGBToLinear( image ) {
  1110. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1111. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1112. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1113. const canvas = createElementNS( 'canvas' );
  1114. canvas.width = image.width;
  1115. canvas.height = image.height;
  1116. const context = canvas.getContext( '2d' );
  1117. context.drawImage( image, 0, 0, image.width, image.height );
  1118. const imageData = context.getImageData( 0, 0, image.width, image.height );
  1119. const data = imageData.data;
  1120. for ( let i = 0; i < data.length; i ++ ) {
  1121. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  1122. }
  1123. context.putImageData( imageData, 0, 0 );
  1124. return canvas;
  1125. } else if ( image.data ) {
  1126. const data = image.data.slice( 0 );
  1127. for ( let i = 0; i < data.length; i ++ ) {
  1128. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  1129. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  1130. } else {
  1131. // assuming float
  1132. data[ i ] = SRGBToLinear( data[ i ] );
  1133. }
  1134. }
  1135. return {
  1136. data: data,
  1137. width: image.width,
  1138. height: image.height
  1139. };
  1140. } else {
  1141. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  1142. return image;
  1143. }
  1144. }
  1145. }
  1146. let _sourceId = 0;
  1147. class Source {
  1148. constructor( data = null ) {
  1149. this.isSource = true;
  1150. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  1151. this.uuid = generateUUID();
  1152. this.data = data;
  1153. this.dataReady = true;
  1154. this.version = 0;
  1155. }
  1156. set needsUpdate( value ) {
  1157. if ( value === true ) this.version ++;
  1158. }
  1159. toJSON( meta ) {
  1160. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1161. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  1162. return meta.images[ this.uuid ];
  1163. }
  1164. const output = {
  1165. uuid: this.uuid,
  1166. url: ''
  1167. };
  1168. const data = this.data;
  1169. if ( data !== null ) {
  1170. let url;
  1171. if ( Array.isArray( data ) ) {
  1172. // cube texture
  1173. url = [];
  1174. for ( let i = 0, l = data.length; i < l; i ++ ) {
  1175. if ( data[ i ].isDataTexture ) {
  1176. url.push( serializeImage( data[ i ].image ) );
  1177. } else {
  1178. url.push( serializeImage( data[ i ] ) );
  1179. }
  1180. }
  1181. } else {
  1182. // texture
  1183. url = serializeImage( data );
  1184. }
  1185. output.url = url;
  1186. }
  1187. if ( ! isRootObject ) {
  1188. meta.images[ this.uuid ] = output;
  1189. }
  1190. return output;
  1191. }
  1192. }
  1193. function serializeImage( image ) {
  1194. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1195. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1196. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1197. // default images
  1198. return ImageUtils.getDataURL( image );
  1199. } else {
  1200. if ( image.data ) {
  1201. // images of DataTexture
  1202. return {
  1203. data: Array.from( image.data ),
  1204. width: image.width,
  1205. height: image.height,
  1206. type: image.data.constructor.name
  1207. };
  1208. } else {
  1209. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  1210. return {};
  1211. }
  1212. }
  1213. }
  1214. let _textureId = 0;
  1215. class Texture extends EventDispatcher {
  1216. constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
  1217. super();
  1218. this.isTexture = true;
  1219. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  1220. this.uuid = generateUUID();
  1221. this.name = '';
  1222. this.source = new Source( image );
  1223. this.mipmaps = [];
  1224. this.mapping = mapping;
  1225. this.channel = 0;
  1226. this.wrapS = wrapS;
  1227. this.wrapT = wrapT;
  1228. this.magFilter = magFilter;
  1229. this.minFilter = minFilter;
  1230. this.anisotropy = anisotropy;
  1231. this.format = format;
  1232. this.internalFormat = null;
  1233. this.type = type;
  1234. this.offset = new Vector2( 0, 0 );
  1235. this.repeat = new Vector2( 1, 1 );
  1236. this.center = new Vector2( 0, 0 );
  1237. this.rotation = 0;
  1238. this.matrixAutoUpdate = true;
  1239. this.matrix = new Matrix3();
  1240. this.generateMipmaps = true;
  1241. this.premultiplyAlpha = false;
  1242. this.flipY = true;
  1243. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1244. this.colorSpace = colorSpace;
  1245. this.userData = {};
  1246. this.version = 0;
  1247. this.onUpdate = null;
  1248. this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
  1249. this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
  1250. }
  1251. get image() {
  1252. return this.source.data;
  1253. }
  1254. set image( value = null ) {
  1255. this.source.data = value;
  1256. }
  1257. updateMatrix() {
  1258. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1259. }
  1260. clone() {
  1261. return new this.constructor().copy( this );
  1262. }
  1263. copy( source ) {
  1264. this.name = source.name;
  1265. this.source = source.source;
  1266. this.mipmaps = source.mipmaps.slice( 0 );
  1267. this.mapping = source.mapping;
  1268. this.channel = source.channel;
  1269. this.wrapS = source.wrapS;
  1270. this.wrapT = source.wrapT;
  1271. this.magFilter = source.magFilter;
  1272. this.minFilter = source.minFilter;
  1273. this.anisotropy = source.anisotropy;
  1274. this.format = source.format;
  1275. this.internalFormat = source.internalFormat;
  1276. this.type = source.type;
  1277. this.offset.copy( source.offset );
  1278. this.repeat.copy( source.repeat );
  1279. this.center.copy( source.center );
  1280. this.rotation = source.rotation;
  1281. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1282. this.matrix.copy( source.matrix );
  1283. this.generateMipmaps = source.generateMipmaps;
  1284. this.premultiplyAlpha = source.premultiplyAlpha;
  1285. this.flipY = source.flipY;
  1286. this.unpackAlignment = source.unpackAlignment;
  1287. this.colorSpace = source.colorSpace;
  1288. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  1289. this.needsUpdate = true;
  1290. return this;
  1291. }
  1292. toJSON( meta ) {
  1293. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1294. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1295. return meta.textures[ this.uuid ];
  1296. }
  1297. const output = {
  1298. metadata: {
  1299. version: 4.6,
  1300. type: 'Texture',
  1301. generator: 'Texture.toJSON'
  1302. },
  1303. uuid: this.uuid,
  1304. name: this.name,
  1305. image: this.source.toJSON( meta ).uuid,
  1306. mapping: this.mapping,
  1307. channel: this.channel,
  1308. repeat: [ this.repeat.x, this.repeat.y ],
  1309. offset: [ this.offset.x, this.offset.y ],
  1310. center: [ this.center.x, this.center.y ],
  1311. rotation: this.rotation,
  1312. wrap: [ this.wrapS, this.wrapT ],
  1313. format: this.format,
  1314. internalFormat: this.internalFormat,
  1315. type: this.type,
  1316. colorSpace: this.colorSpace,
  1317. minFilter: this.minFilter,
  1318. magFilter: this.magFilter,
  1319. anisotropy: this.anisotropy,
  1320. flipY: this.flipY,
  1321. generateMipmaps: this.generateMipmaps,
  1322. premultiplyAlpha: this.premultiplyAlpha,
  1323. unpackAlignment: this.unpackAlignment
  1324. };
  1325. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  1326. if ( ! isRootObject ) {
  1327. meta.textures[ this.uuid ] = output;
  1328. }
  1329. return output;
  1330. }
  1331. dispose() {
  1332. this.dispatchEvent( { type: 'dispose' } );
  1333. }
  1334. transformUv( uv ) {
  1335. if ( this.mapping !== UVMapping ) return uv;
  1336. uv.applyMatrix3( this.matrix );
  1337. if ( uv.x < 0 || uv.x > 1 ) {
  1338. switch ( this.wrapS ) {
  1339. case RepeatWrapping:
  1340. uv.x = uv.x - Math.floor( uv.x );
  1341. break;
  1342. case ClampToEdgeWrapping:
  1343. uv.x = uv.x < 0 ? 0 : 1;
  1344. break;
  1345. case MirroredRepeatWrapping:
  1346. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1347. uv.x = Math.ceil( uv.x ) - uv.x;
  1348. } else {
  1349. uv.x = uv.x - Math.floor( uv.x );
  1350. }
  1351. break;
  1352. }
  1353. }
  1354. if ( uv.y < 0 || uv.y > 1 ) {
  1355. switch ( this.wrapT ) {
  1356. case RepeatWrapping:
  1357. uv.y = uv.y - Math.floor( uv.y );
  1358. break;
  1359. case ClampToEdgeWrapping:
  1360. uv.y = uv.y < 0 ? 0 : 1;
  1361. break;
  1362. case MirroredRepeatWrapping:
  1363. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1364. uv.y = Math.ceil( uv.y ) - uv.y;
  1365. } else {
  1366. uv.y = uv.y - Math.floor( uv.y );
  1367. }
  1368. break;
  1369. }
  1370. }
  1371. if ( this.flipY ) {
  1372. uv.y = 1 - uv.y;
  1373. }
  1374. return uv;
  1375. }
  1376. set needsUpdate( value ) {
  1377. if ( value === true ) {
  1378. this.version ++;
  1379. this.source.needsUpdate = true;
  1380. }
  1381. }
  1382. set needsPMREMUpdate( value ) {
  1383. if ( value === true ) {
  1384. this.pmremVersion ++;
  1385. }
  1386. }
  1387. }
  1388. Texture.DEFAULT_IMAGE = null;
  1389. Texture.DEFAULT_MAPPING = UVMapping;
  1390. Texture.DEFAULT_ANISOTROPY = 1;
  1391. class Vector4 {
  1392. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1393. Vector4.prototype.isVector4 = true;
  1394. this.x = x;
  1395. this.y = y;
  1396. this.z = z;
  1397. this.w = w;
  1398. }
  1399. get width() {
  1400. return this.z;
  1401. }
  1402. set width( value ) {
  1403. this.z = value;
  1404. }
  1405. get height() {
  1406. return this.w;
  1407. }
  1408. set height( value ) {
  1409. this.w = value;
  1410. }
  1411. set( x, y, z, w ) {
  1412. this.x = x;
  1413. this.y = y;
  1414. this.z = z;
  1415. this.w = w;
  1416. return this;
  1417. }
  1418. setScalar( scalar ) {
  1419. this.x = scalar;
  1420. this.y = scalar;
  1421. this.z = scalar;
  1422. this.w = scalar;
  1423. return this;
  1424. }
  1425. setX( x ) {
  1426. this.x = x;
  1427. return this;
  1428. }
  1429. setY( y ) {
  1430. this.y = y;
  1431. return this;
  1432. }
  1433. setZ( z ) {
  1434. this.z = z;
  1435. return this;
  1436. }
  1437. setW( w ) {
  1438. this.w = w;
  1439. return this;
  1440. }
  1441. setComponent( index, value ) {
  1442. switch ( index ) {
  1443. case 0: this.x = value; break;
  1444. case 1: this.y = value; break;
  1445. case 2: this.z = value; break;
  1446. case 3: this.w = value; break;
  1447. default: throw new Error( 'index is out of range: ' + index );
  1448. }
  1449. return this;
  1450. }
  1451. getComponent( index ) {
  1452. switch ( index ) {
  1453. case 0: return this.x;
  1454. case 1: return this.y;
  1455. case 2: return this.z;
  1456. case 3: return this.w;
  1457. default: throw new Error( 'index is out of range: ' + index );
  1458. }
  1459. }
  1460. clone() {
  1461. return new this.constructor( this.x, this.y, this.z, this.w );
  1462. }
  1463. copy( v ) {
  1464. this.x = v.x;
  1465. this.y = v.y;
  1466. this.z = v.z;
  1467. this.w = ( v.w !== undefined ) ? v.w : 1;
  1468. return this;
  1469. }
  1470. add( v ) {
  1471. this.x += v.x;
  1472. this.y += v.y;
  1473. this.z += v.z;
  1474. this.w += v.w;
  1475. return this;
  1476. }
  1477. addScalar( s ) {
  1478. this.x += s;
  1479. this.y += s;
  1480. this.z += s;
  1481. this.w += s;
  1482. return this;
  1483. }
  1484. addVectors( a, b ) {
  1485. this.x = a.x + b.x;
  1486. this.y = a.y + b.y;
  1487. this.z = a.z + b.z;
  1488. this.w = a.w + b.w;
  1489. return this;
  1490. }
  1491. addScaledVector( v, s ) {
  1492. this.x += v.x * s;
  1493. this.y += v.y * s;
  1494. this.z += v.z * s;
  1495. this.w += v.w * s;
  1496. return this;
  1497. }
  1498. sub( v ) {
  1499. this.x -= v.x;
  1500. this.y -= v.y;
  1501. this.z -= v.z;
  1502. this.w -= v.w;
  1503. return this;
  1504. }
  1505. subScalar( s ) {
  1506. this.x -= s;
  1507. this.y -= s;
  1508. this.z -= s;
  1509. this.w -= s;
  1510. return this;
  1511. }
  1512. subVectors( a, b ) {
  1513. this.x = a.x - b.x;
  1514. this.y = a.y - b.y;
  1515. this.z = a.z - b.z;
  1516. this.w = a.w - b.w;
  1517. return this;
  1518. }
  1519. multiply( v ) {
  1520. this.x *= v.x;
  1521. this.y *= v.y;
  1522. this.z *= v.z;
  1523. this.w *= v.w;
  1524. return this;
  1525. }
  1526. multiplyScalar( scalar ) {
  1527. this.x *= scalar;
  1528. this.y *= scalar;
  1529. this.z *= scalar;
  1530. this.w *= scalar;
  1531. return this;
  1532. }
  1533. applyMatrix4( m ) {
  1534. const x = this.x, y = this.y, z = this.z, w = this.w;
  1535. const e = m.elements;
  1536. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1537. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1538. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1539. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1540. return this;
  1541. }
  1542. divideScalar( scalar ) {
  1543. return this.multiplyScalar( 1 / scalar );
  1544. }
  1545. setAxisAngleFromQuaternion( q ) {
  1546. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1547. // q is assumed to be normalized
  1548. this.w = 2 * Math.acos( q.w );
  1549. const s = Math.sqrt( 1 - q.w * q.w );
  1550. if ( s < 0.0001 ) {
  1551. this.x = 1;
  1552. this.y = 0;
  1553. this.z = 0;
  1554. } else {
  1555. this.x = q.x / s;
  1556. this.y = q.y / s;
  1557. this.z = q.z / s;
  1558. }
  1559. return this;
  1560. }
  1561. setAxisAngleFromRotationMatrix( m ) {
  1562. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1563. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1564. let angle, x, y, z; // variables for result
  1565. const epsilon = 0.01, // margin to allow for rounding errors
  1566. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1567. te = m.elements,
  1568. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1569. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1570. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1571. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1572. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1573. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1574. // singularity found
  1575. // first check for identity matrix which must have +1 for all terms
  1576. // in leading diagonal and zero in other terms
  1577. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1578. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1579. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1580. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1581. // this singularity is identity matrix so angle = 0
  1582. this.set( 1, 0, 0, 0 );
  1583. return this; // zero angle, arbitrary axis
  1584. }
  1585. // otherwise this singularity is angle = 180
  1586. angle = Math.PI;
  1587. const xx = ( m11 + 1 ) / 2;
  1588. const yy = ( m22 + 1 ) / 2;
  1589. const zz = ( m33 + 1 ) / 2;
  1590. const xy = ( m12 + m21 ) / 4;
  1591. const xz = ( m13 + m31 ) / 4;
  1592. const yz = ( m23 + m32 ) / 4;
  1593. if ( ( xx > yy ) && ( xx > zz ) ) {
  1594. // m11 is the largest diagonal term
  1595. if ( xx < epsilon ) {
  1596. x = 0;
  1597. y = 0.707106781;
  1598. z = 0.707106781;
  1599. } else {
  1600. x = Math.sqrt( xx );
  1601. y = xy / x;
  1602. z = xz / x;
  1603. }
  1604. } else if ( yy > zz ) {
  1605. // m22 is the largest diagonal term
  1606. if ( yy < epsilon ) {
  1607. x = 0.707106781;
  1608. y = 0;
  1609. z = 0.707106781;
  1610. } else {
  1611. y = Math.sqrt( yy );
  1612. x = xy / y;
  1613. z = yz / y;
  1614. }
  1615. } else {
  1616. // m33 is the largest diagonal term so base result on this
  1617. if ( zz < epsilon ) {
  1618. x = 0.707106781;
  1619. y = 0.707106781;
  1620. z = 0;
  1621. } else {
  1622. z = Math.sqrt( zz );
  1623. x = xz / z;
  1624. y = yz / z;
  1625. }
  1626. }
  1627. this.set( x, y, z, angle );
  1628. return this; // return 180 deg rotation
  1629. }
  1630. // as we have reached here there are no singularities so we can handle normally
  1631. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1632. ( m13 - m31 ) * ( m13 - m31 ) +
  1633. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1634. if ( Math.abs( s ) < 0.001 ) s = 1;
  1635. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1636. // caught by singularity test above, but I've left it in just in case
  1637. this.x = ( m32 - m23 ) / s;
  1638. this.y = ( m13 - m31 ) / s;
  1639. this.z = ( m21 - m12 ) / s;
  1640. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1641. return this;
  1642. }
  1643. setFromMatrixPosition( m ) {
  1644. const e = m.elements;
  1645. this.x = e[ 12 ];
  1646. this.y = e[ 13 ];
  1647. this.z = e[ 14 ];
  1648. this.w = e[ 15 ];
  1649. return this;
  1650. }
  1651. min( v ) {
  1652. this.x = Math.min( this.x, v.x );
  1653. this.y = Math.min( this.y, v.y );
  1654. this.z = Math.min( this.z, v.z );
  1655. this.w = Math.min( this.w, v.w );
  1656. return this;
  1657. }
  1658. max( v ) {
  1659. this.x = Math.max( this.x, v.x );
  1660. this.y = Math.max( this.y, v.y );
  1661. this.z = Math.max( this.z, v.z );
  1662. this.w = Math.max( this.w, v.w );
  1663. return this;
  1664. }
  1665. clamp( min, max ) {
  1666. // assumes min < max, componentwise
  1667. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1668. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1669. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1670. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1671. return this;
  1672. }
  1673. clampScalar( minVal, maxVal ) {
  1674. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1675. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1676. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1677. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1678. return this;
  1679. }
  1680. clampLength( min, max ) {
  1681. const length = this.length();
  1682. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1683. }
  1684. floor() {
  1685. this.x = Math.floor( this.x );
  1686. this.y = Math.floor( this.y );
  1687. this.z = Math.floor( this.z );
  1688. this.w = Math.floor( this.w );
  1689. return this;
  1690. }
  1691. ceil() {
  1692. this.x = Math.ceil( this.x );
  1693. this.y = Math.ceil( this.y );
  1694. this.z = Math.ceil( this.z );
  1695. this.w = Math.ceil( this.w );
  1696. return this;
  1697. }
  1698. round() {
  1699. this.x = Math.round( this.x );
  1700. this.y = Math.round( this.y );
  1701. this.z = Math.round( this.z );
  1702. this.w = Math.round( this.w );
  1703. return this;
  1704. }
  1705. roundToZero() {
  1706. this.x = Math.trunc( this.x );
  1707. this.y = Math.trunc( this.y );
  1708. this.z = Math.trunc( this.z );
  1709. this.w = Math.trunc( this.w );
  1710. return this;
  1711. }
  1712. negate() {
  1713. this.x = - this.x;
  1714. this.y = - this.y;
  1715. this.z = - this.z;
  1716. this.w = - this.w;
  1717. return this;
  1718. }
  1719. dot( v ) {
  1720. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1721. }
  1722. lengthSq() {
  1723. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1724. }
  1725. length() {
  1726. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1727. }
  1728. manhattanLength() {
  1729. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1730. }
  1731. normalize() {
  1732. return this.divideScalar( this.length() || 1 );
  1733. }
  1734. setLength( length ) {
  1735. return this.normalize().multiplyScalar( length );
  1736. }
  1737. lerp( v, alpha ) {
  1738. this.x += ( v.x - this.x ) * alpha;
  1739. this.y += ( v.y - this.y ) * alpha;
  1740. this.z += ( v.z - this.z ) * alpha;
  1741. this.w += ( v.w - this.w ) * alpha;
  1742. return this;
  1743. }
  1744. lerpVectors( v1, v2, alpha ) {
  1745. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1746. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1747. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1748. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1749. return this;
  1750. }
  1751. equals( v ) {
  1752. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1753. }
  1754. fromArray( array, offset = 0 ) {
  1755. this.x = array[ offset ];
  1756. this.y = array[ offset + 1 ];
  1757. this.z = array[ offset + 2 ];
  1758. this.w = array[ offset + 3 ];
  1759. return this;
  1760. }
  1761. toArray( array = [], offset = 0 ) {
  1762. array[ offset ] = this.x;
  1763. array[ offset + 1 ] = this.y;
  1764. array[ offset + 2 ] = this.z;
  1765. array[ offset + 3 ] = this.w;
  1766. return array;
  1767. }
  1768. fromBufferAttribute( attribute, index ) {
  1769. this.x = attribute.getX( index );
  1770. this.y = attribute.getY( index );
  1771. this.z = attribute.getZ( index );
  1772. this.w = attribute.getW( index );
  1773. return this;
  1774. }
  1775. random() {
  1776. this.x = Math.random();
  1777. this.y = Math.random();
  1778. this.z = Math.random();
  1779. this.w = Math.random();
  1780. return this;
  1781. }
  1782. *[ Symbol.iterator ]() {
  1783. yield this.x;
  1784. yield this.y;
  1785. yield this.z;
  1786. yield this.w;
  1787. }
  1788. }
  1789. /*
  1790. In options, we can specify:
  1791. * Texture parameters for an auto-generated target texture
  1792. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1793. */
  1794. class RenderTarget extends EventDispatcher {
  1795. constructor( width = 1, height = 1, options = {} ) {
  1796. super();
  1797. this.isRenderTarget = true;
  1798. this.width = width;
  1799. this.height = height;
  1800. this.depth = 1;
  1801. this.scissor = new Vector4( 0, 0, width, height );
  1802. this.scissorTest = false;
  1803. this.viewport = new Vector4( 0, 0, width, height );
  1804. const image = { width: width, height: height, depth: 1 };
  1805. options = Object.assign( {
  1806. generateMipmaps: false,
  1807. internalFormat: null,
  1808. minFilter: LinearFilter,
  1809. depthBuffer: true,
  1810. stencilBuffer: false,
  1811. resolveDepthBuffer: true,
  1812. resolveStencilBuffer: true,
  1813. depthTexture: null,
  1814. samples: 0,
  1815. count: 1
  1816. }, options );
  1817. const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  1818. texture.flipY = false;
  1819. texture.generateMipmaps = options.generateMipmaps;
  1820. texture.internalFormat = options.internalFormat;
  1821. this.textures = [];
  1822. const count = options.count;
  1823. for ( let i = 0; i < count; i ++ ) {
  1824. this.textures[ i ] = texture.clone();
  1825. this.textures[ i ].isRenderTargetTexture = true;
  1826. }
  1827. this.depthBuffer = options.depthBuffer;
  1828. this.stencilBuffer = options.stencilBuffer;
  1829. this.resolveDepthBuffer = options.resolveDepthBuffer;
  1830. this.resolveStencilBuffer = options.resolveStencilBuffer;
  1831. this.depthTexture = options.depthTexture;
  1832. this.samples = options.samples;
  1833. }
  1834. get texture() {
  1835. return this.textures[ 0 ];
  1836. }
  1837. set texture( value ) {
  1838. this.textures[ 0 ] = value;
  1839. }
  1840. setSize( width, height, depth = 1 ) {
  1841. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  1842. this.width = width;
  1843. this.height = height;
  1844. this.depth = depth;
  1845. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  1846. this.textures[ i ].image.width = width;
  1847. this.textures[ i ].image.height = height;
  1848. this.textures[ i ].image.depth = depth;
  1849. }
  1850. this.dispose();
  1851. }
  1852. this.viewport.set( 0, 0, width, height );
  1853. this.scissor.set( 0, 0, width, height );
  1854. }
  1855. clone() {
  1856. return new this.constructor().copy( this );
  1857. }
  1858. copy( source ) {
  1859. this.width = source.width;
  1860. this.height = source.height;
  1861. this.depth = source.depth;
  1862. this.scissor.copy( source.scissor );
  1863. this.scissorTest = source.scissorTest;
  1864. this.viewport.copy( source.viewport );
  1865. this.textures.length = 0;
  1866. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  1867. this.textures[ i ] = source.textures[ i ].clone();
  1868. this.textures[ i ].isRenderTargetTexture = true;
  1869. }
  1870. // ensure image object is not shared, see #20328
  1871. const image = Object.assign( {}, source.texture.image );
  1872. this.texture.source = new Source( image );
  1873. this.depthBuffer = source.depthBuffer;
  1874. this.stencilBuffer = source.stencilBuffer;
  1875. this.resolveDepthBuffer = source.resolveDepthBuffer;
  1876. this.resolveStencilBuffer = source.resolveStencilBuffer;
  1877. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  1878. this.samples = source.samples;
  1879. return this;
  1880. }
  1881. dispose() {
  1882. this.dispatchEvent( { type: 'dispose' } );
  1883. }
  1884. }
  1885. class WebGLRenderTarget extends RenderTarget {
  1886. constructor( width = 1, height = 1, options = {} ) {
  1887. super( width, height, options );
  1888. this.isWebGLRenderTarget = true;
  1889. }
  1890. }
  1891. class DataArrayTexture extends Texture {
  1892. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1893. super( null );
  1894. this.isDataArrayTexture = true;
  1895. this.image = { data, width, height, depth };
  1896. this.magFilter = NearestFilter;
  1897. this.minFilter = NearestFilter;
  1898. this.wrapR = ClampToEdgeWrapping;
  1899. this.generateMipmaps = false;
  1900. this.flipY = false;
  1901. this.unpackAlignment = 1;
  1902. this.layerUpdates = new Set();
  1903. }
  1904. addLayerUpdate( layerIndex ) {
  1905. this.layerUpdates.add( layerIndex );
  1906. }
  1907. clearLayerUpdates() {
  1908. this.layerUpdates.clear();
  1909. }
  1910. }
  1911. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  1912. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1913. super( width, height, options );
  1914. this.isWebGLArrayRenderTarget = true;
  1915. this.depth = depth;
  1916. this.texture = new DataArrayTexture( null, width, height, depth );
  1917. this.texture.isRenderTargetTexture = true;
  1918. }
  1919. }
  1920. class Data3DTexture extends Texture {
  1921. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1922. // We're going to add .setXXX() methods for setting properties later.
  1923. // Users can still set in DataTexture3D directly.
  1924. //
  1925. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  1926. // texture.anisotropy = 16;
  1927. //
  1928. // See #14839
  1929. super( null );
  1930. this.isData3DTexture = true;
  1931. this.image = { data, width, height, depth };
  1932. this.magFilter = NearestFilter;
  1933. this.minFilter = NearestFilter;
  1934. this.wrapR = ClampToEdgeWrapping;
  1935. this.generateMipmaps = false;
  1936. this.flipY = false;
  1937. this.unpackAlignment = 1;
  1938. }
  1939. }
  1940. class WebGL3DRenderTarget extends WebGLRenderTarget {
  1941. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1942. super( width, height, options );
  1943. this.isWebGL3DRenderTarget = true;
  1944. this.depth = depth;
  1945. this.texture = new Data3DTexture( null, width, height, depth );
  1946. this.texture.isRenderTargetTexture = true;
  1947. }
  1948. }
  1949. class Quaternion {
  1950. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1951. this.isQuaternion = true;
  1952. this._x = x;
  1953. this._y = y;
  1954. this._z = z;
  1955. this._w = w;
  1956. }
  1957. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1958. // fuzz-free, array-based Quaternion SLERP operation
  1959. let x0 = src0[ srcOffset0 + 0 ],
  1960. y0 = src0[ srcOffset0 + 1 ],
  1961. z0 = src0[ srcOffset0 + 2 ],
  1962. w0 = src0[ srcOffset0 + 3 ];
  1963. const x1 = src1[ srcOffset1 + 0 ],
  1964. y1 = src1[ srcOffset1 + 1 ],
  1965. z1 = src1[ srcOffset1 + 2 ],
  1966. w1 = src1[ srcOffset1 + 3 ];
  1967. if ( t === 0 ) {
  1968. dst[ dstOffset + 0 ] = x0;
  1969. dst[ dstOffset + 1 ] = y0;
  1970. dst[ dstOffset + 2 ] = z0;
  1971. dst[ dstOffset + 3 ] = w0;
  1972. return;
  1973. }
  1974. if ( t === 1 ) {
  1975. dst[ dstOffset + 0 ] = x1;
  1976. dst[ dstOffset + 1 ] = y1;
  1977. dst[ dstOffset + 2 ] = z1;
  1978. dst[ dstOffset + 3 ] = w1;
  1979. return;
  1980. }
  1981. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1982. let s = 1 - t;
  1983. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1984. dir = ( cos >= 0 ? 1 : - 1 ),
  1985. sqrSin = 1 - cos * cos;
  1986. // Skip the Slerp for tiny steps to avoid numeric problems:
  1987. if ( sqrSin > Number.EPSILON ) {
  1988. const sin = Math.sqrt( sqrSin ),
  1989. len = Math.atan2( sin, cos * dir );
  1990. s = Math.sin( s * len ) / sin;
  1991. t = Math.sin( t * len ) / sin;
  1992. }
  1993. const tDir = t * dir;
  1994. x0 = x0 * s + x1 * tDir;
  1995. y0 = y0 * s + y1 * tDir;
  1996. z0 = z0 * s + z1 * tDir;
  1997. w0 = w0 * s + w1 * tDir;
  1998. // Normalize in case we just did a lerp:
  1999. if ( s === 1 - t ) {
  2000. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2001. x0 *= f;
  2002. y0 *= f;
  2003. z0 *= f;
  2004. w0 *= f;
  2005. }
  2006. }
  2007. dst[ dstOffset ] = x0;
  2008. dst[ dstOffset + 1 ] = y0;
  2009. dst[ dstOffset + 2 ] = z0;
  2010. dst[ dstOffset + 3 ] = w0;
  2011. }
  2012. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  2013. const x0 = src0[ srcOffset0 ];
  2014. const y0 = src0[ srcOffset0 + 1 ];
  2015. const z0 = src0[ srcOffset0 + 2 ];
  2016. const w0 = src0[ srcOffset0 + 3 ];
  2017. const x1 = src1[ srcOffset1 ];
  2018. const y1 = src1[ srcOffset1 + 1 ];
  2019. const z1 = src1[ srcOffset1 + 2 ];
  2020. const w1 = src1[ srcOffset1 + 3 ];
  2021. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  2022. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  2023. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  2024. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  2025. return dst;
  2026. }
  2027. get x() {
  2028. return this._x;
  2029. }
  2030. set x( value ) {
  2031. this._x = value;
  2032. this._onChangeCallback();
  2033. }
  2034. get y() {
  2035. return this._y;
  2036. }
  2037. set y( value ) {
  2038. this._y = value;
  2039. this._onChangeCallback();
  2040. }
  2041. get z() {
  2042. return this._z;
  2043. }
  2044. set z( value ) {
  2045. this._z = value;
  2046. this._onChangeCallback();
  2047. }
  2048. get w() {
  2049. return this._w;
  2050. }
  2051. set w( value ) {
  2052. this._w = value;
  2053. this._onChangeCallback();
  2054. }
  2055. set( x, y, z, w ) {
  2056. this._x = x;
  2057. this._y = y;
  2058. this._z = z;
  2059. this._w = w;
  2060. this._onChangeCallback();
  2061. return this;
  2062. }
  2063. clone() {
  2064. return new this.constructor( this._x, this._y, this._z, this._w );
  2065. }
  2066. copy( quaternion ) {
  2067. this._x = quaternion.x;
  2068. this._y = quaternion.y;
  2069. this._z = quaternion.z;
  2070. this._w = quaternion.w;
  2071. this._onChangeCallback();
  2072. return this;
  2073. }
  2074. setFromEuler( euler, update = true ) {
  2075. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  2076. // http://www.mathworks.com/matlabcentral/fileexchange/
  2077. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  2078. // content/SpinCalc.m
  2079. const cos = Math.cos;
  2080. const sin = Math.sin;
  2081. const c1 = cos( x / 2 );
  2082. const c2 = cos( y / 2 );
  2083. const c3 = cos( z / 2 );
  2084. const s1 = sin( x / 2 );
  2085. const s2 = sin( y / 2 );
  2086. const s3 = sin( z / 2 );
  2087. switch ( order ) {
  2088. case 'XYZ':
  2089. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2090. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2091. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2092. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2093. break;
  2094. case 'YXZ':
  2095. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2096. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2097. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2098. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2099. break;
  2100. case 'ZXY':
  2101. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2102. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2103. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2104. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2105. break;
  2106. case 'ZYX':
  2107. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2108. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2109. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2110. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2111. break;
  2112. case 'YZX':
  2113. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2114. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2115. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2116. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2117. break;
  2118. case 'XZY':
  2119. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2120. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2121. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2122. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2123. break;
  2124. default:
  2125. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  2126. }
  2127. if ( update === true ) this._onChangeCallback();
  2128. return this;
  2129. }
  2130. setFromAxisAngle( axis, angle ) {
  2131. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  2132. // assumes axis is normalized
  2133. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  2134. this._x = axis.x * s;
  2135. this._y = axis.y * s;
  2136. this._z = axis.z * s;
  2137. this._w = Math.cos( halfAngle );
  2138. this._onChangeCallback();
  2139. return this;
  2140. }
  2141. setFromRotationMatrix( m ) {
  2142. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  2143. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2144. const te = m.elements,
  2145. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2146. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2147. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  2148. trace = m11 + m22 + m33;
  2149. if ( trace > 0 ) {
  2150. const s = 0.5 / Math.sqrt( trace + 1.0 );
  2151. this._w = 0.25 / s;
  2152. this._x = ( m32 - m23 ) * s;
  2153. this._y = ( m13 - m31 ) * s;
  2154. this._z = ( m21 - m12 ) * s;
  2155. } else if ( m11 > m22 && m11 > m33 ) {
  2156. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  2157. this._w = ( m32 - m23 ) / s;
  2158. this._x = 0.25 * s;
  2159. this._y = ( m12 + m21 ) / s;
  2160. this._z = ( m13 + m31 ) / s;
  2161. } else if ( m22 > m33 ) {
  2162. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  2163. this._w = ( m13 - m31 ) / s;
  2164. this._x = ( m12 + m21 ) / s;
  2165. this._y = 0.25 * s;
  2166. this._z = ( m23 + m32 ) / s;
  2167. } else {
  2168. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  2169. this._w = ( m21 - m12 ) / s;
  2170. this._x = ( m13 + m31 ) / s;
  2171. this._y = ( m23 + m32 ) / s;
  2172. this._z = 0.25 * s;
  2173. }
  2174. this._onChangeCallback();
  2175. return this;
  2176. }
  2177. setFromUnitVectors( vFrom, vTo ) {
  2178. // assumes direction vectors vFrom and vTo are normalized
  2179. let r = vFrom.dot( vTo ) + 1;
  2180. if ( r < Number.EPSILON ) {
  2181. // vFrom and vTo point in opposite directions
  2182. r = 0;
  2183. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  2184. this._x = - vFrom.y;
  2185. this._y = vFrom.x;
  2186. this._z = 0;
  2187. this._w = r;
  2188. } else {
  2189. this._x = 0;
  2190. this._y = - vFrom.z;
  2191. this._z = vFrom.y;
  2192. this._w = r;
  2193. }
  2194. } else {
  2195. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2196. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2197. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2198. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2199. this._w = r;
  2200. }
  2201. return this.normalize();
  2202. }
  2203. angleTo( q ) {
  2204. return 2 * Math.acos( Math.abs( clamp$1( this.dot( q ), - 1, 1 ) ) );
  2205. }
  2206. rotateTowards( q, step ) {
  2207. const angle = this.angleTo( q );
  2208. if ( angle === 0 ) return this;
  2209. const t = Math.min( 1, step / angle );
  2210. this.slerp( q, t );
  2211. return this;
  2212. }
  2213. identity() {
  2214. return this.set( 0, 0, 0, 1 );
  2215. }
  2216. invert() {
  2217. // quaternion is assumed to have unit length
  2218. return this.conjugate();
  2219. }
  2220. conjugate() {
  2221. this._x *= - 1;
  2222. this._y *= - 1;
  2223. this._z *= - 1;
  2224. this._onChangeCallback();
  2225. return this;
  2226. }
  2227. dot( v ) {
  2228. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2229. }
  2230. lengthSq() {
  2231. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2232. }
  2233. length() {
  2234. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  2235. }
  2236. normalize() {
  2237. let l = this.length();
  2238. if ( l === 0 ) {
  2239. this._x = 0;
  2240. this._y = 0;
  2241. this._z = 0;
  2242. this._w = 1;
  2243. } else {
  2244. l = 1 / l;
  2245. this._x = this._x * l;
  2246. this._y = this._y * l;
  2247. this._z = this._z * l;
  2248. this._w = this._w * l;
  2249. }
  2250. this._onChangeCallback();
  2251. return this;
  2252. }
  2253. multiply( q ) {
  2254. return this.multiplyQuaternions( this, q );
  2255. }
  2256. premultiply( q ) {
  2257. return this.multiplyQuaternions( q, this );
  2258. }
  2259. multiplyQuaternions( a, b ) {
  2260. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2261. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  2262. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  2263. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2264. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2265. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2266. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2267. this._onChangeCallback();
  2268. return this;
  2269. }
  2270. slerp( qb, t ) {
  2271. if ( t === 0 ) return this;
  2272. if ( t === 1 ) return this.copy( qb );
  2273. const x = this._x, y = this._y, z = this._z, w = this._w;
  2274. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2275. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2276. if ( cosHalfTheta < 0 ) {
  2277. this._w = - qb._w;
  2278. this._x = - qb._x;
  2279. this._y = - qb._y;
  2280. this._z = - qb._z;
  2281. cosHalfTheta = - cosHalfTheta;
  2282. } else {
  2283. this.copy( qb );
  2284. }
  2285. if ( cosHalfTheta >= 1.0 ) {
  2286. this._w = w;
  2287. this._x = x;
  2288. this._y = y;
  2289. this._z = z;
  2290. return this;
  2291. }
  2292. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2293. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  2294. const s = 1 - t;
  2295. this._w = s * w + t * this._w;
  2296. this._x = s * x + t * this._x;
  2297. this._y = s * y + t * this._y;
  2298. this._z = s * z + t * this._z;
  2299. this.normalize(); // normalize calls _onChangeCallback()
  2300. return this;
  2301. }
  2302. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  2303. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  2304. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  2305. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  2306. this._w = ( w * ratioA + this._w * ratioB );
  2307. this._x = ( x * ratioA + this._x * ratioB );
  2308. this._y = ( y * ratioA + this._y * ratioB );
  2309. this._z = ( z * ratioA + this._z * ratioB );
  2310. this._onChangeCallback();
  2311. return this;
  2312. }
  2313. slerpQuaternions( qa, qb, t ) {
  2314. return this.copy( qa ).slerp( qb, t );
  2315. }
  2316. random() {
  2317. // sets this quaternion to a uniform random unit quaternnion
  2318. // Ken Shoemake
  2319. // Uniform random rotations
  2320. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  2321. const theta1 = 2 * Math.PI * Math.random();
  2322. const theta2 = 2 * Math.PI * Math.random();
  2323. const x0 = Math.random();
  2324. const r1 = Math.sqrt( 1 - x0 );
  2325. const r2 = Math.sqrt( x0 );
  2326. return this.set(
  2327. r1 * Math.sin( theta1 ),
  2328. r1 * Math.cos( theta1 ),
  2329. r2 * Math.sin( theta2 ),
  2330. r2 * Math.cos( theta2 ),
  2331. );
  2332. }
  2333. equals( quaternion ) {
  2334. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2335. }
  2336. fromArray( array, offset = 0 ) {
  2337. this._x = array[ offset ];
  2338. this._y = array[ offset + 1 ];
  2339. this._z = array[ offset + 2 ];
  2340. this._w = array[ offset + 3 ];
  2341. this._onChangeCallback();
  2342. return this;
  2343. }
  2344. toArray( array = [], offset = 0 ) {
  2345. array[ offset ] = this._x;
  2346. array[ offset + 1 ] = this._y;
  2347. array[ offset + 2 ] = this._z;
  2348. array[ offset + 3 ] = this._w;
  2349. return array;
  2350. }
  2351. fromBufferAttribute( attribute, index ) {
  2352. this._x = attribute.getX( index );
  2353. this._y = attribute.getY( index );
  2354. this._z = attribute.getZ( index );
  2355. this._w = attribute.getW( index );
  2356. this._onChangeCallback();
  2357. return this;
  2358. }
  2359. toJSON() {
  2360. return this.toArray();
  2361. }
  2362. _onChange( callback ) {
  2363. this._onChangeCallback = callback;
  2364. return this;
  2365. }
  2366. _onChangeCallback() {}
  2367. *[ Symbol.iterator ]() {
  2368. yield this._x;
  2369. yield this._y;
  2370. yield this._z;
  2371. yield this._w;
  2372. }
  2373. }
  2374. class Vector3 {
  2375. constructor( x = 0, y = 0, z = 0 ) {
  2376. Vector3.prototype.isVector3 = true;
  2377. this.x = x;
  2378. this.y = y;
  2379. this.z = z;
  2380. }
  2381. set( x, y, z ) {
  2382. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  2383. this.x = x;
  2384. this.y = y;
  2385. this.z = z;
  2386. return this;
  2387. }
  2388. setScalar( scalar ) {
  2389. this.x = scalar;
  2390. this.y = scalar;
  2391. this.z = scalar;
  2392. return this;
  2393. }
  2394. setX( x ) {
  2395. this.x = x;
  2396. return this;
  2397. }
  2398. setY( y ) {
  2399. this.y = y;
  2400. return this;
  2401. }
  2402. setZ( z ) {
  2403. this.z = z;
  2404. return this;
  2405. }
  2406. setComponent( index, value ) {
  2407. switch ( index ) {
  2408. case 0: this.x = value; break;
  2409. case 1: this.y = value; break;
  2410. case 2: this.z = value; break;
  2411. default: throw new Error( 'index is out of range: ' + index );
  2412. }
  2413. return this;
  2414. }
  2415. getComponent( index ) {
  2416. switch ( index ) {
  2417. case 0: return this.x;
  2418. case 1: return this.y;
  2419. case 2: return this.z;
  2420. default: throw new Error( 'index is out of range: ' + index );
  2421. }
  2422. }
  2423. clone() {
  2424. return new this.constructor( this.x, this.y, this.z );
  2425. }
  2426. copy( v ) {
  2427. this.x = v.x;
  2428. this.y = v.y;
  2429. this.z = v.z;
  2430. return this;
  2431. }
  2432. add( v ) {
  2433. this.x += v.x;
  2434. this.y += v.y;
  2435. this.z += v.z;
  2436. return this;
  2437. }
  2438. addScalar( s ) {
  2439. this.x += s;
  2440. this.y += s;
  2441. this.z += s;
  2442. return this;
  2443. }
  2444. addVectors( a, b ) {
  2445. this.x = a.x + b.x;
  2446. this.y = a.y + b.y;
  2447. this.z = a.z + b.z;
  2448. return this;
  2449. }
  2450. addScaledVector( v, s ) {
  2451. this.x += v.x * s;
  2452. this.y += v.y * s;
  2453. this.z += v.z * s;
  2454. return this;
  2455. }
  2456. sub( v ) {
  2457. this.x -= v.x;
  2458. this.y -= v.y;
  2459. this.z -= v.z;
  2460. return this;
  2461. }
  2462. subScalar( s ) {
  2463. this.x -= s;
  2464. this.y -= s;
  2465. this.z -= s;
  2466. return this;
  2467. }
  2468. subVectors( a, b ) {
  2469. this.x = a.x - b.x;
  2470. this.y = a.y - b.y;
  2471. this.z = a.z - b.z;
  2472. return this;
  2473. }
  2474. multiply( v ) {
  2475. this.x *= v.x;
  2476. this.y *= v.y;
  2477. this.z *= v.z;
  2478. return this;
  2479. }
  2480. multiplyScalar( scalar ) {
  2481. this.x *= scalar;
  2482. this.y *= scalar;
  2483. this.z *= scalar;
  2484. return this;
  2485. }
  2486. multiplyVectors( a, b ) {
  2487. this.x = a.x * b.x;
  2488. this.y = a.y * b.y;
  2489. this.z = a.z * b.z;
  2490. return this;
  2491. }
  2492. applyEuler( euler ) {
  2493. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  2494. }
  2495. applyAxisAngle( axis, angle ) {
  2496. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  2497. }
  2498. applyMatrix3( m ) {
  2499. const x = this.x, y = this.y, z = this.z;
  2500. const e = m.elements;
  2501. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2502. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2503. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2504. return this;
  2505. }
  2506. applyNormalMatrix( m ) {
  2507. return this.applyMatrix3( m ).normalize();
  2508. }
  2509. applyMatrix4( m ) {
  2510. const x = this.x, y = this.y, z = this.z;
  2511. const e = m.elements;
  2512. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2513. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2514. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2515. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2516. return this;
  2517. }
  2518. applyQuaternion( q ) {
  2519. // quaternion q is assumed to have unit length
  2520. const vx = this.x, vy = this.y, vz = this.z;
  2521. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2522. // t = 2 * cross( q.xyz, v );
  2523. const tx = 2 * ( qy * vz - qz * vy );
  2524. const ty = 2 * ( qz * vx - qx * vz );
  2525. const tz = 2 * ( qx * vy - qy * vx );
  2526. // v + q.w * t + cross( q.xyz, t );
  2527. this.x = vx + qw * tx + qy * tz - qz * ty;
  2528. this.y = vy + qw * ty + qz * tx - qx * tz;
  2529. this.z = vz + qw * tz + qx * ty - qy * tx;
  2530. return this;
  2531. }
  2532. project( camera ) {
  2533. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2534. }
  2535. unproject( camera ) {
  2536. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2537. }
  2538. transformDirection( m ) {
  2539. // input: THREE.Matrix4 affine matrix
  2540. // vector interpreted as a direction
  2541. const x = this.x, y = this.y, z = this.z;
  2542. const e = m.elements;
  2543. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2544. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2545. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2546. return this.normalize();
  2547. }
  2548. divide( v ) {
  2549. this.x /= v.x;
  2550. this.y /= v.y;
  2551. this.z /= v.z;
  2552. return this;
  2553. }
  2554. divideScalar( scalar ) {
  2555. return this.multiplyScalar( 1 / scalar );
  2556. }
  2557. min( v ) {
  2558. this.x = Math.min( this.x, v.x );
  2559. this.y = Math.min( this.y, v.y );
  2560. this.z = Math.min( this.z, v.z );
  2561. return this;
  2562. }
  2563. max( v ) {
  2564. this.x = Math.max( this.x, v.x );
  2565. this.y = Math.max( this.y, v.y );
  2566. this.z = Math.max( this.z, v.z );
  2567. return this;
  2568. }
  2569. clamp( min, max ) {
  2570. // assumes min < max, componentwise
  2571. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2572. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2573. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2574. return this;
  2575. }
  2576. clampScalar( minVal, maxVal ) {
  2577. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2578. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2579. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2580. return this;
  2581. }
  2582. clampLength( min, max ) {
  2583. const length = this.length();
  2584. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2585. }
  2586. floor() {
  2587. this.x = Math.floor( this.x );
  2588. this.y = Math.floor( this.y );
  2589. this.z = Math.floor( this.z );
  2590. return this;
  2591. }
  2592. ceil() {
  2593. this.x = Math.ceil( this.x );
  2594. this.y = Math.ceil( this.y );
  2595. this.z = Math.ceil( this.z );
  2596. return this;
  2597. }
  2598. round() {
  2599. this.x = Math.round( this.x );
  2600. this.y = Math.round( this.y );
  2601. this.z = Math.round( this.z );
  2602. return this;
  2603. }
  2604. roundToZero() {
  2605. this.x = Math.trunc( this.x );
  2606. this.y = Math.trunc( this.y );
  2607. this.z = Math.trunc( this.z );
  2608. return this;
  2609. }
  2610. negate() {
  2611. this.x = - this.x;
  2612. this.y = - this.y;
  2613. this.z = - this.z;
  2614. return this;
  2615. }
  2616. dot( v ) {
  2617. return this.x * v.x + this.y * v.y + this.z * v.z;
  2618. }
  2619. // TODO lengthSquared?
  2620. lengthSq() {
  2621. return this.x * this.x + this.y * this.y + this.z * this.z;
  2622. }
  2623. length() {
  2624. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2625. }
  2626. manhattanLength() {
  2627. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2628. }
  2629. normalize() {
  2630. return this.divideScalar( this.length() || 1 );
  2631. }
  2632. setLength( length ) {
  2633. return this.normalize().multiplyScalar( length );
  2634. }
  2635. lerp( v, alpha ) {
  2636. this.x += ( v.x - this.x ) * alpha;
  2637. this.y += ( v.y - this.y ) * alpha;
  2638. this.z += ( v.z - this.z ) * alpha;
  2639. return this;
  2640. }
  2641. lerpVectors( v1, v2, alpha ) {
  2642. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2643. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2644. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2645. return this;
  2646. }
  2647. cross( v ) {
  2648. return this.crossVectors( this, v );
  2649. }
  2650. crossVectors( a, b ) {
  2651. const ax = a.x, ay = a.y, az = a.z;
  2652. const bx = b.x, by = b.y, bz = b.z;
  2653. this.x = ay * bz - az * by;
  2654. this.y = az * bx - ax * bz;
  2655. this.z = ax * by - ay * bx;
  2656. return this;
  2657. }
  2658. projectOnVector( v ) {
  2659. const denominator = v.lengthSq();
  2660. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  2661. const scalar = v.dot( this ) / denominator;
  2662. return this.copy( v ).multiplyScalar( scalar );
  2663. }
  2664. projectOnPlane( planeNormal ) {
  2665. _vector$c.copy( this ).projectOnVector( planeNormal );
  2666. return this.sub( _vector$c );
  2667. }
  2668. reflect( normal ) {
  2669. // reflect incident vector off plane orthogonal to normal
  2670. // normal is assumed to have unit length
  2671. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2672. }
  2673. angleTo( v ) {
  2674. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2675. if ( denominator === 0 ) return Math.PI / 2;
  2676. const theta = this.dot( v ) / denominator;
  2677. // clamp, to handle numerical problems
  2678. return Math.acos( clamp$1( theta, - 1, 1 ) );
  2679. }
  2680. distanceTo( v ) {
  2681. return Math.sqrt( this.distanceToSquared( v ) );
  2682. }
  2683. distanceToSquared( v ) {
  2684. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2685. return dx * dx + dy * dy + dz * dz;
  2686. }
  2687. manhattanDistanceTo( v ) {
  2688. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2689. }
  2690. setFromSpherical( s ) {
  2691. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2692. }
  2693. setFromSphericalCoords( radius, phi, theta ) {
  2694. const sinPhiRadius = Math.sin( phi ) * radius;
  2695. this.x = sinPhiRadius * Math.sin( theta );
  2696. this.y = Math.cos( phi ) * radius;
  2697. this.z = sinPhiRadius * Math.cos( theta );
  2698. return this;
  2699. }
  2700. setFromCylindrical( c ) {
  2701. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2702. }
  2703. setFromCylindricalCoords( radius, theta, y ) {
  2704. this.x = radius * Math.sin( theta );
  2705. this.y = y;
  2706. this.z = radius * Math.cos( theta );
  2707. return this;
  2708. }
  2709. setFromMatrixPosition( m ) {
  2710. const e = m.elements;
  2711. this.x = e[ 12 ];
  2712. this.y = e[ 13 ];
  2713. this.z = e[ 14 ];
  2714. return this;
  2715. }
  2716. setFromMatrixScale( m ) {
  2717. const sx = this.setFromMatrixColumn( m, 0 ).length();
  2718. const sy = this.setFromMatrixColumn( m, 1 ).length();
  2719. const sz = this.setFromMatrixColumn( m, 2 ).length();
  2720. this.x = sx;
  2721. this.y = sy;
  2722. this.z = sz;
  2723. return this;
  2724. }
  2725. setFromMatrixColumn( m, index ) {
  2726. return this.fromArray( m.elements, index * 4 );
  2727. }
  2728. setFromMatrix3Column( m, index ) {
  2729. return this.fromArray( m.elements, index * 3 );
  2730. }
  2731. setFromEuler( e ) {
  2732. this.x = e._x;
  2733. this.y = e._y;
  2734. this.z = e._z;
  2735. return this;
  2736. }
  2737. setFromColor( c ) {
  2738. this.x = c.r;
  2739. this.y = c.g;
  2740. this.z = c.b;
  2741. return this;
  2742. }
  2743. equals( v ) {
  2744. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2745. }
  2746. fromArray( array, offset = 0 ) {
  2747. this.x = array[ offset ];
  2748. this.y = array[ offset + 1 ];
  2749. this.z = array[ offset + 2 ];
  2750. return this;
  2751. }
  2752. toArray( array = [], offset = 0 ) {
  2753. array[ offset ] = this.x;
  2754. array[ offset + 1 ] = this.y;
  2755. array[ offset + 2 ] = this.z;
  2756. return array;
  2757. }
  2758. fromBufferAttribute( attribute, index ) {
  2759. this.x = attribute.getX( index );
  2760. this.y = attribute.getY( index );
  2761. this.z = attribute.getZ( index );
  2762. return this;
  2763. }
  2764. random() {
  2765. this.x = Math.random();
  2766. this.y = Math.random();
  2767. this.z = Math.random();
  2768. return this;
  2769. }
  2770. randomDirection() {
  2771. // https://mathworld.wolfram.com/SpherePointPicking.html
  2772. const theta = Math.random() * Math.PI * 2;
  2773. const u = Math.random() * 2 - 1;
  2774. const c = Math.sqrt( 1 - u * u );
  2775. this.x = c * Math.cos( theta );
  2776. this.y = u;
  2777. this.z = c * Math.sin( theta );
  2778. return this;
  2779. }
  2780. *[ Symbol.iterator ]() {
  2781. yield this.x;
  2782. yield this.y;
  2783. yield this.z;
  2784. }
  2785. }
  2786. const _vector$c = /*@__PURE__*/ new Vector3();
  2787. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  2788. class Box3 {
  2789. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  2790. this.isBox3 = true;
  2791. this.min = min;
  2792. this.max = max;
  2793. }
  2794. set( min, max ) {
  2795. this.min.copy( min );
  2796. this.max.copy( max );
  2797. return this;
  2798. }
  2799. setFromArray( array ) {
  2800. this.makeEmpty();
  2801. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  2802. this.expandByPoint( _vector$b.fromArray( array, i ) );
  2803. }
  2804. return this;
  2805. }
  2806. setFromBufferAttribute( attribute ) {
  2807. this.makeEmpty();
  2808. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  2809. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  2810. }
  2811. return this;
  2812. }
  2813. setFromPoints( points ) {
  2814. this.makeEmpty();
  2815. for ( let i = 0, il = points.length; i < il; i ++ ) {
  2816. this.expandByPoint( points[ i ] );
  2817. }
  2818. return this;
  2819. }
  2820. setFromCenterAndSize( center, size ) {
  2821. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  2822. this.min.copy( center ).sub( halfSize );
  2823. this.max.copy( center ).add( halfSize );
  2824. return this;
  2825. }
  2826. setFromObject( object, precise = false ) {
  2827. this.makeEmpty();
  2828. return this.expandByObject( object, precise );
  2829. }
  2830. clone() {
  2831. return new this.constructor().copy( this );
  2832. }
  2833. copy( box ) {
  2834. this.min.copy( box.min );
  2835. this.max.copy( box.max );
  2836. return this;
  2837. }
  2838. makeEmpty() {
  2839. this.min.x = this.min.y = this.min.z = + Infinity;
  2840. this.max.x = this.max.y = this.max.z = - Infinity;
  2841. return this;
  2842. }
  2843. isEmpty() {
  2844. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2845. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2846. }
  2847. getCenter( target ) {
  2848. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2849. }
  2850. getSize( target ) {
  2851. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  2852. }
  2853. expandByPoint( point ) {
  2854. this.min.min( point );
  2855. this.max.max( point );
  2856. return this;
  2857. }
  2858. expandByVector( vector ) {
  2859. this.min.sub( vector );
  2860. this.max.add( vector );
  2861. return this;
  2862. }
  2863. expandByScalar( scalar ) {
  2864. this.min.addScalar( - scalar );
  2865. this.max.addScalar( scalar );
  2866. return this;
  2867. }
  2868. expandByObject( object, precise = false ) {
  2869. // Computes the world-axis-aligned bounding box of an object (including its children),
  2870. // accounting for both the object's, and children's, world transforms
  2871. object.updateWorldMatrix( false, false );
  2872. const geometry = object.geometry;
  2873. if ( geometry !== undefined ) {
  2874. const positionAttribute = geometry.getAttribute( 'position' );
  2875. // precise AABB computation based on vertex data requires at least a position attribute.
  2876. // instancing isn't supported so far and uses the normal (conservative) code path.
  2877. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  2878. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  2879. if ( object.isMesh === true ) {
  2880. object.getVertexPosition( i, _vector$b );
  2881. } else {
  2882. _vector$b.fromBufferAttribute( positionAttribute, i );
  2883. }
  2884. _vector$b.applyMatrix4( object.matrixWorld );
  2885. this.expandByPoint( _vector$b );
  2886. }
  2887. } else {
  2888. if ( object.boundingBox !== undefined ) {
  2889. // object-level bounding box
  2890. if ( object.boundingBox === null ) {
  2891. object.computeBoundingBox();
  2892. }
  2893. _box$4.copy( object.boundingBox );
  2894. } else {
  2895. // geometry-level bounding box
  2896. if ( geometry.boundingBox === null ) {
  2897. geometry.computeBoundingBox();
  2898. }
  2899. _box$4.copy( geometry.boundingBox );
  2900. }
  2901. _box$4.applyMatrix4( object.matrixWorld );
  2902. this.union( _box$4 );
  2903. }
  2904. }
  2905. const children = object.children;
  2906. for ( let i = 0, l = children.length; i < l; i ++ ) {
  2907. this.expandByObject( children[ i ], precise );
  2908. }
  2909. return this;
  2910. }
  2911. containsPoint( point ) {
  2912. return point.x >= this.min.x && point.x <= this.max.x &&
  2913. point.y >= this.min.y && point.y <= this.max.y &&
  2914. point.z >= this.min.z && point.z <= this.max.z;
  2915. }
  2916. containsBox( box ) {
  2917. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  2918. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  2919. this.min.z <= box.min.z && box.max.z <= this.max.z;
  2920. }
  2921. getParameter( point, target ) {
  2922. // This can potentially have a divide by zero if the box
  2923. // has a size dimension of 0.
  2924. return target.set(
  2925. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2926. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2927. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2928. );
  2929. }
  2930. intersectsBox( box ) {
  2931. // using 6 splitting planes to rule out intersections.
  2932. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  2933. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  2934. box.max.z >= this.min.z && box.min.z <= this.max.z;
  2935. }
  2936. intersectsSphere( sphere ) {
  2937. // Find the point on the AABB closest to the sphere center.
  2938. this.clampPoint( sphere.center, _vector$b );
  2939. // If that point is inside the sphere, the AABB and sphere intersect.
  2940. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  2941. }
  2942. intersectsPlane( plane ) {
  2943. // We compute the minimum and maximum dot product values. If those values
  2944. // are on the same side (back or front) of the plane, then there is no intersection.
  2945. let min, max;
  2946. if ( plane.normal.x > 0 ) {
  2947. min = plane.normal.x * this.min.x;
  2948. max = plane.normal.x * this.max.x;
  2949. } else {
  2950. min = plane.normal.x * this.max.x;
  2951. max = plane.normal.x * this.min.x;
  2952. }
  2953. if ( plane.normal.y > 0 ) {
  2954. min += plane.normal.y * this.min.y;
  2955. max += plane.normal.y * this.max.y;
  2956. } else {
  2957. min += plane.normal.y * this.max.y;
  2958. max += plane.normal.y * this.min.y;
  2959. }
  2960. if ( plane.normal.z > 0 ) {
  2961. min += plane.normal.z * this.min.z;
  2962. max += plane.normal.z * this.max.z;
  2963. } else {
  2964. min += plane.normal.z * this.max.z;
  2965. max += plane.normal.z * this.min.z;
  2966. }
  2967. return ( min <= - plane.constant && max >= - plane.constant );
  2968. }
  2969. intersectsTriangle( triangle ) {
  2970. if ( this.isEmpty() ) {
  2971. return false;
  2972. }
  2973. // compute box center and extents
  2974. this.getCenter( _center );
  2975. _extents.subVectors( this.max, _center );
  2976. // translate triangle to aabb origin
  2977. _v0$2.subVectors( triangle.a, _center );
  2978. _v1$7.subVectors( triangle.b, _center );
  2979. _v2$4.subVectors( triangle.c, _center );
  2980. // compute edge vectors for triangle
  2981. _f0.subVectors( _v1$7, _v0$2 );
  2982. _f1.subVectors( _v2$4, _v1$7 );
  2983. _f2.subVectors( _v0$2, _v2$4 );
  2984. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2985. // 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
  2986. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2987. let axes = [
  2988. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  2989. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  2990. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  2991. ];
  2992. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  2993. return false;
  2994. }
  2995. // test 3 face normals from the aabb
  2996. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  2997. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  2998. return false;
  2999. }
  3000. // finally testing the face normal of the triangle
  3001. // use already existing triangle edge vectors here
  3002. _triangleNormal.crossVectors( _f0, _f1 );
  3003. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3004. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  3005. }
  3006. clampPoint( point, target ) {
  3007. return target.copy( point ).clamp( this.min, this.max );
  3008. }
  3009. distanceToPoint( point ) {
  3010. return this.clampPoint( point, _vector$b ).distanceTo( point );
  3011. }
  3012. getBoundingSphere( target ) {
  3013. if ( this.isEmpty() ) {
  3014. target.makeEmpty();
  3015. } else {
  3016. this.getCenter( target.center );
  3017. target.radius = this.getSize( _vector$b ).length() * 0.5;
  3018. }
  3019. return target;
  3020. }
  3021. intersect( box ) {
  3022. this.min.max( box.min );
  3023. this.max.min( box.max );
  3024. // 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.
  3025. if ( this.isEmpty() ) this.makeEmpty();
  3026. return this;
  3027. }
  3028. union( box ) {
  3029. this.min.min( box.min );
  3030. this.max.max( box.max );
  3031. return this;
  3032. }
  3033. applyMatrix4( matrix ) {
  3034. // transform of empty box is an empty box.
  3035. if ( this.isEmpty() ) return this;
  3036. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3037. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3038. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3039. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3040. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3041. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3042. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3043. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3044. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3045. this.setFromPoints( _points );
  3046. return this;
  3047. }
  3048. translate( offset ) {
  3049. this.min.add( offset );
  3050. this.max.add( offset );
  3051. return this;
  3052. }
  3053. equals( box ) {
  3054. return box.min.equals( this.min ) && box.max.equals( this.max );
  3055. }
  3056. }
  3057. const _points = [
  3058. /*@__PURE__*/ new Vector3(),
  3059. /*@__PURE__*/ new Vector3(),
  3060. /*@__PURE__*/ new Vector3(),
  3061. /*@__PURE__*/ new Vector3(),
  3062. /*@__PURE__*/ new Vector3(),
  3063. /*@__PURE__*/ new Vector3(),
  3064. /*@__PURE__*/ new Vector3(),
  3065. /*@__PURE__*/ new Vector3()
  3066. ];
  3067. const _vector$b = /*@__PURE__*/ new Vector3();
  3068. const _box$4 = /*@__PURE__*/ new Box3();
  3069. // triangle centered vertices
  3070. const _v0$2 = /*@__PURE__*/ new Vector3();
  3071. const _v1$7 = /*@__PURE__*/ new Vector3();
  3072. const _v2$4 = /*@__PURE__*/ new Vector3();
  3073. // triangle edge vectors
  3074. const _f0 = /*@__PURE__*/ new Vector3();
  3075. const _f1 = /*@__PURE__*/ new Vector3();
  3076. const _f2 = /*@__PURE__*/ new Vector3();
  3077. const _center = /*@__PURE__*/ new Vector3();
  3078. const _extents = /*@__PURE__*/ new Vector3();
  3079. const _triangleNormal = /*@__PURE__*/ new Vector3();
  3080. const _testAxis = /*@__PURE__*/ new Vector3();
  3081. function satForAxes( axes, v0, v1, v2, extents ) {
  3082. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3083. _testAxis.fromArray( axes, i );
  3084. // project the aabb onto the separating axis
  3085. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3086. // project all 3 vertices of the triangle onto the separating axis
  3087. const p0 = v0.dot( _testAxis );
  3088. const p1 = v1.dot( _testAxis );
  3089. const p2 = v2.dot( _testAxis );
  3090. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3091. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3092. // points of the projected triangle are outside the projected half-length of the aabb
  3093. // the axis is separating and we can exit
  3094. return false;
  3095. }
  3096. }
  3097. return true;
  3098. }
  3099. const _box$3 = /*@__PURE__*/ new Box3();
  3100. const _v1$6 = /*@__PURE__*/ new Vector3();
  3101. const _v2$3 = /*@__PURE__*/ new Vector3();
  3102. class Sphere {
  3103. constructor( center = new Vector3(), radius = - 1 ) {
  3104. this.isSphere = true;
  3105. this.center = center;
  3106. this.radius = radius;
  3107. }
  3108. set( center, radius ) {
  3109. this.center.copy( center );
  3110. this.radius = radius;
  3111. return this;
  3112. }
  3113. setFromPoints( points, optionalCenter ) {
  3114. const center = this.center;
  3115. if ( optionalCenter !== undefined ) {
  3116. center.copy( optionalCenter );
  3117. } else {
  3118. _box$3.setFromPoints( points ).getCenter( center );
  3119. }
  3120. let maxRadiusSq = 0;
  3121. for ( let i = 0, il = points.length; i < il; i ++ ) {
  3122. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3123. }
  3124. this.radius = Math.sqrt( maxRadiusSq );
  3125. return this;
  3126. }
  3127. copy( sphere ) {
  3128. this.center.copy( sphere.center );
  3129. this.radius = sphere.radius;
  3130. return this;
  3131. }
  3132. isEmpty() {
  3133. return ( this.radius < 0 );
  3134. }
  3135. makeEmpty() {
  3136. this.center.set( 0, 0, 0 );
  3137. this.radius = - 1;
  3138. return this;
  3139. }
  3140. containsPoint( point ) {
  3141. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3142. }
  3143. distanceToPoint( point ) {
  3144. return ( point.distanceTo( this.center ) - this.radius );
  3145. }
  3146. intersectsSphere( sphere ) {
  3147. const radiusSum = this.radius + sphere.radius;
  3148. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3149. }
  3150. intersectsBox( box ) {
  3151. return box.intersectsSphere( this );
  3152. }
  3153. intersectsPlane( plane ) {
  3154. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3155. }
  3156. clampPoint( point, target ) {
  3157. const deltaLengthSq = this.center.distanceToSquared( point );
  3158. target.copy( point );
  3159. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3160. target.sub( this.center ).normalize();
  3161. target.multiplyScalar( this.radius ).add( this.center );
  3162. }
  3163. return target;
  3164. }
  3165. getBoundingBox( target ) {
  3166. if ( this.isEmpty() ) {
  3167. // Empty sphere produces empty bounding box
  3168. target.makeEmpty();
  3169. return target;
  3170. }
  3171. target.set( this.center, this.center );
  3172. target.expandByScalar( this.radius );
  3173. return target;
  3174. }
  3175. applyMatrix4( matrix ) {
  3176. this.center.applyMatrix4( matrix );
  3177. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3178. return this;
  3179. }
  3180. translate( offset ) {
  3181. this.center.add( offset );
  3182. return this;
  3183. }
  3184. expandByPoint( point ) {
  3185. if ( this.isEmpty() ) {
  3186. this.center.copy( point );
  3187. this.radius = 0;
  3188. return this;
  3189. }
  3190. _v1$6.subVectors( point, this.center );
  3191. const lengthSq = _v1$6.lengthSq();
  3192. if ( lengthSq > ( this.radius * this.radius ) ) {
  3193. // calculate the minimal sphere
  3194. const length = Math.sqrt( lengthSq );
  3195. const delta = ( length - this.radius ) * 0.5;
  3196. this.center.addScaledVector( _v1$6, delta / length );
  3197. this.radius += delta;
  3198. }
  3199. return this;
  3200. }
  3201. union( sphere ) {
  3202. if ( sphere.isEmpty() ) {
  3203. return this;
  3204. }
  3205. if ( this.isEmpty() ) {
  3206. this.copy( sphere );
  3207. return this;
  3208. }
  3209. if ( this.center.equals( sphere.center ) === true ) {
  3210. this.radius = Math.max( this.radius, sphere.radius );
  3211. } else {
  3212. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  3213. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  3214. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  3215. }
  3216. return this;
  3217. }
  3218. equals( sphere ) {
  3219. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3220. }
  3221. clone() {
  3222. return new this.constructor().copy( this );
  3223. }
  3224. }
  3225. const _vector$a = /*@__PURE__*/ new Vector3();
  3226. const _segCenter = /*@__PURE__*/ new Vector3();
  3227. const _segDir = /*@__PURE__*/ new Vector3();
  3228. const _diff = /*@__PURE__*/ new Vector3();
  3229. const _edge1 = /*@__PURE__*/ new Vector3();
  3230. const _edge2 = /*@__PURE__*/ new Vector3();
  3231. const _normal$2 = /*@__PURE__*/ new Vector3();
  3232. class Ray {
  3233. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
  3234. this.origin = origin;
  3235. this.direction = direction;
  3236. }
  3237. set( origin, direction ) {
  3238. this.origin.copy( origin );
  3239. this.direction.copy( direction );
  3240. return this;
  3241. }
  3242. copy( ray ) {
  3243. this.origin.copy( ray.origin );
  3244. this.direction.copy( ray.direction );
  3245. return this;
  3246. }
  3247. at( t, target ) {
  3248. return target.copy( this.origin ).addScaledVector( this.direction, t );
  3249. }
  3250. lookAt( v ) {
  3251. this.direction.copy( v ).sub( this.origin ).normalize();
  3252. return this;
  3253. }
  3254. recast( t ) {
  3255. this.origin.copy( this.at( t, _vector$a ) );
  3256. return this;
  3257. }
  3258. closestPointToPoint( point, target ) {
  3259. target.subVectors( point, this.origin );
  3260. const directionDistance = target.dot( this.direction );
  3261. if ( directionDistance < 0 ) {
  3262. return target.copy( this.origin );
  3263. }
  3264. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3265. }
  3266. distanceToPoint( point ) {
  3267. return Math.sqrt( this.distanceSqToPoint( point ) );
  3268. }
  3269. distanceSqToPoint( point ) {
  3270. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  3271. // point behind the ray
  3272. if ( directionDistance < 0 ) {
  3273. return this.origin.distanceToSquared( point );
  3274. }
  3275. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3276. return _vector$a.distanceToSquared( point );
  3277. }
  3278. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3279. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3280. // It returns the min distance between the ray and the segment
  3281. // defined by v0 and v1
  3282. // It can also set two optional targets :
  3283. // - The closest point on the ray
  3284. // - The closest point on the segment
  3285. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  3286. _segDir.copy( v1 ).sub( v0 ).normalize();
  3287. _diff.copy( this.origin ).sub( _segCenter );
  3288. const segExtent = v0.distanceTo( v1 ) * 0.5;
  3289. const a01 = - this.direction.dot( _segDir );
  3290. const b0 = _diff.dot( this.direction );
  3291. const b1 = - _diff.dot( _segDir );
  3292. const c = _diff.lengthSq();
  3293. const det = Math.abs( 1 - a01 * a01 );
  3294. let s0, s1, sqrDist, extDet;
  3295. if ( det > 0 ) {
  3296. // The ray and segment are not parallel.
  3297. s0 = a01 * b1 - b0;
  3298. s1 = a01 * b0 - b1;
  3299. extDet = segExtent * det;
  3300. if ( s0 >= 0 ) {
  3301. if ( s1 >= - extDet ) {
  3302. if ( s1 <= extDet ) {
  3303. // region 0
  3304. // Minimum at interior points of ray and segment.
  3305. const invDet = 1 / det;
  3306. s0 *= invDet;
  3307. s1 *= invDet;
  3308. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3309. } else {
  3310. // region 1
  3311. s1 = segExtent;
  3312. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3313. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3314. }
  3315. } else {
  3316. // region 5
  3317. s1 = - segExtent;
  3318. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3319. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3320. }
  3321. } else {
  3322. if ( s1 <= - extDet ) {
  3323. // region 4
  3324. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3325. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3326. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3327. } else if ( s1 <= extDet ) {
  3328. // region 3
  3329. s0 = 0;
  3330. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3331. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3332. } else {
  3333. // region 2
  3334. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3335. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3336. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3337. }
  3338. }
  3339. } else {
  3340. // Ray and segment are parallel.
  3341. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3342. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3343. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3344. }
  3345. if ( optionalPointOnRay ) {
  3346. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  3347. }
  3348. if ( optionalPointOnSegment ) {
  3349. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  3350. }
  3351. return sqrDist;
  3352. }
  3353. intersectSphere( sphere, target ) {
  3354. _vector$a.subVectors( sphere.center, this.origin );
  3355. const tca = _vector$a.dot( this.direction );
  3356. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  3357. const radius2 = sphere.radius * sphere.radius;
  3358. if ( d2 > radius2 ) return null;
  3359. const thc = Math.sqrt( radius2 - d2 );
  3360. // t0 = first intersect point - entrance on front of sphere
  3361. const t0 = tca - thc;
  3362. // t1 = second intersect point - exit point on back of sphere
  3363. const t1 = tca + thc;
  3364. // test to see if t1 is behind the ray - if so, return null
  3365. if ( t1 < 0 ) return null;
  3366. // test to see if t0 is behind the ray:
  3367. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3368. // in order to always return an intersect point that is in front of the ray.
  3369. if ( t0 < 0 ) return this.at( t1, target );
  3370. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3371. return this.at( t0, target );
  3372. }
  3373. intersectsSphere( sphere ) {
  3374. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  3375. }
  3376. distanceToPlane( plane ) {
  3377. const denominator = plane.normal.dot( this.direction );
  3378. if ( denominator === 0 ) {
  3379. // line is coplanar, return origin
  3380. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  3381. return 0;
  3382. }
  3383. // Null is preferable to undefined since undefined means.... it is undefined
  3384. return null;
  3385. }
  3386. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3387. // Return if the ray never intersects the plane
  3388. return t >= 0 ? t : null;
  3389. }
  3390. intersectPlane( plane, target ) {
  3391. const t = this.distanceToPlane( plane );
  3392. if ( t === null ) {
  3393. return null;
  3394. }
  3395. return this.at( t, target );
  3396. }
  3397. intersectsPlane( plane ) {
  3398. // check if the ray lies on the plane first
  3399. const distToPoint = plane.distanceToPoint( this.origin );
  3400. if ( distToPoint === 0 ) {
  3401. return true;
  3402. }
  3403. const denominator = plane.normal.dot( this.direction );
  3404. if ( denominator * distToPoint < 0 ) {
  3405. return true;
  3406. }
  3407. // ray origin is behind the plane (and is pointing behind it)
  3408. return false;
  3409. }
  3410. intersectBox( box, target ) {
  3411. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  3412. const invdirx = 1 / this.direction.x,
  3413. invdiry = 1 / this.direction.y,
  3414. invdirz = 1 / this.direction.z;
  3415. const origin = this.origin;
  3416. if ( invdirx >= 0 ) {
  3417. tmin = ( box.min.x - origin.x ) * invdirx;
  3418. tmax = ( box.max.x - origin.x ) * invdirx;
  3419. } else {
  3420. tmin = ( box.max.x - origin.x ) * invdirx;
  3421. tmax = ( box.min.x - origin.x ) * invdirx;
  3422. }
  3423. if ( invdiry >= 0 ) {
  3424. tymin = ( box.min.y - origin.y ) * invdiry;
  3425. tymax = ( box.max.y - origin.y ) * invdiry;
  3426. } else {
  3427. tymin = ( box.max.y - origin.y ) * invdiry;
  3428. tymax = ( box.min.y - origin.y ) * invdiry;
  3429. }
  3430. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3431. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  3432. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  3433. if ( invdirz >= 0 ) {
  3434. tzmin = ( box.min.z - origin.z ) * invdirz;
  3435. tzmax = ( box.max.z - origin.z ) * invdirz;
  3436. } else {
  3437. tzmin = ( box.max.z - origin.z ) * invdirz;
  3438. tzmax = ( box.min.z - origin.z ) * invdirz;
  3439. }
  3440. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3441. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3442. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3443. //return point closest to the ray (positive side)
  3444. if ( tmax < 0 ) return null;
  3445. return this.at( tmin >= 0 ? tmin : tmax, target );
  3446. }
  3447. intersectsBox( box ) {
  3448. return this.intersectBox( box, _vector$a ) !== null;
  3449. }
  3450. intersectTriangle( a, b, c, backfaceCulling, target ) {
  3451. // Compute the offset origin, edges, and normal.
  3452. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3453. _edge1.subVectors( b, a );
  3454. _edge2.subVectors( c, a );
  3455. _normal$2.crossVectors( _edge1, _edge2 );
  3456. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3457. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3458. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3459. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3460. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3461. let DdN = this.direction.dot( _normal$2 );
  3462. let sign;
  3463. if ( DdN > 0 ) {
  3464. if ( backfaceCulling ) return null;
  3465. sign = 1;
  3466. } else if ( DdN < 0 ) {
  3467. sign = - 1;
  3468. DdN = - DdN;
  3469. } else {
  3470. return null;
  3471. }
  3472. _diff.subVectors( this.origin, a );
  3473. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  3474. // b1 < 0, no intersection
  3475. if ( DdQxE2 < 0 ) {
  3476. return null;
  3477. }
  3478. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  3479. // b2 < 0, no intersection
  3480. if ( DdE1xQ < 0 ) {
  3481. return null;
  3482. }
  3483. // b1+b2 > 1, no intersection
  3484. if ( DdQxE2 + DdE1xQ > DdN ) {
  3485. return null;
  3486. }
  3487. // Line intersects triangle, check if ray does.
  3488. const QdN = - sign * _diff.dot( _normal$2 );
  3489. // t < 0, no intersection
  3490. if ( QdN < 0 ) {
  3491. return null;
  3492. }
  3493. // Ray intersects triangle.
  3494. return this.at( QdN / DdN, target );
  3495. }
  3496. applyMatrix4( matrix4 ) {
  3497. this.origin.applyMatrix4( matrix4 );
  3498. this.direction.transformDirection( matrix4 );
  3499. return this;
  3500. }
  3501. equals( ray ) {
  3502. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3503. }
  3504. clone() {
  3505. return new this.constructor().copy( this );
  3506. }
  3507. }
  3508. class Matrix4 {
  3509. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3510. Matrix4.prototype.isMatrix4 = true;
  3511. this.elements = [
  3512. 1, 0, 0, 0,
  3513. 0, 1, 0, 0,
  3514. 0, 0, 1, 0,
  3515. 0, 0, 0, 1
  3516. ];
  3517. if ( n11 !== undefined ) {
  3518. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  3519. }
  3520. }
  3521. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3522. const te = this.elements;
  3523. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  3524. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  3525. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  3526. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  3527. return this;
  3528. }
  3529. identity() {
  3530. this.set(
  3531. 1, 0, 0, 0,
  3532. 0, 1, 0, 0,
  3533. 0, 0, 1, 0,
  3534. 0, 0, 0, 1
  3535. );
  3536. return this;
  3537. }
  3538. clone() {
  3539. return new Matrix4().fromArray( this.elements );
  3540. }
  3541. copy( m ) {
  3542. const te = this.elements;
  3543. const me = m.elements;
  3544. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  3545. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  3546. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  3547. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  3548. return this;
  3549. }
  3550. copyPosition( m ) {
  3551. const te = this.elements, me = m.elements;
  3552. te[ 12 ] = me[ 12 ];
  3553. te[ 13 ] = me[ 13 ];
  3554. te[ 14 ] = me[ 14 ];
  3555. return this;
  3556. }
  3557. setFromMatrix3( m ) {
  3558. const me = m.elements;
  3559. this.set(
  3560. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  3561. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  3562. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  3563. 0, 0, 0, 1
  3564. );
  3565. return this;
  3566. }
  3567. extractBasis( xAxis, yAxis, zAxis ) {
  3568. xAxis.setFromMatrixColumn( this, 0 );
  3569. yAxis.setFromMatrixColumn( this, 1 );
  3570. zAxis.setFromMatrixColumn( this, 2 );
  3571. return this;
  3572. }
  3573. makeBasis( xAxis, yAxis, zAxis ) {
  3574. this.set(
  3575. xAxis.x, yAxis.x, zAxis.x, 0,
  3576. xAxis.y, yAxis.y, zAxis.y, 0,
  3577. xAxis.z, yAxis.z, zAxis.z, 0,
  3578. 0, 0, 0, 1
  3579. );
  3580. return this;
  3581. }
  3582. extractRotation( m ) {
  3583. // this method does not support reflection matrices
  3584. const te = this.elements;
  3585. const me = m.elements;
  3586. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  3587. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  3588. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  3589. te[ 0 ] = me[ 0 ] * scaleX;
  3590. te[ 1 ] = me[ 1 ] * scaleX;
  3591. te[ 2 ] = me[ 2 ] * scaleX;
  3592. te[ 3 ] = 0;
  3593. te[ 4 ] = me[ 4 ] * scaleY;
  3594. te[ 5 ] = me[ 5 ] * scaleY;
  3595. te[ 6 ] = me[ 6 ] * scaleY;
  3596. te[ 7 ] = 0;
  3597. te[ 8 ] = me[ 8 ] * scaleZ;
  3598. te[ 9 ] = me[ 9 ] * scaleZ;
  3599. te[ 10 ] = me[ 10 ] * scaleZ;
  3600. te[ 11 ] = 0;
  3601. te[ 12 ] = 0;
  3602. te[ 13 ] = 0;
  3603. te[ 14 ] = 0;
  3604. te[ 15 ] = 1;
  3605. return this;
  3606. }
  3607. makeRotationFromEuler( euler ) {
  3608. const te = this.elements;
  3609. const x = euler.x, y = euler.y, z = euler.z;
  3610. const a = Math.cos( x ), b = Math.sin( x );
  3611. const c = Math.cos( y ), d = Math.sin( y );
  3612. const e = Math.cos( z ), f = Math.sin( z );
  3613. if ( euler.order === 'XYZ' ) {
  3614. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3615. te[ 0 ] = c * e;
  3616. te[ 4 ] = - c * f;
  3617. te[ 8 ] = d;
  3618. te[ 1 ] = af + be * d;
  3619. te[ 5 ] = ae - bf * d;
  3620. te[ 9 ] = - b * c;
  3621. te[ 2 ] = bf - ae * d;
  3622. te[ 6 ] = be + af * d;
  3623. te[ 10 ] = a * c;
  3624. } else if ( euler.order === 'YXZ' ) {
  3625. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3626. te[ 0 ] = ce + df * b;
  3627. te[ 4 ] = de * b - cf;
  3628. te[ 8 ] = a * d;
  3629. te[ 1 ] = a * f;
  3630. te[ 5 ] = a * e;
  3631. te[ 9 ] = - b;
  3632. te[ 2 ] = cf * b - de;
  3633. te[ 6 ] = df + ce * b;
  3634. te[ 10 ] = a * c;
  3635. } else if ( euler.order === 'ZXY' ) {
  3636. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3637. te[ 0 ] = ce - df * b;
  3638. te[ 4 ] = - a * f;
  3639. te[ 8 ] = de + cf * b;
  3640. te[ 1 ] = cf + de * b;
  3641. te[ 5 ] = a * e;
  3642. te[ 9 ] = df - ce * b;
  3643. te[ 2 ] = - a * d;
  3644. te[ 6 ] = b;
  3645. te[ 10 ] = a * c;
  3646. } else if ( euler.order === 'ZYX' ) {
  3647. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3648. te[ 0 ] = c * e;
  3649. te[ 4 ] = be * d - af;
  3650. te[ 8 ] = ae * d + bf;
  3651. te[ 1 ] = c * f;
  3652. te[ 5 ] = bf * d + ae;
  3653. te[ 9 ] = af * d - be;
  3654. te[ 2 ] = - d;
  3655. te[ 6 ] = b * c;
  3656. te[ 10 ] = a * c;
  3657. } else if ( euler.order === 'YZX' ) {
  3658. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3659. te[ 0 ] = c * e;
  3660. te[ 4 ] = bd - ac * f;
  3661. te[ 8 ] = bc * f + ad;
  3662. te[ 1 ] = f;
  3663. te[ 5 ] = a * e;
  3664. te[ 9 ] = - b * e;
  3665. te[ 2 ] = - d * e;
  3666. te[ 6 ] = ad * f + bc;
  3667. te[ 10 ] = ac - bd * f;
  3668. } else if ( euler.order === 'XZY' ) {
  3669. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3670. te[ 0 ] = c * e;
  3671. te[ 4 ] = - f;
  3672. te[ 8 ] = d * e;
  3673. te[ 1 ] = ac * f + bd;
  3674. te[ 5 ] = a * e;
  3675. te[ 9 ] = ad * f - bc;
  3676. te[ 2 ] = bc * f - ad;
  3677. te[ 6 ] = b * e;
  3678. te[ 10 ] = bd * f + ac;
  3679. }
  3680. // bottom row
  3681. te[ 3 ] = 0;
  3682. te[ 7 ] = 0;
  3683. te[ 11 ] = 0;
  3684. // last column
  3685. te[ 12 ] = 0;
  3686. te[ 13 ] = 0;
  3687. te[ 14 ] = 0;
  3688. te[ 15 ] = 1;
  3689. return this;
  3690. }
  3691. makeRotationFromQuaternion( q ) {
  3692. return this.compose( _zero, q, _one );
  3693. }
  3694. lookAt( eye, target, up ) {
  3695. const te = this.elements;
  3696. _z.subVectors( eye, target );
  3697. if ( _z.lengthSq() === 0 ) {
  3698. // eye and target are in the same position
  3699. _z.z = 1;
  3700. }
  3701. _z.normalize();
  3702. _x.crossVectors( up, _z );
  3703. if ( _x.lengthSq() === 0 ) {
  3704. // up and z are parallel
  3705. if ( Math.abs( up.z ) === 1 ) {
  3706. _z.x += 0.0001;
  3707. } else {
  3708. _z.z += 0.0001;
  3709. }
  3710. _z.normalize();
  3711. _x.crossVectors( up, _z );
  3712. }
  3713. _x.normalize();
  3714. _y.crossVectors( _z, _x );
  3715. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  3716. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  3717. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  3718. return this;
  3719. }
  3720. multiply( m ) {
  3721. return this.multiplyMatrices( this, m );
  3722. }
  3723. premultiply( m ) {
  3724. return this.multiplyMatrices( m, this );
  3725. }
  3726. multiplyMatrices( a, b ) {
  3727. const ae = a.elements;
  3728. const be = b.elements;
  3729. const te = this.elements;
  3730. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  3731. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  3732. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  3733. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  3734. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  3735. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  3736. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  3737. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  3738. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3739. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3740. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3741. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3742. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3743. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3744. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3745. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3746. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3747. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3748. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3749. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3750. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3751. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3752. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3753. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3754. return this;
  3755. }
  3756. multiplyScalar( s ) {
  3757. const te = this.elements;
  3758. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  3759. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  3760. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  3761. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  3762. return this;
  3763. }
  3764. determinant() {
  3765. const te = this.elements;
  3766. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  3767. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  3768. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  3769. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  3770. //TODO: make this more efficient
  3771. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3772. return (
  3773. n41 * (
  3774. + n14 * n23 * n32
  3775. - n13 * n24 * n32
  3776. - n14 * n22 * n33
  3777. + n12 * n24 * n33
  3778. + n13 * n22 * n34
  3779. - n12 * n23 * n34
  3780. ) +
  3781. n42 * (
  3782. + n11 * n23 * n34
  3783. - n11 * n24 * n33
  3784. + n14 * n21 * n33
  3785. - n13 * n21 * n34
  3786. + n13 * n24 * n31
  3787. - n14 * n23 * n31
  3788. ) +
  3789. n43 * (
  3790. + n11 * n24 * n32
  3791. - n11 * n22 * n34
  3792. - n14 * n21 * n32
  3793. + n12 * n21 * n34
  3794. + n14 * n22 * n31
  3795. - n12 * n24 * n31
  3796. ) +
  3797. n44 * (
  3798. - n13 * n22 * n31
  3799. - n11 * n23 * n32
  3800. + n11 * n22 * n33
  3801. + n13 * n21 * n32
  3802. - n12 * n21 * n33
  3803. + n12 * n23 * n31
  3804. )
  3805. );
  3806. }
  3807. transpose() {
  3808. const te = this.elements;
  3809. let tmp;
  3810. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  3811. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  3812. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  3813. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  3814. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  3815. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  3816. return this;
  3817. }
  3818. setPosition( x, y, z ) {
  3819. const te = this.elements;
  3820. if ( x.isVector3 ) {
  3821. te[ 12 ] = x.x;
  3822. te[ 13 ] = x.y;
  3823. te[ 14 ] = x.z;
  3824. } else {
  3825. te[ 12 ] = x;
  3826. te[ 13 ] = y;
  3827. te[ 14 ] = z;
  3828. }
  3829. return this;
  3830. }
  3831. invert() {
  3832. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3833. const te = this.elements,
  3834. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  3835. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  3836. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  3837. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  3838. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3839. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3840. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3841. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3842. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3843. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  3844. const detInv = 1 / det;
  3845. te[ 0 ] = t11 * detInv;
  3846. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  3847. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  3848. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  3849. te[ 4 ] = t12 * detInv;
  3850. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  3851. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  3852. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  3853. te[ 8 ] = t13 * detInv;
  3854. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  3855. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  3856. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  3857. te[ 12 ] = t14 * detInv;
  3858. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  3859. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  3860. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  3861. return this;
  3862. }
  3863. scale( v ) {
  3864. const te = this.elements;
  3865. const x = v.x, y = v.y, z = v.z;
  3866. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3867. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3868. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3869. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3870. return this;
  3871. }
  3872. getMaxScaleOnAxis() {
  3873. const te = this.elements;
  3874. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3875. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3876. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3877. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  3878. }
  3879. makeTranslation( x, y, z ) {
  3880. if ( x.isVector3 ) {
  3881. this.set(
  3882. 1, 0, 0, x.x,
  3883. 0, 1, 0, x.y,
  3884. 0, 0, 1, x.z,
  3885. 0, 0, 0, 1
  3886. );
  3887. } else {
  3888. this.set(
  3889. 1, 0, 0, x,
  3890. 0, 1, 0, y,
  3891. 0, 0, 1, z,
  3892. 0, 0, 0, 1
  3893. );
  3894. }
  3895. return this;
  3896. }
  3897. makeRotationX( theta ) {
  3898. const c = Math.cos( theta ), s = Math.sin( theta );
  3899. this.set(
  3900. 1, 0, 0, 0,
  3901. 0, c, - s, 0,
  3902. 0, s, c, 0,
  3903. 0, 0, 0, 1
  3904. );
  3905. return this;
  3906. }
  3907. makeRotationY( theta ) {
  3908. const c = Math.cos( theta ), s = Math.sin( theta );
  3909. this.set(
  3910. c, 0, s, 0,
  3911. 0, 1, 0, 0,
  3912. - s, 0, c, 0,
  3913. 0, 0, 0, 1
  3914. );
  3915. return this;
  3916. }
  3917. makeRotationZ( theta ) {
  3918. const c = Math.cos( theta ), s = Math.sin( theta );
  3919. this.set(
  3920. c, - s, 0, 0,
  3921. s, c, 0, 0,
  3922. 0, 0, 1, 0,
  3923. 0, 0, 0, 1
  3924. );
  3925. return this;
  3926. }
  3927. makeRotationAxis( axis, angle ) {
  3928. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3929. const c = Math.cos( angle );
  3930. const s = Math.sin( angle );
  3931. const t = 1 - c;
  3932. const x = axis.x, y = axis.y, z = axis.z;
  3933. const tx = t * x, ty = t * y;
  3934. this.set(
  3935. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3936. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3937. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3938. 0, 0, 0, 1
  3939. );
  3940. return this;
  3941. }
  3942. makeScale( x, y, z ) {
  3943. this.set(
  3944. x, 0, 0, 0,
  3945. 0, y, 0, 0,
  3946. 0, 0, z, 0,
  3947. 0, 0, 0, 1
  3948. );
  3949. return this;
  3950. }
  3951. makeShear( xy, xz, yx, yz, zx, zy ) {
  3952. this.set(
  3953. 1, yx, zx, 0,
  3954. xy, 1, zy, 0,
  3955. xz, yz, 1, 0,
  3956. 0, 0, 0, 1
  3957. );
  3958. return this;
  3959. }
  3960. compose( position, quaternion, scale ) {
  3961. const te = this.elements;
  3962. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  3963. const x2 = x + x, y2 = y + y, z2 = z + z;
  3964. const xx = x * x2, xy = x * y2, xz = x * z2;
  3965. const yy = y * y2, yz = y * z2, zz = z * z2;
  3966. const wx = w * x2, wy = w * y2, wz = w * z2;
  3967. const sx = scale.x, sy = scale.y, sz = scale.z;
  3968. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  3969. te[ 1 ] = ( xy + wz ) * sx;
  3970. te[ 2 ] = ( xz - wy ) * sx;
  3971. te[ 3 ] = 0;
  3972. te[ 4 ] = ( xy - wz ) * sy;
  3973. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  3974. te[ 6 ] = ( yz + wx ) * sy;
  3975. te[ 7 ] = 0;
  3976. te[ 8 ] = ( xz + wy ) * sz;
  3977. te[ 9 ] = ( yz - wx ) * sz;
  3978. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  3979. te[ 11 ] = 0;
  3980. te[ 12 ] = position.x;
  3981. te[ 13 ] = position.y;
  3982. te[ 14 ] = position.z;
  3983. te[ 15 ] = 1;
  3984. return this;
  3985. }
  3986. decompose( position, quaternion, scale ) {
  3987. const te = this.elements;
  3988. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3989. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3990. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3991. // if determine is negative, we need to invert one scale
  3992. const det = this.determinant();
  3993. if ( det < 0 ) sx = - sx;
  3994. position.x = te[ 12 ];
  3995. position.y = te[ 13 ];
  3996. position.z = te[ 14 ];
  3997. // scale the rotation part
  3998. _m1$2.copy( this );
  3999. const invSX = 1 / sx;
  4000. const invSY = 1 / sy;
  4001. const invSZ = 1 / sz;
  4002. _m1$2.elements[ 0 ] *= invSX;
  4003. _m1$2.elements[ 1 ] *= invSX;
  4004. _m1$2.elements[ 2 ] *= invSX;
  4005. _m1$2.elements[ 4 ] *= invSY;
  4006. _m1$2.elements[ 5 ] *= invSY;
  4007. _m1$2.elements[ 6 ] *= invSY;
  4008. _m1$2.elements[ 8 ] *= invSZ;
  4009. _m1$2.elements[ 9 ] *= invSZ;
  4010. _m1$2.elements[ 10 ] *= invSZ;
  4011. quaternion.setFromRotationMatrix( _m1$2 );
  4012. scale.x = sx;
  4013. scale.y = sy;
  4014. scale.z = sz;
  4015. return this;
  4016. }
  4017. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4018. const te = this.elements;
  4019. const x = 2 * near / ( right - left );
  4020. const y = 2 * near / ( top - bottom );
  4021. const a = ( right + left ) / ( right - left );
  4022. const b = ( top + bottom ) / ( top - bottom );
  4023. let c, d;
  4024. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4025. c = - ( far + near ) / ( far - near );
  4026. d = ( - 2 * far * near ) / ( far - near );
  4027. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4028. c = - far / ( far - near );
  4029. d = ( - far * near ) / ( far - near );
  4030. } else {
  4031. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  4032. }
  4033. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  4034. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  4035. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  4036. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  4037. return this;
  4038. }
  4039. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4040. const te = this.elements;
  4041. const w = 1.0 / ( right - left );
  4042. const h = 1.0 / ( top - bottom );
  4043. const p = 1.0 / ( far - near );
  4044. const x = ( right + left ) * w;
  4045. const y = ( top + bottom ) * h;
  4046. let z, zInv;
  4047. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4048. z = ( far + near ) * p;
  4049. zInv = - 2 * p;
  4050. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4051. z = near * p;
  4052. zInv = - 1 * p;
  4053. } else {
  4054. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  4055. }
  4056. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  4057. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  4058. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  4059. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  4060. return this;
  4061. }
  4062. equals( matrix ) {
  4063. const te = this.elements;
  4064. const me = matrix.elements;
  4065. for ( let i = 0; i < 16; i ++ ) {
  4066. if ( te[ i ] !== me[ i ] ) return false;
  4067. }
  4068. return true;
  4069. }
  4070. fromArray( array, offset = 0 ) {
  4071. for ( let i = 0; i < 16; i ++ ) {
  4072. this.elements[ i ] = array[ i + offset ];
  4073. }
  4074. return this;
  4075. }
  4076. toArray( array = [], offset = 0 ) {
  4077. const te = this.elements;
  4078. array[ offset ] = te[ 0 ];
  4079. array[ offset + 1 ] = te[ 1 ];
  4080. array[ offset + 2 ] = te[ 2 ];
  4081. array[ offset + 3 ] = te[ 3 ];
  4082. array[ offset + 4 ] = te[ 4 ];
  4083. array[ offset + 5 ] = te[ 5 ];
  4084. array[ offset + 6 ] = te[ 6 ];
  4085. array[ offset + 7 ] = te[ 7 ];
  4086. array[ offset + 8 ] = te[ 8 ];
  4087. array[ offset + 9 ] = te[ 9 ];
  4088. array[ offset + 10 ] = te[ 10 ];
  4089. array[ offset + 11 ] = te[ 11 ];
  4090. array[ offset + 12 ] = te[ 12 ];
  4091. array[ offset + 13 ] = te[ 13 ];
  4092. array[ offset + 14 ] = te[ 14 ];
  4093. array[ offset + 15 ] = te[ 15 ];
  4094. return array;
  4095. }
  4096. }
  4097. const _v1$5 = /*@__PURE__*/ new Vector3();
  4098. const _m1$2 = /*@__PURE__*/ new Matrix4();
  4099. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  4100. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  4101. const _x = /*@__PURE__*/ new Vector3();
  4102. const _y = /*@__PURE__*/ new Vector3();
  4103. const _z = /*@__PURE__*/ new Vector3();
  4104. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  4105. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  4106. class Euler {
  4107. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  4108. this.isEuler = true;
  4109. this._x = x;
  4110. this._y = y;
  4111. this._z = z;
  4112. this._order = order;
  4113. }
  4114. get x() {
  4115. return this._x;
  4116. }
  4117. set x( value ) {
  4118. this._x = value;
  4119. this._onChangeCallback();
  4120. }
  4121. get y() {
  4122. return this._y;
  4123. }
  4124. set y( value ) {
  4125. this._y = value;
  4126. this._onChangeCallback();
  4127. }
  4128. get z() {
  4129. return this._z;
  4130. }
  4131. set z( value ) {
  4132. this._z = value;
  4133. this._onChangeCallback();
  4134. }
  4135. get order() {
  4136. return this._order;
  4137. }
  4138. set order( value ) {
  4139. this._order = value;
  4140. this._onChangeCallback();
  4141. }
  4142. set( x, y, z, order = this._order ) {
  4143. this._x = x;
  4144. this._y = y;
  4145. this._z = z;
  4146. this._order = order;
  4147. this._onChangeCallback();
  4148. return this;
  4149. }
  4150. clone() {
  4151. return new this.constructor( this._x, this._y, this._z, this._order );
  4152. }
  4153. copy( euler ) {
  4154. this._x = euler._x;
  4155. this._y = euler._y;
  4156. this._z = euler._z;
  4157. this._order = euler._order;
  4158. this._onChangeCallback();
  4159. return this;
  4160. }
  4161. setFromRotationMatrix( m, order = this._order, update = true ) {
  4162. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4163. const te = m.elements;
  4164. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4165. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4166. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4167. switch ( order ) {
  4168. case 'XYZ':
  4169. this._y = Math.asin( clamp$1( m13, - 1, 1 ) );
  4170. if ( Math.abs( m13 ) < 0.9999999 ) {
  4171. this._x = Math.atan2( - m23, m33 );
  4172. this._z = Math.atan2( - m12, m11 );
  4173. } else {
  4174. this._x = Math.atan2( m32, m22 );
  4175. this._z = 0;
  4176. }
  4177. break;
  4178. case 'YXZ':
  4179. this._x = Math.asin( - clamp$1( m23, - 1, 1 ) );
  4180. if ( Math.abs( m23 ) < 0.9999999 ) {
  4181. this._y = Math.atan2( m13, m33 );
  4182. this._z = Math.atan2( m21, m22 );
  4183. } else {
  4184. this._y = Math.atan2( - m31, m11 );
  4185. this._z = 0;
  4186. }
  4187. break;
  4188. case 'ZXY':
  4189. this._x = Math.asin( clamp$1( m32, - 1, 1 ) );
  4190. if ( Math.abs( m32 ) < 0.9999999 ) {
  4191. this._y = Math.atan2( - m31, m33 );
  4192. this._z = Math.atan2( - m12, m22 );
  4193. } else {
  4194. this._y = 0;
  4195. this._z = Math.atan2( m21, m11 );
  4196. }
  4197. break;
  4198. case 'ZYX':
  4199. this._y = Math.asin( - clamp$1( m31, - 1, 1 ) );
  4200. if ( Math.abs( m31 ) < 0.9999999 ) {
  4201. this._x = Math.atan2( m32, m33 );
  4202. this._z = Math.atan2( m21, m11 );
  4203. } else {
  4204. this._x = 0;
  4205. this._z = Math.atan2( - m12, m22 );
  4206. }
  4207. break;
  4208. case 'YZX':
  4209. this._z = Math.asin( clamp$1( m21, - 1, 1 ) );
  4210. if ( Math.abs( m21 ) < 0.9999999 ) {
  4211. this._x = Math.atan2( - m23, m22 );
  4212. this._y = Math.atan2( - m31, m11 );
  4213. } else {
  4214. this._x = 0;
  4215. this._y = Math.atan2( m13, m33 );
  4216. }
  4217. break;
  4218. case 'XZY':
  4219. this._z = Math.asin( - clamp$1( m12, - 1, 1 ) );
  4220. if ( Math.abs( m12 ) < 0.9999999 ) {
  4221. this._x = Math.atan2( m32, m22 );
  4222. this._y = Math.atan2( m13, m11 );
  4223. } else {
  4224. this._x = Math.atan2( - m23, m33 );
  4225. this._y = 0;
  4226. }
  4227. break;
  4228. default:
  4229. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  4230. }
  4231. this._order = order;
  4232. if ( update === true ) this._onChangeCallback();
  4233. return this;
  4234. }
  4235. setFromQuaternion( q, order, update ) {
  4236. _matrix$2.makeRotationFromQuaternion( q );
  4237. return this.setFromRotationMatrix( _matrix$2, order, update );
  4238. }
  4239. setFromVector3( v, order = this._order ) {
  4240. return this.set( v.x, v.y, v.z, order );
  4241. }
  4242. reorder( newOrder ) {
  4243. // WARNING: this discards revolution information -bhouston
  4244. _quaternion$3.setFromEuler( this );
  4245. return this.setFromQuaternion( _quaternion$3, newOrder );
  4246. }
  4247. equals( euler ) {
  4248. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4249. }
  4250. fromArray( array ) {
  4251. this._x = array[ 0 ];
  4252. this._y = array[ 1 ];
  4253. this._z = array[ 2 ];
  4254. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4255. this._onChangeCallback();
  4256. return this;
  4257. }
  4258. toArray( array = [], offset = 0 ) {
  4259. array[ offset ] = this._x;
  4260. array[ offset + 1 ] = this._y;
  4261. array[ offset + 2 ] = this._z;
  4262. array[ offset + 3 ] = this._order;
  4263. return array;
  4264. }
  4265. _onChange( callback ) {
  4266. this._onChangeCallback = callback;
  4267. return this;
  4268. }
  4269. _onChangeCallback() {}
  4270. *[ Symbol.iterator ]() {
  4271. yield this._x;
  4272. yield this._y;
  4273. yield this._z;
  4274. yield this._order;
  4275. }
  4276. }
  4277. Euler.DEFAULT_ORDER = 'XYZ';
  4278. class Layers {
  4279. constructor() {
  4280. this.mask = 1 | 0;
  4281. }
  4282. set( channel ) {
  4283. this.mask = ( 1 << channel | 0 ) >>> 0;
  4284. }
  4285. enable( channel ) {
  4286. this.mask |= 1 << channel | 0;
  4287. }
  4288. enableAll() {
  4289. this.mask = 0xffffffff | 0;
  4290. }
  4291. toggle( channel ) {
  4292. this.mask ^= 1 << channel | 0;
  4293. }
  4294. disable( channel ) {
  4295. this.mask &= ~ ( 1 << channel | 0 );
  4296. }
  4297. disableAll() {
  4298. this.mask = 0;
  4299. }
  4300. test( layers ) {
  4301. return ( this.mask & layers.mask ) !== 0;
  4302. }
  4303. isEnabled( channel ) {
  4304. return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
  4305. }
  4306. }
  4307. let _object3DId = 0;
  4308. const _v1$4 = /*@__PURE__*/ new Vector3();
  4309. const _q1 = /*@__PURE__*/ new Quaternion();
  4310. const _m1$1 = /*@__PURE__*/ new Matrix4();
  4311. const _target$1 = /*@__PURE__*/ new Vector3();
  4312. const _position$3 = /*@__PURE__*/ new Vector3();
  4313. const _scale$2 = /*@__PURE__*/ new Vector3();
  4314. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  4315. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  4316. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4317. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  4318. const _addedEvent = { type: 'added' };
  4319. const _removedEvent = { type: 'removed' };
  4320. const _childaddedEvent = { type: 'childadded', child: null };
  4321. const _childremovedEvent = { type: 'childremoved', child: null };
  4322. class Object3D extends EventDispatcher {
  4323. constructor() {
  4324. super();
  4325. this.isObject3D = true;
  4326. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  4327. this.uuid = generateUUID();
  4328. this.name = '';
  4329. this.type = 'Object3D';
  4330. this.parent = null;
  4331. this.children = [];
  4332. this.up = Object3D.DEFAULT_UP.clone();
  4333. const position = new Vector3();
  4334. const rotation = new Euler();
  4335. const quaternion = new Quaternion();
  4336. const scale = new Vector3( 1, 1, 1 );
  4337. function onRotationChange() {
  4338. quaternion.setFromEuler( rotation, false );
  4339. }
  4340. function onQuaternionChange() {
  4341. rotation.setFromQuaternion( quaternion, undefined, false );
  4342. }
  4343. rotation._onChange( onRotationChange );
  4344. quaternion._onChange( onQuaternionChange );
  4345. Object.defineProperties( this, {
  4346. position: {
  4347. configurable: true,
  4348. enumerable: true,
  4349. value: position
  4350. },
  4351. rotation: {
  4352. configurable: true,
  4353. enumerable: true,
  4354. value: rotation
  4355. },
  4356. quaternion: {
  4357. configurable: true,
  4358. enumerable: true,
  4359. value: quaternion
  4360. },
  4361. scale: {
  4362. configurable: true,
  4363. enumerable: true,
  4364. value: scale
  4365. },
  4366. modelViewMatrix: {
  4367. value: new Matrix4()
  4368. },
  4369. normalMatrix: {
  4370. value: new Matrix3()
  4371. }
  4372. } );
  4373. this.matrix = new Matrix4();
  4374. this.matrixWorld = new Matrix4();
  4375. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  4376. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  4377. this.matrixWorldNeedsUpdate = false;
  4378. this.layers = new Layers();
  4379. this.visible = true;
  4380. this.castShadow = false;
  4381. this.receiveShadow = false;
  4382. this.frustumCulled = true;
  4383. this.renderOrder = 0;
  4384. this.animations = [];
  4385. this.userData = {};
  4386. }
  4387. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4388. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4389. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4390. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4391. applyMatrix4( matrix ) {
  4392. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4393. this.matrix.premultiply( matrix );
  4394. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4395. }
  4396. applyQuaternion( q ) {
  4397. this.quaternion.premultiply( q );
  4398. return this;
  4399. }
  4400. setRotationFromAxisAngle( axis, angle ) {
  4401. // assumes axis is normalized
  4402. this.quaternion.setFromAxisAngle( axis, angle );
  4403. }
  4404. setRotationFromEuler( euler ) {
  4405. this.quaternion.setFromEuler( euler, true );
  4406. }
  4407. setRotationFromMatrix( m ) {
  4408. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4409. this.quaternion.setFromRotationMatrix( m );
  4410. }
  4411. setRotationFromQuaternion( q ) {
  4412. // assumes q is normalized
  4413. this.quaternion.copy( q );
  4414. }
  4415. rotateOnAxis( axis, angle ) {
  4416. // rotate object on axis in object space
  4417. // axis is assumed to be normalized
  4418. _q1.setFromAxisAngle( axis, angle );
  4419. this.quaternion.multiply( _q1 );
  4420. return this;
  4421. }
  4422. rotateOnWorldAxis( axis, angle ) {
  4423. // rotate object on axis in world space
  4424. // axis is assumed to be normalized
  4425. // method assumes no rotated parent
  4426. _q1.setFromAxisAngle( axis, angle );
  4427. this.quaternion.premultiply( _q1 );
  4428. return this;
  4429. }
  4430. rotateX( angle ) {
  4431. return this.rotateOnAxis( _xAxis, angle );
  4432. }
  4433. rotateY( angle ) {
  4434. return this.rotateOnAxis( _yAxis, angle );
  4435. }
  4436. rotateZ( angle ) {
  4437. return this.rotateOnAxis( _zAxis, angle );
  4438. }
  4439. translateOnAxis( axis, distance ) {
  4440. // translate object by distance along axis in object space
  4441. // axis is assumed to be normalized
  4442. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  4443. this.position.add( _v1$4.multiplyScalar( distance ) );
  4444. return this;
  4445. }
  4446. translateX( distance ) {
  4447. return this.translateOnAxis( _xAxis, distance );
  4448. }
  4449. translateY( distance ) {
  4450. return this.translateOnAxis( _yAxis, distance );
  4451. }
  4452. translateZ( distance ) {
  4453. return this.translateOnAxis( _zAxis, distance );
  4454. }
  4455. localToWorld( vector ) {
  4456. this.updateWorldMatrix( true, false );
  4457. return vector.applyMatrix4( this.matrixWorld );
  4458. }
  4459. worldToLocal( vector ) {
  4460. this.updateWorldMatrix( true, false );
  4461. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  4462. }
  4463. lookAt( x, y, z ) {
  4464. // This method does not support objects having non-uniformly-scaled parent(s)
  4465. if ( x.isVector3 ) {
  4466. _target$1.copy( x );
  4467. } else {
  4468. _target$1.set( x, y, z );
  4469. }
  4470. const parent = this.parent;
  4471. this.updateWorldMatrix( true, false );
  4472. _position$3.setFromMatrixPosition( this.matrixWorld );
  4473. if ( this.isCamera || this.isLight ) {
  4474. _m1$1.lookAt( _position$3, _target$1, this.up );
  4475. } else {
  4476. _m1$1.lookAt( _target$1, _position$3, this.up );
  4477. }
  4478. this.quaternion.setFromRotationMatrix( _m1$1 );
  4479. if ( parent ) {
  4480. _m1$1.extractRotation( parent.matrixWorld );
  4481. _q1.setFromRotationMatrix( _m1$1 );
  4482. this.quaternion.premultiply( _q1.invert() );
  4483. }
  4484. }
  4485. add( object ) {
  4486. if ( arguments.length > 1 ) {
  4487. for ( let i = 0; i < arguments.length; i ++ ) {
  4488. this.add( arguments[ i ] );
  4489. }
  4490. return this;
  4491. }
  4492. if ( object === this ) {
  4493. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  4494. return this;
  4495. }
  4496. if ( object && object.isObject3D ) {
  4497. object.removeFromParent();
  4498. object.parent = this;
  4499. this.children.push( object );
  4500. object.dispatchEvent( _addedEvent );
  4501. _childaddedEvent.child = object;
  4502. this.dispatchEvent( _childaddedEvent );
  4503. _childaddedEvent.child = null;
  4504. } else {
  4505. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  4506. }
  4507. return this;
  4508. }
  4509. remove( object ) {
  4510. if ( arguments.length > 1 ) {
  4511. for ( let i = 0; i < arguments.length; i ++ ) {
  4512. this.remove( arguments[ i ] );
  4513. }
  4514. return this;
  4515. }
  4516. const index = this.children.indexOf( object );
  4517. if ( index !== - 1 ) {
  4518. object.parent = null;
  4519. this.children.splice( index, 1 );
  4520. object.dispatchEvent( _removedEvent );
  4521. _childremovedEvent.child = object;
  4522. this.dispatchEvent( _childremovedEvent );
  4523. _childremovedEvent.child = null;
  4524. }
  4525. return this;
  4526. }
  4527. removeFromParent() {
  4528. const parent = this.parent;
  4529. if ( parent !== null ) {
  4530. parent.remove( this );
  4531. }
  4532. return this;
  4533. }
  4534. clear() {
  4535. return this.remove( ... this.children );
  4536. }
  4537. attach( object ) {
  4538. // adds object as a child of this, while maintaining the object's world transform
  4539. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  4540. this.updateWorldMatrix( true, false );
  4541. _m1$1.copy( this.matrixWorld ).invert();
  4542. if ( object.parent !== null ) {
  4543. object.parent.updateWorldMatrix( true, false );
  4544. _m1$1.multiply( object.parent.matrixWorld );
  4545. }
  4546. object.applyMatrix4( _m1$1 );
  4547. object.removeFromParent();
  4548. object.parent = this;
  4549. this.children.push( object );
  4550. object.updateWorldMatrix( false, true );
  4551. object.dispatchEvent( _addedEvent );
  4552. _childaddedEvent.child = object;
  4553. this.dispatchEvent( _childaddedEvent );
  4554. _childaddedEvent.child = null;
  4555. return this;
  4556. }
  4557. getObjectById( id ) {
  4558. return this.getObjectByProperty( 'id', id );
  4559. }
  4560. getObjectByName( name ) {
  4561. return this.getObjectByProperty( 'name', name );
  4562. }
  4563. getObjectByProperty( name, value ) {
  4564. if ( this[ name ] === value ) return this;
  4565. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  4566. const child = this.children[ i ];
  4567. const object = child.getObjectByProperty( name, value );
  4568. if ( object !== undefined ) {
  4569. return object;
  4570. }
  4571. }
  4572. return undefined;
  4573. }
  4574. getObjectsByProperty( name, value, result = [] ) {
  4575. if ( this[ name ] === value ) result.push( this );
  4576. const children = this.children;
  4577. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4578. children[ i ].getObjectsByProperty( name, value, result );
  4579. }
  4580. return result;
  4581. }
  4582. getWorldPosition( target ) {
  4583. this.updateWorldMatrix( true, false );
  4584. return target.setFromMatrixPosition( this.matrixWorld );
  4585. }
  4586. getWorldQuaternion( target ) {
  4587. this.updateWorldMatrix( true, false );
  4588. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  4589. return target;
  4590. }
  4591. getWorldScale( target ) {
  4592. this.updateWorldMatrix( true, false );
  4593. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  4594. return target;
  4595. }
  4596. getWorldDirection( target ) {
  4597. this.updateWorldMatrix( true, false );
  4598. const e = this.matrixWorld.elements;
  4599. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  4600. }
  4601. raycast( /* raycaster, intersects */ ) {}
  4602. traverse( callback ) {
  4603. callback( this );
  4604. const children = this.children;
  4605. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4606. children[ i ].traverse( callback );
  4607. }
  4608. }
  4609. traverseVisible( callback ) {
  4610. if ( this.visible === false ) return;
  4611. callback( this );
  4612. const children = this.children;
  4613. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4614. children[ i ].traverseVisible( callback );
  4615. }
  4616. }
  4617. traverseAncestors( callback ) {
  4618. const parent = this.parent;
  4619. if ( parent !== null ) {
  4620. callback( parent );
  4621. parent.traverseAncestors( callback );
  4622. }
  4623. }
  4624. updateMatrix() {
  4625. this.matrix.compose( this.position, this.quaternion, this.scale );
  4626. this.matrixWorldNeedsUpdate = true;
  4627. }
  4628. updateMatrixWorld( force ) {
  4629. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4630. if ( this.matrixWorldNeedsUpdate || force ) {
  4631. if ( this.matrixWorldAutoUpdate === true ) {
  4632. if ( this.parent === null ) {
  4633. this.matrixWorld.copy( this.matrix );
  4634. } else {
  4635. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4636. }
  4637. }
  4638. this.matrixWorldNeedsUpdate = false;
  4639. force = true;
  4640. }
  4641. // make sure descendants are updated if required
  4642. const children = this.children;
  4643. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4644. const child = children[ i ];
  4645. child.updateMatrixWorld( force );
  4646. }
  4647. }
  4648. updateWorldMatrix( updateParents, updateChildren ) {
  4649. const parent = this.parent;
  4650. if ( updateParents === true && parent !== null ) {
  4651. parent.updateWorldMatrix( true, false );
  4652. }
  4653. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4654. if ( this.matrixWorldAutoUpdate === true ) {
  4655. if ( this.parent === null ) {
  4656. this.matrixWorld.copy( this.matrix );
  4657. } else {
  4658. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4659. }
  4660. }
  4661. // make sure descendants are updated
  4662. if ( updateChildren === true ) {
  4663. const children = this.children;
  4664. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4665. const child = children[ i ];
  4666. child.updateWorldMatrix( false, true );
  4667. }
  4668. }
  4669. }
  4670. toJSON( meta ) {
  4671. // meta is a string when called from JSON.stringify
  4672. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  4673. const output = {};
  4674. // meta is a hash used to collect geometries, materials.
  4675. // not providing it implies that this is the root object
  4676. // being serialized.
  4677. if ( isRootObject ) {
  4678. // initialize meta obj
  4679. meta = {
  4680. geometries: {},
  4681. materials: {},
  4682. textures: {},
  4683. images: {},
  4684. shapes: {},
  4685. skeletons: {},
  4686. animations: {},
  4687. nodes: {}
  4688. };
  4689. output.metadata = {
  4690. version: 4.6,
  4691. type: 'Object',
  4692. generator: 'Object3D.toJSON'
  4693. };
  4694. }
  4695. // standard Object3D serialization
  4696. const object = {};
  4697. object.uuid = this.uuid;
  4698. object.type = this.type;
  4699. if ( this.name !== '' ) object.name = this.name;
  4700. if ( this.castShadow === true ) object.castShadow = true;
  4701. if ( this.receiveShadow === true ) object.receiveShadow = true;
  4702. if ( this.visible === false ) object.visible = false;
  4703. if ( this.frustumCulled === false ) object.frustumCulled = false;
  4704. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  4705. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  4706. object.layers = this.layers.mask;
  4707. object.matrix = this.matrix.toArray();
  4708. object.up = this.up.toArray();
  4709. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  4710. // object specific properties
  4711. if ( this.isInstancedMesh ) {
  4712. object.type = 'InstancedMesh';
  4713. object.count = this.count;
  4714. object.instanceMatrix = this.instanceMatrix.toJSON();
  4715. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  4716. }
  4717. if ( this.isBatchedMesh ) {
  4718. object.type = 'BatchedMesh';
  4719. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  4720. object.sortObjects = this.sortObjects;
  4721. object.drawRanges = this._drawRanges;
  4722. object.reservedRanges = this._reservedRanges;
  4723. object.visibility = this._visibility;
  4724. object.active = this._active;
  4725. object.bounds = this._bounds.map( bound => ( {
  4726. boxInitialized: bound.boxInitialized,
  4727. boxMin: bound.box.min.toArray(),
  4728. boxMax: bound.box.max.toArray(),
  4729. sphereInitialized: bound.sphereInitialized,
  4730. sphereRadius: bound.sphere.radius,
  4731. sphereCenter: bound.sphere.center.toArray()
  4732. } ) );
  4733. object.maxInstanceCount = this._maxInstanceCount;
  4734. object.maxVertexCount = this._maxVertexCount;
  4735. object.maxIndexCount = this._maxIndexCount;
  4736. object.geometryInitialized = this._geometryInitialized;
  4737. object.geometryCount = this._geometryCount;
  4738. object.matricesTexture = this._matricesTexture.toJSON( meta );
  4739. if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
  4740. if ( this.boundingSphere !== null ) {
  4741. object.boundingSphere = {
  4742. center: object.boundingSphere.center.toArray(),
  4743. radius: object.boundingSphere.radius
  4744. };
  4745. }
  4746. if ( this.boundingBox !== null ) {
  4747. object.boundingBox = {
  4748. min: object.boundingBox.min.toArray(),
  4749. max: object.boundingBox.max.toArray()
  4750. };
  4751. }
  4752. }
  4753. //
  4754. function serialize( library, element ) {
  4755. if ( library[ element.uuid ] === undefined ) {
  4756. library[ element.uuid ] = element.toJSON( meta );
  4757. }
  4758. return element.uuid;
  4759. }
  4760. if ( this.isScene ) {
  4761. if ( this.background ) {
  4762. if ( this.background.isColor ) {
  4763. object.background = this.background.toJSON();
  4764. } else if ( this.background.isTexture ) {
  4765. object.background = this.background.toJSON( meta ).uuid;
  4766. }
  4767. }
  4768. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  4769. object.environment = this.environment.toJSON( meta ).uuid;
  4770. }
  4771. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  4772. object.geometry = serialize( meta.geometries, this.geometry );
  4773. const parameters = this.geometry.parameters;
  4774. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  4775. const shapes = parameters.shapes;
  4776. if ( Array.isArray( shapes ) ) {
  4777. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  4778. const shape = shapes[ i ];
  4779. serialize( meta.shapes, shape );
  4780. }
  4781. } else {
  4782. serialize( meta.shapes, shapes );
  4783. }
  4784. }
  4785. }
  4786. if ( this.isSkinnedMesh ) {
  4787. object.bindMode = this.bindMode;
  4788. object.bindMatrix = this.bindMatrix.toArray();
  4789. if ( this.skeleton !== undefined ) {
  4790. serialize( meta.skeletons, this.skeleton );
  4791. object.skeleton = this.skeleton.uuid;
  4792. }
  4793. }
  4794. if ( this.material !== undefined ) {
  4795. if ( Array.isArray( this.material ) ) {
  4796. const uuids = [];
  4797. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  4798. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  4799. }
  4800. object.material = uuids;
  4801. } else {
  4802. object.material = serialize( meta.materials, this.material );
  4803. }
  4804. }
  4805. //
  4806. if ( this.children.length > 0 ) {
  4807. object.children = [];
  4808. for ( let i = 0; i < this.children.length; i ++ ) {
  4809. object.children.push( this.children[ i ].toJSON( meta ).object );
  4810. }
  4811. }
  4812. //
  4813. if ( this.animations.length > 0 ) {
  4814. object.animations = [];
  4815. for ( let i = 0; i < this.animations.length; i ++ ) {
  4816. const animation = this.animations[ i ];
  4817. object.animations.push( serialize( meta.animations, animation ) );
  4818. }
  4819. }
  4820. if ( isRootObject ) {
  4821. const geometries = extractFromCache( meta.geometries );
  4822. const materials = extractFromCache( meta.materials );
  4823. const textures = extractFromCache( meta.textures );
  4824. const images = extractFromCache( meta.images );
  4825. const shapes = extractFromCache( meta.shapes );
  4826. const skeletons = extractFromCache( meta.skeletons );
  4827. const animations = extractFromCache( meta.animations );
  4828. const nodes = extractFromCache( meta.nodes );
  4829. if ( geometries.length > 0 ) output.geometries = geometries;
  4830. if ( materials.length > 0 ) output.materials = materials;
  4831. if ( textures.length > 0 ) output.textures = textures;
  4832. if ( images.length > 0 ) output.images = images;
  4833. if ( shapes.length > 0 ) output.shapes = shapes;
  4834. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  4835. if ( animations.length > 0 ) output.animations = animations;
  4836. if ( nodes.length > 0 ) output.nodes = nodes;
  4837. }
  4838. output.object = object;
  4839. return output;
  4840. // extract data from the cache hash
  4841. // remove metadata on each item
  4842. // and return as array
  4843. function extractFromCache( cache ) {
  4844. const values = [];
  4845. for ( const key in cache ) {
  4846. const data = cache[ key ];
  4847. delete data.metadata;
  4848. values.push( data );
  4849. }
  4850. return values;
  4851. }
  4852. }
  4853. clone( recursive ) {
  4854. return new this.constructor().copy( this, recursive );
  4855. }
  4856. copy( source, recursive = true ) {
  4857. this.name = source.name;
  4858. this.up.copy( source.up );
  4859. this.position.copy( source.position );
  4860. this.rotation.order = source.rotation.order;
  4861. this.quaternion.copy( source.quaternion );
  4862. this.scale.copy( source.scale );
  4863. this.matrix.copy( source.matrix );
  4864. this.matrixWorld.copy( source.matrixWorld );
  4865. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4866. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  4867. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4868. this.layers.mask = source.layers.mask;
  4869. this.visible = source.visible;
  4870. this.castShadow = source.castShadow;
  4871. this.receiveShadow = source.receiveShadow;
  4872. this.frustumCulled = source.frustumCulled;
  4873. this.renderOrder = source.renderOrder;
  4874. this.animations = source.animations.slice();
  4875. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  4876. if ( recursive === true ) {
  4877. for ( let i = 0; i < source.children.length; i ++ ) {
  4878. const child = source.children[ i ];
  4879. this.add( child.clone() );
  4880. }
  4881. }
  4882. return this;
  4883. }
  4884. }
  4885. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4886. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  4887. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  4888. const _v0$1 = /*@__PURE__*/ new Vector3();
  4889. const _v1$3 = /*@__PURE__*/ new Vector3();
  4890. const _v2$2 = /*@__PURE__*/ new Vector3();
  4891. const _v3$2 = /*@__PURE__*/ new Vector3();
  4892. const _vab = /*@__PURE__*/ new Vector3();
  4893. const _vac = /*@__PURE__*/ new Vector3();
  4894. const _vbc = /*@__PURE__*/ new Vector3();
  4895. const _vap = /*@__PURE__*/ new Vector3();
  4896. const _vbp = /*@__PURE__*/ new Vector3();
  4897. const _vcp = /*@__PURE__*/ new Vector3();
  4898. class Triangle {
  4899. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  4900. this.a = a;
  4901. this.b = b;
  4902. this.c = c;
  4903. }
  4904. static getNormal( a, b, c, target ) {
  4905. target.subVectors( c, b );
  4906. _v0$1.subVectors( a, b );
  4907. target.cross( _v0$1 );
  4908. const targetLengthSq = target.lengthSq();
  4909. if ( targetLengthSq > 0 ) {
  4910. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4911. }
  4912. return target.set( 0, 0, 0 );
  4913. }
  4914. // static/instance method to calculate barycentric coordinates
  4915. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4916. static getBarycoord( point, a, b, c, target ) {
  4917. _v0$1.subVectors( c, a );
  4918. _v1$3.subVectors( b, a );
  4919. _v2$2.subVectors( point, a );
  4920. const dot00 = _v0$1.dot( _v0$1 );
  4921. const dot01 = _v0$1.dot( _v1$3 );
  4922. const dot02 = _v0$1.dot( _v2$2 );
  4923. const dot11 = _v1$3.dot( _v1$3 );
  4924. const dot12 = _v1$3.dot( _v2$2 );
  4925. const denom = ( dot00 * dot11 - dot01 * dot01 );
  4926. // collinear or singular triangle
  4927. if ( denom === 0 ) {
  4928. target.set( 0, 0, 0 );
  4929. return null;
  4930. }
  4931. const invDenom = 1 / denom;
  4932. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4933. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4934. // barycentric coordinates must always sum to 1
  4935. return target.set( 1 - u - v, v, u );
  4936. }
  4937. static containsPoint( point, a, b, c ) {
  4938. // if the triangle is degenerate then we can't contain a point
  4939. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  4940. return false;
  4941. }
  4942. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  4943. }
  4944. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  4945. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  4946. target.x = 0;
  4947. target.y = 0;
  4948. if ( 'z' in target ) target.z = 0;
  4949. if ( 'w' in target ) target.w = 0;
  4950. return null;
  4951. }
  4952. target.setScalar( 0 );
  4953. target.addScaledVector( v1, _v3$2.x );
  4954. target.addScaledVector( v2, _v3$2.y );
  4955. target.addScaledVector( v3, _v3$2.z );
  4956. return target;
  4957. }
  4958. static isFrontFacing( a, b, c, direction ) {
  4959. _v0$1.subVectors( c, b );
  4960. _v1$3.subVectors( a, b );
  4961. // strictly front facing
  4962. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4963. }
  4964. set( a, b, c ) {
  4965. this.a.copy( a );
  4966. this.b.copy( b );
  4967. this.c.copy( c );
  4968. return this;
  4969. }
  4970. setFromPointsAndIndices( points, i0, i1, i2 ) {
  4971. this.a.copy( points[ i0 ] );
  4972. this.b.copy( points[ i1 ] );
  4973. this.c.copy( points[ i2 ] );
  4974. return this;
  4975. }
  4976. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  4977. this.a.fromBufferAttribute( attribute, i0 );
  4978. this.b.fromBufferAttribute( attribute, i1 );
  4979. this.c.fromBufferAttribute( attribute, i2 );
  4980. return this;
  4981. }
  4982. clone() {
  4983. return new this.constructor().copy( this );
  4984. }
  4985. copy( triangle ) {
  4986. this.a.copy( triangle.a );
  4987. this.b.copy( triangle.b );
  4988. this.c.copy( triangle.c );
  4989. return this;
  4990. }
  4991. getArea() {
  4992. _v0$1.subVectors( this.c, this.b );
  4993. _v1$3.subVectors( this.a, this.b );
  4994. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4995. }
  4996. getMidpoint( target ) {
  4997. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4998. }
  4999. getNormal( target ) {
  5000. return Triangle.getNormal( this.a, this.b, this.c, target );
  5001. }
  5002. getPlane( target ) {
  5003. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  5004. }
  5005. getBarycoord( point, target ) {
  5006. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  5007. }
  5008. getInterpolation( point, v1, v2, v3, target ) {
  5009. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  5010. }
  5011. containsPoint( point ) {
  5012. return Triangle.containsPoint( point, this.a, this.b, this.c );
  5013. }
  5014. isFrontFacing( direction ) {
  5015. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  5016. }
  5017. intersectsBox( box ) {
  5018. return box.intersectsTriangle( this );
  5019. }
  5020. closestPointToPoint( p, target ) {
  5021. const a = this.a, b = this.b, c = this.c;
  5022. let v, w;
  5023. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  5024. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  5025. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  5026. // basically, we're distinguishing which of the voronoi regions of the triangle
  5027. // the point lies in with the minimum amount of redundant computation.
  5028. _vab.subVectors( b, a );
  5029. _vac.subVectors( c, a );
  5030. _vap.subVectors( p, a );
  5031. const d1 = _vab.dot( _vap );
  5032. const d2 = _vac.dot( _vap );
  5033. if ( d1 <= 0 && d2 <= 0 ) {
  5034. // vertex region of A; barycentric coords (1, 0, 0)
  5035. return target.copy( a );
  5036. }
  5037. _vbp.subVectors( p, b );
  5038. const d3 = _vab.dot( _vbp );
  5039. const d4 = _vac.dot( _vbp );
  5040. if ( d3 >= 0 && d4 <= d3 ) {
  5041. // vertex region of B; barycentric coords (0, 1, 0)
  5042. return target.copy( b );
  5043. }
  5044. const vc = d1 * d4 - d3 * d2;
  5045. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  5046. v = d1 / ( d1 - d3 );
  5047. // edge region of AB; barycentric coords (1-v, v, 0)
  5048. return target.copy( a ).addScaledVector( _vab, v );
  5049. }
  5050. _vcp.subVectors( p, c );
  5051. const d5 = _vab.dot( _vcp );
  5052. const d6 = _vac.dot( _vcp );
  5053. if ( d6 >= 0 && d5 <= d6 ) {
  5054. // vertex region of C; barycentric coords (0, 0, 1)
  5055. return target.copy( c );
  5056. }
  5057. const vb = d5 * d2 - d1 * d6;
  5058. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  5059. w = d2 / ( d2 - d6 );
  5060. // edge region of AC; barycentric coords (1-w, 0, w)
  5061. return target.copy( a ).addScaledVector( _vac, w );
  5062. }
  5063. const va = d3 * d6 - d5 * d4;
  5064. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  5065. _vbc.subVectors( c, b );
  5066. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  5067. // edge region of BC; barycentric coords (0, 1-w, w)
  5068. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  5069. }
  5070. // face region
  5071. const denom = 1 / ( va + vb + vc );
  5072. // u = va * denom
  5073. v = vb * denom;
  5074. w = vc * denom;
  5075. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  5076. }
  5077. equals( triangle ) {
  5078. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  5079. }
  5080. }
  5081. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  5082. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  5083. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  5084. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  5085. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  5086. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  5087. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  5088. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  5089. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  5090. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  5091. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  5092. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  5093. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  5094. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  5095. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  5096. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  5097. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  5098. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  5099. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  5100. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  5101. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  5102. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  5103. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  5104. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  5105. const _hslA = { h: 0, s: 0, l: 0 };
  5106. const _hslB = { h: 0, s: 0, l: 0 };
  5107. function hue2rgb( p, q, t ) {
  5108. if ( t < 0 ) t += 1;
  5109. if ( t > 1 ) t -= 1;
  5110. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  5111. if ( t < 1 / 2 ) return q;
  5112. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  5113. return p;
  5114. }
  5115. class Color {
  5116. constructor( r, g, b ) {
  5117. this.isColor = true;
  5118. this.r = 1;
  5119. this.g = 1;
  5120. this.b = 1;
  5121. return this.set( r, g, b );
  5122. }
  5123. set( r, g, b ) {
  5124. if ( g === undefined && b === undefined ) {
  5125. // r is THREE.Color, hex or string
  5126. const value = r;
  5127. if ( value && value.isColor ) {
  5128. this.copy( value );
  5129. } else if ( typeof value === 'number' ) {
  5130. this.setHex( value );
  5131. } else if ( typeof value === 'string' ) {
  5132. this.setStyle( value );
  5133. }
  5134. } else {
  5135. this.setRGB( r, g, b );
  5136. }
  5137. return this;
  5138. }
  5139. setScalar( scalar ) {
  5140. this.r = scalar;
  5141. this.g = scalar;
  5142. this.b = scalar;
  5143. return this;
  5144. }
  5145. setHex( hex, colorSpace = SRGBColorSpace ) {
  5146. hex = Math.floor( hex );
  5147. this.r = ( hex >> 16 & 255 ) / 255;
  5148. this.g = ( hex >> 8 & 255 ) / 255;
  5149. this.b = ( hex & 255 ) / 255;
  5150. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5151. return this;
  5152. }
  5153. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  5154. this.r = r;
  5155. this.g = g;
  5156. this.b = b;
  5157. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5158. return this;
  5159. }
  5160. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  5161. // h,s,l ranges are in 0.0 - 1.0
  5162. h = euclideanModulo( h, 1 );
  5163. s = clamp$1( s, 0, 1 );
  5164. l = clamp$1( l, 0, 1 );
  5165. if ( s === 0 ) {
  5166. this.r = this.g = this.b = l;
  5167. } else {
  5168. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  5169. const q = ( 2 * l ) - p;
  5170. this.r = hue2rgb( q, p, h + 1 / 3 );
  5171. this.g = hue2rgb( q, p, h );
  5172. this.b = hue2rgb( q, p, h - 1 / 3 );
  5173. }
  5174. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5175. return this;
  5176. }
  5177. setStyle( style, colorSpace = SRGBColorSpace ) {
  5178. function handleAlpha( string ) {
  5179. if ( string === undefined ) return;
  5180. if ( parseFloat( string ) < 1 ) {
  5181. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  5182. }
  5183. }
  5184. let m;
  5185. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  5186. // rgb / hsl
  5187. let color;
  5188. const name = m[ 1 ];
  5189. const components = m[ 2 ];
  5190. switch ( name ) {
  5191. case 'rgb':
  5192. case 'rgba':
  5193. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5194. // rgb(255,0,0) rgba(255,0,0,0.5)
  5195. handleAlpha( color[ 4 ] );
  5196. return this.setRGB(
  5197. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  5198. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  5199. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  5200. colorSpace
  5201. );
  5202. }
  5203. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5204. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5205. handleAlpha( color[ 4 ] );
  5206. return this.setRGB(
  5207. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  5208. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  5209. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  5210. colorSpace
  5211. );
  5212. }
  5213. break;
  5214. case 'hsl':
  5215. case 'hsla':
  5216. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5217. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5218. handleAlpha( color[ 4 ] );
  5219. return this.setHSL(
  5220. parseFloat( color[ 1 ] ) / 360,
  5221. parseFloat( color[ 2 ] ) / 100,
  5222. parseFloat( color[ 3 ] ) / 100,
  5223. colorSpace
  5224. );
  5225. }
  5226. break;
  5227. default:
  5228. console.warn( 'THREE.Color: Unknown color model ' + style );
  5229. }
  5230. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  5231. // hex color
  5232. const hex = m[ 1 ];
  5233. const size = hex.length;
  5234. if ( size === 3 ) {
  5235. // #ff0
  5236. return this.setRGB(
  5237. parseInt( hex.charAt( 0 ), 16 ) / 15,
  5238. parseInt( hex.charAt( 1 ), 16 ) / 15,
  5239. parseInt( hex.charAt( 2 ), 16 ) / 15,
  5240. colorSpace
  5241. );
  5242. } else if ( size === 6 ) {
  5243. // #ff0000
  5244. return this.setHex( parseInt( hex, 16 ), colorSpace );
  5245. } else {
  5246. console.warn( 'THREE.Color: Invalid hex color ' + style );
  5247. }
  5248. } else if ( style && style.length > 0 ) {
  5249. return this.setColorName( style, colorSpace );
  5250. }
  5251. return this;
  5252. }
  5253. setColorName( style, colorSpace = SRGBColorSpace ) {
  5254. // color keywords
  5255. const hex = _colorKeywords[ style.toLowerCase() ];
  5256. if ( hex !== undefined ) {
  5257. // red
  5258. this.setHex( hex, colorSpace );
  5259. } else {
  5260. // unknown color
  5261. console.warn( 'THREE.Color: Unknown color ' + style );
  5262. }
  5263. return this;
  5264. }
  5265. clone() {
  5266. return new this.constructor( this.r, this.g, this.b );
  5267. }
  5268. copy( color ) {
  5269. this.r = color.r;
  5270. this.g = color.g;
  5271. this.b = color.b;
  5272. return this;
  5273. }
  5274. copySRGBToLinear( color ) {
  5275. this.r = SRGBToLinear( color.r );
  5276. this.g = SRGBToLinear( color.g );
  5277. this.b = SRGBToLinear( color.b );
  5278. return this;
  5279. }
  5280. copyLinearToSRGB( color ) {
  5281. this.r = LinearToSRGB( color.r );
  5282. this.g = LinearToSRGB( color.g );
  5283. this.b = LinearToSRGB( color.b );
  5284. return this;
  5285. }
  5286. convertSRGBToLinear() {
  5287. this.copySRGBToLinear( this );
  5288. return this;
  5289. }
  5290. convertLinearToSRGB() {
  5291. this.copyLinearToSRGB( this );
  5292. return this;
  5293. }
  5294. getHex( colorSpace = SRGBColorSpace ) {
  5295. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5296. return Math.round( clamp$1( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp$1( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp$1( _color.b * 255, 0, 255 ) );
  5297. }
  5298. getHexString( colorSpace = SRGBColorSpace ) {
  5299. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
  5300. }
  5301. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  5302. // h,s,l ranges are in 0.0 - 1.0
  5303. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5304. const r = _color.r, g = _color.g, b = _color.b;
  5305. const max = Math.max( r, g, b );
  5306. const min = Math.min( r, g, b );
  5307. let hue, saturation;
  5308. const lightness = ( min + max ) / 2.0;
  5309. if ( min === max ) {
  5310. hue = 0;
  5311. saturation = 0;
  5312. } else {
  5313. const delta = max - min;
  5314. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5315. switch ( max ) {
  5316. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5317. case g: hue = ( b - r ) / delta + 2; break;
  5318. case b: hue = ( r - g ) / delta + 4; break;
  5319. }
  5320. hue /= 6;
  5321. }
  5322. target.h = hue;
  5323. target.s = saturation;
  5324. target.l = lightness;
  5325. return target;
  5326. }
  5327. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  5328. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5329. target.r = _color.r;
  5330. target.g = _color.g;
  5331. target.b = _color.b;
  5332. return target;
  5333. }
  5334. getStyle( colorSpace = SRGBColorSpace ) {
  5335. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5336. const r = _color.r, g = _color.g, b = _color.b;
  5337. if ( colorSpace !== SRGBColorSpace ) {
  5338. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  5339. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  5340. }
  5341. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  5342. }
  5343. offsetHSL( h, s, l ) {
  5344. this.getHSL( _hslA );
  5345. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  5346. }
  5347. add( color ) {
  5348. this.r += color.r;
  5349. this.g += color.g;
  5350. this.b += color.b;
  5351. return this;
  5352. }
  5353. addColors( color1, color2 ) {
  5354. this.r = color1.r + color2.r;
  5355. this.g = color1.g + color2.g;
  5356. this.b = color1.b + color2.b;
  5357. return this;
  5358. }
  5359. addScalar( s ) {
  5360. this.r += s;
  5361. this.g += s;
  5362. this.b += s;
  5363. return this;
  5364. }
  5365. sub( color ) {
  5366. this.r = Math.max( 0, this.r - color.r );
  5367. this.g = Math.max( 0, this.g - color.g );
  5368. this.b = Math.max( 0, this.b - color.b );
  5369. return this;
  5370. }
  5371. multiply( color ) {
  5372. this.r *= color.r;
  5373. this.g *= color.g;
  5374. this.b *= color.b;
  5375. return this;
  5376. }
  5377. multiplyScalar( s ) {
  5378. this.r *= s;
  5379. this.g *= s;
  5380. this.b *= s;
  5381. return this;
  5382. }
  5383. lerp( color, alpha ) {
  5384. this.r += ( color.r - this.r ) * alpha;
  5385. this.g += ( color.g - this.g ) * alpha;
  5386. this.b += ( color.b - this.b ) * alpha;
  5387. return this;
  5388. }
  5389. lerpColors( color1, color2, alpha ) {
  5390. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  5391. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  5392. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  5393. return this;
  5394. }
  5395. lerpHSL( color, alpha ) {
  5396. this.getHSL( _hslA );
  5397. color.getHSL( _hslB );
  5398. const h = lerp( _hslA.h, _hslB.h, alpha );
  5399. const s = lerp( _hslA.s, _hslB.s, alpha );
  5400. const l = lerp( _hslA.l, _hslB.l, alpha );
  5401. this.setHSL( h, s, l );
  5402. return this;
  5403. }
  5404. setFromVector3( v ) {
  5405. this.r = v.x;
  5406. this.g = v.y;
  5407. this.b = v.z;
  5408. return this;
  5409. }
  5410. applyMatrix3( m ) {
  5411. const r = this.r, g = this.g, b = this.b;
  5412. const e = m.elements;
  5413. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  5414. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  5415. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  5416. return this;
  5417. }
  5418. equals( c ) {
  5419. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5420. }
  5421. fromArray( array, offset = 0 ) {
  5422. this.r = array[ offset ];
  5423. this.g = array[ offset + 1 ];
  5424. this.b = array[ offset + 2 ];
  5425. return this;
  5426. }
  5427. toArray( array = [], offset = 0 ) {
  5428. array[ offset ] = this.r;
  5429. array[ offset + 1 ] = this.g;
  5430. array[ offset + 2 ] = this.b;
  5431. return array;
  5432. }
  5433. fromBufferAttribute( attribute, index ) {
  5434. this.r = attribute.getX( index );
  5435. this.g = attribute.getY( index );
  5436. this.b = attribute.getZ( index );
  5437. return this;
  5438. }
  5439. toJSON() {
  5440. return this.getHex();
  5441. }
  5442. *[ Symbol.iterator ]() {
  5443. yield this.r;
  5444. yield this.g;
  5445. yield this.b;
  5446. }
  5447. }
  5448. const _color = /*@__PURE__*/ new Color();
  5449. Color.NAMES = _colorKeywords;
  5450. let _materialId = 0;
  5451. class Material extends EventDispatcher {
  5452. constructor() {
  5453. super();
  5454. this.isMaterial = true;
  5455. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  5456. this.uuid = generateUUID();
  5457. this.name = '';
  5458. this.type = 'Material';
  5459. this.blending = NormalBlending;
  5460. this.side = FrontSide;
  5461. this.vertexColors = false;
  5462. this.opacity = 1;
  5463. this.transparent = false;
  5464. this.alphaHash = false;
  5465. this.blendSrc = SrcAlphaFactor;
  5466. this.blendDst = OneMinusSrcAlphaFactor;
  5467. this.blendEquation = AddEquation;
  5468. this.blendSrcAlpha = null;
  5469. this.blendDstAlpha = null;
  5470. this.blendEquationAlpha = null;
  5471. this.blendColor = new Color( 0, 0, 0 );
  5472. this.blendAlpha = 0;
  5473. this.depthFunc = LessEqualDepth;
  5474. this.depthTest = true;
  5475. this.depthWrite = true;
  5476. this.stencilWriteMask = 0xff;
  5477. this.stencilFunc = AlwaysStencilFunc;
  5478. this.stencilRef = 0;
  5479. this.stencilFuncMask = 0xff;
  5480. this.stencilFail = KeepStencilOp;
  5481. this.stencilZFail = KeepStencilOp;
  5482. this.stencilZPass = KeepStencilOp;
  5483. this.stencilWrite = false;
  5484. this.clippingPlanes = null;
  5485. this.clipIntersection = false;
  5486. this.clipShadows = false;
  5487. this.shadowSide = null;
  5488. this.colorWrite = true;
  5489. this.precision = null; // override the renderer's default precision for this material
  5490. this.polygonOffset = false;
  5491. this.polygonOffsetFactor = 0;
  5492. this.polygonOffsetUnits = 0;
  5493. this.dithering = false;
  5494. this.alphaToCoverage = false;
  5495. this.premultipliedAlpha = false;
  5496. this.forceSinglePass = false;
  5497. this.visible = true;
  5498. this.toneMapped = true;
  5499. this.userData = {};
  5500. this.version = 0;
  5501. this._alphaTest = 0;
  5502. }
  5503. get alphaTest() {
  5504. return this._alphaTest;
  5505. }
  5506. set alphaTest( value ) {
  5507. if ( this._alphaTest > 0 !== value > 0 ) {
  5508. this.version ++;
  5509. }
  5510. this._alphaTest = value;
  5511. }
  5512. // onBeforeRender and onBeforeCompile only supported in WebGLRenderer
  5513. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  5514. onBeforeCompile( /* shaderobject, renderer */ ) {}
  5515. customProgramCacheKey() {
  5516. return this.onBeforeCompile.toString();
  5517. }
  5518. setValues( values ) {
  5519. if ( values === undefined ) return;
  5520. for ( const key in values ) {
  5521. const newValue = values[ key ];
  5522. if ( newValue === undefined ) {
  5523. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  5524. continue;
  5525. }
  5526. const currentValue = this[ key ];
  5527. if ( currentValue === undefined ) {
  5528. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  5529. continue;
  5530. }
  5531. if ( currentValue && currentValue.isColor ) {
  5532. currentValue.set( newValue );
  5533. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5534. currentValue.copy( newValue );
  5535. } else {
  5536. this[ key ] = newValue;
  5537. }
  5538. }
  5539. }
  5540. toJSON( meta ) {
  5541. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5542. if ( isRootObject ) {
  5543. meta = {
  5544. textures: {},
  5545. images: {}
  5546. };
  5547. }
  5548. const data = {
  5549. metadata: {
  5550. version: 4.6,
  5551. type: 'Material',
  5552. generator: 'Material.toJSON'
  5553. }
  5554. };
  5555. // standard Material serialization
  5556. data.uuid = this.uuid;
  5557. data.type = this.type;
  5558. if ( this.name !== '' ) data.name = this.name;
  5559. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5560. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5561. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5562. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  5563. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  5564. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  5565. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5566. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5567. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5568. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  5569. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  5570. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5571. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5572. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5573. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5574. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5575. }
  5576. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5577. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5578. }
  5579. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5580. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5581. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5582. }
  5583. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  5584. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  5585. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  5586. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  5587. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  5588. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  5589. }
  5590. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  5591. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  5592. }
  5593. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  5594. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  5595. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  5596. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  5597. }
  5598. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5599. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5600. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5601. if ( this.lightMap && this.lightMap.isTexture ) {
  5602. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5603. data.lightMapIntensity = this.lightMapIntensity;
  5604. }
  5605. if ( this.aoMap && this.aoMap.isTexture ) {
  5606. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5607. data.aoMapIntensity = this.aoMapIntensity;
  5608. }
  5609. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5610. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5611. data.bumpScale = this.bumpScale;
  5612. }
  5613. if ( this.normalMap && this.normalMap.isTexture ) {
  5614. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5615. data.normalMapType = this.normalMapType;
  5616. data.normalScale = this.normalScale.toArray();
  5617. }
  5618. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5619. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5620. data.displacementScale = this.displacementScale;
  5621. data.displacementBias = this.displacementBias;
  5622. }
  5623. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5624. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5625. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5626. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5627. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  5628. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  5629. if ( this.envMap && this.envMap.isTexture ) {
  5630. data.envMap = this.envMap.toJSON( meta ).uuid;
  5631. if ( this.combine !== undefined ) data.combine = this.combine;
  5632. }
  5633. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  5634. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5635. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  5636. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  5637. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5638. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5639. }
  5640. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  5641. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  5642. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  5643. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  5644. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  5645. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  5646. if ( this.size !== undefined ) data.size = this.size;
  5647. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  5648. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5649. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5650. if ( this.side !== FrontSide ) data.side = this.side;
  5651. if ( this.vertexColors === true ) data.vertexColors = true;
  5652. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5653. if ( this.transparent === true ) data.transparent = true;
  5654. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  5655. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  5656. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  5657. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  5658. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  5659. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  5660. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  5661. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  5662. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  5663. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  5664. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  5665. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  5666. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  5667. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  5668. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  5669. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  5670. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  5671. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  5672. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  5673. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  5674. // rotation (SpriteMaterial)
  5675. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  5676. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5677. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5678. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5679. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5680. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5681. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5682. if ( this.scale !== undefined ) data.scale = this.scale;
  5683. if ( this.dithering === true ) data.dithering = true;
  5684. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5685. if ( this.alphaHash === true ) data.alphaHash = true;
  5686. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  5687. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  5688. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  5689. if ( this.wireframe === true ) data.wireframe = true;
  5690. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5691. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5692. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5693. if ( this.flatShading === true ) data.flatShading = true;
  5694. if ( this.visible === false ) data.visible = false;
  5695. if ( this.toneMapped === false ) data.toneMapped = false;
  5696. if ( this.fog === false ) data.fog = false;
  5697. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  5698. // TODO: Copied from Object3D.toJSON
  5699. function extractFromCache( cache ) {
  5700. const values = [];
  5701. for ( const key in cache ) {
  5702. const data = cache[ key ];
  5703. delete data.metadata;
  5704. values.push( data );
  5705. }
  5706. return values;
  5707. }
  5708. if ( isRootObject ) {
  5709. const textures = extractFromCache( meta.textures );
  5710. const images = extractFromCache( meta.images );
  5711. if ( textures.length > 0 ) data.textures = textures;
  5712. if ( images.length > 0 ) data.images = images;
  5713. }
  5714. return data;
  5715. }
  5716. clone() {
  5717. return new this.constructor().copy( this );
  5718. }
  5719. copy( source ) {
  5720. this.name = source.name;
  5721. this.blending = source.blending;
  5722. this.side = source.side;
  5723. this.vertexColors = source.vertexColors;
  5724. this.opacity = source.opacity;
  5725. this.transparent = source.transparent;
  5726. this.blendSrc = source.blendSrc;
  5727. this.blendDst = source.blendDst;
  5728. this.blendEquation = source.blendEquation;
  5729. this.blendSrcAlpha = source.blendSrcAlpha;
  5730. this.blendDstAlpha = source.blendDstAlpha;
  5731. this.blendEquationAlpha = source.blendEquationAlpha;
  5732. this.blendColor.copy( source.blendColor );
  5733. this.blendAlpha = source.blendAlpha;
  5734. this.depthFunc = source.depthFunc;
  5735. this.depthTest = source.depthTest;
  5736. this.depthWrite = source.depthWrite;
  5737. this.stencilWriteMask = source.stencilWriteMask;
  5738. this.stencilFunc = source.stencilFunc;
  5739. this.stencilRef = source.stencilRef;
  5740. this.stencilFuncMask = source.stencilFuncMask;
  5741. this.stencilFail = source.stencilFail;
  5742. this.stencilZFail = source.stencilZFail;
  5743. this.stencilZPass = source.stencilZPass;
  5744. this.stencilWrite = source.stencilWrite;
  5745. const srcPlanes = source.clippingPlanes;
  5746. let dstPlanes = null;
  5747. if ( srcPlanes !== null ) {
  5748. const n = srcPlanes.length;
  5749. dstPlanes = new Array( n );
  5750. for ( let i = 0; i !== n; ++ i ) {
  5751. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5752. }
  5753. }
  5754. this.clippingPlanes = dstPlanes;
  5755. this.clipIntersection = source.clipIntersection;
  5756. this.clipShadows = source.clipShadows;
  5757. this.shadowSide = source.shadowSide;
  5758. this.colorWrite = source.colorWrite;
  5759. this.precision = source.precision;
  5760. this.polygonOffset = source.polygonOffset;
  5761. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5762. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5763. this.dithering = source.dithering;
  5764. this.alphaTest = source.alphaTest;
  5765. this.alphaHash = source.alphaHash;
  5766. this.alphaToCoverage = source.alphaToCoverage;
  5767. this.premultipliedAlpha = source.premultipliedAlpha;
  5768. this.forceSinglePass = source.forceSinglePass;
  5769. this.visible = source.visible;
  5770. this.toneMapped = source.toneMapped;
  5771. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5772. return this;
  5773. }
  5774. dispose() {
  5775. this.dispatchEvent( { type: 'dispose' } );
  5776. }
  5777. set needsUpdate( value ) {
  5778. if ( value === true ) this.version ++;
  5779. }
  5780. onBuild( /* shaderobject, renderer */ ) {
  5781. console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
  5782. }
  5783. }
  5784. class MeshBasicMaterial extends Material {
  5785. constructor( parameters ) {
  5786. super();
  5787. this.isMeshBasicMaterial = true;
  5788. this.type = 'MeshBasicMaterial';
  5789. this.color = new Color( 0xffffff ); // emissive
  5790. this.map = null;
  5791. this.lightMap = null;
  5792. this.lightMapIntensity = 1.0;
  5793. this.aoMap = null;
  5794. this.aoMapIntensity = 1.0;
  5795. this.specularMap = null;
  5796. this.alphaMap = null;
  5797. this.envMap = null;
  5798. this.envMapRotation = new Euler();
  5799. this.combine = MultiplyOperation;
  5800. this.reflectivity = 1;
  5801. this.refractionRatio = 0.98;
  5802. this.wireframe = false;
  5803. this.wireframeLinewidth = 1;
  5804. this.wireframeLinecap = 'round';
  5805. this.wireframeLinejoin = 'round';
  5806. this.fog = true;
  5807. this.setValues( parameters );
  5808. }
  5809. copy( source ) {
  5810. super.copy( source );
  5811. this.color.copy( source.color );
  5812. this.map = source.map;
  5813. this.lightMap = source.lightMap;
  5814. this.lightMapIntensity = source.lightMapIntensity;
  5815. this.aoMap = source.aoMap;
  5816. this.aoMapIntensity = source.aoMapIntensity;
  5817. this.specularMap = source.specularMap;
  5818. this.alphaMap = source.alphaMap;
  5819. this.envMap = source.envMap;
  5820. this.envMapRotation.copy( source.envMapRotation );
  5821. this.combine = source.combine;
  5822. this.reflectivity = source.reflectivity;
  5823. this.refractionRatio = source.refractionRatio;
  5824. this.wireframe = source.wireframe;
  5825. this.wireframeLinewidth = source.wireframeLinewidth;
  5826. this.wireframeLinecap = source.wireframeLinecap;
  5827. this.wireframeLinejoin = source.wireframeLinejoin;
  5828. this.fog = source.fog;
  5829. return this;
  5830. }
  5831. }
  5832. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  5833. const _tables = /*@__PURE__*/ _generateTables();
  5834. function _generateTables() {
  5835. // float32 to float16 helpers
  5836. const buffer = new ArrayBuffer( 4 );
  5837. const floatView = new Float32Array( buffer );
  5838. const uint32View = new Uint32Array( buffer );
  5839. const baseTable = new Uint32Array( 512 );
  5840. const shiftTable = new Uint32Array( 512 );
  5841. for ( let i = 0; i < 256; ++ i ) {
  5842. const e = i - 127;
  5843. // very small number (0, -0)
  5844. if ( e < - 27 ) {
  5845. baseTable[ i ] = 0x0000;
  5846. baseTable[ i | 0x100 ] = 0x8000;
  5847. shiftTable[ i ] = 24;
  5848. shiftTable[ i | 0x100 ] = 24;
  5849. // small number (denorm)
  5850. } else if ( e < - 14 ) {
  5851. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  5852. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  5853. shiftTable[ i ] = - e - 1;
  5854. shiftTable[ i | 0x100 ] = - e - 1;
  5855. // normal number
  5856. } else if ( e <= 15 ) {
  5857. baseTable[ i ] = ( e + 15 ) << 10;
  5858. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  5859. shiftTable[ i ] = 13;
  5860. shiftTable[ i | 0x100 ] = 13;
  5861. // large number (Infinity, -Infinity)
  5862. } else if ( e < 128 ) {
  5863. baseTable[ i ] = 0x7c00;
  5864. baseTable[ i | 0x100 ] = 0xfc00;
  5865. shiftTable[ i ] = 24;
  5866. shiftTable[ i | 0x100 ] = 24;
  5867. // stay (NaN, Infinity, -Infinity)
  5868. } else {
  5869. baseTable[ i ] = 0x7c00;
  5870. baseTable[ i | 0x100 ] = 0xfc00;
  5871. shiftTable[ i ] = 13;
  5872. shiftTable[ i | 0x100 ] = 13;
  5873. }
  5874. }
  5875. // float16 to float32 helpers
  5876. const mantissaTable = new Uint32Array( 2048 );
  5877. const exponentTable = new Uint32Array( 64 );
  5878. const offsetTable = new Uint32Array( 64 );
  5879. for ( let i = 1; i < 1024; ++ i ) {
  5880. let m = i << 13; // zero pad mantissa bits
  5881. let e = 0; // zero exponent
  5882. // normalized
  5883. while ( ( m & 0x00800000 ) === 0 ) {
  5884. m <<= 1;
  5885. e -= 0x00800000; // decrement exponent
  5886. }
  5887. m &= ~ 0x00800000; // clear leading 1 bit
  5888. e += 0x38800000; // adjust bias
  5889. mantissaTable[ i ] = m | e;
  5890. }
  5891. for ( let i = 1024; i < 2048; ++ i ) {
  5892. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  5893. }
  5894. for ( let i = 1; i < 31; ++ i ) {
  5895. exponentTable[ i ] = i << 23;
  5896. }
  5897. exponentTable[ 31 ] = 0x47800000;
  5898. exponentTable[ 32 ] = 0x80000000;
  5899. for ( let i = 33; i < 63; ++ i ) {
  5900. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  5901. }
  5902. exponentTable[ 63 ] = 0xc7800000;
  5903. for ( let i = 1; i < 64; ++ i ) {
  5904. if ( i !== 32 ) {
  5905. offsetTable[ i ] = 1024;
  5906. }
  5907. }
  5908. return {
  5909. floatView: floatView,
  5910. uint32View: uint32View,
  5911. baseTable: baseTable,
  5912. shiftTable: shiftTable,
  5913. mantissaTable: mantissaTable,
  5914. exponentTable: exponentTable,
  5915. offsetTable: offsetTable
  5916. };
  5917. }
  5918. // float32 to float16
  5919. function toHalfFloat( val ) {
  5920. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  5921. val = clamp$1( val, - 65504, 65504 );
  5922. _tables.floatView[ 0 ] = val;
  5923. const f = _tables.uint32View[ 0 ];
  5924. const e = ( f >> 23 ) & 0x1ff;
  5925. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  5926. }
  5927. // float16 to float32
  5928. function fromHalfFloat( val ) {
  5929. const m = val >> 10;
  5930. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  5931. return _tables.floatView[ 0 ];
  5932. }
  5933. const DataUtils = {
  5934. toHalfFloat: toHalfFloat,
  5935. fromHalfFloat: fromHalfFloat,
  5936. };
  5937. const _vector$9 = /*@__PURE__*/ new Vector3();
  5938. const _vector2$1 = /*@__PURE__*/ new Vector2();
  5939. class BufferAttribute {
  5940. constructor( array, itemSize, normalized = false ) {
  5941. if ( Array.isArray( array ) ) {
  5942. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5943. }
  5944. this.isBufferAttribute = true;
  5945. this.name = '';
  5946. this.array = array;
  5947. this.itemSize = itemSize;
  5948. this.count = array !== undefined ? array.length / itemSize : 0;
  5949. this.normalized = normalized;
  5950. this.usage = StaticDrawUsage;
  5951. this._updateRange = { offset: 0, count: - 1 };
  5952. this.updateRanges = [];
  5953. this.gpuType = FloatType;
  5954. this.version = 0;
  5955. }
  5956. onUploadCallback() {}
  5957. set needsUpdate( value ) {
  5958. if ( value === true ) this.version ++;
  5959. }
  5960. get updateRange() {
  5961. warnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159
  5962. return this._updateRange;
  5963. }
  5964. setUsage( value ) {
  5965. this.usage = value;
  5966. return this;
  5967. }
  5968. addUpdateRange( start, count ) {
  5969. this.updateRanges.push( { start, count } );
  5970. }
  5971. clearUpdateRanges() {
  5972. this.updateRanges.length = 0;
  5973. }
  5974. copy( source ) {
  5975. this.name = source.name;
  5976. this.array = new source.array.constructor( source.array );
  5977. this.itemSize = source.itemSize;
  5978. this.count = source.count;
  5979. this.normalized = source.normalized;
  5980. this.usage = source.usage;
  5981. this.gpuType = source.gpuType;
  5982. return this;
  5983. }
  5984. copyAt( index1, attribute, index2 ) {
  5985. index1 *= this.itemSize;
  5986. index2 *= attribute.itemSize;
  5987. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  5988. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5989. }
  5990. return this;
  5991. }
  5992. copyArray( array ) {
  5993. this.array.set( array );
  5994. return this;
  5995. }
  5996. applyMatrix3( m ) {
  5997. if ( this.itemSize === 2 ) {
  5998. for ( let i = 0, l = this.count; i < l; i ++ ) {
  5999. _vector2$1.fromBufferAttribute( this, i );
  6000. _vector2$1.applyMatrix3( m );
  6001. this.setXY( i, _vector2$1.x, _vector2$1.y );
  6002. }
  6003. } else if ( this.itemSize === 3 ) {
  6004. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6005. _vector$9.fromBufferAttribute( this, i );
  6006. _vector$9.applyMatrix3( m );
  6007. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6008. }
  6009. }
  6010. return this;
  6011. }
  6012. applyMatrix4( m ) {
  6013. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6014. _vector$9.fromBufferAttribute( this, i );
  6015. _vector$9.applyMatrix4( m );
  6016. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6017. }
  6018. return this;
  6019. }
  6020. applyNormalMatrix( m ) {
  6021. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6022. _vector$9.fromBufferAttribute( this, i );
  6023. _vector$9.applyNormalMatrix( m );
  6024. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6025. }
  6026. return this;
  6027. }
  6028. transformDirection( m ) {
  6029. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6030. _vector$9.fromBufferAttribute( this, i );
  6031. _vector$9.transformDirection( m );
  6032. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6033. }
  6034. return this;
  6035. }
  6036. set( value, offset = 0 ) {
  6037. // Matching BufferAttribute constructor, do not normalize the array.
  6038. this.array.set( value, offset );
  6039. return this;
  6040. }
  6041. getComponent( index, component ) {
  6042. let value = this.array[ index * this.itemSize + component ];
  6043. if ( this.normalized ) value = denormalize( value, this.array );
  6044. return value;
  6045. }
  6046. setComponent( index, component, value ) {
  6047. if ( this.normalized ) value = normalize$1( value, this.array );
  6048. this.array[ index * this.itemSize + component ] = value;
  6049. return this;
  6050. }
  6051. getX( index ) {
  6052. let x = this.array[ index * this.itemSize ];
  6053. if ( this.normalized ) x = denormalize( x, this.array );
  6054. return x;
  6055. }
  6056. setX( index, x ) {
  6057. if ( this.normalized ) x = normalize$1( x, this.array );
  6058. this.array[ index * this.itemSize ] = x;
  6059. return this;
  6060. }
  6061. getY( index ) {
  6062. let y = this.array[ index * this.itemSize + 1 ];
  6063. if ( this.normalized ) y = denormalize( y, this.array );
  6064. return y;
  6065. }
  6066. setY( index, y ) {
  6067. if ( this.normalized ) y = normalize$1( y, this.array );
  6068. this.array[ index * this.itemSize + 1 ] = y;
  6069. return this;
  6070. }
  6071. getZ( index ) {
  6072. let z = this.array[ index * this.itemSize + 2 ];
  6073. if ( this.normalized ) z = denormalize( z, this.array );
  6074. return z;
  6075. }
  6076. setZ( index, z ) {
  6077. if ( this.normalized ) z = normalize$1( z, this.array );
  6078. this.array[ index * this.itemSize + 2 ] = z;
  6079. return this;
  6080. }
  6081. getW( index ) {
  6082. let w = this.array[ index * this.itemSize + 3 ];
  6083. if ( this.normalized ) w = denormalize( w, this.array );
  6084. return w;
  6085. }
  6086. setW( index, w ) {
  6087. if ( this.normalized ) w = normalize$1( w, this.array );
  6088. this.array[ index * this.itemSize + 3 ] = w;
  6089. return this;
  6090. }
  6091. setXY( index, x, y ) {
  6092. index *= this.itemSize;
  6093. if ( this.normalized ) {
  6094. x = normalize$1( x, this.array );
  6095. y = normalize$1( y, this.array );
  6096. }
  6097. this.array[ index + 0 ] = x;
  6098. this.array[ index + 1 ] = y;
  6099. return this;
  6100. }
  6101. setXYZ( index, x, y, z ) {
  6102. index *= this.itemSize;
  6103. if ( this.normalized ) {
  6104. x = normalize$1( x, this.array );
  6105. y = normalize$1( y, this.array );
  6106. z = normalize$1( z, this.array );
  6107. }
  6108. this.array[ index + 0 ] = x;
  6109. this.array[ index + 1 ] = y;
  6110. this.array[ index + 2 ] = z;
  6111. return this;
  6112. }
  6113. setXYZW( index, x, y, z, w ) {
  6114. index *= this.itemSize;
  6115. if ( this.normalized ) {
  6116. x = normalize$1( x, this.array );
  6117. y = normalize$1( y, this.array );
  6118. z = normalize$1( z, this.array );
  6119. w = normalize$1( w, this.array );
  6120. }
  6121. this.array[ index + 0 ] = x;
  6122. this.array[ index + 1 ] = y;
  6123. this.array[ index + 2 ] = z;
  6124. this.array[ index + 3 ] = w;
  6125. return this;
  6126. }
  6127. onUpload( callback ) {
  6128. this.onUploadCallback = callback;
  6129. return this;
  6130. }
  6131. clone() {
  6132. return new this.constructor( this.array, this.itemSize ).copy( this );
  6133. }
  6134. toJSON() {
  6135. const data = {
  6136. itemSize: this.itemSize,
  6137. type: this.array.constructor.name,
  6138. array: Array.from( this.array ),
  6139. normalized: this.normalized
  6140. };
  6141. if ( this.name !== '' ) data.name = this.name;
  6142. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  6143. return data;
  6144. }
  6145. }
  6146. //
  6147. class Int8BufferAttribute extends BufferAttribute {
  6148. constructor( array, itemSize, normalized ) {
  6149. super( new Int8Array( array ), itemSize, normalized );
  6150. }
  6151. }
  6152. class Uint8BufferAttribute extends BufferAttribute {
  6153. constructor( array, itemSize, normalized ) {
  6154. super( new Uint8Array( array ), itemSize, normalized );
  6155. }
  6156. }
  6157. class Uint8ClampedBufferAttribute extends BufferAttribute {
  6158. constructor( array, itemSize, normalized ) {
  6159. super( new Uint8ClampedArray( array ), itemSize, normalized );
  6160. }
  6161. }
  6162. class Int16BufferAttribute extends BufferAttribute {
  6163. constructor( array, itemSize, normalized ) {
  6164. super( new Int16Array( array ), itemSize, normalized );
  6165. }
  6166. }
  6167. class Uint16BufferAttribute extends BufferAttribute {
  6168. constructor( array, itemSize, normalized ) {
  6169. super( new Uint16Array( array ), itemSize, normalized );
  6170. }
  6171. }
  6172. class Int32BufferAttribute extends BufferAttribute {
  6173. constructor( array, itemSize, normalized ) {
  6174. super( new Int32Array( array ), itemSize, normalized );
  6175. }
  6176. }
  6177. class Uint32BufferAttribute extends BufferAttribute {
  6178. constructor( array, itemSize, normalized ) {
  6179. super( new Uint32Array( array ), itemSize, normalized );
  6180. }
  6181. }
  6182. class Float16BufferAttribute extends BufferAttribute {
  6183. constructor( array, itemSize, normalized ) {
  6184. super( new Uint16Array( array ), itemSize, normalized );
  6185. this.isFloat16BufferAttribute = true;
  6186. }
  6187. getX( index ) {
  6188. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  6189. if ( this.normalized ) x = denormalize( x, this.array );
  6190. return x;
  6191. }
  6192. setX( index, x ) {
  6193. if ( this.normalized ) x = normalize$1( x, this.array );
  6194. this.array[ index * this.itemSize ] = toHalfFloat( x );
  6195. return this;
  6196. }
  6197. getY( index ) {
  6198. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  6199. if ( this.normalized ) y = denormalize( y, this.array );
  6200. return y;
  6201. }
  6202. setY( index, y ) {
  6203. if ( this.normalized ) y = normalize$1( y, this.array );
  6204. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  6205. return this;
  6206. }
  6207. getZ( index ) {
  6208. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  6209. if ( this.normalized ) z = denormalize( z, this.array );
  6210. return z;
  6211. }
  6212. setZ( index, z ) {
  6213. if ( this.normalized ) z = normalize$1( z, this.array );
  6214. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  6215. return this;
  6216. }
  6217. getW( index ) {
  6218. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  6219. if ( this.normalized ) w = denormalize( w, this.array );
  6220. return w;
  6221. }
  6222. setW( index, w ) {
  6223. if ( this.normalized ) w = normalize$1( w, this.array );
  6224. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  6225. return this;
  6226. }
  6227. setXY( index, x, y ) {
  6228. index *= this.itemSize;
  6229. if ( this.normalized ) {
  6230. x = normalize$1( x, this.array );
  6231. y = normalize$1( y, this.array );
  6232. }
  6233. this.array[ index + 0 ] = toHalfFloat( x );
  6234. this.array[ index + 1 ] = toHalfFloat( y );
  6235. return this;
  6236. }
  6237. setXYZ( index, x, y, z ) {
  6238. index *= this.itemSize;
  6239. if ( this.normalized ) {
  6240. x = normalize$1( x, this.array );
  6241. y = normalize$1( y, this.array );
  6242. z = normalize$1( z, this.array );
  6243. }
  6244. this.array[ index + 0 ] = toHalfFloat( x );
  6245. this.array[ index + 1 ] = toHalfFloat( y );
  6246. this.array[ index + 2 ] = toHalfFloat( z );
  6247. return this;
  6248. }
  6249. setXYZW( index, x, y, z, w ) {
  6250. index *= this.itemSize;
  6251. if ( this.normalized ) {
  6252. x = normalize$1( x, this.array );
  6253. y = normalize$1( y, this.array );
  6254. z = normalize$1( z, this.array );
  6255. w = normalize$1( w, this.array );
  6256. }
  6257. this.array[ index + 0 ] = toHalfFloat( x );
  6258. this.array[ index + 1 ] = toHalfFloat( y );
  6259. this.array[ index + 2 ] = toHalfFloat( z );
  6260. this.array[ index + 3 ] = toHalfFloat( w );
  6261. return this;
  6262. }
  6263. }
  6264. class Float32BufferAttribute extends BufferAttribute {
  6265. constructor( array, itemSize, normalized ) {
  6266. super( new Float32Array( array ), itemSize, normalized );
  6267. }
  6268. }
  6269. let _id$9 = 0;
  6270. const _m1 = /*@__PURE__*/ new Matrix4();
  6271. const _obj = /*@__PURE__*/ new Object3D();
  6272. const _offset = /*@__PURE__*/ new Vector3();
  6273. const _box$2 = /*@__PURE__*/ new Box3();
  6274. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  6275. const _vector$8 = /*@__PURE__*/ new Vector3();
  6276. class BufferGeometry extends EventDispatcher {
  6277. constructor() {
  6278. super();
  6279. this.isBufferGeometry = true;
  6280. Object.defineProperty( this, 'id', { value: _id$9 ++ } );
  6281. this.uuid = generateUUID();
  6282. this.name = '';
  6283. this.type = 'BufferGeometry';
  6284. this.index = null;
  6285. this.attributes = {};
  6286. this.morphAttributes = {};
  6287. this.morphTargetsRelative = false;
  6288. this.groups = [];
  6289. this.boundingBox = null;
  6290. this.boundingSphere = null;
  6291. this.drawRange = { start: 0, count: Infinity };
  6292. this.userData = {};
  6293. }
  6294. getIndex() {
  6295. return this.index;
  6296. }
  6297. setIndex( index ) {
  6298. if ( Array.isArray( index ) ) {
  6299. this.index = new ( arrayNeedsUint32$1( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6300. } else {
  6301. this.index = index;
  6302. }
  6303. return this;
  6304. }
  6305. getAttribute( name ) {
  6306. return this.attributes[ name ];
  6307. }
  6308. setAttribute( name, attribute ) {
  6309. this.attributes[ name ] = attribute;
  6310. return this;
  6311. }
  6312. deleteAttribute( name ) {
  6313. delete this.attributes[ name ];
  6314. return this;
  6315. }
  6316. hasAttribute( name ) {
  6317. return this.attributes[ name ] !== undefined;
  6318. }
  6319. addGroup( start, count, materialIndex = 0 ) {
  6320. this.groups.push( {
  6321. start: start,
  6322. count: count,
  6323. materialIndex: materialIndex
  6324. } );
  6325. }
  6326. clearGroups() {
  6327. this.groups = [];
  6328. }
  6329. setDrawRange( start, count ) {
  6330. this.drawRange.start = start;
  6331. this.drawRange.count = count;
  6332. }
  6333. applyMatrix4( matrix ) {
  6334. const position = this.attributes.position;
  6335. if ( position !== undefined ) {
  6336. position.applyMatrix4( matrix );
  6337. position.needsUpdate = true;
  6338. }
  6339. const normal = this.attributes.normal;
  6340. if ( normal !== undefined ) {
  6341. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6342. normal.applyNormalMatrix( normalMatrix );
  6343. normal.needsUpdate = true;
  6344. }
  6345. const tangent = this.attributes.tangent;
  6346. if ( tangent !== undefined ) {
  6347. tangent.transformDirection( matrix );
  6348. tangent.needsUpdate = true;
  6349. }
  6350. if ( this.boundingBox !== null ) {
  6351. this.computeBoundingBox();
  6352. }
  6353. if ( this.boundingSphere !== null ) {
  6354. this.computeBoundingSphere();
  6355. }
  6356. return this;
  6357. }
  6358. applyQuaternion( q ) {
  6359. _m1.makeRotationFromQuaternion( q );
  6360. this.applyMatrix4( _m1 );
  6361. return this;
  6362. }
  6363. rotateX( angle ) {
  6364. // rotate geometry around world x-axis
  6365. _m1.makeRotationX( angle );
  6366. this.applyMatrix4( _m1 );
  6367. return this;
  6368. }
  6369. rotateY( angle ) {
  6370. // rotate geometry around world y-axis
  6371. _m1.makeRotationY( angle );
  6372. this.applyMatrix4( _m1 );
  6373. return this;
  6374. }
  6375. rotateZ( angle ) {
  6376. // rotate geometry around world z-axis
  6377. _m1.makeRotationZ( angle );
  6378. this.applyMatrix4( _m1 );
  6379. return this;
  6380. }
  6381. translate( x, y, z ) {
  6382. // translate geometry
  6383. _m1.makeTranslation( x, y, z );
  6384. this.applyMatrix4( _m1 );
  6385. return this;
  6386. }
  6387. scale( x, y, z ) {
  6388. // scale geometry
  6389. _m1.makeScale( x, y, z );
  6390. this.applyMatrix4( _m1 );
  6391. return this;
  6392. }
  6393. lookAt( vector ) {
  6394. _obj.lookAt( vector );
  6395. _obj.updateMatrix();
  6396. this.applyMatrix4( _obj.matrix );
  6397. return this;
  6398. }
  6399. center() {
  6400. this.computeBoundingBox();
  6401. this.boundingBox.getCenter( _offset ).negate();
  6402. this.translate( _offset.x, _offset.y, _offset.z );
  6403. return this;
  6404. }
  6405. setFromPoints( points ) {
  6406. const position = [];
  6407. for ( let i = 0, l = points.length; i < l; i ++ ) {
  6408. const point = points[ i ];
  6409. position.push( point.x, point.y, point.z || 0 );
  6410. }
  6411. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6412. return this;
  6413. }
  6414. computeBoundingBox() {
  6415. if ( this.boundingBox === null ) {
  6416. this.boundingBox = new Box3();
  6417. }
  6418. const position = this.attributes.position;
  6419. const morphAttributesPosition = this.morphAttributes.position;
  6420. if ( position && position.isGLBufferAttribute ) {
  6421. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  6422. this.boundingBox.set(
  6423. new Vector3( - Infinity, - Infinity, - Infinity ),
  6424. new Vector3( + Infinity, + Infinity, + Infinity )
  6425. );
  6426. return;
  6427. }
  6428. if ( position !== undefined ) {
  6429. this.boundingBox.setFromBufferAttribute( position );
  6430. // process morph attributes if present
  6431. if ( morphAttributesPosition ) {
  6432. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6433. const morphAttribute = morphAttributesPosition[ i ];
  6434. _box$2.setFromBufferAttribute( morphAttribute );
  6435. if ( this.morphTargetsRelative ) {
  6436. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  6437. this.boundingBox.expandByPoint( _vector$8 );
  6438. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  6439. this.boundingBox.expandByPoint( _vector$8 );
  6440. } else {
  6441. this.boundingBox.expandByPoint( _box$2.min );
  6442. this.boundingBox.expandByPoint( _box$2.max );
  6443. }
  6444. }
  6445. }
  6446. } else {
  6447. this.boundingBox.makeEmpty();
  6448. }
  6449. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6450. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6451. }
  6452. }
  6453. computeBoundingSphere() {
  6454. if ( this.boundingSphere === null ) {
  6455. this.boundingSphere = new Sphere();
  6456. }
  6457. const position = this.attributes.position;
  6458. const morphAttributesPosition = this.morphAttributes.position;
  6459. if ( position && position.isGLBufferAttribute ) {
  6460. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  6461. this.boundingSphere.set( new Vector3(), Infinity );
  6462. return;
  6463. }
  6464. if ( position ) {
  6465. // first, find the center of the bounding sphere
  6466. const center = this.boundingSphere.center;
  6467. _box$2.setFromBufferAttribute( position );
  6468. // process morph attributes if present
  6469. if ( morphAttributesPosition ) {
  6470. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6471. const morphAttribute = morphAttributesPosition[ i ];
  6472. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6473. if ( this.morphTargetsRelative ) {
  6474. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  6475. _box$2.expandByPoint( _vector$8 );
  6476. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  6477. _box$2.expandByPoint( _vector$8 );
  6478. } else {
  6479. _box$2.expandByPoint( _boxMorphTargets.min );
  6480. _box$2.expandByPoint( _boxMorphTargets.max );
  6481. }
  6482. }
  6483. }
  6484. _box$2.getCenter( center );
  6485. // second, try to find a boundingSphere with a radius smaller than the
  6486. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6487. let maxRadiusSq = 0;
  6488. for ( let i = 0, il = position.count; i < il; i ++ ) {
  6489. _vector$8.fromBufferAttribute( position, i );
  6490. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6491. }
  6492. // process morph attributes if present
  6493. if ( morphAttributesPosition ) {
  6494. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6495. const morphAttribute = morphAttributesPosition[ i ];
  6496. const morphTargetsRelative = this.morphTargetsRelative;
  6497. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6498. _vector$8.fromBufferAttribute( morphAttribute, j );
  6499. if ( morphTargetsRelative ) {
  6500. _offset.fromBufferAttribute( position, j );
  6501. _vector$8.add( _offset );
  6502. }
  6503. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6504. }
  6505. }
  6506. }
  6507. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6508. if ( isNaN( this.boundingSphere.radius ) ) {
  6509. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6510. }
  6511. }
  6512. }
  6513. computeTangents() {
  6514. const index = this.index;
  6515. const attributes = this.attributes;
  6516. // based on http://www.terathon.com/code/tangent.html
  6517. // (per vertex tangents)
  6518. if ( index === null ||
  6519. attributes.position === undefined ||
  6520. attributes.normal === undefined ||
  6521. attributes.uv === undefined ) {
  6522. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  6523. return;
  6524. }
  6525. const positionAttribute = attributes.position;
  6526. const normalAttribute = attributes.normal;
  6527. const uvAttribute = attributes.uv;
  6528. if ( this.hasAttribute( 'tangent' ) === false ) {
  6529. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  6530. }
  6531. const tangentAttribute = this.getAttribute( 'tangent' );
  6532. const tan1 = [], tan2 = [];
  6533. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  6534. tan1[ i ] = new Vector3();
  6535. tan2[ i ] = new Vector3();
  6536. }
  6537. const vA = new Vector3(),
  6538. vB = new Vector3(),
  6539. vC = new Vector3(),
  6540. uvA = new Vector2(),
  6541. uvB = new Vector2(),
  6542. uvC = new Vector2(),
  6543. sdir = new Vector3(),
  6544. tdir = new Vector3();
  6545. function handleTriangle( a, b, c ) {
  6546. vA.fromBufferAttribute( positionAttribute, a );
  6547. vB.fromBufferAttribute( positionAttribute, b );
  6548. vC.fromBufferAttribute( positionAttribute, c );
  6549. uvA.fromBufferAttribute( uvAttribute, a );
  6550. uvB.fromBufferAttribute( uvAttribute, b );
  6551. uvC.fromBufferAttribute( uvAttribute, c );
  6552. vB.sub( vA );
  6553. vC.sub( vA );
  6554. uvB.sub( uvA );
  6555. uvC.sub( uvA );
  6556. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  6557. // silently ignore degenerate uv triangles having coincident or colinear vertices
  6558. if ( ! isFinite( r ) ) return;
  6559. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  6560. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  6561. tan1[ a ].add( sdir );
  6562. tan1[ b ].add( sdir );
  6563. tan1[ c ].add( sdir );
  6564. tan2[ a ].add( tdir );
  6565. tan2[ b ].add( tdir );
  6566. tan2[ c ].add( tdir );
  6567. }
  6568. let groups = this.groups;
  6569. if ( groups.length === 0 ) {
  6570. groups = [ {
  6571. start: 0,
  6572. count: index.count
  6573. } ];
  6574. }
  6575. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6576. const group = groups[ i ];
  6577. const start = group.start;
  6578. const count = group.count;
  6579. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6580. handleTriangle(
  6581. index.getX( j + 0 ),
  6582. index.getX( j + 1 ),
  6583. index.getX( j + 2 )
  6584. );
  6585. }
  6586. }
  6587. const tmp = new Vector3(), tmp2 = new Vector3();
  6588. const n = new Vector3(), n2 = new Vector3();
  6589. function handleVertex( v ) {
  6590. n.fromBufferAttribute( normalAttribute, v );
  6591. n2.copy( n );
  6592. const t = tan1[ v ];
  6593. // Gram-Schmidt orthogonalize
  6594. tmp.copy( t );
  6595. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6596. // Calculate handedness
  6597. tmp2.crossVectors( n2, t );
  6598. const test = tmp2.dot( tan2[ v ] );
  6599. const w = ( test < 0.0 ) ? - 1.0 : 1.0;
  6600. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  6601. }
  6602. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6603. const group = groups[ i ];
  6604. const start = group.start;
  6605. const count = group.count;
  6606. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6607. handleVertex( index.getX( j + 0 ) );
  6608. handleVertex( index.getX( j + 1 ) );
  6609. handleVertex( index.getX( j + 2 ) );
  6610. }
  6611. }
  6612. }
  6613. computeVertexNormals() {
  6614. const index = this.index;
  6615. const positionAttribute = this.getAttribute( 'position' );
  6616. if ( positionAttribute !== undefined ) {
  6617. let normalAttribute = this.getAttribute( 'normal' );
  6618. if ( normalAttribute === undefined ) {
  6619. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6620. this.setAttribute( 'normal', normalAttribute );
  6621. } else {
  6622. // reset existing normals to zero
  6623. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6624. normalAttribute.setXYZ( i, 0, 0, 0 );
  6625. }
  6626. }
  6627. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6628. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6629. const cb = new Vector3(), ab = new Vector3();
  6630. // indexed elements
  6631. if ( index ) {
  6632. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  6633. const vA = index.getX( i + 0 );
  6634. const vB = index.getX( i + 1 );
  6635. const vC = index.getX( i + 2 );
  6636. pA.fromBufferAttribute( positionAttribute, vA );
  6637. pB.fromBufferAttribute( positionAttribute, vB );
  6638. pC.fromBufferAttribute( positionAttribute, vC );
  6639. cb.subVectors( pC, pB );
  6640. ab.subVectors( pA, pB );
  6641. cb.cross( ab );
  6642. nA.fromBufferAttribute( normalAttribute, vA );
  6643. nB.fromBufferAttribute( normalAttribute, vB );
  6644. nC.fromBufferAttribute( normalAttribute, vC );
  6645. nA.add( cb );
  6646. nB.add( cb );
  6647. nC.add( cb );
  6648. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6649. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6650. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6651. }
  6652. } else {
  6653. // non-indexed elements (unconnected triangle soup)
  6654. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  6655. pA.fromBufferAttribute( positionAttribute, i + 0 );
  6656. pB.fromBufferAttribute( positionAttribute, i + 1 );
  6657. pC.fromBufferAttribute( positionAttribute, i + 2 );
  6658. cb.subVectors( pC, pB );
  6659. ab.subVectors( pA, pB );
  6660. cb.cross( ab );
  6661. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  6662. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  6663. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  6664. }
  6665. }
  6666. this.normalizeNormals();
  6667. normalAttribute.needsUpdate = true;
  6668. }
  6669. }
  6670. normalizeNormals() {
  6671. const normals = this.attributes.normal;
  6672. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  6673. _vector$8.fromBufferAttribute( normals, i );
  6674. _vector$8.normalize();
  6675. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  6676. }
  6677. }
  6678. toNonIndexed() {
  6679. function convertBufferAttribute( attribute, indices ) {
  6680. const array = attribute.array;
  6681. const itemSize = attribute.itemSize;
  6682. const normalized = attribute.normalized;
  6683. const array2 = new array.constructor( indices.length * itemSize );
  6684. let index = 0, index2 = 0;
  6685. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  6686. if ( attribute.isInterleavedBufferAttribute ) {
  6687. index = indices[ i ] * attribute.data.stride + attribute.offset;
  6688. } else {
  6689. index = indices[ i ] * itemSize;
  6690. }
  6691. for ( let j = 0; j < itemSize; j ++ ) {
  6692. array2[ index2 ++ ] = array[ index ++ ];
  6693. }
  6694. }
  6695. return new BufferAttribute( array2, itemSize, normalized );
  6696. }
  6697. //
  6698. if ( this.index === null ) {
  6699. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  6700. return this;
  6701. }
  6702. const geometry2 = new BufferGeometry();
  6703. const indices = this.index.array;
  6704. const attributes = this.attributes;
  6705. // attributes
  6706. for ( const name in attributes ) {
  6707. const attribute = attributes[ name ];
  6708. const newAttribute = convertBufferAttribute( attribute, indices );
  6709. geometry2.setAttribute( name, newAttribute );
  6710. }
  6711. // morph attributes
  6712. const morphAttributes = this.morphAttributes;
  6713. for ( const name in morphAttributes ) {
  6714. const morphArray = [];
  6715. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6716. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6717. const attribute = morphAttribute[ i ];
  6718. const newAttribute = convertBufferAttribute( attribute, indices );
  6719. morphArray.push( newAttribute );
  6720. }
  6721. geometry2.morphAttributes[ name ] = morphArray;
  6722. }
  6723. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6724. // groups
  6725. const groups = this.groups;
  6726. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6727. const group = groups[ i ];
  6728. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6729. }
  6730. return geometry2;
  6731. }
  6732. toJSON() {
  6733. const data = {
  6734. metadata: {
  6735. version: 4.6,
  6736. type: 'BufferGeometry',
  6737. generator: 'BufferGeometry.toJSON'
  6738. }
  6739. };
  6740. // standard BufferGeometry serialization
  6741. data.uuid = this.uuid;
  6742. data.type = this.type;
  6743. if ( this.name !== '' ) data.name = this.name;
  6744. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6745. if ( this.parameters !== undefined ) {
  6746. const parameters = this.parameters;
  6747. for ( const key in parameters ) {
  6748. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6749. }
  6750. return data;
  6751. }
  6752. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  6753. data.data = { attributes: {} };
  6754. const index = this.index;
  6755. if ( index !== null ) {
  6756. data.data.index = {
  6757. type: index.array.constructor.name,
  6758. array: Array.prototype.slice.call( index.array )
  6759. };
  6760. }
  6761. const attributes = this.attributes;
  6762. for ( const key in attributes ) {
  6763. const attribute = attributes[ key ];
  6764. data.data.attributes[ key ] = attribute.toJSON( data.data );
  6765. }
  6766. const morphAttributes = {};
  6767. let hasMorphAttributes = false;
  6768. for ( const key in this.morphAttributes ) {
  6769. const attributeArray = this.morphAttributes[ key ];
  6770. const array = [];
  6771. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  6772. const attribute = attributeArray[ i ];
  6773. array.push( attribute.toJSON( data.data ) );
  6774. }
  6775. if ( array.length > 0 ) {
  6776. morphAttributes[ key ] = array;
  6777. hasMorphAttributes = true;
  6778. }
  6779. }
  6780. if ( hasMorphAttributes ) {
  6781. data.data.morphAttributes = morphAttributes;
  6782. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6783. }
  6784. const groups = this.groups;
  6785. if ( groups.length > 0 ) {
  6786. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6787. }
  6788. const boundingSphere = this.boundingSphere;
  6789. if ( boundingSphere !== null ) {
  6790. data.data.boundingSphere = {
  6791. center: boundingSphere.center.toArray(),
  6792. radius: boundingSphere.radius
  6793. };
  6794. }
  6795. return data;
  6796. }
  6797. clone() {
  6798. return new this.constructor().copy( this );
  6799. }
  6800. copy( source ) {
  6801. // reset
  6802. this.index = null;
  6803. this.attributes = {};
  6804. this.morphAttributes = {};
  6805. this.groups = [];
  6806. this.boundingBox = null;
  6807. this.boundingSphere = null;
  6808. // used for storing cloned, shared data
  6809. const data = {};
  6810. // name
  6811. this.name = source.name;
  6812. // index
  6813. const index = source.index;
  6814. if ( index !== null ) {
  6815. this.setIndex( index.clone( data ) );
  6816. }
  6817. // attributes
  6818. const attributes = source.attributes;
  6819. for ( const name in attributes ) {
  6820. const attribute = attributes[ name ];
  6821. this.setAttribute( name, attribute.clone( data ) );
  6822. }
  6823. // morph attributes
  6824. const morphAttributes = source.morphAttributes;
  6825. for ( const name in morphAttributes ) {
  6826. const array = [];
  6827. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6828. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6829. array.push( morphAttribute[ i ].clone( data ) );
  6830. }
  6831. this.morphAttributes[ name ] = array;
  6832. }
  6833. this.morphTargetsRelative = source.morphTargetsRelative;
  6834. // groups
  6835. const groups = source.groups;
  6836. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6837. const group = groups[ i ];
  6838. this.addGroup( group.start, group.count, group.materialIndex );
  6839. }
  6840. // bounding box
  6841. const boundingBox = source.boundingBox;
  6842. if ( boundingBox !== null ) {
  6843. this.boundingBox = boundingBox.clone();
  6844. }
  6845. // bounding sphere
  6846. const boundingSphere = source.boundingSphere;
  6847. if ( boundingSphere !== null ) {
  6848. this.boundingSphere = boundingSphere.clone();
  6849. }
  6850. // draw range
  6851. this.drawRange.start = source.drawRange.start;
  6852. this.drawRange.count = source.drawRange.count;
  6853. // user data
  6854. this.userData = source.userData;
  6855. return this;
  6856. }
  6857. dispose() {
  6858. this.dispatchEvent( { type: 'dispose' } );
  6859. }
  6860. }
  6861. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  6862. const _ray$3 = /*@__PURE__*/ new Ray();
  6863. const _sphere$6 = /*@__PURE__*/ new Sphere();
  6864. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  6865. const _vA$1 = /*@__PURE__*/ new Vector3();
  6866. const _vB$1 = /*@__PURE__*/ new Vector3();
  6867. const _vC$1 = /*@__PURE__*/ new Vector3();
  6868. const _tempA = /*@__PURE__*/ new Vector3();
  6869. const _morphA = /*@__PURE__*/ new Vector3();
  6870. const _uvA$1 = /*@__PURE__*/ new Vector2();
  6871. const _uvB$1 = /*@__PURE__*/ new Vector2();
  6872. const _uvC$1 = /*@__PURE__*/ new Vector2();
  6873. const _normalA = /*@__PURE__*/ new Vector3();
  6874. const _normalB = /*@__PURE__*/ new Vector3();
  6875. const _normalC = /*@__PURE__*/ new Vector3();
  6876. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  6877. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  6878. class Mesh extends Object3D {
  6879. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  6880. super();
  6881. this.isMesh = true;
  6882. this.type = 'Mesh';
  6883. this.geometry = geometry;
  6884. this.material = material;
  6885. this.updateMorphTargets();
  6886. }
  6887. copy( source, recursive ) {
  6888. super.copy( source, recursive );
  6889. if ( source.morphTargetInfluences !== undefined ) {
  6890. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6891. }
  6892. if ( source.morphTargetDictionary !== undefined ) {
  6893. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6894. }
  6895. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  6896. this.geometry = source.geometry;
  6897. return this;
  6898. }
  6899. updateMorphTargets() {
  6900. const geometry = this.geometry;
  6901. const morphAttributes = geometry.morphAttributes;
  6902. const keys = Object.keys( morphAttributes );
  6903. if ( keys.length > 0 ) {
  6904. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  6905. if ( morphAttribute !== undefined ) {
  6906. this.morphTargetInfluences = [];
  6907. this.morphTargetDictionary = {};
  6908. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6909. const name = morphAttribute[ m ].name || String( m );
  6910. this.morphTargetInfluences.push( 0 );
  6911. this.morphTargetDictionary[ name ] = m;
  6912. }
  6913. }
  6914. }
  6915. }
  6916. getVertexPosition( index, target ) {
  6917. const geometry = this.geometry;
  6918. const position = geometry.attributes.position;
  6919. const morphPosition = geometry.morphAttributes.position;
  6920. const morphTargetsRelative = geometry.morphTargetsRelative;
  6921. target.fromBufferAttribute( position, index );
  6922. const morphInfluences = this.morphTargetInfluences;
  6923. if ( morphPosition && morphInfluences ) {
  6924. _morphA.set( 0, 0, 0 );
  6925. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  6926. const influence = morphInfluences[ i ];
  6927. const morphAttribute = morphPosition[ i ];
  6928. if ( influence === 0 ) continue;
  6929. _tempA.fromBufferAttribute( morphAttribute, index );
  6930. if ( morphTargetsRelative ) {
  6931. _morphA.addScaledVector( _tempA, influence );
  6932. } else {
  6933. _morphA.addScaledVector( _tempA.sub( target ), influence );
  6934. }
  6935. }
  6936. target.add( _morphA );
  6937. }
  6938. return target;
  6939. }
  6940. raycast( raycaster, intersects ) {
  6941. const geometry = this.geometry;
  6942. const material = this.material;
  6943. const matrixWorld = this.matrixWorld;
  6944. if ( material === undefined ) return;
  6945. // test with bounding sphere in world space
  6946. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6947. _sphere$6.copy( geometry.boundingSphere );
  6948. _sphere$6.applyMatrix4( matrixWorld );
  6949. // check distance from ray origin to bounding sphere
  6950. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  6951. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  6952. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  6953. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  6954. }
  6955. // convert ray to local space of mesh
  6956. _inverseMatrix$3.copy( matrixWorld ).invert();
  6957. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  6958. // test with bounding box in local space
  6959. if ( geometry.boundingBox !== null ) {
  6960. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  6961. }
  6962. // test for intersections with geometry
  6963. this._computeIntersections( raycaster, intersects, _ray$3 );
  6964. }
  6965. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  6966. let intersection;
  6967. const geometry = this.geometry;
  6968. const material = this.material;
  6969. const index = geometry.index;
  6970. const position = geometry.attributes.position;
  6971. const uv = geometry.attributes.uv;
  6972. const uv1 = geometry.attributes.uv1;
  6973. const normal = geometry.attributes.normal;
  6974. const groups = geometry.groups;
  6975. const drawRange = geometry.drawRange;
  6976. if ( index !== null ) {
  6977. // indexed buffer geometry
  6978. if ( Array.isArray( material ) ) {
  6979. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  6980. const group = groups[ i ];
  6981. const groupMaterial = material[ group.materialIndex ];
  6982. const start = Math.max( group.start, drawRange.start );
  6983. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  6984. for ( let j = start, jl = end; j < jl; j += 3 ) {
  6985. const a = index.getX( j );
  6986. const b = index.getX( j + 1 );
  6987. const c = index.getX( j + 2 );
  6988. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  6989. if ( intersection ) {
  6990. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6991. intersection.face.materialIndex = group.materialIndex;
  6992. intersects.push( intersection );
  6993. }
  6994. }
  6995. }
  6996. } else {
  6997. const start = Math.max( 0, drawRange.start );
  6998. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6999. for ( let i = start, il = end; i < il; i += 3 ) {
  7000. const a = index.getX( i );
  7001. const b = index.getX( i + 1 );
  7002. const c = index.getX( i + 2 );
  7003. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7004. if ( intersection ) {
  7005. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  7006. intersects.push( intersection );
  7007. }
  7008. }
  7009. }
  7010. } else if ( position !== undefined ) {
  7011. // non-indexed buffer geometry
  7012. if ( Array.isArray( material ) ) {
  7013. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  7014. const group = groups[ i ];
  7015. const groupMaterial = material[ group.materialIndex ];
  7016. const start = Math.max( group.start, drawRange.start );
  7017. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  7018. for ( let j = start, jl = end; j < jl; j += 3 ) {
  7019. const a = j;
  7020. const b = j + 1;
  7021. const c = j + 2;
  7022. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7023. if ( intersection ) {
  7024. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  7025. intersection.face.materialIndex = group.materialIndex;
  7026. intersects.push( intersection );
  7027. }
  7028. }
  7029. }
  7030. } else {
  7031. const start = Math.max( 0, drawRange.start );
  7032. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  7033. for ( let i = start, il = end; i < il; i += 3 ) {
  7034. const a = i;
  7035. const b = i + 1;
  7036. const c = i + 2;
  7037. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7038. if ( intersection ) {
  7039. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  7040. intersects.push( intersection );
  7041. }
  7042. }
  7043. }
  7044. }
  7045. }
  7046. }
  7047. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  7048. let intersect;
  7049. if ( material.side === BackSide ) {
  7050. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  7051. } else {
  7052. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  7053. }
  7054. if ( intersect === null ) return null;
  7055. _intersectionPointWorld.copy( point );
  7056. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  7057. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  7058. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  7059. return {
  7060. distance: distance,
  7061. point: _intersectionPointWorld.clone(),
  7062. object: object
  7063. };
  7064. }
  7065. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  7066. object.getVertexPosition( a, _vA$1 );
  7067. object.getVertexPosition( b, _vB$1 );
  7068. object.getVertexPosition( c, _vC$1 );
  7069. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  7070. if ( intersection ) {
  7071. if ( uv ) {
  7072. _uvA$1.fromBufferAttribute( uv, a );
  7073. _uvB$1.fromBufferAttribute( uv, b );
  7074. _uvC$1.fromBufferAttribute( uv, c );
  7075. intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
  7076. }
  7077. if ( uv1 ) {
  7078. _uvA$1.fromBufferAttribute( uv1, a );
  7079. _uvB$1.fromBufferAttribute( uv1, b );
  7080. _uvC$1.fromBufferAttribute( uv1, c );
  7081. intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
  7082. }
  7083. if ( normal ) {
  7084. _normalA.fromBufferAttribute( normal, a );
  7085. _normalB.fromBufferAttribute( normal, b );
  7086. _normalC.fromBufferAttribute( normal, c );
  7087. intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );
  7088. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  7089. intersection.normal.multiplyScalar( - 1 );
  7090. }
  7091. }
  7092. const face = {
  7093. a: a,
  7094. b: b,
  7095. c: c,
  7096. normal: new Vector3(),
  7097. materialIndex: 0
  7098. };
  7099. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  7100. intersection.face = face;
  7101. }
  7102. return intersection;
  7103. }
  7104. class BoxGeometry extends BufferGeometry {
  7105. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  7106. super();
  7107. this.type = 'BoxGeometry';
  7108. this.parameters = {
  7109. width: width,
  7110. height: height,
  7111. depth: depth,
  7112. widthSegments: widthSegments,
  7113. heightSegments: heightSegments,
  7114. depthSegments: depthSegments
  7115. };
  7116. const scope = this;
  7117. // segments
  7118. widthSegments = Math.floor( widthSegments );
  7119. heightSegments = Math.floor( heightSegments );
  7120. depthSegments = Math.floor( depthSegments );
  7121. // buffers
  7122. const indices = [];
  7123. const vertices = [];
  7124. const normals = [];
  7125. const uvs = [];
  7126. // helper variables
  7127. let numberOfVertices = 0;
  7128. let groupStart = 0;
  7129. // build each side of the box geometry
  7130. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7131. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7132. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7133. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7134. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7135. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7136. // build geometry
  7137. this.setIndex( indices );
  7138. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7139. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7140. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7141. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7142. const segmentWidth = width / gridX;
  7143. const segmentHeight = height / gridY;
  7144. const widthHalf = width / 2;
  7145. const heightHalf = height / 2;
  7146. const depthHalf = depth / 2;
  7147. const gridX1 = gridX + 1;
  7148. const gridY1 = gridY + 1;
  7149. let vertexCounter = 0;
  7150. let groupCount = 0;
  7151. const vector = new Vector3();
  7152. // generate vertices, normals and uvs
  7153. for ( let iy = 0; iy < gridY1; iy ++ ) {
  7154. const y = iy * segmentHeight - heightHalf;
  7155. for ( let ix = 0; ix < gridX1; ix ++ ) {
  7156. const x = ix * segmentWidth - widthHalf;
  7157. // set values to correct vector component
  7158. vector[ u ] = x * udir;
  7159. vector[ v ] = y * vdir;
  7160. vector[ w ] = depthHalf;
  7161. // now apply vector to vertex buffer
  7162. vertices.push( vector.x, vector.y, vector.z );
  7163. // set values to correct vector component
  7164. vector[ u ] = 0;
  7165. vector[ v ] = 0;
  7166. vector[ w ] = depth > 0 ? 1 : - 1;
  7167. // now apply vector to normal buffer
  7168. normals.push( vector.x, vector.y, vector.z );
  7169. // uvs
  7170. uvs.push( ix / gridX );
  7171. uvs.push( 1 - ( iy / gridY ) );
  7172. // counters
  7173. vertexCounter += 1;
  7174. }
  7175. }
  7176. // indices
  7177. // 1. you need three indices to draw a single face
  7178. // 2. a single segment consists of two faces
  7179. // 3. so we need to generate six (2*3) indices per segment
  7180. for ( let iy = 0; iy < gridY; iy ++ ) {
  7181. for ( let ix = 0; ix < gridX; ix ++ ) {
  7182. const a = numberOfVertices + ix + gridX1 * iy;
  7183. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7184. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7185. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7186. // faces
  7187. indices.push( a, b, d );
  7188. indices.push( b, c, d );
  7189. // increase counter
  7190. groupCount += 6;
  7191. }
  7192. }
  7193. // add a group to the geometry. this will ensure multi material support
  7194. scope.addGroup( groupStart, groupCount, materialIndex );
  7195. // calculate new start value for groups
  7196. groupStart += groupCount;
  7197. // update total number of vertices
  7198. numberOfVertices += vertexCounter;
  7199. }
  7200. }
  7201. copy( source ) {
  7202. super.copy( source );
  7203. this.parameters = Object.assign( {}, source.parameters );
  7204. return this;
  7205. }
  7206. static fromJSON( data ) {
  7207. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  7208. }
  7209. }
  7210. /**
  7211. * Uniform Utilities
  7212. */
  7213. function cloneUniforms( src ) {
  7214. const dst = {};
  7215. for ( const u in src ) {
  7216. dst[ u ] = {};
  7217. for ( const p in src[ u ] ) {
  7218. const property = src[ u ][ p ];
  7219. if ( property && ( property.isColor ||
  7220. property.isMatrix3 || property.isMatrix4 ||
  7221. property.isVector2 || property.isVector3 || property.isVector4 ||
  7222. property.isTexture || property.isQuaternion ) ) {
  7223. if ( property.isRenderTargetTexture ) {
  7224. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  7225. dst[ u ][ p ] = null;
  7226. } else {
  7227. dst[ u ][ p ] = property.clone();
  7228. }
  7229. } else if ( Array.isArray( property ) ) {
  7230. dst[ u ][ p ] = property.slice();
  7231. } else {
  7232. dst[ u ][ p ] = property;
  7233. }
  7234. }
  7235. }
  7236. return dst;
  7237. }
  7238. function cloneUniformsGroups( src ) {
  7239. const dst = [];
  7240. for ( let u = 0; u < src.length; u ++ ) {
  7241. dst.push( src[ u ].clone() );
  7242. }
  7243. return dst;
  7244. }
  7245. var default_vertex = /* glsl */`
  7246. void main() {
  7247. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  7248. }
  7249. `;
  7250. var default_fragment = /* glsl */`
  7251. void main() {
  7252. gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
  7253. }
  7254. `;
  7255. class ShaderMaterial extends Material {
  7256. constructor( parameters ) {
  7257. super();
  7258. this.isShaderMaterial = true;
  7259. this.type = 'ShaderMaterial';
  7260. this.defines = {};
  7261. this.uniforms = {};
  7262. this.uniformsGroups = [];
  7263. this.vertexShader = default_vertex;
  7264. this.fragmentShader = default_fragment;
  7265. this.linewidth = 1;
  7266. this.wireframe = false;
  7267. this.wireframeLinewidth = 1;
  7268. this.fog = false; // set to use scene fog
  7269. this.lights = false; // set to use scene lights
  7270. this.clipping = false; // set to use user-defined clipping planes
  7271. this.forceSinglePass = true;
  7272. this.extensions = {
  7273. clipCullDistance: false, // set to use vertex shader clipping
  7274. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  7275. };
  7276. // When rendered geometry doesn't include these attributes but the material does,
  7277. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7278. this.defaultAttributeValues = {
  7279. 'color': [ 1, 1, 1 ],
  7280. 'uv': [ 0, 0 ],
  7281. 'uv1': [ 0, 0 ]
  7282. };
  7283. this.index0AttributeName = undefined;
  7284. this.uniformsNeedUpdate = false;
  7285. this.glslVersion = null;
  7286. if ( parameters !== undefined ) {
  7287. this.setValues( parameters );
  7288. }
  7289. }
  7290. copy( source ) {
  7291. super.copy( source );
  7292. this.fragmentShader = source.fragmentShader;
  7293. this.vertexShader = source.vertexShader;
  7294. this.uniforms = cloneUniforms( source.uniforms );
  7295. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  7296. this.defines = Object.assign( {}, source.defines );
  7297. this.wireframe = source.wireframe;
  7298. this.wireframeLinewidth = source.wireframeLinewidth;
  7299. this.fog = source.fog;
  7300. this.lights = source.lights;
  7301. this.clipping = source.clipping;
  7302. this.extensions = Object.assign( {}, source.extensions );
  7303. this.glslVersion = source.glslVersion;
  7304. return this;
  7305. }
  7306. toJSON( meta ) {
  7307. const data = super.toJSON( meta );
  7308. data.glslVersion = this.glslVersion;
  7309. data.uniforms = {};
  7310. for ( const name in this.uniforms ) {
  7311. const uniform = this.uniforms[ name ];
  7312. const value = uniform.value;
  7313. if ( value && value.isTexture ) {
  7314. data.uniforms[ name ] = {
  7315. type: 't',
  7316. value: value.toJSON( meta ).uuid
  7317. };
  7318. } else if ( value && value.isColor ) {
  7319. data.uniforms[ name ] = {
  7320. type: 'c',
  7321. value: value.getHex()
  7322. };
  7323. } else if ( value && value.isVector2 ) {
  7324. data.uniforms[ name ] = {
  7325. type: 'v2',
  7326. value: value.toArray()
  7327. };
  7328. } else if ( value && value.isVector3 ) {
  7329. data.uniforms[ name ] = {
  7330. type: 'v3',
  7331. value: value.toArray()
  7332. };
  7333. } else if ( value && value.isVector4 ) {
  7334. data.uniforms[ name ] = {
  7335. type: 'v4',
  7336. value: value.toArray()
  7337. };
  7338. } else if ( value && value.isMatrix3 ) {
  7339. data.uniforms[ name ] = {
  7340. type: 'm3',
  7341. value: value.toArray()
  7342. };
  7343. } else if ( value && value.isMatrix4 ) {
  7344. data.uniforms[ name ] = {
  7345. type: 'm4',
  7346. value: value.toArray()
  7347. };
  7348. } else {
  7349. data.uniforms[ name ] = {
  7350. value: value
  7351. };
  7352. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7353. }
  7354. }
  7355. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7356. data.vertexShader = this.vertexShader;
  7357. data.fragmentShader = this.fragmentShader;
  7358. data.lights = this.lights;
  7359. data.clipping = this.clipping;
  7360. const extensions = {};
  7361. for ( const key in this.extensions ) {
  7362. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7363. }
  7364. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7365. return data;
  7366. }
  7367. }
  7368. class Camera extends Object3D {
  7369. constructor() {
  7370. super();
  7371. this.isCamera = true;
  7372. this.type = 'Camera';
  7373. this.matrixWorldInverse = new Matrix4();
  7374. this.projectionMatrix = new Matrix4();
  7375. this.projectionMatrixInverse = new Matrix4();
  7376. this.coordinateSystem = WebGLCoordinateSystem;
  7377. }
  7378. copy( source, recursive ) {
  7379. super.copy( source, recursive );
  7380. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7381. this.projectionMatrix.copy( source.projectionMatrix );
  7382. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7383. this.coordinateSystem = source.coordinateSystem;
  7384. return this;
  7385. }
  7386. getWorldDirection( target ) {
  7387. return super.getWorldDirection( target ).negate();
  7388. }
  7389. updateMatrixWorld( force ) {
  7390. super.updateMatrixWorld( force );
  7391. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7392. }
  7393. updateWorldMatrix( updateParents, updateChildren ) {
  7394. super.updateWorldMatrix( updateParents, updateChildren );
  7395. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7396. }
  7397. clone() {
  7398. return new this.constructor().copy( this );
  7399. }
  7400. }
  7401. const _v3$1 = /*@__PURE__*/ new Vector3();
  7402. const _minTarget = /*@__PURE__*/ new Vector2();
  7403. const _maxTarget = /*@__PURE__*/ new Vector2();
  7404. class PerspectiveCamera extends Camera {
  7405. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  7406. super();
  7407. this.isPerspectiveCamera = true;
  7408. this.type = 'PerspectiveCamera';
  7409. this.fov = fov;
  7410. this.zoom = 1;
  7411. this.near = near;
  7412. this.far = far;
  7413. this.focus = 10;
  7414. this.aspect = aspect;
  7415. this.view = null;
  7416. this.filmGauge = 35; // width of the film (default in millimeters)
  7417. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7418. this.updateProjectionMatrix();
  7419. }
  7420. copy( source, recursive ) {
  7421. super.copy( source, recursive );
  7422. this.fov = source.fov;
  7423. this.zoom = source.zoom;
  7424. this.near = source.near;
  7425. this.far = source.far;
  7426. this.focus = source.focus;
  7427. this.aspect = source.aspect;
  7428. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7429. this.filmGauge = source.filmGauge;
  7430. this.filmOffset = source.filmOffset;
  7431. return this;
  7432. }
  7433. /**
  7434. * Sets the FOV by focal length in respect to the current .filmGauge.
  7435. *
  7436. * The default film gauge is 35, so that the focal length can be specified for
  7437. * a 35mm (full frame) camera.
  7438. *
  7439. * Values for focal length and film gauge must have the same unit.
  7440. */
  7441. setFocalLength( focalLength ) {
  7442. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7443. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7444. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  7445. this.updateProjectionMatrix();
  7446. }
  7447. /**
  7448. * Calculates the focal length from the current .fov and .filmGauge.
  7449. */
  7450. getFocalLength() {
  7451. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  7452. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7453. }
  7454. getEffectiveFOV() {
  7455. return RAD2DEG * 2 * Math.atan(
  7456. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7457. }
  7458. getFilmWidth() {
  7459. // film not completely covered in portrait format (aspect < 1)
  7460. return this.filmGauge * Math.min( this.aspect, 1 );
  7461. }
  7462. getFilmHeight() {
  7463. // film not completely covered in landscape format (aspect > 1)
  7464. return this.filmGauge / Math.max( this.aspect, 1 );
  7465. }
  7466. /**
  7467. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  7468. * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
  7469. */
  7470. getViewBounds( distance, minTarget, maxTarget ) {
  7471. _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7472. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7473. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7474. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7475. }
  7476. /**
  7477. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  7478. * Copies the result into the target Vector2, where x is width and y is height.
  7479. */
  7480. getViewSize( distance, target ) {
  7481. this.getViewBounds( distance, _minTarget, _maxTarget );
  7482. return target.subVectors( _maxTarget, _minTarget );
  7483. }
  7484. /**
  7485. * Sets an offset in a larger frustum. This is useful for multi-window or
  7486. * multi-monitor/multi-machine setups.
  7487. *
  7488. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7489. * the monitors are in grid like this
  7490. *
  7491. * +---+---+---+
  7492. * | A | B | C |
  7493. * +---+---+---+
  7494. * | D | E | F |
  7495. * +---+---+---+
  7496. *
  7497. * then for each monitor you would call it like this
  7498. *
  7499. * const w = 1920;
  7500. * const h = 1080;
  7501. * const fullWidth = w * 3;
  7502. * const fullHeight = h * 2;
  7503. *
  7504. * --A--
  7505. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7506. * --B--
  7507. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7508. * --C--
  7509. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7510. * --D--
  7511. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7512. * --E--
  7513. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7514. * --F--
  7515. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7516. *
  7517. * Note there is no reason monitors have to be the same size or in a grid.
  7518. */
  7519. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  7520. this.aspect = fullWidth / fullHeight;
  7521. if ( this.view === null ) {
  7522. this.view = {
  7523. enabled: true,
  7524. fullWidth: 1,
  7525. fullHeight: 1,
  7526. offsetX: 0,
  7527. offsetY: 0,
  7528. width: 1,
  7529. height: 1
  7530. };
  7531. }
  7532. this.view.enabled = true;
  7533. this.view.fullWidth = fullWidth;
  7534. this.view.fullHeight = fullHeight;
  7535. this.view.offsetX = x;
  7536. this.view.offsetY = y;
  7537. this.view.width = width;
  7538. this.view.height = height;
  7539. this.updateProjectionMatrix();
  7540. }
  7541. clearViewOffset() {
  7542. if ( this.view !== null ) {
  7543. this.view.enabled = false;
  7544. }
  7545. this.updateProjectionMatrix();
  7546. }
  7547. updateProjectionMatrix() {
  7548. const near = this.near;
  7549. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  7550. let height = 2 * top;
  7551. let width = this.aspect * height;
  7552. let left = - 0.5 * width;
  7553. const view = this.view;
  7554. if ( this.view !== null && this.view.enabled ) {
  7555. const fullWidth = view.fullWidth,
  7556. fullHeight = view.fullHeight;
  7557. left += view.offsetX * width / fullWidth;
  7558. top -= view.offsetY * height / fullHeight;
  7559. width *= view.width / fullWidth;
  7560. height *= view.height / fullHeight;
  7561. }
  7562. const skew = this.filmOffset;
  7563. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7564. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  7565. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  7566. }
  7567. toJSON( meta ) {
  7568. const data = super.toJSON( meta );
  7569. data.object.fov = this.fov;
  7570. data.object.zoom = this.zoom;
  7571. data.object.near = this.near;
  7572. data.object.far = this.far;
  7573. data.object.focus = this.focus;
  7574. data.object.aspect = this.aspect;
  7575. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7576. data.object.filmGauge = this.filmGauge;
  7577. data.object.filmOffset = this.filmOffset;
  7578. return data;
  7579. }
  7580. }
  7581. const fov = - 90; // negative fov is not an error
  7582. const aspect = 1;
  7583. class CubeCamera extends Object3D {
  7584. constructor( near, far, renderTarget ) {
  7585. super();
  7586. this.type = 'CubeCamera';
  7587. this.renderTarget = renderTarget;
  7588. this.coordinateSystem = null;
  7589. this.activeMipmapLevel = 0;
  7590. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7591. cameraPX.layers = this.layers;
  7592. this.add( cameraPX );
  7593. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7594. cameraNX.layers = this.layers;
  7595. this.add( cameraNX );
  7596. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7597. cameraPY.layers = this.layers;
  7598. this.add( cameraPY );
  7599. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7600. cameraNY.layers = this.layers;
  7601. this.add( cameraNY );
  7602. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7603. cameraPZ.layers = this.layers;
  7604. this.add( cameraPZ );
  7605. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7606. cameraNZ.layers = this.layers;
  7607. this.add( cameraNZ );
  7608. }
  7609. updateCoordinateSystem() {
  7610. const coordinateSystem = this.coordinateSystem;
  7611. const cameras = this.children.concat();
  7612. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  7613. for ( const camera of cameras ) this.remove( camera );
  7614. if ( coordinateSystem === WebGLCoordinateSystem ) {
  7615. cameraPX.up.set( 0, 1, 0 );
  7616. cameraPX.lookAt( 1, 0, 0 );
  7617. cameraNX.up.set( 0, 1, 0 );
  7618. cameraNX.lookAt( - 1, 0, 0 );
  7619. cameraPY.up.set( 0, 0, - 1 );
  7620. cameraPY.lookAt( 0, 1, 0 );
  7621. cameraNY.up.set( 0, 0, 1 );
  7622. cameraNY.lookAt( 0, - 1, 0 );
  7623. cameraPZ.up.set( 0, 1, 0 );
  7624. cameraPZ.lookAt( 0, 0, 1 );
  7625. cameraNZ.up.set( 0, 1, 0 );
  7626. cameraNZ.lookAt( 0, 0, - 1 );
  7627. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  7628. cameraPX.up.set( 0, - 1, 0 );
  7629. cameraPX.lookAt( - 1, 0, 0 );
  7630. cameraNX.up.set( 0, - 1, 0 );
  7631. cameraNX.lookAt( 1, 0, 0 );
  7632. cameraPY.up.set( 0, 0, 1 );
  7633. cameraPY.lookAt( 0, 1, 0 );
  7634. cameraNY.up.set( 0, 0, - 1 );
  7635. cameraNY.lookAt( 0, - 1, 0 );
  7636. cameraPZ.up.set( 0, - 1, 0 );
  7637. cameraPZ.lookAt( 0, 0, 1 );
  7638. cameraNZ.up.set( 0, - 1, 0 );
  7639. cameraNZ.lookAt( 0, 0, - 1 );
  7640. } else {
  7641. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  7642. }
  7643. for ( const camera of cameras ) {
  7644. this.add( camera );
  7645. camera.updateMatrixWorld();
  7646. }
  7647. }
  7648. update( renderer, scene ) {
  7649. if ( this.parent === null ) this.updateMatrixWorld();
  7650. const { renderTarget, activeMipmapLevel } = this;
  7651. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  7652. this.coordinateSystem = renderer.coordinateSystem;
  7653. this.updateCoordinateSystem();
  7654. }
  7655. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  7656. const currentRenderTarget = renderer.getRenderTarget();
  7657. const currentActiveCubeFace = renderer.getActiveCubeFace();
  7658. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  7659. const currentXrEnabled = renderer.xr.enabled;
  7660. renderer.xr.enabled = false;
  7661. const generateMipmaps = renderTarget.texture.generateMipmaps;
  7662. renderTarget.texture.generateMipmaps = false;
  7663. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  7664. renderer.render( scene, cameraPX );
  7665. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  7666. renderer.render( scene, cameraNX );
  7667. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  7668. renderer.render( scene, cameraPY );
  7669. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  7670. renderer.render( scene, cameraNY );
  7671. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  7672. renderer.render( scene, cameraPZ );
  7673. // mipmaps are generated during the last call of render()
  7674. // at this point, all sides of the cube render target are defined
  7675. renderTarget.texture.generateMipmaps = generateMipmaps;
  7676. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  7677. renderer.render( scene, cameraNZ );
  7678. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  7679. renderer.xr.enabled = currentXrEnabled;
  7680. renderTarget.texture.needsPMREMUpdate = true;
  7681. }
  7682. }
  7683. class CubeTexture extends Texture {
  7684. constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  7685. images = images !== undefined ? images : [];
  7686. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7687. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  7688. this.isCubeTexture = true;
  7689. this.flipY = false;
  7690. }
  7691. get images() {
  7692. return this.image;
  7693. }
  7694. set images( value ) {
  7695. this.image = value;
  7696. }
  7697. }
  7698. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  7699. constructor( size = 1, options = {} ) {
  7700. super( size, size, options );
  7701. this.isWebGLCubeRenderTarget = true;
  7702. const image = { width: size, height: size, depth: 1 };
  7703. const images = [ image, image, image, image, image, image ];
  7704. this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  7705. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7706. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7707. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7708. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7709. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  7710. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  7711. this.texture.isRenderTargetTexture = true;
  7712. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  7713. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  7714. }
  7715. fromEquirectangularTexture( renderer, texture ) {
  7716. this.texture.type = texture.type;
  7717. this.texture.colorSpace = texture.colorSpace;
  7718. this.texture.generateMipmaps = texture.generateMipmaps;
  7719. this.texture.minFilter = texture.minFilter;
  7720. this.texture.magFilter = texture.magFilter;
  7721. const shader = {
  7722. uniforms: {
  7723. tEquirect: { value: null },
  7724. },
  7725. vertexShader: /* glsl */`
  7726. varying vec3 vWorldDirection;
  7727. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  7728. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  7729. }
  7730. void main() {
  7731. vWorldDirection = transformDirection( position, modelMatrix );
  7732. #include <begin_vertex>
  7733. #include <project_vertex>
  7734. }
  7735. `,
  7736. fragmentShader: /* glsl */`
  7737. uniform sampler2D tEquirect;
  7738. varying vec3 vWorldDirection;
  7739. #include <common>
  7740. void main() {
  7741. vec3 direction = normalize( vWorldDirection );
  7742. vec2 sampleUV = equirectUv( direction );
  7743. gl_FragColor = texture2D( tEquirect, sampleUV );
  7744. }
  7745. `
  7746. };
  7747. const geometry = new BoxGeometry( 5, 5, 5 );
  7748. const material = new ShaderMaterial( {
  7749. name: 'CubemapFromEquirect',
  7750. uniforms: cloneUniforms( shader.uniforms ),
  7751. vertexShader: shader.vertexShader,
  7752. fragmentShader: shader.fragmentShader,
  7753. side: BackSide,
  7754. blending: NoBlending
  7755. } );
  7756. material.uniforms.tEquirect.value = texture;
  7757. const mesh = new Mesh( geometry, material );
  7758. const currentMinFilter = texture.minFilter;
  7759. // Avoid blurred poles
  7760. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  7761. const camera = new CubeCamera( 1, 10, this );
  7762. camera.update( renderer, mesh );
  7763. texture.minFilter = currentMinFilter;
  7764. mesh.geometry.dispose();
  7765. mesh.material.dispose();
  7766. return this;
  7767. }
  7768. clear( renderer, color, depth, stencil ) {
  7769. const currentRenderTarget = renderer.getRenderTarget();
  7770. for ( let i = 0; i < 6; i ++ ) {
  7771. renderer.setRenderTarget( this, i );
  7772. renderer.clear( color, depth, stencil );
  7773. }
  7774. renderer.setRenderTarget( currentRenderTarget );
  7775. }
  7776. }
  7777. class FogExp2 {
  7778. constructor( color, density = 0.00025 ) {
  7779. this.isFogExp2 = true;
  7780. this.name = '';
  7781. this.color = new Color( color );
  7782. this.density = density;
  7783. }
  7784. clone() {
  7785. return new FogExp2( this.color, this.density );
  7786. }
  7787. toJSON( /* meta */ ) {
  7788. return {
  7789. type: 'FogExp2',
  7790. name: this.name,
  7791. color: this.color.getHex(),
  7792. density: this.density
  7793. };
  7794. }
  7795. }
  7796. class Fog {
  7797. constructor( color, near = 1, far = 1000 ) {
  7798. this.isFog = true;
  7799. this.name = '';
  7800. this.color = new Color( color );
  7801. this.near = near;
  7802. this.far = far;
  7803. }
  7804. clone() {
  7805. return new Fog( this.color, this.near, this.far );
  7806. }
  7807. toJSON( /* meta */ ) {
  7808. return {
  7809. type: 'Fog',
  7810. name: this.name,
  7811. color: this.color.getHex(),
  7812. near: this.near,
  7813. far: this.far
  7814. };
  7815. }
  7816. }
  7817. class Scene extends Object3D {
  7818. constructor() {
  7819. super();
  7820. this.isScene = true;
  7821. this.type = 'Scene';
  7822. this.background = null;
  7823. this.environment = null;
  7824. this.fog = null;
  7825. this.backgroundBlurriness = 0;
  7826. this.backgroundIntensity = 1;
  7827. this.backgroundRotation = new Euler();
  7828. this.environmentIntensity = 1;
  7829. this.environmentRotation = new Euler();
  7830. this.overrideMaterial = null;
  7831. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  7832. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  7833. }
  7834. }
  7835. copy( source, recursive ) {
  7836. super.copy( source, recursive );
  7837. if ( source.background !== null ) this.background = source.background.clone();
  7838. if ( source.environment !== null ) this.environment = source.environment.clone();
  7839. if ( source.fog !== null ) this.fog = source.fog.clone();
  7840. this.backgroundBlurriness = source.backgroundBlurriness;
  7841. this.backgroundIntensity = source.backgroundIntensity;
  7842. this.backgroundRotation.copy( source.backgroundRotation );
  7843. this.environmentIntensity = source.environmentIntensity;
  7844. this.environmentRotation.copy( source.environmentRotation );
  7845. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  7846. this.matrixAutoUpdate = source.matrixAutoUpdate;
  7847. return this;
  7848. }
  7849. toJSON( meta ) {
  7850. const data = super.toJSON( meta );
  7851. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  7852. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  7853. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  7854. data.object.backgroundRotation = this.backgroundRotation.toArray();
  7855. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  7856. data.object.environmentRotation = this.environmentRotation.toArray();
  7857. return data;
  7858. }
  7859. }
  7860. class InterleavedBuffer {
  7861. constructor( array, stride ) {
  7862. this.isInterleavedBuffer = true;
  7863. this.array = array;
  7864. this.stride = stride;
  7865. this.count = array !== undefined ? array.length / stride : 0;
  7866. this.usage = StaticDrawUsage;
  7867. this._updateRange = { offset: 0, count: - 1 };
  7868. this.updateRanges = [];
  7869. this.version = 0;
  7870. this.uuid = generateUUID();
  7871. }
  7872. onUploadCallback() {}
  7873. set needsUpdate( value ) {
  7874. if ( value === true ) this.version ++;
  7875. }
  7876. get updateRange() {
  7877. warnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159
  7878. return this._updateRange;
  7879. }
  7880. setUsage( value ) {
  7881. this.usage = value;
  7882. return this;
  7883. }
  7884. addUpdateRange( start, count ) {
  7885. this.updateRanges.push( { start, count } );
  7886. }
  7887. clearUpdateRanges() {
  7888. this.updateRanges.length = 0;
  7889. }
  7890. copy( source ) {
  7891. this.array = new source.array.constructor( source.array );
  7892. this.count = source.count;
  7893. this.stride = source.stride;
  7894. this.usage = source.usage;
  7895. return this;
  7896. }
  7897. copyAt( index1, attribute, index2 ) {
  7898. index1 *= this.stride;
  7899. index2 *= attribute.stride;
  7900. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  7901. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  7902. }
  7903. return this;
  7904. }
  7905. set( value, offset = 0 ) {
  7906. this.array.set( value, offset );
  7907. return this;
  7908. }
  7909. clone( data ) {
  7910. if ( data.arrayBuffers === undefined ) {
  7911. data.arrayBuffers = {};
  7912. }
  7913. if ( this.array.buffer._uuid === undefined ) {
  7914. this.array.buffer._uuid = generateUUID();
  7915. }
  7916. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7917. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  7918. }
  7919. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  7920. const ib = new this.constructor( array, this.stride );
  7921. ib.setUsage( this.usage );
  7922. return ib;
  7923. }
  7924. onUpload( callback ) {
  7925. this.onUploadCallback = callback;
  7926. return this;
  7927. }
  7928. toJSON( data ) {
  7929. if ( data.arrayBuffers === undefined ) {
  7930. data.arrayBuffers = {};
  7931. }
  7932. // generate UUID for array buffer if necessary
  7933. if ( this.array.buffer._uuid === undefined ) {
  7934. this.array.buffer._uuid = generateUUID();
  7935. }
  7936. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7937. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  7938. }
  7939. //
  7940. return {
  7941. uuid: this.uuid,
  7942. buffer: this.array.buffer._uuid,
  7943. type: this.array.constructor.name,
  7944. stride: this.stride
  7945. };
  7946. }
  7947. }
  7948. const _vector$7 = /*@__PURE__*/ new Vector3();
  7949. class InterleavedBufferAttribute {
  7950. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  7951. this.isInterleavedBufferAttribute = true;
  7952. this.name = '';
  7953. this.data = interleavedBuffer;
  7954. this.itemSize = itemSize;
  7955. this.offset = offset;
  7956. this.normalized = normalized;
  7957. }
  7958. get count() {
  7959. return this.data.count;
  7960. }
  7961. get array() {
  7962. return this.data.array;
  7963. }
  7964. set needsUpdate( value ) {
  7965. this.data.needsUpdate = value;
  7966. }
  7967. applyMatrix4( m ) {
  7968. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  7969. _vector$7.fromBufferAttribute( this, i );
  7970. _vector$7.applyMatrix4( m );
  7971. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7972. }
  7973. return this;
  7974. }
  7975. applyNormalMatrix( m ) {
  7976. for ( let i = 0, l = this.count; i < l; i ++ ) {
  7977. _vector$7.fromBufferAttribute( this, i );
  7978. _vector$7.applyNormalMatrix( m );
  7979. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7980. }
  7981. return this;
  7982. }
  7983. transformDirection( m ) {
  7984. for ( let i = 0, l = this.count; i < l; i ++ ) {
  7985. _vector$7.fromBufferAttribute( this, i );
  7986. _vector$7.transformDirection( m );
  7987. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7988. }
  7989. return this;
  7990. }
  7991. getComponent( index, component ) {
  7992. let value = this.array[ index * this.data.stride + this.offset + component ];
  7993. if ( this.normalized ) value = denormalize( value, this.array );
  7994. return value;
  7995. }
  7996. setComponent( index, component, value ) {
  7997. if ( this.normalized ) value = normalize$1( value, this.array );
  7998. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  7999. return this;
  8000. }
  8001. setX( index, x ) {
  8002. if ( this.normalized ) x = normalize$1( x, this.array );
  8003. this.data.array[ index * this.data.stride + this.offset ] = x;
  8004. return this;
  8005. }
  8006. setY( index, y ) {
  8007. if ( this.normalized ) y = normalize$1( y, this.array );
  8008. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  8009. return this;
  8010. }
  8011. setZ( index, z ) {
  8012. if ( this.normalized ) z = normalize$1( z, this.array );
  8013. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  8014. return this;
  8015. }
  8016. setW( index, w ) {
  8017. if ( this.normalized ) w = normalize$1( w, this.array );
  8018. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  8019. return this;
  8020. }
  8021. getX( index ) {
  8022. let x = this.data.array[ index * this.data.stride + this.offset ];
  8023. if ( this.normalized ) x = denormalize( x, this.array );
  8024. return x;
  8025. }
  8026. getY( index ) {
  8027. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  8028. if ( this.normalized ) y = denormalize( y, this.array );
  8029. return y;
  8030. }
  8031. getZ( index ) {
  8032. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  8033. if ( this.normalized ) z = denormalize( z, this.array );
  8034. return z;
  8035. }
  8036. getW( index ) {
  8037. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  8038. if ( this.normalized ) w = denormalize( w, this.array );
  8039. return w;
  8040. }
  8041. setXY( index, x, y ) {
  8042. index = index * this.data.stride + this.offset;
  8043. if ( this.normalized ) {
  8044. x = normalize$1( x, this.array );
  8045. y = normalize$1( y, this.array );
  8046. }
  8047. this.data.array[ index + 0 ] = x;
  8048. this.data.array[ index + 1 ] = y;
  8049. return this;
  8050. }
  8051. setXYZ( index, x, y, z ) {
  8052. index = index * this.data.stride + this.offset;
  8053. if ( this.normalized ) {
  8054. x = normalize$1( x, this.array );
  8055. y = normalize$1( y, this.array );
  8056. z = normalize$1( z, this.array );
  8057. }
  8058. this.data.array[ index + 0 ] = x;
  8059. this.data.array[ index + 1 ] = y;
  8060. this.data.array[ index + 2 ] = z;
  8061. return this;
  8062. }
  8063. setXYZW( index, x, y, z, w ) {
  8064. index = index * this.data.stride + this.offset;
  8065. if ( this.normalized ) {
  8066. x = normalize$1( x, this.array );
  8067. y = normalize$1( y, this.array );
  8068. z = normalize$1( z, this.array );
  8069. w = normalize$1( w, this.array );
  8070. }
  8071. this.data.array[ index + 0 ] = x;
  8072. this.data.array[ index + 1 ] = y;
  8073. this.data.array[ index + 2 ] = z;
  8074. this.data.array[ index + 3 ] = w;
  8075. return this;
  8076. }
  8077. clone( data ) {
  8078. if ( data === undefined ) {
  8079. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  8080. const array = [];
  8081. for ( let i = 0; i < this.count; i ++ ) {
  8082. const index = i * this.data.stride + this.offset;
  8083. for ( let j = 0; j < this.itemSize; j ++ ) {
  8084. array.push( this.data.array[ index + j ] );
  8085. }
  8086. }
  8087. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  8088. } else {
  8089. if ( data.interleavedBuffers === undefined ) {
  8090. data.interleavedBuffers = {};
  8091. }
  8092. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8093. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  8094. }
  8095. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  8096. }
  8097. }
  8098. toJSON( data ) {
  8099. if ( data === undefined ) {
  8100. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  8101. const array = [];
  8102. for ( let i = 0; i < this.count; i ++ ) {
  8103. const index = i * this.data.stride + this.offset;
  8104. for ( let j = 0; j < this.itemSize; j ++ ) {
  8105. array.push( this.data.array[ index + j ] );
  8106. }
  8107. }
  8108. // de-interleave data and save it as an ordinary buffer attribute for now
  8109. return {
  8110. itemSize: this.itemSize,
  8111. type: this.array.constructor.name,
  8112. array: array,
  8113. normalized: this.normalized
  8114. };
  8115. } else {
  8116. // save as true interleaved attribute
  8117. if ( data.interleavedBuffers === undefined ) {
  8118. data.interleavedBuffers = {};
  8119. }
  8120. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8121. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  8122. }
  8123. return {
  8124. isInterleavedBufferAttribute: true,
  8125. itemSize: this.itemSize,
  8126. data: this.data.uuid,
  8127. offset: this.offset,
  8128. normalized: this.normalized
  8129. };
  8130. }
  8131. }
  8132. }
  8133. class SpriteMaterial extends Material {
  8134. constructor( parameters ) {
  8135. super();
  8136. this.isSpriteMaterial = true;
  8137. this.type = 'SpriteMaterial';
  8138. this.color = new Color( 0xffffff );
  8139. this.map = null;
  8140. this.alphaMap = null;
  8141. this.rotation = 0;
  8142. this.sizeAttenuation = true;
  8143. this.transparent = true;
  8144. this.fog = true;
  8145. this.setValues( parameters );
  8146. }
  8147. copy( source ) {
  8148. super.copy( source );
  8149. this.color.copy( source.color );
  8150. this.map = source.map;
  8151. this.alphaMap = source.alphaMap;
  8152. this.rotation = source.rotation;
  8153. this.sizeAttenuation = source.sizeAttenuation;
  8154. this.fog = source.fog;
  8155. return this;
  8156. }
  8157. }
  8158. let _geometry$1;
  8159. const _intersectPoint = /*@__PURE__*/ new Vector3();
  8160. const _worldScale = /*@__PURE__*/ new Vector3();
  8161. const _mvPosition = /*@__PURE__*/ new Vector3();
  8162. const _alignedPosition = /*@__PURE__*/ new Vector2();
  8163. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  8164. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  8165. const _vA = /*@__PURE__*/ new Vector3();
  8166. const _vB = /*@__PURE__*/ new Vector3();
  8167. const _vC = /*@__PURE__*/ new Vector3();
  8168. const _uvA = /*@__PURE__*/ new Vector2();
  8169. const _uvB = /*@__PURE__*/ new Vector2();
  8170. const _uvC = /*@__PURE__*/ new Vector2();
  8171. class Sprite extends Object3D {
  8172. constructor( material = new SpriteMaterial() ) {
  8173. super();
  8174. this.isSprite = true;
  8175. this.type = 'Sprite';
  8176. if ( _geometry$1 === undefined ) {
  8177. _geometry$1 = new BufferGeometry();
  8178. const float32Array = new Float32Array( [
  8179. - 0.5, - 0.5, 0, 0, 0,
  8180. 0.5, - 0.5, 0, 1, 0,
  8181. 0.5, 0.5, 0, 1, 1,
  8182. - 0.5, 0.5, 0, 0, 1
  8183. ] );
  8184. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  8185. _geometry$1.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  8186. _geometry$1.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  8187. _geometry$1.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  8188. }
  8189. this.geometry = _geometry$1;
  8190. this.material = material;
  8191. this.center = new Vector2( 0.5, 0.5 );
  8192. }
  8193. raycast( raycaster, intersects ) {
  8194. if ( raycaster.camera === null ) {
  8195. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  8196. }
  8197. _worldScale.setFromMatrixScale( this.matrixWorld );
  8198. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  8199. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  8200. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  8201. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  8202. _worldScale.multiplyScalar( - _mvPosition.z );
  8203. }
  8204. const rotation = this.material.rotation;
  8205. let sin, cos;
  8206. if ( rotation !== 0 ) {
  8207. cos = Math.cos( rotation );
  8208. sin = Math.sin( rotation );
  8209. }
  8210. const center = this.center;
  8211. transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8212. transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8213. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8214. _uvA.set( 0, 0 );
  8215. _uvB.set( 1, 0 );
  8216. _uvC.set( 1, 1 );
  8217. // check first triangle
  8218. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  8219. if ( intersect === null ) {
  8220. // check second triangle
  8221. transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8222. _uvB.set( 0, 1 );
  8223. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  8224. if ( intersect === null ) {
  8225. return;
  8226. }
  8227. }
  8228. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  8229. if ( distance < raycaster.near || distance > raycaster.far ) return;
  8230. intersects.push( {
  8231. distance: distance,
  8232. point: _intersectPoint.clone(),
  8233. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  8234. face: null,
  8235. object: this
  8236. } );
  8237. }
  8238. copy( source, recursive ) {
  8239. super.copy( source, recursive );
  8240. if ( source.center !== undefined ) this.center.copy( source.center );
  8241. this.material = source.material;
  8242. return this;
  8243. }
  8244. }
  8245. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  8246. // compute position in camera space
  8247. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  8248. // to check if rotation is not zero
  8249. if ( sin !== undefined ) {
  8250. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  8251. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  8252. } else {
  8253. _rotatedPosition.copy( _alignedPosition );
  8254. }
  8255. vertexPosition.copy( mvPosition );
  8256. vertexPosition.x += _rotatedPosition.x;
  8257. vertexPosition.y += _rotatedPosition.y;
  8258. // transform to world space
  8259. vertexPosition.applyMatrix4( _viewWorldMatrix );
  8260. }
  8261. const _v1$2 = /*@__PURE__*/ new Vector3();
  8262. const _v2$1 = /*@__PURE__*/ new Vector3();
  8263. class LOD extends Object3D {
  8264. constructor() {
  8265. super();
  8266. this._currentLevel = 0;
  8267. this.type = 'LOD';
  8268. Object.defineProperties( this, {
  8269. levels: {
  8270. enumerable: true,
  8271. value: []
  8272. },
  8273. isLOD: {
  8274. value: true,
  8275. }
  8276. } );
  8277. this.autoUpdate = true;
  8278. }
  8279. copy( source ) {
  8280. super.copy( source, false );
  8281. const levels = source.levels;
  8282. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8283. const level = levels[ i ];
  8284. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  8285. }
  8286. this.autoUpdate = source.autoUpdate;
  8287. return this;
  8288. }
  8289. addLevel( object, distance = 0, hysteresis = 0 ) {
  8290. distance = Math.abs( distance );
  8291. const levels = this.levels;
  8292. let l;
  8293. for ( l = 0; l < levels.length; l ++ ) {
  8294. if ( distance < levels[ l ].distance ) {
  8295. break;
  8296. }
  8297. }
  8298. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  8299. this.add( object );
  8300. return this;
  8301. }
  8302. getCurrentLevel() {
  8303. return this._currentLevel;
  8304. }
  8305. getObjectForDistance( distance ) {
  8306. const levels = this.levels;
  8307. if ( levels.length > 0 ) {
  8308. let i, l;
  8309. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8310. let levelDistance = levels[ i ].distance;
  8311. if ( levels[ i ].object.visible ) {
  8312. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8313. }
  8314. if ( distance < levelDistance ) {
  8315. break;
  8316. }
  8317. }
  8318. return levels[ i - 1 ].object;
  8319. }
  8320. return null;
  8321. }
  8322. raycast( raycaster, intersects ) {
  8323. const levels = this.levels;
  8324. if ( levels.length > 0 ) {
  8325. _v1$2.setFromMatrixPosition( this.matrixWorld );
  8326. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  8327. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  8328. }
  8329. }
  8330. update( camera ) {
  8331. const levels = this.levels;
  8332. if ( levels.length > 1 ) {
  8333. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  8334. _v2$1.setFromMatrixPosition( this.matrixWorld );
  8335. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  8336. levels[ 0 ].object.visible = true;
  8337. let i, l;
  8338. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8339. let levelDistance = levels[ i ].distance;
  8340. if ( levels[ i ].object.visible ) {
  8341. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8342. }
  8343. if ( distance >= levelDistance ) {
  8344. levels[ i - 1 ].object.visible = false;
  8345. levels[ i ].object.visible = true;
  8346. } else {
  8347. break;
  8348. }
  8349. }
  8350. this._currentLevel = i - 1;
  8351. for ( ; i < l; i ++ ) {
  8352. levels[ i ].object.visible = false;
  8353. }
  8354. }
  8355. }
  8356. toJSON( meta ) {
  8357. const data = super.toJSON( meta );
  8358. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  8359. data.object.levels = [];
  8360. const levels = this.levels;
  8361. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8362. const level = levels[ i ];
  8363. data.object.levels.push( {
  8364. object: level.object.uuid,
  8365. distance: level.distance,
  8366. hysteresis: level.hysteresis
  8367. } );
  8368. }
  8369. return data;
  8370. }
  8371. }
  8372. const _basePosition = /*@__PURE__*/ new Vector3();
  8373. const _skinIndex = /*@__PURE__*/ new Vector4();
  8374. const _skinWeight = /*@__PURE__*/ new Vector4();
  8375. const _vector3$1 = /*@__PURE__*/ new Vector3();
  8376. const _matrix4 = /*@__PURE__*/ new Matrix4();
  8377. const _vertex = /*@__PURE__*/ new Vector3();
  8378. const _sphere$5 = /*@__PURE__*/ new Sphere();
  8379. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  8380. const _ray$2 = /*@__PURE__*/ new Ray();
  8381. class SkinnedMesh extends Mesh {
  8382. constructor( geometry, material ) {
  8383. super( geometry, material );
  8384. this.isSkinnedMesh = true;
  8385. this.type = 'SkinnedMesh';
  8386. this.bindMode = AttachedBindMode;
  8387. this.bindMatrix = new Matrix4();
  8388. this.bindMatrixInverse = new Matrix4();
  8389. this.boundingBox = null;
  8390. this.boundingSphere = null;
  8391. }
  8392. computeBoundingBox() {
  8393. const geometry = this.geometry;
  8394. if ( this.boundingBox === null ) {
  8395. this.boundingBox = new Box3();
  8396. }
  8397. this.boundingBox.makeEmpty();
  8398. const positionAttribute = geometry.getAttribute( 'position' );
  8399. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8400. this.getVertexPosition( i, _vertex );
  8401. this.boundingBox.expandByPoint( _vertex );
  8402. }
  8403. }
  8404. computeBoundingSphere() {
  8405. const geometry = this.geometry;
  8406. if ( this.boundingSphere === null ) {
  8407. this.boundingSphere = new Sphere();
  8408. }
  8409. this.boundingSphere.makeEmpty();
  8410. const positionAttribute = geometry.getAttribute( 'position' );
  8411. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8412. this.getVertexPosition( i, _vertex );
  8413. this.boundingSphere.expandByPoint( _vertex );
  8414. }
  8415. }
  8416. copy( source, recursive ) {
  8417. super.copy( source, recursive );
  8418. this.bindMode = source.bindMode;
  8419. this.bindMatrix.copy( source.bindMatrix );
  8420. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  8421. this.skeleton = source.skeleton;
  8422. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8423. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8424. return this;
  8425. }
  8426. raycast( raycaster, intersects ) {
  8427. const material = this.material;
  8428. const matrixWorld = this.matrixWorld;
  8429. if ( material === undefined ) return;
  8430. // test with bounding sphere in world space
  8431. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8432. _sphere$5.copy( this.boundingSphere );
  8433. _sphere$5.applyMatrix4( matrixWorld );
  8434. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  8435. // convert ray to local space of skinned mesh
  8436. _inverseMatrix$2.copy( matrixWorld ).invert();
  8437. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  8438. // test with bounding box in local space
  8439. if ( this.boundingBox !== null ) {
  8440. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  8441. }
  8442. // test for intersections with geometry
  8443. this._computeIntersections( raycaster, intersects, _ray$2 );
  8444. }
  8445. getVertexPosition( index, target ) {
  8446. super.getVertexPosition( index, target );
  8447. this.applyBoneTransform( index, target );
  8448. return target;
  8449. }
  8450. bind( skeleton, bindMatrix ) {
  8451. this.skeleton = skeleton;
  8452. if ( bindMatrix === undefined ) {
  8453. this.updateMatrixWorld( true );
  8454. this.skeleton.calculateInverses();
  8455. bindMatrix = this.matrixWorld;
  8456. }
  8457. this.bindMatrix.copy( bindMatrix );
  8458. this.bindMatrixInverse.copy( bindMatrix ).invert();
  8459. }
  8460. pose() {
  8461. this.skeleton.pose();
  8462. }
  8463. normalizeSkinWeights() {
  8464. const vector = new Vector4();
  8465. const skinWeight = this.geometry.attributes.skinWeight;
  8466. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  8467. vector.fromBufferAttribute( skinWeight, i );
  8468. const scale = 1.0 / vector.manhattanLength();
  8469. if ( scale !== Infinity ) {
  8470. vector.multiplyScalar( scale );
  8471. } else {
  8472. vector.set( 1, 0, 0, 0 ); // do something reasonable
  8473. }
  8474. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  8475. }
  8476. }
  8477. updateMatrixWorld( force ) {
  8478. super.updateMatrixWorld( force );
  8479. if ( this.bindMode === AttachedBindMode ) {
  8480. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  8481. } else if ( this.bindMode === DetachedBindMode ) {
  8482. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  8483. } else {
  8484. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  8485. }
  8486. }
  8487. applyBoneTransform( index, vector ) {
  8488. const skeleton = this.skeleton;
  8489. const geometry = this.geometry;
  8490. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  8491. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  8492. _basePosition.copy( vector ).applyMatrix4( this.bindMatrix );
  8493. vector.set( 0, 0, 0 );
  8494. for ( let i = 0; i < 4; i ++ ) {
  8495. const weight = _skinWeight.getComponent( i );
  8496. if ( weight !== 0 ) {
  8497. const boneIndex = _skinIndex.getComponent( i );
  8498. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  8499. vector.addScaledVector( _vector3$1.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  8500. }
  8501. }
  8502. return vector.applyMatrix4( this.bindMatrixInverse );
  8503. }
  8504. }
  8505. class Bone extends Object3D {
  8506. constructor() {
  8507. super();
  8508. this.isBone = true;
  8509. this.type = 'Bone';
  8510. }
  8511. }
  8512. class DataTexture extends Texture {
  8513. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  8514. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  8515. this.isDataTexture = true;
  8516. this.image = { data: data, width: width, height: height };
  8517. this.generateMipmaps = false;
  8518. this.flipY = false;
  8519. this.unpackAlignment = 1;
  8520. }
  8521. }
  8522. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  8523. const _identityMatrix$1 = /*@__PURE__*/ new Matrix4();
  8524. class Skeleton {
  8525. constructor( bones = [], boneInverses = [] ) {
  8526. this.uuid = generateUUID();
  8527. this.bones = bones.slice( 0 );
  8528. this.boneInverses = boneInverses;
  8529. this.boneMatrices = null;
  8530. this.boneTexture = null;
  8531. this.init();
  8532. }
  8533. init() {
  8534. const bones = this.bones;
  8535. const boneInverses = this.boneInverses;
  8536. this.boneMatrices = new Float32Array( bones.length * 16 );
  8537. // calculate inverse bone matrices if necessary
  8538. if ( boneInverses.length === 0 ) {
  8539. this.calculateInverses();
  8540. } else {
  8541. // handle special case
  8542. if ( bones.length !== boneInverses.length ) {
  8543. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  8544. this.boneInverses = [];
  8545. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8546. this.boneInverses.push( new Matrix4() );
  8547. }
  8548. }
  8549. }
  8550. }
  8551. calculateInverses() {
  8552. this.boneInverses.length = 0;
  8553. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8554. const inverse = new Matrix4();
  8555. if ( this.bones[ i ] ) {
  8556. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  8557. }
  8558. this.boneInverses.push( inverse );
  8559. }
  8560. }
  8561. pose() {
  8562. // recover the bind-time world matrices
  8563. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8564. const bone = this.bones[ i ];
  8565. if ( bone ) {
  8566. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  8567. }
  8568. }
  8569. // compute the local matrices, positions, rotations and scales
  8570. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8571. const bone = this.bones[ i ];
  8572. if ( bone ) {
  8573. if ( bone.parent && bone.parent.isBone ) {
  8574. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  8575. bone.matrix.multiply( bone.matrixWorld );
  8576. } else {
  8577. bone.matrix.copy( bone.matrixWorld );
  8578. }
  8579. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  8580. }
  8581. }
  8582. }
  8583. update() {
  8584. const bones = this.bones;
  8585. const boneInverses = this.boneInverses;
  8586. const boneMatrices = this.boneMatrices;
  8587. const boneTexture = this.boneTexture;
  8588. // flatten bone matrices to array
  8589. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  8590. // compute the offset between the current and the original transform
  8591. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;
  8592. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  8593. _offsetMatrix.toArray( boneMatrices, i * 16 );
  8594. }
  8595. if ( boneTexture !== null ) {
  8596. boneTexture.needsUpdate = true;
  8597. }
  8598. }
  8599. clone() {
  8600. return new Skeleton( this.bones, this.boneInverses );
  8601. }
  8602. computeBoneTexture() {
  8603. // layout (1 matrix = 4 pixels)
  8604. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8605. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  8606. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  8607. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  8608. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  8609. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  8610. size = Math.ceil( size / 4 ) * 4;
  8611. size = Math.max( size, 4 );
  8612. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  8613. boneMatrices.set( this.boneMatrices ); // copy current values
  8614. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  8615. boneTexture.needsUpdate = true;
  8616. this.boneMatrices = boneMatrices;
  8617. this.boneTexture = boneTexture;
  8618. return this;
  8619. }
  8620. getBoneByName( name ) {
  8621. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8622. const bone = this.bones[ i ];
  8623. if ( bone.name === name ) {
  8624. return bone;
  8625. }
  8626. }
  8627. return undefined;
  8628. }
  8629. dispose( ) {
  8630. if ( this.boneTexture !== null ) {
  8631. this.boneTexture.dispose();
  8632. this.boneTexture = null;
  8633. }
  8634. }
  8635. fromJSON( json, bones ) {
  8636. this.uuid = json.uuid;
  8637. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  8638. const uuid = json.bones[ i ];
  8639. let bone = bones[ uuid ];
  8640. if ( bone === undefined ) {
  8641. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  8642. bone = new Bone();
  8643. }
  8644. this.bones.push( bone );
  8645. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  8646. }
  8647. this.init();
  8648. return this;
  8649. }
  8650. toJSON() {
  8651. const data = {
  8652. metadata: {
  8653. version: 4.6,
  8654. type: 'Skeleton',
  8655. generator: 'Skeleton.toJSON'
  8656. },
  8657. bones: [],
  8658. boneInverses: []
  8659. };
  8660. data.uuid = this.uuid;
  8661. const bones = this.bones;
  8662. const boneInverses = this.boneInverses;
  8663. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  8664. const bone = bones[ i ];
  8665. data.bones.push( bone.uuid );
  8666. const boneInverse = boneInverses[ i ];
  8667. data.boneInverses.push( boneInverse.toArray() );
  8668. }
  8669. return data;
  8670. }
  8671. }
  8672. class InstancedBufferAttribute extends BufferAttribute {
  8673. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  8674. super( array, itemSize, normalized );
  8675. this.isInstancedBufferAttribute = true;
  8676. this.meshPerAttribute = meshPerAttribute;
  8677. }
  8678. copy( source ) {
  8679. super.copy( source );
  8680. this.meshPerAttribute = source.meshPerAttribute;
  8681. return this;
  8682. }
  8683. toJSON() {
  8684. const data = super.toJSON();
  8685. data.meshPerAttribute = this.meshPerAttribute;
  8686. data.isInstancedBufferAttribute = true;
  8687. return data;
  8688. }
  8689. }
  8690. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  8691. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  8692. const _instanceIntersects = [];
  8693. const _box3 = /*@__PURE__*/ new Box3();
  8694. const _identity = /*@__PURE__*/ new Matrix4();
  8695. const _mesh$1 = /*@__PURE__*/ new Mesh();
  8696. const _sphere$4 = /*@__PURE__*/ new Sphere();
  8697. class InstancedMesh extends Mesh {
  8698. constructor( geometry, material, count ) {
  8699. super( geometry, material );
  8700. this.isInstancedMesh = true;
  8701. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  8702. this.instanceColor = null;
  8703. this.morphTexture = null;
  8704. this.count = count;
  8705. this.boundingBox = null;
  8706. this.boundingSphere = null;
  8707. for ( let i = 0; i < count; i ++ ) {
  8708. this.setMatrixAt( i, _identity );
  8709. }
  8710. }
  8711. computeBoundingBox() {
  8712. const geometry = this.geometry;
  8713. const count = this.count;
  8714. if ( this.boundingBox === null ) {
  8715. this.boundingBox = new Box3();
  8716. }
  8717. if ( geometry.boundingBox === null ) {
  8718. geometry.computeBoundingBox();
  8719. }
  8720. this.boundingBox.makeEmpty();
  8721. for ( let i = 0; i < count; i ++ ) {
  8722. this.getMatrixAt( i, _instanceLocalMatrix );
  8723. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  8724. this.boundingBox.union( _box3 );
  8725. }
  8726. }
  8727. computeBoundingSphere() {
  8728. const geometry = this.geometry;
  8729. const count = this.count;
  8730. if ( this.boundingSphere === null ) {
  8731. this.boundingSphere = new Sphere();
  8732. }
  8733. if ( geometry.boundingSphere === null ) {
  8734. geometry.computeBoundingSphere();
  8735. }
  8736. this.boundingSphere.makeEmpty();
  8737. for ( let i = 0; i < count; i ++ ) {
  8738. this.getMatrixAt( i, _instanceLocalMatrix );
  8739. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  8740. this.boundingSphere.union( _sphere$4 );
  8741. }
  8742. }
  8743. copy( source, recursive ) {
  8744. super.copy( source, recursive );
  8745. this.instanceMatrix.copy( source.instanceMatrix );
  8746. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  8747. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  8748. this.count = source.count;
  8749. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8750. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8751. return this;
  8752. }
  8753. getColorAt( index, color ) {
  8754. color.fromArray( this.instanceColor.array, index * 3 );
  8755. }
  8756. getMatrixAt( index, matrix ) {
  8757. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  8758. }
  8759. getMorphAt( index, object ) {
  8760. const objectInfluences = object.morphTargetInfluences;
  8761. const array = this.morphTexture.source.data.data;
  8762. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  8763. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  8764. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8765. objectInfluences[ i ] = array[ dataIndex + i ];
  8766. }
  8767. }
  8768. raycast( raycaster, intersects ) {
  8769. const matrixWorld = this.matrixWorld;
  8770. const raycastTimes = this.count;
  8771. _mesh$1.geometry = this.geometry;
  8772. _mesh$1.material = this.material;
  8773. if ( _mesh$1.material === undefined ) return;
  8774. // test with bounding sphere first
  8775. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8776. _sphere$4.copy( this.boundingSphere );
  8777. _sphere$4.applyMatrix4( matrixWorld );
  8778. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  8779. // now test each instance
  8780. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  8781. // calculate the world matrix for each instance
  8782. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  8783. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  8784. // the mesh represents this single instance
  8785. _mesh$1.matrixWorld = _instanceWorldMatrix;
  8786. _mesh$1.raycast( raycaster, _instanceIntersects );
  8787. // process the result of raycast
  8788. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  8789. const intersect = _instanceIntersects[ i ];
  8790. intersect.instanceId = instanceId;
  8791. intersect.object = this;
  8792. intersects.push( intersect );
  8793. }
  8794. _instanceIntersects.length = 0;
  8795. }
  8796. }
  8797. setColorAt( index, color ) {
  8798. if ( this.instanceColor === null ) {
  8799. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  8800. }
  8801. color.toArray( this.instanceColor.array, index * 3 );
  8802. }
  8803. setMatrixAt( index, matrix ) {
  8804. matrix.toArray( this.instanceMatrix.array, index * 16 );
  8805. }
  8806. setMorphAt( index, object ) {
  8807. const objectInfluences = object.morphTargetInfluences;
  8808. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  8809. if ( this.morphTexture === null ) {
  8810. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  8811. }
  8812. const array = this.morphTexture.source.data.data;
  8813. let morphInfluencesSum = 0;
  8814. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8815. morphInfluencesSum += objectInfluences[ i ];
  8816. }
  8817. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  8818. const dataIndex = len * index;
  8819. array[ dataIndex ] = morphBaseInfluence;
  8820. array.set( objectInfluences, dataIndex + 1 );
  8821. }
  8822. updateMorphTargets() {
  8823. }
  8824. dispose() {
  8825. this.dispatchEvent( { type: 'dispose' } );
  8826. if ( this.morphTexture !== null ) {
  8827. this.morphTexture.dispose();
  8828. this.morphTexture = null;
  8829. }
  8830. return this;
  8831. }
  8832. }
  8833. const _vector1 = /*@__PURE__*/ new Vector3();
  8834. const _vector2 = /*@__PURE__*/ new Vector3();
  8835. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  8836. class Plane {
  8837. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  8838. this.isPlane = true;
  8839. // normal is assumed to be normalized
  8840. this.normal = normal;
  8841. this.constant = constant;
  8842. }
  8843. set( normal, constant ) {
  8844. this.normal.copy( normal );
  8845. this.constant = constant;
  8846. return this;
  8847. }
  8848. setComponents( x, y, z, w ) {
  8849. this.normal.set( x, y, z );
  8850. this.constant = w;
  8851. return this;
  8852. }
  8853. setFromNormalAndCoplanarPoint( normal, point ) {
  8854. this.normal.copy( normal );
  8855. this.constant = - point.dot( this.normal );
  8856. return this;
  8857. }
  8858. setFromCoplanarPoints( a, b, c ) {
  8859. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8860. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8861. this.setFromNormalAndCoplanarPoint( normal, a );
  8862. return this;
  8863. }
  8864. copy( plane ) {
  8865. this.normal.copy( plane.normal );
  8866. this.constant = plane.constant;
  8867. return this;
  8868. }
  8869. normalize() {
  8870. // Note: will lead to a divide by zero if the plane is invalid.
  8871. const inverseNormalLength = 1.0 / this.normal.length();
  8872. this.normal.multiplyScalar( inverseNormalLength );
  8873. this.constant *= inverseNormalLength;
  8874. return this;
  8875. }
  8876. negate() {
  8877. this.constant *= - 1;
  8878. this.normal.negate();
  8879. return this;
  8880. }
  8881. distanceToPoint( point ) {
  8882. return this.normal.dot( point ) + this.constant;
  8883. }
  8884. distanceToSphere( sphere ) {
  8885. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8886. }
  8887. projectPoint( point, target ) {
  8888. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  8889. }
  8890. intersectLine( line, target ) {
  8891. const direction = line.delta( _vector1 );
  8892. const denominator = this.normal.dot( direction );
  8893. if ( denominator === 0 ) {
  8894. // line is coplanar, return origin
  8895. if ( this.distanceToPoint( line.start ) === 0 ) {
  8896. return target.copy( line.start );
  8897. }
  8898. // Unsure if this is the correct method to handle this case.
  8899. return null;
  8900. }
  8901. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8902. if ( t < 0 || t > 1 ) {
  8903. return null;
  8904. }
  8905. return target.copy( line.start ).addScaledVector( direction, t );
  8906. }
  8907. intersectsLine( line ) {
  8908. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8909. const startSign = this.distanceToPoint( line.start );
  8910. const endSign = this.distanceToPoint( line.end );
  8911. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8912. }
  8913. intersectsBox( box ) {
  8914. return box.intersectsPlane( this );
  8915. }
  8916. intersectsSphere( sphere ) {
  8917. return sphere.intersectsPlane( this );
  8918. }
  8919. coplanarPoint( target ) {
  8920. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8921. }
  8922. applyMatrix4( matrix, optionalNormalMatrix ) {
  8923. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8924. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8925. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8926. this.constant = - referencePoint.dot( normal );
  8927. return this;
  8928. }
  8929. translate( offset ) {
  8930. this.constant -= offset.dot( this.normal );
  8931. return this;
  8932. }
  8933. equals( plane ) {
  8934. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8935. }
  8936. clone() {
  8937. return new this.constructor().copy( this );
  8938. }
  8939. }
  8940. const _sphere$3 = /*@__PURE__*/ new Sphere();
  8941. const _vector$6 = /*@__PURE__*/ new Vector3();
  8942. class Frustum {
  8943. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  8944. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  8945. }
  8946. set( p0, p1, p2, p3, p4, p5 ) {
  8947. const planes = this.planes;
  8948. planes[ 0 ].copy( p0 );
  8949. planes[ 1 ].copy( p1 );
  8950. planes[ 2 ].copy( p2 );
  8951. planes[ 3 ].copy( p3 );
  8952. planes[ 4 ].copy( p4 );
  8953. planes[ 5 ].copy( p5 );
  8954. return this;
  8955. }
  8956. copy( frustum ) {
  8957. const planes = this.planes;
  8958. for ( let i = 0; i < 6; i ++ ) {
  8959. planes[ i ].copy( frustum.planes[ i ] );
  8960. }
  8961. return this;
  8962. }
  8963. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  8964. const planes = this.planes;
  8965. const me = m.elements;
  8966. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8967. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8968. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8969. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8970. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8971. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8972. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8973. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8974. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8975. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8976. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8977. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8978. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  8979. } else {
  8980. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  8981. }
  8982. return this;
  8983. }
  8984. intersectsObject( object ) {
  8985. if ( object.boundingSphere !== undefined ) {
  8986. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  8987. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  8988. } else {
  8989. const geometry = object.geometry;
  8990. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8991. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8992. }
  8993. return this.intersectsSphere( _sphere$3 );
  8994. }
  8995. intersectsSprite( sprite ) {
  8996. _sphere$3.center.set( 0, 0, 0 );
  8997. _sphere$3.radius = 0.7071067811865476;
  8998. _sphere$3.applyMatrix4( sprite.matrixWorld );
  8999. return this.intersectsSphere( _sphere$3 );
  9000. }
  9001. intersectsSphere( sphere ) {
  9002. const planes = this.planes;
  9003. const center = sphere.center;
  9004. const negRadius = - sphere.radius;
  9005. for ( let i = 0; i < 6; i ++ ) {
  9006. const distance = planes[ i ].distanceToPoint( center );
  9007. if ( distance < negRadius ) {
  9008. return false;
  9009. }
  9010. }
  9011. return true;
  9012. }
  9013. intersectsBox( box ) {
  9014. const planes = this.planes;
  9015. for ( let i = 0; i < 6; i ++ ) {
  9016. const plane = planes[ i ];
  9017. // corner at max distance
  9018. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  9019. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  9020. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  9021. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  9022. return false;
  9023. }
  9024. }
  9025. return true;
  9026. }
  9027. containsPoint( point ) {
  9028. const planes = this.planes;
  9029. for ( let i = 0; i < 6; i ++ ) {
  9030. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  9031. return false;
  9032. }
  9033. }
  9034. return true;
  9035. }
  9036. clone() {
  9037. return new this.constructor().copy( this );
  9038. }
  9039. }
  9040. function sortOpaque( a, b ) {
  9041. return a.z - b.z;
  9042. }
  9043. function sortTransparent( a, b ) {
  9044. return b.z - a.z;
  9045. }
  9046. class MultiDrawRenderList {
  9047. constructor() {
  9048. this.index = 0;
  9049. this.pool = [];
  9050. this.list = [];
  9051. }
  9052. push( drawRange, z, index ) {
  9053. const pool = this.pool;
  9054. const list = this.list;
  9055. if ( this.index >= pool.length ) {
  9056. pool.push( {
  9057. start: - 1,
  9058. count: - 1,
  9059. z: - 1,
  9060. index: - 1,
  9061. } );
  9062. }
  9063. const item = pool[ this.index ];
  9064. list.push( item );
  9065. this.index ++;
  9066. item.start = drawRange.start;
  9067. item.count = drawRange.count;
  9068. item.z = z;
  9069. item.index = index;
  9070. }
  9071. reset() {
  9072. this.list.length = 0;
  9073. this.index = 0;
  9074. }
  9075. }
  9076. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  9077. const _invMatrixWorld = /*@__PURE__*/ new Matrix4();
  9078. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  9079. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  9080. const _projScreenMatrix$3 = /*@__PURE__*/ new Matrix4();
  9081. const _frustum$1 = /*@__PURE__*/ new Frustum();
  9082. const _box$1 = /*@__PURE__*/ new Box3();
  9083. const _sphere$2 = /*@__PURE__*/ new Sphere();
  9084. const _vector$5 = /*@__PURE__*/ new Vector3();
  9085. const _forward = /*@__PURE__*/ new Vector3();
  9086. const _temp = /*@__PURE__*/ new Vector3();
  9087. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  9088. const _mesh = /*@__PURE__*/ new Mesh();
  9089. const _batchIntersects = [];
  9090. // @TODO: SkinnedMesh support?
  9091. // @TODO: geometry.groups support?
  9092. // @TODO: geometry.drawRange support?
  9093. // @TODO: geometry.morphAttributes support?
  9094. // @TODO: Support uniform parameter per geometry
  9095. // @TODO: Add an "optimize" function to pack geometry and remove data gaps
  9096. // copies data from attribute "src" into "target" starting at "targetOffset"
  9097. function copyAttributeData( src, target, targetOffset = 0 ) {
  9098. const itemSize = target.itemSize;
  9099. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  9100. // use the component getters and setters if the array data cannot
  9101. // be copied directly
  9102. const vertexCount = src.count;
  9103. for ( let i = 0; i < vertexCount; i ++ ) {
  9104. for ( let c = 0; c < itemSize; c ++ ) {
  9105. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  9106. }
  9107. }
  9108. } else {
  9109. // faster copy approach using typed array set function
  9110. target.array.set( src.array, targetOffset * itemSize );
  9111. }
  9112. target.needsUpdate = true;
  9113. }
  9114. class BatchedMesh extends Mesh {
  9115. get maxInstanceCount() {
  9116. return this._maxInstanceCount;
  9117. }
  9118. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  9119. super( new BufferGeometry(), material );
  9120. this.isBatchedMesh = true;
  9121. this.perObjectFrustumCulled = true;
  9122. this.sortObjects = true;
  9123. this.boundingBox = null;
  9124. this.boundingSphere = null;
  9125. this.customSort = null;
  9126. // stores visible, active, and geometry id per object
  9127. this._drawInfo = [];
  9128. // geometry information
  9129. this._drawRanges = [];
  9130. this._reservedRanges = [];
  9131. this._bounds = [];
  9132. this._maxInstanceCount = maxInstanceCount;
  9133. this._maxVertexCount = maxVertexCount;
  9134. this._maxIndexCount = maxIndexCount;
  9135. this._geometryInitialized = false;
  9136. this._geometryCount = 0;
  9137. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  9138. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  9139. this._multiDrawCount = 0;
  9140. this._multiDrawInstances = null;
  9141. this._visibilityChanged = true;
  9142. // Local matrix per geometry by using data texture
  9143. this._matricesTexture = null;
  9144. this._indirectTexture = null;
  9145. this._colorsTexture = null;
  9146. this._initMatricesTexture();
  9147. this._initIndirectTexture();
  9148. }
  9149. _initMatricesTexture() {
  9150. // layout (1 matrix = 4 pixels)
  9151. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  9152. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  9153. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  9154. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  9155. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  9156. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  9157. size = Math.ceil( size / 4 ) * 4;
  9158. size = Math.max( size, 4 );
  9159. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  9160. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  9161. this._matricesTexture = matricesTexture;
  9162. }
  9163. _initIndirectTexture() {
  9164. let size = Math.sqrt( this._maxInstanceCount );
  9165. size = Math.ceil( size );
  9166. const indirectArray = new Uint32Array( size * size );
  9167. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  9168. this._indirectTexture = indirectTexture;
  9169. }
  9170. _initColorsTexture() {
  9171. let size = Math.sqrt( this._maxInstanceCount );
  9172. size = Math.ceil( size );
  9173. // 4 floats per RGBA pixel initialized to white
  9174. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  9175. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  9176. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  9177. this._colorsTexture = colorsTexture;
  9178. }
  9179. _initializeGeometry( reference ) {
  9180. const geometry = this.geometry;
  9181. const maxVertexCount = this._maxVertexCount;
  9182. const maxIndexCount = this._maxIndexCount;
  9183. if ( this._geometryInitialized === false ) {
  9184. for ( const attributeName in reference.attributes ) {
  9185. const srcAttribute = reference.getAttribute( attributeName );
  9186. const { array, itemSize, normalized } = srcAttribute;
  9187. const dstArray = new array.constructor( maxVertexCount * itemSize );
  9188. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  9189. geometry.setAttribute( attributeName, dstAttribute );
  9190. }
  9191. if ( reference.getIndex() !== null ) {
  9192. // Reserve last u16 index for primitive restart.
  9193. const indexArray = maxVertexCount > 65535
  9194. ? new Uint32Array( maxIndexCount )
  9195. : new Uint16Array( maxIndexCount );
  9196. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  9197. }
  9198. this._geometryInitialized = true;
  9199. }
  9200. }
  9201. // Make sure the geometry is compatible with the existing combined geometry attributes
  9202. _validateGeometry( geometry ) {
  9203. // check to ensure the geometries are using consistent attributes and indices
  9204. const batchGeometry = this.geometry;
  9205. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  9206. throw new Error( 'BatchedMesh: All geometries must consistently have "index".' );
  9207. }
  9208. for ( const attributeName in batchGeometry.attributes ) {
  9209. if ( ! geometry.hasAttribute( attributeName ) ) {
  9210. throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  9211. }
  9212. const srcAttribute = geometry.getAttribute( attributeName );
  9213. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9214. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  9215. throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  9216. }
  9217. }
  9218. }
  9219. setCustomSort( func ) {
  9220. this.customSort = func;
  9221. return this;
  9222. }
  9223. computeBoundingBox() {
  9224. if ( this.boundingBox === null ) {
  9225. this.boundingBox = new Box3();
  9226. }
  9227. const geometryCount = this._geometryCount;
  9228. const boundingBox = this.boundingBox;
  9229. const drawInfo = this._drawInfo;
  9230. boundingBox.makeEmpty();
  9231. for ( let i = 0; i < geometryCount; i ++ ) {
  9232. if ( drawInfo[ i ].active === false ) continue;
  9233. const geometryId = drawInfo[ i ].geometryIndex;
  9234. this.getMatrixAt( i, _matrix$1 );
  9235. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  9236. boundingBox.union( _box$1 );
  9237. }
  9238. }
  9239. computeBoundingSphere() {
  9240. if ( this.boundingSphere === null ) {
  9241. this.boundingSphere = new Sphere();
  9242. }
  9243. const boundingSphere = this.boundingSphere;
  9244. const drawInfo = this._drawInfo;
  9245. boundingSphere.makeEmpty();
  9246. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9247. if ( drawInfo[ i ].active === false ) continue;
  9248. const geometryId = drawInfo[ i ].geometryIndex;
  9249. this.getMatrixAt( i, _matrix$1 );
  9250. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9251. boundingSphere.union( _sphere$2 );
  9252. }
  9253. }
  9254. addInstance( geometryId ) {
  9255. // ensure we're not over geometry
  9256. if ( this._drawInfo.length >= this._maxInstanceCount ) {
  9257. throw new Error( 'BatchedMesh: Maximum item count reached.' );
  9258. }
  9259. this._drawInfo.push( {
  9260. visible: true,
  9261. active: true,
  9262. geometryIndex: geometryId,
  9263. } );
  9264. // initialize the matrix
  9265. const drawId = this._drawInfo.length - 1;
  9266. const matricesTexture = this._matricesTexture;
  9267. const matricesArray = matricesTexture.image.data;
  9268. _identityMatrix.toArray( matricesArray, drawId * 16 );
  9269. matricesTexture.needsUpdate = true;
  9270. const colorsTexture = this._colorsTexture;
  9271. if ( colorsTexture ) {
  9272. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  9273. colorsTexture.needsUpdate = true;
  9274. }
  9275. return drawId;
  9276. }
  9277. addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {
  9278. this._initializeGeometry( geometry );
  9279. this._validateGeometry( geometry );
  9280. // ensure we're not over geometry
  9281. if ( this._drawInfo.length >= this._maxInstanceCount ) {
  9282. throw new Error( 'BatchedMesh: Maximum item count reached.' );
  9283. }
  9284. // get the necessary range fo the geometry
  9285. const reservedRange = {
  9286. vertexStart: - 1,
  9287. vertexCount: - 1,
  9288. indexStart: - 1,
  9289. indexCount: - 1,
  9290. };
  9291. let lastRange = null;
  9292. const reservedRanges = this._reservedRanges;
  9293. const drawRanges = this._drawRanges;
  9294. const bounds = this._bounds;
  9295. if ( this._geometryCount !== 0 ) {
  9296. lastRange = reservedRanges[ reservedRanges.length - 1 ];
  9297. }
  9298. if ( vertexCount === - 1 ) {
  9299. reservedRange.vertexCount = geometry.getAttribute( 'position' ).count;
  9300. } else {
  9301. reservedRange.vertexCount = vertexCount;
  9302. }
  9303. if ( lastRange === null ) {
  9304. reservedRange.vertexStart = 0;
  9305. } else {
  9306. reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
  9307. }
  9308. const index = geometry.getIndex();
  9309. const hasIndex = index !== null;
  9310. if ( hasIndex ) {
  9311. if ( indexCount === - 1 ) {
  9312. reservedRange.indexCount = index.count;
  9313. } else {
  9314. reservedRange.indexCount = indexCount;
  9315. }
  9316. if ( lastRange === null ) {
  9317. reservedRange.indexStart = 0;
  9318. } else {
  9319. reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;
  9320. }
  9321. }
  9322. if (
  9323. reservedRange.indexStart !== - 1 &&
  9324. reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||
  9325. reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount
  9326. ) {
  9327. throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  9328. }
  9329. // update id
  9330. const geometryId = this._geometryCount;
  9331. this._geometryCount ++;
  9332. // add the reserved range and draw range objects
  9333. reservedRanges.push( reservedRange );
  9334. drawRanges.push( {
  9335. start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,
  9336. count: - 1
  9337. } );
  9338. bounds.push( {
  9339. boxInitialized: false,
  9340. box: new Box3(),
  9341. sphereInitialized: false,
  9342. sphere: new Sphere()
  9343. } );
  9344. // update the geometry
  9345. this.setGeometryAt( geometryId, geometry );
  9346. return geometryId;
  9347. }
  9348. setGeometryAt( geometryId, geometry ) {
  9349. if ( geometryId >= this._geometryCount ) {
  9350. throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
  9351. }
  9352. this._validateGeometry( geometry );
  9353. const batchGeometry = this.geometry;
  9354. const hasIndex = batchGeometry.getIndex() !== null;
  9355. const dstIndex = batchGeometry.getIndex();
  9356. const srcIndex = geometry.getIndex();
  9357. const reservedRange = this._reservedRanges[ geometryId ];
  9358. if (
  9359. hasIndex &&
  9360. srcIndex.count > reservedRange.indexCount ||
  9361. geometry.attributes.position.count > reservedRange.vertexCount
  9362. ) {
  9363. throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );
  9364. }
  9365. // copy geometry over
  9366. const vertexStart = reservedRange.vertexStart;
  9367. const vertexCount = reservedRange.vertexCount;
  9368. for ( const attributeName in batchGeometry.attributes ) {
  9369. // copy attribute data
  9370. const srcAttribute = geometry.getAttribute( attributeName );
  9371. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9372. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  9373. // fill the rest in with zeroes
  9374. const itemSize = srcAttribute.itemSize;
  9375. for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {
  9376. const index = vertexStart + i;
  9377. for ( let c = 0; c < itemSize; c ++ ) {
  9378. dstAttribute.setComponent( index, c, 0 );
  9379. }
  9380. }
  9381. dstAttribute.needsUpdate = true;
  9382. dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );
  9383. }
  9384. // copy index
  9385. if ( hasIndex ) {
  9386. const indexStart = reservedRange.indexStart;
  9387. // copy index data over
  9388. for ( let i = 0; i < srcIndex.count; i ++ ) {
  9389. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  9390. }
  9391. // fill the rest in with zeroes
  9392. for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {
  9393. dstIndex.setX( indexStart + i, vertexStart );
  9394. }
  9395. dstIndex.needsUpdate = true;
  9396. dstIndex.addUpdateRange( indexStart, reservedRange.indexCount );
  9397. }
  9398. // store the bounding boxes
  9399. const bound = this._bounds[ geometryId ];
  9400. if ( geometry.boundingBox !== null ) {
  9401. bound.box.copy( geometry.boundingBox );
  9402. bound.boxInitialized = true;
  9403. } else {
  9404. bound.boxInitialized = false;
  9405. }
  9406. if ( geometry.boundingSphere !== null ) {
  9407. bound.sphere.copy( geometry.boundingSphere );
  9408. bound.sphereInitialized = true;
  9409. } else {
  9410. bound.sphereInitialized = false;
  9411. }
  9412. // set drawRange count
  9413. const drawRange = this._drawRanges[ geometryId ];
  9414. const posAttr = geometry.getAttribute( 'position' );
  9415. drawRange.count = hasIndex ? srcIndex.count : posAttr.count;
  9416. this._visibilityChanged = true;
  9417. return geometryId;
  9418. }
  9419. /*
  9420. deleteGeometry( geometryId ) {
  9421. // TODO: delete geometry and associated instances
  9422. }
  9423. */
  9424. /*
  9425. deleteInstance( instanceId ) {
  9426. // Note: User needs to call optimize() afterward to pack the data.
  9427. const drawInfo = this._drawInfo;
  9428. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9429. return this;
  9430. }
  9431. drawInfo[ instanceId ].active = false;
  9432. this._visibilityChanged = true;
  9433. return this;
  9434. }
  9435. */
  9436. // get bounding box and compute it if it doesn't exist
  9437. getBoundingBoxAt( geometryId, target ) {
  9438. if ( geometryId >= this._geometryCount ) {
  9439. return null;
  9440. }
  9441. // compute bounding box
  9442. const bound = this._bounds[ geometryId ];
  9443. const box = bound.box;
  9444. const geometry = this.geometry;
  9445. if ( bound.boxInitialized === false ) {
  9446. box.makeEmpty();
  9447. const index = geometry.index;
  9448. const position = geometry.attributes.position;
  9449. const drawRange = this._drawRanges[ geometryId ];
  9450. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9451. let iv = i;
  9452. if ( index ) {
  9453. iv = index.getX( iv );
  9454. }
  9455. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  9456. }
  9457. bound.boxInitialized = true;
  9458. }
  9459. target.copy( box );
  9460. return target;
  9461. }
  9462. // get bounding sphere and compute it if it doesn't exist
  9463. getBoundingSphereAt( geometryId, target ) {
  9464. if ( geometryId >= this._geometryCount ) {
  9465. return null;
  9466. }
  9467. // compute bounding sphere
  9468. const bound = this._bounds[ geometryId ];
  9469. const sphere = bound.sphere;
  9470. const geometry = this.geometry;
  9471. if ( bound.sphereInitialized === false ) {
  9472. sphere.makeEmpty();
  9473. this.getBoundingBoxAt( geometryId, _box$1 );
  9474. _box$1.getCenter( sphere.center );
  9475. const index = geometry.index;
  9476. const position = geometry.attributes.position;
  9477. const drawRange = this._drawRanges[ geometryId ];
  9478. let maxRadiusSq = 0;
  9479. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9480. let iv = i;
  9481. if ( index ) {
  9482. iv = index.getX( iv );
  9483. }
  9484. _vector$5.fromBufferAttribute( position, iv );
  9485. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  9486. }
  9487. sphere.radius = Math.sqrt( maxRadiusSq );
  9488. bound.sphereInitialized = true;
  9489. }
  9490. target.copy( sphere );
  9491. return target;
  9492. }
  9493. setMatrixAt( instanceId, matrix ) {
  9494. // @TODO: Map geometryId to index of the arrays because
  9495. // optimize() can make geometryId mismatch the index
  9496. const drawInfo = this._drawInfo;
  9497. const matricesTexture = this._matricesTexture;
  9498. const matricesArray = this._matricesTexture.image.data;
  9499. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9500. return this;
  9501. }
  9502. matrix.toArray( matricesArray, instanceId * 16 );
  9503. matricesTexture.needsUpdate = true;
  9504. return this;
  9505. }
  9506. getMatrixAt( instanceId, matrix ) {
  9507. const drawInfo = this._drawInfo;
  9508. const matricesArray = this._matricesTexture.image.data;
  9509. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9510. return null;
  9511. }
  9512. return matrix.fromArray( matricesArray, instanceId * 16 );
  9513. }
  9514. setColorAt( instanceId, color ) {
  9515. if ( this._colorsTexture === null ) {
  9516. this._initColorsTexture();
  9517. }
  9518. // @TODO: Map id to index of the arrays because
  9519. // optimize() can make id mismatch the index
  9520. const colorsTexture = this._colorsTexture;
  9521. const colorsArray = this._colorsTexture.image.data;
  9522. const drawInfo = this._drawInfo;
  9523. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9524. return this;
  9525. }
  9526. color.toArray( colorsArray, instanceId * 4 );
  9527. colorsTexture.needsUpdate = true;
  9528. return this;
  9529. }
  9530. getColorAt( instanceId, color ) {
  9531. const colorsArray = this._colorsTexture.image.data;
  9532. const drawInfo = this._drawInfo;
  9533. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9534. return null;
  9535. }
  9536. return color.fromArray( colorsArray, instanceId * 4 );
  9537. }
  9538. setVisibleAt( instanceId, value ) {
  9539. // if the geometry is out of range, not active, or visibility state
  9540. // does not change then return early
  9541. const drawInfo = this._drawInfo;
  9542. if (
  9543. instanceId >= drawInfo.length ||
  9544. drawInfo[ instanceId ].active === false ||
  9545. drawInfo[ instanceId ].visible === value
  9546. ) {
  9547. return this;
  9548. }
  9549. drawInfo[ instanceId ].visible = value;
  9550. this._visibilityChanged = true;
  9551. return this;
  9552. }
  9553. getVisibleAt( instanceId ) {
  9554. // return early if the geometry is out of range or not active
  9555. const drawInfo = this._drawInfo;
  9556. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9557. return false;
  9558. }
  9559. return drawInfo[ instanceId ].visible;
  9560. }
  9561. raycast( raycaster, intersects ) {
  9562. const drawInfo = this._drawInfo;
  9563. const drawRanges = this._drawRanges;
  9564. const matrixWorld = this.matrixWorld;
  9565. const batchGeometry = this.geometry;
  9566. // iterate over each geometry
  9567. _mesh.material = this.material;
  9568. _mesh.geometry.index = batchGeometry.index;
  9569. _mesh.geometry.attributes = batchGeometry.attributes;
  9570. if ( _mesh.geometry.boundingBox === null ) {
  9571. _mesh.geometry.boundingBox = new Box3();
  9572. }
  9573. if ( _mesh.geometry.boundingSphere === null ) {
  9574. _mesh.geometry.boundingSphere = new Sphere();
  9575. }
  9576. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9577. if ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) {
  9578. continue;
  9579. }
  9580. const geometryId = drawInfo[ i ].geometryIndex;
  9581. const drawRange = drawRanges[ geometryId ];
  9582. _mesh.geometry.setDrawRange( drawRange.start, drawRange.count );
  9583. // ge the intersects
  9584. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  9585. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  9586. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  9587. _mesh.raycast( raycaster, _batchIntersects );
  9588. // add batch id to the intersects
  9589. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  9590. const intersect = _batchIntersects[ j ];
  9591. intersect.object = this;
  9592. intersect.batchId = i;
  9593. intersects.push( intersect );
  9594. }
  9595. _batchIntersects.length = 0;
  9596. }
  9597. _mesh.material = null;
  9598. _mesh.geometry.index = null;
  9599. _mesh.geometry.attributes = {};
  9600. _mesh.geometry.setDrawRange( 0, Infinity );
  9601. }
  9602. copy( source ) {
  9603. super.copy( source );
  9604. this.geometry = source.geometry.clone();
  9605. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  9606. this.sortObjects = source.sortObjects;
  9607. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  9608. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  9609. this._drawRanges = source._drawRanges.map( range => ( { ...range } ) );
  9610. this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );
  9611. this._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) );
  9612. this._bounds = source._bounds.map( bound => ( {
  9613. boxInitialized: bound.boxInitialized,
  9614. box: bound.box.clone(),
  9615. sphereInitialized: bound.sphereInitialized,
  9616. sphere: bound.sphere.clone()
  9617. } ) );
  9618. this._maxInstanceCount = source._maxInstanceCount;
  9619. this._maxVertexCount = source._maxVertexCount;
  9620. this._maxIndexCount = source._maxIndexCount;
  9621. this._geometryInitialized = source._geometryInitialized;
  9622. this._geometryCount = source._geometryCount;
  9623. this._multiDrawCounts = source._multiDrawCounts.slice();
  9624. this._multiDrawStarts = source._multiDrawStarts.slice();
  9625. this._matricesTexture = source._matricesTexture.clone();
  9626. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  9627. if ( this._colorsTexture !== null ) {
  9628. this._colorsTexture = source._colorsTexture.clone();
  9629. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  9630. }
  9631. return this;
  9632. }
  9633. dispose() {
  9634. // Assuming the geometry is not shared with other meshes
  9635. this.geometry.dispose();
  9636. this._matricesTexture.dispose();
  9637. this._matricesTexture = null;
  9638. this._indirectTexture.dispose();
  9639. this._indirectTexture = null;
  9640. if ( this._colorsTexture !== null ) {
  9641. this._colorsTexture.dispose();
  9642. this._colorsTexture = null;
  9643. }
  9644. return this;
  9645. }
  9646. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  9647. // if visibility has not changed and frustum culling and object sorting is not required
  9648. // then skip iterating over all items
  9649. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  9650. return;
  9651. }
  9652. // the indexed version of the multi draw function requires specifying the start
  9653. // offset in bytes.
  9654. const index = geometry.getIndex();
  9655. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  9656. const drawInfo = this._drawInfo;
  9657. const multiDrawStarts = this._multiDrawStarts;
  9658. const multiDrawCounts = this._multiDrawCounts;
  9659. const drawRanges = this._drawRanges;
  9660. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  9661. const indirectTexture = this._indirectTexture;
  9662. const indirectArray = indirectTexture.image.data;
  9663. // prepare the frustum in the local frame
  9664. if ( perObjectFrustumCulled ) {
  9665. _projScreenMatrix$3
  9666. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  9667. .multiply( this.matrixWorld );
  9668. _frustum$1.setFromProjectionMatrix(
  9669. _projScreenMatrix$3,
  9670. renderer.coordinateSystem
  9671. );
  9672. }
  9673. let count = 0;
  9674. if ( this.sortObjects ) {
  9675. // get the camera position in the local frame
  9676. _invMatrixWorld.copy( this.matrixWorld ).invert();
  9677. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );
  9678. _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld );
  9679. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9680. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9681. const geometryId = drawInfo[ i ].geometryIndex;
  9682. // get the bounds in world space
  9683. this.getMatrixAt( i, _matrix$1 );
  9684. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9685. // determine whether the batched geometry is within the frustum
  9686. let culled = false;
  9687. if ( perObjectFrustumCulled ) {
  9688. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9689. }
  9690. if ( ! culled ) {
  9691. // get the distance from camera used for sorting
  9692. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
  9693. _renderList.push( drawRanges[ geometryId ], z, i );
  9694. }
  9695. }
  9696. }
  9697. // Sort the draw ranges and prep for rendering
  9698. const list = _renderList.list;
  9699. const customSort = this.customSort;
  9700. if ( customSort === null ) {
  9701. list.sort( material.transparent ? sortTransparent : sortOpaque );
  9702. } else {
  9703. customSort.call( this, list, camera );
  9704. }
  9705. for ( let i = 0, l = list.length; i < l; i ++ ) {
  9706. const item = list[ i ];
  9707. multiDrawStarts[ count ] = item.start * bytesPerElement;
  9708. multiDrawCounts[ count ] = item.count;
  9709. indirectArray[ count ] = item.index;
  9710. count ++;
  9711. }
  9712. _renderList.reset();
  9713. } else {
  9714. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9715. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9716. const geometryId = drawInfo[ i ].geometryIndex;
  9717. // determine whether the batched geometry is within the frustum
  9718. let culled = false;
  9719. if ( perObjectFrustumCulled ) {
  9720. // get the bounds in world space
  9721. this.getMatrixAt( i, _matrix$1 );
  9722. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9723. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9724. }
  9725. if ( ! culled ) {
  9726. const range = drawRanges[ geometryId ];
  9727. multiDrawStarts[ count ] = range.start * bytesPerElement;
  9728. multiDrawCounts[ count ] = range.count;
  9729. indirectArray[ count ] = i;
  9730. count ++;
  9731. }
  9732. }
  9733. }
  9734. }
  9735. indirectTexture.needsUpdate = true;
  9736. this._multiDrawCount = count;
  9737. this._visibilityChanged = false;
  9738. }
  9739. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  9740. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  9741. }
  9742. }
  9743. class LineBasicMaterial extends Material {
  9744. constructor( parameters ) {
  9745. super();
  9746. this.isLineBasicMaterial = true;
  9747. this.type = 'LineBasicMaterial';
  9748. this.color = new Color( 0xffffff );
  9749. this.map = null;
  9750. this.linewidth = 1;
  9751. this.linecap = 'round';
  9752. this.linejoin = 'round';
  9753. this.fog = true;
  9754. this.setValues( parameters );
  9755. }
  9756. copy( source ) {
  9757. super.copy( source );
  9758. this.color.copy( source.color );
  9759. this.map = source.map;
  9760. this.linewidth = source.linewidth;
  9761. this.linecap = source.linecap;
  9762. this.linejoin = source.linejoin;
  9763. this.fog = source.fog;
  9764. return this;
  9765. }
  9766. }
  9767. const _vStart = /*@__PURE__*/ new Vector3();
  9768. const _vEnd = /*@__PURE__*/ new Vector3();
  9769. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  9770. const _ray$1 = /*@__PURE__*/ new Ray();
  9771. const _sphere$1 = /*@__PURE__*/ new Sphere();
  9772. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  9773. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  9774. class Line extends Object3D {
  9775. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  9776. super();
  9777. this.isLine = true;
  9778. this.type = 'Line';
  9779. this.geometry = geometry;
  9780. this.material = material;
  9781. this.updateMorphTargets();
  9782. }
  9783. copy( source, recursive ) {
  9784. super.copy( source, recursive );
  9785. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  9786. this.geometry = source.geometry;
  9787. return this;
  9788. }
  9789. computeLineDistances() {
  9790. const geometry = this.geometry;
  9791. // we assume non-indexed geometry
  9792. if ( geometry.index === null ) {
  9793. const positionAttribute = geometry.attributes.position;
  9794. const lineDistances = [ 0 ];
  9795. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  9796. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  9797. _vEnd.fromBufferAttribute( positionAttribute, i );
  9798. lineDistances[ i ] = lineDistances[ i - 1 ];
  9799. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  9800. }
  9801. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  9802. } else {
  9803. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  9804. }
  9805. return this;
  9806. }
  9807. raycast( raycaster, intersects ) {
  9808. const geometry = this.geometry;
  9809. const matrixWorld = this.matrixWorld;
  9810. const threshold = raycaster.params.Line.threshold;
  9811. const drawRange = geometry.drawRange;
  9812. // Checking boundingSphere distance to ray
  9813. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  9814. _sphere$1.copy( geometry.boundingSphere );
  9815. _sphere$1.applyMatrix4( matrixWorld );
  9816. _sphere$1.radius += threshold;
  9817. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  9818. //
  9819. _inverseMatrix$1.copy( matrixWorld ).invert();
  9820. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  9821. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  9822. const localThresholdSq = localThreshold * localThreshold;
  9823. const step = this.isLineSegments ? 2 : 1;
  9824. const index = geometry.index;
  9825. const attributes = geometry.attributes;
  9826. const positionAttribute = attributes.position;
  9827. if ( index !== null ) {
  9828. const start = Math.max( 0, drawRange.start );
  9829. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  9830. for ( let i = start, l = end - 1; i < l; i += step ) {
  9831. const a = index.getX( i );
  9832. const b = index.getX( i + 1 );
  9833. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9834. if ( intersect ) {
  9835. intersects.push( intersect );
  9836. }
  9837. }
  9838. if ( this.isLineLoop ) {
  9839. const a = index.getX( end - 1 );
  9840. const b = index.getX( start );
  9841. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9842. if ( intersect ) {
  9843. intersects.push( intersect );
  9844. }
  9845. }
  9846. } else {
  9847. const start = Math.max( 0, drawRange.start );
  9848. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  9849. for ( let i = start, l = end - 1; i < l; i += step ) {
  9850. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );
  9851. if ( intersect ) {
  9852. intersects.push( intersect );
  9853. }
  9854. }
  9855. if ( this.isLineLoop ) {
  9856. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );
  9857. if ( intersect ) {
  9858. intersects.push( intersect );
  9859. }
  9860. }
  9861. }
  9862. }
  9863. updateMorphTargets() {
  9864. const geometry = this.geometry;
  9865. const morphAttributes = geometry.morphAttributes;
  9866. const keys = Object.keys( morphAttributes );
  9867. if ( keys.length > 0 ) {
  9868. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  9869. if ( morphAttribute !== undefined ) {
  9870. this.morphTargetInfluences = [];
  9871. this.morphTargetDictionary = {};
  9872. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  9873. const name = morphAttribute[ m ].name || String( m );
  9874. this.morphTargetInfluences.push( 0 );
  9875. this.morphTargetDictionary[ name ] = m;
  9876. }
  9877. }
  9878. }
  9879. }
  9880. }
  9881. function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {
  9882. const positionAttribute = object.geometry.attributes.position;
  9883. _vStart.fromBufferAttribute( positionAttribute, a );
  9884. _vEnd.fromBufferAttribute( positionAttribute, b );
  9885. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  9886. if ( distSq > thresholdSq ) return;
  9887. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  9888. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  9889. if ( distance < raycaster.near || distance > raycaster.far ) return;
  9890. return {
  9891. distance: distance,
  9892. // What do we want? intersection point on the ray or on the segment??
  9893. // point: raycaster.ray.at( distance ),
  9894. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  9895. index: a,
  9896. face: null,
  9897. faceIndex: null,
  9898. object: object
  9899. };
  9900. }
  9901. const _start = /*@__PURE__*/ new Vector3();
  9902. const _end = /*@__PURE__*/ new Vector3();
  9903. class LineSegments extends Line {
  9904. constructor( geometry, material ) {
  9905. super( geometry, material );
  9906. this.isLineSegments = true;
  9907. this.type = 'LineSegments';
  9908. }
  9909. computeLineDistances() {
  9910. const geometry = this.geometry;
  9911. // we assume non-indexed geometry
  9912. if ( geometry.index === null ) {
  9913. const positionAttribute = geometry.attributes.position;
  9914. const lineDistances = [];
  9915. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  9916. _start.fromBufferAttribute( positionAttribute, i );
  9917. _end.fromBufferAttribute( positionAttribute, i + 1 );
  9918. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  9919. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  9920. }
  9921. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  9922. } else {
  9923. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  9924. }
  9925. return this;
  9926. }
  9927. }
  9928. class LineLoop extends Line {
  9929. constructor( geometry, material ) {
  9930. super( geometry, material );
  9931. this.isLineLoop = true;
  9932. this.type = 'LineLoop';
  9933. }
  9934. }
  9935. class PointsMaterial extends Material {
  9936. constructor( parameters ) {
  9937. super();
  9938. this.isPointsMaterial = true;
  9939. this.type = 'PointsMaterial';
  9940. this.color = new Color( 0xffffff );
  9941. this.map = null;
  9942. this.alphaMap = null;
  9943. this.size = 1;
  9944. this.sizeAttenuation = true;
  9945. this.fog = true;
  9946. this.setValues( parameters );
  9947. }
  9948. copy( source ) {
  9949. super.copy( source );
  9950. this.color.copy( source.color );
  9951. this.map = source.map;
  9952. this.alphaMap = source.alphaMap;
  9953. this.size = source.size;
  9954. this.sizeAttenuation = source.sizeAttenuation;
  9955. this.fog = source.fog;
  9956. return this;
  9957. }
  9958. }
  9959. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  9960. const _ray = /*@__PURE__*/ new Ray();
  9961. const _sphere = /*@__PURE__*/ new Sphere();
  9962. const _position$2 = /*@__PURE__*/ new Vector3();
  9963. class Points extends Object3D {
  9964. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  9965. super();
  9966. this.isPoints = true;
  9967. this.type = 'Points';
  9968. this.geometry = geometry;
  9969. this.material = material;
  9970. this.updateMorphTargets();
  9971. }
  9972. copy( source, recursive ) {
  9973. super.copy( source, recursive );
  9974. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  9975. this.geometry = source.geometry;
  9976. return this;
  9977. }
  9978. raycast( raycaster, intersects ) {
  9979. const geometry = this.geometry;
  9980. const matrixWorld = this.matrixWorld;
  9981. const threshold = raycaster.params.Points.threshold;
  9982. const drawRange = geometry.drawRange;
  9983. // Checking boundingSphere distance to ray
  9984. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  9985. _sphere.copy( geometry.boundingSphere );
  9986. _sphere.applyMatrix4( matrixWorld );
  9987. _sphere.radius += threshold;
  9988. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  9989. //
  9990. _inverseMatrix.copy( matrixWorld ).invert();
  9991. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  9992. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  9993. const localThresholdSq = localThreshold * localThreshold;
  9994. const index = geometry.index;
  9995. const attributes = geometry.attributes;
  9996. const positionAttribute = attributes.position;
  9997. if ( index !== null ) {
  9998. const start = Math.max( 0, drawRange.start );
  9999. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  10000. for ( let i = start, il = end; i < il; i ++ ) {
  10001. const a = index.getX( i );
  10002. _position$2.fromBufferAttribute( positionAttribute, a );
  10003. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  10004. }
  10005. } else {
  10006. const start = Math.max( 0, drawRange.start );
  10007. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  10008. for ( let i = start, l = end; i < l; i ++ ) {
  10009. _position$2.fromBufferAttribute( positionAttribute, i );
  10010. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  10011. }
  10012. }
  10013. }
  10014. updateMorphTargets() {
  10015. const geometry = this.geometry;
  10016. const morphAttributes = geometry.morphAttributes;
  10017. const keys = Object.keys( morphAttributes );
  10018. if ( keys.length > 0 ) {
  10019. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  10020. if ( morphAttribute !== undefined ) {
  10021. this.morphTargetInfluences = [];
  10022. this.morphTargetDictionary = {};
  10023. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  10024. const name = morphAttribute[ m ].name || String( m );
  10025. this.morphTargetInfluences.push( 0 );
  10026. this.morphTargetDictionary[ name ] = m;
  10027. }
  10028. }
  10029. }
  10030. }
  10031. }
  10032. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  10033. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  10034. if ( rayPointDistanceSq < localThresholdSq ) {
  10035. const intersectPoint = new Vector3();
  10036. _ray.closestPointToPoint( point, intersectPoint );
  10037. intersectPoint.applyMatrix4( matrixWorld );
  10038. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  10039. if ( distance < raycaster.near || distance > raycaster.far ) return;
  10040. intersects.push( {
  10041. distance: distance,
  10042. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  10043. point: intersectPoint,
  10044. index: index,
  10045. face: null,
  10046. object: object
  10047. } );
  10048. }
  10049. }
  10050. class Group extends Object3D {
  10051. constructor() {
  10052. super();
  10053. this.isGroup = true;
  10054. this.type = 'Group';
  10055. }
  10056. }
  10057. class VideoTexture extends Texture {
  10058. constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10059. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10060. this.isVideoTexture = true;
  10061. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  10062. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  10063. this.generateMipmaps = false;
  10064. const scope = this;
  10065. function updateVideo() {
  10066. scope.needsUpdate = true;
  10067. video.requestVideoFrameCallback( updateVideo );
  10068. }
  10069. if ( 'requestVideoFrameCallback' in video ) {
  10070. video.requestVideoFrameCallback( updateVideo );
  10071. }
  10072. }
  10073. clone() {
  10074. return new this.constructor( this.image ).copy( this );
  10075. }
  10076. update() {
  10077. const video = this.image;
  10078. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  10079. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  10080. this.needsUpdate = true;
  10081. }
  10082. }
  10083. }
  10084. class FramebufferTexture extends Texture {
  10085. constructor( width, height ) {
  10086. super( { width, height } );
  10087. this.isFramebufferTexture = true;
  10088. this.magFilter = NearestFilter;
  10089. this.minFilter = NearestFilter;
  10090. this.generateMipmaps = false;
  10091. this.needsUpdate = true;
  10092. }
  10093. }
  10094. class CompressedTexture extends Texture {
  10095. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  10096. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  10097. this.isCompressedTexture = true;
  10098. this.image = { width: width, height: height };
  10099. this.mipmaps = mipmaps;
  10100. // no flipping for cube textures
  10101. // (also flipping doesn't work for compressed textures )
  10102. this.flipY = false;
  10103. // can't generate mipmaps for compressed textures
  10104. // mips must be embedded in DDS files
  10105. this.generateMipmaps = false;
  10106. }
  10107. }
  10108. class CompressedArrayTexture extends CompressedTexture {
  10109. constructor( mipmaps, width, height, depth, format, type ) {
  10110. super( mipmaps, width, height, format, type );
  10111. this.isCompressedArrayTexture = true;
  10112. this.image.depth = depth;
  10113. this.wrapR = ClampToEdgeWrapping;
  10114. this.layerUpdates = new Set();
  10115. }
  10116. addLayerUpdate( layerIndex ) {
  10117. this.layerUpdates.add( layerIndex );
  10118. }
  10119. clearLayerUpdates() {
  10120. this.layerUpdates.clear();
  10121. }
  10122. }
  10123. class CompressedCubeTexture extends CompressedTexture {
  10124. constructor( images, format, type ) {
  10125. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  10126. this.isCompressedCubeTexture = true;
  10127. this.isCubeTexture = true;
  10128. this.image = images;
  10129. }
  10130. }
  10131. class CanvasTexture extends Texture {
  10132. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10133. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10134. this.isCanvasTexture = true;
  10135. this.needsUpdate = true;
  10136. }
  10137. }
  10138. class DepthTexture extends Texture {
  10139. constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {
  10140. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  10141. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  10142. }
  10143. if ( type === undefined && format === DepthFormat ) type = UnsignedIntType;
  10144. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  10145. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10146. this.isDepthTexture = true;
  10147. this.image = { width: width, height: height };
  10148. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  10149. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  10150. this.flipY = false;
  10151. this.generateMipmaps = false;
  10152. this.compareFunction = null;
  10153. }
  10154. copy( source ) {
  10155. super.copy( source );
  10156. this.compareFunction = source.compareFunction;
  10157. return this;
  10158. }
  10159. toJSON( meta ) {
  10160. const data = super.toJSON( meta );
  10161. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  10162. return data;
  10163. }
  10164. }
  10165. /**
  10166. * Extensible curve object.
  10167. *
  10168. * Some common of curve methods:
  10169. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  10170. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  10171. * .getPoints(), .getSpacedPoints()
  10172. * .getLength()
  10173. * .updateArcLengths()
  10174. *
  10175. * This following curves inherit from THREE.Curve:
  10176. *
  10177. * -- 2D curves --
  10178. * THREE.ArcCurve
  10179. * THREE.CubicBezierCurve
  10180. * THREE.EllipseCurve
  10181. * THREE.LineCurve
  10182. * THREE.QuadraticBezierCurve
  10183. * THREE.SplineCurve
  10184. *
  10185. * -- 3D curves --
  10186. * THREE.CatmullRomCurve3
  10187. * THREE.CubicBezierCurve3
  10188. * THREE.LineCurve3
  10189. * THREE.QuadraticBezierCurve3
  10190. *
  10191. * A series of curves can be represented as a THREE.CurvePath.
  10192. *
  10193. **/
  10194. class Curve {
  10195. constructor() {
  10196. this.type = 'Curve';
  10197. this.arcLengthDivisions = 200;
  10198. }
  10199. // Virtual base class method to overwrite and implement in subclasses
  10200. // - t [0 .. 1]
  10201. getPoint( /* t, optionalTarget */ ) {
  10202. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  10203. return null;
  10204. }
  10205. // Get point at relative position in curve according to arc length
  10206. // - u [0 .. 1]
  10207. getPointAt( u, optionalTarget ) {
  10208. const t = this.getUtoTmapping( u );
  10209. return this.getPoint( t, optionalTarget );
  10210. }
  10211. // Get sequence of points using getPoint( t )
  10212. getPoints( divisions = 5 ) {
  10213. const points = [];
  10214. for ( let d = 0; d <= divisions; d ++ ) {
  10215. points.push( this.getPoint( d / divisions ) );
  10216. }
  10217. return points;
  10218. }
  10219. // Get sequence of points using getPointAt( u )
  10220. getSpacedPoints( divisions = 5 ) {
  10221. const points = [];
  10222. for ( let d = 0; d <= divisions; d ++ ) {
  10223. points.push( this.getPointAt( d / divisions ) );
  10224. }
  10225. return points;
  10226. }
  10227. // Get total curve arc length
  10228. getLength() {
  10229. const lengths = this.getLengths();
  10230. return lengths[ lengths.length - 1 ];
  10231. }
  10232. // Get list of cumulative segment lengths
  10233. getLengths( divisions = this.arcLengthDivisions ) {
  10234. if ( this.cacheArcLengths &&
  10235. ( this.cacheArcLengths.length === divisions + 1 ) &&
  10236. ! this.needsUpdate ) {
  10237. return this.cacheArcLengths;
  10238. }
  10239. this.needsUpdate = false;
  10240. const cache = [];
  10241. let current, last = this.getPoint( 0 );
  10242. let sum = 0;
  10243. cache.push( 0 );
  10244. for ( let p = 1; p <= divisions; p ++ ) {
  10245. current = this.getPoint( p / divisions );
  10246. sum += current.distanceTo( last );
  10247. cache.push( sum );
  10248. last = current;
  10249. }
  10250. this.cacheArcLengths = cache;
  10251. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  10252. }
  10253. updateArcLengths() {
  10254. this.needsUpdate = true;
  10255. this.getLengths();
  10256. }
  10257. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  10258. getUtoTmapping( u, distance ) {
  10259. const arcLengths = this.getLengths();
  10260. let i = 0;
  10261. const il = arcLengths.length;
  10262. let targetArcLength; // The targeted u distance value to get
  10263. if ( distance ) {
  10264. targetArcLength = distance;
  10265. } else {
  10266. targetArcLength = u * arcLengths[ il - 1 ];
  10267. }
  10268. // binary search for the index with largest value smaller than target u distance
  10269. let low = 0, high = il - 1, comparison;
  10270. while ( low <= high ) {
  10271. 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
  10272. comparison = arcLengths[ i ] - targetArcLength;
  10273. if ( comparison < 0 ) {
  10274. low = i + 1;
  10275. } else if ( comparison > 0 ) {
  10276. high = i - 1;
  10277. } else {
  10278. high = i;
  10279. break;
  10280. // DONE
  10281. }
  10282. }
  10283. i = high;
  10284. if ( arcLengths[ i ] === targetArcLength ) {
  10285. return i / ( il - 1 );
  10286. }
  10287. // we could get finer grain at lengths, or use simple interpolation between two points
  10288. const lengthBefore = arcLengths[ i ];
  10289. const lengthAfter = arcLengths[ i + 1 ];
  10290. const segmentLength = lengthAfter - lengthBefore;
  10291. // determine where we are between the 'before' and 'after' points
  10292. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  10293. // add that fractional amount to t
  10294. const t = ( i + segmentFraction ) / ( il - 1 );
  10295. return t;
  10296. }
  10297. // Returns a unit vector tangent at t
  10298. // In case any sub curve does not implement its tangent derivation,
  10299. // 2 points a small delta apart will be used to find its gradient
  10300. // which seems to give a reasonable approximation
  10301. getTangent( t, optionalTarget ) {
  10302. const delta = 0.0001;
  10303. let t1 = t - delta;
  10304. let t2 = t + delta;
  10305. // Capping in case of danger
  10306. if ( t1 < 0 ) t1 = 0;
  10307. if ( t2 > 1 ) t2 = 1;
  10308. const pt1 = this.getPoint( t1 );
  10309. const pt2 = this.getPoint( t2 );
  10310. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  10311. tangent.copy( pt2 ).sub( pt1 ).normalize();
  10312. return tangent;
  10313. }
  10314. getTangentAt( u, optionalTarget ) {
  10315. const t = this.getUtoTmapping( u );
  10316. return this.getTangent( t, optionalTarget );
  10317. }
  10318. computeFrenetFrames( segments, closed ) {
  10319. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  10320. const normal = new Vector3();
  10321. const tangents = [];
  10322. const normals = [];
  10323. const binormals = [];
  10324. const vec = new Vector3();
  10325. const mat = new Matrix4();
  10326. // compute the tangent vectors for each segment on the curve
  10327. for ( let i = 0; i <= segments; i ++ ) {
  10328. const u = i / segments;
  10329. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  10330. }
  10331. // select an initial normal vector perpendicular to the first tangent vector,
  10332. // and in the direction of the minimum tangent xyz component
  10333. normals[ 0 ] = new Vector3();
  10334. binormals[ 0 ] = new Vector3();
  10335. let min = Number.MAX_VALUE;
  10336. const tx = Math.abs( tangents[ 0 ].x );
  10337. const ty = Math.abs( tangents[ 0 ].y );
  10338. const tz = Math.abs( tangents[ 0 ].z );
  10339. if ( tx <= min ) {
  10340. min = tx;
  10341. normal.set( 1, 0, 0 );
  10342. }
  10343. if ( ty <= min ) {
  10344. min = ty;
  10345. normal.set( 0, 1, 0 );
  10346. }
  10347. if ( tz <= min ) {
  10348. normal.set( 0, 0, 1 );
  10349. }
  10350. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  10351. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  10352. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  10353. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  10354. for ( let i = 1; i <= segments; i ++ ) {
  10355. normals[ i ] = normals[ i - 1 ].clone();
  10356. binormals[ i ] = binormals[ i - 1 ].clone();
  10357. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  10358. if ( vec.length() > Number.EPSILON ) {
  10359. vec.normalize();
  10360. const theta = Math.acos( clamp$1( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  10361. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  10362. }
  10363. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10364. }
  10365. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  10366. if ( closed === true ) {
  10367. let theta = Math.acos( clamp$1( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  10368. theta /= segments;
  10369. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  10370. theta = - theta;
  10371. }
  10372. for ( let i = 1; i <= segments; i ++ ) {
  10373. // twist a little...
  10374. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  10375. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10376. }
  10377. }
  10378. return {
  10379. tangents: tangents,
  10380. normals: normals,
  10381. binormals: binormals
  10382. };
  10383. }
  10384. clone() {
  10385. return new this.constructor().copy( this );
  10386. }
  10387. copy( source ) {
  10388. this.arcLengthDivisions = source.arcLengthDivisions;
  10389. return this;
  10390. }
  10391. toJSON() {
  10392. const data = {
  10393. metadata: {
  10394. version: 4.6,
  10395. type: 'Curve',
  10396. generator: 'Curve.toJSON'
  10397. }
  10398. };
  10399. data.arcLengthDivisions = this.arcLengthDivisions;
  10400. data.type = this.type;
  10401. return data;
  10402. }
  10403. fromJSON( json ) {
  10404. this.arcLengthDivisions = json.arcLengthDivisions;
  10405. return this;
  10406. }
  10407. }
  10408. class EllipseCurve extends Curve {
  10409. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  10410. super();
  10411. this.isEllipseCurve = true;
  10412. this.type = 'EllipseCurve';
  10413. this.aX = aX;
  10414. this.aY = aY;
  10415. this.xRadius = xRadius;
  10416. this.yRadius = yRadius;
  10417. this.aStartAngle = aStartAngle;
  10418. this.aEndAngle = aEndAngle;
  10419. this.aClockwise = aClockwise;
  10420. this.aRotation = aRotation;
  10421. }
  10422. getPoint( t, optionalTarget = new Vector2() ) {
  10423. const point = optionalTarget;
  10424. const twoPi = Math.PI * 2;
  10425. let deltaAngle = this.aEndAngle - this.aStartAngle;
  10426. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  10427. // ensures that deltaAngle is 0 .. 2 PI
  10428. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  10429. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  10430. if ( deltaAngle < Number.EPSILON ) {
  10431. if ( samePoints ) {
  10432. deltaAngle = 0;
  10433. } else {
  10434. deltaAngle = twoPi;
  10435. }
  10436. }
  10437. if ( this.aClockwise === true && ! samePoints ) {
  10438. if ( deltaAngle === twoPi ) {
  10439. deltaAngle = - twoPi;
  10440. } else {
  10441. deltaAngle = deltaAngle - twoPi;
  10442. }
  10443. }
  10444. const angle = this.aStartAngle + t * deltaAngle;
  10445. let x = this.aX + this.xRadius * Math.cos( angle );
  10446. let y = this.aY + this.yRadius * Math.sin( angle );
  10447. if ( this.aRotation !== 0 ) {
  10448. const cos = Math.cos( this.aRotation );
  10449. const sin = Math.sin( this.aRotation );
  10450. const tx = x - this.aX;
  10451. const ty = y - this.aY;
  10452. // Rotate the point about the center of the ellipse.
  10453. x = tx * cos - ty * sin + this.aX;
  10454. y = tx * sin + ty * cos + this.aY;
  10455. }
  10456. return point.set( x, y );
  10457. }
  10458. copy( source ) {
  10459. super.copy( source );
  10460. this.aX = source.aX;
  10461. this.aY = source.aY;
  10462. this.xRadius = source.xRadius;
  10463. this.yRadius = source.yRadius;
  10464. this.aStartAngle = source.aStartAngle;
  10465. this.aEndAngle = source.aEndAngle;
  10466. this.aClockwise = source.aClockwise;
  10467. this.aRotation = source.aRotation;
  10468. return this;
  10469. }
  10470. toJSON() {
  10471. const data = super.toJSON();
  10472. data.aX = this.aX;
  10473. data.aY = this.aY;
  10474. data.xRadius = this.xRadius;
  10475. data.yRadius = this.yRadius;
  10476. data.aStartAngle = this.aStartAngle;
  10477. data.aEndAngle = this.aEndAngle;
  10478. data.aClockwise = this.aClockwise;
  10479. data.aRotation = this.aRotation;
  10480. return data;
  10481. }
  10482. fromJSON( json ) {
  10483. super.fromJSON( json );
  10484. this.aX = json.aX;
  10485. this.aY = json.aY;
  10486. this.xRadius = json.xRadius;
  10487. this.yRadius = json.yRadius;
  10488. this.aStartAngle = json.aStartAngle;
  10489. this.aEndAngle = json.aEndAngle;
  10490. this.aClockwise = json.aClockwise;
  10491. this.aRotation = json.aRotation;
  10492. return this;
  10493. }
  10494. }
  10495. class ArcCurve extends EllipseCurve {
  10496. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  10497. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  10498. this.isArcCurve = true;
  10499. this.type = 'ArcCurve';
  10500. }
  10501. }
  10502. /**
  10503. * Centripetal CatmullRom Curve - which is useful for avoiding
  10504. * cusps and self-intersections in non-uniform catmull rom curves.
  10505. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  10506. *
  10507. * curve.type accepts centripetal(default), chordal and catmullrom
  10508. * curve.tension is used for catmullrom which defaults to 0.5
  10509. */
  10510. /*
  10511. Based on an optimized c++ solution in
  10512. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  10513. - http://ideone.com/NoEbVM
  10514. This CubicPoly class could be used for reusing some variables and calculations,
  10515. but for three.js curve use, it could be possible inlined and flatten into a single function call
  10516. which can be placed in CurveUtils.
  10517. */
  10518. function CubicPoly() {
  10519. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  10520. /*
  10521. * Compute coefficients for a cubic polynomial
  10522. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  10523. * such that
  10524. * p(0) = x0, p(1) = x1
  10525. * and
  10526. * p'(0) = t0, p'(1) = t1.
  10527. */
  10528. function init( x0, x1, t0, t1 ) {
  10529. c0 = x0;
  10530. c1 = t0;
  10531. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  10532. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  10533. }
  10534. return {
  10535. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  10536. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  10537. },
  10538. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  10539. // compute tangents when parameterized in [t1,t2]
  10540. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  10541. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  10542. // rescale tangents for parametrization in [0,1]
  10543. t1 *= dt1;
  10544. t2 *= dt1;
  10545. init( x1, x2, t1, t2 );
  10546. },
  10547. calc: function ( t ) {
  10548. const t2 = t * t;
  10549. const t3 = t2 * t;
  10550. return c0 + c1 * t + c2 * t2 + c3 * t3;
  10551. }
  10552. };
  10553. }
  10554. //
  10555. const tmp = /*@__PURE__*/ new Vector3();
  10556. const px = /*@__PURE__*/ new CubicPoly();
  10557. const py = /*@__PURE__*/ new CubicPoly();
  10558. const pz = /*@__PURE__*/ new CubicPoly();
  10559. class CatmullRomCurve3 extends Curve {
  10560. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  10561. super();
  10562. this.isCatmullRomCurve3 = true;
  10563. this.type = 'CatmullRomCurve3';
  10564. this.points = points;
  10565. this.closed = closed;
  10566. this.curveType = curveType;
  10567. this.tension = tension;
  10568. }
  10569. getPoint( t, optionalTarget = new Vector3() ) {
  10570. const point = optionalTarget;
  10571. const points = this.points;
  10572. const l = points.length;
  10573. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  10574. let intPoint = Math.floor( p );
  10575. let weight = p - intPoint;
  10576. if ( this.closed ) {
  10577. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  10578. } else if ( weight === 0 && intPoint === l - 1 ) {
  10579. intPoint = l - 2;
  10580. weight = 1;
  10581. }
  10582. let p0, p3; // 4 points (p1 & p2 defined below)
  10583. if ( this.closed || intPoint > 0 ) {
  10584. p0 = points[ ( intPoint - 1 ) % l ];
  10585. } else {
  10586. // extrapolate first point
  10587. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  10588. p0 = tmp;
  10589. }
  10590. const p1 = points[ intPoint % l ];
  10591. const p2 = points[ ( intPoint + 1 ) % l ];
  10592. if ( this.closed || intPoint + 2 < l ) {
  10593. p3 = points[ ( intPoint + 2 ) % l ];
  10594. } else {
  10595. // extrapolate last point
  10596. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  10597. p3 = tmp;
  10598. }
  10599. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  10600. // init Centripetal / Chordal Catmull-Rom
  10601. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  10602. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  10603. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  10604. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  10605. // safety check for repeated points
  10606. if ( dt1 < 1e-4 ) dt1 = 1.0;
  10607. if ( dt0 < 1e-4 ) dt0 = dt1;
  10608. if ( dt2 < 1e-4 ) dt2 = dt1;
  10609. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  10610. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  10611. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  10612. } else if ( this.curveType === 'catmullrom' ) {
  10613. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  10614. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  10615. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  10616. }
  10617. point.set(
  10618. px.calc( weight ),
  10619. py.calc( weight ),
  10620. pz.calc( weight )
  10621. );
  10622. return point;
  10623. }
  10624. copy( source ) {
  10625. super.copy( source );
  10626. this.points = [];
  10627. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  10628. const point = source.points[ i ];
  10629. this.points.push( point.clone() );
  10630. }
  10631. this.closed = source.closed;
  10632. this.curveType = source.curveType;
  10633. this.tension = source.tension;
  10634. return this;
  10635. }
  10636. toJSON() {
  10637. const data = super.toJSON();
  10638. data.points = [];
  10639. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  10640. const point = this.points[ i ];
  10641. data.points.push( point.toArray() );
  10642. }
  10643. data.closed = this.closed;
  10644. data.curveType = this.curveType;
  10645. data.tension = this.tension;
  10646. return data;
  10647. }
  10648. fromJSON( json ) {
  10649. super.fromJSON( json );
  10650. this.points = [];
  10651. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  10652. const point = json.points[ i ];
  10653. this.points.push( new Vector3().fromArray( point ) );
  10654. }
  10655. this.closed = json.closed;
  10656. this.curveType = json.curveType;
  10657. this.tension = json.tension;
  10658. return this;
  10659. }
  10660. }
  10661. /**
  10662. * Bezier Curves formulas obtained from
  10663. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  10664. */
  10665. function CatmullRom( t, p0, p1, p2, p3 ) {
  10666. const v0 = ( p2 - p0 ) * 0.5;
  10667. const v1 = ( p3 - p1 ) * 0.5;
  10668. const t2 = t * t;
  10669. const t3 = t * t2;
  10670. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  10671. }
  10672. //
  10673. function QuadraticBezierP0( t, p ) {
  10674. const k = 1 - t;
  10675. return k * k * p;
  10676. }
  10677. function QuadraticBezierP1( t, p ) {
  10678. return 2 * ( 1 - t ) * t * p;
  10679. }
  10680. function QuadraticBezierP2( t, p ) {
  10681. return t * t * p;
  10682. }
  10683. function QuadraticBezier( t, p0, p1, p2 ) {
  10684. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  10685. QuadraticBezierP2( t, p2 );
  10686. }
  10687. //
  10688. function CubicBezierP0( t, p ) {
  10689. const k = 1 - t;
  10690. return k * k * k * p;
  10691. }
  10692. function CubicBezierP1( t, p ) {
  10693. const k = 1 - t;
  10694. return 3 * k * k * t * p;
  10695. }
  10696. function CubicBezierP2( t, p ) {
  10697. return 3 * ( 1 - t ) * t * t * p;
  10698. }
  10699. function CubicBezierP3( t, p ) {
  10700. return t * t * t * p;
  10701. }
  10702. function CubicBezier( t, p0, p1, p2, p3 ) {
  10703. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  10704. CubicBezierP3( t, p3 );
  10705. }
  10706. class CubicBezierCurve extends Curve {
  10707. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  10708. super();
  10709. this.isCubicBezierCurve = true;
  10710. this.type = 'CubicBezierCurve';
  10711. this.v0 = v0;
  10712. this.v1 = v1;
  10713. this.v2 = v2;
  10714. this.v3 = v3;
  10715. }
  10716. getPoint( t, optionalTarget = new Vector2() ) {
  10717. const point = optionalTarget;
  10718. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10719. point.set(
  10720. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10721. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  10722. );
  10723. return point;
  10724. }
  10725. copy( source ) {
  10726. super.copy( source );
  10727. this.v0.copy( source.v0 );
  10728. this.v1.copy( source.v1 );
  10729. this.v2.copy( source.v2 );
  10730. this.v3.copy( source.v3 );
  10731. return this;
  10732. }
  10733. toJSON() {
  10734. const data = super.toJSON();
  10735. data.v0 = this.v0.toArray();
  10736. data.v1 = this.v1.toArray();
  10737. data.v2 = this.v2.toArray();
  10738. data.v3 = this.v3.toArray();
  10739. return data;
  10740. }
  10741. fromJSON( json ) {
  10742. super.fromJSON( json );
  10743. this.v0.fromArray( json.v0 );
  10744. this.v1.fromArray( json.v1 );
  10745. this.v2.fromArray( json.v2 );
  10746. this.v3.fromArray( json.v3 );
  10747. return this;
  10748. }
  10749. }
  10750. class CubicBezierCurve3 extends Curve {
  10751. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  10752. super();
  10753. this.isCubicBezierCurve3 = true;
  10754. this.type = 'CubicBezierCurve3';
  10755. this.v0 = v0;
  10756. this.v1 = v1;
  10757. this.v2 = v2;
  10758. this.v3 = v3;
  10759. }
  10760. getPoint( t, optionalTarget = new Vector3() ) {
  10761. const point = optionalTarget;
  10762. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10763. point.set(
  10764. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10765. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  10766. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  10767. );
  10768. return point;
  10769. }
  10770. copy( source ) {
  10771. super.copy( source );
  10772. this.v0.copy( source.v0 );
  10773. this.v1.copy( source.v1 );
  10774. this.v2.copy( source.v2 );
  10775. this.v3.copy( source.v3 );
  10776. return this;
  10777. }
  10778. toJSON() {
  10779. const data = super.toJSON();
  10780. data.v0 = this.v0.toArray();
  10781. data.v1 = this.v1.toArray();
  10782. data.v2 = this.v2.toArray();
  10783. data.v3 = this.v3.toArray();
  10784. return data;
  10785. }
  10786. fromJSON( json ) {
  10787. super.fromJSON( json );
  10788. this.v0.fromArray( json.v0 );
  10789. this.v1.fromArray( json.v1 );
  10790. this.v2.fromArray( json.v2 );
  10791. this.v3.fromArray( json.v3 );
  10792. return this;
  10793. }
  10794. }
  10795. class LineCurve extends Curve {
  10796. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  10797. super();
  10798. this.isLineCurve = true;
  10799. this.type = 'LineCurve';
  10800. this.v1 = v1;
  10801. this.v2 = v2;
  10802. }
  10803. getPoint( t, optionalTarget = new Vector2() ) {
  10804. const point = optionalTarget;
  10805. if ( t === 1 ) {
  10806. point.copy( this.v2 );
  10807. } else {
  10808. point.copy( this.v2 ).sub( this.v1 );
  10809. point.multiplyScalar( t ).add( this.v1 );
  10810. }
  10811. return point;
  10812. }
  10813. // Line curve is linear, so we can overwrite default getPointAt
  10814. getPointAt( u, optionalTarget ) {
  10815. return this.getPoint( u, optionalTarget );
  10816. }
  10817. getTangent( t, optionalTarget = new Vector2() ) {
  10818. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  10819. }
  10820. getTangentAt( u, optionalTarget ) {
  10821. return this.getTangent( u, optionalTarget );
  10822. }
  10823. copy( source ) {
  10824. super.copy( source );
  10825. this.v1.copy( source.v1 );
  10826. this.v2.copy( source.v2 );
  10827. return this;
  10828. }
  10829. toJSON() {
  10830. const data = super.toJSON();
  10831. data.v1 = this.v1.toArray();
  10832. data.v2 = this.v2.toArray();
  10833. return data;
  10834. }
  10835. fromJSON( json ) {
  10836. super.fromJSON( json );
  10837. this.v1.fromArray( json.v1 );
  10838. this.v2.fromArray( json.v2 );
  10839. return this;
  10840. }
  10841. }
  10842. class LineCurve3 extends Curve {
  10843. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  10844. super();
  10845. this.isLineCurve3 = true;
  10846. this.type = 'LineCurve3';
  10847. this.v1 = v1;
  10848. this.v2 = v2;
  10849. }
  10850. getPoint( t, optionalTarget = new Vector3() ) {
  10851. const point = optionalTarget;
  10852. if ( t === 1 ) {
  10853. point.copy( this.v2 );
  10854. } else {
  10855. point.copy( this.v2 ).sub( this.v1 );
  10856. point.multiplyScalar( t ).add( this.v1 );
  10857. }
  10858. return point;
  10859. }
  10860. // Line curve is linear, so we can overwrite default getPointAt
  10861. getPointAt( u, optionalTarget ) {
  10862. return this.getPoint( u, optionalTarget );
  10863. }
  10864. getTangent( t, optionalTarget = new Vector3() ) {
  10865. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  10866. }
  10867. getTangentAt( u, optionalTarget ) {
  10868. return this.getTangent( u, optionalTarget );
  10869. }
  10870. copy( source ) {
  10871. super.copy( source );
  10872. this.v1.copy( source.v1 );
  10873. this.v2.copy( source.v2 );
  10874. return this;
  10875. }
  10876. toJSON() {
  10877. const data = super.toJSON();
  10878. data.v1 = this.v1.toArray();
  10879. data.v2 = this.v2.toArray();
  10880. return data;
  10881. }
  10882. fromJSON( json ) {
  10883. super.fromJSON( json );
  10884. this.v1.fromArray( json.v1 );
  10885. this.v2.fromArray( json.v2 );
  10886. return this;
  10887. }
  10888. }
  10889. class QuadraticBezierCurve extends Curve {
  10890. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  10891. super();
  10892. this.isQuadraticBezierCurve = true;
  10893. this.type = 'QuadraticBezierCurve';
  10894. this.v0 = v0;
  10895. this.v1 = v1;
  10896. this.v2 = v2;
  10897. }
  10898. getPoint( t, optionalTarget = new Vector2() ) {
  10899. const point = optionalTarget;
  10900. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  10901. point.set(
  10902. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  10903. QuadraticBezier( t, v0.y, v1.y, v2.y )
  10904. );
  10905. return point;
  10906. }
  10907. copy( source ) {
  10908. super.copy( source );
  10909. this.v0.copy( source.v0 );
  10910. this.v1.copy( source.v1 );
  10911. this.v2.copy( source.v2 );
  10912. return this;
  10913. }
  10914. toJSON() {
  10915. const data = super.toJSON();
  10916. data.v0 = this.v0.toArray();
  10917. data.v1 = this.v1.toArray();
  10918. data.v2 = this.v2.toArray();
  10919. return data;
  10920. }
  10921. fromJSON( json ) {
  10922. super.fromJSON( json );
  10923. this.v0.fromArray( json.v0 );
  10924. this.v1.fromArray( json.v1 );
  10925. this.v2.fromArray( json.v2 );
  10926. return this;
  10927. }
  10928. }
  10929. class QuadraticBezierCurve3 extends Curve {
  10930. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  10931. super();
  10932. this.isQuadraticBezierCurve3 = true;
  10933. this.type = 'QuadraticBezierCurve3';
  10934. this.v0 = v0;
  10935. this.v1 = v1;
  10936. this.v2 = v2;
  10937. }
  10938. getPoint( t, optionalTarget = new Vector3() ) {
  10939. const point = optionalTarget;
  10940. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  10941. point.set(
  10942. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  10943. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  10944. QuadraticBezier( t, v0.z, v1.z, v2.z )
  10945. );
  10946. return point;
  10947. }
  10948. copy( source ) {
  10949. super.copy( source );
  10950. this.v0.copy( source.v0 );
  10951. this.v1.copy( source.v1 );
  10952. this.v2.copy( source.v2 );
  10953. return this;
  10954. }
  10955. toJSON() {
  10956. const data = super.toJSON();
  10957. data.v0 = this.v0.toArray();
  10958. data.v1 = this.v1.toArray();
  10959. data.v2 = this.v2.toArray();
  10960. return data;
  10961. }
  10962. fromJSON( json ) {
  10963. super.fromJSON( json );
  10964. this.v0.fromArray( json.v0 );
  10965. this.v1.fromArray( json.v1 );
  10966. this.v2.fromArray( json.v2 );
  10967. return this;
  10968. }
  10969. }
  10970. class SplineCurve extends Curve {
  10971. constructor( points = [] ) {
  10972. super();
  10973. this.isSplineCurve = true;
  10974. this.type = 'SplineCurve';
  10975. this.points = points;
  10976. }
  10977. getPoint( t, optionalTarget = new Vector2() ) {
  10978. const point = optionalTarget;
  10979. const points = this.points;
  10980. const p = ( points.length - 1 ) * t;
  10981. const intPoint = Math.floor( p );
  10982. const weight = p - intPoint;
  10983. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  10984. const p1 = points[ intPoint ];
  10985. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  10986. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  10987. point.set(
  10988. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  10989. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  10990. );
  10991. return point;
  10992. }
  10993. copy( source ) {
  10994. super.copy( source );
  10995. this.points = [];
  10996. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  10997. const point = source.points[ i ];
  10998. this.points.push( point.clone() );
  10999. }
  11000. return this;
  11001. }
  11002. toJSON() {
  11003. const data = super.toJSON();
  11004. data.points = [];
  11005. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  11006. const point = this.points[ i ];
  11007. data.points.push( point.toArray() );
  11008. }
  11009. return data;
  11010. }
  11011. fromJSON( json ) {
  11012. super.fromJSON( json );
  11013. this.points = [];
  11014. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  11015. const point = json.points[ i ];
  11016. this.points.push( new Vector2().fromArray( point ) );
  11017. }
  11018. return this;
  11019. }
  11020. }
  11021. var Curves = /*#__PURE__*/Object.freeze({
  11022. __proto__: null,
  11023. ArcCurve: ArcCurve,
  11024. CatmullRomCurve3: CatmullRomCurve3,
  11025. CubicBezierCurve: CubicBezierCurve,
  11026. CubicBezierCurve3: CubicBezierCurve3,
  11027. EllipseCurve: EllipseCurve,
  11028. LineCurve: LineCurve,
  11029. LineCurve3: LineCurve3,
  11030. QuadraticBezierCurve: QuadraticBezierCurve,
  11031. QuadraticBezierCurve3: QuadraticBezierCurve3,
  11032. SplineCurve: SplineCurve
  11033. });
  11034. /**************************************************************
  11035. * Curved Path - a curve path is simply a array of connected
  11036. * curves, but retains the api of a curve
  11037. **************************************************************/
  11038. class CurvePath extends Curve {
  11039. constructor() {
  11040. super();
  11041. this.type = 'CurvePath';
  11042. this.curves = [];
  11043. this.autoClose = false; // Automatically closes the path
  11044. }
  11045. add( curve ) {
  11046. this.curves.push( curve );
  11047. }
  11048. closePath() {
  11049. // Add a line curve if start and end of lines are not connected
  11050. const startPoint = this.curves[ 0 ].getPoint( 0 );
  11051. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  11052. if ( ! startPoint.equals( endPoint ) ) {
  11053. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  11054. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  11055. }
  11056. return this;
  11057. }
  11058. // To get accurate point with reference to
  11059. // entire path distance at time t,
  11060. // following has to be done:
  11061. // 1. Length of each sub path have to be known
  11062. // 2. Locate and identify type of curve
  11063. // 3. Get t for the curve
  11064. // 4. Return curve.getPointAt(t')
  11065. getPoint( t, optionalTarget ) {
  11066. const d = t * this.getLength();
  11067. const curveLengths = this.getCurveLengths();
  11068. let i = 0;
  11069. // To think about boundaries points.
  11070. while ( i < curveLengths.length ) {
  11071. if ( curveLengths[ i ] >= d ) {
  11072. const diff = curveLengths[ i ] - d;
  11073. const curve = this.curves[ i ];
  11074. const segmentLength = curve.getLength();
  11075. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  11076. return curve.getPointAt( u, optionalTarget );
  11077. }
  11078. i ++;
  11079. }
  11080. return null;
  11081. // loop where sum != 0, sum > d , sum+1 <d
  11082. }
  11083. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  11084. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  11085. // getPoint() depends on getLength
  11086. getLength() {
  11087. const lens = this.getCurveLengths();
  11088. return lens[ lens.length - 1 ];
  11089. }
  11090. // cacheLengths must be recalculated.
  11091. updateArcLengths() {
  11092. this.needsUpdate = true;
  11093. this.cacheLengths = null;
  11094. this.getCurveLengths();
  11095. }
  11096. // Compute lengths and cache them
  11097. // We cannot overwrite getLengths() because UtoT mapping uses it.
  11098. getCurveLengths() {
  11099. // We use cache values if curves and cache array are same length
  11100. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  11101. return this.cacheLengths;
  11102. }
  11103. // Get length of sub-curve
  11104. // Push sums into cached array
  11105. const lengths = [];
  11106. let sums = 0;
  11107. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11108. sums += this.curves[ i ].getLength();
  11109. lengths.push( sums );
  11110. }
  11111. this.cacheLengths = lengths;
  11112. return lengths;
  11113. }
  11114. getSpacedPoints( divisions = 40 ) {
  11115. const points = [];
  11116. for ( let i = 0; i <= divisions; i ++ ) {
  11117. points.push( this.getPoint( i / divisions ) );
  11118. }
  11119. if ( this.autoClose ) {
  11120. points.push( points[ 0 ] );
  11121. }
  11122. return points;
  11123. }
  11124. getPoints( divisions = 12 ) {
  11125. const points = [];
  11126. let last;
  11127. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  11128. const curve = curves[ i ];
  11129. const resolution = curve.isEllipseCurve ? divisions * 2
  11130. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  11131. : curve.isSplineCurve ? divisions * curve.points.length
  11132. : divisions;
  11133. const pts = curve.getPoints( resolution );
  11134. for ( let j = 0; j < pts.length; j ++ ) {
  11135. const point = pts[ j ];
  11136. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  11137. points.push( point );
  11138. last = point;
  11139. }
  11140. }
  11141. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  11142. points.push( points[ 0 ] );
  11143. }
  11144. return points;
  11145. }
  11146. copy( source ) {
  11147. super.copy( source );
  11148. this.curves = [];
  11149. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  11150. const curve = source.curves[ i ];
  11151. this.curves.push( curve.clone() );
  11152. }
  11153. this.autoClose = source.autoClose;
  11154. return this;
  11155. }
  11156. toJSON() {
  11157. const data = super.toJSON();
  11158. data.autoClose = this.autoClose;
  11159. data.curves = [];
  11160. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11161. const curve = this.curves[ i ];
  11162. data.curves.push( curve.toJSON() );
  11163. }
  11164. return data;
  11165. }
  11166. fromJSON( json ) {
  11167. super.fromJSON( json );
  11168. this.autoClose = json.autoClose;
  11169. this.curves = [];
  11170. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  11171. const curve = json.curves[ i ];
  11172. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  11173. }
  11174. return this;
  11175. }
  11176. }
  11177. class Path extends CurvePath {
  11178. constructor( points ) {
  11179. super();
  11180. this.type = 'Path';
  11181. this.currentPoint = new Vector2();
  11182. if ( points ) {
  11183. this.setFromPoints( points );
  11184. }
  11185. }
  11186. setFromPoints( points ) {
  11187. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  11188. for ( let i = 1, l = points.length; i < l; i ++ ) {
  11189. this.lineTo( points[ i ].x, points[ i ].y );
  11190. }
  11191. return this;
  11192. }
  11193. moveTo( x, y ) {
  11194. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  11195. return this;
  11196. }
  11197. lineTo( x, y ) {
  11198. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  11199. this.curves.push( curve );
  11200. this.currentPoint.set( x, y );
  11201. return this;
  11202. }
  11203. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  11204. const curve = new QuadraticBezierCurve(
  11205. this.currentPoint.clone(),
  11206. new Vector2( aCPx, aCPy ),
  11207. new Vector2( aX, aY )
  11208. );
  11209. this.curves.push( curve );
  11210. this.currentPoint.set( aX, aY );
  11211. return this;
  11212. }
  11213. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  11214. const curve = new CubicBezierCurve(
  11215. this.currentPoint.clone(),
  11216. new Vector2( aCP1x, aCP1y ),
  11217. new Vector2( aCP2x, aCP2y ),
  11218. new Vector2( aX, aY )
  11219. );
  11220. this.curves.push( curve );
  11221. this.currentPoint.set( aX, aY );
  11222. return this;
  11223. }
  11224. splineThru( pts /*Array of Vector*/ ) {
  11225. const npts = [ this.currentPoint.clone() ].concat( pts );
  11226. const curve = new SplineCurve( npts );
  11227. this.curves.push( curve );
  11228. this.currentPoint.copy( pts[ pts.length - 1 ] );
  11229. return this;
  11230. }
  11231. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11232. const x0 = this.currentPoint.x;
  11233. const y0 = this.currentPoint.y;
  11234. this.absarc( aX + x0, aY + y0, aRadius,
  11235. aStartAngle, aEndAngle, aClockwise );
  11236. return this;
  11237. }
  11238. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11239. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  11240. return this;
  11241. }
  11242. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11243. const x0 = this.currentPoint.x;
  11244. const y0 = this.currentPoint.y;
  11245. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11246. return this;
  11247. }
  11248. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11249. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11250. if ( this.curves.length > 0 ) {
  11251. // if a previous curve is present, attempt to join
  11252. const firstPoint = curve.getPoint( 0 );
  11253. if ( ! firstPoint.equals( this.currentPoint ) ) {
  11254. this.lineTo( firstPoint.x, firstPoint.y );
  11255. }
  11256. }
  11257. this.curves.push( curve );
  11258. const lastPoint = curve.getPoint( 1 );
  11259. this.currentPoint.copy( lastPoint );
  11260. return this;
  11261. }
  11262. copy( source ) {
  11263. super.copy( source );
  11264. this.currentPoint.copy( source.currentPoint );
  11265. return this;
  11266. }
  11267. toJSON() {
  11268. const data = super.toJSON();
  11269. data.currentPoint = this.currentPoint.toArray();
  11270. return data;
  11271. }
  11272. fromJSON( json ) {
  11273. super.fromJSON( json );
  11274. this.currentPoint.fromArray( json.currentPoint );
  11275. return this;
  11276. }
  11277. }
  11278. class LatheGeometry extends BufferGeometry {
  11279. constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
  11280. super();
  11281. this.type = 'LatheGeometry';
  11282. this.parameters = {
  11283. points: points,
  11284. segments: segments,
  11285. phiStart: phiStart,
  11286. phiLength: phiLength
  11287. };
  11288. segments = Math.floor( segments );
  11289. // clamp phiLength so it's in range of [ 0, 2PI ]
  11290. phiLength = clamp$1( phiLength, 0, Math.PI * 2 );
  11291. // buffers
  11292. const indices = [];
  11293. const vertices = [];
  11294. const uvs = [];
  11295. const initNormals = [];
  11296. const normals = [];
  11297. // helper variables
  11298. const inverseSegments = 1.0 / segments;
  11299. const vertex = new Vector3();
  11300. const uv = new Vector2();
  11301. const normal = new Vector3();
  11302. const curNormal = new Vector3();
  11303. const prevNormal = new Vector3();
  11304. let dx = 0;
  11305. let dy = 0;
  11306. // pre-compute normals for initial "meridian"
  11307. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11308. switch ( j ) {
  11309. case 0: // special handling for 1st vertex on path
  11310. dx = points[ j + 1 ].x - points[ j ].x;
  11311. dy = points[ j + 1 ].y - points[ j ].y;
  11312. normal.x = dy * 1.0;
  11313. normal.y = - dx;
  11314. normal.z = dy * 0.0;
  11315. prevNormal.copy( normal );
  11316. normal.normalize();
  11317. initNormals.push( normal.x, normal.y, normal.z );
  11318. break;
  11319. case ( points.length - 1 ): // special handling for last Vertex on path
  11320. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  11321. break;
  11322. default: // default handling for all vertices in between
  11323. dx = points[ j + 1 ].x - points[ j ].x;
  11324. dy = points[ j + 1 ].y - points[ j ].y;
  11325. normal.x = dy * 1.0;
  11326. normal.y = - dx;
  11327. normal.z = dy * 0.0;
  11328. curNormal.copy( normal );
  11329. normal.x += prevNormal.x;
  11330. normal.y += prevNormal.y;
  11331. normal.z += prevNormal.z;
  11332. normal.normalize();
  11333. initNormals.push( normal.x, normal.y, normal.z );
  11334. prevNormal.copy( curNormal );
  11335. }
  11336. }
  11337. // generate vertices, uvs and normals
  11338. for ( let i = 0; i <= segments; i ++ ) {
  11339. const phi = phiStart + i * inverseSegments * phiLength;
  11340. const sin = Math.sin( phi );
  11341. const cos = Math.cos( phi );
  11342. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11343. // vertex
  11344. vertex.x = points[ j ].x * sin;
  11345. vertex.y = points[ j ].y;
  11346. vertex.z = points[ j ].x * cos;
  11347. vertices.push( vertex.x, vertex.y, vertex.z );
  11348. // uv
  11349. uv.x = i / segments;
  11350. uv.y = j / ( points.length - 1 );
  11351. uvs.push( uv.x, uv.y );
  11352. // normal
  11353. const x = initNormals[ 3 * j + 0 ] * sin;
  11354. const y = initNormals[ 3 * j + 1 ];
  11355. const z = initNormals[ 3 * j + 0 ] * cos;
  11356. normals.push( x, y, z );
  11357. }
  11358. }
  11359. // indices
  11360. for ( let i = 0; i < segments; i ++ ) {
  11361. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  11362. const base = j + i * points.length;
  11363. const a = base;
  11364. const b = base + points.length;
  11365. const c = base + points.length + 1;
  11366. const d = base + 1;
  11367. // faces
  11368. indices.push( a, b, d );
  11369. indices.push( c, d, b );
  11370. }
  11371. }
  11372. // build geometry
  11373. this.setIndex( indices );
  11374. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11375. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11376. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11377. }
  11378. copy( source ) {
  11379. super.copy( source );
  11380. this.parameters = Object.assign( {}, source.parameters );
  11381. return this;
  11382. }
  11383. static fromJSON( data ) {
  11384. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  11385. }
  11386. }
  11387. class CapsuleGeometry extends LatheGeometry {
  11388. constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {
  11389. const path = new Path();
  11390. path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );
  11391. path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );
  11392. super( path.getPoints( capSegments ), radialSegments );
  11393. this.type = 'CapsuleGeometry';
  11394. this.parameters = {
  11395. radius: radius,
  11396. length: length,
  11397. capSegments: capSegments,
  11398. radialSegments: radialSegments,
  11399. };
  11400. }
  11401. static fromJSON( data ) {
  11402. return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );
  11403. }
  11404. }
  11405. class CircleGeometry extends BufferGeometry {
  11406. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11407. super();
  11408. this.type = 'CircleGeometry';
  11409. this.parameters = {
  11410. radius: radius,
  11411. segments: segments,
  11412. thetaStart: thetaStart,
  11413. thetaLength: thetaLength
  11414. };
  11415. segments = Math.max( 3, segments );
  11416. // buffers
  11417. const indices = [];
  11418. const vertices = [];
  11419. const normals = [];
  11420. const uvs = [];
  11421. // helper variables
  11422. const vertex = new Vector3();
  11423. const uv = new Vector2();
  11424. // center point
  11425. vertices.push( 0, 0, 0 );
  11426. normals.push( 0, 0, 1 );
  11427. uvs.push( 0.5, 0.5 );
  11428. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  11429. const segment = thetaStart + s / segments * thetaLength;
  11430. // vertex
  11431. vertex.x = radius * Math.cos( segment );
  11432. vertex.y = radius * Math.sin( segment );
  11433. vertices.push( vertex.x, vertex.y, vertex.z );
  11434. // normal
  11435. normals.push( 0, 0, 1 );
  11436. // uvs
  11437. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  11438. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  11439. uvs.push( uv.x, uv.y );
  11440. }
  11441. // indices
  11442. for ( let i = 1; i <= segments; i ++ ) {
  11443. indices.push( i, i + 1, 0 );
  11444. }
  11445. // build geometry
  11446. this.setIndex( indices );
  11447. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11448. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11449. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11450. }
  11451. copy( source ) {
  11452. super.copy( source );
  11453. this.parameters = Object.assign( {}, source.parameters );
  11454. return this;
  11455. }
  11456. static fromJSON( data ) {
  11457. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  11458. }
  11459. }
  11460. class CylinderGeometry extends BufferGeometry {
  11461. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11462. super();
  11463. this.type = 'CylinderGeometry';
  11464. this.parameters = {
  11465. radiusTop: radiusTop,
  11466. radiusBottom: radiusBottom,
  11467. height: height,
  11468. radialSegments: radialSegments,
  11469. heightSegments: heightSegments,
  11470. openEnded: openEnded,
  11471. thetaStart: thetaStart,
  11472. thetaLength: thetaLength
  11473. };
  11474. const scope = this;
  11475. radialSegments = Math.floor( radialSegments );
  11476. heightSegments = Math.floor( heightSegments );
  11477. // buffers
  11478. const indices = [];
  11479. const vertices = [];
  11480. const normals = [];
  11481. const uvs = [];
  11482. // helper variables
  11483. let index = 0;
  11484. const indexArray = [];
  11485. const halfHeight = height / 2;
  11486. let groupStart = 0;
  11487. // generate geometry
  11488. generateTorso();
  11489. if ( openEnded === false ) {
  11490. if ( radiusTop > 0 ) generateCap( true );
  11491. if ( radiusBottom > 0 ) generateCap( false );
  11492. }
  11493. // build geometry
  11494. this.setIndex( indices );
  11495. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11496. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11497. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11498. function generateTorso() {
  11499. const normal = new Vector3();
  11500. const vertex = new Vector3();
  11501. let groupCount = 0;
  11502. // this will be used to calculate the normal
  11503. const slope = ( radiusBottom - radiusTop ) / height;
  11504. // generate vertices, normals and uvs
  11505. for ( let y = 0; y <= heightSegments; y ++ ) {
  11506. const indexRow = [];
  11507. const v = y / heightSegments;
  11508. // calculate the radius of the current row
  11509. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  11510. for ( let x = 0; x <= radialSegments; x ++ ) {
  11511. const u = x / radialSegments;
  11512. const theta = u * thetaLength + thetaStart;
  11513. const sinTheta = Math.sin( theta );
  11514. const cosTheta = Math.cos( theta );
  11515. // vertex
  11516. vertex.x = radius * sinTheta;
  11517. vertex.y = - v * height + halfHeight;
  11518. vertex.z = radius * cosTheta;
  11519. vertices.push( vertex.x, vertex.y, vertex.z );
  11520. // normal
  11521. normal.set( sinTheta, slope, cosTheta ).normalize();
  11522. normals.push( normal.x, normal.y, normal.z );
  11523. // uv
  11524. uvs.push( u, 1 - v );
  11525. // save index of vertex in respective row
  11526. indexRow.push( index ++ );
  11527. }
  11528. // now save vertices of the row in our index array
  11529. indexArray.push( indexRow );
  11530. }
  11531. // generate indices
  11532. for ( let x = 0; x < radialSegments; x ++ ) {
  11533. for ( let y = 0; y < heightSegments; y ++ ) {
  11534. // we use the index array to access the correct indices
  11535. const a = indexArray[ y ][ x ];
  11536. const b = indexArray[ y + 1 ][ x ];
  11537. const c = indexArray[ y + 1 ][ x + 1 ];
  11538. const d = indexArray[ y ][ x + 1 ];
  11539. // faces
  11540. indices.push( a, b, d );
  11541. indices.push( b, c, d );
  11542. // update group counter
  11543. groupCount += 6;
  11544. }
  11545. }
  11546. // add a group to the geometry. this will ensure multi material support
  11547. scope.addGroup( groupStart, groupCount, 0 );
  11548. // calculate new start value for groups
  11549. groupStart += groupCount;
  11550. }
  11551. function generateCap( top ) {
  11552. // save the index of the first center vertex
  11553. const centerIndexStart = index;
  11554. const uv = new Vector2();
  11555. const vertex = new Vector3();
  11556. let groupCount = 0;
  11557. const radius = ( top === true ) ? radiusTop : radiusBottom;
  11558. const sign = ( top === true ) ? 1 : - 1;
  11559. // first we generate the center vertex data of the cap.
  11560. // because the geometry needs one set of uvs per face,
  11561. // we must generate a center vertex per face/segment
  11562. for ( let x = 1; x <= radialSegments; x ++ ) {
  11563. // vertex
  11564. vertices.push( 0, halfHeight * sign, 0 );
  11565. // normal
  11566. normals.push( 0, sign, 0 );
  11567. // uv
  11568. uvs.push( 0.5, 0.5 );
  11569. // increase index
  11570. index ++;
  11571. }
  11572. // save the index of the last center vertex
  11573. const centerIndexEnd = index;
  11574. // now we generate the surrounding vertices, normals and uvs
  11575. for ( let x = 0; x <= radialSegments; x ++ ) {
  11576. const u = x / radialSegments;
  11577. const theta = u * thetaLength + thetaStart;
  11578. const cosTheta = Math.cos( theta );
  11579. const sinTheta = Math.sin( theta );
  11580. // vertex
  11581. vertex.x = radius * sinTheta;
  11582. vertex.y = halfHeight * sign;
  11583. vertex.z = radius * cosTheta;
  11584. vertices.push( vertex.x, vertex.y, vertex.z );
  11585. // normal
  11586. normals.push( 0, sign, 0 );
  11587. // uv
  11588. uv.x = ( cosTheta * 0.5 ) + 0.5;
  11589. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  11590. uvs.push( uv.x, uv.y );
  11591. // increase index
  11592. index ++;
  11593. }
  11594. // generate indices
  11595. for ( let x = 0; x < radialSegments; x ++ ) {
  11596. const c = centerIndexStart + x;
  11597. const i = centerIndexEnd + x;
  11598. if ( top === true ) {
  11599. // face top
  11600. indices.push( i, i + 1, c );
  11601. } else {
  11602. // face bottom
  11603. indices.push( i + 1, i, c );
  11604. }
  11605. groupCount += 3;
  11606. }
  11607. // add a group to the geometry. this will ensure multi material support
  11608. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  11609. // calculate new start value for groups
  11610. groupStart += groupCount;
  11611. }
  11612. }
  11613. copy( source ) {
  11614. super.copy( source );
  11615. this.parameters = Object.assign( {}, source.parameters );
  11616. return this;
  11617. }
  11618. static fromJSON( data ) {
  11619. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11620. }
  11621. }
  11622. class ConeGeometry extends CylinderGeometry {
  11623. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11624. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  11625. this.type = 'ConeGeometry';
  11626. this.parameters = {
  11627. radius: radius,
  11628. height: height,
  11629. radialSegments: radialSegments,
  11630. heightSegments: heightSegments,
  11631. openEnded: openEnded,
  11632. thetaStart: thetaStart,
  11633. thetaLength: thetaLength
  11634. };
  11635. }
  11636. static fromJSON( data ) {
  11637. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11638. }
  11639. }
  11640. class PolyhedronGeometry extends BufferGeometry {
  11641. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  11642. super();
  11643. this.type = 'PolyhedronGeometry';
  11644. this.parameters = {
  11645. vertices: vertices,
  11646. indices: indices,
  11647. radius: radius,
  11648. detail: detail
  11649. };
  11650. // default buffer data
  11651. const vertexBuffer = [];
  11652. const uvBuffer = [];
  11653. // the subdivision creates the vertex buffer data
  11654. subdivide( detail );
  11655. // all vertices should lie on a conceptual sphere with a given radius
  11656. applyRadius( radius );
  11657. // finally, create the uv data
  11658. generateUVs();
  11659. // build non-indexed geometry
  11660. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  11661. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  11662. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  11663. if ( detail === 0 ) {
  11664. this.computeVertexNormals(); // flat normals
  11665. } else {
  11666. this.normalizeNormals(); // smooth normals
  11667. }
  11668. // helper functions
  11669. function subdivide( detail ) {
  11670. const a = new Vector3();
  11671. const b = new Vector3();
  11672. const c = new Vector3();
  11673. // iterate over all faces and apply a subdivision with the given detail value
  11674. for ( let i = 0; i < indices.length; i += 3 ) {
  11675. // get the vertices of the face
  11676. getVertexByIndex( indices[ i + 0 ], a );
  11677. getVertexByIndex( indices[ i + 1 ], b );
  11678. getVertexByIndex( indices[ i + 2 ], c );
  11679. // perform subdivision
  11680. subdivideFace( a, b, c, detail );
  11681. }
  11682. }
  11683. function subdivideFace( a, b, c, detail ) {
  11684. const cols = detail + 1;
  11685. // we use this multidimensional array as a data structure for creating the subdivision
  11686. const v = [];
  11687. // construct all of the vertices for this subdivision
  11688. for ( let i = 0; i <= cols; i ++ ) {
  11689. v[ i ] = [];
  11690. const aj = a.clone().lerp( c, i / cols );
  11691. const bj = b.clone().lerp( c, i / cols );
  11692. const rows = cols - i;
  11693. for ( let j = 0; j <= rows; j ++ ) {
  11694. if ( j === 0 && i === cols ) {
  11695. v[ i ][ j ] = aj;
  11696. } else {
  11697. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  11698. }
  11699. }
  11700. }
  11701. // construct all of the faces
  11702. for ( let i = 0; i < cols; i ++ ) {
  11703. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  11704. const k = Math.floor( j / 2 );
  11705. if ( j % 2 === 0 ) {
  11706. pushVertex( v[ i ][ k + 1 ] );
  11707. pushVertex( v[ i + 1 ][ k ] );
  11708. pushVertex( v[ i ][ k ] );
  11709. } else {
  11710. pushVertex( v[ i ][ k + 1 ] );
  11711. pushVertex( v[ i + 1 ][ k + 1 ] );
  11712. pushVertex( v[ i + 1 ][ k ] );
  11713. }
  11714. }
  11715. }
  11716. }
  11717. function applyRadius( radius ) {
  11718. const vertex = new Vector3();
  11719. // iterate over the entire buffer and apply the radius to each vertex
  11720. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11721. vertex.x = vertexBuffer[ i + 0 ];
  11722. vertex.y = vertexBuffer[ i + 1 ];
  11723. vertex.z = vertexBuffer[ i + 2 ];
  11724. vertex.normalize().multiplyScalar( radius );
  11725. vertexBuffer[ i + 0 ] = vertex.x;
  11726. vertexBuffer[ i + 1 ] = vertex.y;
  11727. vertexBuffer[ i + 2 ] = vertex.z;
  11728. }
  11729. }
  11730. function generateUVs() {
  11731. const vertex = new Vector3();
  11732. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11733. vertex.x = vertexBuffer[ i + 0 ];
  11734. vertex.y = vertexBuffer[ i + 1 ];
  11735. vertex.z = vertexBuffer[ i + 2 ];
  11736. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  11737. const v = inclination( vertex ) / Math.PI + 0.5;
  11738. uvBuffer.push( u, 1 - v );
  11739. }
  11740. correctUVs();
  11741. correctSeam();
  11742. }
  11743. function correctSeam() {
  11744. // handle case when face straddles the seam, see #3269
  11745. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  11746. // uv data of a single face
  11747. const x0 = uvBuffer[ i + 0 ];
  11748. const x1 = uvBuffer[ i + 2 ];
  11749. const x2 = uvBuffer[ i + 4 ];
  11750. const max = Math.max( x0, x1, x2 );
  11751. const min = Math.min( x0, x1, x2 );
  11752. // 0.9 is somewhat arbitrary
  11753. if ( max > 0.9 && min < 0.1 ) {
  11754. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  11755. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  11756. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  11757. }
  11758. }
  11759. }
  11760. function pushVertex( vertex ) {
  11761. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  11762. }
  11763. function getVertexByIndex( index, vertex ) {
  11764. const stride = index * 3;
  11765. vertex.x = vertices[ stride + 0 ];
  11766. vertex.y = vertices[ stride + 1 ];
  11767. vertex.z = vertices[ stride + 2 ];
  11768. }
  11769. function correctUVs() {
  11770. const a = new Vector3();
  11771. const b = new Vector3();
  11772. const c = new Vector3();
  11773. const centroid = new Vector3();
  11774. const uvA = new Vector2();
  11775. const uvB = new Vector2();
  11776. const uvC = new Vector2();
  11777. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  11778. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  11779. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  11780. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  11781. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  11782. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  11783. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  11784. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  11785. const azi = azimuth( centroid );
  11786. correctUV( uvA, j + 0, a, azi );
  11787. correctUV( uvB, j + 2, b, azi );
  11788. correctUV( uvC, j + 4, c, azi );
  11789. }
  11790. }
  11791. function correctUV( uv, stride, vector, azimuth ) {
  11792. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  11793. uvBuffer[ stride ] = uv.x - 1;
  11794. }
  11795. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  11796. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  11797. }
  11798. }
  11799. // Angle around the Y axis, counter-clockwise when looking from above.
  11800. function azimuth( vector ) {
  11801. return Math.atan2( vector.z, - vector.x );
  11802. }
  11803. // Angle above the XZ plane.
  11804. function inclination( vector ) {
  11805. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  11806. }
  11807. }
  11808. copy( source ) {
  11809. super.copy( source );
  11810. this.parameters = Object.assign( {}, source.parameters );
  11811. return this;
  11812. }
  11813. static fromJSON( data ) {
  11814. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  11815. }
  11816. }
  11817. class DodecahedronGeometry extends PolyhedronGeometry {
  11818. constructor( radius = 1, detail = 0 ) {
  11819. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  11820. const r = 1 / t;
  11821. const vertices = [
  11822. // (±1, ±1, ±1)
  11823. - 1, - 1, - 1, - 1, - 1, 1,
  11824. - 1, 1, - 1, - 1, 1, 1,
  11825. 1, - 1, - 1, 1, - 1, 1,
  11826. 1, 1, - 1, 1, 1, 1,
  11827. // (0, ±1/φ, ±φ)
  11828. 0, - r, - t, 0, - r, t,
  11829. 0, r, - t, 0, r, t,
  11830. // (±1/φ, ±φ, 0)
  11831. - r, - t, 0, - r, t, 0,
  11832. r, - t, 0, r, t, 0,
  11833. // (±φ, 0, ±1/φ)
  11834. - t, 0, - r, t, 0, - r,
  11835. - t, 0, r, t, 0, r
  11836. ];
  11837. const indices = [
  11838. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  11839. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  11840. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  11841. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  11842. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  11843. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  11844. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  11845. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  11846. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  11847. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  11848. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  11849. 1, 12, 14, 1, 14, 5, 1, 5, 9
  11850. ];
  11851. super( vertices, indices, radius, detail );
  11852. this.type = 'DodecahedronGeometry';
  11853. this.parameters = {
  11854. radius: radius,
  11855. detail: detail
  11856. };
  11857. }
  11858. static fromJSON( data ) {
  11859. return new DodecahedronGeometry( data.radius, data.detail );
  11860. }
  11861. }
  11862. const _v0 = /*@__PURE__*/ new Vector3();
  11863. const _v1$1 = /*@__PURE__*/ new Vector3();
  11864. const _normal$1 = /*@__PURE__*/ new Vector3();
  11865. const _triangle = /*@__PURE__*/ new Triangle();
  11866. class EdgesGeometry extends BufferGeometry {
  11867. constructor( geometry = null, thresholdAngle = 1 ) {
  11868. super();
  11869. this.type = 'EdgesGeometry';
  11870. this.parameters = {
  11871. geometry: geometry,
  11872. thresholdAngle: thresholdAngle
  11873. };
  11874. if ( geometry !== null ) {
  11875. const precisionPoints = 4;
  11876. const precision = Math.pow( 10, precisionPoints );
  11877. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  11878. const indexAttr = geometry.getIndex();
  11879. const positionAttr = geometry.getAttribute( 'position' );
  11880. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  11881. const indexArr = [ 0, 0, 0 ];
  11882. const vertKeys = [ 'a', 'b', 'c' ];
  11883. const hashes = new Array( 3 );
  11884. const edgeData = {};
  11885. const vertices = [];
  11886. for ( let i = 0; i < indexCount; i += 3 ) {
  11887. if ( indexAttr ) {
  11888. indexArr[ 0 ] = indexAttr.getX( i );
  11889. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  11890. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  11891. } else {
  11892. indexArr[ 0 ] = i;
  11893. indexArr[ 1 ] = i + 1;
  11894. indexArr[ 2 ] = i + 2;
  11895. }
  11896. const { a, b, c } = _triangle;
  11897. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  11898. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  11899. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  11900. _triangle.getNormal( _normal$1 );
  11901. // create hashes for the edge from the vertices
  11902. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  11903. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  11904. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  11905. // skip degenerate triangles
  11906. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  11907. continue;
  11908. }
  11909. // iterate over every edge
  11910. for ( let j = 0; j < 3; j ++ ) {
  11911. // get the first and next vertex making up the edge
  11912. const jNext = ( j + 1 ) % 3;
  11913. const vecHash0 = hashes[ j ];
  11914. const vecHash1 = hashes[ jNext ];
  11915. const v0 = _triangle[ vertKeys[ j ] ];
  11916. const v1 = _triangle[ vertKeys[ jNext ] ];
  11917. const hash = `${ vecHash0 }_${ vecHash1 }`;
  11918. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  11919. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  11920. // if we found a sibling edge add it into the vertex array if
  11921. // it meets the angle threshold and delete the edge from the map.
  11922. if ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  11923. vertices.push( v0.x, v0.y, v0.z );
  11924. vertices.push( v1.x, v1.y, v1.z );
  11925. }
  11926. edgeData[ reverseHash ] = null;
  11927. } else if ( ! ( hash in edgeData ) ) {
  11928. // if we've already got an edge here then skip adding a new one
  11929. edgeData[ hash ] = {
  11930. index0: indexArr[ j ],
  11931. index1: indexArr[ jNext ],
  11932. normal: _normal$1.clone(),
  11933. };
  11934. }
  11935. }
  11936. }
  11937. // iterate over all remaining, unmatched edges and add them to the vertex array
  11938. for ( const key in edgeData ) {
  11939. if ( edgeData[ key ] ) {
  11940. const { index0, index1 } = edgeData[ key ];
  11941. _v0.fromBufferAttribute( positionAttr, index0 );
  11942. _v1$1.fromBufferAttribute( positionAttr, index1 );
  11943. vertices.push( _v0.x, _v0.y, _v0.z );
  11944. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  11945. }
  11946. }
  11947. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11948. }
  11949. }
  11950. copy( source ) {
  11951. super.copy( source );
  11952. this.parameters = Object.assign( {}, source.parameters );
  11953. return this;
  11954. }
  11955. }
  11956. class Shape extends Path {
  11957. constructor( points ) {
  11958. super( points );
  11959. this.uuid = generateUUID();
  11960. this.type = 'Shape';
  11961. this.holes = [];
  11962. }
  11963. getPointsHoles( divisions ) {
  11964. const holesPts = [];
  11965. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  11966. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  11967. }
  11968. return holesPts;
  11969. }
  11970. // get points of shape and holes (keypoints based on segments parameter)
  11971. extractPoints( divisions ) {
  11972. return {
  11973. shape: this.getPoints( divisions ),
  11974. holes: this.getPointsHoles( divisions )
  11975. };
  11976. }
  11977. copy( source ) {
  11978. super.copy( source );
  11979. this.holes = [];
  11980. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  11981. const hole = source.holes[ i ];
  11982. this.holes.push( hole.clone() );
  11983. }
  11984. return this;
  11985. }
  11986. toJSON() {
  11987. const data = super.toJSON();
  11988. data.uuid = this.uuid;
  11989. data.holes = [];
  11990. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  11991. const hole = this.holes[ i ];
  11992. data.holes.push( hole.toJSON() );
  11993. }
  11994. return data;
  11995. }
  11996. fromJSON( json ) {
  11997. super.fromJSON( json );
  11998. this.uuid = json.uuid;
  11999. this.holes = [];
  12000. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  12001. const hole = json.holes[ i ];
  12002. this.holes.push( new Path().fromJSON( hole ) );
  12003. }
  12004. return this;
  12005. }
  12006. }
  12007. /**
  12008. * Port from https://github.com/mapbox/earcut (v2.2.4)
  12009. */
  12010. const Earcut = {
  12011. triangulate: function ( data, holeIndices, dim = 2 ) {
  12012. const hasHoles = holeIndices && holeIndices.length;
  12013. const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
  12014. let outerNode = linkedList( data, 0, outerLen, dim, true );
  12015. const triangles = [];
  12016. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  12017. let minX, minY, maxX, maxY, x, y, invSize;
  12018. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  12019. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  12020. if ( data.length > 80 * dim ) {
  12021. minX = maxX = data[ 0 ];
  12022. minY = maxY = data[ 1 ];
  12023. for ( let i = dim; i < outerLen; i += dim ) {
  12024. x = data[ i ];
  12025. y = data[ i + 1 ];
  12026. if ( x < minX ) minX = x;
  12027. if ( y < minY ) minY = y;
  12028. if ( x > maxX ) maxX = x;
  12029. if ( y > maxY ) maxY = y;
  12030. }
  12031. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  12032. invSize = Math.max( maxX - minX, maxY - minY );
  12033. invSize = invSize !== 0 ? 32767 / invSize : 0;
  12034. }
  12035. earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );
  12036. return triangles;
  12037. }
  12038. };
  12039. // create a circular doubly linked list from polygon points in the specified winding order
  12040. function linkedList( data, start, end, dim, clockwise ) {
  12041. let i, last;
  12042. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  12043. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12044. } else {
  12045. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12046. }
  12047. if ( last && equals$1( last, last.next ) ) {
  12048. removeNode( last );
  12049. last = last.next;
  12050. }
  12051. return last;
  12052. }
  12053. // eliminate colinear or duplicate points
  12054. function filterPoints( start, end ) {
  12055. if ( ! start ) return start;
  12056. if ( ! end ) end = start;
  12057. let p = start,
  12058. again;
  12059. do {
  12060. again = false;
  12061. if ( ! p.steiner && ( equals$1( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  12062. removeNode( p );
  12063. p = end = p.prev;
  12064. if ( p === p.next ) break;
  12065. again = true;
  12066. } else {
  12067. p = p.next;
  12068. }
  12069. } while ( again || p !== end );
  12070. return end;
  12071. }
  12072. // main ear slicing loop which triangulates a polygon (given as a linked list)
  12073. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  12074. if ( ! ear ) return;
  12075. // interlink polygon nodes in z-order
  12076. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  12077. let stop = ear,
  12078. prev, next;
  12079. // iterate through ears, slicing them one by one
  12080. while ( ear.prev !== ear.next ) {
  12081. prev = ear.prev;
  12082. next = ear.next;
  12083. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  12084. // cut off the triangle
  12085. triangles.push( prev.i / dim | 0 );
  12086. triangles.push( ear.i / dim | 0 );
  12087. triangles.push( next.i / dim | 0 );
  12088. removeNode( ear );
  12089. // skipping the next vertex leads to less sliver triangles
  12090. ear = next.next;
  12091. stop = next.next;
  12092. continue;
  12093. }
  12094. ear = next;
  12095. // if we looped through the whole remaining polygon and can't find any more ears
  12096. if ( ear === stop ) {
  12097. // try filtering points and slicing again
  12098. if ( ! pass ) {
  12099. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  12100. // if this didn't work, try curing all small self-intersections locally
  12101. } else if ( pass === 1 ) {
  12102. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  12103. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  12104. // as a last resort, try splitting the remaining polygon into two
  12105. } else if ( pass === 2 ) {
  12106. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  12107. }
  12108. break;
  12109. }
  12110. }
  12111. }
  12112. // check whether a polygon node forms a valid ear with adjacent nodes
  12113. function isEar( ear ) {
  12114. const a = ear.prev,
  12115. b = ear,
  12116. c = ear.next;
  12117. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12118. // now make sure we don't have other points inside the potential ear
  12119. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12120. // triangle bbox; min & max are calculated like this for speed
  12121. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12122. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12123. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12124. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12125. let p = c.next;
  12126. while ( p !== a ) {
  12127. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  12128. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
  12129. area( p.prev, p, p.next ) >= 0 ) return false;
  12130. p = p.next;
  12131. }
  12132. return true;
  12133. }
  12134. function isEarHashed( ear, minX, minY, invSize ) {
  12135. const a = ear.prev,
  12136. b = ear,
  12137. c = ear.next;
  12138. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12139. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12140. // triangle bbox; min & max are calculated like this for speed
  12141. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12142. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12143. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12144. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12145. // z-order range for the current triangle bbox;
  12146. const minZ = zOrder( x0, y0, minX, minY, invSize ),
  12147. maxZ = zOrder( x1, y1, minX, minY, invSize );
  12148. let p = ear.prevZ,
  12149. n = ear.nextZ;
  12150. // look for points inside the triangle in both directions
  12151. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  12152. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12153. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12154. p = p.prevZ;
  12155. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12156. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12157. n = n.nextZ;
  12158. }
  12159. // look for remaining points in decreasing z-order
  12160. while ( p && p.z >= minZ ) {
  12161. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12162. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12163. p = p.prevZ;
  12164. }
  12165. // look for remaining points in increasing z-order
  12166. while ( n && n.z <= maxZ ) {
  12167. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12168. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12169. n = n.nextZ;
  12170. }
  12171. return true;
  12172. }
  12173. // go through all polygon nodes and cure small local self-intersections
  12174. function cureLocalIntersections( start, triangles, dim ) {
  12175. let p = start;
  12176. do {
  12177. const a = p.prev,
  12178. b = p.next.next;
  12179. if ( ! equals$1( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  12180. triangles.push( a.i / dim | 0 );
  12181. triangles.push( p.i / dim | 0 );
  12182. triangles.push( b.i / dim | 0 );
  12183. // remove two nodes involved
  12184. removeNode( p );
  12185. removeNode( p.next );
  12186. p = start = b;
  12187. }
  12188. p = p.next;
  12189. } while ( p !== start );
  12190. return filterPoints( p );
  12191. }
  12192. // try splitting polygon into two and triangulate them independently
  12193. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  12194. // look for a valid diagonal that divides the polygon into two
  12195. let a = start;
  12196. do {
  12197. let b = a.next.next;
  12198. while ( b !== a.prev ) {
  12199. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  12200. // split the polygon in two by the diagonal
  12201. let c = splitPolygon( a, b );
  12202. // filter colinear points around the cuts
  12203. a = filterPoints( a, a.next );
  12204. c = filterPoints( c, c.next );
  12205. // run earcut on each half
  12206. earcutLinked( a, triangles, dim, minX, minY, invSize, 0 );
  12207. earcutLinked( c, triangles, dim, minX, minY, invSize, 0 );
  12208. return;
  12209. }
  12210. b = b.next;
  12211. }
  12212. a = a.next;
  12213. } while ( a !== start );
  12214. }
  12215. // link every hole into the outer loop, producing a single-ring polygon without holes
  12216. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  12217. const queue = [];
  12218. let i, len, start, end, list;
  12219. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  12220. start = holeIndices[ i ] * dim;
  12221. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  12222. list = linkedList( data, start, end, dim, false );
  12223. if ( list === list.next ) list.steiner = true;
  12224. queue.push( getLeftmost( list ) );
  12225. }
  12226. queue.sort( compareX );
  12227. // process holes from left to right
  12228. for ( i = 0; i < queue.length; i ++ ) {
  12229. outerNode = eliminateHole( queue[ i ], outerNode );
  12230. }
  12231. return outerNode;
  12232. }
  12233. function compareX( a, b ) {
  12234. return a.x - b.x;
  12235. }
  12236. // find a bridge between vertices that connects hole with an outer ring and link it
  12237. function eliminateHole( hole, outerNode ) {
  12238. const bridge = findHoleBridge( hole, outerNode );
  12239. if ( ! bridge ) {
  12240. return outerNode;
  12241. }
  12242. const bridgeReverse = splitPolygon( bridge, hole );
  12243. // filter collinear points around the cuts
  12244. filterPoints( bridgeReverse, bridgeReverse.next );
  12245. return filterPoints( bridge, bridge.next );
  12246. }
  12247. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  12248. function findHoleBridge( hole, outerNode ) {
  12249. let p = outerNode,
  12250. qx = - Infinity,
  12251. m;
  12252. const hx = hole.x, hy = hole.y;
  12253. // find a segment intersected by a ray from the hole's leftmost point to the left;
  12254. // segment's endpoint with lesser x will be potential connection point
  12255. do {
  12256. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  12257. const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  12258. if ( x <= hx && x > qx ) {
  12259. qx = x;
  12260. m = p.x < p.next.x ? p : p.next;
  12261. if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint
  12262. }
  12263. }
  12264. p = p.next;
  12265. } while ( p !== outerNode );
  12266. if ( ! m ) return null;
  12267. // look for points inside the triangle of hole point, segment intersection and endpoint;
  12268. // if there are no points found, we have a valid connection;
  12269. // otherwise choose the point of the minimum angle with the ray as connection point
  12270. const stop = m,
  12271. mx = m.x,
  12272. my = m.y;
  12273. let tanMin = Infinity, tan;
  12274. p = m;
  12275. do {
  12276. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  12277. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  12278. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  12279. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  12280. m = p;
  12281. tanMin = tan;
  12282. }
  12283. }
  12284. p = p.next;
  12285. } while ( p !== stop );
  12286. return m;
  12287. }
  12288. // whether sector in vertex m contains sector in vertex p in the same coordinates
  12289. function sectorContainsSector( m, p ) {
  12290. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  12291. }
  12292. // interlink polygon nodes in z-order
  12293. function indexCurve( start, minX, minY, invSize ) {
  12294. let p = start;
  12295. do {
  12296. if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  12297. p.prevZ = p.prev;
  12298. p.nextZ = p.next;
  12299. p = p.next;
  12300. } while ( p !== start );
  12301. p.prevZ.nextZ = null;
  12302. p.prevZ = null;
  12303. sortLinked( p );
  12304. }
  12305. // Simon Tatham's linked list merge sort algorithm
  12306. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  12307. function sortLinked( list ) {
  12308. let i, p, q, e, tail, numMerges, pSize, qSize,
  12309. inSize = 1;
  12310. do {
  12311. p = list;
  12312. list = null;
  12313. tail = null;
  12314. numMerges = 0;
  12315. while ( p ) {
  12316. numMerges ++;
  12317. q = p;
  12318. pSize = 0;
  12319. for ( i = 0; i < inSize; i ++ ) {
  12320. pSize ++;
  12321. q = q.nextZ;
  12322. if ( ! q ) break;
  12323. }
  12324. qSize = inSize;
  12325. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  12326. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  12327. e = p;
  12328. p = p.nextZ;
  12329. pSize --;
  12330. } else {
  12331. e = q;
  12332. q = q.nextZ;
  12333. qSize --;
  12334. }
  12335. if ( tail ) tail.nextZ = e;
  12336. else list = e;
  12337. e.prevZ = tail;
  12338. tail = e;
  12339. }
  12340. p = q;
  12341. }
  12342. tail.nextZ = null;
  12343. inSize *= 2;
  12344. } while ( numMerges > 1 );
  12345. return list;
  12346. }
  12347. // z-order of a point given coords and inverse of the longer side of data bbox
  12348. function zOrder( x, y, minX, minY, invSize ) {
  12349. // coords are transformed into non-negative 15-bit integer range
  12350. x = ( x - minX ) * invSize | 0;
  12351. y = ( y - minY ) * invSize | 0;
  12352. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  12353. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  12354. x = ( x | ( x << 2 ) ) & 0x33333333;
  12355. x = ( x | ( x << 1 ) ) & 0x55555555;
  12356. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  12357. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  12358. y = ( y | ( y << 2 ) ) & 0x33333333;
  12359. y = ( y | ( y << 1 ) ) & 0x55555555;
  12360. return x | ( y << 1 );
  12361. }
  12362. // find the leftmost node of a polygon ring
  12363. function getLeftmost( start ) {
  12364. let p = start,
  12365. leftmost = start;
  12366. do {
  12367. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  12368. p = p.next;
  12369. } while ( p !== start );
  12370. return leftmost;
  12371. }
  12372. // check if a point lies within a convex triangle
  12373. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  12374. return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&
  12375. ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&
  12376. ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );
  12377. }
  12378. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  12379. function isValidDiagonal( a, b ) {
  12380. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  12381. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  12382. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  12383. equals$1( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  12384. }
  12385. // signed area of a triangle
  12386. function area( p, q, r ) {
  12387. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  12388. }
  12389. // check if two points are equal
  12390. function equals$1( p1, p2 ) {
  12391. return p1.x === p2.x && p1.y === p2.y;
  12392. }
  12393. // check if two segments intersect
  12394. function intersects( p1, q1, p2, q2 ) {
  12395. const o1 = sign$1( area( p1, q1, p2 ) );
  12396. const o2 = sign$1( area( p1, q1, q2 ) );
  12397. const o3 = sign$1( area( p2, q2, p1 ) );
  12398. const o4 = sign$1( area( p2, q2, q1 ) );
  12399. if ( o1 !== o2 && o3 !== o4 ) return true; // general case
  12400. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  12401. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  12402. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  12403. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  12404. return false;
  12405. }
  12406. // for collinear points p, q, r, check if point q lies on segment pr
  12407. function onSegment( p, q, r ) {
  12408. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  12409. }
  12410. function sign$1( num ) {
  12411. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  12412. }
  12413. // check if a polygon diagonal intersects any polygon segments
  12414. function intersectsPolygon( a, b ) {
  12415. let p = a;
  12416. do {
  12417. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  12418. intersects( p, p.next, a, b ) ) return true;
  12419. p = p.next;
  12420. } while ( p !== a );
  12421. return false;
  12422. }
  12423. // check if a polygon diagonal is locally inside the polygon
  12424. function locallyInside( a, b ) {
  12425. return area( a.prev, a, a.next ) < 0 ?
  12426. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  12427. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  12428. }
  12429. // check if the middle point of a polygon diagonal is inside the polygon
  12430. function middleInside( a, b ) {
  12431. let p = a,
  12432. inside = false;
  12433. const px = ( a.x + b.x ) / 2,
  12434. py = ( a.y + b.y ) / 2;
  12435. do {
  12436. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  12437. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  12438. inside = ! inside;
  12439. p = p.next;
  12440. } while ( p !== a );
  12441. return inside;
  12442. }
  12443. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  12444. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  12445. function splitPolygon( a, b ) {
  12446. const a2 = new Node$1( a.i, a.x, a.y ),
  12447. b2 = new Node$1( b.i, b.x, b.y ),
  12448. an = a.next,
  12449. bp = b.prev;
  12450. a.next = b;
  12451. b.prev = a;
  12452. a2.next = an;
  12453. an.prev = a2;
  12454. b2.next = a2;
  12455. a2.prev = b2;
  12456. bp.next = b2;
  12457. b2.prev = bp;
  12458. return b2;
  12459. }
  12460. // create a node and optionally link it with previous one (in a circular doubly linked list)
  12461. function insertNode( i, x, y, last ) {
  12462. const p = new Node$1( i, x, y );
  12463. if ( ! last ) {
  12464. p.prev = p;
  12465. p.next = p;
  12466. } else {
  12467. p.next = last.next;
  12468. p.prev = last;
  12469. last.next.prev = p;
  12470. last.next = p;
  12471. }
  12472. return p;
  12473. }
  12474. function removeNode( p ) {
  12475. p.next.prev = p.prev;
  12476. p.prev.next = p.next;
  12477. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  12478. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  12479. }
  12480. function Node$1( i, x, y ) {
  12481. // vertex index in coordinates array
  12482. this.i = i;
  12483. // vertex coordinates
  12484. this.x = x;
  12485. this.y = y;
  12486. // previous and next vertex nodes in a polygon ring
  12487. this.prev = null;
  12488. this.next = null;
  12489. // z-order curve value
  12490. this.z = 0;
  12491. // previous and next nodes in z-order
  12492. this.prevZ = null;
  12493. this.nextZ = null;
  12494. // indicates whether this is a steiner point
  12495. this.steiner = false;
  12496. }
  12497. function signedArea( data, start, end, dim ) {
  12498. let sum = 0;
  12499. for ( let i = start, j = end - dim; i < end; i += dim ) {
  12500. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  12501. j = i;
  12502. }
  12503. return sum;
  12504. }
  12505. class ShapeUtils {
  12506. // calculate area of the contour polygon
  12507. static area( contour ) {
  12508. const n = contour.length;
  12509. let a = 0.0;
  12510. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  12511. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  12512. }
  12513. return a * 0.5;
  12514. }
  12515. static isClockWise( pts ) {
  12516. return ShapeUtils.area( pts ) < 0;
  12517. }
  12518. static triangulateShape( contour, holes ) {
  12519. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  12520. const holeIndices = []; // array of hole indices
  12521. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  12522. removeDupEndPts( contour );
  12523. addContour( vertices, contour );
  12524. //
  12525. let holeIndex = contour.length;
  12526. holes.forEach( removeDupEndPts );
  12527. for ( let i = 0; i < holes.length; i ++ ) {
  12528. holeIndices.push( holeIndex );
  12529. holeIndex += holes[ i ].length;
  12530. addContour( vertices, holes[ i ] );
  12531. }
  12532. //
  12533. const triangles = Earcut.triangulate( vertices, holeIndices );
  12534. //
  12535. for ( let i = 0; i < triangles.length; i += 3 ) {
  12536. faces.push( triangles.slice( i, i + 3 ) );
  12537. }
  12538. return faces;
  12539. }
  12540. }
  12541. function removeDupEndPts( points ) {
  12542. const l = points.length;
  12543. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  12544. points.pop();
  12545. }
  12546. }
  12547. function addContour( vertices, contour ) {
  12548. for ( let i = 0; i < contour.length; i ++ ) {
  12549. vertices.push( contour[ i ].x );
  12550. vertices.push( contour[ i ].y );
  12551. }
  12552. }
  12553. /**
  12554. * Creates extruded geometry from a path shape.
  12555. *
  12556. * parameters = {
  12557. *
  12558. * curveSegments: <int>, // number of points on the curves
  12559. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  12560. * depth: <float>, // Depth to extrude the shape
  12561. *
  12562. * bevelEnabled: <bool>, // turn on bevel
  12563. * bevelThickness: <float>, // how deep into the original shape bevel goes
  12564. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  12565. * bevelOffset: <float>, // how far from shape outline does bevel start
  12566. * bevelSegments: <int>, // number of bevel layers
  12567. *
  12568. * extrudePath: <THREE.Curve> // curve to extrude shape along
  12569. *
  12570. * UVGenerator: <Object> // object that provides UV generator functions
  12571. *
  12572. * }
  12573. */
  12574. class ExtrudeGeometry extends BufferGeometry {
  12575. constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {
  12576. super();
  12577. this.type = 'ExtrudeGeometry';
  12578. this.parameters = {
  12579. shapes: shapes,
  12580. options: options
  12581. };
  12582. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  12583. const scope = this;
  12584. const verticesArray = [];
  12585. const uvArray = [];
  12586. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  12587. const shape = shapes[ i ];
  12588. addShape( shape );
  12589. }
  12590. // build geometry
  12591. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  12592. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  12593. this.computeVertexNormals();
  12594. // functions
  12595. function addShape( shape ) {
  12596. const placeholder = [];
  12597. // options
  12598. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  12599. const steps = options.steps !== undefined ? options.steps : 1;
  12600. const depth = options.depth !== undefined ? options.depth : 1;
  12601. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  12602. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  12603. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  12604. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  12605. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  12606. const extrudePath = options.extrudePath;
  12607. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  12608. //
  12609. let extrudePts, extrudeByPath = false;
  12610. let splineTube, binormal, normal, position2;
  12611. if ( extrudePath ) {
  12612. extrudePts = extrudePath.getSpacedPoints( steps );
  12613. extrudeByPath = true;
  12614. bevelEnabled = false; // bevels not supported for path extrusion
  12615. // SETUP TNB variables
  12616. // TODO1 - have a .isClosed in spline?
  12617. splineTube = extrudePath.computeFrenetFrames( steps, false );
  12618. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  12619. binormal = new Vector3();
  12620. normal = new Vector3();
  12621. position2 = new Vector3();
  12622. }
  12623. // Safeguards if bevels are not enabled
  12624. if ( ! bevelEnabled ) {
  12625. bevelSegments = 0;
  12626. bevelThickness = 0;
  12627. bevelSize = 0;
  12628. bevelOffset = 0;
  12629. }
  12630. // Variables initialization
  12631. const shapePoints = shape.extractPoints( curveSegments );
  12632. let vertices = shapePoints.shape;
  12633. const holes = shapePoints.holes;
  12634. const reverse = ! ShapeUtils.isClockWise( vertices );
  12635. if ( reverse ) {
  12636. vertices = vertices.reverse();
  12637. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  12638. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12639. const ahole = holes[ h ];
  12640. if ( ShapeUtils.isClockWise( ahole ) ) {
  12641. holes[ h ] = ahole.reverse();
  12642. }
  12643. }
  12644. }
  12645. const faces = ShapeUtils.triangulateShape( vertices, holes );
  12646. /* Vertices */
  12647. const contour = vertices; // vertices has all points but contour has only points of circumference
  12648. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12649. const ahole = holes[ h ];
  12650. vertices = vertices.concat( ahole );
  12651. }
  12652. function scalePt2( pt, vec, size ) {
  12653. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  12654. return pt.clone().addScaledVector( vec, size );
  12655. }
  12656. const vlen = vertices.length, flen = faces.length;
  12657. // Find directions for point movement
  12658. function getBevelVec( inPt, inPrev, inNext ) {
  12659. // computes for inPt the corresponding point inPt' on a new contour
  12660. // shifted by 1 unit (length of normalized vector) to the left
  12661. // if we walk along contour clockwise, this new contour is outside the old one
  12662. //
  12663. // inPt' is the intersection of the two lines parallel to the two
  12664. // adjacent edges of inPt at a distance of 1 unit on the left side.
  12665. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  12666. // good reading for geometry algorithms (here: line-line intersection)
  12667. // http://geomalgorithms.com/a05-_intersect-1.html
  12668. const v_prev_x = inPt.x - inPrev.x,
  12669. v_prev_y = inPt.y - inPrev.y;
  12670. const v_next_x = inNext.x - inPt.x,
  12671. v_next_y = inNext.y - inPt.y;
  12672. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  12673. // check for collinear edges
  12674. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12675. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  12676. // not collinear
  12677. // length of vectors for normalizing
  12678. const v_prev_len = Math.sqrt( v_prev_lensq );
  12679. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  12680. // shift adjacent points by unit vectors to the left
  12681. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  12682. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  12683. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  12684. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  12685. // scaling factor for v_prev to intersection point
  12686. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  12687. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  12688. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12689. // vector from inPt to intersection point
  12690. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  12691. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  12692. // Don't normalize!, otherwise sharp corners become ugly
  12693. // but prevent crazy spikes
  12694. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  12695. if ( v_trans_lensq <= 2 ) {
  12696. return new Vector2( v_trans_x, v_trans_y );
  12697. } else {
  12698. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  12699. }
  12700. } else {
  12701. // handle special case of collinear edges
  12702. let direction_eq = false; // assumes: opposite
  12703. if ( v_prev_x > Number.EPSILON ) {
  12704. if ( v_next_x > Number.EPSILON ) {
  12705. direction_eq = true;
  12706. }
  12707. } else {
  12708. if ( v_prev_x < - Number.EPSILON ) {
  12709. if ( v_next_x < - Number.EPSILON ) {
  12710. direction_eq = true;
  12711. }
  12712. } else {
  12713. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  12714. direction_eq = true;
  12715. }
  12716. }
  12717. }
  12718. if ( direction_eq ) {
  12719. // console.log("Warning: lines are a straight sequence");
  12720. v_trans_x = - v_prev_y;
  12721. v_trans_y = v_prev_x;
  12722. shrink_by = Math.sqrt( v_prev_lensq );
  12723. } else {
  12724. // console.log("Warning: lines are a straight spike");
  12725. v_trans_x = v_prev_x;
  12726. v_trans_y = v_prev_y;
  12727. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  12728. }
  12729. }
  12730. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  12731. }
  12732. const contourMovements = [];
  12733. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12734. if ( j === il ) j = 0;
  12735. if ( k === il ) k = 0;
  12736. // (j)---(i)---(k)
  12737. // console.log('i,j,k', i, j , k)
  12738. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  12739. }
  12740. const holesMovements = [];
  12741. let oneHoleMovements, verticesMovements = contourMovements.concat();
  12742. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12743. const ahole = holes[ h ];
  12744. oneHoleMovements = [];
  12745. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12746. if ( j === il ) j = 0;
  12747. if ( k === il ) k = 0;
  12748. // (j)---(i)---(k)
  12749. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  12750. }
  12751. holesMovements.push( oneHoleMovements );
  12752. verticesMovements = verticesMovements.concat( oneHoleMovements );
  12753. }
  12754. // Loop bevelSegments, 1 for the front, 1 for the back
  12755. for ( let b = 0; b < bevelSegments; b ++ ) {
  12756. //for ( b = bevelSegments; b > 0; b -- ) {
  12757. const t = b / bevelSegments;
  12758. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12759. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12760. // contract shape
  12761. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12762. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12763. v( vert.x, vert.y, - z );
  12764. }
  12765. // expand holes
  12766. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12767. const ahole = holes[ h ];
  12768. oneHoleMovements = holesMovements[ h ];
  12769. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12770. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12771. v( vert.x, vert.y, - z );
  12772. }
  12773. }
  12774. }
  12775. const bs = bevelSize + bevelOffset;
  12776. // Back facing vertices
  12777. for ( let i = 0; i < vlen; i ++ ) {
  12778. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12779. if ( ! extrudeByPath ) {
  12780. v( vert.x, vert.y, 0 );
  12781. } else {
  12782. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  12783. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  12784. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  12785. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  12786. v( position2.x, position2.y, position2.z );
  12787. }
  12788. }
  12789. // Add stepped vertices...
  12790. // Including front facing vertices
  12791. for ( let s = 1; s <= steps; s ++ ) {
  12792. for ( let i = 0; i < vlen; i ++ ) {
  12793. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12794. if ( ! extrudeByPath ) {
  12795. v( vert.x, vert.y, depth / steps * s );
  12796. } else {
  12797. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  12798. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  12799. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  12800. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  12801. v( position2.x, position2.y, position2.z );
  12802. }
  12803. }
  12804. }
  12805. // Add bevel segments planes
  12806. //for ( b = 1; b <= bevelSegments; b ++ ) {
  12807. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  12808. const t = b / bevelSegments;
  12809. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12810. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12811. // contract shape
  12812. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12813. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12814. v( vert.x, vert.y, depth + z );
  12815. }
  12816. // expand holes
  12817. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12818. const ahole = holes[ h ];
  12819. oneHoleMovements = holesMovements[ h ];
  12820. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12821. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12822. if ( ! extrudeByPath ) {
  12823. v( vert.x, vert.y, depth + z );
  12824. } else {
  12825. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  12826. }
  12827. }
  12828. }
  12829. }
  12830. /* Faces */
  12831. // Top and bottom faces
  12832. buildLidFaces();
  12833. // Sides faces
  12834. buildSideFaces();
  12835. ///// Internal functions
  12836. function buildLidFaces() {
  12837. const start = verticesArray.length / 3;
  12838. if ( bevelEnabled ) {
  12839. let layer = 0; // steps + 1
  12840. let offset = vlen * layer;
  12841. // Bottom faces
  12842. for ( let i = 0; i < flen; i ++ ) {
  12843. const face = faces[ i ];
  12844. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  12845. }
  12846. layer = steps + bevelSegments * 2;
  12847. offset = vlen * layer;
  12848. // Top faces
  12849. for ( let i = 0; i < flen; i ++ ) {
  12850. const face = faces[ i ];
  12851. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  12852. }
  12853. } else {
  12854. // Bottom faces
  12855. for ( let i = 0; i < flen; i ++ ) {
  12856. const face = faces[ i ];
  12857. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  12858. }
  12859. // Top faces
  12860. for ( let i = 0; i < flen; i ++ ) {
  12861. const face = faces[ i ];
  12862. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  12863. }
  12864. }
  12865. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  12866. }
  12867. // Create faces for the z-sides of the shape
  12868. function buildSideFaces() {
  12869. const start = verticesArray.length / 3;
  12870. let layeroffset = 0;
  12871. sidewalls( contour, layeroffset );
  12872. layeroffset += contour.length;
  12873. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12874. const ahole = holes[ h ];
  12875. sidewalls( ahole, layeroffset );
  12876. //, true
  12877. layeroffset += ahole.length;
  12878. }
  12879. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  12880. }
  12881. function sidewalls( contour, layeroffset ) {
  12882. let i = contour.length;
  12883. while ( -- i >= 0 ) {
  12884. const j = i;
  12885. let k = i - 1;
  12886. if ( k < 0 ) k = contour.length - 1;
  12887. //console.log('b', i,j, i-1, k,vertices.length);
  12888. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  12889. const slen1 = vlen * s;
  12890. const slen2 = vlen * ( s + 1 );
  12891. const a = layeroffset + j + slen1,
  12892. b = layeroffset + k + slen1,
  12893. c = layeroffset + k + slen2,
  12894. d = layeroffset + j + slen2;
  12895. f4( a, b, c, d );
  12896. }
  12897. }
  12898. }
  12899. function v( x, y, z ) {
  12900. placeholder.push( x );
  12901. placeholder.push( y );
  12902. placeholder.push( z );
  12903. }
  12904. function f3( a, b, c ) {
  12905. addVertex( a );
  12906. addVertex( b );
  12907. addVertex( c );
  12908. const nextIndex = verticesArray.length / 3;
  12909. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  12910. addUV( uvs[ 0 ] );
  12911. addUV( uvs[ 1 ] );
  12912. addUV( uvs[ 2 ] );
  12913. }
  12914. function f4( a, b, c, d ) {
  12915. addVertex( a );
  12916. addVertex( b );
  12917. addVertex( d );
  12918. addVertex( b );
  12919. addVertex( c );
  12920. addVertex( d );
  12921. const nextIndex = verticesArray.length / 3;
  12922. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  12923. addUV( uvs[ 0 ] );
  12924. addUV( uvs[ 1 ] );
  12925. addUV( uvs[ 3 ] );
  12926. addUV( uvs[ 1 ] );
  12927. addUV( uvs[ 2 ] );
  12928. addUV( uvs[ 3 ] );
  12929. }
  12930. function addVertex( index ) {
  12931. verticesArray.push( placeholder[ index * 3 + 0 ] );
  12932. verticesArray.push( placeholder[ index * 3 + 1 ] );
  12933. verticesArray.push( placeholder[ index * 3 + 2 ] );
  12934. }
  12935. function addUV( vector2 ) {
  12936. uvArray.push( vector2.x );
  12937. uvArray.push( vector2.y );
  12938. }
  12939. }
  12940. }
  12941. copy( source ) {
  12942. super.copy( source );
  12943. this.parameters = Object.assign( {}, source.parameters );
  12944. return this;
  12945. }
  12946. toJSON() {
  12947. const data = super.toJSON();
  12948. const shapes = this.parameters.shapes;
  12949. const options = this.parameters.options;
  12950. return toJSON$1( shapes, options, data );
  12951. }
  12952. static fromJSON( data, shapes ) {
  12953. const geometryShapes = [];
  12954. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  12955. const shape = shapes[ data.shapes[ j ] ];
  12956. geometryShapes.push( shape );
  12957. }
  12958. const extrudePath = data.options.extrudePath;
  12959. if ( extrudePath !== undefined ) {
  12960. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  12961. }
  12962. return new ExtrudeGeometry( geometryShapes, data.options );
  12963. }
  12964. }
  12965. const WorldUVGenerator = {
  12966. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  12967. const a_x = vertices[ indexA * 3 ];
  12968. const a_y = vertices[ indexA * 3 + 1 ];
  12969. const b_x = vertices[ indexB * 3 ];
  12970. const b_y = vertices[ indexB * 3 + 1 ];
  12971. const c_x = vertices[ indexC * 3 ];
  12972. const c_y = vertices[ indexC * 3 + 1 ];
  12973. return [
  12974. new Vector2( a_x, a_y ),
  12975. new Vector2( b_x, b_y ),
  12976. new Vector2( c_x, c_y )
  12977. ];
  12978. },
  12979. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  12980. const a_x = vertices[ indexA * 3 ];
  12981. const a_y = vertices[ indexA * 3 + 1 ];
  12982. const a_z = vertices[ indexA * 3 + 2 ];
  12983. const b_x = vertices[ indexB * 3 ];
  12984. const b_y = vertices[ indexB * 3 + 1 ];
  12985. const b_z = vertices[ indexB * 3 + 2 ];
  12986. const c_x = vertices[ indexC * 3 ];
  12987. const c_y = vertices[ indexC * 3 + 1 ];
  12988. const c_z = vertices[ indexC * 3 + 2 ];
  12989. const d_x = vertices[ indexD * 3 ];
  12990. const d_y = vertices[ indexD * 3 + 1 ];
  12991. const d_z = vertices[ indexD * 3 + 2 ];
  12992. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  12993. return [
  12994. new Vector2( a_x, 1 - a_z ),
  12995. new Vector2( b_x, 1 - b_z ),
  12996. new Vector2( c_x, 1 - c_z ),
  12997. new Vector2( d_x, 1 - d_z )
  12998. ];
  12999. } else {
  13000. return [
  13001. new Vector2( a_y, 1 - a_z ),
  13002. new Vector2( b_y, 1 - b_z ),
  13003. new Vector2( c_y, 1 - c_z ),
  13004. new Vector2( d_y, 1 - d_z )
  13005. ];
  13006. }
  13007. }
  13008. };
  13009. function toJSON$1( shapes, options, data ) {
  13010. data.shapes = [];
  13011. if ( Array.isArray( shapes ) ) {
  13012. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13013. const shape = shapes[ i ];
  13014. data.shapes.push( shape.uuid );
  13015. }
  13016. } else {
  13017. data.shapes.push( shapes.uuid );
  13018. }
  13019. data.options = Object.assign( {}, options );
  13020. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  13021. return data;
  13022. }
  13023. class IcosahedronGeometry extends PolyhedronGeometry {
  13024. constructor( radius = 1, detail = 0 ) {
  13025. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  13026. const vertices = [
  13027. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  13028. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  13029. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  13030. ];
  13031. const indices = [
  13032. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  13033. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  13034. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  13035. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  13036. ];
  13037. super( vertices, indices, radius, detail );
  13038. this.type = 'IcosahedronGeometry';
  13039. this.parameters = {
  13040. radius: radius,
  13041. detail: detail
  13042. };
  13043. }
  13044. static fromJSON( data ) {
  13045. return new IcosahedronGeometry( data.radius, data.detail );
  13046. }
  13047. }
  13048. class OctahedronGeometry extends PolyhedronGeometry {
  13049. constructor( radius = 1, detail = 0 ) {
  13050. const vertices = [
  13051. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  13052. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  13053. ];
  13054. const indices = [
  13055. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  13056. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  13057. 1, 3, 4, 1, 4, 2
  13058. ];
  13059. super( vertices, indices, radius, detail );
  13060. this.type = 'OctahedronGeometry';
  13061. this.parameters = {
  13062. radius: radius,
  13063. detail: detail
  13064. };
  13065. }
  13066. static fromJSON( data ) {
  13067. return new OctahedronGeometry( data.radius, data.detail );
  13068. }
  13069. }
  13070. class PlaneGeometry extends BufferGeometry {
  13071. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  13072. super();
  13073. this.type = 'PlaneGeometry';
  13074. this.parameters = {
  13075. width: width,
  13076. height: height,
  13077. widthSegments: widthSegments,
  13078. heightSegments: heightSegments
  13079. };
  13080. const width_half = width / 2;
  13081. const height_half = height / 2;
  13082. const gridX = Math.floor( widthSegments );
  13083. const gridY = Math.floor( heightSegments );
  13084. const gridX1 = gridX + 1;
  13085. const gridY1 = gridY + 1;
  13086. const segment_width = width / gridX;
  13087. const segment_height = height / gridY;
  13088. //
  13089. const indices = [];
  13090. const vertices = [];
  13091. const normals = [];
  13092. const uvs = [];
  13093. for ( let iy = 0; iy < gridY1; iy ++ ) {
  13094. const y = iy * segment_height - height_half;
  13095. for ( let ix = 0; ix < gridX1; ix ++ ) {
  13096. const x = ix * segment_width - width_half;
  13097. vertices.push( x, - y, 0 );
  13098. normals.push( 0, 0, 1 );
  13099. uvs.push( ix / gridX );
  13100. uvs.push( 1 - ( iy / gridY ) );
  13101. }
  13102. }
  13103. for ( let iy = 0; iy < gridY; iy ++ ) {
  13104. for ( let ix = 0; ix < gridX; ix ++ ) {
  13105. const a = ix + gridX1 * iy;
  13106. const b = ix + gridX1 * ( iy + 1 );
  13107. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  13108. const d = ( ix + 1 ) + gridX1 * iy;
  13109. indices.push( a, b, d );
  13110. indices.push( b, c, d );
  13111. }
  13112. }
  13113. this.setIndex( indices );
  13114. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13115. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13116. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13117. }
  13118. copy( source ) {
  13119. super.copy( source );
  13120. this.parameters = Object.assign( {}, source.parameters );
  13121. return this;
  13122. }
  13123. static fromJSON( data ) {
  13124. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  13125. }
  13126. }
  13127. class RingGeometry extends BufferGeometry {
  13128. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  13129. super();
  13130. this.type = 'RingGeometry';
  13131. this.parameters = {
  13132. innerRadius: innerRadius,
  13133. outerRadius: outerRadius,
  13134. thetaSegments: thetaSegments,
  13135. phiSegments: phiSegments,
  13136. thetaStart: thetaStart,
  13137. thetaLength: thetaLength
  13138. };
  13139. thetaSegments = Math.max( 3, thetaSegments );
  13140. phiSegments = Math.max( 1, phiSegments );
  13141. // buffers
  13142. const indices = [];
  13143. const vertices = [];
  13144. const normals = [];
  13145. const uvs = [];
  13146. // some helper variables
  13147. let radius = innerRadius;
  13148. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  13149. const vertex = new Vector3();
  13150. const uv = new Vector2();
  13151. // generate vertices, normals and uvs
  13152. for ( let j = 0; j <= phiSegments; j ++ ) {
  13153. for ( let i = 0; i <= thetaSegments; i ++ ) {
  13154. // values are generate from the inside of the ring to the outside
  13155. const segment = thetaStart + i / thetaSegments * thetaLength;
  13156. // vertex
  13157. vertex.x = radius * Math.cos( segment );
  13158. vertex.y = radius * Math.sin( segment );
  13159. vertices.push( vertex.x, vertex.y, vertex.z );
  13160. // normal
  13161. normals.push( 0, 0, 1 );
  13162. // uv
  13163. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  13164. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  13165. uvs.push( uv.x, uv.y );
  13166. }
  13167. // increase the radius for next row of vertices
  13168. radius += radiusStep;
  13169. }
  13170. // indices
  13171. for ( let j = 0; j < phiSegments; j ++ ) {
  13172. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  13173. for ( let i = 0; i < thetaSegments; i ++ ) {
  13174. const segment = i + thetaSegmentLevel;
  13175. const a = segment;
  13176. const b = segment + thetaSegments + 1;
  13177. const c = segment + thetaSegments + 2;
  13178. const d = segment + 1;
  13179. // faces
  13180. indices.push( a, b, d );
  13181. indices.push( b, c, d );
  13182. }
  13183. }
  13184. // build geometry
  13185. this.setIndex( indices );
  13186. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13187. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13188. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13189. }
  13190. copy( source ) {
  13191. super.copy( source );
  13192. this.parameters = Object.assign( {}, source.parameters );
  13193. return this;
  13194. }
  13195. static fromJSON( data ) {
  13196. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  13197. }
  13198. }
  13199. class ShapeGeometry extends BufferGeometry {
  13200. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {
  13201. super();
  13202. this.type = 'ShapeGeometry';
  13203. this.parameters = {
  13204. shapes: shapes,
  13205. curveSegments: curveSegments
  13206. };
  13207. // buffers
  13208. const indices = [];
  13209. const vertices = [];
  13210. const normals = [];
  13211. const uvs = [];
  13212. // helper variables
  13213. let groupStart = 0;
  13214. let groupCount = 0;
  13215. // allow single and array values for "shapes" parameter
  13216. if ( Array.isArray( shapes ) === false ) {
  13217. addShape( shapes );
  13218. } else {
  13219. for ( let i = 0; i < shapes.length; i ++ ) {
  13220. addShape( shapes[ i ] );
  13221. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  13222. groupStart += groupCount;
  13223. groupCount = 0;
  13224. }
  13225. }
  13226. // build geometry
  13227. this.setIndex( indices );
  13228. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13229. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13230. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13231. // helper functions
  13232. function addShape( shape ) {
  13233. const indexOffset = vertices.length / 3;
  13234. const points = shape.extractPoints( curveSegments );
  13235. let shapeVertices = points.shape;
  13236. const shapeHoles = points.holes;
  13237. // check direction of vertices
  13238. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  13239. shapeVertices = shapeVertices.reverse();
  13240. }
  13241. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13242. const shapeHole = shapeHoles[ i ];
  13243. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  13244. shapeHoles[ i ] = shapeHole.reverse();
  13245. }
  13246. }
  13247. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  13248. // join vertices of inner and outer paths to a single array
  13249. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13250. const shapeHole = shapeHoles[ i ];
  13251. shapeVertices = shapeVertices.concat( shapeHole );
  13252. }
  13253. // vertices, normals, uvs
  13254. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  13255. const vertex = shapeVertices[ i ];
  13256. vertices.push( vertex.x, vertex.y, 0 );
  13257. normals.push( 0, 0, 1 );
  13258. uvs.push( vertex.x, vertex.y ); // world uvs
  13259. }
  13260. // indices
  13261. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  13262. const face = faces[ i ];
  13263. const a = face[ 0 ] + indexOffset;
  13264. const b = face[ 1 ] + indexOffset;
  13265. const c = face[ 2 ] + indexOffset;
  13266. indices.push( a, b, c );
  13267. groupCount += 3;
  13268. }
  13269. }
  13270. }
  13271. copy( source ) {
  13272. super.copy( source );
  13273. this.parameters = Object.assign( {}, source.parameters );
  13274. return this;
  13275. }
  13276. toJSON() {
  13277. const data = super.toJSON();
  13278. const shapes = this.parameters.shapes;
  13279. return toJSON( shapes, data );
  13280. }
  13281. static fromJSON( data, shapes ) {
  13282. const geometryShapes = [];
  13283. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  13284. const shape = shapes[ data.shapes[ j ] ];
  13285. geometryShapes.push( shape );
  13286. }
  13287. return new ShapeGeometry( geometryShapes, data.curveSegments );
  13288. }
  13289. }
  13290. function toJSON( shapes, data ) {
  13291. data.shapes = [];
  13292. if ( Array.isArray( shapes ) ) {
  13293. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13294. const shape = shapes[ i ];
  13295. data.shapes.push( shape.uuid );
  13296. }
  13297. } else {
  13298. data.shapes.push( shapes.uuid );
  13299. }
  13300. return data;
  13301. }
  13302. class SphereGeometry extends BufferGeometry {
  13303. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  13304. super();
  13305. this.type = 'SphereGeometry';
  13306. this.parameters = {
  13307. radius: radius,
  13308. widthSegments: widthSegments,
  13309. heightSegments: heightSegments,
  13310. phiStart: phiStart,
  13311. phiLength: phiLength,
  13312. thetaStart: thetaStart,
  13313. thetaLength: thetaLength
  13314. };
  13315. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  13316. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  13317. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  13318. let index = 0;
  13319. const grid = [];
  13320. const vertex = new Vector3();
  13321. const normal = new Vector3();
  13322. // buffers
  13323. const indices = [];
  13324. const vertices = [];
  13325. const normals = [];
  13326. const uvs = [];
  13327. // generate vertices, normals and uvs
  13328. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  13329. const verticesRow = [];
  13330. const v = iy / heightSegments;
  13331. // special case for the poles
  13332. let uOffset = 0;
  13333. if ( iy === 0 && thetaStart === 0 ) {
  13334. uOffset = 0.5 / widthSegments;
  13335. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  13336. uOffset = - 0.5 / widthSegments;
  13337. }
  13338. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  13339. const u = ix / widthSegments;
  13340. // vertex
  13341. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13342. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  13343. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13344. vertices.push( vertex.x, vertex.y, vertex.z );
  13345. // normal
  13346. normal.copy( vertex ).normalize();
  13347. normals.push( normal.x, normal.y, normal.z );
  13348. // uv
  13349. uvs.push( u + uOffset, 1 - v );
  13350. verticesRow.push( index ++ );
  13351. }
  13352. grid.push( verticesRow );
  13353. }
  13354. // indices
  13355. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  13356. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  13357. const a = grid[ iy ][ ix + 1 ];
  13358. const b = grid[ iy ][ ix ];
  13359. const c = grid[ iy + 1 ][ ix ];
  13360. const d = grid[ iy + 1 ][ ix + 1 ];
  13361. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  13362. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  13363. }
  13364. }
  13365. // build geometry
  13366. this.setIndex( indices );
  13367. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13368. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13369. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13370. }
  13371. copy( source ) {
  13372. super.copy( source );
  13373. this.parameters = Object.assign( {}, source.parameters );
  13374. return this;
  13375. }
  13376. static fromJSON( data ) {
  13377. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  13378. }
  13379. }
  13380. class TetrahedronGeometry extends PolyhedronGeometry {
  13381. constructor( radius = 1, detail = 0 ) {
  13382. const vertices = [
  13383. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  13384. ];
  13385. const indices = [
  13386. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  13387. ];
  13388. super( vertices, indices, radius, detail );
  13389. this.type = 'TetrahedronGeometry';
  13390. this.parameters = {
  13391. radius: radius,
  13392. detail: detail
  13393. };
  13394. }
  13395. static fromJSON( data ) {
  13396. return new TetrahedronGeometry( data.radius, data.detail );
  13397. }
  13398. }
  13399. class TorusGeometry extends BufferGeometry {
  13400. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  13401. super();
  13402. this.type = 'TorusGeometry';
  13403. this.parameters = {
  13404. radius: radius,
  13405. tube: tube,
  13406. radialSegments: radialSegments,
  13407. tubularSegments: tubularSegments,
  13408. arc: arc
  13409. };
  13410. radialSegments = Math.floor( radialSegments );
  13411. tubularSegments = Math.floor( tubularSegments );
  13412. // buffers
  13413. const indices = [];
  13414. const vertices = [];
  13415. const normals = [];
  13416. const uvs = [];
  13417. // helper variables
  13418. const center = new Vector3();
  13419. const vertex = new Vector3();
  13420. const normal = new Vector3();
  13421. // generate vertices, normals and uvs
  13422. for ( let j = 0; j <= radialSegments; j ++ ) {
  13423. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13424. const u = i / tubularSegments * arc;
  13425. const v = j / radialSegments * Math.PI * 2;
  13426. // vertex
  13427. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  13428. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  13429. vertex.z = tube * Math.sin( v );
  13430. vertices.push( vertex.x, vertex.y, vertex.z );
  13431. // normal
  13432. center.x = radius * Math.cos( u );
  13433. center.y = radius * Math.sin( u );
  13434. normal.subVectors( vertex, center ).normalize();
  13435. normals.push( normal.x, normal.y, normal.z );
  13436. // uv
  13437. uvs.push( i / tubularSegments );
  13438. uvs.push( j / radialSegments );
  13439. }
  13440. }
  13441. // generate indices
  13442. for ( let j = 1; j <= radialSegments; j ++ ) {
  13443. for ( let i = 1; i <= tubularSegments; i ++ ) {
  13444. // indices
  13445. const a = ( tubularSegments + 1 ) * j + i - 1;
  13446. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  13447. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  13448. const d = ( tubularSegments + 1 ) * j + i;
  13449. // faces
  13450. indices.push( a, b, d );
  13451. indices.push( b, c, d );
  13452. }
  13453. }
  13454. // build geometry
  13455. this.setIndex( indices );
  13456. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13457. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13458. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13459. }
  13460. copy( source ) {
  13461. super.copy( source );
  13462. this.parameters = Object.assign( {}, source.parameters );
  13463. return this;
  13464. }
  13465. static fromJSON( data ) {
  13466. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  13467. }
  13468. }
  13469. class TorusKnotGeometry extends BufferGeometry {
  13470. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  13471. super();
  13472. this.type = 'TorusKnotGeometry';
  13473. this.parameters = {
  13474. radius: radius,
  13475. tube: tube,
  13476. tubularSegments: tubularSegments,
  13477. radialSegments: radialSegments,
  13478. p: p,
  13479. q: q
  13480. };
  13481. tubularSegments = Math.floor( tubularSegments );
  13482. radialSegments = Math.floor( radialSegments );
  13483. // buffers
  13484. const indices = [];
  13485. const vertices = [];
  13486. const normals = [];
  13487. const uvs = [];
  13488. // helper variables
  13489. const vertex = new Vector3();
  13490. const normal = new Vector3();
  13491. const P1 = new Vector3();
  13492. const P2 = new Vector3();
  13493. const B = new Vector3();
  13494. const T = new Vector3();
  13495. const N = new Vector3();
  13496. // generate vertices, normals and uvs
  13497. for ( let i = 0; i <= tubularSegments; ++ i ) {
  13498. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  13499. const u = i / tubularSegments * p * Math.PI * 2;
  13500. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  13501. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  13502. calculatePositionOnCurve( u, p, q, radius, P1 );
  13503. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  13504. // calculate orthonormal basis
  13505. T.subVectors( P2, P1 );
  13506. N.addVectors( P2, P1 );
  13507. B.crossVectors( T, N );
  13508. N.crossVectors( B, T );
  13509. // normalize B, N. T can be ignored, we don't use it
  13510. B.normalize();
  13511. N.normalize();
  13512. for ( let j = 0; j <= radialSegments; ++ j ) {
  13513. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  13514. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  13515. const v = j / radialSegments * Math.PI * 2;
  13516. const cx = - tube * Math.cos( v );
  13517. const cy = tube * Math.sin( v );
  13518. // now calculate the final vertex position.
  13519. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  13520. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  13521. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  13522. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  13523. vertices.push( vertex.x, vertex.y, vertex.z );
  13524. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  13525. normal.subVectors( vertex, P1 ).normalize();
  13526. normals.push( normal.x, normal.y, normal.z );
  13527. // uv
  13528. uvs.push( i / tubularSegments );
  13529. uvs.push( j / radialSegments );
  13530. }
  13531. }
  13532. // generate indices
  13533. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13534. for ( let i = 1; i <= radialSegments; i ++ ) {
  13535. // indices
  13536. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13537. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13538. const c = ( radialSegments + 1 ) * j + i;
  13539. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13540. // faces
  13541. indices.push( a, b, d );
  13542. indices.push( b, c, d );
  13543. }
  13544. }
  13545. // build geometry
  13546. this.setIndex( indices );
  13547. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13548. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13549. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13550. // this function calculates the current position on the torus curve
  13551. function calculatePositionOnCurve( u, p, q, radius, position ) {
  13552. const cu = Math.cos( u );
  13553. const su = Math.sin( u );
  13554. const quOverP = q / p * u;
  13555. const cs = Math.cos( quOverP );
  13556. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  13557. position.y = radius * ( 2 + cs ) * su * 0.5;
  13558. position.z = radius * Math.sin( quOverP ) * 0.5;
  13559. }
  13560. }
  13561. copy( source ) {
  13562. super.copy( source );
  13563. this.parameters = Object.assign( {}, source.parameters );
  13564. return this;
  13565. }
  13566. static fromJSON( data ) {
  13567. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  13568. }
  13569. }
  13570. class TubeGeometry extends BufferGeometry {
  13571. constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
  13572. super();
  13573. this.type = 'TubeGeometry';
  13574. this.parameters = {
  13575. path: path,
  13576. tubularSegments: tubularSegments,
  13577. radius: radius,
  13578. radialSegments: radialSegments,
  13579. closed: closed
  13580. };
  13581. const frames = path.computeFrenetFrames( tubularSegments, closed );
  13582. // expose internals
  13583. this.tangents = frames.tangents;
  13584. this.normals = frames.normals;
  13585. this.binormals = frames.binormals;
  13586. // helper variables
  13587. const vertex = new Vector3();
  13588. const normal = new Vector3();
  13589. const uv = new Vector2();
  13590. let P = new Vector3();
  13591. // buffer
  13592. const vertices = [];
  13593. const normals = [];
  13594. const uvs = [];
  13595. const indices = [];
  13596. // create buffer data
  13597. generateBufferData();
  13598. // build geometry
  13599. this.setIndex( indices );
  13600. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13601. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13602. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13603. // functions
  13604. function generateBufferData() {
  13605. for ( let i = 0; i < tubularSegments; i ++ ) {
  13606. generateSegment( i );
  13607. }
  13608. // if the geometry is not closed, generate the last row of vertices and normals
  13609. // at the regular position on the given path
  13610. //
  13611. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  13612. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  13613. // uvs are generated in a separate function.
  13614. // this makes it easy compute correct values for closed geometries
  13615. generateUVs();
  13616. // finally create faces
  13617. generateIndices();
  13618. }
  13619. function generateSegment( i ) {
  13620. // we use getPointAt to sample evenly distributed points from the given path
  13621. P = path.getPointAt( i / tubularSegments, P );
  13622. // retrieve corresponding normal and binormal
  13623. const N = frames.normals[ i ];
  13624. const B = frames.binormals[ i ];
  13625. // generate normals and vertices for the current segment
  13626. for ( let j = 0; j <= radialSegments; j ++ ) {
  13627. const v = j / radialSegments * Math.PI * 2;
  13628. const sin = Math.sin( v );
  13629. const cos = - Math.cos( v );
  13630. // normal
  13631. normal.x = ( cos * N.x + sin * B.x );
  13632. normal.y = ( cos * N.y + sin * B.y );
  13633. normal.z = ( cos * N.z + sin * B.z );
  13634. normal.normalize();
  13635. normals.push( normal.x, normal.y, normal.z );
  13636. // vertex
  13637. vertex.x = P.x + radius * normal.x;
  13638. vertex.y = P.y + radius * normal.y;
  13639. vertex.z = P.z + radius * normal.z;
  13640. vertices.push( vertex.x, vertex.y, vertex.z );
  13641. }
  13642. }
  13643. function generateIndices() {
  13644. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13645. for ( let i = 1; i <= radialSegments; i ++ ) {
  13646. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13647. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13648. const c = ( radialSegments + 1 ) * j + i;
  13649. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13650. // faces
  13651. indices.push( a, b, d );
  13652. indices.push( b, c, d );
  13653. }
  13654. }
  13655. }
  13656. function generateUVs() {
  13657. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13658. for ( let j = 0; j <= radialSegments; j ++ ) {
  13659. uv.x = i / tubularSegments;
  13660. uv.y = j / radialSegments;
  13661. uvs.push( uv.x, uv.y );
  13662. }
  13663. }
  13664. }
  13665. }
  13666. copy( source ) {
  13667. super.copy( source );
  13668. this.parameters = Object.assign( {}, source.parameters );
  13669. return this;
  13670. }
  13671. toJSON() {
  13672. const data = super.toJSON();
  13673. data.path = this.parameters.path.toJSON();
  13674. return data;
  13675. }
  13676. static fromJSON( data ) {
  13677. // This only works for built-in curves (e.g. CatmullRomCurve3).
  13678. // User defined curves or instances of CurvePath will not be deserialized.
  13679. return new TubeGeometry(
  13680. new Curves[ data.path.type ]().fromJSON( data.path ),
  13681. data.tubularSegments,
  13682. data.radius,
  13683. data.radialSegments,
  13684. data.closed
  13685. );
  13686. }
  13687. }
  13688. class WireframeGeometry extends BufferGeometry {
  13689. constructor( geometry = null ) {
  13690. super();
  13691. this.type = 'WireframeGeometry';
  13692. this.parameters = {
  13693. geometry: geometry
  13694. };
  13695. if ( geometry !== null ) {
  13696. // buffer
  13697. const vertices = [];
  13698. const edges = new Set();
  13699. // helper variables
  13700. const start = new Vector3();
  13701. const end = new Vector3();
  13702. if ( geometry.index !== null ) {
  13703. // indexed BufferGeometry
  13704. const position = geometry.attributes.position;
  13705. const indices = geometry.index;
  13706. let groups = geometry.groups;
  13707. if ( groups.length === 0 ) {
  13708. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  13709. }
  13710. // create a data structure that contains all edges without duplicates
  13711. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  13712. const group = groups[ o ];
  13713. const groupStart = group.start;
  13714. const groupCount = group.count;
  13715. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  13716. for ( let j = 0; j < 3; j ++ ) {
  13717. const index1 = indices.getX( i + j );
  13718. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  13719. start.fromBufferAttribute( position, index1 );
  13720. end.fromBufferAttribute( position, index2 );
  13721. if ( isUniqueEdge( start, end, edges ) === true ) {
  13722. vertices.push( start.x, start.y, start.z );
  13723. vertices.push( end.x, end.y, end.z );
  13724. }
  13725. }
  13726. }
  13727. }
  13728. } else {
  13729. // non-indexed BufferGeometry
  13730. const position = geometry.attributes.position;
  13731. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  13732. for ( let j = 0; j < 3; j ++ ) {
  13733. // three edges per triangle, an edge is represented as (index1, index2)
  13734. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  13735. const index1 = 3 * i + j;
  13736. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  13737. start.fromBufferAttribute( position, index1 );
  13738. end.fromBufferAttribute( position, index2 );
  13739. if ( isUniqueEdge( start, end, edges ) === true ) {
  13740. vertices.push( start.x, start.y, start.z );
  13741. vertices.push( end.x, end.y, end.z );
  13742. }
  13743. }
  13744. }
  13745. }
  13746. // build geometry
  13747. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13748. }
  13749. }
  13750. copy( source ) {
  13751. super.copy( source );
  13752. this.parameters = Object.assign( {}, source.parameters );
  13753. return this;
  13754. }
  13755. }
  13756. function isUniqueEdge( start, end, edges ) {
  13757. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  13758. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  13759. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  13760. return false;
  13761. } else {
  13762. edges.add( hash1 );
  13763. edges.add( hash2 );
  13764. return true;
  13765. }
  13766. }
  13767. var Geometries$1 = /*#__PURE__*/Object.freeze({
  13768. __proto__: null,
  13769. BoxGeometry: BoxGeometry,
  13770. CapsuleGeometry: CapsuleGeometry,
  13771. CircleGeometry: CircleGeometry,
  13772. ConeGeometry: ConeGeometry,
  13773. CylinderGeometry: CylinderGeometry,
  13774. DodecahedronGeometry: DodecahedronGeometry,
  13775. EdgesGeometry: EdgesGeometry,
  13776. ExtrudeGeometry: ExtrudeGeometry,
  13777. IcosahedronGeometry: IcosahedronGeometry,
  13778. LatheGeometry: LatheGeometry,
  13779. OctahedronGeometry: OctahedronGeometry,
  13780. PlaneGeometry: PlaneGeometry,
  13781. PolyhedronGeometry: PolyhedronGeometry,
  13782. RingGeometry: RingGeometry,
  13783. ShapeGeometry: ShapeGeometry,
  13784. SphereGeometry: SphereGeometry,
  13785. TetrahedronGeometry: TetrahedronGeometry,
  13786. TorusGeometry: TorusGeometry,
  13787. TorusKnotGeometry: TorusKnotGeometry,
  13788. TubeGeometry: TubeGeometry,
  13789. WireframeGeometry: WireframeGeometry
  13790. });
  13791. class ShadowMaterial extends Material {
  13792. constructor( parameters ) {
  13793. super();
  13794. this.isShadowMaterial = true;
  13795. this.type = 'ShadowMaterial';
  13796. this.color = new Color( 0x000000 );
  13797. this.transparent = true;
  13798. this.fog = true;
  13799. this.setValues( parameters );
  13800. }
  13801. copy( source ) {
  13802. super.copy( source );
  13803. this.color.copy( source.color );
  13804. this.fog = source.fog;
  13805. return this;
  13806. }
  13807. }
  13808. class RawShaderMaterial extends ShaderMaterial {
  13809. constructor( parameters ) {
  13810. super( parameters );
  13811. this.isRawShaderMaterial = true;
  13812. this.type = 'RawShaderMaterial';
  13813. }
  13814. }
  13815. class MeshStandardMaterial extends Material {
  13816. constructor( parameters ) {
  13817. super();
  13818. this.isMeshStandardMaterial = true;
  13819. this.defines = { 'STANDARD': '' };
  13820. this.type = 'MeshStandardMaterial';
  13821. this.color = new Color( 0xffffff ); // diffuse
  13822. this.roughness = 1.0;
  13823. this.metalness = 0.0;
  13824. this.map = null;
  13825. this.lightMap = null;
  13826. this.lightMapIntensity = 1.0;
  13827. this.aoMap = null;
  13828. this.aoMapIntensity = 1.0;
  13829. this.emissive = new Color( 0x000000 );
  13830. this.emissiveIntensity = 1.0;
  13831. this.emissiveMap = null;
  13832. this.bumpMap = null;
  13833. this.bumpScale = 1;
  13834. this.normalMap = null;
  13835. this.normalMapType = TangentSpaceNormalMap;
  13836. this.normalScale = new Vector2( 1, 1 );
  13837. this.displacementMap = null;
  13838. this.displacementScale = 1;
  13839. this.displacementBias = 0;
  13840. this.roughnessMap = null;
  13841. this.metalnessMap = null;
  13842. this.alphaMap = null;
  13843. this.envMap = null;
  13844. this.envMapRotation = new Euler();
  13845. this.envMapIntensity = 1.0;
  13846. this.wireframe = false;
  13847. this.wireframeLinewidth = 1;
  13848. this.wireframeLinecap = 'round';
  13849. this.wireframeLinejoin = 'round';
  13850. this.flatShading = false;
  13851. this.fog = true;
  13852. this.setValues( parameters );
  13853. }
  13854. copy( source ) {
  13855. super.copy( source );
  13856. this.defines = { 'STANDARD': '' };
  13857. this.color.copy( source.color );
  13858. this.roughness = source.roughness;
  13859. this.metalness = source.metalness;
  13860. this.map = source.map;
  13861. this.lightMap = source.lightMap;
  13862. this.lightMapIntensity = source.lightMapIntensity;
  13863. this.aoMap = source.aoMap;
  13864. this.aoMapIntensity = source.aoMapIntensity;
  13865. this.emissive.copy( source.emissive );
  13866. this.emissiveMap = source.emissiveMap;
  13867. this.emissiveIntensity = source.emissiveIntensity;
  13868. this.bumpMap = source.bumpMap;
  13869. this.bumpScale = source.bumpScale;
  13870. this.normalMap = source.normalMap;
  13871. this.normalMapType = source.normalMapType;
  13872. this.normalScale.copy( source.normalScale );
  13873. this.displacementMap = source.displacementMap;
  13874. this.displacementScale = source.displacementScale;
  13875. this.displacementBias = source.displacementBias;
  13876. this.roughnessMap = source.roughnessMap;
  13877. this.metalnessMap = source.metalnessMap;
  13878. this.alphaMap = source.alphaMap;
  13879. this.envMap = source.envMap;
  13880. this.envMapRotation.copy( source.envMapRotation );
  13881. this.envMapIntensity = source.envMapIntensity;
  13882. this.wireframe = source.wireframe;
  13883. this.wireframeLinewidth = source.wireframeLinewidth;
  13884. this.wireframeLinecap = source.wireframeLinecap;
  13885. this.wireframeLinejoin = source.wireframeLinejoin;
  13886. this.flatShading = source.flatShading;
  13887. this.fog = source.fog;
  13888. return this;
  13889. }
  13890. }
  13891. class MeshPhysicalMaterial extends MeshStandardMaterial {
  13892. constructor( parameters ) {
  13893. super();
  13894. this.isMeshPhysicalMaterial = true;
  13895. this.defines = {
  13896. 'STANDARD': '',
  13897. 'PHYSICAL': ''
  13898. };
  13899. this.type = 'MeshPhysicalMaterial';
  13900. this.anisotropyRotation = 0;
  13901. this.anisotropyMap = null;
  13902. this.clearcoatMap = null;
  13903. this.clearcoatRoughness = 0.0;
  13904. this.clearcoatRoughnessMap = null;
  13905. this.clearcoatNormalScale = new Vector2( 1, 1 );
  13906. this.clearcoatNormalMap = null;
  13907. this.ior = 1.5;
  13908. Object.defineProperty( this, 'reflectivity', {
  13909. get: function () {
  13910. return ( clamp$1( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  13911. },
  13912. set: function ( reflectivity ) {
  13913. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  13914. }
  13915. } );
  13916. this.iridescenceMap = null;
  13917. this.iridescenceIOR = 1.3;
  13918. this.iridescenceThicknessRange = [ 100, 400 ];
  13919. this.iridescenceThicknessMap = null;
  13920. this.sheenColor = new Color( 0x000000 );
  13921. this.sheenColorMap = null;
  13922. this.sheenRoughness = 1.0;
  13923. this.sheenRoughnessMap = null;
  13924. this.transmissionMap = null;
  13925. this.thickness = 0;
  13926. this.thicknessMap = null;
  13927. this.attenuationDistance = Infinity;
  13928. this.attenuationColor = new Color( 1, 1, 1 );
  13929. this.specularIntensity = 1.0;
  13930. this.specularIntensityMap = null;
  13931. this.specularColor = new Color( 1, 1, 1 );
  13932. this.specularColorMap = null;
  13933. this._anisotropy = 0;
  13934. this._clearcoat = 0;
  13935. this._dispersion = 0;
  13936. this._iridescence = 0;
  13937. this._sheen = 0.0;
  13938. this._transmission = 0;
  13939. this.setValues( parameters );
  13940. }
  13941. get anisotropy() {
  13942. return this._anisotropy;
  13943. }
  13944. set anisotropy( value ) {
  13945. if ( this._anisotropy > 0 !== value > 0 ) {
  13946. this.version ++;
  13947. }
  13948. this._anisotropy = value;
  13949. }
  13950. get clearcoat() {
  13951. return this._clearcoat;
  13952. }
  13953. set clearcoat( value ) {
  13954. if ( this._clearcoat > 0 !== value > 0 ) {
  13955. this.version ++;
  13956. }
  13957. this._clearcoat = value;
  13958. }
  13959. get iridescence() {
  13960. return this._iridescence;
  13961. }
  13962. set iridescence( value ) {
  13963. if ( this._iridescence > 0 !== value > 0 ) {
  13964. this.version ++;
  13965. }
  13966. this._iridescence = value;
  13967. }
  13968. get dispersion() {
  13969. return this._dispersion;
  13970. }
  13971. set dispersion( value ) {
  13972. if ( this._dispersion > 0 !== value > 0 ) {
  13973. this.version ++;
  13974. }
  13975. this._dispersion = value;
  13976. }
  13977. get sheen() {
  13978. return this._sheen;
  13979. }
  13980. set sheen( value ) {
  13981. if ( this._sheen > 0 !== value > 0 ) {
  13982. this.version ++;
  13983. }
  13984. this._sheen = value;
  13985. }
  13986. get transmission() {
  13987. return this._transmission;
  13988. }
  13989. set transmission( value ) {
  13990. if ( this._transmission > 0 !== value > 0 ) {
  13991. this.version ++;
  13992. }
  13993. this._transmission = value;
  13994. }
  13995. copy( source ) {
  13996. super.copy( source );
  13997. this.defines = {
  13998. 'STANDARD': '',
  13999. 'PHYSICAL': ''
  14000. };
  14001. this.anisotropy = source.anisotropy;
  14002. this.anisotropyRotation = source.anisotropyRotation;
  14003. this.anisotropyMap = source.anisotropyMap;
  14004. this.clearcoat = source.clearcoat;
  14005. this.clearcoatMap = source.clearcoatMap;
  14006. this.clearcoatRoughness = source.clearcoatRoughness;
  14007. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  14008. this.clearcoatNormalMap = source.clearcoatNormalMap;
  14009. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  14010. this.dispersion = source.dispersion;
  14011. this.ior = source.ior;
  14012. this.iridescence = source.iridescence;
  14013. this.iridescenceMap = source.iridescenceMap;
  14014. this.iridescenceIOR = source.iridescenceIOR;
  14015. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  14016. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  14017. this.sheen = source.sheen;
  14018. this.sheenColor.copy( source.sheenColor );
  14019. this.sheenColorMap = source.sheenColorMap;
  14020. this.sheenRoughness = source.sheenRoughness;
  14021. this.sheenRoughnessMap = source.sheenRoughnessMap;
  14022. this.transmission = source.transmission;
  14023. this.transmissionMap = source.transmissionMap;
  14024. this.thickness = source.thickness;
  14025. this.thicknessMap = source.thicknessMap;
  14026. this.attenuationDistance = source.attenuationDistance;
  14027. this.attenuationColor.copy( source.attenuationColor );
  14028. this.specularIntensity = source.specularIntensity;
  14029. this.specularIntensityMap = source.specularIntensityMap;
  14030. this.specularColor.copy( source.specularColor );
  14031. this.specularColorMap = source.specularColorMap;
  14032. return this;
  14033. }
  14034. }
  14035. class MeshPhongMaterial extends Material {
  14036. constructor( parameters ) {
  14037. super();
  14038. this.isMeshPhongMaterial = true;
  14039. this.type = 'MeshPhongMaterial';
  14040. this.color = new Color( 0xffffff ); // diffuse
  14041. this.specular = new Color( 0x111111 );
  14042. this.shininess = 30;
  14043. this.map = null;
  14044. this.lightMap = null;
  14045. this.lightMapIntensity = 1.0;
  14046. this.aoMap = null;
  14047. this.aoMapIntensity = 1.0;
  14048. this.emissive = new Color( 0x000000 );
  14049. this.emissiveIntensity = 1.0;
  14050. this.emissiveMap = null;
  14051. this.bumpMap = null;
  14052. this.bumpScale = 1;
  14053. this.normalMap = null;
  14054. this.normalMapType = TangentSpaceNormalMap;
  14055. this.normalScale = new Vector2( 1, 1 );
  14056. this.displacementMap = null;
  14057. this.displacementScale = 1;
  14058. this.displacementBias = 0;
  14059. this.specularMap = null;
  14060. this.alphaMap = null;
  14061. this.envMap = null;
  14062. this.envMapRotation = new Euler();
  14063. this.combine = MultiplyOperation;
  14064. this.reflectivity = 1;
  14065. this.refractionRatio = 0.98;
  14066. this.wireframe = false;
  14067. this.wireframeLinewidth = 1;
  14068. this.wireframeLinecap = 'round';
  14069. this.wireframeLinejoin = 'round';
  14070. this.flatShading = false;
  14071. this.fog = true;
  14072. this.setValues( parameters );
  14073. }
  14074. copy( source ) {
  14075. super.copy( source );
  14076. this.color.copy( source.color );
  14077. this.specular.copy( source.specular );
  14078. this.shininess = source.shininess;
  14079. this.map = source.map;
  14080. this.lightMap = source.lightMap;
  14081. this.lightMapIntensity = source.lightMapIntensity;
  14082. this.aoMap = source.aoMap;
  14083. this.aoMapIntensity = source.aoMapIntensity;
  14084. this.emissive.copy( source.emissive );
  14085. this.emissiveMap = source.emissiveMap;
  14086. this.emissiveIntensity = source.emissiveIntensity;
  14087. this.bumpMap = source.bumpMap;
  14088. this.bumpScale = source.bumpScale;
  14089. this.normalMap = source.normalMap;
  14090. this.normalMapType = source.normalMapType;
  14091. this.normalScale.copy( source.normalScale );
  14092. this.displacementMap = source.displacementMap;
  14093. this.displacementScale = source.displacementScale;
  14094. this.displacementBias = source.displacementBias;
  14095. this.specularMap = source.specularMap;
  14096. this.alphaMap = source.alphaMap;
  14097. this.envMap = source.envMap;
  14098. this.envMapRotation.copy( source.envMapRotation );
  14099. this.combine = source.combine;
  14100. this.reflectivity = source.reflectivity;
  14101. this.refractionRatio = source.refractionRatio;
  14102. this.wireframe = source.wireframe;
  14103. this.wireframeLinewidth = source.wireframeLinewidth;
  14104. this.wireframeLinecap = source.wireframeLinecap;
  14105. this.wireframeLinejoin = source.wireframeLinejoin;
  14106. this.flatShading = source.flatShading;
  14107. this.fog = source.fog;
  14108. return this;
  14109. }
  14110. }
  14111. class MeshToonMaterial extends Material {
  14112. constructor( parameters ) {
  14113. super();
  14114. this.isMeshToonMaterial = true;
  14115. this.defines = { 'TOON': '' };
  14116. this.type = 'MeshToonMaterial';
  14117. this.color = new Color( 0xffffff );
  14118. this.map = null;
  14119. this.gradientMap = null;
  14120. this.lightMap = null;
  14121. this.lightMapIntensity = 1.0;
  14122. this.aoMap = null;
  14123. this.aoMapIntensity = 1.0;
  14124. this.emissive = new Color( 0x000000 );
  14125. this.emissiveIntensity = 1.0;
  14126. this.emissiveMap = null;
  14127. this.bumpMap = null;
  14128. this.bumpScale = 1;
  14129. this.normalMap = null;
  14130. this.normalMapType = TangentSpaceNormalMap;
  14131. this.normalScale = new Vector2( 1, 1 );
  14132. this.displacementMap = null;
  14133. this.displacementScale = 1;
  14134. this.displacementBias = 0;
  14135. this.alphaMap = null;
  14136. this.wireframe = false;
  14137. this.wireframeLinewidth = 1;
  14138. this.wireframeLinecap = 'round';
  14139. this.wireframeLinejoin = 'round';
  14140. this.fog = true;
  14141. this.setValues( parameters );
  14142. }
  14143. copy( source ) {
  14144. super.copy( source );
  14145. this.color.copy( source.color );
  14146. this.map = source.map;
  14147. this.gradientMap = source.gradientMap;
  14148. this.lightMap = source.lightMap;
  14149. this.lightMapIntensity = source.lightMapIntensity;
  14150. this.aoMap = source.aoMap;
  14151. this.aoMapIntensity = source.aoMapIntensity;
  14152. this.emissive.copy( source.emissive );
  14153. this.emissiveMap = source.emissiveMap;
  14154. this.emissiveIntensity = source.emissiveIntensity;
  14155. this.bumpMap = source.bumpMap;
  14156. this.bumpScale = source.bumpScale;
  14157. this.normalMap = source.normalMap;
  14158. this.normalMapType = source.normalMapType;
  14159. this.normalScale.copy( source.normalScale );
  14160. this.displacementMap = source.displacementMap;
  14161. this.displacementScale = source.displacementScale;
  14162. this.displacementBias = source.displacementBias;
  14163. this.alphaMap = source.alphaMap;
  14164. this.wireframe = source.wireframe;
  14165. this.wireframeLinewidth = source.wireframeLinewidth;
  14166. this.wireframeLinecap = source.wireframeLinecap;
  14167. this.wireframeLinejoin = source.wireframeLinejoin;
  14168. this.fog = source.fog;
  14169. return this;
  14170. }
  14171. }
  14172. class MeshNormalMaterial extends Material {
  14173. constructor( parameters ) {
  14174. super();
  14175. this.isMeshNormalMaterial = true;
  14176. this.type = 'MeshNormalMaterial';
  14177. this.bumpMap = null;
  14178. this.bumpScale = 1;
  14179. this.normalMap = null;
  14180. this.normalMapType = TangentSpaceNormalMap;
  14181. this.normalScale = new Vector2( 1, 1 );
  14182. this.displacementMap = null;
  14183. this.displacementScale = 1;
  14184. this.displacementBias = 0;
  14185. this.wireframe = false;
  14186. this.wireframeLinewidth = 1;
  14187. this.flatShading = false;
  14188. this.setValues( parameters );
  14189. }
  14190. copy( source ) {
  14191. super.copy( source );
  14192. this.bumpMap = source.bumpMap;
  14193. this.bumpScale = source.bumpScale;
  14194. this.normalMap = source.normalMap;
  14195. this.normalMapType = source.normalMapType;
  14196. this.normalScale.copy( source.normalScale );
  14197. this.displacementMap = source.displacementMap;
  14198. this.displacementScale = source.displacementScale;
  14199. this.displacementBias = source.displacementBias;
  14200. this.wireframe = source.wireframe;
  14201. this.wireframeLinewidth = source.wireframeLinewidth;
  14202. this.flatShading = source.flatShading;
  14203. return this;
  14204. }
  14205. }
  14206. class MeshLambertMaterial extends Material {
  14207. constructor( parameters ) {
  14208. super();
  14209. this.isMeshLambertMaterial = true;
  14210. this.type = 'MeshLambertMaterial';
  14211. this.color = new Color( 0xffffff ); // diffuse
  14212. this.map = null;
  14213. this.lightMap = null;
  14214. this.lightMapIntensity = 1.0;
  14215. this.aoMap = null;
  14216. this.aoMapIntensity = 1.0;
  14217. this.emissive = new Color( 0x000000 );
  14218. this.emissiveIntensity = 1.0;
  14219. this.emissiveMap = null;
  14220. this.bumpMap = null;
  14221. this.bumpScale = 1;
  14222. this.normalMap = null;
  14223. this.normalMapType = TangentSpaceNormalMap;
  14224. this.normalScale = new Vector2( 1, 1 );
  14225. this.displacementMap = null;
  14226. this.displacementScale = 1;
  14227. this.displacementBias = 0;
  14228. this.specularMap = null;
  14229. this.alphaMap = null;
  14230. this.envMap = null;
  14231. this.envMapRotation = new Euler();
  14232. this.combine = MultiplyOperation;
  14233. this.reflectivity = 1;
  14234. this.refractionRatio = 0.98;
  14235. this.wireframe = false;
  14236. this.wireframeLinewidth = 1;
  14237. this.wireframeLinecap = 'round';
  14238. this.wireframeLinejoin = 'round';
  14239. this.flatShading = false;
  14240. this.fog = true;
  14241. this.setValues( parameters );
  14242. }
  14243. copy( source ) {
  14244. super.copy( source );
  14245. this.color.copy( source.color );
  14246. this.map = source.map;
  14247. this.lightMap = source.lightMap;
  14248. this.lightMapIntensity = source.lightMapIntensity;
  14249. this.aoMap = source.aoMap;
  14250. this.aoMapIntensity = source.aoMapIntensity;
  14251. this.emissive.copy( source.emissive );
  14252. this.emissiveMap = source.emissiveMap;
  14253. this.emissiveIntensity = source.emissiveIntensity;
  14254. this.bumpMap = source.bumpMap;
  14255. this.bumpScale = source.bumpScale;
  14256. this.normalMap = source.normalMap;
  14257. this.normalMapType = source.normalMapType;
  14258. this.normalScale.copy( source.normalScale );
  14259. this.displacementMap = source.displacementMap;
  14260. this.displacementScale = source.displacementScale;
  14261. this.displacementBias = source.displacementBias;
  14262. this.specularMap = source.specularMap;
  14263. this.alphaMap = source.alphaMap;
  14264. this.envMap = source.envMap;
  14265. this.envMapRotation.copy( source.envMapRotation );
  14266. this.combine = source.combine;
  14267. this.reflectivity = source.reflectivity;
  14268. this.refractionRatio = source.refractionRatio;
  14269. this.wireframe = source.wireframe;
  14270. this.wireframeLinewidth = source.wireframeLinewidth;
  14271. this.wireframeLinecap = source.wireframeLinecap;
  14272. this.wireframeLinejoin = source.wireframeLinejoin;
  14273. this.flatShading = source.flatShading;
  14274. this.fog = source.fog;
  14275. return this;
  14276. }
  14277. }
  14278. class MeshDepthMaterial extends Material {
  14279. constructor( parameters ) {
  14280. super();
  14281. this.isMeshDepthMaterial = true;
  14282. this.type = 'MeshDepthMaterial';
  14283. this.depthPacking = BasicDepthPacking;
  14284. this.map = null;
  14285. this.alphaMap = null;
  14286. this.displacementMap = null;
  14287. this.displacementScale = 1;
  14288. this.displacementBias = 0;
  14289. this.wireframe = false;
  14290. this.wireframeLinewidth = 1;
  14291. this.setValues( parameters );
  14292. }
  14293. copy( source ) {
  14294. super.copy( source );
  14295. this.depthPacking = source.depthPacking;
  14296. this.map = source.map;
  14297. this.alphaMap = source.alphaMap;
  14298. this.displacementMap = source.displacementMap;
  14299. this.displacementScale = source.displacementScale;
  14300. this.displacementBias = source.displacementBias;
  14301. this.wireframe = source.wireframe;
  14302. this.wireframeLinewidth = source.wireframeLinewidth;
  14303. return this;
  14304. }
  14305. }
  14306. class MeshDistanceMaterial extends Material {
  14307. constructor( parameters ) {
  14308. super();
  14309. this.isMeshDistanceMaterial = true;
  14310. this.type = 'MeshDistanceMaterial';
  14311. this.map = null;
  14312. this.alphaMap = null;
  14313. this.displacementMap = null;
  14314. this.displacementScale = 1;
  14315. this.displacementBias = 0;
  14316. this.setValues( parameters );
  14317. }
  14318. copy( source ) {
  14319. super.copy( source );
  14320. this.map = source.map;
  14321. this.alphaMap = source.alphaMap;
  14322. this.displacementMap = source.displacementMap;
  14323. this.displacementScale = source.displacementScale;
  14324. this.displacementBias = source.displacementBias;
  14325. return this;
  14326. }
  14327. }
  14328. class MeshMatcapMaterial extends Material {
  14329. constructor( parameters ) {
  14330. super();
  14331. this.isMeshMatcapMaterial = true;
  14332. this.defines = { 'MATCAP': '' };
  14333. this.type = 'MeshMatcapMaterial';
  14334. this.color = new Color( 0xffffff ); // diffuse
  14335. this.matcap = null;
  14336. this.map = null;
  14337. this.bumpMap = null;
  14338. this.bumpScale = 1;
  14339. this.normalMap = null;
  14340. this.normalMapType = TangentSpaceNormalMap;
  14341. this.normalScale = new Vector2( 1, 1 );
  14342. this.displacementMap = null;
  14343. this.displacementScale = 1;
  14344. this.displacementBias = 0;
  14345. this.alphaMap = null;
  14346. this.flatShading = false;
  14347. this.fog = true;
  14348. this.setValues( parameters );
  14349. }
  14350. copy( source ) {
  14351. super.copy( source );
  14352. this.defines = { 'MATCAP': '' };
  14353. this.color.copy( source.color );
  14354. this.matcap = source.matcap;
  14355. this.map = source.map;
  14356. this.bumpMap = source.bumpMap;
  14357. this.bumpScale = source.bumpScale;
  14358. this.normalMap = source.normalMap;
  14359. this.normalMapType = source.normalMapType;
  14360. this.normalScale.copy( source.normalScale );
  14361. this.displacementMap = source.displacementMap;
  14362. this.displacementScale = source.displacementScale;
  14363. this.displacementBias = source.displacementBias;
  14364. this.alphaMap = source.alphaMap;
  14365. this.flatShading = source.flatShading;
  14366. this.fog = source.fog;
  14367. return this;
  14368. }
  14369. }
  14370. class LineDashedMaterial extends LineBasicMaterial {
  14371. constructor( parameters ) {
  14372. super();
  14373. this.isLineDashedMaterial = true;
  14374. this.type = 'LineDashedMaterial';
  14375. this.scale = 1;
  14376. this.dashSize = 3;
  14377. this.gapSize = 1;
  14378. this.setValues( parameters );
  14379. }
  14380. copy( source ) {
  14381. super.copy( source );
  14382. this.scale = source.scale;
  14383. this.dashSize = source.dashSize;
  14384. this.gapSize = source.gapSize;
  14385. return this;
  14386. }
  14387. }
  14388. // converts an array to a specific type
  14389. function convertArray( array, type, forceClone ) {
  14390. if ( ! array || // let 'undefined' and 'null' pass
  14391. ! forceClone && array.constructor === type ) return array;
  14392. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  14393. return new type( array ); // create typed array
  14394. }
  14395. return Array.prototype.slice.call( array ); // create Array
  14396. }
  14397. function isTypedArray( object ) {
  14398. return ArrayBuffer.isView( object ) &&
  14399. ! ( object instanceof DataView );
  14400. }
  14401. // returns an array by which times and values can be sorted
  14402. function getKeyframeOrder( times ) {
  14403. function compareTime( i, j ) {
  14404. return times[ i ] - times[ j ];
  14405. }
  14406. const n = times.length;
  14407. const result = new Array( n );
  14408. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  14409. result.sort( compareTime );
  14410. return result;
  14411. }
  14412. // uses the array previously returned by 'getKeyframeOrder' to sort data
  14413. function sortedArray( values, stride, order ) {
  14414. const nValues = values.length;
  14415. const result = new values.constructor( nValues );
  14416. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  14417. const srcOffset = order[ i ] * stride;
  14418. for ( let j = 0; j !== stride; ++ j ) {
  14419. result[ dstOffset ++ ] = values[ srcOffset + j ];
  14420. }
  14421. }
  14422. return result;
  14423. }
  14424. // function for parsing AOS keyframe formats
  14425. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  14426. let i = 1, key = jsonKeys[ 0 ];
  14427. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  14428. key = jsonKeys[ i ++ ];
  14429. }
  14430. if ( key === undefined ) return; // no data
  14431. let value = key[ valuePropertyName ];
  14432. if ( value === undefined ) return; // no data
  14433. if ( Array.isArray( value ) ) {
  14434. do {
  14435. value = key[ valuePropertyName ];
  14436. if ( value !== undefined ) {
  14437. times.push( key.time );
  14438. values.push.apply( values, value ); // push all elements
  14439. }
  14440. key = jsonKeys[ i ++ ];
  14441. } while ( key !== undefined );
  14442. } else if ( value.toArray !== undefined ) {
  14443. // ...assume THREE.Math-ish
  14444. do {
  14445. value = key[ valuePropertyName ];
  14446. if ( value !== undefined ) {
  14447. times.push( key.time );
  14448. value.toArray( values, values.length );
  14449. }
  14450. key = jsonKeys[ i ++ ];
  14451. } while ( key !== undefined );
  14452. } else {
  14453. // otherwise push as-is
  14454. do {
  14455. value = key[ valuePropertyName ];
  14456. if ( value !== undefined ) {
  14457. times.push( key.time );
  14458. values.push( value );
  14459. }
  14460. key = jsonKeys[ i ++ ];
  14461. } while ( key !== undefined );
  14462. }
  14463. }
  14464. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  14465. const clip = sourceClip.clone();
  14466. clip.name = name;
  14467. const tracks = [];
  14468. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14469. const track = clip.tracks[ i ];
  14470. const valueSize = track.getValueSize();
  14471. const times = [];
  14472. const values = [];
  14473. for ( let j = 0; j < track.times.length; ++ j ) {
  14474. const frame = track.times[ j ] * fps;
  14475. if ( frame < startFrame || frame >= endFrame ) continue;
  14476. times.push( track.times[ j ] );
  14477. for ( let k = 0; k < valueSize; ++ k ) {
  14478. values.push( track.values[ j * valueSize + k ] );
  14479. }
  14480. }
  14481. if ( times.length === 0 ) continue;
  14482. track.times = convertArray( times, track.times.constructor );
  14483. track.values = convertArray( values, track.values.constructor );
  14484. tracks.push( track );
  14485. }
  14486. clip.tracks = tracks;
  14487. // find minimum .times value across all tracks in the trimmed clip
  14488. let minStartTime = Infinity;
  14489. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14490. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  14491. minStartTime = clip.tracks[ i ].times[ 0 ];
  14492. }
  14493. }
  14494. // shift all tracks such that clip begins at t=0
  14495. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14496. clip.tracks[ i ].shift( - 1 * minStartTime );
  14497. }
  14498. clip.resetDuration();
  14499. return clip;
  14500. }
  14501. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  14502. if ( fps <= 0 ) fps = 30;
  14503. const numTracks = referenceClip.tracks.length;
  14504. const referenceTime = referenceFrame / fps;
  14505. // Make each track's values relative to the values at the reference frame
  14506. for ( let i = 0; i < numTracks; ++ i ) {
  14507. const referenceTrack = referenceClip.tracks[ i ];
  14508. const referenceTrackType = referenceTrack.ValueTypeName;
  14509. // Skip this track if it's non-numeric
  14510. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  14511. // Find the track in the target clip whose name and type matches the reference track
  14512. const targetTrack = targetClip.tracks.find( function ( track ) {
  14513. return track.name === referenceTrack.name
  14514. && track.ValueTypeName === referenceTrackType;
  14515. } );
  14516. if ( targetTrack === undefined ) continue;
  14517. let referenceOffset = 0;
  14518. const referenceValueSize = referenceTrack.getValueSize();
  14519. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14520. referenceOffset = referenceValueSize / 3;
  14521. }
  14522. let targetOffset = 0;
  14523. const targetValueSize = targetTrack.getValueSize();
  14524. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14525. targetOffset = targetValueSize / 3;
  14526. }
  14527. const lastIndex = referenceTrack.times.length - 1;
  14528. let referenceValue;
  14529. // Find the value to subtract out of the track
  14530. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  14531. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  14532. const startIndex = referenceOffset;
  14533. const endIndex = referenceValueSize - referenceOffset;
  14534. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14535. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  14536. // Reference frame is after the last keyframe, so just use the last keyframe
  14537. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  14538. const endIndex = startIndex + referenceValueSize - referenceOffset;
  14539. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14540. } else {
  14541. // Interpolate to the reference value
  14542. const interpolant = referenceTrack.createInterpolant();
  14543. const startIndex = referenceOffset;
  14544. const endIndex = referenceValueSize - referenceOffset;
  14545. interpolant.evaluate( referenceTime );
  14546. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  14547. }
  14548. // Conjugate the quaternion
  14549. if ( referenceTrackType === 'quaternion' ) {
  14550. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  14551. referenceQuat.toArray( referenceValue );
  14552. }
  14553. // Subtract the reference value from all of the track values
  14554. const numTimes = targetTrack.times.length;
  14555. for ( let j = 0; j < numTimes; ++ j ) {
  14556. const valueStart = j * targetValueSize + targetOffset;
  14557. if ( referenceTrackType === 'quaternion' ) {
  14558. // Multiply the conjugate for quaternion track types
  14559. Quaternion.multiplyQuaternionsFlat(
  14560. targetTrack.values,
  14561. valueStart,
  14562. referenceValue,
  14563. 0,
  14564. targetTrack.values,
  14565. valueStart
  14566. );
  14567. } else {
  14568. const valueEnd = targetValueSize - targetOffset * 2;
  14569. // Subtract each value for all other numeric track types
  14570. for ( let k = 0; k < valueEnd; ++ k ) {
  14571. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  14572. }
  14573. }
  14574. }
  14575. }
  14576. targetClip.blendMode = AdditiveAnimationBlendMode;
  14577. return targetClip;
  14578. }
  14579. const AnimationUtils = {
  14580. convertArray: convertArray,
  14581. isTypedArray: isTypedArray,
  14582. getKeyframeOrder: getKeyframeOrder,
  14583. sortedArray: sortedArray,
  14584. flattenJSON: flattenJSON,
  14585. subclip: subclip,
  14586. makeClipAdditive: makeClipAdditive
  14587. };
  14588. /**
  14589. * Abstract base class of interpolants over parametric samples.
  14590. *
  14591. * The parameter domain is one dimensional, typically the time or a path
  14592. * along a curve defined by the data.
  14593. *
  14594. * The sample values can have any dimensionality and derived classes may
  14595. * apply special interpretations to the data.
  14596. *
  14597. * This class provides the interval seek in a Template Method, deferring
  14598. * the actual interpolation to derived classes.
  14599. *
  14600. * Time complexity is O(1) for linear access crossing at most two points
  14601. * and O(log N) for random access, where N is the number of positions.
  14602. *
  14603. * References:
  14604. *
  14605. * http://www.oodesign.com/template-method-pattern.html
  14606. *
  14607. */
  14608. class Interpolant {
  14609. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14610. this.parameterPositions = parameterPositions;
  14611. this._cachedIndex = 0;
  14612. this.resultBuffer = resultBuffer !== undefined ?
  14613. resultBuffer : new sampleValues.constructor( sampleSize );
  14614. this.sampleValues = sampleValues;
  14615. this.valueSize = sampleSize;
  14616. this.settings = null;
  14617. this.DefaultSettings_ = {};
  14618. }
  14619. evaluate( t ) {
  14620. const pp = this.parameterPositions;
  14621. let i1 = this._cachedIndex,
  14622. t1 = pp[ i1 ],
  14623. t0 = pp[ i1 - 1 ];
  14624. validate_interval: {
  14625. seek: {
  14626. let right;
  14627. linear_scan: {
  14628. //- See http://jsperf.com/comparison-to-undefined/3
  14629. //- slower code:
  14630. //-
  14631. //- if ( t >= t1 || t1 === undefined ) {
  14632. forward_scan: if ( ! ( t < t1 ) ) {
  14633. for ( let giveUpAt = i1 + 2; ; ) {
  14634. if ( t1 === undefined ) {
  14635. if ( t < t0 ) break forward_scan;
  14636. // after end
  14637. i1 = pp.length;
  14638. this._cachedIndex = i1;
  14639. return this.copySampleValue_( i1 - 1 );
  14640. }
  14641. if ( i1 === giveUpAt ) break; // this loop
  14642. t0 = t1;
  14643. t1 = pp[ ++ i1 ];
  14644. if ( t < t1 ) {
  14645. // we have arrived at the sought interval
  14646. break seek;
  14647. }
  14648. }
  14649. // prepare binary search on the right side of the index
  14650. right = pp.length;
  14651. break linear_scan;
  14652. }
  14653. //- slower code:
  14654. //- if ( t < t0 || t0 === undefined ) {
  14655. if ( ! ( t >= t0 ) ) {
  14656. // looping?
  14657. const t1global = pp[ 1 ];
  14658. if ( t < t1global ) {
  14659. i1 = 2; // + 1, using the scan for the details
  14660. t0 = t1global;
  14661. }
  14662. // linear reverse scan
  14663. for ( let giveUpAt = i1 - 2; ; ) {
  14664. if ( t0 === undefined ) {
  14665. // before start
  14666. this._cachedIndex = 0;
  14667. return this.copySampleValue_( 0 );
  14668. }
  14669. if ( i1 === giveUpAt ) break; // this loop
  14670. t1 = t0;
  14671. t0 = pp[ -- i1 - 1 ];
  14672. if ( t >= t0 ) {
  14673. // we have arrived at the sought interval
  14674. break seek;
  14675. }
  14676. }
  14677. // prepare binary search on the left side of the index
  14678. right = i1;
  14679. i1 = 0;
  14680. break linear_scan;
  14681. }
  14682. // the interval is valid
  14683. break validate_interval;
  14684. } // linear scan
  14685. // binary search
  14686. while ( i1 < right ) {
  14687. const mid = ( i1 + right ) >>> 1;
  14688. if ( t < pp[ mid ] ) {
  14689. right = mid;
  14690. } else {
  14691. i1 = mid + 1;
  14692. }
  14693. }
  14694. t1 = pp[ i1 ];
  14695. t0 = pp[ i1 - 1 ];
  14696. // check boundary cases, again
  14697. if ( t0 === undefined ) {
  14698. this._cachedIndex = 0;
  14699. return this.copySampleValue_( 0 );
  14700. }
  14701. if ( t1 === undefined ) {
  14702. i1 = pp.length;
  14703. this._cachedIndex = i1;
  14704. return this.copySampleValue_( i1 - 1 );
  14705. }
  14706. } // seek
  14707. this._cachedIndex = i1;
  14708. this.intervalChanged_( i1, t0, t1 );
  14709. } // validate_interval
  14710. return this.interpolate_( i1, t0, t, t1 );
  14711. }
  14712. getSettings_() {
  14713. return this.settings || this.DefaultSettings_;
  14714. }
  14715. copySampleValue_( index ) {
  14716. // copies a sample value to the result buffer
  14717. const result = this.resultBuffer,
  14718. values = this.sampleValues,
  14719. stride = this.valueSize,
  14720. offset = index * stride;
  14721. for ( let i = 0; i !== stride; ++ i ) {
  14722. result[ i ] = values[ offset + i ];
  14723. }
  14724. return result;
  14725. }
  14726. // Template methods for derived classes:
  14727. interpolate_( /* i1, t0, t, t1 */ ) {
  14728. throw new Error( 'call to abstract method' );
  14729. // implementations shall return this.resultBuffer
  14730. }
  14731. intervalChanged_( /* i1, t0, t1 */ ) {
  14732. // empty
  14733. }
  14734. }
  14735. /**
  14736. * Fast and simple cubic spline interpolant.
  14737. *
  14738. * It was derived from a Hermitian construction setting the first derivative
  14739. * at each sample position to the linear slope between neighboring positions
  14740. * over their parameter interval.
  14741. */
  14742. class CubicInterpolant extends Interpolant {
  14743. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14744. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14745. this._weightPrev = - 0;
  14746. this._offsetPrev = - 0;
  14747. this._weightNext = - 0;
  14748. this._offsetNext = - 0;
  14749. this.DefaultSettings_ = {
  14750. endingStart: ZeroCurvatureEnding,
  14751. endingEnd: ZeroCurvatureEnding
  14752. };
  14753. }
  14754. intervalChanged_( i1, t0, t1 ) {
  14755. const pp = this.parameterPositions;
  14756. let iPrev = i1 - 2,
  14757. iNext = i1 + 1,
  14758. tPrev = pp[ iPrev ],
  14759. tNext = pp[ iNext ];
  14760. if ( tPrev === undefined ) {
  14761. switch ( this.getSettings_().endingStart ) {
  14762. case ZeroSlopeEnding:
  14763. // f'(t0) = 0
  14764. iPrev = i1;
  14765. tPrev = 2 * t0 - t1;
  14766. break;
  14767. case WrapAroundEnding:
  14768. // use the other end of the curve
  14769. iPrev = pp.length - 2;
  14770. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  14771. break;
  14772. default: // ZeroCurvatureEnding
  14773. // f''(t0) = 0 a.k.a. Natural Spline
  14774. iPrev = i1;
  14775. tPrev = t1;
  14776. }
  14777. }
  14778. if ( tNext === undefined ) {
  14779. switch ( this.getSettings_().endingEnd ) {
  14780. case ZeroSlopeEnding:
  14781. // f'(tN) = 0
  14782. iNext = i1;
  14783. tNext = 2 * t1 - t0;
  14784. break;
  14785. case WrapAroundEnding:
  14786. // use the other end of the curve
  14787. iNext = 1;
  14788. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  14789. break;
  14790. default: // ZeroCurvatureEnding
  14791. // f''(tN) = 0, a.k.a. Natural Spline
  14792. iNext = i1 - 1;
  14793. tNext = t0;
  14794. }
  14795. }
  14796. const halfDt = ( t1 - t0 ) * 0.5,
  14797. stride = this.valueSize;
  14798. this._weightPrev = halfDt / ( t0 - tPrev );
  14799. this._weightNext = halfDt / ( tNext - t1 );
  14800. this._offsetPrev = iPrev * stride;
  14801. this._offsetNext = iNext * stride;
  14802. }
  14803. interpolate_( i1, t0, t, t1 ) {
  14804. const result = this.resultBuffer,
  14805. values = this.sampleValues,
  14806. stride = this.valueSize,
  14807. o1 = i1 * stride, o0 = o1 - stride,
  14808. oP = this._offsetPrev, oN = this._offsetNext,
  14809. wP = this._weightPrev, wN = this._weightNext,
  14810. p = ( t - t0 ) / ( t1 - t0 ),
  14811. pp = p * p,
  14812. ppp = pp * p;
  14813. // evaluate polynomials
  14814. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  14815. const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  14816. const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  14817. const sN = wN * ppp - wN * pp;
  14818. // combine data linearly
  14819. for ( let i = 0; i !== stride; ++ i ) {
  14820. result[ i ] =
  14821. sP * values[ oP + i ] +
  14822. s0 * values[ o0 + i ] +
  14823. s1 * values[ o1 + i ] +
  14824. sN * values[ oN + i ];
  14825. }
  14826. return result;
  14827. }
  14828. }
  14829. class LinearInterpolant extends Interpolant {
  14830. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14831. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14832. }
  14833. interpolate_( i1, t0, t, t1 ) {
  14834. const result = this.resultBuffer,
  14835. values = this.sampleValues,
  14836. stride = this.valueSize,
  14837. offset1 = i1 * stride,
  14838. offset0 = offset1 - stride,
  14839. weight1 = ( t - t0 ) / ( t1 - t0 ),
  14840. weight0 = 1 - weight1;
  14841. for ( let i = 0; i !== stride; ++ i ) {
  14842. result[ i ] =
  14843. values[ offset0 + i ] * weight0 +
  14844. values[ offset1 + i ] * weight1;
  14845. }
  14846. return result;
  14847. }
  14848. }
  14849. /**
  14850. *
  14851. * Interpolant that evaluates to the sample value at the position preceding
  14852. * the parameter.
  14853. */
  14854. class DiscreteInterpolant extends Interpolant {
  14855. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14856. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14857. }
  14858. interpolate_( i1 /*, t0, t, t1 */ ) {
  14859. return this.copySampleValue_( i1 - 1 );
  14860. }
  14861. }
  14862. class KeyframeTrack {
  14863. constructor( name, times, values, interpolation ) {
  14864. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  14865. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  14866. this.name = name;
  14867. this.times = convertArray( times, this.TimeBufferType );
  14868. this.values = convertArray( values, this.ValueBufferType );
  14869. this.setInterpolation( interpolation || this.DefaultInterpolation );
  14870. }
  14871. // Serialization (in static context, because of constructor invocation
  14872. // and automatic invocation of .toJSON):
  14873. static toJSON( track ) {
  14874. const trackType = track.constructor;
  14875. let json;
  14876. // derived classes can define a static toJSON method
  14877. if ( trackType.toJSON !== this.toJSON ) {
  14878. json = trackType.toJSON( track );
  14879. } else {
  14880. // by default, we assume the data can be serialized as-is
  14881. json = {
  14882. 'name': track.name,
  14883. 'times': convertArray( track.times, Array ),
  14884. 'values': convertArray( track.values, Array )
  14885. };
  14886. const interpolation = track.getInterpolation();
  14887. if ( interpolation !== track.DefaultInterpolation ) {
  14888. json.interpolation = interpolation;
  14889. }
  14890. }
  14891. json.type = track.ValueTypeName; // mandatory
  14892. return json;
  14893. }
  14894. InterpolantFactoryMethodDiscrete( result ) {
  14895. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  14896. }
  14897. InterpolantFactoryMethodLinear( result ) {
  14898. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  14899. }
  14900. InterpolantFactoryMethodSmooth( result ) {
  14901. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  14902. }
  14903. setInterpolation( interpolation ) {
  14904. let factoryMethod;
  14905. switch ( interpolation ) {
  14906. case InterpolateDiscrete:
  14907. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  14908. break;
  14909. case InterpolateLinear:
  14910. factoryMethod = this.InterpolantFactoryMethodLinear;
  14911. break;
  14912. case InterpolateSmooth:
  14913. factoryMethod = this.InterpolantFactoryMethodSmooth;
  14914. break;
  14915. }
  14916. if ( factoryMethod === undefined ) {
  14917. const message = 'unsupported interpolation for ' +
  14918. this.ValueTypeName + ' keyframe track named ' + this.name;
  14919. if ( this.createInterpolant === undefined ) {
  14920. // fall back to default, unless the default itself is messed up
  14921. if ( interpolation !== this.DefaultInterpolation ) {
  14922. this.setInterpolation( this.DefaultInterpolation );
  14923. } else {
  14924. throw new Error( message ); // fatal, in this case
  14925. }
  14926. }
  14927. console.warn( 'THREE.KeyframeTrack:', message );
  14928. return this;
  14929. }
  14930. this.createInterpolant = factoryMethod;
  14931. return this;
  14932. }
  14933. getInterpolation() {
  14934. switch ( this.createInterpolant ) {
  14935. case this.InterpolantFactoryMethodDiscrete:
  14936. return InterpolateDiscrete;
  14937. case this.InterpolantFactoryMethodLinear:
  14938. return InterpolateLinear;
  14939. case this.InterpolantFactoryMethodSmooth:
  14940. return InterpolateSmooth;
  14941. }
  14942. }
  14943. getValueSize() {
  14944. return this.values.length / this.times.length;
  14945. }
  14946. // move all keyframes either forwards or backwards in time
  14947. shift( timeOffset ) {
  14948. if ( timeOffset !== 0.0 ) {
  14949. const times = this.times;
  14950. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  14951. times[ i ] += timeOffset;
  14952. }
  14953. }
  14954. return this;
  14955. }
  14956. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  14957. scale( timeScale ) {
  14958. if ( timeScale !== 1.0 ) {
  14959. const times = this.times;
  14960. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  14961. times[ i ] *= timeScale;
  14962. }
  14963. }
  14964. return this;
  14965. }
  14966. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  14967. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  14968. trim( startTime, endTime ) {
  14969. const times = this.times,
  14970. nKeys = times.length;
  14971. let from = 0,
  14972. to = nKeys - 1;
  14973. while ( from !== nKeys && times[ from ] < startTime ) {
  14974. ++ from;
  14975. }
  14976. while ( to !== - 1 && times[ to ] > endTime ) {
  14977. -- to;
  14978. }
  14979. ++ to; // inclusive -> exclusive bound
  14980. if ( from !== 0 || to !== nKeys ) {
  14981. // empty tracks are forbidden, so keep at least one keyframe
  14982. if ( from >= to ) {
  14983. to = Math.max( to, 1 );
  14984. from = to - 1;
  14985. }
  14986. const stride = this.getValueSize();
  14987. this.times = times.slice( from, to );
  14988. this.values = this.values.slice( from * stride, to * stride );
  14989. }
  14990. return this;
  14991. }
  14992. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  14993. validate() {
  14994. let valid = true;
  14995. const valueSize = this.getValueSize();
  14996. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  14997. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  14998. valid = false;
  14999. }
  15000. const times = this.times,
  15001. values = this.values,
  15002. nKeys = times.length;
  15003. if ( nKeys === 0 ) {
  15004. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  15005. valid = false;
  15006. }
  15007. let prevTime = null;
  15008. for ( let i = 0; i !== nKeys; i ++ ) {
  15009. const currTime = times[ i ];
  15010. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  15011. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  15012. valid = false;
  15013. break;
  15014. }
  15015. if ( prevTime !== null && prevTime > currTime ) {
  15016. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  15017. valid = false;
  15018. break;
  15019. }
  15020. prevTime = currTime;
  15021. }
  15022. if ( values !== undefined ) {
  15023. if ( isTypedArray( values ) ) {
  15024. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  15025. const value = values[ i ];
  15026. if ( isNaN( value ) ) {
  15027. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  15028. valid = false;
  15029. break;
  15030. }
  15031. }
  15032. }
  15033. }
  15034. return valid;
  15035. }
  15036. // removes equivalent sequential keys as common in morph target sequences
  15037. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  15038. optimize() {
  15039. // times or values may be shared with other tracks, so overwriting is unsafe
  15040. const times = this.times.slice(),
  15041. values = this.values.slice(),
  15042. stride = this.getValueSize(),
  15043. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  15044. lastIndex = times.length - 1;
  15045. let writeIndex = 1;
  15046. for ( let i = 1; i < lastIndex; ++ i ) {
  15047. let keep = false;
  15048. const time = times[ i ];
  15049. const timeNext = times[ i + 1 ];
  15050. // remove adjacent keyframes scheduled at the same time
  15051. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  15052. if ( ! smoothInterpolation ) {
  15053. // remove unnecessary keyframes same as their neighbors
  15054. const offset = i * stride,
  15055. offsetP = offset - stride,
  15056. offsetN = offset + stride;
  15057. for ( let j = 0; j !== stride; ++ j ) {
  15058. const value = values[ offset + j ];
  15059. if ( value !== values[ offsetP + j ] ||
  15060. value !== values[ offsetN + j ] ) {
  15061. keep = true;
  15062. break;
  15063. }
  15064. }
  15065. } else {
  15066. keep = true;
  15067. }
  15068. }
  15069. // in-place compaction
  15070. if ( keep ) {
  15071. if ( i !== writeIndex ) {
  15072. times[ writeIndex ] = times[ i ];
  15073. const readOffset = i * stride,
  15074. writeOffset = writeIndex * stride;
  15075. for ( let j = 0; j !== stride; ++ j ) {
  15076. values[ writeOffset + j ] = values[ readOffset + j ];
  15077. }
  15078. }
  15079. ++ writeIndex;
  15080. }
  15081. }
  15082. // flush last keyframe (compaction looks ahead)
  15083. if ( lastIndex > 0 ) {
  15084. times[ writeIndex ] = times[ lastIndex ];
  15085. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  15086. values[ writeOffset + j ] = values[ readOffset + j ];
  15087. }
  15088. ++ writeIndex;
  15089. }
  15090. if ( writeIndex !== times.length ) {
  15091. this.times = times.slice( 0, writeIndex );
  15092. this.values = values.slice( 0, writeIndex * stride );
  15093. } else {
  15094. this.times = times;
  15095. this.values = values;
  15096. }
  15097. return this;
  15098. }
  15099. clone() {
  15100. const times = this.times.slice();
  15101. const values = this.values.slice();
  15102. const TypedKeyframeTrack = this.constructor;
  15103. const track = new TypedKeyframeTrack( this.name, times, values );
  15104. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  15105. track.createInterpolant = this.createInterpolant;
  15106. return track;
  15107. }
  15108. }
  15109. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  15110. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  15111. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  15112. /**
  15113. * A Track of Boolean keyframe values.
  15114. */
  15115. class BooleanKeyframeTrack extends KeyframeTrack {
  15116. // No interpolation parameter because only InterpolateDiscrete is valid.
  15117. constructor( name, times, values ) {
  15118. super( name, times, values );
  15119. }
  15120. }
  15121. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  15122. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  15123. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15124. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15125. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15126. /**
  15127. * A Track of keyframe values that represent color.
  15128. */
  15129. class ColorKeyframeTrack extends KeyframeTrack {}
  15130. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  15131. /**
  15132. * A Track of numeric keyframe values.
  15133. */
  15134. class NumberKeyframeTrack extends KeyframeTrack {}
  15135. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  15136. /**
  15137. * Spherical linear unit quaternion interpolant.
  15138. */
  15139. class QuaternionLinearInterpolant extends Interpolant {
  15140. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  15141. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  15142. }
  15143. interpolate_( i1, t0, t, t1 ) {
  15144. const result = this.resultBuffer,
  15145. values = this.sampleValues,
  15146. stride = this.valueSize,
  15147. alpha = ( t - t0 ) / ( t1 - t0 );
  15148. let offset = i1 * stride;
  15149. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  15150. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  15151. }
  15152. return result;
  15153. }
  15154. }
  15155. /**
  15156. * A Track of quaternion keyframe values.
  15157. */
  15158. class QuaternionKeyframeTrack extends KeyframeTrack {
  15159. InterpolantFactoryMethodLinear( result ) {
  15160. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  15161. }
  15162. }
  15163. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  15164. // ValueBufferType is inherited
  15165. // DefaultInterpolation is inherited;
  15166. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15167. /**
  15168. * A Track that interpolates Strings
  15169. */
  15170. class StringKeyframeTrack extends KeyframeTrack {
  15171. // No interpolation parameter because only InterpolateDiscrete is valid.
  15172. constructor( name, times, values ) {
  15173. super( name, times, values );
  15174. }
  15175. }
  15176. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  15177. StringKeyframeTrack.prototype.ValueBufferType = Array;
  15178. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15179. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15180. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15181. /**
  15182. * A Track of vectored keyframe values.
  15183. */
  15184. class VectorKeyframeTrack extends KeyframeTrack {}
  15185. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  15186. class AnimationClip {
  15187. constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  15188. this.name = name;
  15189. this.tracks = tracks;
  15190. this.duration = duration;
  15191. this.blendMode = blendMode;
  15192. this.uuid = generateUUID();
  15193. // this means it should figure out its duration by scanning the tracks
  15194. if ( this.duration < 0 ) {
  15195. this.resetDuration();
  15196. }
  15197. }
  15198. static parse( json ) {
  15199. const tracks = [],
  15200. jsonTracks = json.tracks,
  15201. frameTime = 1.0 / ( json.fps || 1.0 );
  15202. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  15203. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  15204. }
  15205. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  15206. clip.uuid = json.uuid;
  15207. return clip;
  15208. }
  15209. static toJSON( clip ) {
  15210. const tracks = [],
  15211. clipTracks = clip.tracks;
  15212. const json = {
  15213. 'name': clip.name,
  15214. 'duration': clip.duration,
  15215. 'tracks': tracks,
  15216. 'uuid': clip.uuid,
  15217. 'blendMode': clip.blendMode
  15218. };
  15219. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  15220. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  15221. }
  15222. return json;
  15223. }
  15224. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  15225. const numMorphTargets = morphTargetSequence.length;
  15226. const tracks = [];
  15227. for ( let i = 0; i < numMorphTargets; i ++ ) {
  15228. let times = [];
  15229. let values = [];
  15230. times.push(
  15231. ( i + numMorphTargets - 1 ) % numMorphTargets,
  15232. i,
  15233. ( i + 1 ) % numMorphTargets );
  15234. values.push( 0, 1, 0 );
  15235. const order = getKeyframeOrder( times );
  15236. times = sortedArray( times, 1, order );
  15237. values = sortedArray( values, 1, order );
  15238. // if there is a key at the first frame, duplicate it as the
  15239. // last frame as well for perfect loop.
  15240. if ( ! noLoop && times[ 0 ] === 0 ) {
  15241. times.push( numMorphTargets );
  15242. values.push( values[ 0 ] );
  15243. }
  15244. tracks.push(
  15245. new NumberKeyframeTrack(
  15246. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  15247. times, values
  15248. ).scale( 1.0 / fps ) );
  15249. }
  15250. return new this( name, - 1, tracks );
  15251. }
  15252. static findByName( objectOrClipArray, name ) {
  15253. let clipArray = objectOrClipArray;
  15254. if ( ! Array.isArray( objectOrClipArray ) ) {
  15255. const o = objectOrClipArray;
  15256. clipArray = o.geometry && o.geometry.animations || o.animations;
  15257. }
  15258. for ( let i = 0; i < clipArray.length; i ++ ) {
  15259. if ( clipArray[ i ].name === name ) {
  15260. return clipArray[ i ];
  15261. }
  15262. }
  15263. return null;
  15264. }
  15265. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  15266. const animationToMorphTargets = {};
  15267. // tested with https://regex101.com/ on trick sequences
  15268. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  15269. const pattern = /^([\w-]*?)([\d]+)$/;
  15270. // sort morph target names into animation groups based
  15271. // patterns like Walk_001, Walk_002, Run_001, Run_002
  15272. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  15273. const morphTarget = morphTargets[ i ];
  15274. const parts = morphTarget.name.match( pattern );
  15275. if ( parts && parts.length > 1 ) {
  15276. const name = parts[ 1 ];
  15277. let animationMorphTargets = animationToMorphTargets[ name ];
  15278. if ( ! animationMorphTargets ) {
  15279. animationToMorphTargets[ name ] = animationMorphTargets = [];
  15280. }
  15281. animationMorphTargets.push( morphTarget );
  15282. }
  15283. }
  15284. const clips = [];
  15285. for ( const name in animationToMorphTargets ) {
  15286. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  15287. }
  15288. return clips;
  15289. }
  15290. // parse the animation.hierarchy format
  15291. static parseAnimation( animation, bones ) {
  15292. if ( ! animation ) {
  15293. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  15294. return null;
  15295. }
  15296. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  15297. // only return track if there are actually keys.
  15298. if ( animationKeys.length !== 0 ) {
  15299. const times = [];
  15300. const values = [];
  15301. flattenJSON( animationKeys, times, values, propertyName );
  15302. // empty keys are filtered out, so check again
  15303. if ( times.length !== 0 ) {
  15304. destTracks.push( new trackType( trackName, times, values ) );
  15305. }
  15306. }
  15307. };
  15308. const tracks = [];
  15309. const clipName = animation.name || 'default';
  15310. const fps = animation.fps || 30;
  15311. const blendMode = animation.blendMode;
  15312. // automatic length determination in AnimationClip.
  15313. let duration = animation.length || - 1;
  15314. const hierarchyTracks = animation.hierarchy || [];
  15315. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  15316. const animationKeys = hierarchyTracks[ h ].keys;
  15317. // skip empty tracks
  15318. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  15319. // process morph targets
  15320. if ( animationKeys[ 0 ].morphTargets ) {
  15321. // figure out all morph targets used in this track
  15322. const morphTargetNames = {};
  15323. let k;
  15324. for ( k = 0; k < animationKeys.length; k ++ ) {
  15325. if ( animationKeys[ k ].morphTargets ) {
  15326. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  15327. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  15328. }
  15329. }
  15330. }
  15331. // create a track for each morph target with all zero
  15332. // morphTargetInfluences except for the keys in which
  15333. // the morphTarget is named.
  15334. for ( const morphTargetName in morphTargetNames ) {
  15335. const times = [];
  15336. const values = [];
  15337. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  15338. const animationKey = animationKeys[ k ];
  15339. times.push( animationKey.time );
  15340. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  15341. }
  15342. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  15343. }
  15344. duration = morphTargetNames.length * fps;
  15345. } else {
  15346. // ...assume skeletal animation
  15347. const boneName = '.bones[' + bones[ h ].name + ']';
  15348. addNonemptyTrack(
  15349. VectorKeyframeTrack, boneName + '.position',
  15350. animationKeys, 'pos', tracks );
  15351. addNonemptyTrack(
  15352. QuaternionKeyframeTrack, boneName + '.quaternion',
  15353. animationKeys, 'rot', tracks );
  15354. addNonemptyTrack(
  15355. VectorKeyframeTrack, boneName + '.scale',
  15356. animationKeys, 'scl', tracks );
  15357. }
  15358. }
  15359. if ( tracks.length === 0 ) {
  15360. return null;
  15361. }
  15362. const clip = new this( clipName, duration, tracks, blendMode );
  15363. return clip;
  15364. }
  15365. resetDuration() {
  15366. const tracks = this.tracks;
  15367. let duration = 0;
  15368. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  15369. const track = this.tracks[ i ];
  15370. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  15371. }
  15372. this.duration = duration;
  15373. return this;
  15374. }
  15375. trim() {
  15376. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15377. this.tracks[ i ].trim( 0, this.duration );
  15378. }
  15379. return this;
  15380. }
  15381. validate() {
  15382. let valid = true;
  15383. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15384. valid = valid && this.tracks[ i ].validate();
  15385. }
  15386. return valid;
  15387. }
  15388. optimize() {
  15389. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15390. this.tracks[ i ].optimize();
  15391. }
  15392. return this;
  15393. }
  15394. clone() {
  15395. const tracks = [];
  15396. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15397. tracks.push( this.tracks[ i ].clone() );
  15398. }
  15399. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  15400. }
  15401. toJSON() {
  15402. return this.constructor.toJSON( this );
  15403. }
  15404. }
  15405. function getTrackTypeForValueTypeName( typeName ) {
  15406. switch ( typeName.toLowerCase() ) {
  15407. case 'scalar':
  15408. case 'double':
  15409. case 'float':
  15410. case 'number':
  15411. case 'integer':
  15412. return NumberKeyframeTrack;
  15413. case 'vector':
  15414. case 'vector2':
  15415. case 'vector3':
  15416. case 'vector4':
  15417. return VectorKeyframeTrack;
  15418. case 'color':
  15419. return ColorKeyframeTrack;
  15420. case 'quaternion':
  15421. return QuaternionKeyframeTrack;
  15422. case 'bool':
  15423. case 'boolean':
  15424. return BooleanKeyframeTrack;
  15425. case 'string':
  15426. return StringKeyframeTrack;
  15427. }
  15428. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  15429. }
  15430. function parseKeyframeTrack( json ) {
  15431. if ( json.type === undefined ) {
  15432. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  15433. }
  15434. const trackType = getTrackTypeForValueTypeName( json.type );
  15435. if ( json.times === undefined ) {
  15436. const times = [], values = [];
  15437. flattenJSON( json.keys, times, values, 'value' );
  15438. json.times = times;
  15439. json.values = values;
  15440. }
  15441. // derived classes can define a static parse method
  15442. if ( trackType.parse !== undefined ) {
  15443. return trackType.parse( json );
  15444. } else {
  15445. // by default, we assume a constructor compatible with the base
  15446. return new trackType( json.name, json.times, json.values, json.interpolation );
  15447. }
  15448. }
  15449. const Cache = {
  15450. enabled: false,
  15451. files: {},
  15452. add: function ( key, file ) {
  15453. if ( this.enabled === false ) return;
  15454. // console.log( 'THREE.Cache', 'Adding key:', key );
  15455. this.files[ key ] = file;
  15456. },
  15457. get: function ( key ) {
  15458. if ( this.enabled === false ) return;
  15459. // console.log( 'THREE.Cache', 'Checking key:', key );
  15460. return this.files[ key ];
  15461. },
  15462. remove: function ( key ) {
  15463. delete this.files[ key ];
  15464. },
  15465. clear: function () {
  15466. this.files = {};
  15467. }
  15468. };
  15469. class LoadingManager {
  15470. constructor( onLoad, onProgress, onError ) {
  15471. const scope = this;
  15472. let isLoading = false;
  15473. let itemsLoaded = 0;
  15474. let itemsTotal = 0;
  15475. let urlModifier = undefined;
  15476. const handlers = [];
  15477. // Refer to #5689 for the reason why we don't set .onStart
  15478. // in the constructor
  15479. this.onStart = undefined;
  15480. this.onLoad = onLoad;
  15481. this.onProgress = onProgress;
  15482. this.onError = onError;
  15483. this.itemStart = function ( url ) {
  15484. itemsTotal ++;
  15485. if ( isLoading === false ) {
  15486. if ( scope.onStart !== undefined ) {
  15487. scope.onStart( url, itemsLoaded, itemsTotal );
  15488. }
  15489. }
  15490. isLoading = true;
  15491. };
  15492. this.itemEnd = function ( url ) {
  15493. itemsLoaded ++;
  15494. if ( scope.onProgress !== undefined ) {
  15495. scope.onProgress( url, itemsLoaded, itemsTotal );
  15496. }
  15497. if ( itemsLoaded === itemsTotal ) {
  15498. isLoading = false;
  15499. if ( scope.onLoad !== undefined ) {
  15500. scope.onLoad();
  15501. }
  15502. }
  15503. };
  15504. this.itemError = function ( url ) {
  15505. if ( scope.onError !== undefined ) {
  15506. scope.onError( url );
  15507. }
  15508. };
  15509. this.resolveURL = function ( url ) {
  15510. if ( urlModifier ) {
  15511. return urlModifier( url );
  15512. }
  15513. return url;
  15514. };
  15515. this.setURLModifier = function ( transform ) {
  15516. urlModifier = transform;
  15517. return this;
  15518. };
  15519. this.addHandler = function ( regex, loader ) {
  15520. handlers.push( regex, loader );
  15521. return this;
  15522. };
  15523. this.removeHandler = function ( regex ) {
  15524. const index = handlers.indexOf( regex );
  15525. if ( index !== - 1 ) {
  15526. handlers.splice( index, 2 );
  15527. }
  15528. return this;
  15529. };
  15530. this.getHandler = function ( file ) {
  15531. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  15532. const regex = handlers[ i ];
  15533. const loader = handlers[ i + 1 ];
  15534. if ( regex.global ) regex.lastIndex = 0; // see #17920
  15535. if ( regex.test( file ) ) {
  15536. return loader;
  15537. }
  15538. }
  15539. return null;
  15540. };
  15541. }
  15542. }
  15543. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  15544. class Loader {
  15545. constructor( manager ) {
  15546. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  15547. this.crossOrigin = 'anonymous';
  15548. this.withCredentials = false;
  15549. this.path = '';
  15550. this.resourcePath = '';
  15551. this.requestHeader = {};
  15552. }
  15553. load( /* url, onLoad, onProgress, onError */ ) {}
  15554. loadAsync( url, onProgress ) {
  15555. const scope = this;
  15556. return new Promise( function ( resolve, reject ) {
  15557. scope.load( url, resolve, onProgress, reject );
  15558. } );
  15559. }
  15560. parse( /* data */ ) {}
  15561. setCrossOrigin( crossOrigin ) {
  15562. this.crossOrigin = crossOrigin;
  15563. return this;
  15564. }
  15565. setWithCredentials( value ) {
  15566. this.withCredentials = value;
  15567. return this;
  15568. }
  15569. setPath( path ) {
  15570. this.path = path;
  15571. return this;
  15572. }
  15573. setResourcePath( resourcePath ) {
  15574. this.resourcePath = resourcePath;
  15575. return this;
  15576. }
  15577. setRequestHeader( requestHeader ) {
  15578. this.requestHeader = requestHeader;
  15579. return this;
  15580. }
  15581. }
  15582. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  15583. const loading = {};
  15584. class HttpError extends Error {
  15585. constructor( message, response ) {
  15586. super( message );
  15587. this.response = response;
  15588. }
  15589. }
  15590. class FileLoader extends Loader {
  15591. constructor( manager ) {
  15592. super( manager );
  15593. }
  15594. load( url, onLoad, onProgress, onError ) {
  15595. if ( url === undefined ) url = '';
  15596. if ( this.path !== undefined ) url = this.path + url;
  15597. url = this.manager.resolveURL( url );
  15598. const cached = Cache.get( url );
  15599. if ( cached !== undefined ) {
  15600. this.manager.itemStart( url );
  15601. setTimeout( () => {
  15602. if ( onLoad ) onLoad( cached );
  15603. this.manager.itemEnd( url );
  15604. }, 0 );
  15605. return cached;
  15606. }
  15607. // Check if request is duplicate
  15608. if ( loading[ url ] !== undefined ) {
  15609. loading[ url ].push( {
  15610. onLoad: onLoad,
  15611. onProgress: onProgress,
  15612. onError: onError
  15613. } );
  15614. return;
  15615. }
  15616. // Initialise array for duplicate requests
  15617. loading[ url ] = [];
  15618. loading[ url ].push( {
  15619. onLoad: onLoad,
  15620. onProgress: onProgress,
  15621. onError: onError,
  15622. } );
  15623. // create request
  15624. const req = new Request( url, {
  15625. headers: new Headers( this.requestHeader ),
  15626. credentials: this.withCredentials ? 'include' : 'same-origin',
  15627. // An abort controller could be added within a future PR
  15628. } );
  15629. // record states ( avoid data race )
  15630. const mimeType = this.mimeType;
  15631. const responseType = this.responseType;
  15632. // start the fetch
  15633. fetch( req )
  15634. .then( response => {
  15635. if ( response.status === 200 || response.status === 0 ) {
  15636. // Some browsers return HTTP Status 0 when using non-http protocol
  15637. // e.g. 'file://' or 'data://'. Handle as success.
  15638. if ( response.status === 0 ) {
  15639. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  15640. }
  15641. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  15642. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  15643. return response;
  15644. }
  15645. const callbacks = loading[ url ];
  15646. const reader = response.body.getReader();
  15647. // Nginx needs X-File-Size check
  15648. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  15649. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  15650. const total = contentLength ? parseInt( contentLength ) : 0;
  15651. const lengthComputable = total !== 0;
  15652. let loaded = 0;
  15653. // periodically read data into the new stream tracking while download progress
  15654. const stream = new ReadableStream( {
  15655. start( controller ) {
  15656. readData();
  15657. function readData() {
  15658. reader.read().then( ( { done, value } ) => {
  15659. if ( done ) {
  15660. controller.close();
  15661. } else {
  15662. loaded += value.byteLength;
  15663. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  15664. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15665. const callback = callbacks[ i ];
  15666. if ( callback.onProgress ) callback.onProgress( event );
  15667. }
  15668. controller.enqueue( value );
  15669. readData();
  15670. }
  15671. }, ( e ) => {
  15672. controller.error( e );
  15673. } );
  15674. }
  15675. }
  15676. } );
  15677. return new Response( stream );
  15678. } else {
  15679. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  15680. }
  15681. } )
  15682. .then( response => {
  15683. switch ( responseType ) {
  15684. case 'arraybuffer':
  15685. return response.arrayBuffer();
  15686. case 'blob':
  15687. return response.blob();
  15688. case 'document':
  15689. return response.text()
  15690. .then( text => {
  15691. const parser = new DOMParser();
  15692. return parser.parseFromString( text, mimeType );
  15693. } );
  15694. case 'json':
  15695. return response.json();
  15696. default:
  15697. if ( mimeType === undefined ) {
  15698. return response.text();
  15699. } else {
  15700. // sniff encoding
  15701. const re = /charset="?([^;"\s]*)"?/i;
  15702. const exec = re.exec( mimeType );
  15703. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  15704. const decoder = new TextDecoder( label );
  15705. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  15706. }
  15707. }
  15708. } )
  15709. .then( data => {
  15710. // Add to cache only on HTTP success, so that we do not cache
  15711. // error response bodies as proper responses to requests.
  15712. Cache.add( url, data );
  15713. const callbacks = loading[ url ];
  15714. delete loading[ url ];
  15715. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15716. const callback = callbacks[ i ];
  15717. if ( callback.onLoad ) callback.onLoad( data );
  15718. }
  15719. } )
  15720. .catch( err => {
  15721. // Abort errors and other errors are handled the same
  15722. const callbacks = loading[ url ];
  15723. if ( callbacks === undefined ) {
  15724. // When onLoad was called and url was deleted in `loading`
  15725. this.manager.itemError( url );
  15726. throw err;
  15727. }
  15728. delete loading[ url ];
  15729. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15730. const callback = callbacks[ i ];
  15731. if ( callback.onError ) callback.onError( err );
  15732. }
  15733. this.manager.itemError( url );
  15734. } )
  15735. .finally( () => {
  15736. this.manager.itemEnd( url );
  15737. } );
  15738. this.manager.itemStart( url );
  15739. }
  15740. setResponseType( value ) {
  15741. this.responseType = value;
  15742. return this;
  15743. }
  15744. setMimeType( value ) {
  15745. this.mimeType = value;
  15746. return this;
  15747. }
  15748. }
  15749. class AnimationLoader extends Loader {
  15750. constructor( manager ) {
  15751. super( manager );
  15752. }
  15753. load( url, onLoad, onProgress, onError ) {
  15754. const scope = this;
  15755. const loader = new FileLoader( this.manager );
  15756. loader.setPath( this.path );
  15757. loader.setRequestHeader( this.requestHeader );
  15758. loader.setWithCredentials( this.withCredentials );
  15759. loader.load( url, function ( text ) {
  15760. try {
  15761. onLoad( scope.parse( JSON.parse( text ) ) );
  15762. } catch ( e ) {
  15763. if ( onError ) {
  15764. onError( e );
  15765. } else {
  15766. console.error( e );
  15767. }
  15768. scope.manager.itemError( url );
  15769. }
  15770. }, onProgress, onError );
  15771. }
  15772. parse( json ) {
  15773. const animations = [];
  15774. for ( let i = 0; i < json.length; i ++ ) {
  15775. const clip = AnimationClip.parse( json[ i ] );
  15776. animations.push( clip );
  15777. }
  15778. return animations;
  15779. }
  15780. }
  15781. /**
  15782. * Abstract Base class to block based textures loader (dds, pvr, ...)
  15783. *
  15784. * Sub classes have to implement the parse() method which will be used in load().
  15785. */
  15786. class CompressedTextureLoader extends Loader {
  15787. constructor( manager ) {
  15788. super( manager );
  15789. }
  15790. load( url, onLoad, onProgress, onError ) {
  15791. const scope = this;
  15792. const images = [];
  15793. const texture = new CompressedTexture();
  15794. const loader = new FileLoader( this.manager );
  15795. loader.setPath( this.path );
  15796. loader.setResponseType( 'arraybuffer' );
  15797. loader.setRequestHeader( this.requestHeader );
  15798. loader.setWithCredentials( scope.withCredentials );
  15799. let loaded = 0;
  15800. function loadTexture( i ) {
  15801. loader.load( url[ i ], function ( buffer ) {
  15802. const texDatas = scope.parse( buffer, true );
  15803. images[ i ] = {
  15804. width: texDatas.width,
  15805. height: texDatas.height,
  15806. format: texDatas.format,
  15807. mipmaps: texDatas.mipmaps
  15808. };
  15809. loaded += 1;
  15810. if ( loaded === 6 ) {
  15811. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  15812. texture.image = images;
  15813. texture.format = texDatas.format;
  15814. texture.needsUpdate = true;
  15815. if ( onLoad ) onLoad( texture );
  15816. }
  15817. }, onProgress, onError );
  15818. }
  15819. if ( Array.isArray( url ) ) {
  15820. for ( let i = 0, il = url.length; i < il; ++ i ) {
  15821. loadTexture( i );
  15822. }
  15823. } else {
  15824. // compressed cubemap texture stored in a single DDS file
  15825. loader.load( url, function ( buffer ) {
  15826. const texDatas = scope.parse( buffer, true );
  15827. if ( texDatas.isCubemap ) {
  15828. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  15829. for ( let f = 0; f < faces; f ++ ) {
  15830. images[ f ] = { mipmaps: [] };
  15831. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  15832. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  15833. images[ f ].format = texDatas.format;
  15834. images[ f ].width = texDatas.width;
  15835. images[ f ].height = texDatas.height;
  15836. }
  15837. }
  15838. texture.image = images;
  15839. } else {
  15840. texture.image.width = texDatas.width;
  15841. texture.image.height = texDatas.height;
  15842. texture.mipmaps = texDatas.mipmaps;
  15843. }
  15844. if ( texDatas.mipmapCount === 1 ) {
  15845. texture.minFilter = LinearFilter;
  15846. }
  15847. texture.format = texDatas.format;
  15848. texture.needsUpdate = true;
  15849. if ( onLoad ) onLoad( texture );
  15850. }, onProgress, onError );
  15851. }
  15852. return texture;
  15853. }
  15854. }
  15855. class ImageLoader extends Loader {
  15856. constructor( manager ) {
  15857. super( manager );
  15858. }
  15859. load( url, onLoad, onProgress, onError ) {
  15860. if ( this.path !== undefined ) url = this.path + url;
  15861. url = this.manager.resolveURL( url );
  15862. const scope = this;
  15863. const cached = Cache.get( url );
  15864. if ( cached !== undefined ) {
  15865. scope.manager.itemStart( url );
  15866. setTimeout( function () {
  15867. if ( onLoad ) onLoad( cached );
  15868. scope.manager.itemEnd( url );
  15869. }, 0 );
  15870. return cached;
  15871. }
  15872. const image = createElementNS( 'img' );
  15873. function onImageLoad() {
  15874. removeEventListeners();
  15875. Cache.add( url, this );
  15876. if ( onLoad ) onLoad( this );
  15877. scope.manager.itemEnd( url );
  15878. }
  15879. function onImageError( event ) {
  15880. removeEventListeners();
  15881. if ( onError ) onError( event );
  15882. scope.manager.itemError( url );
  15883. scope.manager.itemEnd( url );
  15884. }
  15885. function removeEventListeners() {
  15886. image.removeEventListener( 'load', onImageLoad, false );
  15887. image.removeEventListener( 'error', onImageError, false );
  15888. }
  15889. image.addEventListener( 'load', onImageLoad, false );
  15890. image.addEventListener( 'error', onImageError, false );
  15891. if ( url.slice( 0, 5 ) !== 'data:' ) {
  15892. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  15893. }
  15894. scope.manager.itemStart( url );
  15895. image.src = url;
  15896. return image;
  15897. }
  15898. }
  15899. class CubeTextureLoader extends Loader {
  15900. constructor( manager ) {
  15901. super( manager );
  15902. }
  15903. load( urls, onLoad, onProgress, onError ) {
  15904. const texture = new CubeTexture();
  15905. texture.colorSpace = SRGBColorSpace;
  15906. const loader = new ImageLoader( this.manager );
  15907. loader.setCrossOrigin( this.crossOrigin );
  15908. loader.setPath( this.path );
  15909. let loaded = 0;
  15910. function loadTexture( i ) {
  15911. loader.load( urls[ i ], function ( image ) {
  15912. texture.images[ i ] = image;
  15913. loaded ++;
  15914. if ( loaded === 6 ) {
  15915. texture.needsUpdate = true;
  15916. if ( onLoad ) onLoad( texture );
  15917. }
  15918. }, undefined, onError );
  15919. }
  15920. for ( let i = 0; i < urls.length; ++ i ) {
  15921. loadTexture( i );
  15922. }
  15923. return texture;
  15924. }
  15925. }
  15926. /**
  15927. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  15928. *
  15929. * Sub classes have to implement the parse() method which will be used in load().
  15930. */
  15931. class DataTextureLoader extends Loader {
  15932. constructor( manager ) {
  15933. super( manager );
  15934. }
  15935. load( url, onLoad, onProgress, onError ) {
  15936. const scope = this;
  15937. const texture = new DataTexture();
  15938. const loader = new FileLoader( this.manager );
  15939. loader.setResponseType( 'arraybuffer' );
  15940. loader.setRequestHeader( this.requestHeader );
  15941. loader.setPath( this.path );
  15942. loader.setWithCredentials( scope.withCredentials );
  15943. loader.load( url, function ( buffer ) {
  15944. let texData;
  15945. try {
  15946. texData = scope.parse( buffer );
  15947. } catch ( error ) {
  15948. if ( onError !== undefined ) {
  15949. onError( error );
  15950. } else {
  15951. console.error( error );
  15952. return;
  15953. }
  15954. }
  15955. if ( texData.image !== undefined ) {
  15956. texture.image = texData.image;
  15957. } else if ( texData.data !== undefined ) {
  15958. texture.image.width = texData.width;
  15959. texture.image.height = texData.height;
  15960. texture.image.data = texData.data;
  15961. }
  15962. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  15963. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  15964. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  15965. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  15966. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  15967. if ( texData.colorSpace !== undefined ) {
  15968. texture.colorSpace = texData.colorSpace;
  15969. }
  15970. if ( texData.flipY !== undefined ) {
  15971. texture.flipY = texData.flipY;
  15972. }
  15973. if ( texData.format !== undefined ) {
  15974. texture.format = texData.format;
  15975. }
  15976. if ( texData.type !== undefined ) {
  15977. texture.type = texData.type;
  15978. }
  15979. if ( texData.mipmaps !== undefined ) {
  15980. texture.mipmaps = texData.mipmaps;
  15981. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  15982. }
  15983. if ( texData.mipmapCount === 1 ) {
  15984. texture.minFilter = LinearFilter;
  15985. }
  15986. if ( texData.generateMipmaps !== undefined ) {
  15987. texture.generateMipmaps = texData.generateMipmaps;
  15988. }
  15989. texture.needsUpdate = true;
  15990. if ( onLoad ) onLoad( texture, texData );
  15991. }, onProgress, onError );
  15992. return texture;
  15993. }
  15994. }
  15995. class TextureLoader extends Loader {
  15996. constructor( manager ) {
  15997. super( manager );
  15998. }
  15999. load( url, onLoad, onProgress, onError ) {
  16000. const texture = new Texture();
  16001. const loader = new ImageLoader( this.manager );
  16002. loader.setCrossOrigin( this.crossOrigin );
  16003. loader.setPath( this.path );
  16004. loader.load( url, function ( image ) {
  16005. texture.image = image;
  16006. texture.needsUpdate = true;
  16007. if ( onLoad !== undefined ) {
  16008. onLoad( texture );
  16009. }
  16010. }, onProgress, onError );
  16011. return texture;
  16012. }
  16013. }
  16014. class Light extends Object3D {
  16015. constructor( color, intensity = 1 ) {
  16016. super();
  16017. this.isLight = true;
  16018. this.type = 'Light';
  16019. this.color = new Color( color );
  16020. this.intensity = intensity;
  16021. }
  16022. dispose() {
  16023. // Empty here in base class; some subclasses override.
  16024. }
  16025. copy( source, recursive ) {
  16026. super.copy( source, recursive );
  16027. this.color.copy( source.color );
  16028. this.intensity = source.intensity;
  16029. return this;
  16030. }
  16031. toJSON( meta ) {
  16032. const data = super.toJSON( meta );
  16033. data.object.color = this.color.getHex();
  16034. data.object.intensity = this.intensity;
  16035. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  16036. if ( this.distance !== undefined ) data.object.distance = this.distance;
  16037. if ( this.angle !== undefined ) data.object.angle = this.angle;
  16038. if ( this.decay !== undefined ) data.object.decay = this.decay;
  16039. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  16040. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  16041. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  16042. return data;
  16043. }
  16044. }
  16045. class HemisphereLight extends Light {
  16046. constructor( skyColor, groundColor, intensity ) {
  16047. super( skyColor, intensity );
  16048. this.isHemisphereLight = true;
  16049. this.type = 'HemisphereLight';
  16050. this.position.copy( Object3D.DEFAULT_UP );
  16051. this.updateMatrix();
  16052. this.groundColor = new Color( groundColor );
  16053. }
  16054. copy( source, recursive ) {
  16055. super.copy( source, recursive );
  16056. this.groundColor.copy( source.groundColor );
  16057. return this;
  16058. }
  16059. }
  16060. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  16061. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  16062. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  16063. class LightShadow {
  16064. constructor( camera ) {
  16065. this.camera = camera;
  16066. this.intensity = 1;
  16067. this.bias = 0;
  16068. this.normalBias = 0;
  16069. this.radius = 1;
  16070. this.blurSamples = 8;
  16071. this.mapSize = new Vector2( 512, 512 );
  16072. this.map = null;
  16073. this.mapPass = null;
  16074. this.matrix = new Matrix4();
  16075. this.autoUpdate = true;
  16076. this.needsUpdate = false;
  16077. this._frustum = new Frustum();
  16078. this._frameExtents = new Vector2( 1, 1 );
  16079. this._viewportCount = 1;
  16080. this._viewports = [
  16081. new Vector4( 0, 0, 1, 1 )
  16082. ];
  16083. }
  16084. getViewportCount() {
  16085. return this._viewportCount;
  16086. }
  16087. getFrustum() {
  16088. return this._frustum;
  16089. }
  16090. updateMatrices( light ) {
  16091. const shadowCamera = this.camera;
  16092. const shadowMatrix = this.matrix;
  16093. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  16094. shadowCamera.position.copy( _lightPositionWorld$1 );
  16095. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  16096. shadowCamera.lookAt( _lookTarget$1 );
  16097. shadowCamera.updateMatrixWorld();
  16098. _projScreenMatrix$2.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  16099. this._frustum.setFromProjectionMatrix( _projScreenMatrix$2 );
  16100. shadowMatrix.set(
  16101. 0.5, 0.0, 0.0, 0.5,
  16102. 0.0, 0.5, 0.0, 0.5,
  16103. 0.0, 0.0, 0.5, 0.5,
  16104. 0.0, 0.0, 0.0, 1.0
  16105. );
  16106. shadowMatrix.multiply( _projScreenMatrix$2 );
  16107. }
  16108. getViewport( viewportIndex ) {
  16109. return this._viewports[ viewportIndex ];
  16110. }
  16111. getFrameExtents() {
  16112. return this._frameExtents;
  16113. }
  16114. dispose() {
  16115. if ( this.map ) {
  16116. this.map.dispose();
  16117. }
  16118. if ( this.mapPass ) {
  16119. this.mapPass.dispose();
  16120. }
  16121. }
  16122. copy( source ) {
  16123. this.camera = source.camera.clone();
  16124. this.intensity = source.intensity;
  16125. this.bias = source.bias;
  16126. this.radius = source.radius;
  16127. this.mapSize.copy( source.mapSize );
  16128. return this;
  16129. }
  16130. clone() {
  16131. return new this.constructor().copy( this );
  16132. }
  16133. toJSON() {
  16134. const object = {};
  16135. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  16136. if ( this.bias !== 0 ) object.bias = this.bias;
  16137. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  16138. if ( this.radius !== 1 ) object.radius = this.radius;
  16139. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  16140. object.camera = this.camera.toJSON( false ).object;
  16141. delete object.camera.matrix;
  16142. return object;
  16143. }
  16144. }
  16145. class SpotLightShadow extends LightShadow {
  16146. constructor() {
  16147. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  16148. this.isSpotLightShadow = true;
  16149. this.focus = 1;
  16150. }
  16151. updateMatrices( light ) {
  16152. const camera = this.camera;
  16153. const fov = RAD2DEG * 2 * light.angle * this.focus;
  16154. const aspect = this.mapSize.width / this.mapSize.height;
  16155. const far = light.distance || camera.far;
  16156. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  16157. camera.fov = fov;
  16158. camera.aspect = aspect;
  16159. camera.far = far;
  16160. camera.updateProjectionMatrix();
  16161. }
  16162. super.updateMatrices( light );
  16163. }
  16164. copy( source ) {
  16165. super.copy( source );
  16166. this.focus = source.focus;
  16167. return this;
  16168. }
  16169. }
  16170. class SpotLight extends Light {
  16171. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  16172. super( color, intensity );
  16173. this.isSpotLight = true;
  16174. this.type = 'SpotLight';
  16175. this.position.copy( Object3D.DEFAULT_UP );
  16176. this.updateMatrix();
  16177. this.target = new Object3D();
  16178. this.distance = distance;
  16179. this.angle = angle;
  16180. this.penumbra = penumbra;
  16181. this.decay = decay;
  16182. this.map = null;
  16183. this.shadow = new SpotLightShadow();
  16184. }
  16185. get power() {
  16186. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16187. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  16188. return this.intensity * Math.PI;
  16189. }
  16190. set power( power ) {
  16191. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16192. this.intensity = power / Math.PI;
  16193. }
  16194. dispose() {
  16195. this.shadow.dispose();
  16196. }
  16197. copy( source, recursive ) {
  16198. super.copy( source, recursive );
  16199. this.distance = source.distance;
  16200. this.angle = source.angle;
  16201. this.penumbra = source.penumbra;
  16202. this.decay = source.decay;
  16203. this.target = source.target.clone();
  16204. this.shadow = source.shadow.clone();
  16205. return this;
  16206. }
  16207. }
  16208. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  16209. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  16210. const _lookTarget = /*@__PURE__*/ new Vector3();
  16211. class PointLightShadow extends LightShadow {
  16212. constructor() {
  16213. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  16214. this.isPointLightShadow = true;
  16215. this._frameExtents = new Vector2( 4, 2 );
  16216. this._viewportCount = 6;
  16217. this._viewports = [
  16218. // These viewports map a cube-map onto a 2D texture with the
  16219. // following orientation:
  16220. //
  16221. // xzXZ
  16222. // y Y
  16223. //
  16224. // X - Positive x direction
  16225. // x - Negative x direction
  16226. // Y - Positive y direction
  16227. // y - Negative y direction
  16228. // Z - Positive z direction
  16229. // z - Negative z direction
  16230. // positive X
  16231. new Vector4( 2, 1, 1, 1 ),
  16232. // negative X
  16233. new Vector4( 0, 1, 1, 1 ),
  16234. // positive Z
  16235. new Vector4( 3, 1, 1, 1 ),
  16236. // negative Z
  16237. new Vector4( 1, 1, 1, 1 ),
  16238. // positive Y
  16239. new Vector4( 3, 0, 1, 1 ),
  16240. // negative Y
  16241. new Vector4( 1, 0, 1, 1 )
  16242. ];
  16243. this._cubeDirections = [
  16244. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  16245. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  16246. ];
  16247. this._cubeUps = [
  16248. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  16249. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  16250. ];
  16251. }
  16252. updateMatrices( light, viewportIndex = 0 ) {
  16253. const camera = this.camera;
  16254. const shadowMatrix = this.matrix;
  16255. const far = light.distance || camera.far;
  16256. if ( far !== camera.far ) {
  16257. camera.far = far;
  16258. camera.updateProjectionMatrix();
  16259. }
  16260. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  16261. camera.position.copy( _lightPositionWorld );
  16262. _lookTarget.copy( camera.position );
  16263. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  16264. camera.up.copy( this._cubeUps[ viewportIndex ] );
  16265. camera.lookAt( _lookTarget );
  16266. camera.updateMatrixWorld();
  16267. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  16268. _projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  16269. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  16270. }
  16271. }
  16272. class PointLight extends Light {
  16273. constructor( color, intensity, distance = 0, decay = 2 ) {
  16274. super( color, intensity );
  16275. this.isPointLight = true;
  16276. this.type = 'PointLight';
  16277. this.distance = distance;
  16278. this.decay = decay;
  16279. this.shadow = new PointLightShadow();
  16280. }
  16281. get power() {
  16282. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16283. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  16284. return this.intensity * 4 * Math.PI;
  16285. }
  16286. set power( power ) {
  16287. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16288. this.intensity = power / ( 4 * Math.PI );
  16289. }
  16290. dispose() {
  16291. this.shadow.dispose();
  16292. }
  16293. copy( source, recursive ) {
  16294. super.copy( source, recursive );
  16295. this.distance = source.distance;
  16296. this.decay = source.decay;
  16297. this.shadow = source.shadow.clone();
  16298. return this;
  16299. }
  16300. }
  16301. class OrthographicCamera extends Camera {
  16302. constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
  16303. super();
  16304. this.isOrthographicCamera = true;
  16305. this.type = 'OrthographicCamera';
  16306. this.zoom = 1;
  16307. this.view = null;
  16308. this.left = left;
  16309. this.right = right;
  16310. this.top = top;
  16311. this.bottom = bottom;
  16312. this.near = near;
  16313. this.far = far;
  16314. this.updateProjectionMatrix();
  16315. }
  16316. copy( source, recursive ) {
  16317. super.copy( source, recursive );
  16318. this.left = source.left;
  16319. this.right = source.right;
  16320. this.top = source.top;
  16321. this.bottom = source.bottom;
  16322. this.near = source.near;
  16323. this.far = source.far;
  16324. this.zoom = source.zoom;
  16325. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16326. return this;
  16327. }
  16328. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16329. if ( this.view === null ) {
  16330. this.view = {
  16331. enabled: true,
  16332. fullWidth: 1,
  16333. fullHeight: 1,
  16334. offsetX: 0,
  16335. offsetY: 0,
  16336. width: 1,
  16337. height: 1
  16338. };
  16339. }
  16340. this.view.enabled = true;
  16341. this.view.fullWidth = fullWidth;
  16342. this.view.fullHeight = fullHeight;
  16343. this.view.offsetX = x;
  16344. this.view.offsetY = y;
  16345. this.view.width = width;
  16346. this.view.height = height;
  16347. this.updateProjectionMatrix();
  16348. }
  16349. clearViewOffset() {
  16350. if ( this.view !== null ) {
  16351. this.view.enabled = false;
  16352. }
  16353. this.updateProjectionMatrix();
  16354. }
  16355. updateProjectionMatrix() {
  16356. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  16357. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  16358. const cx = ( this.right + this.left ) / 2;
  16359. const cy = ( this.top + this.bottom ) / 2;
  16360. let left = cx - dx;
  16361. let right = cx + dx;
  16362. let top = cy + dy;
  16363. let bottom = cy - dy;
  16364. if ( this.view !== null && this.view.enabled ) {
  16365. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  16366. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  16367. left += scaleW * this.view.offsetX;
  16368. right = left + scaleW * this.view.width;
  16369. top -= scaleH * this.view.offsetY;
  16370. bottom = top - scaleH * this.view.height;
  16371. }
  16372. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  16373. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16374. }
  16375. toJSON( meta ) {
  16376. const data = super.toJSON( meta );
  16377. data.object.zoom = this.zoom;
  16378. data.object.left = this.left;
  16379. data.object.right = this.right;
  16380. data.object.top = this.top;
  16381. data.object.bottom = this.bottom;
  16382. data.object.near = this.near;
  16383. data.object.far = this.far;
  16384. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16385. return data;
  16386. }
  16387. }
  16388. class DirectionalLightShadow extends LightShadow {
  16389. constructor() {
  16390. super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  16391. this.isDirectionalLightShadow = true;
  16392. }
  16393. }
  16394. class DirectionalLight extends Light {
  16395. constructor( color, intensity ) {
  16396. super( color, intensity );
  16397. this.isDirectionalLight = true;
  16398. this.type = 'DirectionalLight';
  16399. this.position.copy( Object3D.DEFAULT_UP );
  16400. this.updateMatrix();
  16401. this.target = new Object3D();
  16402. this.shadow = new DirectionalLightShadow();
  16403. }
  16404. dispose() {
  16405. this.shadow.dispose();
  16406. }
  16407. copy( source ) {
  16408. super.copy( source );
  16409. this.target = source.target.clone();
  16410. this.shadow = source.shadow.clone();
  16411. return this;
  16412. }
  16413. }
  16414. class AmbientLight extends Light {
  16415. constructor( color, intensity ) {
  16416. super( color, intensity );
  16417. this.isAmbientLight = true;
  16418. this.type = 'AmbientLight';
  16419. }
  16420. }
  16421. class RectAreaLight extends Light {
  16422. constructor( color, intensity, width = 10, height = 10 ) {
  16423. super( color, intensity );
  16424. this.isRectAreaLight = true;
  16425. this.type = 'RectAreaLight';
  16426. this.width = width;
  16427. this.height = height;
  16428. }
  16429. get power() {
  16430. // compute the light's luminous power (in lumens) from its intensity (in nits)
  16431. return this.intensity * this.width * this.height * Math.PI;
  16432. }
  16433. set power( power ) {
  16434. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  16435. this.intensity = power / ( this.width * this.height * Math.PI );
  16436. }
  16437. copy( source ) {
  16438. super.copy( source );
  16439. this.width = source.width;
  16440. this.height = source.height;
  16441. return this;
  16442. }
  16443. toJSON( meta ) {
  16444. const data = super.toJSON( meta );
  16445. data.object.width = this.width;
  16446. data.object.height = this.height;
  16447. return data;
  16448. }
  16449. }
  16450. /**
  16451. * Primary reference:
  16452. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16453. *
  16454. * Secondary reference:
  16455. * https://www.ppsloan.org/publications/StupidSH36.pdf
  16456. */
  16457. // 3-band SH defined by 9 coefficients
  16458. class SphericalHarmonics3 {
  16459. constructor() {
  16460. this.isSphericalHarmonics3 = true;
  16461. this.coefficients = [];
  16462. for ( let i = 0; i < 9; i ++ ) {
  16463. this.coefficients.push( new Vector3() );
  16464. }
  16465. }
  16466. set( coefficients ) {
  16467. for ( let i = 0; i < 9; i ++ ) {
  16468. this.coefficients[ i ].copy( coefficients[ i ] );
  16469. }
  16470. return this;
  16471. }
  16472. zero() {
  16473. for ( let i = 0; i < 9; i ++ ) {
  16474. this.coefficients[ i ].set( 0, 0, 0 );
  16475. }
  16476. return this;
  16477. }
  16478. // get the radiance in the direction of the normal
  16479. // target is a Vector3
  16480. getAt( normal, target ) {
  16481. // normal is assumed to be unit length
  16482. const x = normal.x, y = normal.y, z = normal.z;
  16483. const coeff = this.coefficients;
  16484. // band 0
  16485. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  16486. // band 1
  16487. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  16488. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  16489. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  16490. // band 2
  16491. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  16492. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  16493. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  16494. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  16495. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  16496. return target;
  16497. }
  16498. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  16499. // target is a Vector3
  16500. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16501. getIrradianceAt( normal, target ) {
  16502. // normal is assumed to be unit length
  16503. const x = normal.x, y = normal.y, z = normal.z;
  16504. const coeff = this.coefficients;
  16505. // band 0
  16506. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  16507. // band 1
  16508. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  16509. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  16510. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  16511. // band 2
  16512. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  16513. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  16514. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  16515. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  16516. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  16517. return target;
  16518. }
  16519. add( sh ) {
  16520. for ( let i = 0; i < 9; i ++ ) {
  16521. this.coefficients[ i ].add( sh.coefficients[ i ] );
  16522. }
  16523. return this;
  16524. }
  16525. addScaledSH( sh, s ) {
  16526. for ( let i = 0; i < 9; i ++ ) {
  16527. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  16528. }
  16529. return this;
  16530. }
  16531. scale( s ) {
  16532. for ( let i = 0; i < 9; i ++ ) {
  16533. this.coefficients[ i ].multiplyScalar( s );
  16534. }
  16535. return this;
  16536. }
  16537. lerp( sh, alpha ) {
  16538. for ( let i = 0; i < 9; i ++ ) {
  16539. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  16540. }
  16541. return this;
  16542. }
  16543. equals( sh ) {
  16544. for ( let i = 0; i < 9; i ++ ) {
  16545. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  16546. return false;
  16547. }
  16548. }
  16549. return true;
  16550. }
  16551. copy( sh ) {
  16552. return this.set( sh.coefficients );
  16553. }
  16554. clone() {
  16555. return new this.constructor().copy( this );
  16556. }
  16557. fromArray( array, offset = 0 ) {
  16558. const coefficients = this.coefficients;
  16559. for ( let i = 0; i < 9; i ++ ) {
  16560. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  16561. }
  16562. return this;
  16563. }
  16564. toArray( array = [], offset = 0 ) {
  16565. const coefficients = this.coefficients;
  16566. for ( let i = 0; i < 9; i ++ ) {
  16567. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  16568. }
  16569. return array;
  16570. }
  16571. // evaluate the basis functions
  16572. // shBasis is an Array[ 9 ]
  16573. static getBasisAt( normal, shBasis ) {
  16574. // normal is assumed to be unit length
  16575. const x = normal.x, y = normal.y, z = normal.z;
  16576. // band 0
  16577. shBasis[ 0 ] = 0.282095;
  16578. // band 1
  16579. shBasis[ 1 ] = 0.488603 * y;
  16580. shBasis[ 2 ] = 0.488603 * z;
  16581. shBasis[ 3 ] = 0.488603 * x;
  16582. // band 2
  16583. shBasis[ 4 ] = 1.092548 * x * y;
  16584. shBasis[ 5 ] = 1.092548 * y * z;
  16585. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  16586. shBasis[ 7 ] = 1.092548 * x * z;
  16587. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  16588. }
  16589. }
  16590. class LightProbe extends Light {
  16591. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  16592. super( undefined, intensity );
  16593. this.isLightProbe = true;
  16594. this.sh = sh;
  16595. }
  16596. copy( source ) {
  16597. super.copy( source );
  16598. this.sh.copy( source.sh );
  16599. return this;
  16600. }
  16601. fromJSON( json ) {
  16602. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  16603. this.sh.fromArray( json.sh );
  16604. return this;
  16605. }
  16606. toJSON( meta ) {
  16607. const data = super.toJSON( meta );
  16608. data.object.sh = this.sh.toArray();
  16609. return data;
  16610. }
  16611. }
  16612. class MaterialLoader extends Loader {
  16613. constructor( manager ) {
  16614. super( manager );
  16615. this.textures = {};
  16616. }
  16617. load( url, onLoad, onProgress, onError ) {
  16618. const scope = this;
  16619. const loader = new FileLoader( scope.manager );
  16620. loader.setPath( scope.path );
  16621. loader.setRequestHeader( scope.requestHeader );
  16622. loader.setWithCredentials( scope.withCredentials );
  16623. loader.load( url, function ( text ) {
  16624. try {
  16625. onLoad( scope.parse( JSON.parse( text ) ) );
  16626. } catch ( e ) {
  16627. if ( onError ) {
  16628. onError( e );
  16629. } else {
  16630. console.error( e );
  16631. }
  16632. scope.manager.itemError( url );
  16633. }
  16634. }, onProgress, onError );
  16635. }
  16636. parse( json ) {
  16637. const textures = this.textures;
  16638. function getTexture( name ) {
  16639. if ( textures[ name ] === undefined ) {
  16640. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  16641. }
  16642. return textures[ name ];
  16643. }
  16644. const material = MaterialLoader.createMaterialFromType( json.type );
  16645. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  16646. if ( json.name !== undefined ) material.name = json.name;
  16647. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  16648. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  16649. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  16650. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  16651. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  16652. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  16653. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  16654. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  16655. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  16656. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  16657. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  16658. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  16659. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  16660. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  16661. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  16662. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  16663. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  16664. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  16665. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  16666. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  16667. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  16668. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  16669. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  16670. if ( json.fog !== undefined ) material.fog = json.fog;
  16671. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  16672. if ( json.blending !== undefined ) material.blending = json.blending;
  16673. if ( json.combine !== undefined ) material.combine = json.combine;
  16674. if ( json.side !== undefined ) material.side = json.side;
  16675. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  16676. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  16677. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  16678. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  16679. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  16680. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  16681. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  16682. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  16683. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  16684. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  16685. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  16686. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  16687. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  16688. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  16689. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  16690. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  16691. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  16692. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  16693. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  16694. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  16695. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  16696. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  16697. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  16698. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  16699. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  16700. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  16701. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  16702. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  16703. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  16704. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  16705. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  16706. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  16707. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  16708. if ( json.scale !== undefined ) material.scale = json.scale;
  16709. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  16710. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  16711. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  16712. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  16713. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  16714. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  16715. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  16716. if ( json.visible !== undefined ) material.visible = json.visible;
  16717. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  16718. if ( json.userData !== undefined ) material.userData = json.userData;
  16719. if ( json.vertexColors !== undefined ) {
  16720. if ( typeof json.vertexColors === 'number' ) {
  16721. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  16722. } else {
  16723. material.vertexColors = json.vertexColors;
  16724. }
  16725. }
  16726. // Shader Material
  16727. if ( json.uniforms !== undefined ) {
  16728. for ( const name in json.uniforms ) {
  16729. const uniform = json.uniforms[ name ];
  16730. material.uniforms[ name ] = {};
  16731. switch ( uniform.type ) {
  16732. case 't':
  16733. material.uniforms[ name ].value = getTexture( uniform.value );
  16734. break;
  16735. case 'c':
  16736. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  16737. break;
  16738. case 'v2':
  16739. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  16740. break;
  16741. case 'v3':
  16742. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  16743. break;
  16744. case 'v4':
  16745. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  16746. break;
  16747. case 'm3':
  16748. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  16749. break;
  16750. case 'm4':
  16751. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  16752. break;
  16753. default:
  16754. material.uniforms[ name ].value = uniform.value;
  16755. }
  16756. }
  16757. }
  16758. if ( json.defines !== undefined ) material.defines = json.defines;
  16759. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  16760. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  16761. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  16762. if ( json.extensions !== undefined ) {
  16763. for ( const key in json.extensions ) {
  16764. material.extensions[ key ] = json.extensions[ key ];
  16765. }
  16766. }
  16767. if ( json.lights !== undefined ) material.lights = json.lights;
  16768. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  16769. // for PointsMaterial
  16770. if ( json.size !== undefined ) material.size = json.size;
  16771. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  16772. // maps
  16773. if ( json.map !== undefined ) material.map = getTexture( json.map );
  16774. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  16775. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  16776. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  16777. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  16778. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  16779. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  16780. if ( json.normalScale !== undefined ) {
  16781. let normalScale = json.normalScale;
  16782. if ( Array.isArray( normalScale ) === false ) {
  16783. // Blender exporter used to export a scalar. See #7459
  16784. normalScale = [ normalScale, normalScale ];
  16785. }
  16786. material.normalScale = new Vector2().fromArray( normalScale );
  16787. }
  16788. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  16789. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  16790. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  16791. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  16792. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  16793. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  16794. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  16795. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  16796. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  16797. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  16798. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  16799. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  16800. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  16801. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  16802. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  16803. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  16804. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  16805. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  16806. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  16807. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  16808. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  16809. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  16810. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  16811. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  16812. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  16813. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  16814. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  16815. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  16816. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  16817. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  16818. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  16819. return material;
  16820. }
  16821. setTextures( value ) {
  16822. this.textures = value;
  16823. return this;
  16824. }
  16825. static createMaterialFromType( type ) {
  16826. const materialLib = {
  16827. ShadowMaterial,
  16828. SpriteMaterial,
  16829. RawShaderMaterial,
  16830. ShaderMaterial,
  16831. PointsMaterial,
  16832. MeshPhysicalMaterial,
  16833. MeshStandardMaterial,
  16834. MeshPhongMaterial,
  16835. MeshToonMaterial,
  16836. MeshNormalMaterial,
  16837. MeshLambertMaterial,
  16838. MeshDepthMaterial,
  16839. MeshDistanceMaterial,
  16840. MeshBasicMaterial,
  16841. MeshMatcapMaterial,
  16842. LineDashedMaterial,
  16843. LineBasicMaterial,
  16844. Material
  16845. };
  16846. return new materialLib[ type ]();
  16847. }
  16848. }
  16849. class LoaderUtils {
  16850. static decodeText( array ) { // @deprecated, r165
  16851. console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' );
  16852. if ( typeof TextDecoder !== 'undefined' ) {
  16853. return new TextDecoder().decode( array );
  16854. }
  16855. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  16856. // throws a "maximum call stack size exceeded" error for large arrays.
  16857. let s = '';
  16858. for ( let i = 0, il = array.length; i < il; i ++ ) {
  16859. // Implicitly assumes little-endian.
  16860. s += String.fromCharCode( array[ i ] );
  16861. }
  16862. try {
  16863. // merges multi-byte utf-8 characters.
  16864. return decodeURIComponent( escape( s ) );
  16865. } catch ( e ) { // see #16358
  16866. return s;
  16867. }
  16868. }
  16869. static extractUrlBase( url ) {
  16870. const index = url.lastIndexOf( '/' );
  16871. if ( index === - 1 ) return './';
  16872. return url.slice( 0, index + 1 );
  16873. }
  16874. static resolveURL( url, path ) {
  16875. // Invalid URL
  16876. if ( typeof url !== 'string' || url === '' ) return '';
  16877. // Host Relative URL
  16878. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  16879. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  16880. }
  16881. // Absolute URL http://,https://,//
  16882. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  16883. // Data URI
  16884. if ( /^data:.*,.*$/i.test( url ) ) return url;
  16885. // Blob URL
  16886. if ( /^blob:.*$/i.test( url ) ) return url;
  16887. // Relative URL
  16888. return path + url;
  16889. }
  16890. }
  16891. class InstancedBufferGeometry extends BufferGeometry {
  16892. constructor() {
  16893. super();
  16894. this.isInstancedBufferGeometry = true;
  16895. this.type = 'InstancedBufferGeometry';
  16896. this.instanceCount = Infinity;
  16897. }
  16898. copy( source ) {
  16899. super.copy( source );
  16900. this.instanceCount = source.instanceCount;
  16901. return this;
  16902. }
  16903. toJSON() {
  16904. const data = super.toJSON();
  16905. data.instanceCount = this.instanceCount;
  16906. data.isInstancedBufferGeometry = true;
  16907. return data;
  16908. }
  16909. }
  16910. class BufferGeometryLoader extends Loader {
  16911. constructor( manager ) {
  16912. super( manager );
  16913. }
  16914. load( url, onLoad, onProgress, onError ) {
  16915. const scope = this;
  16916. const loader = new FileLoader( scope.manager );
  16917. loader.setPath( scope.path );
  16918. loader.setRequestHeader( scope.requestHeader );
  16919. loader.setWithCredentials( scope.withCredentials );
  16920. loader.load( url, function ( text ) {
  16921. try {
  16922. onLoad( scope.parse( JSON.parse( text ) ) );
  16923. } catch ( e ) {
  16924. if ( onError ) {
  16925. onError( e );
  16926. } else {
  16927. console.error( e );
  16928. }
  16929. scope.manager.itemError( url );
  16930. }
  16931. }, onProgress, onError );
  16932. }
  16933. parse( json ) {
  16934. const interleavedBufferMap = {};
  16935. const arrayBufferMap = {};
  16936. function getInterleavedBuffer( json, uuid ) {
  16937. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  16938. const interleavedBuffers = json.interleavedBuffers;
  16939. const interleavedBuffer = interleavedBuffers[ uuid ];
  16940. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  16941. const array = getTypedArray( interleavedBuffer.type, buffer );
  16942. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  16943. ib.uuid = interleavedBuffer.uuid;
  16944. interleavedBufferMap[ uuid ] = ib;
  16945. return ib;
  16946. }
  16947. function getArrayBuffer( json, uuid ) {
  16948. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  16949. const arrayBuffers = json.arrayBuffers;
  16950. const arrayBuffer = arrayBuffers[ uuid ];
  16951. const ab = new Uint32Array( arrayBuffer ).buffer;
  16952. arrayBufferMap[ uuid ] = ab;
  16953. return ab;
  16954. }
  16955. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  16956. const index = json.data.index;
  16957. if ( index !== undefined ) {
  16958. const typedArray = getTypedArray( index.type, index.array );
  16959. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  16960. }
  16961. const attributes = json.data.attributes;
  16962. for ( const key in attributes ) {
  16963. const attribute = attributes[ key ];
  16964. let bufferAttribute;
  16965. if ( attribute.isInterleavedBufferAttribute ) {
  16966. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  16967. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  16968. } else {
  16969. const typedArray = getTypedArray( attribute.type, attribute.array );
  16970. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  16971. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  16972. }
  16973. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  16974. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  16975. geometry.setAttribute( key, bufferAttribute );
  16976. }
  16977. const morphAttributes = json.data.morphAttributes;
  16978. if ( morphAttributes ) {
  16979. for ( const key in morphAttributes ) {
  16980. const attributeArray = morphAttributes[ key ];
  16981. const array = [];
  16982. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  16983. const attribute = attributeArray[ i ];
  16984. let bufferAttribute;
  16985. if ( attribute.isInterleavedBufferAttribute ) {
  16986. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  16987. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  16988. } else {
  16989. const typedArray = getTypedArray( attribute.type, attribute.array );
  16990. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  16991. }
  16992. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  16993. array.push( bufferAttribute );
  16994. }
  16995. geometry.morphAttributes[ key ] = array;
  16996. }
  16997. }
  16998. const morphTargetsRelative = json.data.morphTargetsRelative;
  16999. if ( morphTargetsRelative ) {
  17000. geometry.morphTargetsRelative = true;
  17001. }
  17002. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  17003. if ( groups !== undefined ) {
  17004. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  17005. const group = groups[ i ];
  17006. geometry.addGroup( group.start, group.count, group.materialIndex );
  17007. }
  17008. }
  17009. const boundingSphere = json.data.boundingSphere;
  17010. if ( boundingSphere !== undefined ) {
  17011. const center = new Vector3();
  17012. if ( boundingSphere.center !== undefined ) {
  17013. center.fromArray( boundingSphere.center );
  17014. }
  17015. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  17016. }
  17017. if ( json.name ) geometry.name = json.name;
  17018. if ( json.userData ) geometry.userData = json.userData;
  17019. return geometry;
  17020. }
  17021. }
  17022. class ObjectLoader extends Loader {
  17023. constructor( manager ) {
  17024. super( manager );
  17025. }
  17026. load( url, onLoad, onProgress, onError ) {
  17027. const scope = this;
  17028. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17029. this.resourcePath = this.resourcePath || path;
  17030. const loader = new FileLoader( this.manager );
  17031. loader.setPath( this.path );
  17032. loader.setRequestHeader( this.requestHeader );
  17033. loader.setWithCredentials( this.withCredentials );
  17034. loader.load( url, function ( text ) {
  17035. let json = null;
  17036. try {
  17037. json = JSON.parse( text );
  17038. } catch ( error ) {
  17039. if ( onError !== undefined ) onError( error );
  17040. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  17041. return;
  17042. }
  17043. const metadata = json.metadata;
  17044. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17045. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  17046. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17047. return;
  17048. }
  17049. scope.parse( json, onLoad );
  17050. }, onProgress, onError );
  17051. }
  17052. async loadAsync( url, onProgress ) {
  17053. const scope = this;
  17054. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17055. this.resourcePath = this.resourcePath || path;
  17056. const loader = new FileLoader( this.manager );
  17057. loader.setPath( this.path );
  17058. loader.setRequestHeader( this.requestHeader );
  17059. loader.setWithCredentials( this.withCredentials );
  17060. const text = await loader.loadAsync( url, onProgress );
  17061. const json = JSON.parse( text );
  17062. const metadata = json.metadata;
  17063. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17064. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17065. }
  17066. return await scope.parseAsync( json );
  17067. }
  17068. parse( json, onLoad ) {
  17069. const animations = this.parseAnimations( json.animations );
  17070. const shapes = this.parseShapes( json.shapes );
  17071. const geometries = this.parseGeometries( json.geometries, shapes );
  17072. const images = this.parseImages( json.images, function () {
  17073. if ( onLoad !== undefined ) onLoad( object );
  17074. } );
  17075. const textures = this.parseTextures( json.textures, images );
  17076. const materials = this.parseMaterials( json.materials, textures );
  17077. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17078. const skeletons = this.parseSkeletons( json.skeletons, object );
  17079. this.bindSkeletons( object, skeletons );
  17080. this.bindLightTargets( object );
  17081. //
  17082. if ( onLoad !== undefined ) {
  17083. let hasImages = false;
  17084. for ( const uuid in images ) {
  17085. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  17086. hasImages = true;
  17087. break;
  17088. }
  17089. }
  17090. if ( hasImages === false ) onLoad( object );
  17091. }
  17092. return object;
  17093. }
  17094. async parseAsync( json ) {
  17095. const animations = this.parseAnimations( json.animations );
  17096. const shapes = this.parseShapes( json.shapes );
  17097. const geometries = this.parseGeometries( json.geometries, shapes );
  17098. const images = await this.parseImagesAsync( json.images );
  17099. const textures = this.parseTextures( json.textures, images );
  17100. const materials = this.parseMaterials( json.materials, textures );
  17101. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17102. const skeletons = this.parseSkeletons( json.skeletons, object );
  17103. this.bindSkeletons( object, skeletons );
  17104. this.bindLightTargets( object );
  17105. return object;
  17106. }
  17107. parseShapes( json ) {
  17108. const shapes = {};
  17109. if ( json !== undefined ) {
  17110. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17111. const shape = new Shape().fromJSON( json[ i ] );
  17112. shapes[ shape.uuid ] = shape;
  17113. }
  17114. }
  17115. return shapes;
  17116. }
  17117. parseSkeletons( json, object ) {
  17118. const skeletons = {};
  17119. const bones = {};
  17120. // generate bone lookup table
  17121. object.traverse( function ( child ) {
  17122. if ( child.isBone ) bones[ child.uuid ] = child;
  17123. } );
  17124. // create skeletons
  17125. if ( json !== undefined ) {
  17126. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17127. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  17128. skeletons[ skeleton.uuid ] = skeleton;
  17129. }
  17130. }
  17131. return skeletons;
  17132. }
  17133. parseGeometries( json, shapes ) {
  17134. const geometries = {};
  17135. if ( json !== undefined ) {
  17136. const bufferGeometryLoader = new BufferGeometryLoader();
  17137. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17138. let geometry;
  17139. const data = json[ i ];
  17140. switch ( data.type ) {
  17141. case 'BufferGeometry':
  17142. case 'InstancedBufferGeometry':
  17143. geometry = bufferGeometryLoader.parse( data );
  17144. break;
  17145. default:
  17146. if ( data.type in Geometries$1 ) {
  17147. geometry = Geometries$1[ data.type ].fromJSON( data, shapes );
  17148. } else {
  17149. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  17150. }
  17151. }
  17152. geometry.uuid = data.uuid;
  17153. if ( data.name !== undefined ) geometry.name = data.name;
  17154. if ( data.userData !== undefined ) geometry.userData = data.userData;
  17155. geometries[ data.uuid ] = geometry;
  17156. }
  17157. }
  17158. return geometries;
  17159. }
  17160. parseMaterials( json, textures ) {
  17161. const cache = {}; // MultiMaterial
  17162. const materials = {};
  17163. if ( json !== undefined ) {
  17164. const loader = new MaterialLoader();
  17165. loader.setTextures( textures );
  17166. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17167. const data = json[ i ];
  17168. if ( cache[ data.uuid ] === undefined ) {
  17169. cache[ data.uuid ] = loader.parse( data );
  17170. }
  17171. materials[ data.uuid ] = cache[ data.uuid ];
  17172. }
  17173. }
  17174. return materials;
  17175. }
  17176. parseAnimations( json ) {
  17177. const animations = {};
  17178. if ( json !== undefined ) {
  17179. for ( let i = 0; i < json.length; i ++ ) {
  17180. const data = json[ i ];
  17181. const clip = AnimationClip.parse( data );
  17182. animations[ clip.uuid ] = clip;
  17183. }
  17184. }
  17185. return animations;
  17186. }
  17187. parseImages( json, onLoad ) {
  17188. const scope = this;
  17189. const images = {};
  17190. let loader;
  17191. function loadImage( url ) {
  17192. scope.manager.itemStart( url );
  17193. return loader.load( url, function () {
  17194. scope.manager.itemEnd( url );
  17195. }, undefined, function () {
  17196. scope.manager.itemError( url );
  17197. scope.manager.itemEnd( url );
  17198. } );
  17199. }
  17200. function deserializeImage( image ) {
  17201. if ( typeof image === 'string' ) {
  17202. const url = image;
  17203. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17204. return loadImage( path );
  17205. } else {
  17206. if ( image.data ) {
  17207. return {
  17208. data: getTypedArray( image.type, image.data ),
  17209. width: image.width,
  17210. height: image.height
  17211. };
  17212. } else {
  17213. return null;
  17214. }
  17215. }
  17216. }
  17217. if ( json !== undefined && json.length > 0 ) {
  17218. const manager = new LoadingManager( onLoad );
  17219. loader = new ImageLoader( manager );
  17220. loader.setCrossOrigin( this.crossOrigin );
  17221. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17222. const image = json[ i ];
  17223. const url = image.url;
  17224. if ( Array.isArray( url ) ) {
  17225. // load array of images e.g CubeTexture
  17226. const imageArray = [];
  17227. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17228. const currentUrl = url[ j ];
  17229. const deserializedImage = deserializeImage( currentUrl );
  17230. if ( deserializedImage !== null ) {
  17231. if ( deserializedImage instanceof HTMLImageElement ) {
  17232. imageArray.push( deserializedImage );
  17233. } else {
  17234. // special case: handle array of data textures for cube textures
  17235. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17236. }
  17237. }
  17238. }
  17239. images[ image.uuid ] = new Source( imageArray );
  17240. } else {
  17241. // load single image
  17242. const deserializedImage = deserializeImage( image.url );
  17243. images[ image.uuid ] = new Source( deserializedImage );
  17244. }
  17245. }
  17246. }
  17247. return images;
  17248. }
  17249. async parseImagesAsync( json ) {
  17250. const scope = this;
  17251. const images = {};
  17252. let loader;
  17253. async function deserializeImage( image ) {
  17254. if ( typeof image === 'string' ) {
  17255. const url = image;
  17256. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17257. return await loader.loadAsync( path );
  17258. } else {
  17259. if ( image.data ) {
  17260. return {
  17261. data: getTypedArray( image.type, image.data ),
  17262. width: image.width,
  17263. height: image.height
  17264. };
  17265. } else {
  17266. return null;
  17267. }
  17268. }
  17269. }
  17270. if ( json !== undefined && json.length > 0 ) {
  17271. loader = new ImageLoader( this.manager );
  17272. loader.setCrossOrigin( this.crossOrigin );
  17273. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17274. const image = json[ i ];
  17275. const url = image.url;
  17276. if ( Array.isArray( url ) ) {
  17277. // load array of images e.g CubeTexture
  17278. const imageArray = [];
  17279. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17280. const currentUrl = url[ j ];
  17281. const deserializedImage = await deserializeImage( currentUrl );
  17282. if ( deserializedImage !== null ) {
  17283. if ( deserializedImage instanceof HTMLImageElement ) {
  17284. imageArray.push( deserializedImage );
  17285. } else {
  17286. // special case: handle array of data textures for cube textures
  17287. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17288. }
  17289. }
  17290. }
  17291. images[ image.uuid ] = new Source( imageArray );
  17292. } else {
  17293. // load single image
  17294. const deserializedImage = await deserializeImage( image.url );
  17295. images[ image.uuid ] = new Source( deserializedImage );
  17296. }
  17297. }
  17298. }
  17299. return images;
  17300. }
  17301. parseTextures( json, images ) {
  17302. function parseConstant( value, type ) {
  17303. if ( typeof value === 'number' ) return value;
  17304. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  17305. return type[ value ];
  17306. }
  17307. const textures = {};
  17308. if ( json !== undefined ) {
  17309. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17310. const data = json[ i ];
  17311. if ( data.image === undefined ) {
  17312. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  17313. }
  17314. if ( images[ data.image ] === undefined ) {
  17315. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  17316. }
  17317. const source = images[ data.image ];
  17318. const image = source.data;
  17319. let texture;
  17320. if ( Array.isArray( image ) ) {
  17321. texture = new CubeTexture();
  17322. if ( image.length === 6 ) texture.needsUpdate = true;
  17323. } else {
  17324. if ( image && image.data ) {
  17325. texture = new DataTexture();
  17326. } else {
  17327. texture = new Texture();
  17328. }
  17329. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  17330. }
  17331. texture.source = source;
  17332. texture.uuid = data.uuid;
  17333. if ( data.name !== undefined ) texture.name = data.name;
  17334. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  17335. if ( data.channel !== undefined ) texture.channel = data.channel;
  17336. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  17337. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  17338. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  17339. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  17340. if ( data.wrap !== undefined ) {
  17341. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  17342. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  17343. }
  17344. if ( data.format !== undefined ) texture.format = data.format;
  17345. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  17346. if ( data.type !== undefined ) texture.type = data.type;
  17347. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  17348. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  17349. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  17350. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  17351. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  17352. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  17353. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  17354. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  17355. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  17356. if ( data.userData !== undefined ) texture.userData = data.userData;
  17357. textures[ data.uuid ] = texture;
  17358. }
  17359. }
  17360. return textures;
  17361. }
  17362. parseObject( data, geometries, materials, textures, animations ) {
  17363. let object;
  17364. function getGeometry( name ) {
  17365. if ( geometries[ name ] === undefined ) {
  17366. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  17367. }
  17368. return geometries[ name ];
  17369. }
  17370. function getMaterial( name ) {
  17371. if ( name === undefined ) return undefined;
  17372. if ( Array.isArray( name ) ) {
  17373. const array = [];
  17374. for ( let i = 0, l = name.length; i < l; i ++ ) {
  17375. const uuid = name[ i ];
  17376. if ( materials[ uuid ] === undefined ) {
  17377. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  17378. }
  17379. array.push( materials[ uuid ] );
  17380. }
  17381. return array;
  17382. }
  17383. if ( materials[ name ] === undefined ) {
  17384. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  17385. }
  17386. return materials[ name ];
  17387. }
  17388. function getTexture( uuid ) {
  17389. if ( textures[ uuid ] === undefined ) {
  17390. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  17391. }
  17392. return textures[ uuid ];
  17393. }
  17394. let geometry, material;
  17395. switch ( data.type ) {
  17396. case 'Scene':
  17397. object = new Scene();
  17398. if ( data.background !== undefined ) {
  17399. if ( Number.isInteger( data.background ) ) {
  17400. object.background = new Color( data.background );
  17401. } else {
  17402. object.background = getTexture( data.background );
  17403. }
  17404. }
  17405. if ( data.environment !== undefined ) {
  17406. object.environment = getTexture( data.environment );
  17407. }
  17408. if ( data.fog !== undefined ) {
  17409. if ( data.fog.type === 'Fog' ) {
  17410. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  17411. } else if ( data.fog.type === 'FogExp2' ) {
  17412. object.fog = new FogExp2( data.fog.color, data.fog.density );
  17413. }
  17414. if ( data.fog.name !== '' ) {
  17415. object.fog.name = data.fog.name;
  17416. }
  17417. }
  17418. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  17419. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  17420. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  17421. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  17422. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  17423. break;
  17424. case 'PerspectiveCamera':
  17425. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  17426. if ( data.focus !== undefined ) object.focus = data.focus;
  17427. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17428. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  17429. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  17430. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17431. break;
  17432. case 'OrthographicCamera':
  17433. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  17434. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17435. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17436. break;
  17437. case 'AmbientLight':
  17438. object = new AmbientLight( data.color, data.intensity );
  17439. break;
  17440. case 'DirectionalLight':
  17441. object = new DirectionalLight( data.color, data.intensity );
  17442. object.target = data.target || '';
  17443. break;
  17444. case 'PointLight':
  17445. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  17446. break;
  17447. case 'RectAreaLight':
  17448. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  17449. break;
  17450. case 'SpotLight':
  17451. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  17452. object.target = data.target || '';
  17453. break;
  17454. case 'HemisphereLight':
  17455. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  17456. break;
  17457. case 'LightProbe':
  17458. object = new LightProbe().fromJSON( data );
  17459. break;
  17460. case 'SkinnedMesh':
  17461. geometry = getGeometry( data.geometry );
  17462. material = getMaterial( data.material );
  17463. object = new SkinnedMesh( geometry, material );
  17464. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  17465. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  17466. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  17467. break;
  17468. case 'Mesh':
  17469. geometry = getGeometry( data.geometry );
  17470. material = getMaterial( data.material );
  17471. object = new Mesh( geometry, material );
  17472. break;
  17473. case 'InstancedMesh':
  17474. geometry = getGeometry( data.geometry );
  17475. material = getMaterial( data.material );
  17476. const count = data.count;
  17477. const instanceMatrix = data.instanceMatrix;
  17478. const instanceColor = data.instanceColor;
  17479. object = new InstancedMesh( geometry, material, count );
  17480. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  17481. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  17482. break;
  17483. case 'BatchedMesh':
  17484. geometry = getGeometry( data.geometry );
  17485. material = getMaterial( data.material );
  17486. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  17487. object.geometry = geometry;
  17488. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  17489. object.sortObjects = data.sortObjects;
  17490. object._drawRanges = data.drawRanges;
  17491. object._reservedRanges = data.reservedRanges;
  17492. object._visibility = data.visibility;
  17493. object._active = data.active;
  17494. object._bounds = data.bounds.map( bound => {
  17495. const box = new Box3();
  17496. box.min.fromArray( bound.boxMin );
  17497. box.max.fromArray( bound.boxMax );
  17498. const sphere = new Sphere();
  17499. sphere.radius = bound.sphereRadius;
  17500. sphere.center.fromArray( bound.sphereCenter );
  17501. return {
  17502. boxInitialized: bound.boxInitialized,
  17503. box: box,
  17504. sphereInitialized: bound.sphereInitialized,
  17505. sphere: sphere
  17506. };
  17507. } );
  17508. object._maxInstanceCount = data.maxInstanceCount;
  17509. object._maxVertexCount = data.maxVertexCount;
  17510. object._maxIndexCount = data.maxIndexCount;
  17511. object._geometryInitialized = data.geometryInitialized;
  17512. object._geometryCount = data.geometryCount;
  17513. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  17514. if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );
  17515. break;
  17516. case 'LOD':
  17517. object = new LOD();
  17518. break;
  17519. case 'Line':
  17520. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  17521. break;
  17522. case 'LineLoop':
  17523. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  17524. break;
  17525. case 'LineSegments':
  17526. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  17527. break;
  17528. case 'PointCloud':
  17529. case 'Points':
  17530. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  17531. break;
  17532. case 'Sprite':
  17533. object = new Sprite( getMaterial( data.material ) );
  17534. break;
  17535. case 'Group':
  17536. object = new Group();
  17537. break;
  17538. case 'Bone':
  17539. object = new Bone();
  17540. break;
  17541. default:
  17542. object = new Object3D();
  17543. }
  17544. object.uuid = data.uuid;
  17545. if ( data.name !== undefined ) object.name = data.name;
  17546. if ( data.matrix !== undefined ) {
  17547. object.matrix.fromArray( data.matrix );
  17548. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  17549. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  17550. } else {
  17551. if ( data.position !== undefined ) object.position.fromArray( data.position );
  17552. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  17553. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  17554. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  17555. }
  17556. if ( data.up !== undefined ) object.up.fromArray( data.up );
  17557. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  17558. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  17559. if ( data.shadow ) {
  17560. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  17561. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  17562. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  17563. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  17564. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  17565. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  17566. }
  17567. if ( data.visible !== undefined ) object.visible = data.visible;
  17568. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  17569. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  17570. if ( data.userData !== undefined ) object.userData = data.userData;
  17571. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  17572. if ( data.children !== undefined ) {
  17573. const children = data.children;
  17574. for ( let i = 0; i < children.length; i ++ ) {
  17575. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  17576. }
  17577. }
  17578. if ( data.animations !== undefined ) {
  17579. const objectAnimations = data.animations;
  17580. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  17581. const uuid = objectAnimations[ i ];
  17582. object.animations.push( animations[ uuid ] );
  17583. }
  17584. }
  17585. if ( data.type === 'LOD' ) {
  17586. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  17587. const levels = data.levels;
  17588. for ( let l = 0; l < levels.length; l ++ ) {
  17589. const level = levels[ l ];
  17590. const child = object.getObjectByProperty( 'uuid', level.object );
  17591. if ( child !== undefined ) {
  17592. object.addLevel( child, level.distance, level.hysteresis );
  17593. }
  17594. }
  17595. }
  17596. return object;
  17597. }
  17598. bindSkeletons( object, skeletons ) {
  17599. if ( Object.keys( skeletons ).length === 0 ) return;
  17600. object.traverse( function ( child ) {
  17601. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  17602. const skeleton = skeletons[ child.skeleton ];
  17603. if ( skeleton === undefined ) {
  17604. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  17605. } else {
  17606. child.bind( skeleton, child.bindMatrix );
  17607. }
  17608. }
  17609. } );
  17610. }
  17611. bindLightTargets( object ) {
  17612. object.traverse( function ( child ) {
  17613. if ( child.isDirectionalLight || child.isSpotLight ) {
  17614. const uuid = child.target;
  17615. const target = object.getObjectByProperty( 'uuid', uuid );
  17616. if ( target !== undefined ) {
  17617. child.target = target;
  17618. } else {
  17619. child.target = new Object3D();
  17620. }
  17621. }
  17622. } );
  17623. }
  17624. }
  17625. const TEXTURE_MAPPING = {
  17626. UVMapping: UVMapping,
  17627. CubeReflectionMapping: CubeReflectionMapping,
  17628. CubeRefractionMapping: CubeRefractionMapping,
  17629. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  17630. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  17631. CubeUVReflectionMapping: CubeUVReflectionMapping
  17632. };
  17633. const TEXTURE_WRAPPING = {
  17634. RepeatWrapping: RepeatWrapping,
  17635. ClampToEdgeWrapping: ClampToEdgeWrapping,
  17636. MirroredRepeatWrapping: MirroredRepeatWrapping
  17637. };
  17638. const TEXTURE_FILTER = {
  17639. NearestFilter: NearestFilter,
  17640. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  17641. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  17642. LinearFilter: LinearFilter,
  17643. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  17644. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  17645. };
  17646. class ImageBitmapLoader extends Loader {
  17647. constructor( manager ) {
  17648. super( manager );
  17649. this.isImageBitmapLoader = true;
  17650. if ( typeof createImageBitmap === 'undefined' ) {
  17651. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  17652. }
  17653. if ( typeof fetch === 'undefined' ) {
  17654. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  17655. }
  17656. this.options = { premultiplyAlpha: 'none' };
  17657. }
  17658. setOptions( options ) {
  17659. this.options = options;
  17660. return this;
  17661. }
  17662. load( url, onLoad, onProgress, onError ) {
  17663. if ( url === undefined ) url = '';
  17664. if ( this.path !== undefined ) url = this.path + url;
  17665. url = this.manager.resolveURL( url );
  17666. const scope = this;
  17667. const cached = Cache.get( url );
  17668. if ( cached !== undefined ) {
  17669. scope.manager.itemStart( url );
  17670. // If cached is a promise, wait for it to resolve
  17671. if ( cached.then ) {
  17672. cached.then( imageBitmap => {
  17673. if ( onLoad ) onLoad( imageBitmap );
  17674. scope.manager.itemEnd( url );
  17675. } ).catch( e => {
  17676. if ( onError ) onError( e );
  17677. } );
  17678. return;
  17679. }
  17680. // If cached is not a promise (i.e., it's already an imageBitmap)
  17681. setTimeout( function () {
  17682. if ( onLoad ) onLoad( cached );
  17683. scope.manager.itemEnd( url );
  17684. }, 0 );
  17685. return cached;
  17686. }
  17687. const fetchOptions = {};
  17688. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  17689. fetchOptions.headers = this.requestHeader;
  17690. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  17691. return res.blob();
  17692. } ).then( function ( blob ) {
  17693. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  17694. } ).then( function ( imageBitmap ) {
  17695. Cache.add( url, imageBitmap );
  17696. if ( onLoad ) onLoad( imageBitmap );
  17697. scope.manager.itemEnd( url );
  17698. return imageBitmap;
  17699. } ).catch( function ( e ) {
  17700. if ( onError ) onError( e );
  17701. Cache.remove( url );
  17702. scope.manager.itemError( url );
  17703. scope.manager.itemEnd( url );
  17704. } );
  17705. Cache.add( url, promise );
  17706. scope.manager.itemStart( url );
  17707. }
  17708. }
  17709. let _context;
  17710. class AudioContext {
  17711. static getContext() {
  17712. if ( _context === undefined ) {
  17713. _context = new ( window.AudioContext || window.webkitAudioContext )();
  17714. }
  17715. return _context;
  17716. }
  17717. static setContext( value ) {
  17718. _context = value;
  17719. }
  17720. }
  17721. class AudioLoader extends Loader {
  17722. constructor( manager ) {
  17723. super( manager );
  17724. }
  17725. load( url, onLoad, onProgress, onError ) {
  17726. const scope = this;
  17727. const loader = new FileLoader( this.manager );
  17728. loader.setResponseType( 'arraybuffer' );
  17729. loader.setPath( this.path );
  17730. loader.setRequestHeader( this.requestHeader );
  17731. loader.setWithCredentials( this.withCredentials );
  17732. loader.load( url, function ( buffer ) {
  17733. try {
  17734. // Create a copy of the buffer. The `decodeAudioData` method
  17735. // detaches the buffer when complete, preventing reuse.
  17736. const bufferCopy = buffer.slice( 0 );
  17737. const context = AudioContext.getContext();
  17738. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  17739. onLoad( audioBuffer );
  17740. } ).catch( handleError );
  17741. } catch ( e ) {
  17742. handleError( e );
  17743. }
  17744. }, onProgress, onError );
  17745. function handleError( e ) {
  17746. if ( onError ) {
  17747. onError( e );
  17748. } else {
  17749. console.error( e );
  17750. }
  17751. scope.manager.itemError( url );
  17752. }
  17753. }
  17754. }
  17755. const _eyeRight = /*@__PURE__*/ new Matrix4();
  17756. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  17757. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  17758. class StereoCamera {
  17759. constructor() {
  17760. this.type = 'StereoCamera';
  17761. this.aspect = 1;
  17762. this.eyeSep = 0.064;
  17763. this.cameraL = new PerspectiveCamera();
  17764. this.cameraL.layers.enable( 1 );
  17765. this.cameraL.matrixAutoUpdate = false;
  17766. this.cameraR = new PerspectiveCamera();
  17767. this.cameraR.layers.enable( 2 );
  17768. this.cameraR.matrixAutoUpdate = false;
  17769. this._cache = {
  17770. focus: null,
  17771. fov: null,
  17772. aspect: null,
  17773. near: null,
  17774. far: null,
  17775. zoom: null,
  17776. eyeSep: null
  17777. };
  17778. }
  17779. update( camera ) {
  17780. const cache = this._cache;
  17781. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  17782. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  17783. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  17784. if ( needsUpdate ) {
  17785. cache.focus = camera.focus;
  17786. cache.fov = camera.fov;
  17787. cache.aspect = camera.aspect * this.aspect;
  17788. cache.near = camera.near;
  17789. cache.far = camera.far;
  17790. cache.zoom = camera.zoom;
  17791. cache.eyeSep = this.eyeSep;
  17792. // Off-axis stereoscopic effect based on
  17793. // http://paulbourke.net/stereographics/stereorender/
  17794. _projectionMatrix.copy( camera.projectionMatrix );
  17795. const eyeSepHalf = cache.eyeSep / 2;
  17796. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  17797. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  17798. let xmin, xmax;
  17799. // translate xOffset
  17800. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  17801. _eyeRight.elements[ 12 ] = eyeSepHalf;
  17802. // for left eye
  17803. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  17804. xmax = ymax * cache.aspect + eyeSepOnProjection;
  17805. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17806. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17807. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  17808. // for right eye
  17809. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  17810. xmax = ymax * cache.aspect - eyeSepOnProjection;
  17811. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17812. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17813. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  17814. }
  17815. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  17816. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  17817. }
  17818. }
  17819. class ArrayCamera extends PerspectiveCamera {
  17820. constructor( array = [] ) {
  17821. super();
  17822. this.isArrayCamera = true;
  17823. this.cameras = array;
  17824. }
  17825. }
  17826. class Clock {
  17827. constructor( autoStart = true ) {
  17828. this.autoStart = autoStart;
  17829. this.startTime = 0;
  17830. this.oldTime = 0;
  17831. this.elapsedTime = 0;
  17832. this.running = false;
  17833. }
  17834. start() {
  17835. this.startTime = now();
  17836. this.oldTime = this.startTime;
  17837. this.elapsedTime = 0;
  17838. this.running = true;
  17839. }
  17840. stop() {
  17841. this.getElapsedTime();
  17842. this.running = false;
  17843. this.autoStart = false;
  17844. }
  17845. getElapsedTime() {
  17846. this.getDelta();
  17847. return this.elapsedTime;
  17848. }
  17849. getDelta() {
  17850. let diff = 0;
  17851. if ( this.autoStart && ! this.running ) {
  17852. this.start();
  17853. return 0;
  17854. }
  17855. if ( this.running ) {
  17856. const newTime = now();
  17857. diff = ( newTime - this.oldTime ) / 1000;
  17858. this.oldTime = newTime;
  17859. this.elapsedTime += diff;
  17860. }
  17861. return diff;
  17862. }
  17863. }
  17864. function now() {
  17865. return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  17866. }
  17867. const _position$1 = /*@__PURE__*/ new Vector3();
  17868. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  17869. const _scale$1 = /*@__PURE__*/ new Vector3();
  17870. const _orientation$1 = /*@__PURE__*/ new Vector3();
  17871. class AudioListener extends Object3D {
  17872. constructor() {
  17873. super();
  17874. this.type = 'AudioListener';
  17875. this.context = AudioContext.getContext();
  17876. this.gain = this.context.createGain();
  17877. this.gain.connect( this.context.destination );
  17878. this.filter = null;
  17879. this.timeDelta = 0;
  17880. // private
  17881. this._clock = new Clock();
  17882. }
  17883. getInput() {
  17884. return this.gain;
  17885. }
  17886. removeFilter() {
  17887. if ( this.filter !== null ) {
  17888. this.gain.disconnect( this.filter );
  17889. this.filter.disconnect( this.context.destination );
  17890. this.gain.connect( this.context.destination );
  17891. this.filter = null;
  17892. }
  17893. return this;
  17894. }
  17895. getFilter() {
  17896. return this.filter;
  17897. }
  17898. setFilter( value ) {
  17899. if ( this.filter !== null ) {
  17900. this.gain.disconnect( this.filter );
  17901. this.filter.disconnect( this.context.destination );
  17902. } else {
  17903. this.gain.disconnect( this.context.destination );
  17904. }
  17905. this.filter = value;
  17906. this.gain.connect( this.filter );
  17907. this.filter.connect( this.context.destination );
  17908. return this;
  17909. }
  17910. getMasterVolume() {
  17911. return this.gain.gain.value;
  17912. }
  17913. setMasterVolume( value ) {
  17914. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  17915. return this;
  17916. }
  17917. updateMatrixWorld( force ) {
  17918. super.updateMatrixWorld( force );
  17919. const listener = this.context.listener;
  17920. const up = this.up;
  17921. this.timeDelta = this._clock.getDelta();
  17922. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  17923. _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );
  17924. if ( listener.positionX ) {
  17925. // code path for Chrome (see #14393)
  17926. const endTime = this.context.currentTime + this.timeDelta;
  17927. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  17928. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  17929. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  17930. listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
  17931. listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
  17932. listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  17933. listener.upX.linearRampToValueAtTime( up.x, endTime );
  17934. listener.upY.linearRampToValueAtTime( up.y, endTime );
  17935. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  17936. } else {
  17937. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  17938. listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
  17939. }
  17940. }
  17941. }
  17942. class Audio extends Object3D {
  17943. constructor( listener ) {
  17944. super();
  17945. this.type = 'Audio';
  17946. this.listener = listener;
  17947. this.context = listener.context;
  17948. this.gain = this.context.createGain();
  17949. this.gain.connect( listener.getInput() );
  17950. this.autoplay = false;
  17951. this.buffer = null;
  17952. this.detune = 0;
  17953. this.loop = false;
  17954. this.loopStart = 0;
  17955. this.loopEnd = 0;
  17956. this.offset = 0;
  17957. this.duration = undefined;
  17958. this.playbackRate = 1;
  17959. this.isPlaying = false;
  17960. this.hasPlaybackControl = true;
  17961. this.source = null;
  17962. this.sourceType = 'empty';
  17963. this._startedAt = 0;
  17964. this._progress = 0;
  17965. this._connected = false;
  17966. this.filters = [];
  17967. }
  17968. getOutput() {
  17969. return this.gain;
  17970. }
  17971. setNodeSource( audioNode ) {
  17972. this.hasPlaybackControl = false;
  17973. this.sourceType = 'audioNode';
  17974. this.source = audioNode;
  17975. this.connect();
  17976. return this;
  17977. }
  17978. setMediaElementSource( mediaElement ) {
  17979. this.hasPlaybackControl = false;
  17980. this.sourceType = 'mediaNode';
  17981. this.source = this.context.createMediaElementSource( mediaElement );
  17982. this.connect();
  17983. return this;
  17984. }
  17985. setMediaStreamSource( mediaStream ) {
  17986. this.hasPlaybackControl = false;
  17987. this.sourceType = 'mediaStreamNode';
  17988. this.source = this.context.createMediaStreamSource( mediaStream );
  17989. this.connect();
  17990. return this;
  17991. }
  17992. setBuffer( audioBuffer ) {
  17993. this.buffer = audioBuffer;
  17994. this.sourceType = 'buffer';
  17995. if ( this.autoplay ) this.play();
  17996. return this;
  17997. }
  17998. play( delay = 0 ) {
  17999. if ( this.isPlaying === true ) {
  18000. console.warn( 'THREE.Audio: Audio is already playing.' );
  18001. return;
  18002. }
  18003. if ( this.hasPlaybackControl === false ) {
  18004. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18005. return;
  18006. }
  18007. this._startedAt = this.context.currentTime + delay;
  18008. const source = this.context.createBufferSource();
  18009. source.buffer = this.buffer;
  18010. source.loop = this.loop;
  18011. source.loopStart = this.loopStart;
  18012. source.loopEnd = this.loopEnd;
  18013. source.onended = this.onEnded.bind( this );
  18014. source.start( this._startedAt, this._progress + this.offset, this.duration );
  18015. this.isPlaying = true;
  18016. this.source = source;
  18017. this.setDetune( this.detune );
  18018. this.setPlaybackRate( this.playbackRate );
  18019. return this.connect();
  18020. }
  18021. pause() {
  18022. if ( this.hasPlaybackControl === false ) {
  18023. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18024. return;
  18025. }
  18026. if ( this.isPlaying === true ) {
  18027. // update current progress
  18028. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  18029. if ( this.loop === true ) {
  18030. // ensure _progress does not exceed duration with looped audios
  18031. this._progress = this._progress % ( this.duration || this.buffer.duration );
  18032. }
  18033. this.source.stop();
  18034. this.source.onended = null;
  18035. this.isPlaying = false;
  18036. }
  18037. return this;
  18038. }
  18039. stop() {
  18040. if ( this.hasPlaybackControl === false ) {
  18041. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18042. return;
  18043. }
  18044. this._progress = 0;
  18045. if ( this.source !== null ) {
  18046. this.source.stop();
  18047. this.source.onended = null;
  18048. }
  18049. this.isPlaying = false;
  18050. return this;
  18051. }
  18052. connect() {
  18053. if ( this.filters.length > 0 ) {
  18054. this.source.connect( this.filters[ 0 ] );
  18055. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18056. this.filters[ i - 1 ].connect( this.filters[ i ] );
  18057. }
  18058. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  18059. } else {
  18060. this.source.connect( this.getOutput() );
  18061. }
  18062. this._connected = true;
  18063. return this;
  18064. }
  18065. disconnect() {
  18066. if ( this._connected === false ) {
  18067. return;
  18068. }
  18069. if ( this.filters.length > 0 ) {
  18070. this.source.disconnect( this.filters[ 0 ] );
  18071. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18072. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  18073. }
  18074. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  18075. } else {
  18076. this.source.disconnect( this.getOutput() );
  18077. }
  18078. this._connected = false;
  18079. return this;
  18080. }
  18081. getFilters() {
  18082. return this.filters;
  18083. }
  18084. setFilters( value ) {
  18085. if ( ! value ) value = [];
  18086. if ( this._connected === true ) {
  18087. this.disconnect();
  18088. this.filters = value.slice();
  18089. this.connect();
  18090. } else {
  18091. this.filters = value.slice();
  18092. }
  18093. return this;
  18094. }
  18095. setDetune( value ) {
  18096. this.detune = value;
  18097. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  18098. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  18099. }
  18100. return this;
  18101. }
  18102. getDetune() {
  18103. return this.detune;
  18104. }
  18105. getFilter() {
  18106. return this.getFilters()[ 0 ];
  18107. }
  18108. setFilter( filter ) {
  18109. return this.setFilters( filter ? [ filter ] : [] );
  18110. }
  18111. setPlaybackRate( value ) {
  18112. if ( this.hasPlaybackControl === false ) {
  18113. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18114. return;
  18115. }
  18116. this.playbackRate = value;
  18117. if ( this.isPlaying === true ) {
  18118. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  18119. }
  18120. return this;
  18121. }
  18122. getPlaybackRate() {
  18123. return this.playbackRate;
  18124. }
  18125. onEnded() {
  18126. this.isPlaying = false;
  18127. }
  18128. getLoop() {
  18129. if ( this.hasPlaybackControl === false ) {
  18130. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18131. return false;
  18132. }
  18133. return this.loop;
  18134. }
  18135. setLoop( value ) {
  18136. if ( this.hasPlaybackControl === false ) {
  18137. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18138. return;
  18139. }
  18140. this.loop = value;
  18141. if ( this.isPlaying === true ) {
  18142. this.source.loop = this.loop;
  18143. }
  18144. return this;
  18145. }
  18146. setLoopStart( value ) {
  18147. this.loopStart = value;
  18148. return this;
  18149. }
  18150. setLoopEnd( value ) {
  18151. this.loopEnd = value;
  18152. return this;
  18153. }
  18154. getVolume() {
  18155. return this.gain.gain.value;
  18156. }
  18157. setVolume( value ) {
  18158. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  18159. return this;
  18160. }
  18161. }
  18162. const _position = /*@__PURE__*/ new Vector3();
  18163. const _quaternion = /*@__PURE__*/ new Quaternion();
  18164. const _scale = /*@__PURE__*/ new Vector3();
  18165. const _orientation = /*@__PURE__*/ new Vector3();
  18166. class PositionalAudio extends Audio {
  18167. constructor( listener ) {
  18168. super( listener );
  18169. this.panner = this.context.createPanner();
  18170. this.panner.panningModel = 'HRTF';
  18171. this.panner.connect( this.gain );
  18172. }
  18173. connect() {
  18174. super.connect();
  18175. this.panner.connect( this.gain );
  18176. }
  18177. disconnect() {
  18178. super.disconnect();
  18179. this.panner.disconnect( this.gain );
  18180. }
  18181. getOutput() {
  18182. return this.panner;
  18183. }
  18184. getRefDistance() {
  18185. return this.panner.refDistance;
  18186. }
  18187. setRefDistance( value ) {
  18188. this.panner.refDistance = value;
  18189. return this;
  18190. }
  18191. getRolloffFactor() {
  18192. return this.panner.rolloffFactor;
  18193. }
  18194. setRolloffFactor( value ) {
  18195. this.panner.rolloffFactor = value;
  18196. return this;
  18197. }
  18198. getDistanceModel() {
  18199. return this.panner.distanceModel;
  18200. }
  18201. setDistanceModel( value ) {
  18202. this.panner.distanceModel = value;
  18203. return this;
  18204. }
  18205. getMaxDistance() {
  18206. return this.panner.maxDistance;
  18207. }
  18208. setMaxDistance( value ) {
  18209. this.panner.maxDistance = value;
  18210. return this;
  18211. }
  18212. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  18213. this.panner.coneInnerAngle = coneInnerAngle;
  18214. this.panner.coneOuterAngle = coneOuterAngle;
  18215. this.panner.coneOuterGain = coneOuterGain;
  18216. return this;
  18217. }
  18218. updateMatrixWorld( force ) {
  18219. super.updateMatrixWorld( force );
  18220. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  18221. this.matrixWorld.decompose( _position, _quaternion, _scale );
  18222. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  18223. const panner = this.panner;
  18224. if ( panner.positionX ) {
  18225. // code path for Chrome and Firefox (see #14393)
  18226. const endTime = this.context.currentTime + this.listener.timeDelta;
  18227. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  18228. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  18229. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  18230. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  18231. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  18232. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  18233. } else {
  18234. panner.setPosition( _position.x, _position.y, _position.z );
  18235. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  18236. }
  18237. }
  18238. }
  18239. class AudioAnalyser {
  18240. constructor( audio, fftSize = 2048 ) {
  18241. this.analyser = audio.context.createAnalyser();
  18242. this.analyser.fftSize = fftSize;
  18243. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  18244. audio.getOutput().connect( this.analyser );
  18245. }
  18246. getFrequencyData() {
  18247. this.analyser.getByteFrequencyData( this.data );
  18248. return this.data;
  18249. }
  18250. getAverageFrequency() {
  18251. let value = 0;
  18252. const data = this.getFrequencyData();
  18253. for ( let i = 0; i < data.length; i ++ ) {
  18254. value += data[ i ];
  18255. }
  18256. return value / data.length;
  18257. }
  18258. }
  18259. class PropertyMixer {
  18260. constructor( binding, typeName, valueSize ) {
  18261. this.binding = binding;
  18262. this.valueSize = valueSize;
  18263. let mixFunction,
  18264. mixFunctionAdditive,
  18265. setIdentity;
  18266. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  18267. //
  18268. // interpolators can use .buffer as their .result
  18269. // the data then goes to 'incoming'
  18270. //
  18271. // 'accu0' and 'accu1' are used frame-interleaved for
  18272. // the cumulative result and are compared to detect
  18273. // changes
  18274. //
  18275. // 'orig' stores the original state of the property
  18276. //
  18277. // 'add' is used for additive cumulative results
  18278. //
  18279. // 'work' is optional and is only present for quaternion types. It is used
  18280. // to store intermediate quaternion multiplication results
  18281. switch ( typeName ) {
  18282. case 'quaternion':
  18283. mixFunction = this._slerp;
  18284. mixFunctionAdditive = this._slerpAdditive;
  18285. setIdentity = this._setAdditiveIdentityQuaternion;
  18286. this.buffer = new Float64Array( valueSize * 6 );
  18287. this._workIndex = 5;
  18288. break;
  18289. case 'string':
  18290. case 'bool':
  18291. mixFunction = this._select;
  18292. // Use the regular mix function and for additive on these types,
  18293. // additive is not relevant for non-numeric types
  18294. mixFunctionAdditive = this._select;
  18295. setIdentity = this._setAdditiveIdentityOther;
  18296. this.buffer = new Array( valueSize * 5 );
  18297. break;
  18298. default:
  18299. mixFunction = this._lerp;
  18300. mixFunctionAdditive = this._lerpAdditive;
  18301. setIdentity = this._setAdditiveIdentityNumeric;
  18302. this.buffer = new Float64Array( valueSize * 5 );
  18303. }
  18304. this._mixBufferRegion = mixFunction;
  18305. this._mixBufferRegionAdditive = mixFunctionAdditive;
  18306. this._setIdentity = setIdentity;
  18307. this._origIndex = 3;
  18308. this._addIndex = 4;
  18309. this.cumulativeWeight = 0;
  18310. this.cumulativeWeightAdditive = 0;
  18311. this.useCount = 0;
  18312. this.referenceCount = 0;
  18313. }
  18314. // accumulate data in the 'incoming' region into 'accu<i>'
  18315. accumulate( accuIndex, weight ) {
  18316. // note: happily accumulating nothing when weight = 0, the caller knows
  18317. // the weight and shouldn't have made the call in the first place
  18318. const buffer = this.buffer,
  18319. stride = this.valueSize,
  18320. offset = accuIndex * stride + stride;
  18321. let currentWeight = this.cumulativeWeight;
  18322. if ( currentWeight === 0 ) {
  18323. // accuN := incoming * weight
  18324. for ( let i = 0; i !== stride; ++ i ) {
  18325. buffer[ offset + i ] = buffer[ i ];
  18326. }
  18327. currentWeight = weight;
  18328. } else {
  18329. // accuN := accuN + incoming * weight
  18330. currentWeight += weight;
  18331. const mix = weight / currentWeight;
  18332. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  18333. }
  18334. this.cumulativeWeight = currentWeight;
  18335. }
  18336. // accumulate data in the 'incoming' region into 'add'
  18337. accumulateAdditive( weight ) {
  18338. const buffer = this.buffer,
  18339. stride = this.valueSize,
  18340. offset = stride * this._addIndex;
  18341. if ( this.cumulativeWeightAdditive === 0 ) {
  18342. // add = identity
  18343. this._setIdentity();
  18344. }
  18345. // add := add + incoming * weight
  18346. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  18347. this.cumulativeWeightAdditive += weight;
  18348. }
  18349. // apply the state of 'accu<i>' to the binding when accus differ
  18350. apply( accuIndex ) {
  18351. const stride = this.valueSize,
  18352. buffer = this.buffer,
  18353. offset = accuIndex * stride + stride,
  18354. weight = this.cumulativeWeight,
  18355. weightAdditive = this.cumulativeWeightAdditive,
  18356. binding = this.binding;
  18357. this.cumulativeWeight = 0;
  18358. this.cumulativeWeightAdditive = 0;
  18359. if ( weight < 1 ) {
  18360. // accuN := accuN + original * ( 1 - cumulativeWeight )
  18361. const originalValueOffset = stride * this._origIndex;
  18362. this._mixBufferRegion(
  18363. buffer, offset, originalValueOffset, 1 - weight, stride );
  18364. }
  18365. if ( weightAdditive > 0 ) {
  18366. // accuN := accuN + additive accuN
  18367. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  18368. }
  18369. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  18370. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  18371. // value has changed -> update scene graph
  18372. binding.setValue( buffer, offset );
  18373. break;
  18374. }
  18375. }
  18376. }
  18377. // remember the state of the bound property and copy it to both accus
  18378. saveOriginalState() {
  18379. const binding = this.binding;
  18380. const buffer = this.buffer,
  18381. stride = this.valueSize,
  18382. originalValueOffset = stride * this._origIndex;
  18383. binding.getValue( buffer, originalValueOffset );
  18384. // accu[0..1] := orig -- initially detect changes against the original
  18385. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  18386. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  18387. }
  18388. // Add to identity for additive
  18389. this._setIdentity();
  18390. this.cumulativeWeight = 0;
  18391. this.cumulativeWeightAdditive = 0;
  18392. }
  18393. // apply the state previously taken via 'saveOriginalState' to the binding
  18394. restoreOriginalState() {
  18395. const originalValueOffset = this.valueSize * 3;
  18396. this.binding.setValue( this.buffer, originalValueOffset );
  18397. }
  18398. _setAdditiveIdentityNumeric() {
  18399. const startIndex = this._addIndex * this.valueSize;
  18400. const endIndex = startIndex + this.valueSize;
  18401. for ( let i = startIndex; i < endIndex; i ++ ) {
  18402. this.buffer[ i ] = 0;
  18403. }
  18404. }
  18405. _setAdditiveIdentityQuaternion() {
  18406. this._setAdditiveIdentityNumeric();
  18407. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  18408. }
  18409. _setAdditiveIdentityOther() {
  18410. const startIndex = this._origIndex * this.valueSize;
  18411. const targetIndex = this._addIndex * this.valueSize;
  18412. for ( let i = 0; i < this.valueSize; i ++ ) {
  18413. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  18414. }
  18415. }
  18416. // mix functions
  18417. _select( buffer, dstOffset, srcOffset, t, stride ) {
  18418. if ( t >= 0.5 ) {
  18419. for ( let i = 0; i !== stride; ++ i ) {
  18420. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  18421. }
  18422. }
  18423. }
  18424. _slerp( buffer, dstOffset, srcOffset, t ) {
  18425. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  18426. }
  18427. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18428. const workOffset = this._workIndex * stride;
  18429. // Store result in intermediate buffer offset
  18430. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  18431. // Slerp to the intermediate result
  18432. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  18433. }
  18434. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  18435. const s = 1 - t;
  18436. for ( let i = 0; i !== stride; ++ i ) {
  18437. const j = dstOffset + i;
  18438. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  18439. }
  18440. }
  18441. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18442. for ( let i = 0; i !== stride; ++ i ) {
  18443. const j = dstOffset + i;
  18444. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  18445. }
  18446. }
  18447. }
  18448. // Characters [].:/ are reserved for track binding syntax.
  18449. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  18450. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  18451. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  18452. // only latin characters, and the unicode \p{L} is not yet supported. So
  18453. // instead, we exclude reserved characters and match everything else.
  18454. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  18455. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  18456. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  18457. // be matched to parse the rest of the track name.
  18458. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  18459. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  18460. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  18461. // Object on target node, and accessor. May not contain reserved
  18462. // characters. Accessor may contain any character except closing bracket.
  18463. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  18464. // Property and accessor. May not contain reserved characters. Accessor may
  18465. // contain any non-bracket characters.
  18466. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  18467. const _trackRe = new RegExp( ''
  18468. + '^'
  18469. + _directoryRe
  18470. + _nodeRe
  18471. + _objectRe
  18472. + _propertyRe
  18473. + '$'
  18474. );
  18475. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  18476. class Composite {
  18477. constructor( targetGroup, path, optionalParsedPath ) {
  18478. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  18479. this._targetGroup = targetGroup;
  18480. this._bindings = targetGroup.subscribe_( path, parsedPath );
  18481. }
  18482. getValue( array, offset ) {
  18483. this.bind(); // bind all binding
  18484. const firstValidIndex = this._targetGroup.nCachedObjects_,
  18485. binding = this._bindings[ firstValidIndex ];
  18486. // and only call .getValue on the first
  18487. if ( binding !== undefined ) binding.getValue( array, offset );
  18488. }
  18489. setValue( array, offset ) {
  18490. const bindings = this._bindings;
  18491. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18492. bindings[ i ].setValue( array, offset );
  18493. }
  18494. }
  18495. bind() {
  18496. const bindings = this._bindings;
  18497. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18498. bindings[ i ].bind();
  18499. }
  18500. }
  18501. unbind() {
  18502. const bindings = this._bindings;
  18503. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18504. bindings[ i ].unbind();
  18505. }
  18506. }
  18507. }
  18508. // Note: This class uses a State pattern on a per-method basis:
  18509. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  18510. // prototype version of these methods with one that represents
  18511. // the bound state. When the property is not found, the methods
  18512. // become no-ops.
  18513. class PropertyBinding {
  18514. constructor( rootNode, path, parsedPath ) {
  18515. this.path = path;
  18516. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  18517. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  18518. this.rootNode = rootNode;
  18519. // initial state of these methods that calls 'bind'
  18520. this.getValue = this._getValue_unbound;
  18521. this.setValue = this._setValue_unbound;
  18522. }
  18523. static create( root, path, parsedPath ) {
  18524. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  18525. return new PropertyBinding( root, path, parsedPath );
  18526. } else {
  18527. return new PropertyBinding.Composite( root, path, parsedPath );
  18528. }
  18529. }
  18530. /**
  18531. * Replaces spaces with underscores and removes unsupported characters from
  18532. * node names, to ensure compatibility with parseTrackName().
  18533. *
  18534. * @param {string} name Node name to be sanitized.
  18535. * @return {string}
  18536. */
  18537. static sanitizeNodeName( name ) {
  18538. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  18539. }
  18540. static parseTrackName( trackName ) {
  18541. const matches = _trackRe.exec( trackName );
  18542. if ( matches === null ) {
  18543. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  18544. }
  18545. const results = {
  18546. // directoryName: matches[ 1 ], // (tschw) currently unused
  18547. nodeName: matches[ 2 ],
  18548. objectName: matches[ 3 ],
  18549. objectIndex: matches[ 4 ],
  18550. propertyName: matches[ 5 ], // required
  18551. propertyIndex: matches[ 6 ]
  18552. };
  18553. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  18554. if ( lastDot !== undefined && lastDot !== - 1 ) {
  18555. const objectName = results.nodeName.substring( lastDot + 1 );
  18556. // Object names must be checked against an allowlist. Otherwise, there
  18557. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  18558. // 'bar' could be the objectName, or part of a nodeName (which can
  18559. // include '.' characters).
  18560. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  18561. results.nodeName = results.nodeName.substring( 0, lastDot );
  18562. results.objectName = objectName;
  18563. }
  18564. }
  18565. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  18566. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  18567. }
  18568. return results;
  18569. }
  18570. static findNode( root, nodeName ) {
  18571. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  18572. return root;
  18573. }
  18574. // search into skeleton bones.
  18575. if ( root.skeleton ) {
  18576. const bone = root.skeleton.getBoneByName( nodeName );
  18577. if ( bone !== undefined ) {
  18578. return bone;
  18579. }
  18580. }
  18581. // search into node subtree.
  18582. if ( root.children ) {
  18583. const searchNodeSubtree = function ( children ) {
  18584. for ( let i = 0; i < children.length; i ++ ) {
  18585. const childNode = children[ i ];
  18586. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  18587. return childNode;
  18588. }
  18589. const result = searchNodeSubtree( childNode.children );
  18590. if ( result ) return result;
  18591. }
  18592. return null;
  18593. };
  18594. const subTreeNode = searchNodeSubtree( root.children );
  18595. if ( subTreeNode ) {
  18596. return subTreeNode;
  18597. }
  18598. }
  18599. return null;
  18600. }
  18601. // these are used to "bind" a nonexistent property
  18602. _getValue_unavailable() {}
  18603. _setValue_unavailable() {}
  18604. // Getters
  18605. _getValue_direct( buffer, offset ) {
  18606. buffer[ offset ] = this.targetObject[ this.propertyName ];
  18607. }
  18608. _getValue_array( buffer, offset ) {
  18609. const source = this.resolvedProperty;
  18610. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  18611. buffer[ offset ++ ] = source[ i ];
  18612. }
  18613. }
  18614. _getValue_arrayElement( buffer, offset ) {
  18615. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  18616. }
  18617. _getValue_toArray( buffer, offset ) {
  18618. this.resolvedProperty.toArray( buffer, offset );
  18619. }
  18620. // Direct
  18621. _setValue_direct( buffer, offset ) {
  18622. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18623. }
  18624. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  18625. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18626. this.targetObject.needsUpdate = true;
  18627. }
  18628. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18629. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18630. this.targetObject.matrixWorldNeedsUpdate = true;
  18631. }
  18632. // EntireArray
  18633. _setValue_array( buffer, offset ) {
  18634. const dest = this.resolvedProperty;
  18635. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18636. dest[ i ] = buffer[ offset ++ ];
  18637. }
  18638. }
  18639. _setValue_array_setNeedsUpdate( buffer, offset ) {
  18640. const dest = this.resolvedProperty;
  18641. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18642. dest[ i ] = buffer[ offset ++ ];
  18643. }
  18644. this.targetObject.needsUpdate = true;
  18645. }
  18646. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18647. const dest = this.resolvedProperty;
  18648. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18649. dest[ i ] = buffer[ offset ++ ];
  18650. }
  18651. this.targetObject.matrixWorldNeedsUpdate = true;
  18652. }
  18653. // ArrayElement
  18654. _setValue_arrayElement( buffer, offset ) {
  18655. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18656. }
  18657. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  18658. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18659. this.targetObject.needsUpdate = true;
  18660. }
  18661. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18662. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18663. this.targetObject.matrixWorldNeedsUpdate = true;
  18664. }
  18665. // HasToFromArray
  18666. _setValue_fromArray( buffer, offset ) {
  18667. this.resolvedProperty.fromArray( buffer, offset );
  18668. }
  18669. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  18670. this.resolvedProperty.fromArray( buffer, offset );
  18671. this.targetObject.needsUpdate = true;
  18672. }
  18673. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18674. this.resolvedProperty.fromArray( buffer, offset );
  18675. this.targetObject.matrixWorldNeedsUpdate = true;
  18676. }
  18677. _getValue_unbound( targetArray, offset ) {
  18678. this.bind();
  18679. this.getValue( targetArray, offset );
  18680. }
  18681. _setValue_unbound( sourceArray, offset ) {
  18682. this.bind();
  18683. this.setValue( sourceArray, offset );
  18684. }
  18685. // create getter / setter pair for a property in the scene graph
  18686. bind() {
  18687. let targetObject = this.node;
  18688. const parsedPath = this.parsedPath;
  18689. const objectName = parsedPath.objectName;
  18690. const propertyName = parsedPath.propertyName;
  18691. let propertyIndex = parsedPath.propertyIndex;
  18692. if ( ! targetObject ) {
  18693. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  18694. this.node = targetObject;
  18695. }
  18696. // set fail state so we can just 'return' on error
  18697. this.getValue = this._getValue_unavailable;
  18698. this.setValue = this._setValue_unavailable;
  18699. // ensure there is a value node
  18700. if ( ! targetObject ) {
  18701. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  18702. return;
  18703. }
  18704. if ( objectName ) {
  18705. let objectIndex = parsedPath.objectIndex;
  18706. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  18707. switch ( objectName ) {
  18708. case 'materials':
  18709. if ( ! targetObject.material ) {
  18710. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18711. return;
  18712. }
  18713. if ( ! targetObject.material.materials ) {
  18714. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  18715. return;
  18716. }
  18717. targetObject = targetObject.material.materials;
  18718. break;
  18719. case 'bones':
  18720. if ( ! targetObject.skeleton ) {
  18721. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  18722. return;
  18723. }
  18724. // potential future optimization: skip this if propertyIndex is already an integer
  18725. // and convert the integer string to a true integer.
  18726. targetObject = targetObject.skeleton.bones;
  18727. // support resolving morphTarget names into indices.
  18728. for ( let i = 0; i < targetObject.length; i ++ ) {
  18729. if ( targetObject[ i ].name === objectIndex ) {
  18730. objectIndex = i;
  18731. break;
  18732. }
  18733. }
  18734. break;
  18735. case 'map':
  18736. if ( 'map' in targetObject ) {
  18737. targetObject = targetObject.map;
  18738. break;
  18739. }
  18740. if ( ! targetObject.material ) {
  18741. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18742. return;
  18743. }
  18744. if ( ! targetObject.material.map ) {
  18745. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  18746. return;
  18747. }
  18748. targetObject = targetObject.material.map;
  18749. break;
  18750. default:
  18751. if ( targetObject[ objectName ] === undefined ) {
  18752. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  18753. return;
  18754. }
  18755. targetObject = targetObject[ objectName ];
  18756. }
  18757. if ( objectIndex !== undefined ) {
  18758. if ( targetObject[ objectIndex ] === undefined ) {
  18759. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  18760. return;
  18761. }
  18762. targetObject = targetObject[ objectIndex ];
  18763. }
  18764. }
  18765. // resolve property
  18766. const nodeProperty = targetObject[ propertyName ];
  18767. if ( nodeProperty === undefined ) {
  18768. const nodeName = parsedPath.nodeName;
  18769. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  18770. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  18771. return;
  18772. }
  18773. // determine versioning scheme
  18774. let versioning = this.Versioning.None;
  18775. this.targetObject = targetObject;
  18776. if ( targetObject.needsUpdate !== undefined ) { // material
  18777. versioning = this.Versioning.NeedsUpdate;
  18778. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  18779. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  18780. }
  18781. // determine how the property gets bound
  18782. let bindingType = this.BindingType.Direct;
  18783. if ( propertyIndex !== undefined ) {
  18784. // access a sub element of the property array (only primitives are supported right now)
  18785. if ( propertyName === 'morphTargetInfluences' ) {
  18786. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  18787. // support resolving morphTarget names into indices.
  18788. if ( ! targetObject.geometry ) {
  18789. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  18790. return;
  18791. }
  18792. if ( ! targetObject.geometry.morphAttributes ) {
  18793. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  18794. return;
  18795. }
  18796. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  18797. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  18798. }
  18799. }
  18800. bindingType = this.BindingType.ArrayElement;
  18801. this.resolvedProperty = nodeProperty;
  18802. this.propertyIndex = propertyIndex;
  18803. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  18804. // must use copy for Object3D.Euler/Quaternion
  18805. bindingType = this.BindingType.HasFromToArray;
  18806. this.resolvedProperty = nodeProperty;
  18807. } else if ( Array.isArray( nodeProperty ) ) {
  18808. bindingType = this.BindingType.EntireArray;
  18809. this.resolvedProperty = nodeProperty;
  18810. } else {
  18811. this.propertyName = propertyName;
  18812. }
  18813. // select getter / setter
  18814. this.getValue = this.GetterByBindingType[ bindingType ];
  18815. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  18816. }
  18817. unbind() {
  18818. this.node = null;
  18819. // back to the prototype version of getValue / setValue
  18820. // note: avoiding to mutate the shape of 'this' via 'delete'
  18821. this.getValue = this._getValue_unbound;
  18822. this.setValue = this._setValue_unbound;
  18823. }
  18824. }
  18825. PropertyBinding.Composite = Composite;
  18826. PropertyBinding.prototype.BindingType = {
  18827. Direct: 0,
  18828. EntireArray: 1,
  18829. ArrayElement: 2,
  18830. HasFromToArray: 3
  18831. };
  18832. PropertyBinding.prototype.Versioning = {
  18833. None: 0,
  18834. NeedsUpdate: 1,
  18835. MatrixWorldNeedsUpdate: 2
  18836. };
  18837. PropertyBinding.prototype.GetterByBindingType = [
  18838. PropertyBinding.prototype._getValue_direct,
  18839. PropertyBinding.prototype._getValue_array,
  18840. PropertyBinding.prototype._getValue_arrayElement,
  18841. PropertyBinding.prototype._getValue_toArray,
  18842. ];
  18843. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  18844. [
  18845. // Direct
  18846. PropertyBinding.prototype._setValue_direct,
  18847. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  18848. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  18849. ], [
  18850. // EntireArray
  18851. PropertyBinding.prototype._setValue_array,
  18852. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  18853. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  18854. ], [
  18855. // ArrayElement
  18856. PropertyBinding.prototype._setValue_arrayElement,
  18857. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  18858. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  18859. ], [
  18860. // HasToFromArray
  18861. PropertyBinding.prototype._setValue_fromArray,
  18862. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  18863. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  18864. ]
  18865. ];
  18866. /**
  18867. *
  18868. * A group of objects that receives a shared animation state.
  18869. *
  18870. * Usage:
  18871. *
  18872. * - Add objects you would otherwise pass as 'root' to the
  18873. * constructor or the .clipAction method of AnimationMixer.
  18874. *
  18875. * - Instead pass this object as 'root'.
  18876. *
  18877. * - You can also add and remove objects later when the mixer
  18878. * is running.
  18879. *
  18880. * Note:
  18881. *
  18882. * Objects of this class appear as one object to the mixer,
  18883. * so cache control of the individual objects must be done
  18884. * on the group.
  18885. *
  18886. * Limitation:
  18887. *
  18888. * - The animated properties must be compatible among the
  18889. * all objects in the group.
  18890. *
  18891. * - A single property can either be controlled through a
  18892. * target group or directly, but not both.
  18893. */
  18894. class AnimationObjectGroup {
  18895. constructor() {
  18896. this.isAnimationObjectGroup = true;
  18897. this.uuid = generateUUID();
  18898. // cached objects followed by the active ones
  18899. this._objects = Array.prototype.slice.call( arguments );
  18900. this.nCachedObjects_ = 0; // threshold
  18901. // note: read by PropertyBinding.Composite
  18902. const indices = {};
  18903. this._indicesByUUID = indices; // for bookkeeping
  18904. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18905. indices[ arguments[ i ].uuid ] = i;
  18906. }
  18907. this._paths = []; // inside: string
  18908. this._parsedPaths = []; // inside: { we don't care, here }
  18909. this._bindings = []; // inside: Array< PropertyBinding >
  18910. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  18911. const scope = this;
  18912. this.stats = {
  18913. objects: {
  18914. get total() {
  18915. return scope._objects.length;
  18916. },
  18917. get inUse() {
  18918. return this.total - scope.nCachedObjects_;
  18919. }
  18920. },
  18921. get bindingsPerObject() {
  18922. return scope._bindings.length;
  18923. }
  18924. };
  18925. }
  18926. add() {
  18927. const objects = this._objects,
  18928. indicesByUUID = this._indicesByUUID,
  18929. paths = this._paths,
  18930. parsedPaths = this._parsedPaths,
  18931. bindings = this._bindings,
  18932. nBindings = bindings.length;
  18933. let knownObject = undefined,
  18934. nObjects = objects.length,
  18935. nCachedObjects = this.nCachedObjects_;
  18936. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18937. const object = arguments[ i ],
  18938. uuid = object.uuid;
  18939. let index = indicesByUUID[ uuid ];
  18940. if ( index === undefined ) {
  18941. // unknown object -> add it to the ACTIVE region
  18942. index = nObjects ++;
  18943. indicesByUUID[ uuid ] = index;
  18944. objects.push( object );
  18945. // accounting is done, now do the same for all bindings
  18946. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18947. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  18948. }
  18949. } else if ( index < nCachedObjects ) {
  18950. knownObject = objects[ index ];
  18951. // move existing object to the ACTIVE region
  18952. const firstActiveIndex = -- nCachedObjects,
  18953. lastCachedObject = objects[ firstActiveIndex ];
  18954. indicesByUUID[ lastCachedObject.uuid ] = index;
  18955. objects[ index ] = lastCachedObject;
  18956. indicesByUUID[ uuid ] = firstActiveIndex;
  18957. objects[ firstActiveIndex ] = object;
  18958. // accounting is done, now do the same for all bindings
  18959. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18960. const bindingsForPath = bindings[ j ],
  18961. lastCached = bindingsForPath[ firstActiveIndex ];
  18962. let binding = bindingsForPath[ index ];
  18963. bindingsForPath[ index ] = lastCached;
  18964. if ( binding === undefined ) {
  18965. // since we do not bother to create new bindings
  18966. // for objects that are cached, the binding may
  18967. // or may not exist
  18968. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  18969. }
  18970. bindingsForPath[ firstActiveIndex ] = binding;
  18971. }
  18972. } else if ( objects[ index ] !== knownObject ) {
  18973. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  18974. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  18975. } // else the object is already where we want it to be
  18976. } // for arguments
  18977. this.nCachedObjects_ = nCachedObjects;
  18978. }
  18979. remove() {
  18980. const objects = this._objects,
  18981. indicesByUUID = this._indicesByUUID,
  18982. bindings = this._bindings,
  18983. nBindings = bindings.length;
  18984. let nCachedObjects = this.nCachedObjects_;
  18985. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18986. const object = arguments[ i ],
  18987. uuid = object.uuid,
  18988. index = indicesByUUID[ uuid ];
  18989. if ( index !== undefined && index >= nCachedObjects ) {
  18990. // move existing object into the CACHED region
  18991. const lastCachedIndex = nCachedObjects ++,
  18992. firstActiveObject = objects[ lastCachedIndex ];
  18993. indicesByUUID[ firstActiveObject.uuid ] = index;
  18994. objects[ index ] = firstActiveObject;
  18995. indicesByUUID[ uuid ] = lastCachedIndex;
  18996. objects[ lastCachedIndex ] = object;
  18997. // accounting is done, now do the same for all bindings
  18998. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18999. const bindingsForPath = bindings[ j ],
  19000. firstActive = bindingsForPath[ lastCachedIndex ],
  19001. binding = bindingsForPath[ index ];
  19002. bindingsForPath[ index ] = firstActive;
  19003. bindingsForPath[ lastCachedIndex ] = binding;
  19004. }
  19005. }
  19006. } // for arguments
  19007. this.nCachedObjects_ = nCachedObjects;
  19008. }
  19009. // remove & forget
  19010. uncache() {
  19011. const objects = this._objects,
  19012. indicesByUUID = this._indicesByUUID,
  19013. bindings = this._bindings,
  19014. nBindings = bindings.length;
  19015. let nCachedObjects = this.nCachedObjects_,
  19016. nObjects = objects.length;
  19017. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19018. const object = arguments[ i ],
  19019. uuid = object.uuid,
  19020. index = indicesByUUID[ uuid ];
  19021. if ( index !== undefined ) {
  19022. delete indicesByUUID[ uuid ];
  19023. if ( index < nCachedObjects ) {
  19024. // object is cached, shrink the CACHED region
  19025. const firstActiveIndex = -- nCachedObjects,
  19026. lastCachedObject = objects[ firstActiveIndex ],
  19027. lastIndex = -- nObjects,
  19028. lastObject = objects[ lastIndex ];
  19029. // last cached object takes this object's place
  19030. indicesByUUID[ lastCachedObject.uuid ] = index;
  19031. objects[ index ] = lastCachedObject;
  19032. // last object goes to the activated slot and pop
  19033. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  19034. objects[ firstActiveIndex ] = lastObject;
  19035. objects.pop();
  19036. // accounting is done, now do the same for all bindings
  19037. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19038. const bindingsForPath = bindings[ j ],
  19039. lastCached = bindingsForPath[ firstActiveIndex ],
  19040. last = bindingsForPath[ lastIndex ];
  19041. bindingsForPath[ index ] = lastCached;
  19042. bindingsForPath[ firstActiveIndex ] = last;
  19043. bindingsForPath.pop();
  19044. }
  19045. } else {
  19046. // object is active, just swap with the last and pop
  19047. const lastIndex = -- nObjects,
  19048. lastObject = objects[ lastIndex ];
  19049. if ( lastIndex > 0 ) {
  19050. indicesByUUID[ lastObject.uuid ] = index;
  19051. }
  19052. objects[ index ] = lastObject;
  19053. objects.pop();
  19054. // accounting is done, now do the same for all bindings
  19055. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19056. const bindingsForPath = bindings[ j ];
  19057. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  19058. bindingsForPath.pop();
  19059. }
  19060. } // cached or active
  19061. } // if object is known
  19062. } // for arguments
  19063. this.nCachedObjects_ = nCachedObjects;
  19064. }
  19065. // Internal interface used by befriended PropertyBinding.Composite:
  19066. subscribe_( path, parsedPath ) {
  19067. // returns an array of bindings for the given path that is changed
  19068. // according to the contained objects in the group
  19069. const indicesByPath = this._bindingsIndicesByPath;
  19070. let index = indicesByPath[ path ];
  19071. const bindings = this._bindings;
  19072. if ( index !== undefined ) return bindings[ index ];
  19073. const paths = this._paths,
  19074. parsedPaths = this._parsedPaths,
  19075. objects = this._objects,
  19076. nObjects = objects.length,
  19077. nCachedObjects = this.nCachedObjects_,
  19078. bindingsForPath = new Array( nObjects );
  19079. index = bindings.length;
  19080. indicesByPath[ path ] = index;
  19081. paths.push( path );
  19082. parsedPaths.push( parsedPath );
  19083. bindings.push( bindingsForPath );
  19084. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  19085. const object = objects[ i ];
  19086. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  19087. }
  19088. return bindingsForPath;
  19089. }
  19090. unsubscribe_( path ) {
  19091. // tells the group to forget about a property path and no longer
  19092. // update the array previously obtained with 'subscribe_'
  19093. const indicesByPath = this._bindingsIndicesByPath,
  19094. index = indicesByPath[ path ];
  19095. if ( index !== undefined ) {
  19096. const paths = this._paths,
  19097. parsedPaths = this._parsedPaths,
  19098. bindings = this._bindings,
  19099. lastBindingsIndex = bindings.length - 1,
  19100. lastBindings = bindings[ lastBindingsIndex ],
  19101. lastBindingsPath = path[ lastBindingsIndex ];
  19102. indicesByPath[ lastBindingsPath ] = index;
  19103. bindings[ index ] = lastBindings;
  19104. bindings.pop();
  19105. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  19106. parsedPaths.pop();
  19107. paths[ index ] = paths[ lastBindingsIndex ];
  19108. paths.pop();
  19109. }
  19110. }
  19111. }
  19112. class AnimationAction {
  19113. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  19114. this._mixer = mixer;
  19115. this._clip = clip;
  19116. this._localRoot = localRoot;
  19117. this.blendMode = blendMode;
  19118. const tracks = clip.tracks,
  19119. nTracks = tracks.length,
  19120. interpolants = new Array( nTracks );
  19121. const interpolantSettings = {
  19122. endingStart: ZeroCurvatureEnding,
  19123. endingEnd: ZeroCurvatureEnding
  19124. };
  19125. for ( let i = 0; i !== nTracks; ++ i ) {
  19126. const interpolant = tracks[ i ].createInterpolant( null );
  19127. interpolants[ i ] = interpolant;
  19128. interpolant.settings = interpolantSettings;
  19129. }
  19130. this._interpolantSettings = interpolantSettings;
  19131. this._interpolants = interpolants; // bound by the mixer
  19132. // inside: PropertyMixer (managed by the mixer)
  19133. this._propertyBindings = new Array( nTracks );
  19134. this._cacheIndex = null; // for the memory manager
  19135. this._byClipCacheIndex = null; // for the memory manager
  19136. this._timeScaleInterpolant = null;
  19137. this._weightInterpolant = null;
  19138. this.loop = LoopRepeat;
  19139. this._loopCount = - 1;
  19140. // global mixer time when the action is to be started
  19141. // it's set back to 'null' upon start of the action
  19142. this._startTime = null;
  19143. // scaled local time of the action
  19144. // gets clamped or wrapped to 0..clip.duration according to loop
  19145. this.time = 0;
  19146. this.timeScale = 1;
  19147. this._effectiveTimeScale = 1;
  19148. this.weight = 1;
  19149. this._effectiveWeight = 1;
  19150. this.repetitions = Infinity; // no. of repetitions when looping
  19151. this.paused = false; // true -> zero effective time scale
  19152. this.enabled = true; // false -> zero effective weight
  19153. this.clampWhenFinished = false;// keep feeding the last frame?
  19154. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  19155. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  19156. }
  19157. // State & Scheduling
  19158. play() {
  19159. this._mixer._activateAction( this );
  19160. return this;
  19161. }
  19162. stop() {
  19163. this._mixer._deactivateAction( this );
  19164. return this.reset();
  19165. }
  19166. reset() {
  19167. this.paused = false;
  19168. this.enabled = true;
  19169. this.time = 0; // restart clip
  19170. this._loopCount = - 1;// forget previous loops
  19171. this._startTime = null;// forget scheduling
  19172. return this.stopFading().stopWarping();
  19173. }
  19174. isRunning() {
  19175. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  19176. this._startTime === null && this._mixer._isActiveAction( this );
  19177. }
  19178. // return true when play has been called
  19179. isScheduled() {
  19180. return this._mixer._isActiveAction( this );
  19181. }
  19182. startAt( time ) {
  19183. this._startTime = time;
  19184. return this;
  19185. }
  19186. setLoop( mode, repetitions ) {
  19187. this.loop = mode;
  19188. this.repetitions = repetitions;
  19189. return this;
  19190. }
  19191. // Weight
  19192. // set the weight stopping any scheduled fading
  19193. // although .enabled = false yields an effective weight of zero, this
  19194. // method does *not* change .enabled, because it would be confusing
  19195. setEffectiveWeight( weight ) {
  19196. this.weight = weight;
  19197. // note: same logic as when updated at runtime
  19198. this._effectiveWeight = this.enabled ? weight : 0;
  19199. return this.stopFading();
  19200. }
  19201. // return the weight considering fading and .enabled
  19202. getEffectiveWeight() {
  19203. return this._effectiveWeight;
  19204. }
  19205. fadeIn( duration ) {
  19206. return this._scheduleFading( duration, 0, 1 );
  19207. }
  19208. fadeOut( duration ) {
  19209. return this._scheduleFading( duration, 1, 0 );
  19210. }
  19211. crossFadeFrom( fadeOutAction, duration, warp ) {
  19212. fadeOutAction.fadeOut( duration );
  19213. this.fadeIn( duration );
  19214. if ( warp ) {
  19215. const fadeInDuration = this._clip.duration,
  19216. fadeOutDuration = fadeOutAction._clip.duration,
  19217. startEndRatio = fadeOutDuration / fadeInDuration,
  19218. endStartRatio = fadeInDuration / fadeOutDuration;
  19219. fadeOutAction.warp( 1.0, startEndRatio, duration );
  19220. this.warp( endStartRatio, 1.0, duration );
  19221. }
  19222. return this;
  19223. }
  19224. crossFadeTo( fadeInAction, duration, warp ) {
  19225. return fadeInAction.crossFadeFrom( this, duration, warp );
  19226. }
  19227. stopFading() {
  19228. const weightInterpolant = this._weightInterpolant;
  19229. if ( weightInterpolant !== null ) {
  19230. this._weightInterpolant = null;
  19231. this._mixer._takeBackControlInterpolant( weightInterpolant );
  19232. }
  19233. return this;
  19234. }
  19235. // Time Scale Control
  19236. // set the time scale stopping any scheduled warping
  19237. // although .paused = true yields an effective time scale of zero, this
  19238. // method does *not* change .paused, because it would be confusing
  19239. setEffectiveTimeScale( timeScale ) {
  19240. this.timeScale = timeScale;
  19241. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  19242. return this.stopWarping();
  19243. }
  19244. // return the time scale considering warping and .paused
  19245. getEffectiveTimeScale() {
  19246. return this._effectiveTimeScale;
  19247. }
  19248. setDuration( duration ) {
  19249. this.timeScale = this._clip.duration / duration;
  19250. return this.stopWarping();
  19251. }
  19252. syncWith( action ) {
  19253. this.time = action.time;
  19254. this.timeScale = action.timeScale;
  19255. return this.stopWarping();
  19256. }
  19257. halt( duration ) {
  19258. return this.warp( this._effectiveTimeScale, 0, duration );
  19259. }
  19260. warp( startTimeScale, endTimeScale, duration ) {
  19261. const mixer = this._mixer,
  19262. now = mixer.time,
  19263. timeScale = this.timeScale;
  19264. let interpolant = this._timeScaleInterpolant;
  19265. if ( interpolant === null ) {
  19266. interpolant = mixer._lendControlInterpolant();
  19267. this._timeScaleInterpolant = interpolant;
  19268. }
  19269. const times = interpolant.parameterPositions,
  19270. values = interpolant.sampleValues;
  19271. times[ 0 ] = now;
  19272. times[ 1 ] = now + duration;
  19273. values[ 0 ] = startTimeScale / timeScale;
  19274. values[ 1 ] = endTimeScale / timeScale;
  19275. return this;
  19276. }
  19277. stopWarping() {
  19278. const timeScaleInterpolant = this._timeScaleInterpolant;
  19279. if ( timeScaleInterpolant !== null ) {
  19280. this._timeScaleInterpolant = null;
  19281. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  19282. }
  19283. return this;
  19284. }
  19285. // Object Accessors
  19286. getMixer() {
  19287. return this._mixer;
  19288. }
  19289. getClip() {
  19290. return this._clip;
  19291. }
  19292. getRoot() {
  19293. return this._localRoot || this._mixer._root;
  19294. }
  19295. // Interna
  19296. _update( time, deltaTime, timeDirection, accuIndex ) {
  19297. // called by the mixer
  19298. if ( ! this.enabled ) {
  19299. // call ._updateWeight() to update ._effectiveWeight
  19300. this._updateWeight( time );
  19301. return;
  19302. }
  19303. const startTime = this._startTime;
  19304. if ( startTime !== null ) {
  19305. // check for scheduled start of action
  19306. const timeRunning = ( time - startTime ) * timeDirection;
  19307. if ( timeRunning < 0 || timeDirection === 0 ) {
  19308. deltaTime = 0;
  19309. } else {
  19310. this._startTime = null; // unschedule
  19311. deltaTime = timeDirection * timeRunning;
  19312. }
  19313. }
  19314. // apply time scale and advance time
  19315. deltaTime *= this._updateTimeScale( time );
  19316. const clipTime = this._updateTime( deltaTime );
  19317. // note: _updateTime may disable the action resulting in
  19318. // an effective weight of 0
  19319. const weight = this._updateWeight( time );
  19320. if ( weight > 0 ) {
  19321. const interpolants = this._interpolants;
  19322. const propertyMixers = this._propertyBindings;
  19323. switch ( this.blendMode ) {
  19324. case AdditiveAnimationBlendMode:
  19325. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19326. interpolants[ j ].evaluate( clipTime );
  19327. propertyMixers[ j ].accumulateAdditive( weight );
  19328. }
  19329. break;
  19330. case NormalAnimationBlendMode:
  19331. default:
  19332. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19333. interpolants[ j ].evaluate( clipTime );
  19334. propertyMixers[ j ].accumulate( accuIndex, weight );
  19335. }
  19336. }
  19337. }
  19338. }
  19339. _updateWeight( time ) {
  19340. let weight = 0;
  19341. if ( this.enabled ) {
  19342. weight = this.weight;
  19343. const interpolant = this._weightInterpolant;
  19344. if ( interpolant !== null ) {
  19345. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19346. weight *= interpolantValue;
  19347. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19348. this.stopFading();
  19349. if ( interpolantValue === 0 ) {
  19350. // faded out, disable
  19351. this.enabled = false;
  19352. }
  19353. }
  19354. }
  19355. }
  19356. this._effectiveWeight = weight;
  19357. return weight;
  19358. }
  19359. _updateTimeScale( time ) {
  19360. let timeScale = 0;
  19361. if ( ! this.paused ) {
  19362. timeScale = this.timeScale;
  19363. const interpolant = this._timeScaleInterpolant;
  19364. if ( interpolant !== null ) {
  19365. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19366. timeScale *= interpolantValue;
  19367. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19368. this.stopWarping();
  19369. if ( timeScale === 0 ) {
  19370. // motion has halted, pause
  19371. this.paused = true;
  19372. } else {
  19373. // warp done - apply final time scale
  19374. this.timeScale = timeScale;
  19375. }
  19376. }
  19377. }
  19378. }
  19379. this._effectiveTimeScale = timeScale;
  19380. return timeScale;
  19381. }
  19382. _updateTime( deltaTime ) {
  19383. const duration = this._clip.duration;
  19384. const loop = this.loop;
  19385. let time = this.time + deltaTime;
  19386. let loopCount = this._loopCount;
  19387. const pingPong = ( loop === LoopPingPong );
  19388. if ( deltaTime === 0 ) {
  19389. if ( loopCount === - 1 ) return time;
  19390. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  19391. }
  19392. if ( loop === LoopOnce ) {
  19393. if ( loopCount === - 1 ) {
  19394. // just started
  19395. this._loopCount = 0;
  19396. this._setEndings( true, true, false );
  19397. }
  19398. handle_stop: {
  19399. if ( time >= duration ) {
  19400. time = duration;
  19401. } else if ( time < 0 ) {
  19402. time = 0;
  19403. } else {
  19404. this.time = time;
  19405. break handle_stop;
  19406. }
  19407. if ( this.clampWhenFinished ) this.paused = true;
  19408. else this.enabled = false;
  19409. this.time = time;
  19410. this._mixer.dispatchEvent( {
  19411. type: 'finished', action: this,
  19412. direction: deltaTime < 0 ? - 1 : 1
  19413. } );
  19414. }
  19415. } else { // repetitive Repeat or PingPong
  19416. if ( loopCount === - 1 ) {
  19417. // just started
  19418. if ( deltaTime >= 0 ) {
  19419. loopCount = 0;
  19420. this._setEndings( true, this.repetitions === 0, pingPong );
  19421. } else {
  19422. // when looping in reverse direction, the initial
  19423. // transition through zero counts as a repetition,
  19424. // so leave loopCount at -1
  19425. this._setEndings( this.repetitions === 0, true, pingPong );
  19426. }
  19427. }
  19428. if ( time >= duration || time < 0 ) {
  19429. // wrap around
  19430. const loopDelta = Math.floor( time / duration ); // signed
  19431. time -= duration * loopDelta;
  19432. loopCount += Math.abs( loopDelta );
  19433. const pending = this.repetitions - loopCount;
  19434. if ( pending <= 0 ) {
  19435. // have to stop (switch state, clamp time, fire event)
  19436. if ( this.clampWhenFinished ) this.paused = true;
  19437. else this.enabled = false;
  19438. time = deltaTime > 0 ? duration : 0;
  19439. this.time = time;
  19440. this._mixer.dispatchEvent( {
  19441. type: 'finished', action: this,
  19442. direction: deltaTime > 0 ? 1 : - 1
  19443. } );
  19444. } else {
  19445. // keep running
  19446. if ( pending === 1 ) {
  19447. // entering the last round
  19448. const atStart = deltaTime < 0;
  19449. this._setEndings( atStart, ! atStart, pingPong );
  19450. } else {
  19451. this._setEndings( false, false, pingPong );
  19452. }
  19453. this._loopCount = loopCount;
  19454. this.time = time;
  19455. this._mixer.dispatchEvent( {
  19456. type: 'loop', action: this, loopDelta: loopDelta
  19457. } );
  19458. }
  19459. } else {
  19460. this.time = time;
  19461. }
  19462. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  19463. // invert time for the "pong round"
  19464. return duration - time;
  19465. }
  19466. }
  19467. return time;
  19468. }
  19469. _setEndings( atStart, atEnd, pingPong ) {
  19470. const settings = this._interpolantSettings;
  19471. if ( pingPong ) {
  19472. settings.endingStart = ZeroSlopeEnding;
  19473. settings.endingEnd = ZeroSlopeEnding;
  19474. } else {
  19475. // assuming for LoopOnce atStart == atEnd == true
  19476. if ( atStart ) {
  19477. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19478. } else {
  19479. settings.endingStart = WrapAroundEnding;
  19480. }
  19481. if ( atEnd ) {
  19482. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19483. } else {
  19484. settings.endingEnd = WrapAroundEnding;
  19485. }
  19486. }
  19487. }
  19488. _scheduleFading( duration, weightNow, weightThen ) {
  19489. const mixer = this._mixer, now = mixer.time;
  19490. let interpolant = this._weightInterpolant;
  19491. if ( interpolant === null ) {
  19492. interpolant = mixer._lendControlInterpolant();
  19493. this._weightInterpolant = interpolant;
  19494. }
  19495. const times = interpolant.parameterPositions,
  19496. values = interpolant.sampleValues;
  19497. times[ 0 ] = now;
  19498. values[ 0 ] = weightNow;
  19499. times[ 1 ] = now + duration;
  19500. values[ 1 ] = weightThen;
  19501. return this;
  19502. }
  19503. }
  19504. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  19505. class AnimationMixer extends EventDispatcher {
  19506. constructor( root ) {
  19507. super();
  19508. this._root = root;
  19509. this._initMemoryManager();
  19510. this._accuIndex = 0;
  19511. this.time = 0;
  19512. this.timeScale = 1.0;
  19513. }
  19514. _bindAction( action, prototypeAction ) {
  19515. const root = action._localRoot || this._root,
  19516. tracks = action._clip.tracks,
  19517. nTracks = tracks.length,
  19518. bindings = action._propertyBindings,
  19519. interpolants = action._interpolants,
  19520. rootUuid = root.uuid,
  19521. bindingsByRoot = this._bindingsByRootAndName;
  19522. let bindingsByName = bindingsByRoot[ rootUuid ];
  19523. if ( bindingsByName === undefined ) {
  19524. bindingsByName = {};
  19525. bindingsByRoot[ rootUuid ] = bindingsByName;
  19526. }
  19527. for ( let i = 0; i !== nTracks; ++ i ) {
  19528. const track = tracks[ i ],
  19529. trackName = track.name;
  19530. let binding = bindingsByName[ trackName ];
  19531. if ( binding !== undefined ) {
  19532. ++ binding.referenceCount;
  19533. bindings[ i ] = binding;
  19534. } else {
  19535. binding = bindings[ i ];
  19536. if ( binding !== undefined ) {
  19537. // existing binding, make sure the cache knows
  19538. if ( binding._cacheIndex === null ) {
  19539. ++ binding.referenceCount;
  19540. this._addInactiveBinding( binding, rootUuid, trackName );
  19541. }
  19542. continue;
  19543. }
  19544. const path = prototypeAction && prototypeAction.
  19545. _propertyBindings[ i ].binding.parsedPath;
  19546. binding = new PropertyMixer(
  19547. PropertyBinding.create( root, trackName, path ),
  19548. track.ValueTypeName, track.getValueSize() );
  19549. ++ binding.referenceCount;
  19550. this._addInactiveBinding( binding, rootUuid, trackName );
  19551. bindings[ i ] = binding;
  19552. }
  19553. interpolants[ i ].resultBuffer = binding.buffer;
  19554. }
  19555. }
  19556. _activateAction( action ) {
  19557. if ( ! this._isActiveAction( action ) ) {
  19558. if ( action._cacheIndex === null ) {
  19559. // this action has been forgotten by the cache, but the user
  19560. // appears to be still using it -> rebind
  19561. const rootUuid = ( action._localRoot || this._root ).uuid,
  19562. clipUuid = action._clip.uuid,
  19563. actionsForClip = this._actionsByClip[ clipUuid ];
  19564. this._bindAction( action,
  19565. actionsForClip && actionsForClip.knownActions[ 0 ] );
  19566. this._addInactiveAction( action, clipUuid, rootUuid );
  19567. }
  19568. const bindings = action._propertyBindings;
  19569. // increment reference counts / sort out state
  19570. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19571. const binding = bindings[ i ];
  19572. if ( binding.useCount ++ === 0 ) {
  19573. this._lendBinding( binding );
  19574. binding.saveOriginalState();
  19575. }
  19576. }
  19577. this._lendAction( action );
  19578. }
  19579. }
  19580. _deactivateAction( action ) {
  19581. if ( this._isActiveAction( action ) ) {
  19582. const bindings = action._propertyBindings;
  19583. // decrement reference counts / sort out state
  19584. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19585. const binding = bindings[ i ];
  19586. if ( -- binding.useCount === 0 ) {
  19587. binding.restoreOriginalState();
  19588. this._takeBackBinding( binding );
  19589. }
  19590. }
  19591. this._takeBackAction( action );
  19592. }
  19593. }
  19594. // Memory manager
  19595. _initMemoryManager() {
  19596. this._actions = []; // 'nActiveActions' followed by inactive ones
  19597. this._nActiveActions = 0;
  19598. this._actionsByClip = {};
  19599. // inside:
  19600. // {
  19601. // knownActions: Array< AnimationAction > - used as prototypes
  19602. // actionByRoot: AnimationAction - lookup
  19603. // }
  19604. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  19605. this._nActiveBindings = 0;
  19606. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  19607. this._controlInterpolants = []; // same game as above
  19608. this._nActiveControlInterpolants = 0;
  19609. const scope = this;
  19610. this.stats = {
  19611. actions: {
  19612. get total() {
  19613. return scope._actions.length;
  19614. },
  19615. get inUse() {
  19616. return scope._nActiveActions;
  19617. }
  19618. },
  19619. bindings: {
  19620. get total() {
  19621. return scope._bindings.length;
  19622. },
  19623. get inUse() {
  19624. return scope._nActiveBindings;
  19625. }
  19626. },
  19627. controlInterpolants: {
  19628. get total() {
  19629. return scope._controlInterpolants.length;
  19630. },
  19631. get inUse() {
  19632. return scope._nActiveControlInterpolants;
  19633. }
  19634. }
  19635. };
  19636. }
  19637. // Memory management for AnimationAction objects
  19638. _isActiveAction( action ) {
  19639. const index = action._cacheIndex;
  19640. return index !== null && index < this._nActiveActions;
  19641. }
  19642. _addInactiveAction( action, clipUuid, rootUuid ) {
  19643. const actions = this._actions,
  19644. actionsByClip = this._actionsByClip;
  19645. let actionsForClip = actionsByClip[ clipUuid ];
  19646. if ( actionsForClip === undefined ) {
  19647. actionsForClip = {
  19648. knownActions: [ action ],
  19649. actionByRoot: {}
  19650. };
  19651. action._byClipCacheIndex = 0;
  19652. actionsByClip[ clipUuid ] = actionsForClip;
  19653. } else {
  19654. const knownActions = actionsForClip.knownActions;
  19655. action._byClipCacheIndex = knownActions.length;
  19656. knownActions.push( action );
  19657. }
  19658. action._cacheIndex = actions.length;
  19659. actions.push( action );
  19660. actionsForClip.actionByRoot[ rootUuid ] = action;
  19661. }
  19662. _removeInactiveAction( action ) {
  19663. const actions = this._actions,
  19664. lastInactiveAction = actions[ actions.length - 1 ],
  19665. cacheIndex = action._cacheIndex;
  19666. lastInactiveAction._cacheIndex = cacheIndex;
  19667. actions[ cacheIndex ] = lastInactiveAction;
  19668. actions.pop();
  19669. action._cacheIndex = null;
  19670. const clipUuid = action._clip.uuid,
  19671. actionsByClip = this._actionsByClip,
  19672. actionsForClip = actionsByClip[ clipUuid ],
  19673. knownActionsForClip = actionsForClip.knownActions,
  19674. lastKnownAction =
  19675. knownActionsForClip[ knownActionsForClip.length - 1 ],
  19676. byClipCacheIndex = action._byClipCacheIndex;
  19677. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  19678. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  19679. knownActionsForClip.pop();
  19680. action._byClipCacheIndex = null;
  19681. const actionByRoot = actionsForClip.actionByRoot,
  19682. rootUuid = ( action._localRoot || this._root ).uuid;
  19683. delete actionByRoot[ rootUuid ];
  19684. if ( knownActionsForClip.length === 0 ) {
  19685. delete actionsByClip[ clipUuid ];
  19686. }
  19687. this._removeInactiveBindingsForAction( action );
  19688. }
  19689. _removeInactiveBindingsForAction( action ) {
  19690. const bindings = action._propertyBindings;
  19691. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19692. const binding = bindings[ i ];
  19693. if ( -- binding.referenceCount === 0 ) {
  19694. this._removeInactiveBinding( binding );
  19695. }
  19696. }
  19697. }
  19698. _lendAction( action ) {
  19699. // [ active actions | inactive actions ]
  19700. // [ active actions >| inactive actions ]
  19701. // s a
  19702. // <-swap->
  19703. // a s
  19704. const actions = this._actions,
  19705. prevIndex = action._cacheIndex,
  19706. lastActiveIndex = this._nActiveActions ++,
  19707. firstInactiveAction = actions[ lastActiveIndex ];
  19708. action._cacheIndex = lastActiveIndex;
  19709. actions[ lastActiveIndex ] = action;
  19710. firstInactiveAction._cacheIndex = prevIndex;
  19711. actions[ prevIndex ] = firstInactiveAction;
  19712. }
  19713. _takeBackAction( action ) {
  19714. // [ active actions | inactive actions ]
  19715. // [ active actions |< inactive actions ]
  19716. // a s
  19717. // <-swap->
  19718. // s a
  19719. const actions = this._actions,
  19720. prevIndex = action._cacheIndex,
  19721. firstInactiveIndex = -- this._nActiveActions,
  19722. lastActiveAction = actions[ firstInactiveIndex ];
  19723. action._cacheIndex = firstInactiveIndex;
  19724. actions[ firstInactiveIndex ] = action;
  19725. lastActiveAction._cacheIndex = prevIndex;
  19726. actions[ prevIndex ] = lastActiveAction;
  19727. }
  19728. // Memory management for PropertyMixer objects
  19729. _addInactiveBinding( binding, rootUuid, trackName ) {
  19730. const bindingsByRoot = this._bindingsByRootAndName,
  19731. bindings = this._bindings;
  19732. let bindingByName = bindingsByRoot[ rootUuid ];
  19733. if ( bindingByName === undefined ) {
  19734. bindingByName = {};
  19735. bindingsByRoot[ rootUuid ] = bindingByName;
  19736. }
  19737. bindingByName[ trackName ] = binding;
  19738. binding._cacheIndex = bindings.length;
  19739. bindings.push( binding );
  19740. }
  19741. _removeInactiveBinding( binding ) {
  19742. const bindings = this._bindings,
  19743. propBinding = binding.binding,
  19744. rootUuid = propBinding.rootNode.uuid,
  19745. trackName = propBinding.path,
  19746. bindingsByRoot = this._bindingsByRootAndName,
  19747. bindingByName = bindingsByRoot[ rootUuid ],
  19748. lastInactiveBinding = bindings[ bindings.length - 1 ],
  19749. cacheIndex = binding._cacheIndex;
  19750. lastInactiveBinding._cacheIndex = cacheIndex;
  19751. bindings[ cacheIndex ] = lastInactiveBinding;
  19752. bindings.pop();
  19753. delete bindingByName[ trackName ];
  19754. if ( Object.keys( bindingByName ).length === 0 ) {
  19755. delete bindingsByRoot[ rootUuid ];
  19756. }
  19757. }
  19758. _lendBinding( binding ) {
  19759. const bindings = this._bindings,
  19760. prevIndex = binding._cacheIndex,
  19761. lastActiveIndex = this._nActiveBindings ++,
  19762. firstInactiveBinding = bindings[ lastActiveIndex ];
  19763. binding._cacheIndex = lastActiveIndex;
  19764. bindings[ lastActiveIndex ] = binding;
  19765. firstInactiveBinding._cacheIndex = prevIndex;
  19766. bindings[ prevIndex ] = firstInactiveBinding;
  19767. }
  19768. _takeBackBinding( binding ) {
  19769. const bindings = this._bindings,
  19770. prevIndex = binding._cacheIndex,
  19771. firstInactiveIndex = -- this._nActiveBindings,
  19772. lastActiveBinding = bindings[ firstInactiveIndex ];
  19773. binding._cacheIndex = firstInactiveIndex;
  19774. bindings[ firstInactiveIndex ] = binding;
  19775. lastActiveBinding._cacheIndex = prevIndex;
  19776. bindings[ prevIndex ] = lastActiveBinding;
  19777. }
  19778. // Memory management of Interpolants for weight and time scale
  19779. _lendControlInterpolant() {
  19780. const interpolants = this._controlInterpolants,
  19781. lastActiveIndex = this._nActiveControlInterpolants ++;
  19782. let interpolant = interpolants[ lastActiveIndex ];
  19783. if ( interpolant === undefined ) {
  19784. interpolant = new LinearInterpolant(
  19785. new Float32Array( 2 ), new Float32Array( 2 ),
  19786. 1, _controlInterpolantsResultBuffer );
  19787. interpolant.__cacheIndex = lastActiveIndex;
  19788. interpolants[ lastActiveIndex ] = interpolant;
  19789. }
  19790. return interpolant;
  19791. }
  19792. _takeBackControlInterpolant( interpolant ) {
  19793. const interpolants = this._controlInterpolants,
  19794. prevIndex = interpolant.__cacheIndex,
  19795. firstInactiveIndex = -- this._nActiveControlInterpolants,
  19796. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  19797. interpolant.__cacheIndex = firstInactiveIndex;
  19798. interpolants[ firstInactiveIndex ] = interpolant;
  19799. lastActiveInterpolant.__cacheIndex = prevIndex;
  19800. interpolants[ prevIndex ] = lastActiveInterpolant;
  19801. }
  19802. // return an action for a clip optionally using a custom root target
  19803. // object (this method allocates a lot of dynamic memory in case a
  19804. // previously unknown clip/root combination is specified)
  19805. clipAction( clip, optionalRoot, blendMode ) {
  19806. const root = optionalRoot || this._root,
  19807. rootUuid = root.uuid;
  19808. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  19809. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  19810. const actionsForClip = this._actionsByClip[ clipUuid ];
  19811. let prototypeAction = null;
  19812. if ( blendMode === undefined ) {
  19813. if ( clipObject !== null ) {
  19814. blendMode = clipObject.blendMode;
  19815. } else {
  19816. blendMode = NormalAnimationBlendMode;
  19817. }
  19818. }
  19819. if ( actionsForClip !== undefined ) {
  19820. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  19821. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  19822. return existingAction;
  19823. }
  19824. // we know the clip, so we don't have to parse all
  19825. // the bindings again but can just copy
  19826. prototypeAction = actionsForClip.knownActions[ 0 ];
  19827. // also, take the clip from the prototype action
  19828. if ( clipObject === null )
  19829. clipObject = prototypeAction._clip;
  19830. }
  19831. // clip must be known when specified via string
  19832. if ( clipObject === null ) return null;
  19833. // allocate all resources required to run it
  19834. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  19835. this._bindAction( newAction, prototypeAction );
  19836. // and make the action known to the memory manager
  19837. this._addInactiveAction( newAction, clipUuid, rootUuid );
  19838. return newAction;
  19839. }
  19840. // get an existing action
  19841. existingAction( clip, optionalRoot ) {
  19842. const root = optionalRoot || this._root,
  19843. rootUuid = root.uuid,
  19844. clipObject = typeof clip === 'string' ?
  19845. AnimationClip.findByName( root, clip ) : clip,
  19846. clipUuid = clipObject ? clipObject.uuid : clip,
  19847. actionsForClip = this._actionsByClip[ clipUuid ];
  19848. if ( actionsForClip !== undefined ) {
  19849. return actionsForClip.actionByRoot[ rootUuid ] || null;
  19850. }
  19851. return null;
  19852. }
  19853. // deactivates all previously scheduled actions
  19854. stopAllAction() {
  19855. const actions = this._actions,
  19856. nActions = this._nActiveActions;
  19857. for ( let i = nActions - 1; i >= 0; -- i ) {
  19858. actions[ i ].stop();
  19859. }
  19860. return this;
  19861. }
  19862. // advance the time and update apply the animation
  19863. update( deltaTime ) {
  19864. deltaTime *= this.timeScale;
  19865. const actions = this._actions,
  19866. nActions = this._nActiveActions,
  19867. time = this.time += deltaTime,
  19868. timeDirection = Math.sign( deltaTime ),
  19869. accuIndex = this._accuIndex ^= 1;
  19870. // run active actions
  19871. for ( let i = 0; i !== nActions; ++ i ) {
  19872. const action = actions[ i ];
  19873. action._update( time, deltaTime, timeDirection, accuIndex );
  19874. }
  19875. // update scene graph
  19876. const bindings = this._bindings,
  19877. nBindings = this._nActiveBindings;
  19878. for ( let i = 0; i !== nBindings; ++ i ) {
  19879. bindings[ i ].apply( accuIndex );
  19880. }
  19881. return this;
  19882. }
  19883. // Allows you to seek to a specific time in an animation.
  19884. setTime( timeInSeconds ) {
  19885. this.time = 0; // Zero out time attribute for AnimationMixer object;
  19886. for ( let i = 0; i < this._actions.length; i ++ ) {
  19887. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  19888. }
  19889. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  19890. }
  19891. // return this mixer's root target object
  19892. getRoot() {
  19893. return this._root;
  19894. }
  19895. // free all resources specific to a particular clip
  19896. uncacheClip( clip ) {
  19897. const actions = this._actions,
  19898. clipUuid = clip.uuid,
  19899. actionsByClip = this._actionsByClip,
  19900. actionsForClip = actionsByClip[ clipUuid ];
  19901. if ( actionsForClip !== undefined ) {
  19902. // note: just calling _removeInactiveAction would mess up the
  19903. // iteration state and also require updating the state we can
  19904. // just throw away
  19905. const actionsToRemove = actionsForClip.knownActions;
  19906. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  19907. const action = actionsToRemove[ i ];
  19908. this._deactivateAction( action );
  19909. const cacheIndex = action._cacheIndex,
  19910. lastInactiveAction = actions[ actions.length - 1 ];
  19911. action._cacheIndex = null;
  19912. action._byClipCacheIndex = null;
  19913. lastInactiveAction._cacheIndex = cacheIndex;
  19914. actions[ cacheIndex ] = lastInactiveAction;
  19915. actions.pop();
  19916. this._removeInactiveBindingsForAction( action );
  19917. }
  19918. delete actionsByClip[ clipUuid ];
  19919. }
  19920. }
  19921. // free all resources specific to a particular root target object
  19922. uncacheRoot( root ) {
  19923. const rootUuid = root.uuid,
  19924. actionsByClip = this._actionsByClip;
  19925. for ( const clipUuid in actionsByClip ) {
  19926. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  19927. action = actionByRoot[ rootUuid ];
  19928. if ( action !== undefined ) {
  19929. this._deactivateAction( action );
  19930. this._removeInactiveAction( action );
  19931. }
  19932. }
  19933. const bindingsByRoot = this._bindingsByRootAndName,
  19934. bindingByName = bindingsByRoot[ rootUuid ];
  19935. if ( bindingByName !== undefined ) {
  19936. for ( const trackName in bindingByName ) {
  19937. const binding = bindingByName[ trackName ];
  19938. binding.restoreOriginalState();
  19939. this._removeInactiveBinding( binding );
  19940. }
  19941. }
  19942. }
  19943. // remove a targeted clip from the cache
  19944. uncacheAction( clip, optionalRoot ) {
  19945. const action = this.existingAction( clip, optionalRoot );
  19946. if ( action !== null ) {
  19947. this._deactivateAction( action );
  19948. this._removeInactiveAction( action );
  19949. }
  19950. }
  19951. }
  19952. let Uniform$1 = class Uniform {
  19953. constructor( value ) {
  19954. this.value = value;
  19955. }
  19956. clone() {
  19957. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  19958. }
  19959. };
  19960. let _id$8 = 0;
  19961. let UniformsGroup$1 = class UniformsGroup extends EventDispatcher {
  19962. constructor() {
  19963. super();
  19964. this.isUniformsGroup = true;
  19965. Object.defineProperty( this, 'id', { value: _id$8 ++ } );
  19966. this.name = '';
  19967. this.usage = StaticDrawUsage;
  19968. this.uniforms = [];
  19969. }
  19970. add( uniform ) {
  19971. this.uniforms.push( uniform );
  19972. return this;
  19973. }
  19974. remove( uniform ) {
  19975. const index = this.uniforms.indexOf( uniform );
  19976. if ( index !== - 1 ) this.uniforms.splice( index, 1 );
  19977. return this;
  19978. }
  19979. setName( name ) {
  19980. this.name = name;
  19981. return this;
  19982. }
  19983. setUsage( value ) {
  19984. this.usage = value;
  19985. return this;
  19986. }
  19987. dispose() {
  19988. this.dispatchEvent( { type: 'dispose' } );
  19989. return this;
  19990. }
  19991. copy( source ) {
  19992. this.name = source.name;
  19993. this.usage = source.usage;
  19994. const uniformsSource = source.uniforms;
  19995. this.uniforms.length = 0;
  19996. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  19997. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  19998. for ( let j = 0; j < uniforms.length; j ++ ) {
  19999. this.uniforms.push( uniforms[ j ].clone() );
  20000. }
  20001. }
  20002. return this;
  20003. }
  20004. clone() {
  20005. return new this.constructor().copy( this );
  20006. }
  20007. };
  20008. class InstancedInterleavedBuffer extends InterleavedBuffer {
  20009. constructor( array, stride, meshPerAttribute = 1 ) {
  20010. super( array, stride );
  20011. this.isInstancedInterleavedBuffer = true;
  20012. this.meshPerAttribute = meshPerAttribute;
  20013. }
  20014. copy( source ) {
  20015. super.copy( source );
  20016. this.meshPerAttribute = source.meshPerAttribute;
  20017. return this;
  20018. }
  20019. clone( data ) {
  20020. const ib = super.clone( data );
  20021. ib.meshPerAttribute = this.meshPerAttribute;
  20022. return ib;
  20023. }
  20024. toJSON( data ) {
  20025. const json = super.toJSON( data );
  20026. json.isInstancedInterleavedBuffer = true;
  20027. json.meshPerAttribute = this.meshPerAttribute;
  20028. return json;
  20029. }
  20030. }
  20031. class GLBufferAttribute {
  20032. constructor( buffer, type, itemSize, elementSize, count ) {
  20033. this.isGLBufferAttribute = true;
  20034. this.name = '';
  20035. this.buffer = buffer;
  20036. this.type = type;
  20037. this.itemSize = itemSize;
  20038. this.elementSize = elementSize;
  20039. this.count = count;
  20040. this.version = 0;
  20041. }
  20042. set needsUpdate( value ) {
  20043. if ( value === true ) this.version ++;
  20044. }
  20045. setBuffer( buffer ) {
  20046. this.buffer = buffer;
  20047. return this;
  20048. }
  20049. setType( type, elementSize ) {
  20050. this.type = type;
  20051. this.elementSize = elementSize;
  20052. return this;
  20053. }
  20054. setItemSize( itemSize ) {
  20055. this.itemSize = itemSize;
  20056. return this;
  20057. }
  20058. setCount( count ) {
  20059. this.count = count;
  20060. return this;
  20061. }
  20062. }
  20063. const _matrix = /*@__PURE__*/ new Matrix4();
  20064. class Raycaster {
  20065. constructor( origin, direction, near = 0, far = Infinity ) {
  20066. this.ray = new Ray( origin, direction );
  20067. // direction is assumed to be normalized (for accurate distance calculations)
  20068. this.near = near;
  20069. this.far = far;
  20070. this.camera = null;
  20071. this.layers = new Layers();
  20072. this.params = {
  20073. Mesh: {},
  20074. Line: { threshold: 1 },
  20075. LOD: {},
  20076. Points: { threshold: 1 },
  20077. Sprite: {}
  20078. };
  20079. }
  20080. set( origin, direction ) {
  20081. // direction is assumed to be normalized (for accurate distance calculations)
  20082. this.ray.set( origin, direction );
  20083. }
  20084. setFromCamera( coords, camera ) {
  20085. if ( camera.isPerspectiveCamera ) {
  20086. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  20087. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  20088. this.camera = camera;
  20089. } else if ( camera.isOrthographicCamera ) {
  20090. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  20091. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  20092. this.camera = camera;
  20093. } else {
  20094. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  20095. }
  20096. }
  20097. setFromXRController( controller ) {
  20098. _matrix.identity().extractRotation( controller.matrixWorld );
  20099. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  20100. this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
  20101. return this;
  20102. }
  20103. intersectObject( object, recursive = true, intersects = [] ) {
  20104. intersect( object, this, intersects, recursive );
  20105. intersects.sort( ascSort );
  20106. return intersects;
  20107. }
  20108. intersectObjects( objects, recursive = true, intersects = [] ) {
  20109. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  20110. intersect( objects[ i ], this, intersects, recursive );
  20111. }
  20112. intersects.sort( ascSort );
  20113. return intersects;
  20114. }
  20115. }
  20116. function ascSort( a, b ) {
  20117. return a.distance - b.distance;
  20118. }
  20119. function intersect( object, raycaster, intersects, recursive ) {
  20120. let propagate = true;
  20121. if ( object.layers.test( raycaster.layers ) ) {
  20122. const result = object.raycast( raycaster, intersects );
  20123. if ( result === false ) propagate = false;
  20124. }
  20125. if ( propagate === true && recursive === true ) {
  20126. const children = object.children;
  20127. for ( let i = 0, l = children.length; i < l; i ++ ) {
  20128. intersect( children[ i ], raycaster, intersects, true );
  20129. }
  20130. }
  20131. }
  20132. /**
  20133. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  20134. *
  20135. * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.
  20136. * theta (the azimuthal angle) is measured from the positive z-axis.
  20137. */
  20138. class Spherical {
  20139. constructor( radius = 1, phi = 0, theta = 0 ) {
  20140. this.radius = radius;
  20141. this.phi = phi; // polar angle
  20142. this.theta = theta; // azimuthal angle
  20143. return this;
  20144. }
  20145. set( radius, phi, theta ) {
  20146. this.radius = radius;
  20147. this.phi = phi;
  20148. this.theta = theta;
  20149. return this;
  20150. }
  20151. copy( other ) {
  20152. this.radius = other.radius;
  20153. this.phi = other.phi;
  20154. this.theta = other.theta;
  20155. return this;
  20156. }
  20157. // restrict phi to be between EPS and PI-EPS
  20158. makeSafe() {
  20159. const EPS = 0.000001;
  20160. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  20161. return this;
  20162. }
  20163. setFromVector3( v ) {
  20164. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20165. }
  20166. setFromCartesianCoords( x, y, z ) {
  20167. this.radius = Math.sqrt( x * x + y * y + z * z );
  20168. if ( this.radius === 0 ) {
  20169. this.theta = 0;
  20170. this.phi = 0;
  20171. } else {
  20172. this.theta = Math.atan2( x, z );
  20173. this.phi = Math.acos( clamp$1( y / this.radius, - 1, 1 ) );
  20174. }
  20175. return this;
  20176. }
  20177. clone() {
  20178. return new this.constructor().copy( this );
  20179. }
  20180. }
  20181. /**
  20182. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  20183. */
  20184. class Cylindrical {
  20185. constructor( radius = 1, theta = 0, y = 0 ) {
  20186. this.radius = radius; // distance from the origin to a point in the x-z plane
  20187. this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  20188. this.y = y; // height above the x-z plane
  20189. return this;
  20190. }
  20191. set( radius, theta, y ) {
  20192. this.radius = radius;
  20193. this.theta = theta;
  20194. this.y = y;
  20195. return this;
  20196. }
  20197. copy( other ) {
  20198. this.radius = other.radius;
  20199. this.theta = other.theta;
  20200. this.y = other.y;
  20201. return this;
  20202. }
  20203. setFromVector3( v ) {
  20204. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20205. }
  20206. setFromCartesianCoords( x, y, z ) {
  20207. this.radius = Math.sqrt( x * x + z * z );
  20208. this.theta = Math.atan2( x, z );
  20209. this.y = y;
  20210. return this;
  20211. }
  20212. clone() {
  20213. return new this.constructor().copy( this );
  20214. }
  20215. }
  20216. class Matrix2 {
  20217. constructor( n11, n12, n21, n22 ) {
  20218. Matrix2.prototype.isMatrix2 = true;
  20219. this.elements = [
  20220. 1, 0,
  20221. 0, 1,
  20222. ];
  20223. if ( n11 !== undefined ) {
  20224. this.set( n11, n12, n21, n22 );
  20225. }
  20226. }
  20227. identity() {
  20228. this.set(
  20229. 1, 0,
  20230. 0, 1,
  20231. );
  20232. return this;
  20233. }
  20234. fromArray( array, offset = 0 ) {
  20235. for ( let i = 0; i < 4; i ++ ) {
  20236. this.elements[ i ] = array[ i + offset ];
  20237. }
  20238. return this;
  20239. }
  20240. set( n11, n12, n21, n22 ) {
  20241. const te = this.elements;
  20242. te[ 0 ] = n11; te[ 2 ] = n12;
  20243. te[ 1 ] = n21; te[ 3 ] = n22;
  20244. return this;
  20245. }
  20246. }
  20247. const _vector$4 = /*@__PURE__*/ new Vector2();
  20248. class Box2 {
  20249. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  20250. this.isBox2 = true;
  20251. this.min = min;
  20252. this.max = max;
  20253. }
  20254. set( min, max ) {
  20255. this.min.copy( min );
  20256. this.max.copy( max );
  20257. return this;
  20258. }
  20259. setFromPoints( points ) {
  20260. this.makeEmpty();
  20261. for ( let i = 0, il = points.length; i < il; i ++ ) {
  20262. this.expandByPoint( points[ i ] );
  20263. }
  20264. return this;
  20265. }
  20266. setFromCenterAndSize( center, size ) {
  20267. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  20268. this.min.copy( center ).sub( halfSize );
  20269. this.max.copy( center ).add( halfSize );
  20270. return this;
  20271. }
  20272. clone() {
  20273. return new this.constructor().copy( this );
  20274. }
  20275. copy( box ) {
  20276. this.min.copy( box.min );
  20277. this.max.copy( box.max );
  20278. return this;
  20279. }
  20280. makeEmpty() {
  20281. this.min.x = this.min.y = + Infinity;
  20282. this.max.x = this.max.y = - Infinity;
  20283. return this;
  20284. }
  20285. isEmpty() {
  20286. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  20287. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  20288. }
  20289. getCenter( target ) {
  20290. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  20291. }
  20292. getSize( target ) {
  20293. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  20294. }
  20295. expandByPoint( point ) {
  20296. this.min.min( point );
  20297. this.max.max( point );
  20298. return this;
  20299. }
  20300. expandByVector( vector ) {
  20301. this.min.sub( vector );
  20302. this.max.add( vector );
  20303. return this;
  20304. }
  20305. expandByScalar( scalar ) {
  20306. this.min.addScalar( - scalar );
  20307. this.max.addScalar( scalar );
  20308. return this;
  20309. }
  20310. containsPoint( point ) {
  20311. return point.x >= this.min.x && point.x <= this.max.x &&
  20312. point.y >= this.min.y && point.y <= this.max.y;
  20313. }
  20314. containsBox( box ) {
  20315. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  20316. this.min.y <= box.min.y && box.max.y <= this.max.y;
  20317. }
  20318. getParameter( point, target ) {
  20319. // This can potentially have a divide by zero if the box
  20320. // has a size dimension of 0.
  20321. return target.set(
  20322. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  20323. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  20324. );
  20325. }
  20326. intersectsBox( box ) {
  20327. // using 4 splitting planes to rule out intersections
  20328. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  20329. box.max.y >= this.min.y && box.min.y <= this.max.y;
  20330. }
  20331. clampPoint( point, target ) {
  20332. return target.copy( point ).clamp( this.min, this.max );
  20333. }
  20334. distanceToPoint( point ) {
  20335. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  20336. }
  20337. intersect( box ) {
  20338. this.min.max( box.min );
  20339. this.max.min( box.max );
  20340. if ( this.isEmpty() ) this.makeEmpty();
  20341. return this;
  20342. }
  20343. union( box ) {
  20344. this.min.min( box.min );
  20345. this.max.max( box.max );
  20346. return this;
  20347. }
  20348. translate( offset ) {
  20349. this.min.add( offset );
  20350. this.max.add( offset );
  20351. return this;
  20352. }
  20353. equals( box ) {
  20354. return box.min.equals( this.min ) && box.max.equals( this.max );
  20355. }
  20356. }
  20357. const _startP = /*@__PURE__*/ new Vector3();
  20358. const _startEnd = /*@__PURE__*/ new Vector3();
  20359. class Line3 {
  20360. constructor( start = new Vector3(), end = new Vector3() ) {
  20361. this.start = start;
  20362. this.end = end;
  20363. }
  20364. set( start, end ) {
  20365. this.start.copy( start );
  20366. this.end.copy( end );
  20367. return this;
  20368. }
  20369. copy( line ) {
  20370. this.start.copy( line.start );
  20371. this.end.copy( line.end );
  20372. return this;
  20373. }
  20374. getCenter( target ) {
  20375. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  20376. }
  20377. delta( target ) {
  20378. return target.subVectors( this.end, this.start );
  20379. }
  20380. distanceSq() {
  20381. return this.start.distanceToSquared( this.end );
  20382. }
  20383. distance() {
  20384. return this.start.distanceTo( this.end );
  20385. }
  20386. at( t, target ) {
  20387. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20388. }
  20389. closestPointToPointParameter( point, clampToLine ) {
  20390. _startP.subVectors( point, this.start );
  20391. _startEnd.subVectors( this.end, this.start );
  20392. const startEnd2 = _startEnd.dot( _startEnd );
  20393. const startEnd_startP = _startEnd.dot( _startP );
  20394. let t = startEnd_startP / startEnd2;
  20395. if ( clampToLine ) {
  20396. t = clamp$1( t, 0, 1 );
  20397. }
  20398. return t;
  20399. }
  20400. closestPointToPoint( point, clampToLine, target ) {
  20401. const t = this.closestPointToPointParameter( point, clampToLine );
  20402. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20403. }
  20404. applyMatrix4( matrix ) {
  20405. this.start.applyMatrix4( matrix );
  20406. this.end.applyMatrix4( matrix );
  20407. return this;
  20408. }
  20409. equals( line ) {
  20410. return line.start.equals( this.start ) && line.end.equals( this.end );
  20411. }
  20412. clone() {
  20413. return new this.constructor().copy( this );
  20414. }
  20415. }
  20416. const _vector$3 = /*@__PURE__*/ new Vector3();
  20417. class SpotLightHelper extends Object3D {
  20418. constructor( light, color ) {
  20419. super();
  20420. this.light = light;
  20421. this.matrixAutoUpdate = false;
  20422. this.color = color;
  20423. this.type = 'SpotLightHelper';
  20424. const geometry = new BufferGeometry();
  20425. const positions = [
  20426. 0, 0, 0, 0, 0, 1,
  20427. 0, 0, 0, 1, 0, 1,
  20428. 0, 0, 0, - 1, 0, 1,
  20429. 0, 0, 0, 0, 1, 1,
  20430. 0, 0, 0, 0, - 1, 1
  20431. ];
  20432. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  20433. const p1 = ( i / l ) * Math.PI * 2;
  20434. const p2 = ( j / l ) * Math.PI * 2;
  20435. positions.push(
  20436. Math.cos( p1 ), Math.sin( p1 ), 1,
  20437. Math.cos( p2 ), Math.sin( p2 ), 1
  20438. );
  20439. }
  20440. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  20441. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20442. this.cone = new LineSegments( geometry, material );
  20443. this.add( this.cone );
  20444. this.update();
  20445. }
  20446. dispose() {
  20447. this.cone.geometry.dispose();
  20448. this.cone.material.dispose();
  20449. }
  20450. update() {
  20451. this.light.updateWorldMatrix( true, false );
  20452. this.light.target.updateWorldMatrix( true, false );
  20453. // update the local matrix based on the parent and light target transforms
  20454. if ( this.parent ) {
  20455. this.parent.updateWorldMatrix( true );
  20456. this.matrix
  20457. .copy( this.parent.matrixWorld )
  20458. .invert()
  20459. .multiply( this.light.matrixWorld );
  20460. } else {
  20461. this.matrix.copy( this.light.matrixWorld );
  20462. }
  20463. this.matrixWorld.copy( this.light.matrixWorld );
  20464. const coneLength = this.light.distance ? this.light.distance : 1000;
  20465. const coneWidth = coneLength * Math.tan( this.light.angle );
  20466. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  20467. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  20468. this.cone.lookAt( _vector$3 );
  20469. if ( this.color !== undefined ) {
  20470. this.cone.material.color.set( this.color );
  20471. } else {
  20472. this.cone.material.color.copy( this.light.color );
  20473. }
  20474. }
  20475. }
  20476. const _vector$2 = /*@__PURE__*/ new Vector3();
  20477. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  20478. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  20479. class SkeletonHelper extends LineSegments {
  20480. constructor( object ) {
  20481. const bones = getBoneList( object );
  20482. const geometry = new BufferGeometry();
  20483. const vertices = [];
  20484. const colors = [];
  20485. const color1 = new Color( 0, 0, 1 );
  20486. const color2 = new Color( 0, 1, 0 );
  20487. for ( let i = 0; i < bones.length; i ++ ) {
  20488. const bone = bones[ i ];
  20489. if ( bone.parent && bone.parent.isBone ) {
  20490. vertices.push( 0, 0, 0 );
  20491. vertices.push( 0, 0, 0 );
  20492. colors.push( color1.r, color1.g, color1.b );
  20493. colors.push( color2.r, color2.g, color2.b );
  20494. }
  20495. }
  20496. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20497. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20498. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  20499. super( geometry, material );
  20500. this.isSkeletonHelper = true;
  20501. this.type = 'SkeletonHelper';
  20502. this.root = object;
  20503. this.bones = bones;
  20504. this.matrix = object.matrixWorld;
  20505. this.matrixAutoUpdate = false;
  20506. }
  20507. updateMatrixWorld( force ) {
  20508. const bones = this.bones;
  20509. const geometry = this.geometry;
  20510. const position = geometry.getAttribute( 'position' );
  20511. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  20512. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  20513. const bone = bones[ i ];
  20514. if ( bone.parent && bone.parent.isBone ) {
  20515. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  20516. _vector$2.setFromMatrixPosition( _boneMatrix );
  20517. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  20518. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  20519. _vector$2.setFromMatrixPosition( _boneMatrix );
  20520. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  20521. j += 2;
  20522. }
  20523. }
  20524. geometry.getAttribute( 'position' ).needsUpdate = true;
  20525. super.updateMatrixWorld( force );
  20526. }
  20527. dispose() {
  20528. this.geometry.dispose();
  20529. this.material.dispose();
  20530. }
  20531. }
  20532. function getBoneList( object ) {
  20533. const boneList = [];
  20534. if ( object.isBone === true ) {
  20535. boneList.push( object );
  20536. }
  20537. for ( let i = 0; i < object.children.length; i ++ ) {
  20538. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  20539. }
  20540. return boneList;
  20541. }
  20542. class PointLightHelper extends Mesh {
  20543. constructor( light, sphereSize, color ) {
  20544. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  20545. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20546. super( geometry, material );
  20547. this.light = light;
  20548. this.color = color;
  20549. this.type = 'PointLightHelper';
  20550. this.matrix = this.light.matrixWorld;
  20551. this.matrixAutoUpdate = false;
  20552. this.update();
  20553. /*
  20554. // TODO: delete this comment?
  20555. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20556. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20557. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20558. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20559. const d = light.distance;
  20560. if ( d === 0.0 ) {
  20561. this.lightDistance.visible = false;
  20562. } else {
  20563. this.lightDistance.scale.set( d, d, d );
  20564. }
  20565. this.add( this.lightDistance );
  20566. */
  20567. }
  20568. dispose() {
  20569. this.geometry.dispose();
  20570. this.material.dispose();
  20571. }
  20572. update() {
  20573. this.light.updateWorldMatrix( true, false );
  20574. if ( this.color !== undefined ) {
  20575. this.material.color.set( this.color );
  20576. } else {
  20577. this.material.color.copy( this.light.color );
  20578. }
  20579. /*
  20580. const d = this.light.distance;
  20581. if ( d === 0.0 ) {
  20582. this.lightDistance.visible = false;
  20583. } else {
  20584. this.lightDistance.visible = true;
  20585. this.lightDistance.scale.set( d, d, d );
  20586. }
  20587. */
  20588. }
  20589. }
  20590. const _vector$1 = /*@__PURE__*/ new Vector3();
  20591. const _color1 = /*@__PURE__*/ new Color();
  20592. const _color2 = /*@__PURE__*/ new Color();
  20593. class HemisphereLightHelper extends Object3D {
  20594. constructor( light, size, color ) {
  20595. super();
  20596. this.light = light;
  20597. this.matrix = light.matrixWorld;
  20598. this.matrixAutoUpdate = false;
  20599. this.color = color;
  20600. this.type = 'HemisphereLightHelper';
  20601. const geometry = new OctahedronGeometry( size );
  20602. geometry.rotateY( Math.PI * 0.5 );
  20603. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20604. if ( this.color === undefined ) this.material.vertexColors = true;
  20605. const position = geometry.getAttribute( 'position' );
  20606. const colors = new Float32Array( position.count * 3 );
  20607. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  20608. this.add( new Mesh( geometry, this.material ) );
  20609. this.update();
  20610. }
  20611. dispose() {
  20612. this.children[ 0 ].geometry.dispose();
  20613. this.children[ 0 ].material.dispose();
  20614. }
  20615. update() {
  20616. const mesh = this.children[ 0 ];
  20617. if ( this.color !== undefined ) {
  20618. this.material.color.set( this.color );
  20619. } else {
  20620. const colors = mesh.geometry.getAttribute( 'color' );
  20621. _color1.copy( this.light.color );
  20622. _color2.copy( this.light.groundColor );
  20623. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  20624. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  20625. colors.setXYZ( i, color.r, color.g, color.b );
  20626. }
  20627. colors.needsUpdate = true;
  20628. }
  20629. this.light.updateWorldMatrix( true, false );
  20630. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  20631. }
  20632. }
  20633. class GridHelper extends LineSegments {
  20634. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  20635. color1 = new Color( color1 );
  20636. color2 = new Color( color2 );
  20637. const center = divisions / 2;
  20638. const step = size / divisions;
  20639. const halfSize = size / 2;
  20640. const vertices = [], colors = [];
  20641. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  20642. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  20643. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  20644. const color = i === center ? color1 : color2;
  20645. color.toArray( colors, j ); j += 3;
  20646. color.toArray( colors, j ); j += 3;
  20647. color.toArray( colors, j ); j += 3;
  20648. color.toArray( colors, j ); j += 3;
  20649. }
  20650. const geometry = new BufferGeometry();
  20651. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20652. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20653. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20654. super( geometry, material );
  20655. this.type = 'GridHelper';
  20656. }
  20657. dispose() {
  20658. this.geometry.dispose();
  20659. this.material.dispose();
  20660. }
  20661. }
  20662. class PolarGridHelper extends LineSegments {
  20663. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  20664. color1 = new Color( color1 );
  20665. color2 = new Color( color2 );
  20666. const vertices = [];
  20667. const colors = [];
  20668. // create the sectors
  20669. if ( sectors > 1 ) {
  20670. for ( let i = 0; i < sectors; i ++ ) {
  20671. const v = ( i / sectors ) * ( Math.PI * 2 );
  20672. const x = Math.sin( v ) * radius;
  20673. const z = Math.cos( v ) * radius;
  20674. vertices.push( 0, 0, 0 );
  20675. vertices.push( x, 0, z );
  20676. const color = ( i & 1 ) ? color1 : color2;
  20677. colors.push( color.r, color.g, color.b );
  20678. colors.push( color.r, color.g, color.b );
  20679. }
  20680. }
  20681. // create the rings
  20682. for ( let i = 0; i < rings; i ++ ) {
  20683. const color = ( i & 1 ) ? color1 : color2;
  20684. const r = radius - ( radius / rings * i );
  20685. for ( let j = 0; j < divisions; j ++ ) {
  20686. // first vertex
  20687. let v = ( j / divisions ) * ( Math.PI * 2 );
  20688. let x = Math.sin( v ) * r;
  20689. let z = Math.cos( v ) * r;
  20690. vertices.push( x, 0, z );
  20691. colors.push( color.r, color.g, color.b );
  20692. // second vertex
  20693. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  20694. x = Math.sin( v ) * r;
  20695. z = Math.cos( v ) * r;
  20696. vertices.push( x, 0, z );
  20697. colors.push( color.r, color.g, color.b );
  20698. }
  20699. }
  20700. const geometry = new BufferGeometry();
  20701. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20702. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20703. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20704. super( geometry, material );
  20705. this.type = 'PolarGridHelper';
  20706. }
  20707. dispose() {
  20708. this.geometry.dispose();
  20709. this.material.dispose();
  20710. }
  20711. }
  20712. const _v1 = /*@__PURE__*/ new Vector3();
  20713. const _v2 = /*@__PURE__*/ new Vector3();
  20714. const _v3 = /*@__PURE__*/ new Vector3();
  20715. class DirectionalLightHelper extends Object3D {
  20716. constructor( light, size, color ) {
  20717. super();
  20718. this.light = light;
  20719. this.matrix = light.matrixWorld;
  20720. this.matrixAutoUpdate = false;
  20721. this.color = color;
  20722. this.type = 'DirectionalLightHelper';
  20723. if ( size === undefined ) size = 1;
  20724. let geometry = new BufferGeometry();
  20725. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  20726. - size, size, 0,
  20727. size, size, 0,
  20728. size, - size, 0,
  20729. - size, - size, 0,
  20730. - size, size, 0
  20731. ], 3 ) );
  20732. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20733. this.lightPlane = new Line( geometry, material );
  20734. this.add( this.lightPlane );
  20735. geometry = new BufferGeometry();
  20736. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  20737. this.targetLine = new Line( geometry, material );
  20738. this.add( this.targetLine );
  20739. this.update();
  20740. }
  20741. dispose() {
  20742. this.lightPlane.geometry.dispose();
  20743. this.lightPlane.material.dispose();
  20744. this.targetLine.geometry.dispose();
  20745. this.targetLine.material.dispose();
  20746. }
  20747. update() {
  20748. this.light.updateWorldMatrix( true, false );
  20749. this.light.target.updateWorldMatrix( true, false );
  20750. _v1.setFromMatrixPosition( this.light.matrixWorld );
  20751. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  20752. _v3.subVectors( _v2, _v1 );
  20753. this.lightPlane.lookAt( _v2 );
  20754. if ( this.color !== undefined ) {
  20755. this.lightPlane.material.color.set( this.color );
  20756. this.targetLine.material.color.set( this.color );
  20757. } else {
  20758. this.lightPlane.material.color.copy( this.light.color );
  20759. this.targetLine.material.color.copy( this.light.color );
  20760. }
  20761. this.targetLine.lookAt( _v2 );
  20762. this.targetLine.scale.z = _v3.length();
  20763. }
  20764. }
  20765. const _vector = /*@__PURE__*/ new Vector3();
  20766. const _camera$1 = /*@__PURE__*/ new Camera();
  20767. /**
  20768. * - shows frustum, line of sight and up of the camera
  20769. * - suitable for fast updates
  20770. * - based on frustum visualization in lightgl.js shadowmap example
  20771. * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
  20772. */
  20773. class CameraHelper extends LineSegments {
  20774. constructor( camera ) {
  20775. const geometry = new BufferGeometry();
  20776. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  20777. const vertices = [];
  20778. const colors = [];
  20779. const pointMap = {};
  20780. // near
  20781. addLine( 'n1', 'n2' );
  20782. addLine( 'n2', 'n4' );
  20783. addLine( 'n4', 'n3' );
  20784. addLine( 'n3', 'n1' );
  20785. // far
  20786. addLine( 'f1', 'f2' );
  20787. addLine( 'f2', 'f4' );
  20788. addLine( 'f4', 'f3' );
  20789. addLine( 'f3', 'f1' );
  20790. // sides
  20791. addLine( 'n1', 'f1' );
  20792. addLine( 'n2', 'f2' );
  20793. addLine( 'n3', 'f3' );
  20794. addLine( 'n4', 'f4' );
  20795. // cone
  20796. addLine( 'p', 'n1' );
  20797. addLine( 'p', 'n2' );
  20798. addLine( 'p', 'n3' );
  20799. addLine( 'p', 'n4' );
  20800. // up
  20801. addLine( 'u1', 'u2' );
  20802. addLine( 'u2', 'u3' );
  20803. addLine( 'u3', 'u1' );
  20804. // target
  20805. addLine( 'c', 't' );
  20806. addLine( 'p', 'c' );
  20807. // cross
  20808. addLine( 'cn1', 'cn2' );
  20809. addLine( 'cn3', 'cn4' );
  20810. addLine( 'cf1', 'cf2' );
  20811. addLine( 'cf3', 'cf4' );
  20812. function addLine( a, b ) {
  20813. addPoint( a );
  20814. addPoint( b );
  20815. }
  20816. function addPoint( id ) {
  20817. vertices.push( 0, 0, 0 );
  20818. colors.push( 0, 0, 0 );
  20819. if ( pointMap[ id ] === undefined ) {
  20820. pointMap[ id ] = [];
  20821. }
  20822. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  20823. }
  20824. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20825. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20826. super( geometry, material );
  20827. this.type = 'CameraHelper';
  20828. this.camera = camera;
  20829. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  20830. this.matrix = camera.matrixWorld;
  20831. this.matrixAutoUpdate = false;
  20832. this.pointMap = pointMap;
  20833. this.update();
  20834. // colors
  20835. const colorFrustum = new Color( 0xffaa00 );
  20836. const colorCone = new Color( 0xff0000 );
  20837. const colorUp = new Color( 0x00aaff );
  20838. const colorTarget = new Color( 0xffffff );
  20839. const colorCross = new Color( 0x333333 );
  20840. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  20841. }
  20842. setColors( frustum, cone, up, target, cross ) {
  20843. const geometry = this.geometry;
  20844. const colorAttribute = geometry.getAttribute( 'color' );
  20845. // near
  20846. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  20847. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  20848. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  20849. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  20850. // far
  20851. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  20852. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  20853. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  20854. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  20855. // sides
  20856. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  20857. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  20858. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  20859. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  20860. // cone
  20861. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  20862. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  20863. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  20864. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  20865. // up
  20866. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  20867. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  20868. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  20869. // target
  20870. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  20871. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  20872. // cross
  20873. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  20874. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  20875. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  20876. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  20877. colorAttribute.needsUpdate = true;
  20878. }
  20879. update() {
  20880. const geometry = this.geometry;
  20881. const pointMap = this.pointMap;
  20882. const w = 1, h = 1;
  20883. // we need just camera projection matrix inverse
  20884. // world matrix must be identity
  20885. _camera$1.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  20886. // center / target
  20887. setPoint( 'c', pointMap, geometry, _camera$1, 0, 0, - 1 );
  20888. setPoint( 't', pointMap, geometry, _camera$1, 0, 0, 1 );
  20889. // near
  20890. setPoint( 'n1', pointMap, geometry, _camera$1, - w, - h, - 1 );
  20891. setPoint( 'n2', pointMap, geometry, _camera$1, w, - h, - 1 );
  20892. setPoint( 'n3', pointMap, geometry, _camera$1, - w, h, - 1 );
  20893. setPoint( 'n4', pointMap, geometry, _camera$1, w, h, - 1 );
  20894. // far
  20895. setPoint( 'f1', pointMap, geometry, _camera$1, - w, - h, 1 );
  20896. setPoint( 'f2', pointMap, geometry, _camera$1, w, - h, 1 );
  20897. setPoint( 'f3', pointMap, geometry, _camera$1, - w, h, 1 );
  20898. setPoint( 'f4', pointMap, geometry, _camera$1, w, h, 1 );
  20899. // up
  20900. setPoint( 'u1', pointMap, geometry, _camera$1, w * 0.7, h * 1.1, - 1 );
  20901. setPoint( 'u2', pointMap, geometry, _camera$1, - w * 0.7, h * 1.1, - 1 );
  20902. setPoint( 'u3', pointMap, geometry, _camera$1, 0, h * 2, - 1 );
  20903. // cross
  20904. setPoint( 'cf1', pointMap, geometry, _camera$1, - w, 0, 1 );
  20905. setPoint( 'cf2', pointMap, geometry, _camera$1, w, 0, 1 );
  20906. setPoint( 'cf3', pointMap, geometry, _camera$1, 0, - h, 1 );
  20907. setPoint( 'cf4', pointMap, geometry, _camera$1, 0, h, 1 );
  20908. setPoint( 'cn1', pointMap, geometry, _camera$1, - w, 0, - 1 );
  20909. setPoint( 'cn2', pointMap, geometry, _camera$1, w, 0, - 1 );
  20910. setPoint( 'cn3', pointMap, geometry, _camera$1, 0, - h, - 1 );
  20911. setPoint( 'cn4', pointMap, geometry, _camera$1, 0, h, - 1 );
  20912. geometry.getAttribute( 'position' ).needsUpdate = true;
  20913. }
  20914. dispose() {
  20915. this.geometry.dispose();
  20916. this.material.dispose();
  20917. }
  20918. }
  20919. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  20920. _vector.set( x, y, z ).unproject( camera );
  20921. const points = pointMap[ point ];
  20922. if ( points !== undefined ) {
  20923. const position = geometry.getAttribute( 'position' );
  20924. for ( let i = 0, l = points.length; i < l; i ++ ) {
  20925. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  20926. }
  20927. }
  20928. }
  20929. const _box = /*@__PURE__*/ new Box3();
  20930. class BoxHelper extends LineSegments {
  20931. constructor( object, color = 0xffff00 ) {
  20932. const 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 ] );
  20933. const positions = new Float32Array( 8 * 3 );
  20934. const geometry = new BufferGeometry();
  20935. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  20936. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  20937. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  20938. this.object = object;
  20939. this.type = 'BoxHelper';
  20940. this.matrixAutoUpdate = false;
  20941. this.update();
  20942. }
  20943. update( object ) {
  20944. if ( object !== undefined ) {
  20945. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  20946. }
  20947. if ( this.object !== undefined ) {
  20948. _box.setFromObject( this.object );
  20949. }
  20950. if ( _box.isEmpty() ) return;
  20951. const min = _box.min;
  20952. const max = _box.max;
  20953. /*
  20954. 5____4
  20955. 1/___0/|
  20956. | 6__|_7
  20957. 2/___3/
  20958. 0: max.x, max.y, max.z
  20959. 1: min.x, max.y, max.z
  20960. 2: min.x, min.y, max.z
  20961. 3: max.x, min.y, max.z
  20962. 4: max.x, max.y, min.z
  20963. 5: min.x, max.y, min.z
  20964. 6: min.x, min.y, min.z
  20965. 7: max.x, min.y, min.z
  20966. */
  20967. const position = this.geometry.attributes.position;
  20968. const array = position.array;
  20969. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  20970. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  20971. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  20972. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  20973. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  20974. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  20975. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  20976. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  20977. position.needsUpdate = true;
  20978. this.geometry.computeBoundingSphere();
  20979. }
  20980. setFromObject( object ) {
  20981. this.object = object;
  20982. this.update();
  20983. return this;
  20984. }
  20985. copy( source, recursive ) {
  20986. super.copy( source, recursive );
  20987. this.object = source.object;
  20988. return this;
  20989. }
  20990. dispose() {
  20991. this.geometry.dispose();
  20992. this.material.dispose();
  20993. }
  20994. }
  20995. class Box3Helper extends LineSegments {
  20996. constructor( box, color = 0xffff00 ) {
  20997. const 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 ] );
  20998. const 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 ];
  20999. const geometry = new BufferGeometry();
  21000. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  21001. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  21002. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21003. this.box = box;
  21004. this.type = 'Box3Helper';
  21005. this.geometry.computeBoundingSphere();
  21006. }
  21007. updateMatrixWorld( force ) {
  21008. const box = this.box;
  21009. if ( box.isEmpty() ) return;
  21010. box.getCenter( this.position );
  21011. box.getSize( this.scale );
  21012. this.scale.multiplyScalar( 0.5 );
  21013. super.updateMatrixWorld( force );
  21014. }
  21015. dispose() {
  21016. this.geometry.dispose();
  21017. this.material.dispose();
  21018. }
  21019. }
  21020. class PlaneHelper extends Line {
  21021. constructor( plane, size = 1, hex = 0xffff00 ) {
  21022. const color = hex;
  21023. const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  21024. const geometry = new BufferGeometry();
  21025. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  21026. geometry.computeBoundingSphere();
  21027. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21028. this.type = 'PlaneHelper';
  21029. this.plane = plane;
  21030. this.size = size;
  21031. const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  21032. const geometry2 = new BufferGeometry();
  21033. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  21034. geometry2.computeBoundingSphere();
  21035. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  21036. }
  21037. updateMatrixWorld( force ) {
  21038. this.position.set( 0, 0, 0 );
  21039. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  21040. this.lookAt( this.plane.normal );
  21041. this.translateZ( - this.plane.constant );
  21042. super.updateMatrixWorld( force );
  21043. }
  21044. dispose() {
  21045. this.geometry.dispose();
  21046. this.material.dispose();
  21047. this.children[ 0 ].geometry.dispose();
  21048. this.children[ 0 ].material.dispose();
  21049. }
  21050. }
  21051. const _axis = /*@__PURE__*/ new Vector3();
  21052. let _lineGeometry, _coneGeometry;
  21053. class ArrowHelper extends Object3D {
  21054. // dir is assumed to be normalized
  21055. constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21056. super();
  21057. this.type = 'ArrowHelper';
  21058. if ( _lineGeometry === undefined ) {
  21059. _lineGeometry = new BufferGeometry();
  21060. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  21061. _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
  21062. _coneGeometry.translate( 0, - 0.5, 0 );
  21063. }
  21064. this.position.copy( origin );
  21065. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21066. this.line.matrixAutoUpdate = false;
  21067. this.add( this.line );
  21068. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  21069. this.cone.matrixAutoUpdate = false;
  21070. this.add( this.cone );
  21071. this.setDirection( dir );
  21072. this.setLength( length, headLength, headWidth );
  21073. }
  21074. setDirection( dir ) {
  21075. // dir is assumed to be normalized
  21076. if ( dir.y > 0.99999 ) {
  21077. this.quaternion.set( 0, 0, 0, 1 );
  21078. } else if ( dir.y < - 0.99999 ) {
  21079. this.quaternion.set( 1, 0, 0, 0 );
  21080. } else {
  21081. _axis.set( dir.z, 0, - dir.x ).normalize();
  21082. const radians = Math.acos( dir.y );
  21083. this.quaternion.setFromAxisAngle( _axis, radians );
  21084. }
  21085. }
  21086. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21087. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  21088. this.line.updateMatrix();
  21089. this.cone.scale.set( headWidth, headLength, headWidth );
  21090. this.cone.position.y = length;
  21091. this.cone.updateMatrix();
  21092. }
  21093. setColor( color ) {
  21094. this.line.material.color.set( color );
  21095. this.cone.material.color.set( color );
  21096. }
  21097. copy( source ) {
  21098. super.copy( source, false );
  21099. this.line.copy( source.line );
  21100. this.cone.copy( source.cone );
  21101. return this;
  21102. }
  21103. dispose() {
  21104. this.line.geometry.dispose();
  21105. this.line.material.dispose();
  21106. this.cone.geometry.dispose();
  21107. this.cone.material.dispose();
  21108. }
  21109. }
  21110. class AxesHelper extends LineSegments {
  21111. constructor( size = 1 ) {
  21112. const vertices = [
  21113. 0, 0, 0, size, 0, 0,
  21114. 0, 0, 0, 0, size, 0,
  21115. 0, 0, 0, 0, 0, size
  21116. ];
  21117. const colors = [
  21118. 1, 0, 0, 1, 0.6, 0,
  21119. 0, 1, 0, 0.6, 1, 0,
  21120. 0, 0, 1, 0, 0.6, 1
  21121. ];
  21122. const geometry = new BufferGeometry();
  21123. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21124. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  21125. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  21126. super( geometry, material );
  21127. this.type = 'AxesHelper';
  21128. }
  21129. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  21130. const color = new Color();
  21131. const array = this.geometry.attributes.color.array;
  21132. color.set( xAxisColor );
  21133. color.toArray( array, 0 );
  21134. color.toArray( array, 3 );
  21135. color.set( yAxisColor );
  21136. color.toArray( array, 6 );
  21137. color.toArray( array, 9 );
  21138. color.set( zAxisColor );
  21139. color.toArray( array, 12 );
  21140. color.toArray( array, 15 );
  21141. this.geometry.attributes.color.needsUpdate = true;
  21142. return this;
  21143. }
  21144. dispose() {
  21145. this.geometry.dispose();
  21146. this.material.dispose();
  21147. }
  21148. }
  21149. class ShapePath {
  21150. constructor() {
  21151. this.type = 'ShapePath';
  21152. this.color = new Color();
  21153. this.subPaths = [];
  21154. this.currentPath = null;
  21155. }
  21156. moveTo( x, y ) {
  21157. this.currentPath = new Path();
  21158. this.subPaths.push( this.currentPath );
  21159. this.currentPath.moveTo( x, y );
  21160. return this;
  21161. }
  21162. lineTo( x, y ) {
  21163. this.currentPath.lineTo( x, y );
  21164. return this;
  21165. }
  21166. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  21167. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  21168. return this;
  21169. }
  21170. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  21171. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  21172. return this;
  21173. }
  21174. splineThru( pts ) {
  21175. this.currentPath.splineThru( pts );
  21176. return this;
  21177. }
  21178. toShapes( isCCW ) {
  21179. function toShapesNoHoles( inSubpaths ) {
  21180. const shapes = [];
  21181. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  21182. const tmpPath = inSubpaths[ i ];
  21183. const tmpShape = new Shape();
  21184. tmpShape.curves = tmpPath.curves;
  21185. shapes.push( tmpShape );
  21186. }
  21187. return shapes;
  21188. }
  21189. function isPointInsidePolygon( inPt, inPolygon ) {
  21190. const polyLen = inPolygon.length;
  21191. // inPt on polygon contour => immediate success or
  21192. // toggling of inside/outside at every single! intersection point of an edge
  21193. // with the horizontal line through inPt, left of inPt
  21194. // not counting lowerY endpoints of edges and whole edges on that line
  21195. let inside = false;
  21196. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  21197. let edgeLowPt = inPolygon[ p ];
  21198. let edgeHighPt = inPolygon[ q ];
  21199. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  21200. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  21201. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  21202. // not parallel
  21203. if ( edgeDy < 0 ) {
  21204. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  21205. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  21206. }
  21207. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  21208. if ( inPt.y === edgeLowPt.y ) {
  21209. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  21210. // continue; // no intersection or edgeLowPt => doesn't count !!!
  21211. } else {
  21212. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  21213. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  21214. if ( perpEdge < 0 ) continue;
  21215. inside = ! inside; // true intersection left of inPt
  21216. }
  21217. } else {
  21218. // parallel or collinear
  21219. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  21220. // edge lies on the same horizontal line as inPt
  21221. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  21222. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  21223. // continue;
  21224. }
  21225. }
  21226. return inside;
  21227. }
  21228. const isClockWise = ShapeUtils.isClockWise;
  21229. const subPaths = this.subPaths;
  21230. if ( subPaths.length === 0 ) return [];
  21231. let solid, tmpPath, tmpShape;
  21232. const shapes = [];
  21233. if ( subPaths.length === 1 ) {
  21234. tmpPath = subPaths[ 0 ];
  21235. tmpShape = new Shape();
  21236. tmpShape.curves = tmpPath.curves;
  21237. shapes.push( tmpShape );
  21238. return shapes;
  21239. }
  21240. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  21241. holesFirst = isCCW ? ! holesFirst : holesFirst;
  21242. // console.log("Holes first", holesFirst);
  21243. const betterShapeHoles = [];
  21244. const newShapes = [];
  21245. let newShapeHoles = [];
  21246. let mainIdx = 0;
  21247. let tmpPoints;
  21248. newShapes[ mainIdx ] = undefined;
  21249. newShapeHoles[ mainIdx ] = [];
  21250. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  21251. tmpPath = subPaths[ i ];
  21252. tmpPoints = tmpPath.getPoints();
  21253. solid = isClockWise( tmpPoints );
  21254. solid = isCCW ? ! solid : solid;
  21255. if ( solid ) {
  21256. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  21257. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  21258. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  21259. if ( holesFirst ) mainIdx ++;
  21260. newShapeHoles[ mainIdx ] = [];
  21261. //console.log('cw', i);
  21262. } else {
  21263. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  21264. //console.log('ccw', i);
  21265. }
  21266. }
  21267. // only Holes? -> probably all Shapes with wrong orientation
  21268. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  21269. if ( newShapes.length > 1 ) {
  21270. let ambiguous = false;
  21271. let toChange = 0;
  21272. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21273. betterShapeHoles[ sIdx ] = [];
  21274. }
  21275. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21276. const sho = newShapeHoles[ sIdx ];
  21277. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  21278. const ho = sho[ hIdx ];
  21279. let hole_unassigned = true;
  21280. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  21281. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  21282. if ( sIdx !== s2Idx ) toChange ++;
  21283. if ( hole_unassigned ) {
  21284. hole_unassigned = false;
  21285. betterShapeHoles[ s2Idx ].push( ho );
  21286. } else {
  21287. ambiguous = true;
  21288. }
  21289. }
  21290. }
  21291. if ( hole_unassigned ) {
  21292. betterShapeHoles[ sIdx ].push( ho );
  21293. }
  21294. }
  21295. }
  21296. if ( toChange > 0 && ambiguous === false ) {
  21297. newShapeHoles = betterShapeHoles;
  21298. }
  21299. }
  21300. let tmpHoles;
  21301. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  21302. tmpShape = newShapes[ i ].s;
  21303. shapes.push( tmpShape );
  21304. tmpHoles = newShapeHoles[ i ];
  21305. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  21306. tmpShape.holes.push( tmpHoles[ j ].h );
  21307. }
  21308. }
  21309. //console.log("shape", shapes);
  21310. return shapes;
  21311. }
  21312. }
  21313. class Controls extends EventDispatcher {
  21314. constructor( object, domElement ) {
  21315. super();
  21316. this.object = object;
  21317. this.domElement = domElement;
  21318. this.enabled = true;
  21319. this.state = - 1;
  21320. this.keys = {};
  21321. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  21322. this.touches = { ONE: null, TWO: null };
  21323. }
  21324. connect() {}
  21325. disconnect() {}
  21326. dispose() {}
  21327. update( /* delta */ ) {}
  21328. }
  21329. class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162
  21330. constructor( width = 1, height = 1, count = 1, options = {} ) {
  21331. console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' );
  21332. super( width, height, { ...options, count } );
  21333. this.isWebGLMultipleRenderTargets = true;
  21334. }
  21335. get texture() {
  21336. return this.textures;
  21337. }
  21338. }
  21339. class Animation {
  21340. constructor( nodes, info ) {
  21341. this.nodes = nodes;
  21342. this.info = info;
  21343. this.animationLoop = null;
  21344. this.requestId = null;
  21345. this._init();
  21346. }
  21347. _init() {
  21348. const update = ( time, frame ) => {
  21349. this.requestId = self.requestAnimationFrame( update );
  21350. if ( this.info.autoReset === true ) this.info.reset();
  21351. this.nodes.nodeFrame.update();
  21352. this.info.frame = this.nodes.nodeFrame.frameId;
  21353. if ( this.animationLoop !== null ) this.animationLoop( time, frame );
  21354. };
  21355. update();
  21356. }
  21357. dispose() {
  21358. self.cancelAnimationFrame( this.requestId );
  21359. this.requestId = null;
  21360. }
  21361. setAnimationLoop( callback ) {
  21362. this.animationLoop = callback;
  21363. }
  21364. }
  21365. class ChainMap {
  21366. constructor() {
  21367. this.weakMap = new WeakMap();
  21368. }
  21369. get( keys ) {
  21370. let map = this.weakMap;
  21371. for ( let i = 0; i < keys.length; i ++ ) {
  21372. map = map.get( keys[ i ] );
  21373. if ( map === undefined ) return undefined;
  21374. }
  21375. return map.get( keys[ keys.length - 1 ] );
  21376. }
  21377. set( keys, value ) {
  21378. let map = this.weakMap;
  21379. for ( let i = 0; i < keys.length; i ++ ) {
  21380. const key = keys[ i ];
  21381. if ( map.has( key ) === false ) map.set( key, new WeakMap() );
  21382. map = map.get( key );
  21383. }
  21384. return map.set( keys[ keys.length - 1 ], value );
  21385. }
  21386. delete( keys ) {
  21387. let map = this.weakMap;
  21388. for ( let i = 0; i < keys.length; i ++ ) {
  21389. map = map.get( keys[ i ] );
  21390. if ( map === undefined ) return false;
  21391. }
  21392. return map.delete( keys[ keys.length - 1 ] );
  21393. }
  21394. }
  21395. const _plane = /*@__PURE__*/ new Plane();
  21396. let _clippingContextVersion = 0;
  21397. class ClippingContext {
  21398. constructor() {
  21399. this.version = ++ _clippingContextVersion;
  21400. this.globalClippingCount = 0;
  21401. this.localClippingCount = 0;
  21402. this.localClippingEnabled = false;
  21403. this.localClipIntersection = false;
  21404. this.planes = [];
  21405. this.parentVersion = 0;
  21406. this.viewNormalMatrix = new Matrix3();
  21407. }
  21408. projectPlanes( source, offset ) {
  21409. const l = source.length;
  21410. const planes = this.planes;
  21411. for ( let i = 0; i < l; i ++ ) {
  21412. _plane.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix );
  21413. const v = planes[ offset + i ];
  21414. const normal = _plane.normal;
  21415. v.x = - normal.x;
  21416. v.y = - normal.y;
  21417. v.z = - normal.z;
  21418. v.w = _plane.constant;
  21419. }
  21420. }
  21421. updateGlobal( renderer, camera ) {
  21422. const rendererClippingPlanes = renderer.clippingPlanes;
  21423. this.viewMatrix = camera.matrixWorldInverse;
  21424. this.viewNormalMatrix.getNormalMatrix( this.viewMatrix );
  21425. let update = false;
  21426. if ( Array.isArray( rendererClippingPlanes ) && rendererClippingPlanes.length !== 0 ) {
  21427. const l = rendererClippingPlanes.length;
  21428. if ( l !== this.globalClippingCount ) {
  21429. const planes = [];
  21430. for ( let i = 0; i < l; i ++ ) {
  21431. planes.push( new Vector4() );
  21432. }
  21433. this.globalClippingCount = l;
  21434. this.planes = planes;
  21435. update = true;
  21436. }
  21437. this.projectPlanes( rendererClippingPlanes, 0 );
  21438. } else if ( this.globalClippingCount !== 0 ) {
  21439. this.globalClippingCount = 0;
  21440. this.planes = [];
  21441. update = true;
  21442. }
  21443. if ( renderer.localClippingEnabled !== this.localClippingEnabled ) {
  21444. this.localClippingEnabled = renderer.localClippingEnabled;
  21445. update = true;
  21446. }
  21447. if ( update ) this.version = _clippingContextVersion ++;
  21448. }
  21449. update( parent, material ) {
  21450. let update = false;
  21451. if ( this !== parent && parent.version !== this.parentVersion ) {
  21452. this.globalClippingCount = material.isShadowNodeMaterial ? 0 : parent.globalClippingCount;
  21453. this.localClippingEnabled = parent.localClippingEnabled;
  21454. this.planes = Array.from( parent.planes );
  21455. this.parentVersion = parent.version;
  21456. this.viewMatrix = parent.viewMatrix;
  21457. this.viewNormalMatrix = parent.viewNormalMatrix;
  21458. update = true;
  21459. }
  21460. if ( this.localClippingEnabled ) {
  21461. const localClippingPlanes = material.clippingPlanes;
  21462. if ( ( Array.isArray( localClippingPlanes ) && localClippingPlanes.length !== 0 ) ) {
  21463. const l = localClippingPlanes.length;
  21464. const planes = this.planes;
  21465. const offset = this.globalClippingCount;
  21466. if ( update || l !== this.localClippingCount ) {
  21467. planes.length = offset + l;
  21468. for ( let i = 0; i < l; i ++ ) {
  21469. planes[ offset + i ] = new Vector4();
  21470. }
  21471. this.localClippingCount = l;
  21472. update = true;
  21473. }
  21474. this.projectPlanes( localClippingPlanes, offset );
  21475. } else if ( this.localClippingCount !== 0 ) {
  21476. this.localClippingCount = 0;
  21477. update = true;
  21478. }
  21479. if ( this.localClipIntersection !== material.clipIntersection ) {
  21480. this.localClipIntersection = material.clipIntersection;
  21481. update = true;
  21482. }
  21483. }
  21484. if ( update ) this.version = _clippingContextVersion ++;
  21485. }
  21486. }
  21487. let _id$7 = 0;
  21488. function getKeys( obj ) {
  21489. const keys = Object.keys( obj );
  21490. let proto = Object.getPrototypeOf( obj );
  21491. while ( proto ) {
  21492. const descriptors = Object.getOwnPropertyDescriptors( proto );
  21493. for ( const key in descriptors ) {
  21494. if ( descriptors[ key ] !== undefined ) {
  21495. const descriptor = descriptors[ key ];
  21496. if ( descriptor && typeof descriptor.get === 'function' ) {
  21497. keys.push( key );
  21498. }
  21499. }
  21500. }
  21501. proto = Object.getPrototypeOf( proto );
  21502. }
  21503. return keys;
  21504. }
  21505. class RenderObject {
  21506. constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext ) {
  21507. this._nodes = nodes;
  21508. this._geometries = geometries;
  21509. this.id = _id$7 ++;
  21510. this.renderer = renderer;
  21511. this.object = object;
  21512. this.material = material;
  21513. this.scene = scene;
  21514. this.camera = camera;
  21515. this.lightsNode = lightsNode;
  21516. this.context = renderContext;
  21517. this.geometry = object.geometry;
  21518. this.version = material.version;
  21519. this.drawRange = null;
  21520. this.attributes = null;
  21521. this.pipeline = null;
  21522. this.vertexBuffers = null;
  21523. this.updateClipping( renderContext.clippingContext );
  21524. this.clippingContextVersion = this.clippingContext.version;
  21525. this.initialNodesCacheKey = this.getDynamicCacheKey();
  21526. this.initialCacheKey = this.getCacheKey();
  21527. this._nodeBuilderState = null;
  21528. this._bindings = null;
  21529. this.onDispose = null;
  21530. this.isRenderObject = true;
  21531. this.onMaterialDispose = () => {
  21532. this.dispose();
  21533. };
  21534. this.material.addEventListener( 'dispose', this.onMaterialDispose );
  21535. }
  21536. updateClipping( parent ) {
  21537. const material = this.material;
  21538. let clippingContext = this.clippingContext;
  21539. if ( Array.isArray( material.clippingPlanes ) ) {
  21540. if ( clippingContext === parent || ! clippingContext ) {
  21541. clippingContext = new ClippingContext();
  21542. this.clippingContext = clippingContext;
  21543. }
  21544. clippingContext.update( parent, material );
  21545. } else if ( this.clippingContext !== parent ) {
  21546. this.clippingContext = parent;
  21547. }
  21548. }
  21549. get clippingNeedsUpdate() {
  21550. if ( this.clippingContext.version === this.clippingContextVersion ) return false;
  21551. this.clippingContextVersion = this.clippingContext.version;
  21552. return true;
  21553. }
  21554. getNodeBuilderState() {
  21555. return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) );
  21556. }
  21557. getBindings() {
  21558. return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() );
  21559. }
  21560. getIndex() {
  21561. return this._geometries.getIndex( this );
  21562. }
  21563. getChainArray() {
  21564. return [ this.object, this.material, this.context, this.lightsNode ];
  21565. }
  21566. getAttributes() {
  21567. if ( this.attributes !== null ) return this.attributes;
  21568. const nodeAttributes = this.getNodeBuilderState().nodeAttributes;
  21569. const geometry = this.geometry;
  21570. const attributes = [];
  21571. const vertexBuffers = new Set();
  21572. for ( const nodeAttribute of nodeAttributes ) {
  21573. const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name );
  21574. if ( attribute === undefined ) continue;
  21575. attributes.push( attribute );
  21576. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  21577. vertexBuffers.add( bufferAttribute );
  21578. }
  21579. this.attributes = attributes;
  21580. this.vertexBuffers = Array.from( vertexBuffers.values() );
  21581. return attributes;
  21582. }
  21583. getVertexBuffers() {
  21584. if ( this.vertexBuffers === null ) this.getAttributes();
  21585. return this.vertexBuffers;
  21586. }
  21587. getMaterialCacheKey() {
  21588. const { object, material } = this;
  21589. let cacheKey = material.customProgramCacheKey();
  21590. for ( const property of getKeys( material ) ) {
  21591. if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue;
  21592. const value = material[ property ];
  21593. let valueKey;
  21594. if ( value !== null ) {
  21595. // some material values require a formatting
  21596. const type = typeof value;
  21597. if ( type === 'number' ) {
  21598. valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc
  21599. } else if ( type === 'object' ) {
  21600. valueKey = '{';
  21601. if ( value.isTexture ) {
  21602. valueKey += value.mapping;
  21603. }
  21604. valueKey += '}';
  21605. } else {
  21606. valueKey = String( value );
  21607. }
  21608. } else {
  21609. valueKey = String( value );
  21610. }
  21611. cacheKey += /*property + ':' +*/ valueKey + ',';
  21612. }
  21613. cacheKey += this.clippingContextVersion + ',';
  21614. if ( object.skeleton ) {
  21615. cacheKey += object.skeleton.bones.length + ',';
  21616. }
  21617. if ( object.morphTargetInfluences ) {
  21618. cacheKey += object.morphTargetInfluences.length + ',';
  21619. }
  21620. if ( object.isBatchedMesh ) {
  21621. cacheKey += object._matricesTexture.uuid + ',';
  21622. if ( object._colorsTexture !== null ) {
  21623. cacheKey += object._colorsTexture.uuid + ',';
  21624. }
  21625. }
  21626. if ( object.count > 1 ) {
  21627. cacheKey += object.count + ',' + object.uuid + ',';
  21628. }
  21629. return cacheKey;
  21630. }
  21631. get needsUpdate() {
  21632. return this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate;
  21633. }
  21634. getDynamicCacheKey() {
  21635. // Environment Nodes Cache Key
  21636. return this.object.receiveShadow + ',' + this._nodes.getCacheKey( this.scene, this.lightsNode );
  21637. }
  21638. getCacheKey() {
  21639. return this.getMaterialCacheKey() + ',' + this.getDynamicCacheKey();
  21640. }
  21641. dispose() {
  21642. this.material.removeEventListener( 'dispose', this.onMaterialDispose );
  21643. this.onDispose();
  21644. }
  21645. }
  21646. class RenderObjects {
  21647. constructor( renderer, nodes, geometries, pipelines, bindings, info ) {
  21648. this.renderer = renderer;
  21649. this.nodes = nodes;
  21650. this.geometries = geometries;
  21651. this.pipelines = pipelines;
  21652. this.bindings = bindings;
  21653. this.info = info;
  21654. this.chainMaps = {};
  21655. }
  21656. get( object, material, scene, camera, lightsNode, renderContext, passId ) {
  21657. const chainMap = this.getChainMap( passId );
  21658. const chainArray = [ object, material, renderContext, lightsNode ];
  21659. let renderObject = chainMap.get( chainArray );
  21660. if ( renderObject === undefined ) {
  21661. renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, passId );
  21662. chainMap.set( chainArray, renderObject );
  21663. } else {
  21664. renderObject.updateClipping( renderContext.clippingContext );
  21665. if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
  21666. if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
  21667. renderObject.dispose();
  21668. renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, passId );
  21669. } else {
  21670. renderObject.version = material.version;
  21671. }
  21672. }
  21673. }
  21674. return renderObject;
  21675. }
  21676. getChainMap( passId = 'default' ) {
  21677. return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );
  21678. }
  21679. dispose() {
  21680. this.chainMaps = {};
  21681. }
  21682. createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, passId ) {
  21683. const chainMap = this.getChainMap( passId );
  21684. const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext );
  21685. renderObject.onDispose = () => {
  21686. this.pipelines.delete( renderObject );
  21687. this.bindings.delete( renderObject );
  21688. this.nodes.delete( renderObject );
  21689. chainMap.delete( renderObject.getChainArray() );
  21690. };
  21691. return renderObject;
  21692. }
  21693. }
  21694. class DataMap {
  21695. constructor() {
  21696. this.data = new WeakMap();
  21697. }
  21698. get( object ) {
  21699. let map = this.data.get( object );
  21700. if ( map === undefined ) {
  21701. map = {};
  21702. this.data.set( object, map );
  21703. }
  21704. return map;
  21705. }
  21706. delete( object ) {
  21707. let map;
  21708. if ( this.data.has( object ) ) {
  21709. map = this.data.get( object );
  21710. this.data.delete( object );
  21711. }
  21712. return map;
  21713. }
  21714. has( object ) {
  21715. return this.data.has( object );
  21716. }
  21717. dispose() {
  21718. this.data = new WeakMap();
  21719. }
  21720. }
  21721. const AttributeType = {
  21722. VERTEX: 1,
  21723. INDEX: 2,
  21724. STORAGE: 4
  21725. };
  21726. // size of a chunk in bytes (STD140 layout)
  21727. const GPU_CHUNK_BYTES = 16;
  21728. // @TODO: Move to src/constants.js
  21729. const BlendColorFactor = 211;
  21730. const OneMinusBlendColorFactor = 212;
  21731. class Attributes extends DataMap {
  21732. constructor( backend ) {
  21733. super();
  21734. this.backend = backend;
  21735. }
  21736. delete( attribute ) {
  21737. const attributeData = super.delete( attribute );
  21738. if ( attributeData !== undefined ) {
  21739. this.backend.destroyAttribute( attribute );
  21740. }
  21741. return attributeData;
  21742. }
  21743. update( attribute, type ) {
  21744. const data = this.get( attribute );
  21745. if ( data.version === undefined ) {
  21746. if ( type === AttributeType.VERTEX ) {
  21747. this.backend.createAttribute( attribute );
  21748. } else if ( type === AttributeType.INDEX ) {
  21749. this.backend.createIndexAttribute( attribute );
  21750. } else if ( type === AttributeType.STORAGE ) {
  21751. this.backend.createStorageAttribute( attribute );
  21752. }
  21753. data.version = this._getBufferAttribute( attribute ).version;
  21754. } else {
  21755. const bufferAttribute = this._getBufferAttribute( attribute );
  21756. if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) {
  21757. this.backend.updateAttribute( attribute );
  21758. data.version = bufferAttribute.version;
  21759. }
  21760. }
  21761. }
  21762. _getBufferAttribute( attribute ) {
  21763. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  21764. return attribute;
  21765. }
  21766. }
  21767. function arrayNeedsUint32( array ) {
  21768. // assumes larger values usually on last
  21769. for ( let i = array.length - 1; i >= 0; -- i ) {
  21770. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  21771. }
  21772. return false;
  21773. }
  21774. function getWireframeVersion( geometry ) {
  21775. return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version;
  21776. }
  21777. function getWireframeIndex( geometry ) {
  21778. const indices = [];
  21779. const geometryIndex = geometry.index;
  21780. const geometryPosition = geometry.attributes.position;
  21781. if ( geometryIndex !== null ) {
  21782. const array = geometryIndex.array;
  21783. for ( let i = 0, l = array.length; i < l; i += 3 ) {
  21784. const a = array[ i + 0 ];
  21785. const b = array[ i + 1 ];
  21786. const c = array[ i + 2 ];
  21787. indices.push( a, b, b, c, c, a );
  21788. }
  21789. } else {
  21790. const array = geometryPosition.array;
  21791. for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  21792. const a = i + 0;
  21793. const b = i + 1;
  21794. const c = i + 2;
  21795. indices.push( a, b, b, c, c, a );
  21796. }
  21797. }
  21798. const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  21799. attribute.version = getWireframeVersion( geometry );
  21800. return attribute;
  21801. }
  21802. class Geometries extends DataMap {
  21803. constructor( attributes, info ) {
  21804. super();
  21805. this.attributes = attributes;
  21806. this.info = info;
  21807. this.wireframes = new WeakMap();
  21808. this.attributeCall = new WeakMap();
  21809. }
  21810. has( renderObject ) {
  21811. const geometry = renderObject.geometry;
  21812. return super.has( geometry ) && this.get( geometry ).initialized === true;
  21813. }
  21814. updateForRender( renderObject ) {
  21815. if ( this.has( renderObject ) === false ) this.initGeometry( renderObject );
  21816. this.updateAttributes( renderObject );
  21817. }
  21818. initGeometry( renderObject ) {
  21819. const geometry = renderObject.geometry;
  21820. const geometryData = this.get( geometry );
  21821. geometryData.initialized = true;
  21822. this.info.memory.geometries ++;
  21823. const onDispose = () => {
  21824. this.info.memory.geometries --;
  21825. const index = geometry.index;
  21826. const geometryAttributes = renderObject.getAttributes();
  21827. if ( index !== null ) {
  21828. this.attributes.delete( index );
  21829. }
  21830. for ( const geometryAttribute of geometryAttributes ) {
  21831. this.attributes.delete( geometryAttribute );
  21832. }
  21833. const wireframeAttribute = this.wireframes.get( geometry );
  21834. if ( wireframeAttribute !== undefined ) {
  21835. this.attributes.delete( wireframeAttribute );
  21836. }
  21837. geometry.removeEventListener( 'dispose', onDispose );
  21838. };
  21839. geometry.addEventListener( 'dispose', onDispose );
  21840. }
  21841. updateAttributes( renderObject ) {
  21842. const attributes = renderObject.getAttributes();
  21843. for ( const attribute of attributes ) {
  21844. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  21845. this.updateAttribute( attribute, AttributeType.STORAGE );
  21846. } else {
  21847. this.updateAttribute( attribute, AttributeType.VERTEX );
  21848. }
  21849. }
  21850. const index = this.getIndex( renderObject );
  21851. if ( index !== null ) {
  21852. this.updateAttribute( index, AttributeType.INDEX );
  21853. }
  21854. }
  21855. updateAttribute( attribute, type ) {
  21856. const callId = this.info.render.calls;
  21857. if ( ! attribute.isInterleavedBufferAttribute ) {
  21858. if ( this.attributeCall.get( attribute ) !== callId ) {
  21859. this.attributes.update( attribute, type );
  21860. this.attributeCall.set( attribute, callId );
  21861. }
  21862. } else {
  21863. if ( this.attributeCall.get( attribute ) === undefined ) {
  21864. this.attributes.update( attribute, type );
  21865. this.attributeCall.set( attribute, callId );
  21866. } else if ( this.attributeCall.get( attribute.data ) !== callId ) {
  21867. this.attributes.update( attribute, type );
  21868. this.attributeCall.set( attribute.data, callId );
  21869. this.attributeCall.set( attribute, callId );
  21870. }
  21871. }
  21872. }
  21873. getIndex( renderObject ) {
  21874. const { geometry, material } = renderObject;
  21875. let index = geometry.index;
  21876. if ( material.wireframe === true ) {
  21877. const wireframes = this.wireframes;
  21878. let wireframeAttribute = wireframes.get( geometry );
  21879. if ( wireframeAttribute === undefined ) {
  21880. wireframeAttribute = getWireframeIndex( geometry );
  21881. wireframes.set( geometry, wireframeAttribute );
  21882. } else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) ) {
  21883. this.attributes.delete( wireframeAttribute );
  21884. wireframeAttribute = getWireframeIndex( geometry );
  21885. wireframes.set( geometry, wireframeAttribute );
  21886. }
  21887. index = wireframeAttribute;
  21888. }
  21889. return index;
  21890. }
  21891. }
  21892. class Info {
  21893. constructor() {
  21894. this.autoReset = true;
  21895. this.frame = 0;
  21896. this.calls = 0;
  21897. this.render = {
  21898. calls: 0,
  21899. frameCalls: 0,
  21900. drawCalls: 0,
  21901. triangles: 0,
  21902. points: 0,
  21903. lines: 0,
  21904. timestamp: 0,
  21905. previousFrameCalls: 0,
  21906. timestampCalls: 0
  21907. };
  21908. this.compute = {
  21909. calls: 0,
  21910. frameCalls: 0,
  21911. timestamp: 0,
  21912. previousFrameCalls: 0,
  21913. timestampCalls: 0
  21914. };
  21915. this.memory = {
  21916. geometries: 0,
  21917. textures: 0
  21918. };
  21919. }
  21920. update( object, count, instanceCount ) {
  21921. this.render.drawCalls ++;
  21922. if ( object.isMesh || object.isSprite ) {
  21923. this.render.triangles += instanceCount * ( count / 3 );
  21924. } else if ( object.isPoints ) {
  21925. this.render.points += instanceCount * count;
  21926. } else if ( object.isLineSegments ) {
  21927. this.render.lines += instanceCount * ( count / 2 );
  21928. } else if ( object.isLine ) {
  21929. this.render.lines += instanceCount * ( count - 1 );
  21930. } else {
  21931. console.error( 'THREE.WebGPUInfo: Unknown object type.' );
  21932. }
  21933. }
  21934. updateTimestamp( type, time ) {
  21935. if ( this[ type ].timestampCalls === 0 ) {
  21936. this[ type ].timestamp = 0;
  21937. }
  21938. this[ type ].timestamp += time;
  21939. this[ type ].timestampCalls ++;
  21940. if ( this[ type ].timestampCalls >= this[ type ].previousFrameCalls ) {
  21941. this[ type ].timestampCalls = 0;
  21942. }
  21943. }
  21944. reset() {
  21945. const previousRenderFrameCalls = this.render.frameCalls;
  21946. this.render.previousFrameCalls = previousRenderFrameCalls;
  21947. const previousComputeFrameCalls = this.compute.frameCalls;
  21948. this.compute.previousFrameCalls = previousComputeFrameCalls;
  21949. this.render.drawCalls = 0;
  21950. this.render.frameCalls = 0;
  21951. this.compute.frameCalls = 0;
  21952. this.render.triangles = 0;
  21953. this.render.points = 0;
  21954. this.render.lines = 0;
  21955. }
  21956. dispose() {
  21957. this.reset();
  21958. this.calls = 0;
  21959. this.render.calls = 0;
  21960. this.compute.calls = 0;
  21961. this.render.timestamp = 0;
  21962. this.compute.timestamp = 0;
  21963. this.memory.geometries = 0;
  21964. this.memory.textures = 0;
  21965. }
  21966. }
  21967. class Pipeline {
  21968. constructor( cacheKey ) {
  21969. this.cacheKey = cacheKey;
  21970. this.usedTimes = 0;
  21971. }
  21972. }
  21973. class RenderPipeline extends Pipeline {
  21974. constructor( cacheKey, vertexProgram, fragmentProgram ) {
  21975. super( cacheKey );
  21976. this.vertexProgram = vertexProgram;
  21977. this.fragmentProgram = fragmentProgram;
  21978. }
  21979. }
  21980. class ComputePipeline extends Pipeline {
  21981. constructor( cacheKey, computeProgram ) {
  21982. super( cacheKey );
  21983. this.computeProgram = computeProgram;
  21984. this.isComputePipeline = true;
  21985. }
  21986. }
  21987. let _id$6 = 0;
  21988. class ProgrammableStage {
  21989. constructor( code, type, transforms = null, attributes = null ) {
  21990. this.id = _id$6 ++;
  21991. this.code = code;
  21992. this.stage = type;
  21993. this.transforms = transforms;
  21994. this.attributes = attributes;
  21995. this.usedTimes = 0;
  21996. }
  21997. }
  21998. class Pipelines extends DataMap {
  21999. constructor( backend, nodes ) {
  22000. super();
  22001. this.backend = backend;
  22002. this.nodes = nodes;
  22003. this.bindings = null; // set by the bindings
  22004. this.caches = new Map();
  22005. this.programs = {
  22006. vertex: new Map(),
  22007. fragment: new Map(),
  22008. compute: new Map()
  22009. };
  22010. }
  22011. getForCompute( computeNode, bindings ) {
  22012. const { backend } = this;
  22013. const data = this.get( computeNode );
  22014. if ( this._needsComputeUpdate( computeNode ) ) {
  22015. const previousPipeline = data.pipeline;
  22016. if ( previousPipeline ) {
  22017. previousPipeline.usedTimes --;
  22018. previousPipeline.computeProgram.usedTimes --;
  22019. }
  22020. // get shader
  22021. const nodeBuilderState = this.nodes.getForCompute( computeNode );
  22022. // programmable stage
  22023. let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader );
  22024. if ( stageCompute === undefined ) {
  22025. if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram );
  22026. stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', nodeBuilderState.transforms, nodeBuilderState.nodeAttributes );
  22027. this.programs.compute.set( nodeBuilderState.computeShader, stageCompute );
  22028. backend.createProgram( stageCompute );
  22029. }
  22030. // determine compute pipeline
  22031. const cacheKey = this._getComputeCacheKey( computeNode, stageCompute );
  22032. let pipeline = this.caches.get( cacheKey );
  22033. if ( pipeline === undefined ) {
  22034. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  22035. pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings );
  22036. }
  22037. // keep track of all used times
  22038. pipeline.usedTimes ++;
  22039. stageCompute.usedTimes ++;
  22040. //
  22041. data.version = computeNode.version;
  22042. data.pipeline = pipeline;
  22043. }
  22044. return data.pipeline;
  22045. }
  22046. getForRender( renderObject, promises = null ) {
  22047. const { backend } = this;
  22048. const data = this.get( renderObject );
  22049. if ( this._needsRenderUpdate( renderObject ) ) {
  22050. const previousPipeline = data.pipeline;
  22051. if ( previousPipeline ) {
  22052. previousPipeline.usedTimes --;
  22053. previousPipeline.vertexProgram.usedTimes --;
  22054. previousPipeline.fragmentProgram.usedTimes --;
  22055. }
  22056. // get shader
  22057. const nodeBuilderState = renderObject.getNodeBuilderState();
  22058. // programmable stages
  22059. let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader );
  22060. if ( stageVertex === undefined ) {
  22061. if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram );
  22062. stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex' );
  22063. this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex );
  22064. backend.createProgram( stageVertex );
  22065. }
  22066. let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader );
  22067. if ( stageFragment === undefined ) {
  22068. if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram );
  22069. stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment' );
  22070. this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment );
  22071. backend.createProgram( stageFragment );
  22072. }
  22073. // determine render pipeline
  22074. const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  22075. let pipeline = this.caches.get( cacheKey );
  22076. if ( pipeline === undefined ) {
  22077. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  22078. pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises );
  22079. } else {
  22080. renderObject.pipeline = pipeline;
  22081. }
  22082. // keep track of all used times
  22083. pipeline.usedTimes ++;
  22084. stageVertex.usedTimes ++;
  22085. stageFragment.usedTimes ++;
  22086. //
  22087. data.pipeline = pipeline;
  22088. }
  22089. return data.pipeline;
  22090. }
  22091. delete( object ) {
  22092. const pipeline = this.get( object ).pipeline;
  22093. if ( pipeline ) {
  22094. // pipeline
  22095. pipeline.usedTimes --;
  22096. if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline );
  22097. // programs
  22098. if ( pipeline.isComputePipeline ) {
  22099. pipeline.computeProgram.usedTimes --;
  22100. if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram );
  22101. } else {
  22102. pipeline.fragmentProgram.usedTimes --;
  22103. pipeline.vertexProgram.usedTimes --;
  22104. if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram );
  22105. if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram );
  22106. }
  22107. }
  22108. return super.delete( object );
  22109. }
  22110. dispose() {
  22111. super.dispose();
  22112. this.caches = new Map();
  22113. this.programs = {
  22114. vertex: new Map(),
  22115. fragment: new Map(),
  22116. compute: new Map()
  22117. };
  22118. }
  22119. updateForRender( renderObject ) {
  22120. this.getForRender( renderObject );
  22121. }
  22122. _getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) {
  22123. // check for existing pipeline
  22124. cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute );
  22125. let pipeline = this.caches.get( cacheKey );
  22126. if ( pipeline === undefined ) {
  22127. pipeline = new ComputePipeline( cacheKey, stageCompute );
  22128. this.caches.set( cacheKey, pipeline );
  22129. this.backend.createComputePipeline( pipeline, bindings );
  22130. }
  22131. return pipeline;
  22132. }
  22133. _getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) {
  22134. // check for existing pipeline
  22135. cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  22136. let pipeline = this.caches.get( cacheKey );
  22137. if ( pipeline === undefined ) {
  22138. pipeline = new RenderPipeline( cacheKey, stageVertex, stageFragment );
  22139. this.caches.set( cacheKey, pipeline );
  22140. renderObject.pipeline = pipeline;
  22141. this.backend.createRenderPipeline( renderObject, promises );
  22142. }
  22143. return pipeline;
  22144. }
  22145. _getComputeCacheKey( computeNode, stageCompute ) {
  22146. return computeNode.id + ',' + stageCompute.id;
  22147. }
  22148. _getRenderCacheKey( renderObject, stageVertex, stageFragment ) {
  22149. return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject );
  22150. }
  22151. _releasePipeline( pipeline ) {
  22152. this.caches.delete( pipeline.cacheKey );
  22153. }
  22154. _releaseProgram( program ) {
  22155. const code = program.code;
  22156. const stage = program.stage;
  22157. this.programs[ stage ].delete( code );
  22158. }
  22159. _needsComputeUpdate( computeNode ) {
  22160. const data = this.get( computeNode );
  22161. return data.pipeline === undefined || data.version !== computeNode.version;
  22162. }
  22163. _needsRenderUpdate( renderObject ) {
  22164. const data = this.get( renderObject );
  22165. return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject );
  22166. }
  22167. }
  22168. class Bindings extends DataMap {
  22169. constructor( backend, nodes, textures, attributes, pipelines, info ) {
  22170. super();
  22171. this.backend = backend;
  22172. this.textures = textures;
  22173. this.pipelines = pipelines;
  22174. this.attributes = attributes;
  22175. this.nodes = nodes;
  22176. this.info = info;
  22177. this.pipelines.bindings = this; // assign bindings to pipelines
  22178. }
  22179. getForRender( renderObject ) {
  22180. const bindings = renderObject.getBindings();
  22181. for ( const bindGroup of bindings ) {
  22182. const groupData = this.get( bindGroup );
  22183. if ( groupData.bindGroup === undefined ) {
  22184. // each object defines an array of bindings (ubos, textures, samplers etc.)
  22185. this._init( bindGroup );
  22186. this.backend.createBindings( bindGroup, bindings );
  22187. groupData.bindGroup = bindGroup;
  22188. }
  22189. }
  22190. return bindings;
  22191. }
  22192. getForCompute( computeNode ) {
  22193. const bindings = this.nodes.getForCompute( computeNode ).bindings;
  22194. for ( const bindGroup of bindings ) {
  22195. const groupData = this.get( bindGroup );
  22196. if ( groupData.bindGroup === undefined ) {
  22197. this._init( bindGroup );
  22198. this.backend.createBindings( bindGroup, bindings );
  22199. groupData.bindGroup = bindGroup;
  22200. }
  22201. }
  22202. return bindings;
  22203. }
  22204. updateForCompute( computeNode ) {
  22205. this._updateBindings( this.getForCompute( computeNode ) );
  22206. }
  22207. updateForRender( renderObject ) {
  22208. this._updateBindings( this.getForRender( renderObject ) );
  22209. }
  22210. _updateBindings( bindings ) {
  22211. for ( const bindGroup of bindings ) {
  22212. this._update( bindGroup, bindings );
  22213. }
  22214. }
  22215. _init( bindGroup ) {
  22216. for ( const binding of bindGroup.bindings ) {
  22217. if ( binding.isSampledTexture ) {
  22218. this.textures.updateTexture( binding.texture );
  22219. } else if ( binding.isStorageBuffer ) {
  22220. const attribute = binding.attribute;
  22221. this.attributes.update( attribute, AttributeType.STORAGE );
  22222. }
  22223. }
  22224. }
  22225. _update( bindGroup, bindings ) {
  22226. const { backend } = this;
  22227. let needsBindingsUpdate = false;
  22228. // iterate over all bindings and check if buffer updates or a new binding group is required
  22229. for ( const binding of bindGroup.bindings ) {
  22230. if ( binding.isNodeUniformsGroup ) {
  22231. const updated = this.nodes.updateGroup( binding );
  22232. if ( ! updated ) continue;
  22233. }
  22234. if ( binding.isUniformBuffer ) {
  22235. const updated = binding.update();
  22236. if ( updated ) {
  22237. backend.updateBinding( binding );
  22238. }
  22239. } else if ( binding.isSampler ) {
  22240. binding.update();
  22241. } else if ( binding.isSampledTexture ) {
  22242. if ( binding.needsBindingsUpdate( this.textures.get( binding.texture ).generation ) ) needsBindingsUpdate = true;
  22243. const updated = binding.update();
  22244. const texture = binding.texture;
  22245. if ( updated ) {
  22246. this.textures.updateTexture( texture );
  22247. }
  22248. const textureData = backend.get( texture );
  22249. if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
  22250. // TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
  22251. console.error( 'Bindings._update: binding should be available:', binding, updated, texture, binding.textureNode.value, needsBindingsUpdate );
  22252. this.textures.updateTexture( texture );
  22253. needsBindingsUpdate = true;
  22254. }
  22255. if ( texture.isStorageTexture === true ) {
  22256. const textureData = this.get( texture );
  22257. if ( binding.store === true ) {
  22258. textureData.needsMipmap = true;
  22259. } else if ( texture.generateMipmaps === true && this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
  22260. this.backend.generateMipmaps( texture );
  22261. textureData.needsMipmap = false;
  22262. }
  22263. }
  22264. }
  22265. }
  22266. if ( needsBindingsUpdate === true ) {
  22267. this.backend.updateBindings( bindGroup, bindings );
  22268. }
  22269. }
  22270. }
  22271. const NodeShaderStage = {
  22272. VERTEX: 'vertex',
  22273. FRAGMENT: 'fragment'
  22274. };
  22275. const NodeUpdateType = {
  22276. NONE: 'none',
  22277. FRAME: 'frame',
  22278. RENDER: 'render',
  22279. OBJECT: 'object'
  22280. };
  22281. const NodeType = {
  22282. BOOLEAN: 'bool',
  22283. INTEGER: 'int',
  22284. FLOAT: 'float',
  22285. VECTOR2: 'vec2',
  22286. VECTOR3: 'vec3',
  22287. VECTOR4: 'vec4',
  22288. MATRIX2: 'mat2',
  22289. MATRIX3: 'mat3',
  22290. MATRIX4: 'mat4'
  22291. };
  22292. const defaultShaderStages = [ 'fragment', 'vertex' ];
  22293. const defaultBuildStages = [ 'setup', 'analyze', 'generate' ];
  22294. const shaderStages = [ ...defaultShaderStages, 'compute' ];
  22295. const vectorComponents = [ 'x', 'y', 'z', 'w' ];
  22296. function getCacheKey$1( object, force = false ) {
  22297. let cacheKey = '{';
  22298. if ( object.isNode === true ) {
  22299. cacheKey += object.id;
  22300. }
  22301. for ( const { property, childNode } of getNodeChildren( object ) ) {
  22302. cacheKey += ',' + property.slice( 0, - 4 ) + ':' + childNode.getCacheKey( force );
  22303. }
  22304. cacheKey += '}';
  22305. return cacheKey;
  22306. }
  22307. function* getNodeChildren( node, toJSON = false ) {
  22308. for ( const property in node ) {
  22309. // Ignore private properties.
  22310. if ( property.startsWith( '_' ) === true ) continue;
  22311. const object = node[ property ];
  22312. if ( Array.isArray( object ) === true ) {
  22313. for ( let i = 0; i < object.length; i ++ ) {
  22314. const child = object[ i ];
  22315. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  22316. yield { property, index: i, childNode: child };
  22317. }
  22318. }
  22319. } else if ( object && object.isNode === true ) {
  22320. yield { property, childNode: object };
  22321. } else if ( typeof object === 'object' ) {
  22322. for ( const subProperty in object ) {
  22323. const child = object[ subProperty ];
  22324. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  22325. yield { property, index: subProperty, childNode: child };
  22326. }
  22327. }
  22328. }
  22329. }
  22330. }
  22331. function getValueType( value ) {
  22332. if ( value === undefined || value === null ) return null;
  22333. const typeOf = typeof value;
  22334. if ( value.isNode === true ) {
  22335. return 'node';
  22336. } else if ( typeOf === 'number' ) {
  22337. return 'float';
  22338. } else if ( typeOf === 'boolean' ) {
  22339. return 'bool';
  22340. } else if ( typeOf === 'string' ) {
  22341. return 'string';
  22342. } else if ( typeOf === 'function' ) {
  22343. return 'shader';
  22344. } else if ( value.isVector2 === true ) {
  22345. return 'vec2';
  22346. } else if ( value.isVector3 === true ) {
  22347. return 'vec3';
  22348. } else if ( value.isVector4 === true ) {
  22349. return 'vec4';
  22350. } else if ( value.isMatrix3 === true ) {
  22351. return 'mat3';
  22352. } else if ( value.isMatrix4 === true ) {
  22353. return 'mat4';
  22354. } else if ( value.isColor === true ) {
  22355. return 'color';
  22356. } else if ( value instanceof ArrayBuffer ) {
  22357. return 'ArrayBuffer';
  22358. }
  22359. return null;
  22360. }
  22361. function getValueFromType( type, ...params ) {
  22362. const last4 = type ? type.slice( - 4 ) : undefined;
  22363. if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()
  22364. if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ];
  22365. else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ];
  22366. else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ];
  22367. }
  22368. if ( type === 'color' ) {
  22369. return new Color( ...params );
  22370. } else if ( last4 === 'vec2' ) {
  22371. return new Vector2( ...params );
  22372. } else if ( last4 === 'vec3' ) {
  22373. return new Vector3( ...params );
  22374. } else if ( last4 === 'vec4' ) {
  22375. return new Vector4( ...params );
  22376. } else if ( last4 === 'mat3' ) {
  22377. return new Matrix3( ...params );
  22378. } else if ( last4 === 'mat4' ) {
  22379. return new Matrix4( ...params );
  22380. } else if ( type === 'bool' ) {
  22381. return params[ 0 ] || false;
  22382. } else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) {
  22383. return params[ 0 ] || 0;
  22384. } else if ( type === 'string' ) {
  22385. return params[ 0 ] || '';
  22386. } else if ( type === 'ArrayBuffer' ) {
  22387. return base64ToArrayBuffer( params[ 0 ] );
  22388. }
  22389. return null;
  22390. }
  22391. function arrayBufferToBase64( arrayBuffer ) {
  22392. let chars = '';
  22393. const array = new Uint8Array( arrayBuffer );
  22394. for ( let i = 0; i < array.length; i ++ ) {
  22395. chars += String.fromCharCode( array[ i ] );
  22396. }
  22397. return btoa( chars );
  22398. }
  22399. function base64ToArrayBuffer( base64 ) {
  22400. return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer;
  22401. }
  22402. var NodeUtils = /*#__PURE__*/Object.freeze({
  22403. __proto__: null,
  22404. arrayBufferToBase64: arrayBufferToBase64,
  22405. base64ToArrayBuffer: base64ToArrayBuffer,
  22406. getCacheKey: getCacheKey$1,
  22407. getNodeChildren: getNodeChildren,
  22408. getValueFromType: getValueFromType,
  22409. getValueType: getValueType
  22410. });
  22411. const NodeClasses = new Map();
  22412. let _nodeId = 0;
  22413. class Node extends EventDispatcher {
  22414. constructor( nodeType = null ) {
  22415. super();
  22416. this.nodeType = nodeType;
  22417. this.updateType = NodeUpdateType.NONE;
  22418. this.updateBeforeType = NodeUpdateType.NONE;
  22419. this.updateAfterType = NodeUpdateType.NONE;
  22420. this.uuid = MathUtils.generateUUID();
  22421. this.version = 0;
  22422. this._cacheKey = null;
  22423. this._cacheKeyVersion = 0;
  22424. this.global = false;
  22425. this.isNode = true;
  22426. Object.defineProperty( this, 'id', { value: _nodeId ++ } );
  22427. }
  22428. set needsUpdate( value ) {
  22429. if ( value === true ) {
  22430. this.version ++;
  22431. }
  22432. }
  22433. get type() {
  22434. return this.constructor.type;
  22435. }
  22436. onUpdate( callback, updateType ) {
  22437. this.updateType = updateType;
  22438. this.update = callback.bind( this.getSelf() );
  22439. return this;
  22440. }
  22441. onFrameUpdate( callback ) {
  22442. return this.onUpdate( callback, NodeUpdateType.FRAME );
  22443. }
  22444. onRenderUpdate( callback ) {
  22445. return this.onUpdate( callback, NodeUpdateType.RENDER );
  22446. }
  22447. onObjectUpdate( callback ) {
  22448. return this.onUpdate( callback, NodeUpdateType.OBJECT );
  22449. }
  22450. onReference( callback ) {
  22451. this.updateReference = callback.bind( this.getSelf() );
  22452. return this;
  22453. }
  22454. getSelf() {
  22455. // Returns non-node object.
  22456. return this.self || this;
  22457. }
  22458. updateReference( /*state*/ ) {
  22459. return this;
  22460. }
  22461. isGlobal( /*builder*/ ) {
  22462. return this.global;
  22463. }
  22464. * getChildren() {
  22465. for ( const { childNode } of getNodeChildren( this ) ) {
  22466. yield childNode;
  22467. }
  22468. }
  22469. dispose() {
  22470. this.dispatchEvent( { type: 'dispose' } );
  22471. }
  22472. traverse( callback ) {
  22473. callback( this );
  22474. for ( const childNode of this.getChildren() ) {
  22475. childNode.traverse( callback );
  22476. }
  22477. }
  22478. getCacheKey( force = false ) {
  22479. force = force || this.version !== this._cacheKeyVersion;
  22480. if ( force === true || this._cacheKey === null ) {
  22481. this._cacheKey = getCacheKey$1( this, force );
  22482. this._cacheKeyVersion = this.version;
  22483. }
  22484. return this._cacheKey;
  22485. }
  22486. getHash( /*builder*/ ) {
  22487. return this.uuid;
  22488. }
  22489. getUpdateType() {
  22490. return this.updateType;
  22491. }
  22492. getUpdateBeforeType() {
  22493. return this.updateBeforeType;
  22494. }
  22495. getUpdateAfterType() {
  22496. return this.updateAfterType;
  22497. }
  22498. getElementType( builder ) {
  22499. const type = this.getNodeType( builder );
  22500. const elementType = builder.getElementType( type );
  22501. return elementType;
  22502. }
  22503. getNodeType( builder ) {
  22504. const nodeProperties = builder.getNodeProperties( this );
  22505. if ( nodeProperties.outputNode ) {
  22506. return nodeProperties.outputNode.getNodeType( builder );
  22507. }
  22508. return this.nodeType;
  22509. }
  22510. getShared( builder ) {
  22511. const hash = this.getHash( builder );
  22512. const nodeFromHash = builder.getNodeFromHash( hash );
  22513. return nodeFromHash || this;
  22514. }
  22515. setup( builder ) {
  22516. const nodeProperties = builder.getNodeProperties( this );
  22517. let index = 0;
  22518. for ( const childNode of this.getChildren() ) {
  22519. nodeProperties[ 'node' + index ++ ] = childNode;
  22520. }
  22521. // return a outputNode if exists
  22522. return null;
  22523. }
  22524. increaseUsage( builder ) {
  22525. const nodeData = builder.getDataFromNode( this );
  22526. nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1;
  22527. return nodeData.usageCount;
  22528. }
  22529. analyze( builder ) {
  22530. const usageCount = this.increaseUsage( builder );
  22531. if ( usageCount === 1 ) {
  22532. // node flow children
  22533. const nodeProperties = builder.getNodeProperties( this );
  22534. for ( const childNode of Object.values( nodeProperties ) ) {
  22535. if ( childNode && childNode.isNode === true ) {
  22536. childNode.build( builder );
  22537. }
  22538. }
  22539. }
  22540. }
  22541. generate( builder, output ) {
  22542. const { outputNode } = builder.getNodeProperties( this );
  22543. if ( outputNode && outputNode.isNode === true ) {
  22544. return outputNode.build( builder, output );
  22545. }
  22546. }
  22547. updateBefore( /*frame*/ ) {
  22548. console.warn( 'Abstract function.' );
  22549. }
  22550. updateAfter( /*frame*/ ) {
  22551. console.warn( 'Abstract function.' );
  22552. }
  22553. update( /*frame*/ ) {
  22554. console.warn( 'Abstract function.' );
  22555. }
  22556. build( builder, output = null ) {
  22557. const refNode = this.getShared( builder );
  22558. if ( this !== refNode ) {
  22559. return refNode.build( builder, output );
  22560. }
  22561. builder.addNode( this );
  22562. builder.addChain( this );
  22563. /* Build stages expected results:
  22564. - "setup" -> Node
  22565. - "analyze" -> null
  22566. - "generate" -> String
  22567. */
  22568. let result = null;
  22569. const buildStage = builder.getBuildStage();
  22570. if ( buildStage === 'setup' ) {
  22571. this.updateReference( builder );
  22572. const properties = builder.getNodeProperties( this );
  22573. if ( properties.initialized !== true ) {
  22574. const stackNodesBeforeSetup = builder.stack.nodes.length;
  22575. properties.initialized = true;
  22576. properties.outputNode = this.setup( builder );
  22577. if ( properties.outputNode !== null && builder.stack.nodes.length !== stackNodesBeforeSetup ) {
  22578. properties.outputNode = builder.stack;
  22579. }
  22580. for ( const childNode of Object.values( properties ) ) {
  22581. if ( childNode && childNode.isNode === true ) {
  22582. childNode.build( builder );
  22583. }
  22584. }
  22585. }
  22586. } else if ( buildStage === 'analyze' ) {
  22587. this.analyze( builder );
  22588. } else if ( buildStage === 'generate' ) {
  22589. const isGenerateOnce = this.generate.length === 1;
  22590. if ( isGenerateOnce ) {
  22591. const type = this.getNodeType( builder );
  22592. const nodeData = builder.getDataFromNode( this );
  22593. result = nodeData.snippet;
  22594. if ( result === undefined ) {
  22595. result = this.generate( builder ) || '';
  22596. nodeData.snippet = result;
  22597. }
  22598. result = builder.format( result, type, output );
  22599. } else {
  22600. result = this.generate( builder, output ) || '';
  22601. }
  22602. }
  22603. builder.removeChain( this );
  22604. return result;
  22605. }
  22606. getSerializeChildren() {
  22607. return getNodeChildren( this );
  22608. }
  22609. serialize( json ) {
  22610. const nodeChildren = this.getSerializeChildren();
  22611. const inputNodes = {};
  22612. for ( const { property, index, childNode } of nodeChildren ) {
  22613. if ( index !== undefined ) {
  22614. if ( inputNodes[ property ] === undefined ) {
  22615. inputNodes[ property ] = Number.isInteger( index ) ? [] : {};
  22616. }
  22617. inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid;
  22618. } else {
  22619. inputNodes[ property ] = childNode.toJSON( json.meta ).uuid;
  22620. }
  22621. }
  22622. if ( Object.keys( inputNodes ).length > 0 ) {
  22623. json.inputNodes = inputNodes;
  22624. }
  22625. }
  22626. deserialize( json ) {
  22627. if ( json.inputNodes !== undefined ) {
  22628. const nodes = json.meta.nodes;
  22629. for ( const property in json.inputNodes ) {
  22630. if ( Array.isArray( json.inputNodes[ property ] ) ) {
  22631. const inputArray = [];
  22632. for ( const uuid of json.inputNodes[ property ] ) {
  22633. inputArray.push( nodes[ uuid ] );
  22634. }
  22635. this[ property ] = inputArray;
  22636. } else if ( typeof json.inputNodes[ property ] === 'object' ) {
  22637. const inputObject = {};
  22638. for ( const subProperty in json.inputNodes[ property ] ) {
  22639. const uuid = json.inputNodes[ property ][ subProperty ];
  22640. inputObject[ subProperty ] = nodes[ uuid ];
  22641. }
  22642. this[ property ] = inputObject;
  22643. } else {
  22644. const uuid = json.inputNodes[ property ];
  22645. this[ property ] = nodes[ uuid ];
  22646. }
  22647. }
  22648. }
  22649. }
  22650. toJSON( meta ) {
  22651. const { uuid, type } = this;
  22652. const isRoot = ( meta === undefined || typeof meta === 'string' );
  22653. if ( isRoot ) {
  22654. meta = {
  22655. textures: {},
  22656. images: {},
  22657. nodes: {}
  22658. };
  22659. }
  22660. // serialize
  22661. let data = meta.nodes[ uuid ];
  22662. if ( data === undefined ) {
  22663. data = {
  22664. uuid,
  22665. type,
  22666. meta,
  22667. metadata: {
  22668. version: 4.6,
  22669. type: 'Node',
  22670. generator: 'Node.toJSON'
  22671. }
  22672. };
  22673. if ( isRoot !== true ) meta.nodes[ data.uuid ] = data;
  22674. this.serialize( data );
  22675. delete data.meta;
  22676. }
  22677. // TODO: Copied from Object3D.toJSON
  22678. function extractFromCache( cache ) {
  22679. const values = [];
  22680. for ( const key in cache ) {
  22681. const data = cache[ key ];
  22682. delete data.metadata;
  22683. values.push( data );
  22684. }
  22685. return values;
  22686. }
  22687. if ( isRoot ) {
  22688. const textures = extractFromCache( meta.textures );
  22689. const images = extractFromCache( meta.images );
  22690. const nodes = extractFromCache( meta.nodes );
  22691. if ( textures.length > 0 ) data.textures = textures;
  22692. if ( images.length > 0 ) data.images = images;
  22693. if ( nodes.length > 0 ) data.nodes = nodes;
  22694. }
  22695. return data;
  22696. }
  22697. }
  22698. function addNodeClass( type, nodeClass ) {
  22699. if ( typeof nodeClass !== 'function' || ! type ) throw new Error( `Node class ${ type } is not a class` );
  22700. if ( NodeClasses.has( type ) ) {
  22701. console.warn( `Redefinition of node class ${ type }` );
  22702. return;
  22703. }
  22704. NodeClasses.set( type, nodeClass );
  22705. nodeClass.type = type;
  22706. }
  22707. function createNodeFromType( type ) {
  22708. const Class = NodeClasses.get( type );
  22709. if ( Class !== undefined ) {
  22710. return new Class();
  22711. }
  22712. }
  22713. class TempNode extends Node {
  22714. constructor( type ) {
  22715. super( type );
  22716. this.isTempNode = true;
  22717. }
  22718. hasDependencies( builder ) {
  22719. return builder.getDataFromNode( this ).usageCount > 1;
  22720. }
  22721. build( builder, output ) {
  22722. const buildStage = builder.getBuildStage();
  22723. if ( buildStage === 'generate' ) {
  22724. const type = builder.getVectorType( this.getNodeType( builder, output ) );
  22725. const nodeData = builder.getDataFromNode( this );
  22726. if ( nodeData.propertyName !== undefined ) {
  22727. return builder.format( nodeData.propertyName, type, output );
  22728. } else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) {
  22729. const snippet = super.build( builder, type );
  22730. const nodeVar = builder.getVarFromNode( this, null, type );
  22731. const propertyName = builder.getPropertyName( nodeVar );
  22732. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  22733. nodeData.snippet = snippet;
  22734. nodeData.propertyName = propertyName;
  22735. return builder.format( nodeData.propertyName, type, output );
  22736. }
  22737. }
  22738. return super.build( builder, output );
  22739. }
  22740. }
  22741. addNodeClass( 'TempNode', TempNode );
  22742. class ArrayElementNode extends Node { // @TODO: If extending from TempNode it breaks webgpu_compute
  22743. constructor( node, indexNode ) {
  22744. super();
  22745. this.node = node;
  22746. this.indexNode = indexNode;
  22747. this.isArrayElementNode = true;
  22748. }
  22749. getNodeType( builder ) {
  22750. return this.node.getElementType( builder );
  22751. }
  22752. generate( builder ) {
  22753. const nodeSnippet = this.node.build( builder );
  22754. const indexSnippet = this.indexNode.build( builder, 'uint' );
  22755. return `${nodeSnippet}[ ${indexSnippet} ]`;
  22756. }
  22757. }
  22758. addNodeClass( 'ArrayElementNode', ArrayElementNode );
  22759. class ConvertNode extends Node {
  22760. constructor( node, convertTo ) {
  22761. super();
  22762. this.node = node;
  22763. this.convertTo = convertTo;
  22764. }
  22765. getNodeType( builder ) {
  22766. const requestType = this.node.getNodeType( builder );
  22767. let convertTo = null;
  22768. for ( const overloadingType of this.convertTo.split( '|' ) ) {
  22769. if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) {
  22770. convertTo = overloadingType;
  22771. }
  22772. }
  22773. return convertTo;
  22774. }
  22775. serialize( data ) {
  22776. super.serialize( data );
  22777. data.convertTo = this.convertTo;
  22778. }
  22779. deserialize( data ) {
  22780. super.deserialize( data );
  22781. this.convertTo = data.convertTo;
  22782. }
  22783. generate( builder, output ) {
  22784. const node = this.node;
  22785. const type = this.getNodeType( builder );
  22786. const snippet = node.build( builder, type );
  22787. return builder.format( snippet, type, output );
  22788. }
  22789. }
  22790. addNodeClass( 'ConvertNode', ConvertNode );
  22791. class JoinNode extends TempNode {
  22792. constructor( nodes = [], nodeType = null ) {
  22793. super( nodeType );
  22794. this.nodes = nodes;
  22795. }
  22796. getNodeType( builder ) {
  22797. if ( this.nodeType !== null ) {
  22798. return builder.getVectorType( this.nodeType );
  22799. }
  22800. return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) );
  22801. }
  22802. generate( builder, output ) {
  22803. const type = this.getNodeType( builder );
  22804. const nodes = this.nodes;
  22805. const primitiveType = builder.getComponentType( type );
  22806. const snippetValues = [];
  22807. for ( const input of nodes ) {
  22808. let inputSnippet = input.build( builder );
  22809. const inputPrimitiveType = builder.getComponentType( input.getNodeType( builder ) );
  22810. if ( inputPrimitiveType !== primitiveType ) {
  22811. inputSnippet = builder.format( inputSnippet, inputPrimitiveType, primitiveType );
  22812. }
  22813. snippetValues.push( inputSnippet );
  22814. }
  22815. const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`;
  22816. return builder.format( snippet, type, output );
  22817. }
  22818. }
  22819. addNodeClass( 'JoinNode', JoinNode );
  22820. const stringVectorComponents = vectorComponents.join( '' );
  22821. class SplitNode extends Node {
  22822. constructor( node, components = 'x' ) {
  22823. super();
  22824. this.node = node;
  22825. this.components = components;
  22826. this.isSplitNode = true;
  22827. }
  22828. getVectorLength() {
  22829. let vectorLength = this.components.length;
  22830. for ( const c of this.components ) {
  22831. vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength );
  22832. }
  22833. return vectorLength;
  22834. }
  22835. getComponentType( builder ) {
  22836. return builder.getComponentType( this.node.getNodeType( builder ) );
  22837. }
  22838. getNodeType( builder ) {
  22839. return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) );
  22840. }
  22841. generate( builder, output ) {
  22842. const node = this.node;
  22843. const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) );
  22844. let snippet = null;
  22845. if ( nodeTypeLength > 1 ) {
  22846. let type = null;
  22847. const componentsLength = this.getVectorLength();
  22848. if ( componentsLength >= nodeTypeLength ) {
  22849. // needed expand the input node
  22850. type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) );
  22851. }
  22852. const nodeSnippet = node.build( builder, type );
  22853. if ( this.components.length === nodeTypeLength && this.components === stringVectorComponents.slice( 0, this.components.length ) ) {
  22854. // unnecessary swizzle
  22855. snippet = builder.format( nodeSnippet, type, output );
  22856. } else {
  22857. snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output );
  22858. }
  22859. } else {
  22860. // ignore .components if .node returns float/integer
  22861. snippet = node.build( builder, output );
  22862. }
  22863. return snippet;
  22864. }
  22865. serialize( data ) {
  22866. super.serialize( data );
  22867. data.components = this.components;
  22868. }
  22869. deserialize( data ) {
  22870. super.deserialize( data );
  22871. this.components = data.components;
  22872. }
  22873. }
  22874. addNodeClass( 'SplitNode', SplitNode );
  22875. class SetNode extends TempNode {
  22876. constructor( sourceNode, components, targetNode ) {
  22877. super();
  22878. this.sourceNode = sourceNode;
  22879. this.components = components;
  22880. this.targetNode = targetNode;
  22881. }
  22882. getNodeType( builder ) {
  22883. return this.sourceNode.getNodeType( builder );
  22884. }
  22885. generate( builder ) {
  22886. const { sourceNode, components, targetNode } = this;
  22887. const sourceType = this.getNodeType( builder );
  22888. const targetType = builder.getTypeFromLength( components.length );
  22889. const targetSnippet = targetNode.build( builder, targetType );
  22890. const sourceSnippet = sourceNode.build( builder, sourceType );
  22891. const length = builder.getTypeLength( sourceType );
  22892. const snippetValues = [];
  22893. for ( let i = 0; i < length; i ++ ) {
  22894. const component = vectorComponents[ i ];
  22895. if ( component === components[ 0 ] ) {
  22896. snippetValues.push( targetSnippet );
  22897. i += components.length - 1;
  22898. } else {
  22899. snippetValues.push( sourceSnippet + '.' + component );
  22900. }
  22901. }
  22902. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  22903. }
  22904. }
  22905. addNodeClass( 'SetNode', SetNode );
  22906. class FlipNode extends TempNode {
  22907. constructor( sourceNode, components ) {
  22908. super();
  22909. this.sourceNode = sourceNode;
  22910. this.components = components;
  22911. }
  22912. getNodeType( builder ) {
  22913. return this.sourceNode.getNodeType( builder );
  22914. }
  22915. generate( builder ) {
  22916. const { components, sourceNode } = this;
  22917. const sourceType = this.getNodeType( builder );
  22918. const sourceSnippet = sourceNode.build( builder );
  22919. const sourceCache = builder.getVarFromNode( this );
  22920. const sourceProperty = builder.getPropertyName( sourceCache );
  22921. builder.addLineFlowCode( sourceProperty + ' = ' + sourceSnippet );
  22922. const length = builder.getTypeLength( sourceType );
  22923. const snippetValues = [];
  22924. let componentIndex = 0;
  22925. for ( let i = 0; i < length; i ++ ) {
  22926. const component = vectorComponents[ i ];
  22927. if ( component === components[ componentIndex ] ) {
  22928. snippetValues.push( '1.0 - ' + ( sourceProperty + '.' + component ) );
  22929. componentIndex ++;
  22930. } else {
  22931. snippetValues.push( sourceProperty + '.' + component );
  22932. }
  22933. }
  22934. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  22935. }
  22936. }
  22937. class InputNode extends Node {
  22938. constructor( value, nodeType = null ) {
  22939. super( nodeType );
  22940. this.isInputNode = true;
  22941. this.value = value;
  22942. this.precision = null;
  22943. }
  22944. getNodeType( /*builder*/ ) {
  22945. if ( this.nodeType === null ) {
  22946. return getValueType( this.value );
  22947. }
  22948. return this.nodeType;
  22949. }
  22950. getInputType( builder ) {
  22951. return this.getNodeType( builder );
  22952. }
  22953. setPrecision( precision ) {
  22954. this.precision = precision;
  22955. return this;
  22956. }
  22957. serialize( data ) {
  22958. super.serialize( data );
  22959. data.value = this.value;
  22960. if ( this.value && this.value.toArray ) data.value = this.value.toArray();
  22961. data.valueType = getValueType( this.value );
  22962. data.nodeType = this.nodeType;
  22963. if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value );
  22964. data.precision = this.precision;
  22965. }
  22966. deserialize( data ) {
  22967. super.deserialize( data );
  22968. this.nodeType = data.nodeType;
  22969. this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value;
  22970. this.precision = data.precision || null;
  22971. if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value );
  22972. }
  22973. generate( /*builder, output*/ ) {
  22974. console.warn( 'Abstract function.' );
  22975. }
  22976. }
  22977. addNodeClass( 'InputNode', InputNode );
  22978. class ConstNode extends InputNode {
  22979. constructor( value, nodeType = null ) {
  22980. super( value, nodeType );
  22981. this.isConstNode = true;
  22982. }
  22983. generateConst( builder ) {
  22984. return builder.generateConst( this.getNodeType( builder ), this.value );
  22985. }
  22986. generate( builder, output ) {
  22987. const type = this.getNodeType( builder );
  22988. return builder.format( this.generateConst( builder ), type, output );
  22989. }
  22990. }
  22991. addNodeClass( 'ConstNode', ConstNode );
  22992. //
  22993. let currentStack = null;
  22994. const NodeElements = new Map(); // @TODO: Currently only a few nodes are added, probably also add others
  22995. function addNodeElement( name, nodeElement ) {
  22996. if ( NodeElements.has( name ) ) {
  22997. console.warn( `Redefinition of node element ${ name }` );
  22998. return;
  22999. }
  23000. if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
  23001. NodeElements.set( name, nodeElement );
  23002. }
  23003. const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
  23004. const parseSwizzleAndSort = ( props ) => parseSwizzle( props ).split( '' ).sort().join( '' );
  23005. const shaderNodeHandler = {
  23006. setup( NodeClosure, params ) {
  23007. const inputs = params.shift();
  23008. return NodeClosure( nodeObjects( inputs ), ...params );
  23009. },
  23010. get( node, prop, nodeObj ) {
  23011. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  23012. if ( node.isStackNode !== true && prop === 'assign' ) {
  23013. return ( ...params ) => {
  23014. currentStack.assign( nodeObj, ...params );
  23015. return nodeObj;
  23016. };
  23017. } else if ( NodeElements.has( prop ) ) {
  23018. const nodeElement = NodeElements.get( prop );
  23019. return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params );
  23020. } else if ( prop === 'self' ) {
  23021. return node;
  23022. } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
  23023. const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
  23024. return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
  23025. } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
  23026. // accessing properties ( swizzle )
  23027. prop = parseSwizzle( prop );
  23028. return nodeObject( new SplitNode( nodeObj, prop ) );
  23029. } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  23030. // set properties ( swizzle ) and sort to xyzw sequence
  23031. prop = parseSwizzleAndSort( prop.slice( 3 ).toLowerCase() );
  23032. return ( value ) => nodeObject( new SetNode( node, prop, value ) );
  23033. } else if ( /^flip[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  23034. // set properties ( swizzle ) and sort to xyzw sequence
  23035. prop = parseSwizzleAndSort( prop.slice( 4 ).toLowerCase() );
  23036. return () => nodeObject( new FlipNode( nodeObject( node ), prop ) );
  23037. } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) {
  23038. // accessing property
  23039. if ( prop === 'width' ) prop = 'x';
  23040. else if ( prop === 'height' ) prop = 'y';
  23041. else if ( prop === 'depth' ) prop = 'z';
  23042. return nodeObject( new SplitNode( node, prop ) );
  23043. } else if ( /^\d+$/.test( prop ) === true ) {
  23044. // accessing array
  23045. return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) );
  23046. }
  23047. }
  23048. return Reflect.get( node, prop, nodeObj );
  23049. },
  23050. set( node, prop, value, nodeObj ) {
  23051. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  23052. // setting properties
  23053. if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) {
  23054. nodeObj[ prop ].assign( value );
  23055. return true;
  23056. }
  23057. }
  23058. return Reflect.set( node, prop, value, nodeObj );
  23059. }
  23060. };
  23061. const nodeObjectsCacheMap = new WeakMap();
  23062. const nodeBuilderFunctionsCacheMap = new WeakMap();
  23063. const ShaderNodeObject = function ( obj, altType = null ) {
  23064. const type = getValueType( obj );
  23065. if ( type === 'node' ) {
  23066. let nodeObject = nodeObjectsCacheMap.get( obj );
  23067. if ( nodeObject === undefined ) {
  23068. nodeObject = new Proxy( obj, shaderNodeHandler );
  23069. nodeObjectsCacheMap.set( obj, nodeObject );
  23070. nodeObjectsCacheMap.set( nodeObject, nodeObject );
  23071. }
  23072. return nodeObject;
  23073. } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
  23074. return nodeObject( getConstNode( obj, altType ) );
  23075. } else if ( type === 'shader' ) {
  23076. return Fn( obj );
  23077. }
  23078. return obj;
  23079. };
  23080. const ShaderNodeObjects = function ( objects, altType = null ) {
  23081. for ( const name in objects ) {
  23082. objects[ name ] = nodeObject( objects[ name ], altType );
  23083. }
  23084. return objects;
  23085. };
  23086. const ShaderNodeArray = function ( array, altType = null ) {
  23087. const len = array.length;
  23088. for ( let i = 0; i < len; i ++ ) {
  23089. array[ i ] = nodeObject( array[ i ], altType );
  23090. }
  23091. return array;
  23092. };
  23093. const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
  23094. const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
  23095. if ( scope === null ) {
  23096. return ( ...params ) => {
  23097. return assignNode( new NodeClass( ...nodeArray( params ) ) );
  23098. };
  23099. } else if ( factor !== null ) {
  23100. factor = nodeObject( factor );
  23101. return ( ...params ) => {
  23102. return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
  23103. };
  23104. } else {
  23105. return ( ...params ) => {
  23106. return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
  23107. };
  23108. }
  23109. };
  23110. const ShaderNodeImmutable = function ( NodeClass, ...params ) {
  23111. return nodeObject( new NodeClass( ...nodeArray( params ) ) );
  23112. };
  23113. class ShaderCallNodeInternal extends Node {
  23114. constructor( shaderNode, inputNodes ) {
  23115. super();
  23116. this.shaderNode = shaderNode;
  23117. this.inputNodes = inputNodes;
  23118. }
  23119. getNodeType( builder ) {
  23120. return this.shaderNode.nodeType || this.getOutputNode( builder ).getNodeType( builder );
  23121. }
  23122. call( builder ) {
  23123. const { shaderNode, inputNodes } = this;
  23124. const properties = builder.getNodeProperties( shaderNode );
  23125. if ( properties.onceOutput ) return properties.onceOutput;
  23126. //
  23127. let result = null;
  23128. if ( shaderNode.layout ) {
  23129. let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );
  23130. if ( functionNodesCacheMap === undefined ) {
  23131. functionNodesCacheMap = new WeakMap();
  23132. nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );
  23133. }
  23134. let functionNode = functionNodesCacheMap.get( shaderNode );
  23135. if ( functionNode === undefined ) {
  23136. functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );
  23137. functionNodesCacheMap.set( shaderNode, functionNode );
  23138. }
  23139. if ( builder.currentFunctionNode !== null ) {
  23140. builder.currentFunctionNode.includes.push( functionNode );
  23141. }
  23142. result = nodeObject( functionNode.call( inputNodes ) );
  23143. } else {
  23144. const jsFunc = shaderNode.jsFunc;
  23145. const outputNode = inputNodes !== null ? jsFunc( inputNodes, builder ) : jsFunc( builder );
  23146. result = nodeObject( outputNode );
  23147. }
  23148. if ( shaderNode.once ) {
  23149. properties.onceOutput = result;
  23150. }
  23151. return result;
  23152. }
  23153. getOutputNode( builder ) {
  23154. const properties = builder.getNodeProperties( this );
  23155. if ( properties.outputNode === null ) {
  23156. properties.outputNode = this.setupOutput( builder );
  23157. }
  23158. return properties.outputNode;
  23159. }
  23160. setup( builder ) {
  23161. return this.getOutputNode( builder );
  23162. }
  23163. setupOutput( builder ) {
  23164. builder.addStack();
  23165. builder.stack.outputNode = this.call( builder );
  23166. return builder.removeStack();
  23167. }
  23168. generate( builder, output ) {
  23169. const outputNode = this.getOutputNode( builder );
  23170. return outputNode.build( builder, output );
  23171. }
  23172. }
  23173. class ShaderNodeInternal extends Node {
  23174. constructor( jsFunc, nodeType ) {
  23175. super( nodeType );
  23176. this.jsFunc = jsFunc;
  23177. this.layout = null;
  23178. this.global = true;
  23179. this.once = false;
  23180. }
  23181. setLayout( layout ) {
  23182. this.layout = layout;
  23183. return this;
  23184. }
  23185. call( inputs = null ) {
  23186. nodeObjects( inputs );
  23187. return nodeObject( new ShaderCallNodeInternal( this, inputs ) );
  23188. }
  23189. setup() {
  23190. return this.call();
  23191. }
  23192. }
  23193. const bools = [ false, true ];
  23194. const uints = [ 0, 1, 2, 3 ];
  23195. const ints = [ - 1, - 2 ];
  23196. const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
  23197. const boolsCacheMap = new Map();
  23198. for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
  23199. const uintsCacheMap = new Map();
  23200. for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
  23201. const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
  23202. for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
  23203. const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
  23204. for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
  23205. for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
  23206. const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
  23207. const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
  23208. const getConstNode = ( value, type ) => {
  23209. if ( constNodesCacheMap.has( value ) ) {
  23210. return constNodesCacheMap.get( value );
  23211. } else if ( value.isNode === true ) {
  23212. return value;
  23213. } else {
  23214. return new ConstNode( value, type );
  23215. }
  23216. };
  23217. const safeGetNodeType = ( node ) => {
  23218. try {
  23219. return node.getNodeType();
  23220. } catch ( _ ) {
  23221. return undefined;
  23222. }
  23223. };
  23224. const ConvertType = function ( type, cacheMap = null ) {
  23225. return ( ...params ) => {
  23226. if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
  23227. params = [ getValueFromType( type, ...params ) ];
  23228. }
  23229. if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
  23230. return nodeObject( cacheMap.get( params[ 0 ] ) );
  23231. }
  23232. if ( params.length === 1 ) {
  23233. const node = getConstNode( params[ 0 ], type );
  23234. if ( safeGetNodeType( node ) === type ) return nodeObject( node );
  23235. return nodeObject( new ConvertNode( node, type ) );
  23236. }
  23237. const nodes = params.map( param => getConstNode( param ) );
  23238. return nodeObject( new JoinNode( nodes, type ) );
  23239. };
  23240. };
  23241. // exports
  23242. const defined = ( v ) => typeof v === 'object' && v !== null ? v.value : v; // TODO: remove boolean conversion and defined function
  23243. // utils
  23244. const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
  23245. // shader node base
  23246. function ShaderNode( jsFunc, nodeType ) {
  23247. return new Proxy( new ShaderNodeInternal( jsFunc, nodeType ), shaderNodeHandler );
  23248. }
  23249. const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
  23250. const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
  23251. const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
  23252. const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
  23253. const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
  23254. const Fn = ( jsFunc, nodeType ) => {
  23255. const shaderNode = new ShaderNode( jsFunc, nodeType );
  23256. const fn = ( ...params ) => {
  23257. let inputs;
  23258. nodeObjects( params );
  23259. if ( params[ 0 ] && params[ 0 ].isNode ) {
  23260. inputs = [ ...params ];
  23261. } else {
  23262. inputs = params[ 0 ];
  23263. }
  23264. return shaderNode.call( inputs );
  23265. };
  23266. fn.shaderNode = shaderNode;
  23267. fn.setLayout = ( layout ) => {
  23268. shaderNode.setLayout( layout );
  23269. return fn;
  23270. };
  23271. fn.once = () => {
  23272. shaderNode.once = true;
  23273. return fn;
  23274. };
  23275. return fn;
  23276. };
  23277. const tslFn = ( ...params ) => { // @deprecated, r168
  23278. console.warn( 'TSL.ShaderNode: tslFn() has been renamed to Fn().' );
  23279. return Fn( ...params );
  23280. };
  23281. addNodeClass( 'ShaderNode', ShaderNode );
  23282. //
  23283. addNodeElement( 'toGlobal', ( node ) => {
  23284. node.global = true;
  23285. return node;
  23286. } );
  23287. //
  23288. const setCurrentStack = ( stack ) => {
  23289. currentStack = stack;
  23290. };
  23291. const getCurrentStack = () => currentStack;
  23292. const If = ( ...params ) => currentStack.If( ...params );
  23293. function append( node ) {
  23294. if ( currentStack ) currentStack.add( node );
  23295. return node;
  23296. }
  23297. addNodeElement( 'append', append );
  23298. // types
  23299. // @TODO: Maybe export from ConstNode.js?
  23300. const color = new ConvertType( 'color' );
  23301. const float = new ConvertType( 'float', cacheMaps.float );
  23302. const int = new ConvertType( 'int', cacheMaps.ints );
  23303. const uint = new ConvertType( 'uint', cacheMaps.uint );
  23304. const bool = new ConvertType( 'bool', cacheMaps.bool );
  23305. const vec2 = new ConvertType( 'vec2' );
  23306. const ivec2 = new ConvertType( 'ivec2' );
  23307. const uvec2 = new ConvertType( 'uvec2' );
  23308. const bvec2 = new ConvertType( 'bvec2' );
  23309. const vec3 = new ConvertType( 'vec3' );
  23310. const ivec3 = new ConvertType( 'ivec3' );
  23311. const uvec3 = new ConvertType( 'uvec3' );
  23312. const bvec3 = new ConvertType( 'bvec3' );
  23313. const vec4 = new ConvertType( 'vec4' );
  23314. const ivec4 = new ConvertType( 'ivec4' );
  23315. const uvec4 = new ConvertType( 'uvec4' );
  23316. const bvec4 = new ConvertType( 'bvec4' );
  23317. const mat2 = new ConvertType( 'mat2' );
  23318. const imat2 = new ConvertType( 'imat2' );
  23319. const umat2 = new ConvertType( 'umat2' );
  23320. const bmat2 = new ConvertType( 'bmat2' );
  23321. const mat3 = new ConvertType( 'mat3' );
  23322. const imat3 = new ConvertType( 'imat3' );
  23323. const umat3 = new ConvertType( 'umat3' );
  23324. const bmat3 = new ConvertType( 'bmat3' );
  23325. const mat4 = new ConvertType( 'mat4' );
  23326. const imat4 = new ConvertType( 'imat4' );
  23327. const umat4 = new ConvertType( 'umat4' );
  23328. const bmat4 = new ConvertType( 'bmat4' );
  23329. const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
  23330. const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
  23331. addNodeElement( 'toColor', color );
  23332. addNodeElement( 'toFloat', float );
  23333. addNodeElement( 'toInt', int );
  23334. addNodeElement( 'toUint', uint );
  23335. addNodeElement( 'toBool', bool );
  23336. addNodeElement( 'toVec2', vec2 );
  23337. addNodeElement( 'toIvec2', ivec2 );
  23338. addNodeElement( 'toUvec2', uvec2 );
  23339. addNodeElement( 'toBvec2', bvec2 );
  23340. addNodeElement( 'toVec3', vec3 );
  23341. addNodeElement( 'toIvec3', ivec3 );
  23342. addNodeElement( 'toUvec3', uvec3 );
  23343. addNodeElement( 'toBvec3', bvec3 );
  23344. addNodeElement( 'toVec4', vec4 );
  23345. addNodeElement( 'toIvec4', ivec4 );
  23346. addNodeElement( 'toUvec4', uvec4 );
  23347. addNodeElement( 'toBvec4', bvec4 );
  23348. addNodeElement( 'toMat2', mat2 );
  23349. addNodeElement( 'toImat2', imat2 );
  23350. addNodeElement( 'toUmat2', umat2 );
  23351. addNodeElement( 'toBmat2', bmat2 );
  23352. addNodeElement( 'toMat3', mat3 );
  23353. addNodeElement( 'toImat3', imat3 );
  23354. addNodeElement( 'toUmat3', umat3 );
  23355. addNodeElement( 'toBmat3', bmat3 );
  23356. addNodeElement( 'toMat4', mat4 );
  23357. addNodeElement( 'toImat4', imat4 );
  23358. addNodeElement( 'toUmat4', umat4 );
  23359. addNodeElement( 'toBmat4', bmat4 );
  23360. // basic nodes
  23361. // HACK - we cannot export them from the corresponding files because of the cyclic dependency
  23362. const element = nodeProxy( ArrayElementNode );
  23363. const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
  23364. const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
  23365. addNodeElement( 'element', element );
  23366. addNodeElement( 'convert', convert );
  23367. class AssignNode extends TempNode {
  23368. constructor( targetNode, sourceNode ) {
  23369. super();
  23370. this.targetNode = targetNode;
  23371. this.sourceNode = sourceNode;
  23372. }
  23373. hasDependencies() {
  23374. return false;
  23375. }
  23376. getNodeType( builder, output ) {
  23377. return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void';
  23378. }
  23379. needsSplitAssign( builder ) {
  23380. const { targetNode } = this;
  23381. if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) {
  23382. const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) );
  23383. const assignDiferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components;
  23384. return assignDiferentVector;
  23385. }
  23386. return false;
  23387. }
  23388. generate( builder, output ) {
  23389. const { targetNode, sourceNode } = this;
  23390. const needsSplitAssign = this.needsSplitAssign( builder );
  23391. const targetType = targetNode.getNodeType( builder );
  23392. const target = targetNode.context( { assign: true } ).build( builder );
  23393. const source = sourceNode.build( builder, targetType );
  23394. const sourceType = sourceNode.getNodeType( builder );
  23395. const nodeData = builder.getDataFromNode( this );
  23396. //
  23397. let snippet;
  23398. if ( nodeData.initialized === true ) {
  23399. if ( output !== 'void' ) {
  23400. snippet = target;
  23401. }
  23402. } else if ( needsSplitAssign ) {
  23403. const sourceVar = builder.getVarFromNode( this, null, targetType );
  23404. const sourceProperty = builder.getPropertyName( sourceVar );
  23405. builder.addLineFlowCode( `${ sourceProperty } = ${ source }` );
  23406. const targetRoot = targetNode.node.context( { assign: true } ).build( builder );
  23407. for ( let i = 0; i < targetNode.components.length; i ++ ) {
  23408. const component = targetNode.components[ i ];
  23409. builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]` );
  23410. }
  23411. if ( output !== 'void' ) {
  23412. snippet = target;
  23413. }
  23414. } else {
  23415. snippet = `${ target } = ${ source }`;
  23416. if ( output === 'void' || sourceType === 'void' ) {
  23417. builder.addLineFlowCode( snippet );
  23418. if ( output !== 'void' ) {
  23419. snippet = target;
  23420. }
  23421. }
  23422. }
  23423. nodeData.initialized = true;
  23424. return builder.format( snippet, targetType, output );
  23425. }
  23426. }
  23427. const assign = nodeProxy( AssignNode );
  23428. addNodeClass( 'AssignNode', AssignNode );
  23429. addNodeElement( 'assign', assign );
  23430. class VaryingNode extends Node {
  23431. constructor( node, name = null ) {
  23432. super();
  23433. this.node = node;
  23434. this.name = name;
  23435. this.isVaryingNode = true;
  23436. }
  23437. isGlobal() {
  23438. return true;
  23439. }
  23440. getHash( builder ) {
  23441. return this.name || super.getHash( builder );
  23442. }
  23443. getNodeType( builder ) {
  23444. // VaryingNode is auto type
  23445. return this.node.getNodeType( builder );
  23446. }
  23447. setupVarying( builder ) {
  23448. const properties = builder.getNodeProperties( this );
  23449. let varying = properties.varying;
  23450. if ( varying === undefined ) {
  23451. const name = this.name;
  23452. const type = this.getNodeType( builder );
  23453. properties.varying = varying = builder.getVaryingFromNode( this, name, type );
  23454. properties.node = this.node;
  23455. }
  23456. // this property can be used to check if the varying can be optimized for a variable
  23457. varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) );
  23458. return varying;
  23459. }
  23460. setup( builder ) {
  23461. this.setupVarying( builder );
  23462. }
  23463. analyze( builder ) {
  23464. this.setupVarying( builder );
  23465. return this.node.analyze( builder );
  23466. }
  23467. generate( builder ) {
  23468. const properties = builder.getNodeProperties( this );
  23469. const varying = this.setupVarying( builder );
  23470. if ( properties.propertyName === undefined ) {
  23471. const type = this.getNodeType( builder );
  23472. const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX );
  23473. // force node run in vertex stage
  23474. builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node, type, propertyName );
  23475. properties.propertyName = propertyName;
  23476. }
  23477. return builder.getPropertyName( varying );
  23478. }
  23479. }
  23480. const varying = nodeProxy( VaryingNode );
  23481. addNodeElement( 'varying', varying );
  23482. addNodeClass( 'VaryingNode', VaryingNode );
  23483. class AttributeNode extends Node {
  23484. constructor( attributeName, nodeType = null ) {
  23485. super( nodeType );
  23486. this.global = true;
  23487. this._attributeName = attributeName;
  23488. }
  23489. getHash( builder ) {
  23490. return this.getAttributeName( builder );
  23491. }
  23492. getNodeType( builder ) {
  23493. let nodeType = this.nodeType;
  23494. if ( nodeType === null ) {
  23495. const attributeName = this.getAttributeName( builder );
  23496. if ( builder.hasGeometryAttribute( attributeName ) ) {
  23497. const attribute = builder.geometry.getAttribute( attributeName );
  23498. nodeType = builder.getTypeFromAttribute( attribute );
  23499. } else {
  23500. nodeType = 'float';
  23501. }
  23502. }
  23503. return nodeType;
  23504. }
  23505. setAttributeName( attributeName ) {
  23506. this._attributeName = attributeName;
  23507. return this;
  23508. }
  23509. getAttributeName( /*builder*/ ) {
  23510. return this._attributeName;
  23511. }
  23512. generate( builder ) {
  23513. const attributeName = this.getAttributeName( builder );
  23514. const nodeType = this.getNodeType( builder );
  23515. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  23516. if ( geometryAttribute === true ) {
  23517. const attribute = builder.geometry.getAttribute( attributeName );
  23518. const attributeType = builder.getTypeFromAttribute( attribute );
  23519. const nodeAttribute = builder.getAttribute( attributeName, attributeType );
  23520. if ( builder.shaderStage === 'vertex' ) {
  23521. return builder.format( nodeAttribute.name, attributeType, nodeType );
  23522. } else {
  23523. const nodeVarying = varying( this );
  23524. return nodeVarying.build( builder, nodeType );
  23525. }
  23526. } else {
  23527. console.warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` );
  23528. return builder.generateConst( nodeType );
  23529. }
  23530. }
  23531. serialize( data ) {
  23532. super.serialize( data );
  23533. data.global = this.global;
  23534. data._attributeName = this._attributeName;
  23535. }
  23536. deserialize( data ) {
  23537. super.deserialize( data );
  23538. this.global = data.global;
  23539. this._attributeName = data._attributeName;
  23540. }
  23541. }
  23542. const attribute = ( name, nodeType ) => nodeObject( new AttributeNode( name, nodeType ) );
  23543. addNodeClass( 'AttributeNode', AttributeNode );
  23544. class BypassNode extends Node {
  23545. constructor( returnNode, callNode ) {
  23546. super();
  23547. this.isBypassNode = true;
  23548. this.outputNode = returnNode;
  23549. this.callNode = callNode;
  23550. }
  23551. getNodeType( builder ) {
  23552. return this.outputNode.getNodeType( builder );
  23553. }
  23554. generate( builder ) {
  23555. const snippet = this.callNode.build( builder, 'void' );
  23556. if ( snippet !== '' ) {
  23557. builder.addLineFlowCode( snippet );
  23558. }
  23559. return this.outputNode.build( builder );
  23560. }
  23561. }
  23562. const bypass = nodeProxy( BypassNode );
  23563. addNodeElement( 'bypass', bypass );
  23564. addNodeClass( 'BypassNode', BypassNode );
  23565. class CacheNode extends Node {
  23566. constructor( node, parent = true ) {
  23567. super();
  23568. this.node = node;
  23569. this.parent = parent;
  23570. this.isCacheNode = true;
  23571. }
  23572. getNodeType( builder ) {
  23573. return this.node.getNodeType( builder );
  23574. }
  23575. build( builder, ...params ) {
  23576. const previousCache = builder.getCache();
  23577. const cache = builder.getCacheFromNode( this, parent );
  23578. builder.setCache( cache );
  23579. const data = this.node.build( builder, ...params );
  23580. builder.setCache( previousCache );
  23581. return data;
  23582. }
  23583. }
  23584. const cache = ( node, ...params ) => nodeObject( new CacheNode( nodeObject( node ), ...params ) );
  23585. addNodeElement( 'cache', cache );
  23586. addNodeClass( 'CacheNode', CacheNode );
  23587. class ContextNode extends Node {
  23588. constructor( node, value = {} ) {
  23589. super();
  23590. this.isContextNode = true;
  23591. this.node = node;
  23592. this.value = value;
  23593. }
  23594. getNodeType( builder ) {
  23595. return this.node.getNodeType( builder );
  23596. }
  23597. analyze( builder ) {
  23598. this.node.build( builder );
  23599. }
  23600. setup( builder ) {
  23601. const previousContext = builder.getContext();
  23602. builder.setContext( { ...builder.context, ...this.value } );
  23603. const node = this.node.build( builder );
  23604. builder.setContext( previousContext );
  23605. return node;
  23606. }
  23607. generate( builder, output ) {
  23608. const previousContext = builder.getContext();
  23609. builder.setContext( { ...builder.context, ...this.value } );
  23610. const snippet = this.node.build( builder, output );
  23611. builder.setContext( previousContext );
  23612. return snippet;
  23613. }
  23614. }
  23615. const context = nodeProxy( ContextNode );
  23616. const label = ( node, name ) => context( node, { label: name } );
  23617. addNodeElement( 'context', context );
  23618. addNodeElement( 'label', label );
  23619. addNodeClass( 'ContextNode', ContextNode );
  23620. class IndexNode extends Node {
  23621. constructor( scope ) {
  23622. super( 'uint' );
  23623. this.scope = scope;
  23624. this.isInstanceIndexNode = true;
  23625. }
  23626. generate( builder ) {
  23627. const nodeType = this.getNodeType( builder );
  23628. const scope = this.scope;
  23629. let propertyName;
  23630. if ( scope === IndexNode.VERTEX ) {
  23631. propertyName = builder.getVertexIndex();
  23632. } else if ( scope === IndexNode.INSTANCE ) {
  23633. propertyName = builder.getInstanceIndex();
  23634. } else if ( scope === IndexNode.DRAW ) {
  23635. propertyName = builder.getDrawIndex();
  23636. } else if ( scope === IndexNode.INVOCATION_LOCAL ) {
  23637. propertyName = builder.getInvocationLocalIndex();
  23638. } else {
  23639. throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope );
  23640. }
  23641. let output;
  23642. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  23643. output = propertyName;
  23644. } else {
  23645. const nodeVarying = varying( this );
  23646. output = nodeVarying.build( builder, nodeType );
  23647. }
  23648. return output;
  23649. }
  23650. }
  23651. IndexNode.VERTEX = 'vertex';
  23652. IndexNode.INSTANCE = 'instance';
  23653. IndexNode.INVOCATION_LOCAL = 'invocationLocal';
  23654. IndexNode.DRAW = 'draw';
  23655. const vertexIndex = nodeImmutable( IndexNode, IndexNode.VERTEX );
  23656. const instanceIndex = nodeImmutable( IndexNode, IndexNode.INSTANCE );
  23657. const invocationLocalIndex = nodeImmutable( IndexNode, IndexNode.INVOCATION_LOCAL );
  23658. const drawIndex = nodeImmutable( IndexNode, IndexNode.DRAW );
  23659. addNodeClass( 'IndexNode', IndexNode );
  23660. class LightingModel {
  23661. start( /*input, stack, builder*/ ) { }
  23662. finish( /*input, stack, builder*/ ) { }
  23663. direct( /*input, stack, builder*/ ) { }
  23664. directRectArea( /*input, stack, builder*/ ) {}
  23665. indirect( /*input, stack, builder*/ ) { }
  23666. ambientOcclusion( /*input, stack, builder*/ ) { }
  23667. }
  23668. class VarNode extends Node {
  23669. constructor( node, name = null ) {
  23670. super();
  23671. this.node = node;
  23672. this.name = name;
  23673. this.global = true;
  23674. this.isVarNode = true;
  23675. }
  23676. getHash( builder ) {
  23677. return this.name || super.getHash( builder );
  23678. }
  23679. getNodeType( builder ) {
  23680. return this.node.getNodeType( builder );
  23681. }
  23682. generate( builder ) {
  23683. const { node, name } = this;
  23684. const nodeVar = builder.getVarFromNode( this, name, builder.getVectorType( this.getNodeType( builder ) ) );
  23685. const propertyName = builder.getPropertyName( nodeVar );
  23686. const snippet = node.build( builder, nodeVar.type );
  23687. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  23688. return propertyName;
  23689. }
  23690. }
  23691. const temp = nodeProxy( VarNode );
  23692. addNodeElement( 'temp', temp ); // @TODO: Will be removed in the future
  23693. addNodeElement( 'toVar', ( ...params ) => temp( ...params ).append() );
  23694. addNodeClass( 'VarNode', VarNode );
  23695. class NodeAttribute {
  23696. constructor( name, type, node = null ) {
  23697. this.isNodeAttribute = true;
  23698. this.name = name;
  23699. this.type = type;
  23700. this.node = node;
  23701. }
  23702. }
  23703. class NodeUniform {
  23704. constructor( name, type, node ) {
  23705. this.isNodeUniform = true;
  23706. this.name = name;
  23707. this.type = type;
  23708. this.node = node.getSelf();
  23709. }
  23710. get value() {
  23711. return this.node.value;
  23712. }
  23713. set value( val ) {
  23714. this.node.value = val;
  23715. }
  23716. get id() {
  23717. return this.node.id;
  23718. }
  23719. get groupNode() {
  23720. return this.node.groupNode;
  23721. }
  23722. }
  23723. class NodeVar {
  23724. constructor( name, type ) {
  23725. this.isNodeVar = true;
  23726. this.name = name;
  23727. this.type = type;
  23728. }
  23729. }
  23730. class NodeVarying extends NodeVar {
  23731. constructor( name, type ) {
  23732. super( name, type );
  23733. this.needsInterpolation = false;
  23734. this.isNodeVarying = true;
  23735. }
  23736. }
  23737. class NodeCode {
  23738. constructor( name, type, code = '' ) {
  23739. this.name = name;
  23740. this.type = type;
  23741. this.code = code;
  23742. Object.defineProperty( this, 'isNodeCode', { value: true } );
  23743. }
  23744. }
  23745. let id$1 = 0;
  23746. class NodeCache {
  23747. constructor( parent = null ) {
  23748. this.id = id$1 ++;
  23749. this.nodesData = new WeakMap();
  23750. this.parent = parent;
  23751. }
  23752. getData( node ) {
  23753. let data = this.nodesData.get( node );
  23754. if ( data === undefined && this.parent !== null ) {
  23755. data = this.parent.getData( node );
  23756. }
  23757. return data;
  23758. }
  23759. setData( node, data ) {
  23760. this.nodesData.set( node, data );
  23761. }
  23762. }
  23763. class PropertyNode extends Node {
  23764. constructor( nodeType, name = null, varying = false ) {
  23765. super( nodeType );
  23766. this.name = name;
  23767. this.varying = varying;
  23768. this.isPropertyNode = true;
  23769. }
  23770. getHash( builder ) {
  23771. return this.name || super.getHash( builder );
  23772. }
  23773. isGlobal( /*builder*/ ) {
  23774. return true;
  23775. }
  23776. generate( builder ) {
  23777. let nodeVar;
  23778. if ( this.varying === true ) {
  23779. nodeVar = builder.getVaryingFromNode( this, this.name );
  23780. nodeVar.needsInterpolation = true;
  23781. } else {
  23782. nodeVar = builder.getVarFromNode( this, this.name );
  23783. }
  23784. return builder.getPropertyName( nodeVar );
  23785. }
  23786. }
  23787. const property = ( type, name ) => nodeObject( new PropertyNode( type, name ) );
  23788. const varyingProperty = ( type, name ) => nodeObject( new PropertyNode( type, name, true ) );
  23789. const diffuseColor = nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' );
  23790. const emissive = nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' );
  23791. const roughness = nodeImmutable( PropertyNode, 'float', 'Roughness' );
  23792. const metalness = nodeImmutable( PropertyNode, 'float', 'Metalness' );
  23793. const clearcoat = nodeImmutable( PropertyNode, 'float', 'Clearcoat' );
  23794. const clearcoatRoughness = nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' );
  23795. const sheen = nodeImmutable( PropertyNode, 'vec3', 'Sheen' );
  23796. const sheenRoughness = nodeImmutable( PropertyNode, 'float', 'SheenRoughness' );
  23797. const iridescence = nodeImmutable( PropertyNode, 'float', 'Iridescence' );
  23798. const iridescenceIOR = nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' );
  23799. const iridescenceThickness = nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' );
  23800. const alphaT = nodeImmutable( PropertyNode, 'float', 'AlphaT' );
  23801. const anisotropy = nodeImmutable( PropertyNode, 'float', 'Anisotropy' );
  23802. const anisotropyT = nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' );
  23803. const anisotropyB = nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' );
  23804. const specularColor = nodeImmutable( PropertyNode, 'color', 'SpecularColor' );
  23805. const specularF90 = nodeImmutable( PropertyNode, 'float', 'SpecularF90' );
  23806. const shininess = nodeImmutable( PropertyNode, 'float', 'Shininess' );
  23807. const output = nodeImmutable( PropertyNode, 'vec4', 'Output' );
  23808. const dashSize = nodeImmutable( PropertyNode, 'float', 'dashSize' );
  23809. const gapSize = nodeImmutable( PropertyNode, 'float', 'gapSize' );
  23810. const pointWidth = nodeImmutable( PropertyNode, 'float', 'pointWidth' );
  23811. const ior = nodeImmutable( PropertyNode, 'float', 'IOR' );
  23812. const transmission = nodeImmutable( PropertyNode, 'float', 'Transmission' );
  23813. const thickness = nodeImmutable( PropertyNode, 'float', 'Thickness' );
  23814. const attenuationDistance = nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' );
  23815. const attenuationColor = nodeImmutable( PropertyNode, 'color', 'AttenuationColor' );
  23816. const dispersion = nodeImmutable( PropertyNode, 'float', 'Dispersion' );
  23817. addNodeClass( 'PropertyNode', PropertyNode );
  23818. class ParameterNode extends PropertyNode {
  23819. constructor( nodeType, name = null ) {
  23820. super( nodeType, name );
  23821. this.isParameterNode = true;
  23822. }
  23823. getHash() {
  23824. return this.uuid;
  23825. }
  23826. generate() {
  23827. return this.name;
  23828. }
  23829. }
  23830. const parameter = ( type, name ) => nodeObject( new ParameterNode( type, name ) );
  23831. addNodeClass( 'ParameterNode', ParameterNode );
  23832. class CodeNode extends Node {
  23833. constructor( code = '', includes = [], language = '' ) {
  23834. super( 'code' );
  23835. this.isCodeNode = true;
  23836. this.code = code;
  23837. this.language = language;
  23838. this.includes = includes;
  23839. }
  23840. isGlobal() {
  23841. return true;
  23842. }
  23843. setIncludes( includes ) {
  23844. this.includes = includes;
  23845. return this;
  23846. }
  23847. getIncludes( /*builder*/ ) {
  23848. return this.includes;
  23849. }
  23850. generate( builder ) {
  23851. const includes = this.getIncludes( builder );
  23852. for ( const include of includes ) {
  23853. include.build( builder );
  23854. }
  23855. const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) );
  23856. nodeCode.code = this.code;
  23857. return nodeCode.code;
  23858. }
  23859. serialize( data ) {
  23860. super.serialize( data );
  23861. data.code = this.code;
  23862. data.language = this.language;
  23863. }
  23864. deserialize( data ) {
  23865. super.deserialize( data );
  23866. this.code = data.code;
  23867. this.language = data.language;
  23868. }
  23869. }
  23870. const code = nodeProxy( CodeNode );
  23871. const js = ( src, includes ) => code( src, includes, 'js' );
  23872. const wgsl = ( src, includes ) => code( src, includes, 'wgsl' );
  23873. const glsl = ( src, includes ) => code( src, includes, 'glsl' );
  23874. addNodeClass( 'CodeNode', CodeNode );
  23875. class FunctionNode extends CodeNode {
  23876. constructor( code = '', includes = [], language = '' ) {
  23877. super( code, includes, language );
  23878. }
  23879. getNodeType( builder ) {
  23880. return this.getNodeFunction( builder ).type;
  23881. }
  23882. getInputs( builder ) {
  23883. return this.getNodeFunction( builder ).inputs;
  23884. }
  23885. getNodeFunction( builder ) {
  23886. const nodeData = builder.getDataFromNode( this );
  23887. let nodeFunction = nodeData.nodeFunction;
  23888. if ( nodeFunction === undefined ) {
  23889. nodeFunction = builder.parser.parseFunction( this.code );
  23890. nodeData.nodeFunction = nodeFunction;
  23891. }
  23892. return nodeFunction;
  23893. }
  23894. generate( builder, output ) {
  23895. super.generate( builder );
  23896. const nodeFunction = this.getNodeFunction( builder );
  23897. const name = nodeFunction.name;
  23898. const type = nodeFunction.type;
  23899. const nodeCode = builder.getCodeFromNode( this, type );
  23900. if ( name !== '' ) {
  23901. // use a custom property name
  23902. nodeCode.name = name;
  23903. }
  23904. const propertyName = builder.getPropertyName( nodeCode );
  23905. const code = this.getNodeFunction( builder ).getCode( propertyName );
  23906. nodeCode.code = code + '\n';
  23907. if ( output === 'property' ) {
  23908. return propertyName;
  23909. } else {
  23910. return builder.format( `${ propertyName }()`, type, output );
  23911. }
  23912. }
  23913. }
  23914. const nativeFn = ( code, includes = [], language = '' ) => {
  23915. for ( let i = 0; i < includes.length; i ++ ) {
  23916. const include = includes[ i ];
  23917. // TSL Function: glslFn, wgslFn
  23918. if ( typeof include === 'function' ) {
  23919. includes[ i ] = include.functionNode;
  23920. }
  23921. }
  23922. const functionNode = nodeObject( new FunctionNode( code, includes, language ) );
  23923. const fn = ( ...params ) => functionNode.call( ...params );
  23924. fn.functionNode = functionNode;
  23925. return fn;
  23926. };
  23927. const glslFn = ( code, includes ) => nativeFn( code, includes, 'glsl' );
  23928. const wgslFn = ( code, includes ) => nativeFn( code, includes, 'wgsl' );
  23929. addNodeClass( 'FunctionNode', FunctionNode );
  23930. class UniformGroupNode extends Node {
  23931. constructor( name, shared = false ) {
  23932. super( 'string' );
  23933. this.name = name;
  23934. this.version = 0;
  23935. this.shared = shared;
  23936. this.isUniformGroup = true;
  23937. }
  23938. set needsUpdate( value ) {
  23939. if ( value === true ) this.version ++;
  23940. }
  23941. serialize( data ) {
  23942. super.serialize( data );
  23943. data.name = this.name;
  23944. data.version = this.version;
  23945. data.shared = this.shared;
  23946. }
  23947. deserialize( data ) {
  23948. super.deserialize( data );
  23949. this.name = data.name;
  23950. this.version = data.version;
  23951. this.shared = data.shared;
  23952. }
  23953. }
  23954. const uniformGroup = ( name ) => new UniformGroupNode( name );
  23955. const sharedUniformGroup = ( name ) => new UniformGroupNode( name, true );
  23956. const frameGroup = sharedUniformGroup( 'frame' );
  23957. const renderGroup = sharedUniformGroup( 'render' );
  23958. const objectGroup = uniformGroup( 'object' );
  23959. addNodeClass( 'UniformGroupNode', UniformGroupNode );
  23960. class UniformNode extends InputNode {
  23961. constructor( value, nodeType = null ) {
  23962. super( value, nodeType );
  23963. this.isUniformNode = true;
  23964. this.name = '';
  23965. this.groupNode = objectGroup;
  23966. }
  23967. label( name ) {
  23968. this.name = name;
  23969. return this;
  23970. }
  23971. setGroup( group ) {
  23972. this.groupNode = group;
  23973. return this;
  23974. }
  23975. getGroup() {
  23976. return this.groupNode;
  23977. }
  23978. getUniformHash( builder ) {
  23979. return this.getHash( builder );
  23980. }
  23981. onUpdate( callback, updateType ) {
  23982. const self = this.getSelf();
  23983. callback = callback.bind( self );
  23984. return super.onUpdate( ( frame ) => {
  23985. const value = callback( frame, self );
  23986. if ( value !== undefined ) {
  23987. this.value = value;
  23988. }
  23989. }, updateType );
  23990. }
  23991. generate( builder, output ) {
  23992. const type = this.getNodeType( builder );
  23993. const hash = this.getUniformHash( builder );
  23994. let sharedNode = builder.getNodeFromHash( hash );
  23995. if ( sharedNode === undefined ) {
  23996. builder.setHashNode( this, hash );
  23997. sharedNode = this;
  23998. }
  23999. const sharedNodeType = sharedNode.getInputType( builder );
  24000. const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.label );
  24001. const propertyName = builder.getPropertyName( nodeUniform );
  24002. if ( builder.context.label !== undefined ) delete builder.context.label;
  24003. return builder.format( propertyName, type, output );
  24004. }
  24005. }
  24006. const uniform = ( arg1, arg2 ) => {
  24007. const nodeType = getConstNodeType( arg2 || arg1 );
  24008. // @TODO: get ConstNode from .traverse() in the future
  24009. const value = ( arg1 && arg1.isNode === true ) ? ( arg1.node && arg1.node.value ) || arg1.value : arg1;
  24010. return nodeObject( new UniformNode( value, nodeType ) );
  24011. };
  24012. addNodeClass( 'UniformNode', UniformNode );
  24013. const uv = ( index ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );
  24014. class TextureSizeNode extends Node {
  24015. constructor( textureNode, levelNode = null ) {
  24016. super( 'uvec2' );
  24017. this.isTextureSizeNode = true;
  24018. this.textureNode = textureNode;
  24019. this.levelNode = levelNode;
  24020. }
  24021. generate( builder, output ) {
  24022. const textureProperty = this.textureNode.build( builder, 'property' );
  24023. const levelNode = this.levelNode.build( builder, 'int' );
  24024. return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ levelNode } )`, this.getNodeType( builder ), output );
  24025. }
  24026. }
  24027. const textureSize = nodeProxy( TextureSizeNode );
  24028. addNodeElement( 'textureSize', textureSize );
  24029. addNodeClass( 'TextureSizeNode', TextureSizeNode );
  24030. class OperatorNode extends TempNode {
  24031. constructor( op, aNode, bNode, ...params ) {
  24032. super();
  24033. if ( params.length > 0 ) {
  24034. let finalOp = new OperatorNode( op, aNode, bNode );
  24035. for ( let i = 0; i < params.length - 1; i ++ ) {
  24036. finalOp = new OperatorNode( op, finalOp, params[ i ] );
  24037. }
  24038. aNode = finalOp;
  24039. bNode = params[ params.length - 1 ];
  24040. }
  24041. this.op = op;
  24042. this.aNode = aNode;
  24043. this.bNode = bNode;
  24044. }
  24045. getNodeType( builder, output ) {
  24046. const op = this.op;
  24047. const aNode = this.aNode;
  24048. const bNode = this.bNode;
  24049. const typeA = aNode.getNodeType( builder );
  24050. const typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  24051. if ( typeA === 'void' || typeB === 'void' ) {
  24052. return 'void';
  24053. } else if ( op === '%' ) {
  24054. return typeA;
  24055. } else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) {
  24056. return builder.getIntegerType( typeA );
  24057. } else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) {
  24058. return 'bool';
  24059. } else if ( op === '<' || op === '>' || op === '<=' || op === '>=' ) {
  24060. const typeLength = output ? builder.getTypeLength( output ) : Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) );
  24061. return typeLength > 1 ? `bvec${ typeLength }` : 'bool';
  24062. } else {
  24063. if ( typeA === 'float' && builder.isMatrix( typeB ) ) {
  24064. return typeB;
  24065. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  24066. // matrix x vector
  24067. return builder.getVectorFromMatrix( typeA );
  24068. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  24069. // vector x matrix
  24070. return builder.getVectorFromMatrix( typeB );
  24071. } else if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) {
  24072. // anytype x anytype: use the greater length vector
  24073. return typeB;
  24074. }
  24075. return typeA;
  24076. }
  24077. }
  24078. generate( builder, output ) {
  24079. const op = this.op;
  24080. const aNode = this.aNode;
  24081. const bNode = this.bNode;
  24082. const type = this.getNodeType( builder, output );
  24083. let typeA = null;
  24084. let typeB = null;
  24085. if ( type !== 'void' ) {
  24086. typeA = aNode.getNodeType( builder );
  24087. typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  24088. if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) {
  24089. if ( builder.isVector( typeA ) ) {
  24090. typeB = typeA;
  24091. } else if ( typeA !== typeB ) {
  24092. typeA = typeB = 'float';
  24093. }
  24094. } else if ( op === '>>' || op === '<<' ) {
  24095. typeA = type;
  24096. typeB = builder.changeComponentType( typeB, 'uint' );
  24097. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  24098. // matrix x vector
  24099. typeB = builder.getVectorFromMatrix( typeA );
  24100. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  24101. // vector x matrix
  24102. typeA = builder.getVectorFromMatrix( typeB );
  24103. } else {
  24104. // anytype x anytype
  24105. typeA = typeB = type;
  24106. }
  24107. } else {
  24108. typeA = typeB = type;
  24109. }
  24110. const a = aNode.build( builder, typeA );
  24111. const b = typeof bNode !== 'undefined' ? bNode.build( builder, typeB ) : null;
  24112. const outputLength = builder.getTypeLength( output );
  24113. const fnOpSnippet = builder.getFunctionOperator( op );
  24114. if ( output !== 'void' ) {
  24115. if ( op === '<' && outputLength > 1 ) {
  24116. if ( builder.useComparisonMethod ) {
  24117. return builder.format( `${ builder.getMethod( 'lessThan', output ) }( ${ a }, ${ b } )`, type, output );
  24118. } else {
  24119. return builder.format( `( ${ a } < ${ b } )`, type, output );
  24120. }
  24121. } else if ( op === '<=' && outputLength > 1 ) {
  24122. if ( builder.useComparisonMethod ) {
  24123. return builder.format( `${ builder.getMethod( 'lessThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  24124. } else {
  24125. return builder.format( `( ${ a } <= ${ b } )`, type, output );
  24126. }
  24127. } else if ( op === '>' && outputLength > 1 ) {
  24128. if ( builder.useComparisonMethod ) {
  24129. return builder.format( `${ builder.getMethod( 'greaterThan', output ) }( ${ a }, ${ b } )`, type, output );
  24130. } else {
  24131. return builder.format( `( ${ a } > ${ b } )`, type, output );
  24132. }
  24133. } else if ( op === '>=' && outputLength > 1 ) {
  24134. if ( builder.useComparisonMethod ) {
  24135. return builder.format( `${ builder.getMethod( 'greaterThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  24136. } else {
  24137. return builder.format( `( ${ a } >= ${ b } )`, type, output );
  24138. }
  24139. } else if ( op === '!' || op === '~' ) {
  24140. return builder.format( `(${op}${a})`, typeA, output );
  24141. } else if ( fnOpSnippet ) {
  24142. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  24143. } else {
  24144. return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );
  24145. }
  24146. } else if ( typeA !== 'void' ) {
  24147. if ( fnOpSnippet ) {
  24148. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  24149. } else {
  24150. return builder.format( `${ a } ${ op } ${ b }`, type, output );
  24151. }
  24152. }
  24153. }
  24154. serialize( data ) {
  24155. super.serialize( data );
  24156. data.op = this.op;
  24157. }
  24158. deserialize( data ) {
  24159. super.deserialize( data );
  24160. this.op = data.op;
  24161. }
  24162. }
  24163. const add = nodeProxy( OperatorNode, '+' );
  24164. const sub = nodeProxy( OperatorNode, '-' );
  24165. const mul = nodeProxy( OperatorNode, '*' );
  24166. const div = nodeProxy( OperatorNode, '/' );
  24167. const modInt = nodeProxy( OperatorNode, '%' );
  24168. const equal = nodeProxy( OperatorNode, '==' );
  24169. const notEqual = nodeProxy( OperatorNode, '!=' );
  24170. const lessThan = nodeProxy( OperatorNode, '<' );
  24171. const greaterThan = nodeProxy( OperatorNode, '>' );
  24172. const lessThanEqual = nodeProxy( OperatorNode, '<=' );
  24173. const greaterThanEqual = nodeProxy( OperatorNode, '>=' );
  24174. const and = nodeProxy( OperatorNode, '&&' );
  24175. const or = nodeProxy( OperatorNode, '||' );
  24176. const not = nodeProxy( OperatorNode, '!' );
  24177. const xor = nodeProxy( OperatorNode, '^^' );
  24178. const bitAnd = nodeProxy( OperatorNode, '&' );
  24179. const bitNot = nodeProxy( OperatorNode, '~' );
  24180. const bitOr = nodeProxy( OperatorNode, '|' );
  24181. const bitXor = nodeProxy( OperatorNode, '^' );
  24182. const shiftLeft = nodeProxy( OperatorNode, '<<' );
  24183. const shiftRight = nodeProxy( OperatorNode, '>>' );
  24184. addNodeElement( 'add', add );
  24185. addNodeElement( 'sub', sub );
  24186. addNodeElement( 'mul', mul );
  24187. addNodeElement( 'div', div );
  24188. addNodeElement( 'modInt', modInt );
  24189. addNodeElement( 'equal', equal );
  24190. addNodeElement( 'notEqual', notEqual );
  24191. addNodeElement( 'lessThan', lessThan );
  24192. addNodeElement( 'greaterThan', greaterThan );
  24193. addNodeElement( 'lessThanEqual', lessThanEqual );
  24194. addNodeElement( 'greaterThanEqual', greaterThanEqual );
  24195. addNodeElement( 'and', and );
  24196. addNodeElement( 'or', or );
  24197. addNodeElement( 'not', not );
  24198. addNodeElement( 'xor', xor );
  24199. addNodeElement( 'bitAnd', bitAnd );
  24200. addNodeElement( 'bitNot', bitNot );
  24201. addNodeElement( 'bitOr', bitOr );
  24202. addNodeElement( 'bitXor', bitXor );
  24203. addNodeElement( 'shiftLeft', shiftLeft );
  24204. addNodeElement( 'shiftRight', shiftRight );
  24205. const remainder = ( ...params ) => { // @deprecated, r168
  24206. console.warn( 'TSL.OperatorNode: .remainder() has been renamed to .modInt().' );
  24207. return modInt( ...params );
  24208. };
  24209. addNodeElement( 'remainder', remainder );
  24210. addNodeClass( 'OperatorNode', OperatorNode );
  24211. class MathNode extends TempNode {
  24212. constructor( method, aNode, bNode = null, cNode = null ) {
  24213. super();
  24214. this.method = method;
  24215. this.aNode = aNode;
  24216. this.bNode = bNode;
  24217. this.cNode = cNode;
  24218. }
  24219. getInputType( builder ) {
  24220. const aType = this.aNode.getNodeType( builder );
  24221. const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;
  24222. const cType = this.cNode ? this.cNode.getNodeType( builder ) : null;
  24223. const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
  24224. const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );
  24225. const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType );
  24226. if ( aLen > bLen && aLen > cLen ) {
  24227. return aType;
  24228. } else if ( bLen > cLen ) {
  24229. return bType;
  24230. } else if ( cLen > aLen ) {
  24231. return cType;
  24232. }
  24233. return aType;
  24234. }
  24235. getNodeType( builder ) {
  24236. const method = this.method;
  24237. if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) {
  24238. return 'float';
  24239. } else if ( method === MathNode.CROSS ) {
  24240. return 'vec3';
  24241. } else if ( method === MathNode.ALL ) {
  24242. return 'bool';
  24243. } else if ( method === MathNode.EQUALS ) {
  24244. return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' );
  24245. } else if ( method === MathNode.MOD ) {
  24246. return this.aNode.getNodeType( builder );
  24247. } else {
  24248. return this.getInputType( builder );
  24249. }
  24250. }
  24251. generate( builder, output ) {
  24252. const method = this.method;
  24253. const type = this.getNodeType( builder );
  24254. const inputType = this.getInputType( builder );
  24255. const a = this.aNode;
  24256. const b = this.bNode;
  24257. const c = this.cNode;
  24258. const isWebGL = builder.renderer.isWebGLRenderer === true;
  24259. if ( method === MathNode.TRANSFORM_DIRECTION ) {
  24260. // dir can be either a direction vector or a normal vector
  24261. // upper-left 3x3 of matrix is assumed to be orthogonal
  24262. let tA = a;
  24263. let tB = b;
  24264. if ( builder.isMatrix( tA.getNodeType( builder ) ) ) {
  24265. tB = vec4( vec3( tB ), 0.0 );
  24266. } else {
  24267. tA = vec4( vec3( tA ), 0.0 );
  24268. }
  24269. const mulNode = mul( tA, tB ).xyz;
  24270. return normalize( mulNode ).build( builder, output );
  24271. } else if ( method === MathNode.NEGATE ) {
  24272. return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output );
  24273. } else if ( method === MathNode.ONE_MINUS ) {
  24274. return sub( 1.0, a ).build( builder, output );
  24275. } else if ( method === MathNode.RECIPROCAL ) {
  24276. return div( 1.0, a ).build( builder, output );
  24277. } else if ( method === MathNode.DIFFERENCE ) {
  24278. return abs( sub( a, b ) ).build( builder, output );
  24279. } else {
  24280. const params = [];
  24281. if ( method === MathNode.CROSS || method === MathNode.MOD ) {
  24282. params.push(
  24283. a.build( builder, type ),
  24284. b.build( builder, type )
  24285. );
  24286. } else if ( isWebGL && method === MathNode.STEP ) {
  24287. params.push(
  24288. a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ),
  24289. b.build( builder, inputType )
  24290. );
  24291. } else if ( ( isWebGL && ( method === MathNode.MIN || method === MathNode.MAX ) ) || method === MathNode.MOD ) {
  24292. params.push(
  24293. a.build( builder, inputType ),
  24294. b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  24295. );
  24296. } else if ( method === MathNode.REFRACT ) {
  24297. params.push(
  24298. a.build( builder, inputType ),
  24299. b.build( builder, inputType ),
  24300. c.build( builder, 'float' )
  24301. );
  24302. } else if ( method === MathNode.MIX ) {
  24303. params.push(
  24304. a.build( builder, inputType ),
  24305. b.build( builder, inputType ),
  24306. c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  24307. );
  24308. } else {
  24309. params.push( a.build( builder, inputType ) );
  24310. if ( b !== null ) params.push( b.build( builder, inputType ) );
  24311. if ( c !== null ) params.push( c.build( builder, inputType ) );
  24312. }
  24313. return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output );
  24314. }
  24315. }
  24316. serialize( data ) {
  24317. super.serialize( data );
  24318. data.method = this.method;
  24319. }
  24320. deserialize( data ) {
  24321. super.deserialize( data );
  24322. this.method = data.method;
  24323. }
  24324. }
  24325. // 1 input
  24326. MathNode.ALL = 'all';
  24327. MathNode.ANY = 'any';
  24328. MathNode.EQUALS = 'equals';
  24329. MathNode.RADIANS = 'radians';
  24330. MathNode.DEGREES = 'degrees';
  24331. MathNode.EXP = 'exp';
  24332. MathNode.EXP2 = 'exp2';
  24333. MathNode.LOG = 'log';
  24334. MathNode.LOG2 = 'log2';
  24335. MathNode.SQRT = 'sqrt';
  24336. MathNode.INVERSE_SQRT = 'inversesqrt';
  24337. MathNode.FLOOR = 'floor';
  24338. MathNode.CEIL = 'ceil';
  24339. MathNode.NORMALIZE = 'normalize';
  24340. MathNode.FRACT = 'fract';
  24341. MathNode.SIN = 'sin';
  24342. MathNode.COS = 'cos';
  24343. MathNode.TAN = 'tan';
  24344. MathNode.ASIN = 'asin';
  24345. MathNode.ACOS = 'acos';
  24346. MathNode.ATAN = 'atan';
  24347. MathNode.ABS = 'abs';
  24348. MathNode.SIGN = 'sign';
  24349. MathNode.LENGTH = 'length';
  24350. MathNode.NEGATE = 'negate';
  24351. MathNode.ONE_MINUS = 'oneMinus';
  24352. MathNode.DFDX = 'dFdx';
  24353. MathNode.DFDY = 'dFdy';
  24354. MathNode.ROUND = 'round';
  24355. MathNode.RECIPROCAL = 'reciprocal';
  24356. MathNode.TRUNC = 'trunc';
  24357. MathNode.FWIDTH = 'fwidth';
  24358. MathNode.BITCAST = 'bitcast';
  24359. MathNode.TRANSPOSE = 'transpose';
  24360. // 2 inputs
  24361. MathNode.ATAN2 = 'atan2';
  24362. MathNode.MIN = 'min';
  24363. MathNode.MAX = 'max';
  24364. MathNode.MOD = 'mod';
  24365. MathNode.STEP = 'step';
  24366. MathNode.REFLECT = 'reflect';
  24367. MathNode.DISTANCE = 'distance';
  24368. MathNode.DIFFERENCE = 'difference';
  24369. MathNode.DOT = 'dot';
  24370. MathNode.CROSS = 'cross';
  24371. MathNode.POW = 'pow';
  24372. MathNode.TRANSFORM_DIRECTION = 'transformDirection';
  24373. // 3 inputs
  24374. MathNode.MIX = 'mix';
  24375. MathNode.CLAMP = 'clamp';
  24376. MathNode.REFRACT = 'refract';
  24377. MathNode.SMOOTHSTEP = 'smoothstep';
  24378. MathNode.FACEFORWARD = 'faceforward';
  24379. const EPSILON = float( 1e-6 );
  24380. const INFINITY = float( 1e6 );
  24381. const PI = float( Math.PI );
  24382. const PI2 = float( Math.PI * 2 );
  24383. const all = nodeProxy( MathNode, MathNode.ALL );
  24384. const any = nodeProxy( MathNode, MathNode.ANY );
  24385. const equals = nodeProxy( MathNode, MathNode.EQUALS );
  24386. const radians = nodeProxy( MathNode, MathNode.RADIANS );
  24387. const degrees = nodeProxy( MathNode, MathNode.DEGREES );
  24388. const exp = nodeProxy( MathNode, MathNode.EXP );
  24389. const exp2 = nodeProxy( MathNode, MathNode.EXP2 );
  24390. const log = nodeProxy( MathNode, MathNode.LOG );
  24391. const log2 = nodeProxy( MathNode, MathNode.LOG2 );
  24392. const sqrt = nodeProxy( MathNode, MathNode.SQRT );
  24393. const inverseSqrt = nodeProxy( MathNode, MathNode.INVERSE_SQRT );
  24394. const floor = nodeProxy( MathNode, MathNode.FLOOR );
  24395. const ceil = nodeProxy( MathNode, MathNode.CEIL );
  24396. const normalize = nodeProxy( MathNode, MathNode.NORMALIZE );
  24397. const fract = nodeProxy( MathNode, MathNode.FRACT );
  24398. const sin = nodeProxy( MathNode, MathNode.SIN );
  24399. const cos = nodeProxy( MathNode, MathNode.COS );
  24400. const tan = nodeProxy( MathNode, MathNode.TAN );
  24401. const asin = nodeProxy( MathNode, MathNode.ASIN );
  24402. const acos = nodeProxy( MathNode, MathNode.ACOS );
  24403. const atan = nodeProxy( MathNode, MathNode.ATAN );
  24404. const abs = nodeProxy( MathNode, MathNode.ABS );
  24405. const sign = nodeProxy( MathNode, MathNode.SIGN );
  24406. const length = nodeProxy( MathNode, MathNode.LENGTH );
  24407. const negate = nodeProxy( MathNode, MathNode.NEGATE );
  24408. const oneMinus = nodeProxy( MathNode, MathNode.ONE_MINUS );
  24409. const dFdx = nodeProxy( MathNode, MathNode.DFDX );
  24410. const dFdy = nodeProxy( MathNode, MathNode.DFDY );
  24411. const round = nodeProxy( MathNode, MathNode.ROUND );
  24412. const reciprocal = nodeProxy( MathNode, MathNode.RECIPROCAL );
  24413. const trunc = nodeProxy( MathNode, MathNode.TRUNC );
  24414. const fwidth = nodeProxy( MathNode, MathNode.FWIDTH );
  24415. const bitcast = nodeProxy( MathNode, MathNode.BITCAST );
  24416. const transpose = nodeProxy( MathNode, MathNode.TRANSPOSE );
  24417. const atan2 = nodeProxy( MathNode, MathNode.ATAN2 );
  24418. const min$1 = nodeProxy( MathNode, MathNode.MIN );
  24419. const max$1 = nodeProxy( MathNode, MathNode.MAX );
  24420. const mod = nodeProxy( MathNode, MathNode.MOD );
  24421. const step = nodeProxy( MathNode, MathNode.STEP );
  24422. const reflect = nodeProxy( MathNode, MathNode.REFLECT );
  24423. const distance = nodeProxy( MathNode, MathNode.DISTANCE );
  24424. const difference = nodeProxy( MathNode, MathNode.DIFFERENCE );
  24425. const dot = nodeProxy( MathNode, MathNode.DOT );
  24426. const cross = nodeProxy( MathNode, MathNode.CROSS );
  24427. const pow = nodeProxy( MathNode, MathNode.POW );
  24428. const pow2 = nodeProxy( MathNode, MathNode.POW, 2 );
  24429. const pow3 = nodeProxy( MathNode, MathNode.POW, 3 );
  24430. const pow4 = nodeProxy( MathNode, MathNode.POW, 4 );
  24431. const transformDirection = nodeProxy( MathNode, MathNode.TRANSFORM_DIRECTION );
  24432. const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) );
  24433. const lengthSq = ( a ) => dot( a, a );
  24434. const mix = nodeProxy( MathNode, MathNode.MIX );
  24435. const clamp = ( value, low = 0, high = 1 ) => nodeObject( new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) ) );
  24436. const saturate = ( value ) => clamp( value );
  24437. const refract = nodeProxy( MathNode, MathNode.REFRACT );
  24438. const smoothstep = nodeProxy( MathNode, MathNode.SMOOTHSTEP );
  24439. const faceForward = nodeProxy( MathNode, MathNode.FACEFORWARD );
  24440. const rand = Fn( ( [ uv ] ) => {
  24441. const a = 12.9898, b = 78.233, c = 43758.5453;
  24442. const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI );
  24443. return fract( sin( sn ).mul( c ) );
  24444. } );
  24445. const mixElement = ( t, e1, e2 ) => mix( e1, e2, t );
  24446. const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x );
  24447. addNodeElement( 'all', all );
  24448. addNodeElement( 'any', any );
  24449. addNodeElement( 'equals', equals );
  24450. addNodeElement( 'radians', radians );
  24451. addNodeElement( 'degrees', degrees );
  24452. addNodeElement( 'exp', exp );
  24453. addNodeElement( 'exp2', exp2 );
  24454. addNodeElement( 'log', log );
  24455. addNodeElement( 'log2', log2 );
  24456. addNodeElement( 'sqrt', sqrt );
  24457. addNodeElement( 'inverseSqrt', inverseSqrt );
  24458. addNodeElement( 'floor', floor );
  24459. addNodeElement( 'ceil', ceil );
  24460. addNodeElement( 'normalize', normalize );
  24461. addNodeElement( 'fract', fract );
  24462. addNodeElement( 'sin', sin );
  24463. addNodeElement( 'cos', cos );
  24464. addNodeElement( 'tan', tan );
  24465. addNodeElement( 'asin', asin );
  24466. addNodeElement( 'acos', acos );
  24467. addNodeElement( 'atan', atan );
  24468. addNodeElement( 'abs', abs );
  24469. addNodeElement( 'sign', sign );
  24470. addNodeElement( 'length', length );
  24471. addNodeElement( 'lengthSq', lengthSq );
  24472. addNodeElement( 'negate', negate );
  24473. addNodeElement( 'oneMinus', oneMinus );
  24474. addNodeElement( 'dFdx', dFdx );
  24475. addNodeElement( 'dFdy', dFdy );
  24476. addNodeElement( 'round', round );
  24477. addNodeElement( 'reciprocal', reciprocal );
  24478. addNodeElement( 'trunc', trunc );
  24479. addNodeElement( 'fwidth', fwidth );
  24480. addNodeElement( 'atan2', atan2 );
  24481. addNodeElement( 'min', min$1 );
  24482. addNodeElement( 'max', max$1 );
  24483. addNodeElement( 'mod', mod );
  24484. addNodeElement( 'step', step );
  24485. addNodeElement( 'reflect', reflect );
  24486. addNodeElement( 'distance', distance );
  24487. addNodeElement( 'dot', dot );
  24488. addNodeElement( 'cross', cross );
  24489. addNodeElement( 'pow', pow );
  24490. addNodeElement( 'pow2', pow2 );
  24491. addNodeElement( 'pow3', pow3 );
  24492. addNodeElement( 'pow4', pow4 );
  24493. addNodeElement( 'transformDirection', transformDirection );
  24494. addNodeElement( 'mix', mixElement );
  24495. addNodeElement( 'clamp', clamp );
  24496. addNodeElement( 'refract', refract );
  24497. addNodeElement( 'smoothstep', smoothstepElement );
  24498. addNodeElement( 'faceForward', faceForward );
  24499. addNodeElement( 'difference', difference );
  24500. addNodeElement( 'saturate', saturate );
  24501. addNodeElement( 'cbrt', cbrt );
  24502. addNodeElement( 'transpose', transpose );
  24503. addNodeElement( 'rand', rand );
  24504. addNodeClass( 'MathNode', MathNode );
  24505. const sRGBToLinearShader = Fn( ( inputs ) => {
  24506. const { value } = inputs;
  24507. const { rgb } = value;
  24508. const a = rgb.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 );
  24509. const b = rgb.mul( 0.0773993808 );
  24510. const factor = rgb.lessThanEqual( 0.04045 );
  24511. const rgbResult = mix( a, b, factor );
  24512. return vec4( rgbResult, value.a );
  24513. } );
  24514. const LinearTosRGBShader = Fn( ( inputs ) => {
  24515. const { value } = inputs;
  24516. const { rgb } = value;
  24517. const a = rgb.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 );
  24518. const b = rgb.mul( 12.92 );
  24519. const factor = rgb.lessThanEqual( 0.0031308 );
  24520. const rgbResult = mix( a, b, factor );
  24521. return vec4( rgbResult, value.a );
  24522. } );
  24523. const getColorSpaceMethod = ( colorSpace ) => {
  24524. let method = null;
  24525. if ( colorSpace === LinearSRGBColorSpace ) {
  24526. method = 'Linear';
  24527. } else if ( colorSpace === SRGBColorSpace ) {
  24528. method = 'sRGB';
  24529. }
  24530. return method;
  24531. };
  24532. const getMethod = ( source, target ) => {
  24533. return getColorSpaceMethod( source ) + 'To' + getColorSpaceMethod( target );
  24534. };
  24535. class ColorSpaceNode extends TempNode {
  24536. constructor( method, node ) {
  24537. super( 'vec4' );
  24538. this.method = method;
  24539. this.node = node;
  24540. }
  24541. setup() {
  24542. const { method, node } = this;
  24543. if ( method === ColorSpaceNode.LINEAR_TO_LINEAR )
  24544. return node;
  24545. return Methods[ method ]( { value: node } );
  24546. }
  24547. }
  24548. ColorSpaceNode.LINEAR_TO_LINEAR = 'LinearToLinear';
  24549. ColorSpaceNode.LINEAR_TO_sRGB = 'LinearTosRGB';
  24550. ColorSpaceNode.sRGB_TO_LINEAR = 'sRGBToLinear';
  24551. const Methods = {
  24552. [ ColorSpaceNode.LINEAR_TO_sRGB ]: LinearTosRGBShader,
  24553. [ ColorSpaceNode.sRGB_TO_LINEAR ]: sRGBToLinearShader
  24554. };
  24555. const linearToColorSpace = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( getMethod( LinearSRGBColorSpace, colorSpace ), nodeObject( node ) ) );
  24556. const colorSpaceToLinear = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( getMethod( colorSpace, LinearSRGBColorSpace ), nodeObject( node ) ) );
  24557. const linearTosRGB = nodeProxy( ColorSpaceNode, ColorSpaceNode.LINEAR_TO_sRGB );
  24558. const sRGBToLinear = nodeProxy( ColorSpaceNode, ColorSpaceNode.sRGB_TO_LINEAR );
  24559. addNodeElement( 'linearTosRGB', linearTosRGB );
  24560. addNodeElement( 'sRGBToLinear', sRGBToLinear );
  24561. addNodeElement( 'linearToColorSpace', linearToColorSpace );
  24562. addNodeElement( 'colorSpaceToLinear', colorSpaceToLinear );
  24563. addNodeClass( 'ColorSpaceNode', ColorSpaceNode );
  24564. class ExpressionNode extends Node {
  24565. constructor( snippet = '', nodeType = 'void' ) {
  24566. super( nodeType );
  24567. this.snippet = snippet;
  24568. }
  24569. generate( builder, output ) {
  24570. const type = this.getNodeType( builder );
  24571. const snippet = this.snippet;
  24572. if ( type === 'void' ) {
  24573. builder.addLineFlowCode( snippet );
  24574. } else {
  24575. return builder.format( `( ${ snippet } )`, type, output );
  24576. }
  24577. }
  24578. }
  24579. const expression = nodeProxy( ExpressionNode );
  24580. addNodeClass( 'ExpressionNode', ExpressionNode );
  24581. class MaxMipLevelNode extends UniformNode {
  24582. constructor( textureNode ) {
  24583. super( 0 );
  24584. this._textureNode = textureNode;
  24585. this.updateType = NodeUpdateType.FRAME;
  24586. }
  24587. get textureNode() {
  24588. return this._textureNode;
  24589. }
  24590. get texture() {
  24591. return this._textureNode.value;
  24592. }
  24593. update() {
  24594. const texture = this.texture;
  24595. const images = texture.images;
  24596. const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image;
  24597. if ( image && image.width !== undefined ) {
  24598. const { width, height } = image;
  24599. this.value = Math.log2( Math.max( width, height ) );
  24600. }
  24601. }
  24602. }
  24603. const maxMipLevel = nodeProxy( MaxMipLevelNode );
  24604. addNodeClass( 'MaxMipLevelNode', MaxMipLevelNode );
  24605. class TextureNode extends UniformNode {
  24606. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  24607. super( value );
  24608. this.isTextureNode = true;
  24609. this.uvNode = uvNode;
  24610. this.levelNode = levelNode;
  24611. this.biasNode = biasNode;
  24612. this.compareNode = null;
  24613. this.depthNode = null;
  24614. this.gradNode = null;
  24615. this.sampler = true;
  24616. this.updateMatrix = false;
  24617. this.updateType = NodeUpdateType.NONE;
  24618. this.referenceNode = null;
  24619. this._value = value;
  24620. this._matrixUniform = null;
  24621. this.setUpdateMatrix( uvNode === null );
  24622. }
  24623. set value( value ) {
  24624. if ( this.referenceNode ) {
  24625. this.referenceNode.value = value;
  24626. } else {
  24627. this._value = value;
  24628. }
  24629. }
  24630. get value() {
  24631. return this.referenceNode ? this.referenceNode.value : this._value;
  24632. }
  24633. getUniformHash( /*builder*/ ) {
  24634. return this.value.uuid;
  24635. }
  24636. getNodeType( /*builder*/ ) {
  24637. if ( this.value.isDepthTexture === true ) return 'float';
  24638. if ( this.value.type === UnsignedIntType ) {
  24639. return 'uvec4';
  24640. } else if ( this.value.type === IntType ) {
  24641. return 'ivec4';
  24642. }
  24643. return 'vec4';
  24644. }
  24645. getInputType( /*builder*/ ) {
  24646. return 'texture';
  24647. }
  24648. getDefaultUV() {
  24649. return uv( this.value.channel );
  24650. }
  24651. updateReference( /*state*/ ) {
  24652. return this.value;
  24653. }
  24654. getTransformedUV( uvNode ) {
  24655. if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );
  24656. return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;
  24657. }
  24658. setUpdateMatrix( value ) {
  24659. this.updateMatrix = value;
  24660. this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE;
  24661. return this;
  24662. }
  24663. setupUV( builder, uvNode ) {
  24664. const texture = this.value;
  24665. if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
  24666. uvNode = uvNode.setY( uvNode.y.oneMinus() );
  24667. }
  24668. return uvNode;
  24669. }
  24670. setup( builder ) {
  24671. const properties = builder.getNodeProperties( this );
  24672. properties.referenceNode = this.referenceNode;
  24673. //
  24674. let uvNode = this.uvNode;
  24675. if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
  24676. uvNode = builder.context.getUV( this );
  24677. }
  24678. if ( ! uvNode ) uvNode = this.getDefaultUV();
  24679. if ( this.updateMatrix === true ) {
  24680. uvNode = this.getTransformedUV( uvNode );
  24681. }
  24682. uvNode = this.setupUV( builder, uvNode );
  24683. //
  24684. let levelNode = this.levelNode;
  24685. if ( levelNode === null && builder.context.getTextureLevel ) {
  24686. levelNode = builder.context.getTextureLevel( this );
  24687. }
  24688. //
  24689. properties.uvNode = uvNode;
  24690. properties.levelNode = levelNode;
  24691. properties.biasNode = this.biasNode;
  24692. properties.compareNode = this.compareNode;
  24693. properties.gradNode = this.gradNode;
  24694. properties.depthNode = this.depthNode;
  24695. }
  24696. generateUV( builder, uvNode ) {
  24697. return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
  24698. }
  24699. generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) {
  24700. const texture = this.value;
  24701. let snippet;
  24702. if ( levelSnippet ) {
  24703. snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
  24704. } else if ( biasSnippet ) {
  24705. snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet );
  24706. } else if ( gradSnippet ) {
  24707. snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
  24708. } else if ( compareSnippet ) {
  24709. snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
  24710. } else if ( this.sampler === false ) {
  24711. snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
  24712. } else {
  24713. snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
  24714. }
  24715. return snippet;
  24716. }
  24717. generate( builder, output ) {
  24718. const properties = builder.getNodeProperties( this );
  24719. const texture = this.value;
  24720. if ( ! texture || texture.isTexture !== true ) {
  24721. throw new Error( 'TextureNode: Need a three.js texture.' );
  24722. }
  24723. const textureProperty = super.generate( builder, 'property' );
  24724. if ( output === 'sampler' ) {
  24725. return textureProperty + '_sampler';
  24726. } else if ( builder.isReference( output ) ) {
  24727. return textureProperty;
  24728. } else {
  24729. const nodeData = builder.getDataFromNode( this );
  24730. let propertyName = nodeData.propertyName;
  24731. if ( propertyName === undefined ) {
  24732. const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties;
  24733. const uvSnippet = this.generateUV( builder, uvNode );
  24734. const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
  24735. const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
  24736. const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
  24737. const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
  24738. const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
  24739. const nodeVar = builder.getVarFromNode( this );
  24740. propertyName = builder.getPropertyName( nodeVar );
  24741. const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet );
  24742. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  24743. nodeData.snippet = snippet;
  24744. nodeData.propertyName = propertyName;
  24745. }
  24746. let snippet = propertyName;
  24747. const nodeType = this.getNodeType( builder );
  24748. if ( builder.needsColorSpaceToLinear( texture ) ) {
  24749. snippet = colorSpaceToLinear( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
  24750. }
  24751. return builder.format( snippet, nodeType, output );
  24752. }
  24753. }
  24754. setSampler( value ) {
  24755. this.sampler = value;
  24756. return this;
  24757. }
  24758. getSampler() {
  24759. return this.sampler;
  24760. }
  24761. // @TODO: Move to TSL
  24762. uv( uvNode ) {
  24763. const textureNode = this.clone();
  24764. textureNode.uvNode = nodeObject( uvNode );
  24765. textureNode.referenceNode = this.getSelf();
  24766. return nodeObject( textureNode );
  24767. }
  24768. blur( amountNode ) {
  24769. const textureNode = this.clone();
  24770. textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
  24771. textureNode.referenceNode = this.getSelf();
  24772. return nodeObject( textureNode );
  24773. }
  24774. level( levelNode ) {
  24775. const textureNode = this.clone();
  24776. textureNode.levelNode = nodeObject( levelNode );
  24777. textureNode.referenceNode = this.getSelf();
  24778. return nodeObject( textureNode );
  24779. }
  24780. size( levelNode ) {
  24781. return textureSize( this, levelNode );
  24782. }
  24783. bias( biasNode ) {
  24784. const textureNode = this.clone();
  24785. textureNode.biasNode = nodeObject( biasNode );
  24786. textureNode.referenceNode = this.getSelf();
  24787. return nodeObject( textureNode );
  24788. }
  24789. compare( compareNode ) {
  24790. const textureNode = this.clone();
  24791. textureNode.compareNode = nodeObject( compareNode );
  24792. textureNode.referenceNode = this.getSelf();
  24793. return nodeObject( textureNode );
  24794. }
  24795. grad( gradNodeX, gradNodeY ) {
  24796. const textureNode = this.clone();
  24797. textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
  24798. textureNode.referenceNode = this.getSelf();
  24799. return nodeObject( textureNode );
  24800. }
  24801. depth( depthNode ) {
  24802. const textureNode = this.clone();
  24803. textureNode.depthNode = nodeObject( depthNode );
  24804. textureNode.referenceNode = this.getSelf();
  24805. return nodeObject( textureNode );
  24806. }
  24807. // --
  24808. serialize( data ) {
  24809. super.serialize( data );
  24810. data.value = this.value.toJSON( data.meta ).uuid;
  24811. data.sampler = this.sampler;
  24812. data.updateMatrix = this.updateMatrix;
  24813. data.updateType = this.updateType;
  24814. }
  24815. deserialize( data ) {
  24816. super.deserialize( data );
  24817. this.value = data.meta.textures[ data.value ];
  24818. this.sampler = data.sampler;
  24819. this.updateMatrix = data.updateMatrix;
  24820. this.updateType = data.updateType;
  24821. }
  24822. update() {
  24823. const texture = this.value;
  24824. const matrixUniform = this._matrixUniform;
  24825. if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;
  24826. if ( texture.matrixAutoUpdate === true ) {
  24827. texture.updateMatrix();
  24828. }
  24829. }
  24830. clone() {
  24831. const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
  24832. newNode.sampler = this.sampler;
  24833. return newNode;
  24834. }
  24835. }
  24836. const texture = nodeProxy( TextureNode );
  24837. const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
  24838. //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
  24839. const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
  24840. addNodeElement( 'texture', texture );
  24841. //addNodeElement( 'textureLevel', textureLevel );
  24842. addNodeClass( 'TextureNode', TextureNode );
  24843. const cameraGroup = /*#__PURE__*/ sharedUniformGroup( 'camera' ).onRenderUpdate( () => {
  24844. cameraGroup.needsUpdate = true;
  24845. } );
  24846. const cameraNear = /*#__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.near );
  24847. const cameraFar = /*#__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.far );
  24848. const cameraLogDepth = /*#__PURE__*/ uniform( 'float' ).label( 'cameraLogDepth' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  24849. const cameraProjectionMatrix = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
  24850. const cameraProjectionMatrixInverse = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
  24851. const cameraViewMatrix = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
  24852. const cameraWorldMatrix = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
  24853. const cameraNormalMatrix = /*#__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
  24854. const cameraPosition = /*#__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );
  24855. class Object3DNode extends Node {
  24856. constructor( scope = Object3DNode.VIEW_MATRIX, object3d = null ) {
  24857. super();
  24858. this.scope = scope;
  24859. this.object3d = object3d;
  24860. this.updateType = NodeUpdateType.OBJECT;
  24861. this._uniformNode = new UniformNode( null );
  24862. }
  24863. getNodeType() {
  24864. const scope = this.scope;
  24865. if ( scope === Object3DNode.WORLD_MATRIX || scope === Object3DNode.VIEW_MATRIX ) {
  24866. return 'mat4';
  24867. } else if ( scope === Object3DNode.NORMAL_MATRIX ) {
  24868. return 'mat3';
  24869. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24870. return 'vec3';
  24871. }
  24872. }
  24873. update( frame ) {
  24874. const object = this.object3d;
  24875. const uniformNode = this._uniformNode;
  24876. const scope = this.scope;
  24877. if ( scope === Object3DNode.VIEW_MATRIX ) {
  24878. uniformNode.value = object.modelViewMatrix;
  24879. } else if ( scope === Object3DNode.NORMAL_MATRIX ) {
  24880. uniformNode.value = object.normalMatrix;
  24881. } else if ( scope === Object3DNode.WORLD_MATRIX ) {
  24882. uniformNode.value = object.matrixWorld;
  24883. } else if ( scope === Object3DNode.POSITION ) {
  24884. uniformNode.value = uniformNode.value || new Vector3();
  24885. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24886. } else if ( scope === Object3DNode.SCALE ) {
  24887. uniformNode.value = uniformNode.value || new Vector3();
  24888. uniformNode.value.setFromMatrixScale( object.matrixWorld );
  24889. } else if ( scope === Object3DNode.DIRECTION ) {
  24890. uniformNode.value = uniformNode.value || new Vector3();
  24891. object.getWorldDirection( uniformNode.value );
  24892. } else if ( scope === Object3DNode.VIEW_POSITION ) {
  24893. const camera = frame.camera;
  24894. uniformNode.value = uniformNode.value || new Vector3();
  24895. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24896. uniformNode.value.applyMatrix4( camera.matrixWorldInverse );
  24897. }
  24898. }
  24899. generate( builder ) {
  24900. const scope = this.scope;
  24901. if ( scope === Object3DNode.WORLD_MATRIX || scope === Object3DNode.VIEW_MATRIX ) {
  24902. this._uniformNode.nodeType = 'mat4';
  24903. } else if ( scope === Object3DNode.NORMAL_MATRIX ) {
  24904. this._uniformNode.nodeType = 'mat3';
  24905. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24906. this._uniformNode.nodeType = 'vec3';
  24907. }
  24908. return this._uniformNode.build( builder );
  24909. }
  24910. serialize( data ) {
  24911. super.serialize( data );
  24912. data.scope = this.scope;
  24913. }
  24914. deserialize( data ) {
  24915. super.deserialize( data );
  24916. this.scope = data.scope;
  24917. }
  24918. }
  24919. Object3DNode.VIEW_MATRIX = 'viewMatrix';
  24920. Object3DNode.NORMAL_MATRIX = 'normalMatrix';
  24921. Object3DNode.WORLD_MATRIX = 'worldMatrix';
  24922. Object3DNode.POSITION = 'position';
  24923. Object3DNode.SCALE = 'scale';
  24924. Object3DNode.VIEW_POSITION = 'viewPosition';
  24925. Object3DNode.DIRECTION = 'direction';
  24926. const objectDirection = nodeProxy( Object3DNode, Object3DNode.DIRECTION );
  24927. const objectViewMatrix = nodeProxy( Object3DNode, Object3DNode.VIEW_MATRIX );
  24928. const objectNormalMatrix = nodeProxy( Object3DNode, Object3DNode.NORMAL_MATRIX );
  24929. const objectWorldMatrix = nodeProxy( Object3DNode, Object3DNode.WORLD_MATRIX );
  24930. const objectPosition = nodeProxy( Object3DNode, Object3DNode.POSITION );
  24931. const objectScale = nodeProxy( Object3DNode, Object3DNode.SCALE );
  24932. const objectViewPosition = nodeProxy( Object3DNode, Object3DNode.VIEW_POSITION );
  24933. addNodeClass( 'Object3DNode', Object3DNode );
  24934. class ModelNode extends Object3DNode {
  24935. constructor( scope = ModelNode.VIEW_MATRIX ) {
  24936. super( scope );
  24937. }
  24938. update( frame ) {
  24939. this.object3d = frame.object;
  24940. super.update( frame );
  24941. }
  24942. }
  24943. const modelDirection = nodeImmutable( ModelNode, ModelNode.DIRECTION );
  24944. const modelViewMatrix = nodeImmutable( ModelNode, ModelNode.VIEW_MATRIX ).label( 'modelViewMatrix' ).temp( 'ModelViewMatrix' );
  24945. const modelNormalMatrix = nodeImmutable( ModelNode, ModelNode.NORMAL_MATRIX );
  24946. const modelWorldMatrix = nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );
  24947. const modelPosition = nodeImmutable( ModelNode, ModelNode.POSITION );
  24948. const modelScale = nodeImmutable( ModelNode, ModelNode.SCALE );
  24949. const modelViewPosition = nodeImmutable( ModelNode, ModelNode.VIEW_POSITION );
  24950. const modelWorldMatrixInverse = uniform( new Matrix4() ).onObjectUpdate( ( { object }, self ) => self.value.copy( object.matrixWorld ).invert() );
  24951. addNodeClass( 'ModelNode', ModelNode );
  24952. const positionGeometry = /*#__PURE__*/ attribute( 'position', 'vec3' );
  24953. const positionLocal = /*#__PURE__*/ positionGeometry.varying( 'positionLocal' );
  24954. const positionPrevious = /*#__PURE__*/ positionGeometry.varying( 'positionPrevious' );
  24955. const positionWorld = /*#__PURE__*/ varying( modelWorldMatrix.mul( positionLocal ).xyz, 'v_positionWorld' );
  24956. const positionWorldDirection = /*#__PURE__*/ varying( positionLocal.transformDirection( modelWorldMatrix ), 'v_positionWorldDirection' ).normalize().toVar( 'positionWorldDirection' );
  24957. const positionView = /*#__PURE__*/ varying( modelViewMatrix.mul( positionLocal ).xyz, 'v_positionView' );
  24958. const positionViewDirection = /*#__PURE__*/ varying( positionView.negate(), 'v_positionViewDirection' ).normalize().toVar( 'positionViewDirection' );
  24959. class FrontFacingNode extends Node {
  24960. constructor() {
  24961. super( 'bool' );
  24962. this.isFrontFacingNode = true;
  24963. }
  24964. generate( builder ) {
  24965. const { renderer, material } = builder;
  24966. if ( renderer.coordinateSystem === WebGLCoordinateSystem ) {
  24967. if ( material.side === BackSide ) {
  24968. return 'false';
  24969. }
  24970. }
  24971. return builder.getFrontFacing();
  24972. }
  24973. }
  24974. const frontFacing = nodeImmutable( FrontFacingNode );
  24975. const faceDirection = float( frontFacing ).mul( 2.0 ).sub( 1.0 );
  24976. addNodeClass( 'FrontFacingNode', FrontFacingNode );
  24977. const normalGeometry = /*#__PURE__*/ attribute( 'normal', 'vec3' );
  24978. const normalLocal = /*#__PURE__*/ ( Fn( ( builder ) => {
  24979. if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
  24980. console.warn( 'TSL.NormalNode: Vertex attribute "normal" not found on geometry.' );
  24981. return vec3( 0, 1, 0 );
  24982. }
  24983. return normalGeometry;
  24984. }, 'vec3' ).once() )().toVar( 'normalLocal' );
  24985. const normalFlat = /*#__PURE__*/ positionView.dFdx().cross( positionView.dFdy() ).normalize().toVar( 'normalFlat' );
  24986. let normalViewVarying = null;
  24987. const normalView = /*#__PURE__*/ ( Fn( ( builder ) => {
  24988. let node;
  24989. if ( builder.material.flatShading === true ) {
  24990. node = normalFlat;
  24991. } else {
  24992. node = normalViewVarying || ( normalViewVarying = varying( modelNormalMatrix.mul( normalLocal ), 'v_normalView' ).normalize() );
  24993. }
  24994. return node;
  24995. }, 'vec3' ).once() )().toVar( 'normalView' );
  24996. const normalWorld = /*#__PURE__*/ varying( normalView.transformDirection( cameraViewMatrix ), 'v_normalWorld' ).normalize().toVar( 'normalWorld' );
  24997. const transformedNormalView = /*#__PURE__*/ ( Fn( ( builder ) => {
  24998. return builder.context.setupNormal();
  24999. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedNormalView' );
  25000. const transformedNormalWorld = /*#__PURE__*/ transformedNormalView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedNormalWorld' );
  25001. const transformedClearcoatNormalView = /*#__PURE__*/ ( Fn( ( builder ) => {
  25002. return builder.context.setupClearcoatNormal();
  25003. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedClearcoatNormalView' );
  25004. const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onRenderUpdate( ( { material } ) => material.refractionRatio );
  25005. const reflectView = /*#__PURE__*/ positionViewDirection.negate().reflect( transformedNormalView );
  25006. const refractView = /*#__PURE__*/ positionViewDirection.negate().refract( transformedNormalView, materialRefractionRatio );
  25007. const reflectVector = /*#__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  25008. const refractVector = /*#__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  25009. class CubeTextureNode extends TextureNode {
  25010. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  25011. super( value, uvNode, levelNode, biasNode );
  25012. this.isCubeTextureNode = true;
  25013. }
  25014. getInputType( /*builder*/ ) {
  25015. return 'cubeTexture';
  25016. }
  25017. getDefaultUV() {
  25018. const texture = this.value;
  25019. if ( texture.mapping === CubeReflectionMapping ) {
  25020. return reflectVector;
  25021. } else if ( texture.mapping === CubeRefractionMapping ) {
  25022. return refractVector;
  25023. } else {
  25024. console.error( 'THREE.CubeTextureNode: Mapping "%s" not supported.', texture.mapping );
  25025. return vec3( 0, 0, 0 );
  25026. }
  25027. }
  25028. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode
  25029. setupUV( builder, uvNode ) {
  25030. const texture = this.value;
  25031. if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) {
  25032. return vec3( uvNode.x.negate(), uvNode.yz );
  25033. } else {
  25034. return uvNode;
  25035. }
  25036. }
  25037. generateUV( builder, cubeUV ) {
  25038. return cubeUV.build( builder, 'vec3' );
  25039. }
  25040. }
  25041. const cubeTexture = nodeProxy( CubeTextureNode );
  25042. addNodeElement( 'cubeTexture', cubeTexture );
  25043. addNodeClass( 'CubeTextureNode', CubeTextureNode );
  25044. class BufferNode extends UniformNode {
  25045. constructor( value, bufferType, bufferCount = 0 ) {
  25046. super( value, bufferType );
  25047. this.isBufferNode = true;
  25048. this.bufferType = bufferType;
  25049. this.bufferCount = bufferCount;
  25050. }
  25051. getElementType( builder ) {
  25052. return this.getNodeType( builder );
  25053. }
  25054. getInputType( /*builder*/ ) {
  25055. return 'buffer';
  25056. }
  25057. }
  25058. const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) );
  25059. addNodeClass( 'BufferNode', BufferNode );
  25060. class UniformArrayElementNode extends ArrayElementNode {
  25061. constructor( arrayBuffer, indexNode ) {
  25062. super( arrayBuffer, indexNode );
  25063. this.isArrayBufferElementNode = true;
  25064. }
  25065. getNodeType( builder ) {
  25066. return this.node.getElementType( builder );
  25067. }
  25068. generate( builder ) {
  25069. const snippet = super.generate( builder );
  25070. const type = this.getNodeType();
  25071. return builder.format( snippet, 'vec4', type );
  25072. }
  25073. }
  25074. class UniformArrayNode extends BufferNode {
  25075. constructor( value, elementType = null ) {
  25076. super( null, 'vec4' );
  25077. this.array = value;
  25078. this.elementType = elementType;
  25079. this._elementType = null;
  25080. this._elementLength = 0;
  25081. this.updateType = NodeUpdateType.RENDER;
  25082. this.isArrayBufferNode = true;
  25083. }
  25084. getElementType() {
  25085. return this.elementType || this._elementType;
  25086. }
  25087. getElementLength() {
  25088. return this._elementLength;
  25089. }
  25090. update( /*frame*/ ) {
  25091. const { array, value } = this;
  25092. const elementLength = this.getElementLength();
  25093. const elementType = this.getElementType();
  25094. if ( elementLength === 1 ) {
  25095. for ( let i = 0; i < array.length; i ++ ) {
  25096. const index = i * 4;
  25097. value[ index ] = array[ i ];
  25098. }
  25099. } else if ( elementType === 'color' ) {
  25100. for ( let i = 0; i < array.length; i ++ ) {
  25101. const index = i * 4;
  25102. const vector = array[ i ];
  25103. value[ index ] = vector.r;
  25104. value[ index + 1 ] = vector.g;
  25105. value[ index + 2 ] = vector.b || 0;
  25106. //value[ index + 3 ] = vector.a || 0;
  25107. }
  25108. } else {
  25109. for ( let i = 0; i < array.length; i ++ ) {
  25110. const index = i * 4;
  25111. const vector = array[ i ];
  25112. value[ index ] = vector.x;
  25113. value[ index + 1 ] = vector.y;
  25114. value[ index + 2 ] = vector.z || 0;
  25115. value[ index + 3 ] = vector.w || 0;
  25116. }
  25117. }
  25118. }
  25119. setup( builder ) {
  25120. const length = this.array.length;
  25121. this._elementType = this.elementType === null ? getValueType( this.array[ 0 ] ) : this.elementType;
  25122. this._elementLength = builder.getTypeLength( this._elementType );
  25123. let arrayType = Float32Array;
  25124. if ( this._elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array;
  25125. else if ( this._elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array;
  25126. this.value = new arrayType( length * 4 );
  25127. this.bufferCount = length;
  25128. this.bufferType = builder.changeComponentType( 'vec4', builder.getComponentType( this._elementType ) );
  25129. return super.setup( builder );
  25130. }
  25131. element( indexNode ) {
  25132. return nodeObject( new UniformArrayElementNode( this, nodeObject( indexNode ) ) );
  25133. }
  25134. }
  25135. const uniformArray = ( values, nodeType ) => nodeObject( new UniformArrayNode( values, nodeType ) );
  25136. addNodeClass( 'UniformArrayNode', UniformArrayNode );
  25137. class ReferenceElementNode extends ArrayElementNode {
  25138. constructor( referenceNode, indexNode ) {
  25139. super( referenceNode, indexNode );
  25140. this.referenceNode = referenceNode;
  25141. this.isReferenceElementNode = true;
  25142. }
  25143. getNodeType() {
  25144. return this.referenceNode.uniformType;
  25145. }
  25146. generate( builder ) {
  25147. const snippet = super.generate( builder );
  25148. const arrayType = this.referenceNode.getNodeType();
  25149. const elementType = this.getNodeType();
  25150. return builder.format( snippet, arrayType, elementType );
  25151. }
  25152. }
  25153. class ReferenceNode extends Node {
  25154. constructor( property, uniformType, object = null, count = null ) {
  25155. super();
  25156. this.property = property;
  25157. this.uniformType = uniformType;
  25158. this.object = object;
  25159. this.count = count;
  25160. this.properties = property.split( '.' );
  25161. this.reference = object;
  25162. this.node = null;
  25163. this.updateType = NodeUpdateType.OBJECT;
  25164. }
  25165. element( indexNode ) {
  25166. return nodeObject( new ReferenceElementNode( this, nodeObject( indexNode ) ) );
  25167. }
  25168. setNodeType( uniformType ) {
  25169. let node = null;
  25170. if ( this.count !== null ) {
  25171. node = buffer( null, uniformType, this.count );
  25172. } else if ( Array.isArray( this.getValueFromReference() ) ) {
  25173. node = uniformArray( null, uniformType );
  25174. } else if ( uniformType === 'texture' ) {
  25175. node = texture( null );
  25176. } else if ( uniformType === 'cubeTexture' ) {
  25177. node = cubeTexture( null );
  25178. } else {
  25179. node = uniform( null, uniformType );
  25180. }
  25181. this.node = node.getSelf();
  25182. }
  25183. getNodeType( builder ) {
  25184. if ( this.node === null ) {
  25185. this.updateValue();
  25186. }
  25187. return this.node.getNodeType( builder );
  25188. }
  25189. getValueFromReference( object = this.reference ) {
  25190. const { properties } = this;
  25191. let value = object[ properties[ 0 ] ];
  25192. for ( let i = 1; i < properties.length; i ++ ) {
  25193. value = value[ properties[ i ] ];
  25194. }
  25195. return value;
  25196. }
  25197. updateReference( state ) {
  25198. this.reference = this.object !== null ? this.object : state.object;
  25199. return this.reference;
  25200. }
  25201. setup() {
  25202. this.updateValue();
  25203. return this.node;
  25204. }
  25205. update( /*frame*/ ) {
  25206. this.updateValue();
  25207. }
  25208. updateValue() {
  25209. if ( this.node === null ) this.setNodeType( this.uniformType );
  25210. const value = this.getValueFromReference();
  25211. if ( Array.isArray( value ) ) {
  25212. this.node.array = value;
  25213. } else {
  25214. this.node.value = value;
  25215. }
  25216. }
  25217. }
  25218. const reference = ( name, type, object ) => nodeObject( new ReferenceNode( name, type, object ) );
  25219. const referenceBuffer = ( name, type, count, object ) => nodeObject( new ReferenceNode( name, type, object, count ) );
  25220. addNodeClass( 'ReferenceNode', ReferenceNode );
  25221. class MaterialReferenceNode extends ReferenceNode {
  25222. constructor( property, inputType, material = null ) {
  25223. super( property, inputType, material );
  25224. this.material = material;
  25225. //this.updateType = NodeUpdateType.RENDER;
  25226. this.isMaterialReferenceNode = true;
  25227. }
  25228. /*setNodeType( node ) {
  25229. super.setNodeType( node );
  25230. this.node.groupNode = renderGroup;
  25231. }*/
  25232. updateReference( state ) {
  25233. this.reference = this.material !== null ? this.material : state.material;
  25234. return this.reference;
  25235. }
  25236. }
  25237. const materialReference = ( name, type, material ) => nodeObject( new MaterialReferenceNode( name, type, material ) );
  25238. addNodeClass( 'MaterialReferenceNode', MaterialReferenceNode );
  25239. const _propertyCache = new Map();
  25240. class MaterialNode extends Node {
  25241. constructor( scope ) {
  25242. super();
  25243. this.scope = scope;
  25244. }
  25245. getCache( property, type ) {
  25246. let node = _propertyCache.get( property );
  25247. if ( node === undefined ) {
  25248. node = materialReference( property, type );
  25249. _propertyCache.set( property, node );
  25250. }
  25251. return node;
  25252. }
  25253. getFloat( property ) {
  25254. return this.getCache( property, 'float' );
  25255. }
  25256. getColor( property ) {
  25257. return this.getCache( property, 'color' );
  25258. }
  25259. getTexture( property ) {
  25260. return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' );
  25261. }
  25262. setup( builder ) {
  25263. const material = builder.context.material;
  25264. const scope = this.scope;
  25265. let node = null;
  25266. if ( scope === MaterialNode.COLOR ) {
  25267. const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3();
  25268. if ( material.map && material.map.isTexture === true ) {
  25269. node = colorNode.mul( this.getTexture( 'map' ) );
  25270. } else {
  25271. node = colorNode;
  25272. }
  25273. } else if ( scope === MaterialNode.OPACITY ) {
  25274. const opacityNode = this.getFloat( scope );
  25275. if ( material.alphaMap && material.alphaMap.isTexture === true ) {
  25276. node = opacityNode.mul( this.getTexture( 'alpha' ) );
  25277. } else {
  25278. node = opacityNode;
  25279. }
  25280. } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) {
  25281. if ( material.specularMap && material.specularMap.isTexture === true ) {
  25282. node = this.getTexture( 'specular' ).r;
  25283. } else {
  25284. node = float( 1 );
  25285. }
  25286. } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) {
  25287. const specularIntensity = this.getFloat( scope );
  25288. if ( material.specularMap ) {
  25289. node = specularIntensity.mul( this.getTexture( scope ).a );
  25290. } else {
  25291. node = specularIntensity;
  25292. }
  25293. } else if ( scope === MaterialNode.SPECULAR_COLOR ) {
  25294. const specularColorNode = this.getColor( scope );
  25295. if ( material.specularColorMap && material.specularColorMap.isTexture === true ) {
  25296. node = specularColorNode.mul( this.getTexture( scope ).rgb );
  25297. } else {
  25298. node = specularColorNode;
  25299. }
  25300. } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches
  25301. const roughnessNode = this.getFloat( scope );
  25302. if ( material.roughnessMap && material.roughnessMap.isTexture === true ) {
  25303. node = roughnessNode.mul( this.getTexture( scope ).g );
  25304. } else {
  25305. node = roughnessNode;
  25306. }
  25307. } else if ( scope === MaterialNode.METALNESS ) {
  25308. const metalnessNode = this.getFloat( scope );
  25309. if ( material.metalnessMap && material.metalnessMap.isTexture === true ) {
  25310. node = metalnessNode.mul( this.getTexture( scope ).b );
  25311. } else {
  25312. node = metalnessNode;
  25313. }
  25314. } else if ( scope === MaterialNode.EMISSIVE ) {
  25315. const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' );
  25316. const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode );
  25317. if ( material.emissiveMap && material.emissiveMap.isTexture === true ) {
  25318. node = emissiveNode.mul( this.getTexture( scope ) );
  25319. } else {
  25320. node = emissiveNode;
  25321. }
  25322. } else if ( scope === MaterialNode.NORMAL ) {
  25323. if ( material.normalMap ) {
  25324. node = this.getTexture( 'normal' ).normalMap( this.getCache( 'normalScale', 'vec2' ) );
  25325. } else if ( material.bumpMap ) {
  25326. node = this.getTexture( 'bump' ).r.bumpMap( this.getFloat( 'bumpScale' ) );
  25327. } else {
  25328. node = normalView;
  25329. }
  25330. } else if ( scope === MaterialNode.CLEARCOAT ) {
  25331. const clearcoatNode = this.getFloat( scope );
  25332. if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) {
  25333. node = clearcoatNode.mul( this.getTexture( scope ).r );
  25334. } else {
  25335. node = clearcoatNode;
  25336. }
  25337. } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) {
  25338. const clearcoatRoughnessNode = this.getFloat( scope );
  25339. if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) {
  25340. node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r );
  25341. } else {
  25342. node = clearcoatRoughnessNode;
  25343. }
  25344. } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) {
  25345. if ( material.clearcoatNormalMap ) {
  25346. node = this.getTexture( scope ).normalMap( this.getCache( scope + 'Scale', 'vec2' ) );
  25347. } else {
  25348. node = normalView;
  25349. }
  25350. } else if ( scope === MaterialNode.SHEEN ) {
  25351. const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU
  25352. if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) {
  25353. node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb );
  25354. } else {
  25355. node = sheenNode;
  25356. }
  25357. } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) {
  25358. const sheenRoughnessNode = this.getFloat( scope );
  25359. if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) {
  25360. node = sheenRoughnessNode.mul( this.getTexture( scope ).a );
  25361. } else {
  25362. node = sheenRoughnessNode;
  25363. }
  25364. node = node.clamp( 0.07, 1.0 );
  25365. } else if ( scope === MaterialNode.ANISOTROPY ) {
  25366. if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) {
  25367. const anisotropyPolar = this.getTexture( scope );
  25368. const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x );
  25369. node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) );
  25370. } else {
  25371. node = materialAnisotropyVector;
  25372. }
  25373. } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) {
  25374. const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange );
  25375. if ( material.iridescenceThicknessMap ) {
  25376. const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange );
  25377. node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum );
  25378. } else {
  25379. node = iridescenceThicknessMaximum;
  25380. }
  25381. } else if ( scope === MaterialNode.TRANSMISSION ) {
  25382. const transmissionNode = this.getFloat( scope );
  25383. if ( material.transmissionMap ) {
  25384. node = transmissionNode.mul( this.getTexture( scope ).r );
  25385. } else {
  25386. node = transmissionNode;
  25387. }
  25388. } else if ( scope === MaterialNode.THICKNESS ) {
  25389. const thicknessNode = this.getFloat( scope );
  25390. if ( material.thicknessMap ) {
  25391. node = thicknessNode.mul( this.getTexture( scope ).g );
  25392. } else {
  25393. node = thicknessNode;
  25394. }
  25395. } else if ( scope === MaterialNode.IOR ) {
  25396. node = this.getFloat( scope );
  25397. } else if ( scope === MaterialNode.LIGHT_MAP ) {
  25398. node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) );
  25399. } else if ( scope === MaterialNode.AO_MAP ) {
  25400. node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 );
  25401. } else {
  25402. const outputType = this.getNodeType( builder );
  25403. node = this.getCache( scope, outputType );
  25404. }
  25405. return node;
  25406. }
  25407. }
  25408. MaterialNode.ALPHA_TEST = 'alphaTest';
  25409. MaterialNode.COLOR = 'color';
  25410. MaterialNode.OPACITY = 'opacity';
  25411. MaterialNode.SHININESS = 'shininess';
  25412. MaterialNode.SPECULAR = 'specular';
  25413. MaterialNode.SPECULAR_STRENGTH = 'specularStrength';
  25414. MaterialNode.SPECULAR_INTENSITY = 'specularIntensity';
  25415. MaterialNode.SPECULAR_COLOR = 'specularColor';
  25416. MaterialNode.REFLECTIVITY = 'reflectivity';
  25417. MaterialNode.ROUGHNESS = 'roughness';
  25418. MaterialNode.METALNESS = 'metalness';
  25419. MaterialNode.NORMAL = 'normal';
  25420. MaterialNode.CLEARCOAT = 'clearcoat';
  25421. MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness';
  25422. MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal';
  25423. MaterialNode.EMISSIVE = 'emissive';
  25424. MaterialNode.ROTATION = 'rotation';
  25425. MaterialNode.SHEEN = 'sheen';
  25426. MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness';
  25427. MaterialNode.ANISOTROPY = 'anisotropy';
  25428. MaterialNode.IRIDESCENCE = 'iridescence';
  25429. MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR';
  25430. MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness';
  25431. MaterialNode.IOR = 'ior';
  25432. MaterialNode.TRANSMISSION = 'transmission';
  25433. MaterialNode.THICKNESS = 'thickness';
  25434. MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance';
  25435. MaterialNode.ATTENUATION_COLOR = 'attenuationColor';
  25436. MaterialNode.LINE_SCALE = 'scale';
  25437. MaterialNode.LINE_DASH_SIZE = 'dashSize';
  25438. MaterialNode.LINE_GAP_SIZE = 'gapSize';
  25439. MaterialNode.LINE_WIDTH = 'linewidth';
  25440. MaterialNode.LINE_DASH_OFFSET = 'dashOffset';
  25441. MaterialNode.POINT_WIDTH = 'pointWidth';
  25442. MaterialNode.DISPERSION = 'dispersion';
  25443. MaterialNode.LIGHT_MAP = 'light';
  25444. MaterialNode.AO_MAP = 'ao';
  25445. const materialAlphaTest = nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST );
  25446. const materialColor = nodeImmutable( MaterialNode, MaterialNode.COLOR );
  25447. const materialShininess = nodeImmutable( MaterialNode, MaterialNode.SHININESS );
  25448. const materialEmissive = nodeImmutable( MaterialNode, MaterialNode.EMISSIVE );
  25449. const materialOpacity = nodeImmutable( MaterialNode, MaterialNode.OPACITY );
  25450. const materialSpecular = nodeImmutable( MaterialNode, MaterialNode.SPECULAR );
  25451. const materialSpecularIntensity = nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY );
  25452. const materialSpecularColor = nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR );
  25453. const materialSpecularStrength = nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH );
  25454. const materialReflectivity = nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY );
  25455. const materialRoughness = nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS );
  25456. const materialMetalness = nodeImmutable( MaterialNode, MaterialNode.METALNESS );
  25457. const materialNormal = nodeImmutable( MaterialNode, MaterialNode.NORMAL ).context( { getUV: null } );
  25458. const materialClearcoat = nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT );
  25459. const materialClearcoatRoughness = nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS );
  25460. const materialClearcoatNormal = nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL ).context( { getUV: null } );
  25461. const materialRotation = nodeImmutable( MaterialNode, MaterialNode.ROTATION );
  25462. const materialSheen = nodeImmutable( MaterialNode, MaterialNode.SHEEN );
  25463. const materialSheenRoughness = nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
  25464. const materialAnisotropy = nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY );
  25465. const materialIridescence = nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE );
  25466. const materialIridescenceIOR = nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR );
  25467. const materialIridescenceThickness = nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS );
  25468. const materialTransmission = nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION );
  25469. const materialThickness = nodeImmutable( MaterialNode, MaterialNode.THICKNESS );
  25470. const materialIOR = nodeImmutable( MaterialNode, MaterialNode.IOR );
  25471. const materialAttenuationDistance = nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE );
  25472. const materialAttenuationColor = nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR );
  25473. const materialLineScale = nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE );
  25474. const materialLineDashSize = nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE );
  25475. const materialLineGapSize = nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE );
  25476. const materialLineWidth = nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH );
  25477. const materialLineDashOffset = nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET );
  25478. const materialPointWidth = nodeImmutable( MaterialNode, MaterialNode.POINT_WIDTH );
  25479. const materialDispersion = nodeImmutable( MaterialNode, MaterialNode.DISPERSION );
  25480. const materialLightMap = nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP );
  25481. const materialAOMap = nodeImmutable( MaterialNode, MaterialNode.AO_MAP );
  25482. nodeImmutable( MaterialNode, MaterialNode.REFRACTION_RATIO );
  25483. const materialAnisotropyVector = uniform( new Vector2() ).onReference( function ( frame ) {
  25484. return frame.material;
  25485. } ).onRenderUpdate( function ( { material } ) {
  25486. this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );
  25487. } );
  25488. addNodeClass( 'MaterialNode', MaterialNode );
  25489. class ModelViewProjectionNode extends TempNode {
  25490. constructor( positionNode = null ) {
  25491. super( 'vec4' );
  25492. this.positionNode = positionNode;
  25493. }
  25494. setup( builder ) {
  25495. if ( builder.shaderStage === 'fragment' ) {
  25496. return varying( builder.context.mvp );
  25497. }
  25498. const position = this.positionNode || positionLocal;
  25499. return cameraProjectionMatrix.mul( modelViewMatrix ).mul( position );
  25500. }
  25501. }
  25502. const modelViewProjection = nodeProxy( ModelViewProjectionNode );
  25503. addNodeClass( 'ModelViewProjectionNode', ModelViewProjectionNode );
  25504. class BufferAttributeNode extends InputNode {
  25505. constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {
  25506. super( value, bufferType );
  25507. this.isBufferNode = true;
  25508. this.bufferType = bufferType;
  25509. this.bufferStride = bufferStride;
  25510. this.bufferOffset = bufferOffset;
  25511. this.usage = StaticDrawUsage;
  25512. this.instanced = false;
  25513. this.attribute = null;
  25514. this.global = true;
  25515. if ( value && value.isBufferAttribute === true ) {
  25516. this.attribute = value;
  25517. this.usage = value.usage;
  25518. this.instanced = value.isInstancedBufferAttribute;
  25519. }
  25520. }
  25521. getHash( builder ) {
  25522. if ( this.bufferStride === 0 && this.bufferOffset === 0 ) {
  25523. let bufferData = builder.globalCache.getData( this.value );
  25524. if ( bufferData === undefined ) {
  25525. bufferData = {
  25526. node: this
  25527. };
  25528. builder.globalCache.setData( this.value, bufferData );
  25529. }
  25530. return bufferData.node.uuid;
  25531. }
  25532. return this.uuid;
  25533. }
  25534. getNodeType( builder ) {
  25535. if ( this.bufferType === null ) {
  25536. this.bufferType = builder.getTypeFromAttribute( this.attribute );
  25537. }
  25538. return this.bufferType;
  25539. }
  25540. setup( builder ) {
  25541. if ( this.attribute !== null ) return;
  25542. const type = this.getNodeType( builder );
  25543. const array = this.value;
  25544. const itemSize = builder.getTypeLength( type );
  25545. const stride = this.bufferStride || itemSize;
  25546. const offset = this.bufferOffset;
  25547. const buffer = array.isInterleavedBuffer === true ? array : new InterleavedBuffer( array, stride );
  25548. const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );
  25549. buffer.setUsage( this.usage );
  25550. this.attribute = bufferAttribute;
  25551. this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute
  25552. }
  25553. generate( builder ) {
  25554. const nodeType = this.getNodeType( builder );
  25555. const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType );
  25556. const propertyName = builder.getPropertyName( nodeAttribute );
  25557. let output = null;
  25558. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  25559. this.name = propertyName;
  25560. output = propertyName;
  25561. } else {
  25562. const nodeVarying = varying( this );
  25563. output = nodeVarying.build( builder, nodeType );
  25564. }
  25565. return output;
  25566. }
  25567. getInputType( /*builder*/ ) {
  25568. return 'bufferAttribute';
  25569. }
  25570. setUsage( value ) {
  25571. this.usage = value;
  25572. if ( this.attribute && this.attribute.isBufferAttribute === true ) {
  25573. this.attribute.usage = value;
  25574. }
  25575. return this;
  25576. }
  25577. setInstanced( value ) {
  25578. this.instanced = value;
  25579. return this;
  25580. }
  25581. }
  25582. const bufferAttribute = ( array, type, stride, offset ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
  25583. const dynamicBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage );
  25584. const instancedBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setInstanced( true );
  25585. const instancedDynamicBufferAttribute = ( array, type, stride, offset ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true );
  25586. addNodeElement( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) );
  25587. addNodeClass( 'BufferAttributeNode', BufferAttributeNode );
  25588. class InstanceNode extends Node {
  25589. constructor( instanceMesh ) {
  25590. super( 'void' );
  25591. this.instanceMesh = instanceMesh;
  25592. this.instanceMatrixNode = null;
  25593. this.instanceColorNode = null;
  25594. this.updateType = NodeUpdateType.FRAME;
  25595. this.buffer = null;
  25596. this.bufferColor = null;
  25597. }
  25598. setup( builder ) {
  25599. let instanceMatrixNode = this.instanceMatrixNode;
  25600. let instanceColorNode = this.instanceColorNode;
  25601. const instanceMesh = this.instanceMesh;
  25602. if ( instanceMatrixNode === null ) {
  25603. const instanceAttribute = instanceMesh.instanceMatrix;
  25604. // Both WebGPU and WebGL backends have UBO max limited to 64kb. Matrix count number bigger than 1000 ( 16 * 4 * 1000 = 64kb ) will fallback to attribute.
  25605. if ( instanceMesh.count <= 1000 ) {
  25606. instanceMatrixNode = buffer( instanceAttribute.array, 'mat4', instanceMesh.count ).element( instanceIndex );
  25607. } else {
  25608. const buffer = new InstancedInterleavedBuffer( instanceAttribute.array, 16, 1 );
  25609. this.buffer = buffer;
  25610. const bufferFn = instanceAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25611. const instanceBuffers = [
  25612. // F.Signature -> bufferAttribute( array, type, stride, offset )
  25613. bufferFn( buffer, 'vec4', 16, 0 ),
  25614. bufferFn( buffer, 'vec4', 16, 4 ),
  25615. bufferFn( buffer, 'vec4', 16, 8 ),
  25616. bufferFn( buffer, 'vec4', 16, 12 )
  25617. ];
  25618. instanceMatrixNode = mat4( ...instanceBuffers );
  25619. }
  25620. this.instanceMatrixNode = instanceMatrixNode;
  25621. }
  25622. const instanceColorAttribute = instanceMesh.instanceColor;
  25623. if ( instanceColorAttribute && instanceColorNode === null ) {
  25624. const buffer = new InstancedBufferAttribute( instanceColorAttribute.array, 3 );
  25625. const bufferFn = instanceColorAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25626. this.bufferColor = buffer;
  25627. instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) );
  25628. this.instanceColorNode = instanceColorNode;
  25629. }
  25630. // POSITION
  25631. const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
  25632. positionLocal.assign( instancePosition );
  25633. // NORMAL
  25634. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25635. const m = mat3( instanceMatrixNode );
  25636. const transformedNormal = normalLocal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) );
  25637. const instanceNormal = m.mul( transformedNormal ).xyz;
  25638. // ASSIGNS
  25639. normalLocal.assign( instanceNormal );
  25640. }
  25641. // COLOR
  25642. if ( this.instanceColorNode !== null ) {
  25643. varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );
  25644. }
  25645. }
  25646. update( /*frame*/ ) {
  25647. if ( this.instanceMesh.instanceMatrix.usage !== DynamicDrawUsage && this.buffer != null && this.instanceMesh.instanceMatrix.version !== this.buffer.version ) {
  25648. this.buffer.version = this.instanceMesh.instanceMatrix.version;
  25649. }
  25650. if ( this.instanceMesh.instanceColor && this.instanceMesh.instanceColor.usage !== DynamicDrawUsage && this.bufferColor != null && this.instanceMesh.instanceColor.version !== this.bufferColor.version ) {
  25651. this.bufferColor.version = this.instanceMesh.instanceColor.version;
  25652. }
  25653. }
  25654. }
  25655. const instance = nodeProxy( InstanceNode );
  25656. addNodeClass( 'InstanceNode', InstanceNode );
  25657. const tangentGeometry = /*#__PURE__*/ Fn( ( builder ) => {
  25658. if ( builder.geometry.hasAttribute( 'tangent' ) === false ) {
  25659. builder.geometry.computeTangents();
  25660. }
  25661. return attribute( 'tangent', 'vec4' );
  25662. } )();
  25663. const tangentLocal = /*#__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' );
  25664. const tangentView = /*#__PURE__*/ varying( modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz, 'v_tangentView' ).normalize().toVar( 'tangentView' );
  25665. const tangentWorld = /*#__PURE__*/ varying( tangentView.transformDirection( cameraViewMatrix ), 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' );
  25666. const transformedTangentView = /*#__PURE__*/ tangentView.toVar( 'transformedTangentView' );
  25667. const transformedTangentWorld = /*#__PURE__*/ transformedTangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedTangentWorld' );
  25668. class BatchNode extends Node {
  25669. constructor( batchMesh ) {
  25670. super( 'void' );
  25671. this.batchMesh = batchMesh;
  25672. this.batchingIdNode = null;
  25673. }
  25674. setup( builder ) {
  25675. // POSITION
  25676. if ( this.batchingIdNode === null ) {
  25677. if ( builder.getDrawIndex() === null ) {
  25678. this.batchingIdNode = instanceIndex;
  25679. } else {
  25680. this.batchingIdNode = drawIndex;
  25681. }
  25682. }
  25683. const getIndirectIndex = Fn( ( [ id ] ) => {
  25684. const size = textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 );
  25685. const x = int( id ).modInt( int( size ) );
  25686. const y = int( id ).div( int( size ) );
  25687. return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;
  25688. } ).setLayout( {
  25689. name: 'getIndirectIndex',
  25690. type: 'uint',
  25691. inputs: [
  25692. { name: 'id', type: 'int' }
  25693. ]
  25694. } );
  25695. const indirectId = getIndirectIndex( int( this.batchingIdNode ) );
  25696. const matricesTexture = this.batchMesh._matricesTexture;
  25697. const size = textureSize( textureLoad( matricesTexture ), 0 );
  25698. const j = float( indirectId ).mul( 4 ).toInt().toVar();
  25699. const x = j.modInt( size );
  25700. const y = j.div( int( size ) );
  25701. const batchingMatrix = mat4(
  25702. textureLoad( matricesTexture, ivec2( x, y ) ),
  25703. textureLoad( matricesTexture, ivec2( x.add( 1 ), y ) ),
  25704. textureLoad( matricesTexture, ivec2( x.add( 2 ), y ) ),
  25705. textureLoad( matricesTexture, ivec2( x.add( 3 ), y ) )
  25706. );
  25707. const colorsTexture = this.batchMesh._colorsTexture;
  25708. if ( colorsTexture !== null ) {
  25709. const getBatchingColor = Fn( ( [ id ] ) => {
  25710. const size = textureSize( textureLoad( colorsTexture ), 0 ).x;
  25711. const j = id;
  25712. const x = j.modInt( size );
  25713. const y = j.div( size );
  25714. return textureLoad( colorsTexture, ivec2( x, y ) ).rgb;
  25715. } ).setLayout( {
  25716. name: 'getBatchingColor',
  25717. type: 'vec3',
  25718. inputs: [
  25719. { name: 'id', type: 'int' }
  25720. ]
  25721. } );
  25722. const color = getBatchingColor( indirectId );
  25723. varyingProperty( 'vec3', 'vBatchColor' ).assign( color );
  25724. }
  25725. const bm = mat3( batchingMatrix );
  25726. positionLocal.assign( batchingMatrix.mul( positionLocal ) );
  25727. const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) );
  25728. const batchingNormal = bm.mul( transformedNormal ).xyz;
  25729. normalLocal.assign( batchingNormal );
  25730. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25731. tangentLocal.mulAssign( bm );
  25732. }
  25733. }
  25734. }
  25735. const batch = nodeProxy( BatchNode );
  25736. addNodeClass( 'batch', BatchNode );
  25737. const _frameId = new WeakMap();
  25738. class SkinningNode extends Node {
  25739. constructor( skinnedMesh, useReference = false ) {
  25740. super( 'void' );
  25741. this.skinnedMesh = skinnedMesh;
  25742. this.useReference = useReference;
  25743. this.updateType = NodeUpdateType.OBJECT;
  25744. //
  25745. this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
  25746. this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
  25747. let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode;
  25748. if ( useReference ) {
  25749. bindMatrixNode = reference( 'bindMatrix', 'mat4' );
  25750. bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
  25751. boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25752. } else {
  25753. bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
  25754. bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
  25755. boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
  25756. }
  25757. this.bindMatrixNode = bindMatrixNode;
  25758. this.bindMatrixInverseNode = bindMatrixInverseNode;
  25759. this.boneMatricesNode = boneMatricesNode;
  25760. this.previousBoneMatricesNode = null;
  25761. }
  25762. getSkinnedPosition( boneMatrices = this.boneMatricesNode, position = positionLocal ) {
  25763. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25764. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25765. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25766. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25767. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25768. // POSITION
  25769. const skinVertex = bindMatrixNode.mul( position );
  25770. const skinned = add(
  25771. boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
  25772. boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
  25773. boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
  25774. boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
  25775. );
  25776. return bindMatrixInverseNode.mul( skinned ).xyz;
  25777. }
  25778. getSkinnedNormal( boneMatrices = this.boneMatricesNode, normal = normalLocal ) {
  25779. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25780. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25781. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25782. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25783. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25784. // NORMAL
  25785. let skinMatrix = add(
  25786. skinWeightNode.x.mul( boneMatX ),
  25787. skinWeightNode.y.mul( boneMatY ),
  25788. skinWeightNode.z.mul( boneMatZ ),
  25789. skinWeightNode.w.mul( boneMatW )
  25790. );
  25791. skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
  25792. return skinMatrix.transformDirection( normal ).xyz;
  25793. }
  25794. getPreviousSkinnedPosition( builder ) {
  25795. const skinnedMesh = builder.object;
  25796. if ( this.previousBoneMatricesNode === null ) {
  25797. skinnedMesh.skeleton.previousBoneMatrices = new Float32Array( skinnedMesh.skeleton.boneMatrices );
  25798. this.previousBoneMatricesNode = referenceBuffer( 'skeleton.previousBoneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25799. }
  25800. return this.getSkinnedPosition( this.previousBoneMatricesNode, positionPrevious );
  25801. }
  25802. needsPreviousBoneMatrices( builder ) {
  25803. const mrt = builder.renderer.getMRT();
  25804. return mrt && mrt.has( 'velocity' );
  25805. }
  25806. setup( builder ) {
  25807. if ( this.needsPreviousBoneMatrices( builder ) ) {
  25808. positionPrevious.assign( this.getPreviousSkinnedPosition( builder ) );
  25809. }
  25810. const skinPosition = this.getSkinnedPosition();
  25811. positionLocal.assign( skinPosition );
  25812. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25813. const skinNormal = this.getSkinnedNormal();
  25814. normalLocal.assign( skinNormal );
  25815. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25816. tangentLocal.assign( skinNormal );
  25817. }
  25818. }
  25819. }
  25820. generate( builder, output ) {
  25821. if ( output !== 'void' ) {
  25822. return positionLocal.build( builder, output );
  25823. }
  25824. }
  25825. update( frame ) {
  25826. const object = this.useReference ? frame.object : this.skinnedMesh;
  25827. const skeleton = object.skeleton;
  25828. if ( _frameId.get( skeleton ) === frame.frameId ) return;
  25829. _frameId.set( skeleton, frame.frameId );
  25830. if ( this.previousBoneMatricesNode !== null ) skeleton.previousBoneMatrices.set( skeleton.boneMatrices );
  25831. skeleton.update();
  25832. }
  25833. }
  25834. const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
  25835. const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) );
  25836. addNodeClass( 'SkinningNode', SkinningNode );
  25837. class LoopNode extends Node {
  25838. constructor( params = [] ) {
  25839. super();
  25840. this.params = params;
  25841. }
  25842. getVarName( index ) {
  25843. return String.fromCharCode( 'i'.charCodeAt() + index );
  25844. }
  25845. getProperties( builder ) {
  25846. const properties = builder.getNodeProperties( this );
  25847. if ( properties.stackNode !== undefined ) return properties;
  25848. //
  25849. const inputs = {};
  25850. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25851. const param = this.params[ i ];
  25852. const name = ( param.isNode !== true && param.name ) || this.getVarName( i );
  25853. const type = ( param.isNode !== true && param.type ) || 'int';
  25854. inputs[ name ] = expression( name, type );
  25855. }
  25856. const stack = builder.addStack(); // TODO: cache() it
  25857. properties.returnsNode = this.params[ this.params.length - 1 ]( inputs, stack, builder );
  25858. properties.stackNode = stack;
  25859. builder.removeStack();
  25860. return properties;
  25861. }
  25862. getNodeType( builder ) {
  25863. const { returnsNode } = this.getProperties( builder );
  25864. return returnsNode ? returnsNode.getNodeType( builder ) : 'void';
  25865. }
  25866. setup( builder ) {
  25867. // setup properties
  25868. this.getProperties( builder );
  25869. }
  25870. generate( builder ) {
  25871. const properties = this.getProperties( builder );
  25872. const params = this.params;
  25873. const stackNode = properties.stackNode;
  25874. for ( let i = 0, l = params.length - 1; i < l; i ++ ) {
  25875. const param = params[ i ];
  25876. let start = null, end = null, name = null, type = null, condition = null, update = null;
  25877. if ( param.isNode ) {
  25878. type = 'int';
  25879. name = this.getVarName( i );
  25880. start = '0';
  25881. end = param.build( builder, type );
  25882. condition = '<';
  25883. } else {
  25884. type = param.type || 'int';
  25885. name = param.name || this.getVarName( i );
  25886. start = param.start;
  25887. end = param.end;
  25888. condition = param.condition;
  25889. update = param.update;
  25890. if ( typeof start === 'number' ) start = start.toString();
  25891. else if ( start && start.isNode ) start = start.build( builder, type );
  25892. if ( typeof end === 'number' ) end = end.toString();
  25893. else if ( end && end.isNode ) end = end.build( builder, type );
  25894. if ( start !== undefined && end === undefined ) {
  25895. start = start + ' - 1';
  25896. end = '0';
  25897. condition = '>=';
  25898. } else if ( end !== undefined && start === undefined ) {
  25899. start = '0';
  25900. condition = '<';
  25901. }
  25902. if ( condition === undefined ) {
  25903. if ( Number( start ) > Number( end ) ) {
  25904. condition = '>=';
  25905. } else {
  25906. condition = '<';
  25907. }
  25908. }
  25909. }
  25910. const internalParam = { start, end, condition };
  25911. //
  25912. const startSnippet = internalParam.start;
  25913. const endSnippet = internalParam.end;
  25914. let declarationSnippet = '';
  25915. let conditionalSnippet = '';
  25916. let updateSnippet = '';
  25917. if ( ! update ) {
  25918. if ( type === 'int' || type === 'uint' ) {
  25919. if ( condition.includes( '<' ) ) update = '++';
  25920. else update = '--';
  25921. } else {
  25922. if ( condition.includes( '<' ) ) update = '+= 1.';
  25923. else update = '-= 1.';
  25924. }
  25925. }
  25926. declarationSnippet += builder.getVar( type, name ) + ' = ' + startSnippet;
  25927. conditionalSnippet += name + ' ' + condition + ' ' + endSnippet;
  25928. updateSnippet += name + ' ' + update;
  25929. const forSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`;
  25930. builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + forSnippet + ' {\n\n' ).addFlowTab();
  25931. }
  25932. const stackSnippet = stackNode.build( builder, 'void' );
  25933. const returnsSnippet = properties.returnsNode ? properties.returnsNode.build( builder ) : '';
  25934. builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet );
  25935. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25936. builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab();
  25937. }
  25938. builder.addFlowTab();
  25939. return returnsSnippet;
  25940. }
  25941. }
  25942. const Loop = ( ...params ) => nodeObject( new LoopNode( nodeArray( params, 'int' ) ) ).append();
  25943. const Continue = () => expression( 'continue' ).append();
  25944. const Break = () => expression( 'break' ).append();
  25945. addNodeClass( 'LoopNode', LoopNode );
  25946. const _morphTextures = new WeakMap();
  25947. const _morphVec4 = /*@__PURE__*/ new Vector4();
  25948. const getMorph = Fn( ( { bufferMap, influence, stride, width, depth, offset } ) => {
  25949. const texelIndex = int( vertexIndex ).mul( stride ).add( offset );
  25950. const y = texelIndex.div( width );
  25951. const x = texelIndex.sub( y.mul( width ) );
  25952. const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
  25953. return bufferAttrib.mul( influence );
  25954. } );
  25955. function getEntry( geometry ) {
  25956. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  25957. const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  25958. const hasMorphColors = geometry.morphAttributes.color !== undefined;
  25959. // instead of using attributes, the WebGL 2 code path encodes morph targets
  25960. // into an array of data textures. Each layer represents a single morph target.
  25961. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  25962. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  25963. let entry = _morphTextures.get( geometry );
  25964. if ( entry === undefined || entry.count !== morphTargetsCount ) {
  25965. if ( entry !== undefined ) entry.texture.dispose();
  25966. const morphTargets = geometry.morphAttributes.position || [];
  25967. const morphNormals = geometry.morphAttributes.normal || [];
  25968. const morphColors = geometry.morphAttributes.color || [];
  25969. let vertexDataCount = 0;
  25970. if ( hasMorphPosition === true ) vertexDataCount = 1;
  25971. if ( hasMorphNormals === true ) vertexDataCount = 2;
  25972. if ( hasMorphColors === true ) vertexDataCount = 3;
  25973. let width = geometry.attributes.position.count * vertexDataCount;
  25974. let height = 1;
  25975. const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize'
  25976. if ( width > maxTextureSize ) {
  25977. height = Math.ceil( width / maxTextureSize );
  25978. width = maxTextureSize;
  25979. }
  25980. const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
  25981. const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
  25982. bufferTexture.type = FloatType;
  25983. bufferTexture.needsUpdate = true;
  25984. // fill buffer
  25985. const vertexDataStride = vertexDataCount * 4;
  25986. for ( let i = 0; i < morphTargetsCount; i ++ ) {
  25987. const morphTarget = morphTargets[ i ];
  25988. const morphNormal = morphNormals[ i ];
  25989. const morphColor = morphColors[ i ];
  25990. const offset = width * height * 4 * i;
  25991. for ( let j = 0; j < morphTarget.count; j ++ ) {
  25992. const stride = j * vertexDataStride;
  25993. if ( hasMorphPosition === true ) {
  25994. _morphVec4.fromBufferAttribute( morphTarget, j );
  25995. buffer[ offset + stride + 0 ] = _morphVec4.x;
  25996. buffer[ offset + stride + 1 ] = _morphVec4.y;
  25997. buffer[ offset + stride + 2 ] = _morphVec4.z;
  25998. buffer[ offset + stride + 3 ] = 0;
  25999. }
  26000. if ( hasMorphNormals === true ) {
  26001. _morphVec4.fromBufferAttribute( morphNormal, j );
  26002. buffer[ offset + stride + 4 ] = _morphVec4.x;
  26003. buffer[ offset + stride + 5 ] = _morphVec4.y;
  26004. buffer[ offset + stride + 6 ] = _morphVec4.z;
  26005. buffer[ offset + stride + 7 ] = 0;
  26006. }
  26007. if ( hasMorphColors === true ) {
  26008. _morphVec4.fromBufferAttribute( morphColor, j );
  26009. buffer[ offset + stride + 8 ] = _morphVec4.x;
  26010. buffer[ offset + stride + 9 ] = _morphVec4.y;
  26011. buffer[ offset + stride + 10 ] = _morphVec4.z;
  26012. buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1;
  26013. }
  26014. }
  26015. }
  26016. entry = {
  26017. count: morphTargetsCount,
  26018. texture: bufferTexture,
  26019. stride: vertexDataCount,
  26020. size: new Vector2( width, height )
  26021. };
  26022. _morphTextures.set( geometry, entry );
  26023. function disposeTexture() {
  26024. bufferTexture.dispose();
  26025. _morphTextures.delete( geometry );
  26026. geometry.removeEventListener( 'dispose', disposeTexture );
  26027. }
  26028. geometry.addEventListener( 'dispose', disposeTexture );
  26029. }
  26030. return entry;
  26031. }
  26032. class MorphNode extends Node {
  26033. constructor( mesh ) {
  26034. super( 'void' );
  26035. this.mesh = mesh;
  26036. this.morphBaseInfluence = uniform( 1 );
  26037. this.updateType = NodeUpdateType.OBJECT;
  26038. }
  26039. setup( builder ) {
  26040. const { geometry } = builder;
  26041. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  26042. const hasMorphNormals = geometry.hasAttribute( 'normal' ) && geometry.morphAttributes.normal !== undefined;
  26043. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  26044. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  26045. // nodes
  26046. const { texture: bufferMap, stride, size } = getEntry( geometry );
  26047. if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence );
  26048. if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence );
  26049. const width = int( size.width );
  26050. Loop( morphTargetsCount, ( { i } ) => {
  26051. const influence = float( 0 ).toVar();
  26052. if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) {
  26053. influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r );
  26054. } else {
  26055. influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() );
  26056. }
  26057. if ( hasMorphPosition === true ) {
  26058. positionLocal.addAssign( getMorph( {
  26059. bufferMap,
  26060. influence,
  26061. stride,
  26062. width,
  26063. depth: i,
  26064. offset: int( 0 )
  26065. } ) );
  26066. }
  26067. if ( hasMorphNormals === true ) {
  26068. normalLocal.addAssign( getMorph( {
  26069. bufferMap,
  26070. influence,
  26071. stride,
  26072. width,
  26073. depth: i,
  26074. offset: int( 1 )
  26075. } ) );
  26076. }
  26077. } );
  26078. }
  26079. update() {
  26080. const morphBaseInfluence = this.morphBaseInfluence;
  26081. if ( this.mesh.geometry.morphTargetsRelative ) {
  26082. morphBaseInfluence.value = 1;
  26083. } else {
  26084. morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 );
  26085. }
  26086. }
  26087. }
  26088. const morphReference = nodeProxy( MorphNode );
  26089. addNodeClass( 'MorphNode', MorphNode );
  26090. class LightingNode extends Node {
  26091. constructor() {
  26092. super( 'vec3' );
  26093. this.isLightingNode = true;
  26094. }
  26095. generate( /*builder*/ ) {
  26096. console.warn( 'Abstract function.' );
  26097. }
  26098. }
  26099. addNodeClass( 'LightingNode', LightingNode );
  26100. const BasicShadowMap = Fn( ( { depthTexture, shadowCoord } ) => {
  26101. return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
  26102. } );
  26103. const PCFShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  26104. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  26105. const mapSize = reference( 'mapSize', 'vec2', shadow );
  26106. const radius = reference( 'radius', 'float', shadow );
  26107. const texelSize = vec2( 1 ).div( mapSize );
  26108. const dx0 = texelSize.x.negate().mul( radius );
  26109. const dy0 = texelSize.y.negate().mul( radius );
  26110. const dx1 = texelSize.x.mul( radius );
  26111. const dy1 = texelSize.y.mul( radius );
  26112. const dx2 = dx0.div( 2 );
  26113. const dy2 = dy0.div( 2 );
  26114. const dx3 = dx1.div( 2 );
  26115. const dy3 = dy1.div( 2 );
  26116. return add(
  26117. depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
  26118. depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
  26119. depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
  26120. depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
  26121. depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
  26122. depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
  26123. depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
  26124. depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
  26125. depthCompare( shadowCoord.xy, shadowCoord.z ),
  26126. depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
  26127. depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
  26128. depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
  26129. depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
  26130. depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
  26131. depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
  26132. depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
  26133. depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
  26134. ).mul( 1 / 17 );
  26135. } );
  26136. const PCFSoftShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  26137. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  26138. const mapSize = reference( 'mapSize', 'vec2', shadow );
  26139. const texelSize = vec2( 1 ).div( mapSize );
  26140. const dx = texelSize.x;
  26141. const dy = texelSize.y;
  26142. const uv = shadowCoord.xy;
  26143. const f = fract( uv.mul( mapSize ).add( 0.5 ) );
  26144. uv.subAssign( f.mul( texelSize ) );
  26145. return add(
  26146. depthCompare( uv, shadowCoord.z ),
  26147. depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
  26148. depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
  26149. depthCompare( uv.add( texelSize ), shadowCoord.z ),
  26150. mix(
  26151. depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
  26152. depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
  26153. f.x
  26154. ),
  26155. mix(
  26156. depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
  26157. depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
  26158. f.x
  26159. ),
  26160. mix(
  26161. depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
  26162. depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
  26163. f.y
  26164. ),
  26165. mix(
  26166. depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
  26167. depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
  26168. f.y
  26169. ),
  26170. mix(
  26171. mix(
  26172. depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
  26173. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
  26174. f.x
  26175. ),
  26176. mix(
  26177. depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
  26178. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
  26179. f.x
  26180. ),
  26181. f.y
  26182. )
  26183. ).mul( 1 / 9 );
  26184. } );
  26185. const shadowFilterLib = [ BasicShadowMap, PCFShadowMap, PCFSoftShadowMap ];
  26186. //
  26187. let overrideMaterial = null;
  26188. class AnalyticLightNode extends LightingNode {
  26189. constructor( light = null ) {
  26190. super();
  26191. this.updateType = NodeUpdateType.FRAME;
  26192. this.light = light;
  26193. this.color = new Color();
  26194. this.colorNode = uniform( this.color );
  26195. this.baseColorNode = null;
  26196. this.shadowMap = null;
  26197. this.shadowNode = null;
  26198. this.shadowColorNode = null;
  26199. this.isAnalyticLightNode = true;
  26200. }
  26201. getCacheKey() {
  26202. return super.getCacheKey() + '-' + ( this.light.id + '-' + ( this.light.castShadow ? '1' : '0' ) );
  26203. }
  26204. getHash() {
  26205. return this.light.uuid;
  26206. }
  26207. setupShadow( builder ) {
  26208. const { object, renderer } = builder;
  26209. let shadowColorNode = this.shadowColorNode;
  26210. if ( shadowColorNode === null ) {
  26211. if ( overrideMaterial === null ) {
  26212. overrideMaterial = builder.createNodeMaterial();
  26213. overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
  26214. overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode
  26215. overrideMaterial.name = 'ShadowMaterial';
  26216. }
  26217. const depthTexture = new DepthTexture();
  26218. depthTexture.compareFunction = LessCompare;
  26219. const shadow = this.light.shadow;
  26220. const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
  26221. shadowMap.depthTexture = depthTexture;
  26222. shadow.camera.updateProjectionMatrix();
  26223. //
  26224. const shadowIntensity = reference( 'intensity', 'float', shadow );
  26225. const bias = reference( 'bias', 'float', shadow );
  26226. const normalBias = reference( 'normalBias', 'float', shadow );
  26227. const position = object.material.shadowPositionNode || positionWorld;
  26228. let shadowCoord = uniform( shadow.matrix ).mul( position.add( normalWorld.mul( normalBias ) ) );
  26229. shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
  26230. let coordZ = shadowCoord.z.add( bias );
  26231. if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
  26232. coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Convertion [ 0, 1 ] to [ - 1, 1 ]
  26233. }
  26234. shadowCoord = vec3(
  26235. shadowCoord.x,
  26236. shadowCoord.y.oneMinus(), // follow webgpu standards
  26237. coordZ
  26238. );
  26239. const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
  26240. .and( shadowCoord.x.lessThanEqual( 1 ) )
  26241. .and( shadowCoord.y.greaterThanEqual( 0 ) )
  26242. .and( shadowCoord.y.lessThanEqual( 1 ) )
  26243. .and( shadowCoord.z.lessThanEqual( 1 ) );
  26244. //
  26245. const filterFn = shadow.filterNode || shadowFilterLib[ renderer.shadowMap.type ] || null;
  26246. if ( filterFn === null ) {
  26247. throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
  26248. }
  26249. const shadowColor = texture( shadowMap.texture, shadowCoord );
  26250. const shadowNode = frustumTest.select( filterFn( { depthTexture, shadowCoord, shadow } ), float( 1 ) );
  26251. this.shadowMap = shadowMap;
  26252. this.shadowNode = shadowNode;
  26253. this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );
  26254. this.baseColorNode = this.colorNode;
  26255. }
  26256. //
  26257. this.colorNode = shadowColorNode;
  26258. this.updateBeforeType = NodeUpdateType.RENDER;
  26259. }
  26260. setup( builder ) {
  26261. this.colorNode = this.baseColorNode || this.colorNode;
  26262. if ( this.light.castShadow ) {
  26263. if ( builder.object.receiveShadow ) {
  26264. this.setupShadow( builder );
  26265. }
  26266. } else if ( this.shadowNode !== null ) {
  26267. this.disposeShadow();
  26268. }
  26269. }
  26270. updateShadow( frame ) {
  26271. const { shadowMap, light } = this;
  26272. const { renderer, scene, camera } = frame;
  26273. const depthVersion = shadowMap.depthTexture.version;
  26274. this._depthVersionCached = depthVersion;
  26275. const currentOverrideMaterial = scene.overrideMaterial;
  26276. scene.overrideMaterial = overrideMaterial;
  26277. shadowMap.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  26278. light.shadow.updateMatrices( light );
  26279. light.shadow.camera.layers.mask = camera.layers.mask;
  26280. const currentRenderTarget = renderer.getRenderTarget();
  26281. const currentRenderObjectFunction = renderer.getRenderObjectFunction();
  26282. renderer.setRenderObjectFunction( ( object, ...params ) => {
  26283. if ( object.castShadow === true ) {
  26284. renderer.renderObject( object, ...params );
  26285. }
  26286. } );
  26287. renderer.setRenderTarget( shadowMap );
  26288. renderer.render( scene, light.shadow.camera );
  26289. renderer.setRenderTarget( currentRenderTarget );
  26290. renderer.setRenderObjectFunction( currentRenderObjectFunction );
  26291. scene.overrideMaterial = currentOverrideMaterial;
  26292. }
  26293. disposeShadow() {
  26294. this.shadowMap.dispose();
  26295. this.shadowMap = null;
  26296. this.shadowNode = null;
  26297. this.shadowColorNode = null;
  26298. this.baseColorNode = null;
  26299. this.updateBeforeType = NodeUpdateType.NONE;
  26300. }
  26301. updateBefore( frame ) {
  26302. const shadow = this.light.shadow;
  26303. const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
  26304. if ( needsUpdate ) {
  26305. this.updateShadow( frame );
  26306. if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
  26307. shadow.needsUpdate = false;
  26308. }
  26309. }
  26310. }
  26311. update( /*frame*/ ) {
  26312. const { light } = this;
  26313. this.color.copy( light.color ).multiplyScalar( light.intensity );
  26314. }
  26315. }
  26316. addNodeClass( 'AnalyticLightNode', AnalyticLightNode );
  26317. const LightNodes = new WeakMap();
  26318. const sortLights = ( lights ) => {
  26319. return lights.sort( ( a, b ) => a.id - b.id );
  26320. };
  26321. class LightsNode extends Node {
  26322. constructor( lightNodes = [] ) {
  26323. super( 'vec3' );
  26324. this.totalDiffuseNode = vec3().temp( 'totalDiffuse' );
  26325. this.totalSpecularNode = vec3().temp( 'totalSpecular' );
  26326. this.outgoingLightNode = vec3().temp( 'outgoingLight' );
  26327. this.lightNodes = lightNodes;
  26328. this._hash = null;
  26329. }
  26330. get hasLight() {
  26331. return this.lightNodes.length > 0;
  26332. }
  26333. getHash() {
  26334. if ( this._hash === null ) {
  26335. const hash = [];
  26336. for ( const lightNode of this.lightNodes ) {
  26337. hash.push( lightNode.getHash() );
  26338. }
  26339. this._hash = 'lights-' + hash.join( ',' );
  26340. }
  26341. return this._hash;
  26342. }
  26343. analyze( builder ) {
  26344. const properties = builder.getDataFromNode( this );
  26345. for ( const node of properties.nodes ) {
  26346. node.build( builder );
  26347. }
  26348. }
  26349. setup( builder ) {
  26350. const context = builder.context;
  26351. const lightingModel = context.lightingModel;
  26352. let outgoingLightNode = this.outgoingLightNode;
  26353. if ( lightingModel ) {
  26354. const { lightNodes, totalDiffuseNode, totalSpecularNode } = this;
  26355. context.outgoingLight = outgoingLightNode;
  26356. const stack = builder.addStack();
  26357. //
  26358. const properties = builder.getDataFromNode( this );
  26359. properties.nodes = stack.nodes;
  26360. //
  26361. lightingModel.start( context, stack, builder );
  26362. // lights
  26363. for ( const lightNode of lightNodes ) {
  26364. lightNode.build( builder );
  26365. }
  26366. //
  26367. lightingModel.indirect( context, stack, builder );
  26368. //
  26369. const { backdrop, backdropAlpha } = context;
  26370. const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight;
  26371. let totalDiffuse = directDiffuse.add( indirectDiffuse );
  26372. if ( backdrop !== null ) {
  26373. if ( backdropAlpha !== null ) {
  26374. totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) );
  26375. } else {
  26376. totalDiffuse = vec3( backdrop );
  26377. }
  26378. context.material.transparent = true;
  26379. }
  26380. totalDiffuseNode.assign( totalDiffuse );
  26381. totalSpecularNode.assign( directSpecular.add( indirectSpecular ) );
  26382. outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) );
  26383. //
  26384. lightingModel.finish( context, stack, builder );
  26385. //
  26386. outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() );
  26387. }
  26388. return outgoingLightNode;
  26389. }
  26390. _getLightNodeById( id ) {
  26391. for ( const lightNode of this.lightNodes ) {
  26392. if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) {
  26393. return lightNode;
  26394. }
  26395. }
  26396. return null;
  26397. }
  26398. fromLights( lights = [] ) {
  26399. const lightNodes = [];
  26400. lights = sortLights( lights );
  26401. for ( const light of lights ) {
  26402. let lightNode = this._getLightNodeById( light.id );
  26403. if ( lightNode === null ) {
  26404. const lightClass = light.constructor;
  26405. const lightNodeClass = LightNodes.has( lightClass ) ? LightNodes.get( lightClass ) : AnalyticLightNode;
  26406. lightNode = nodeObject( new lightNodeClass( light ) );
  26407. }
  26408. lightNodes.push( lightNode );
  26409. }
  26410. this.lightNodes = lightNodes;
  26411. this._hash = null;
  26412. return this;
  26413. }
  26414. }
  26415. const lights = ( lights ) => nodeObject( new LightsNode().fromLights( lights ) );
  26416. const lightsNode = nodeProxy( LightsNode );
  26417. function addLightNode( lightClass, lightNodeClass ) {
  26418. if ( LightNodes.has( lightClass ) ) {
  26419. console.warn( `Redefinition of light node ${ lightNodeClass.type }` );
  26420. return;
  26421. }
  26422. if ( typeof lightClass !== 'function' ) throw new Error( `Light ${ lightClass.name } is not a class` );
  26423. if ( typeof lightNodeClass !== 'function' || ! lightNodeClass.type ) throw new Error( `Light node ${ lightNodeClass.type } is not a class` );
  26424. LightNodes.set( lightClass, lightNodeClass );
  26425. }
  26426. class AONode extends LightingNode {
  26427. constructor( aoNode = null ) {
  26428. super();
  26429. this.aoNode = aoNode;
  26430. }
  26431. setup( builder ) {
  26432. builder.context.ambientOcclusion.mulAssign( this.aoNode );
  26433. }
  26434. }
  26435. addNodeClass( 'AONode', AONode );
  26436. class LightingContextNode extends ContextNode {
  26437. constructor( node, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) {
  26438. super( node );
  26439. this.lightingModel = lightingModel;
  26440. this.backdropNode = backdropNode;
  26441. this.backdropAlphaNode = backdropAlphaNode;
  26442. this._value = null;
  26443. }
  26444. getContext() {
  26445. const { backdropNode, backdropAlphaNode } = this;
  26446. const directDiffuse = vec3().temp( 'directDiffuse' ),
  26447. directSpecular = vec3().temp( 'directSpecular' ),
  26448. indirectDiffuse = vec3().temp( 'indirectDiffuse' ),
  26449. indirectSpecular = vec3().temp( 'indirectSpecular' );
  26450. const reflectedLight = {
  26451. directDiffuse,
  26452. directSpecular,
  26453. indirectDiffuse,
  26454. indirectSpecular
  26455. };
  26456. const context = {
  26457. radiance: vec3().temp( 'radiance' ),
  26458. irradiance: vec3().temp( 'irradiance' ),
  26459. iblIrradiance: vec3().temp( 'iblIrradiance' ),
  26460. ambientOcclusion: float( 1 ).temp( 'ambientOcclusion' ),
  26461. reflectedLight,
  26462. backdrop: backdropNode,
  26463. backdropAlpha: backdropAlphaNode
  26464. };
  26465. return context;
  26466. }
  26467. setup( builder ) {
  26468. this.value = this._value || ( this._value = this.getContext() );
  26469. this.value.lightingModel = this.lightingModel || builder.context.lightingModel;
  26470. return super.setup( builder );
  26471. }
  26472. }
  26473. const lightingContext = nodeProxy( LightingContextNode );
  26474. addNodeElement( 'lightingContext', lightingContext );
  26475. addNodeClass( 'LightingContextNode', LightingContextNode );
  26476. class IrradianceNode extends LightingNode {
  26477. constructor( node ) {
  26478. super();
  26479. this.node = node;
  26480. }
  26481. setup( builder ) {
  26482. builder.context.irradiance.addAssign( this.node );
  26483. }
  26484. }
  26485. addNodeClass( 'IrradianceNode', IrradianceNode );
  26486. let resolution, viewportResult;
  26487. class ViewportNode extends Node {
  26488. constructor( scope ) {
  26489. super();
  26490. this.scope = scope;
  26491. this.isViewportNode = true;
  26492. }
  26493. getNodeType() {
  26494. if ( this.scope === ViewportNode.VIEWPORT ) return 'vec4';
  26495. else return 'vec2';
  26496. }
  26497. getUpdateType() {
  26498. let updateType = NodeUpdateType.NONE;
  26499. if ( this.scope === ViewportNode.RESOLUTION || this.scope === ViewportNode.VIEWPORT ) {
  26500. updateType = NodeUpdateType.RENDER;
  26501. }
  26502. this.updateType = updateType;
  26503. return updateType;
  26504. }
  26505. update( { renderer } ) {
  26506. if ( this.scope === ViewportNode.VIEWPORT ) {
  26507. renderer.getViewport( viewportResult );
  26508. } else {
  26509. renderer.getDrawingBufferSize( resolution );
  26510. }
  26511. }
  26512. setup( /*builder*/ ) {
  26513. const scope = this.scope;
  26514. let output = null;
  26515. if ( scope === ViewportNode.RESOLUTION ) {
  26516. output = uniform( resolution || ( resolution = new Vector2() ) );
  26517. } else if ( scope === ViewportNode.VIEWPORT ) {
  26518. output = uniform( viewportResult || ( viewportResult = new Vector4() ) );
  26519. } else {
  26520. output = vec2( viewportCoordinate.div( viewportResolution ) );
  26521. }
  26522. return output;
  26523. }
  26524. generate( builder ) {
  26525. if ( this.scope === ViewportNode.COORDINATE ) {
  26526. let coord = builder.getFragCoord();
  26527. if ( builder.isFlipY() ) {
  26528. // follow webgpu standards
  26529. const resolution = builder.getNodeProperties( viewportResolution ).outputNode.build( builder );
  26530. coord = `${ builder.getType( 'vec2' ) }( ${ coord }.x, ${ resolution }.y - ${ coord }.y )`;
  26531. }
  26532. return coord;
  26533. }
  26534. return super.generate( builder );
  26535. }
  26536. }
  26537. ViewportNode.COORDINATE = 'coordinate';
  26538. ViewportNode.RESOLUTION = 'resolution';
  26539. ViewportNode.VIEWPORT = 'viewport';
  26540. ViewportNode.TOP_LEFT = 'topLeft';
  26541. ViewportNode.BOTTOM_LEFT = 'bottomLeft';
  26542. ViewportNode.TOP_RIGHT = 'topRight';
  26543. ViewportNode.BOTTOM_RIGHT = 'bottomRight';
  26544. const viewportCoordinate = nodeImmutable( ViewportNode, ViewportNode.COORDINATE );
  26545. const viewportResolution = nodeImmutable( ViewportNode, ViewportNode.RESOLUTION );
  26546. const viewport = nodeImmutable( ViewportNode, ViewportNode.VIEWPORT );
  26547. const viewportUV = nodeImmutable( ViewportNode, ViewportNode.TOP_LEFT );
  26548. const viewportTopLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  26549. console.warn( 'TSL.ViewportNode: "viewportTopLeft" is deprecated. Use "viewportUV" instead.' );
  26550. return viewportUV;
  26551. }, 'vec2' ).once() )();
  26552. const viewportBottomLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  26553. console.warn( 'TSL.ViewportNode: "viewportBottomLeft" is deprecated. Use "viewportUV.flipY()" instead.' );
  26554. return viewportUV.flipY();
  26555. }, 'vec2' ).once() )();
  26556. addNodeClass( 'ViewportNode', ViewportNode );
  26557. const _size$a = /*@__PURE__*/ new Vector2();
  26558. class ViewportTextureNode extends TextureNode {
  26559. constructor( uvNode = viewportUV, levelNode = null, framebufferTexture = null ) {
  26560. if ( framebufferTexture === null ) {
  26561. framebufferTexture = new FramebufferTexture();
  26562. framebufferTexture.minFilter = LinearMipmapLinearFilter;
  26563. }
  26564. super( framebufferTexture, uvNode, levelNode );
  26565. this.generateMipmaps = false;
  26566. this.isOutputTextureNode = true;
  26567. this.updateBeforeType = NodeUpdateType.FRAME;
  26568. }
  26569. updateBefore( frame ) {
  26570. const renderer = frame.renderer;
  26571. renderer.getDrawingBufferSize( _size$a );
  26572. //
  26573. const framebufferTexture = this.value;
  26574. if ( framebufferTexture.image.width !== _size$a.width || framebufferTexture.image.height !== _size$a.height ) {
  26575. framebufferTexture.image.width = _size$a.width;
  26576. framebufferTexture.image.height = _size$a.height;
  26577. framebufferTexture.needsUpdate = true;
  26578. }
  26579. //
  26580. const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
  26581. framebufferTexture.generateMipmaps = this.generateMipmaps;
  26582. renderer.copyFramebufferToTexture( framebufferTexture );
  26583. framebufferTexture.generateMipmaps = currentGenerateMipmaps;
  26584. }
  26585. clone() {
  26586. const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
  26587. viewportTextureNode.generateMipmaps = this.generateMipmaps;
  26588. return viewportTextureNode;
  26589. }
  26590. }
  26591. const viewportTexture = nodeProxy( ViewportTextureNode );
  26592. const viewportMipTexture = nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } );
  26593. addNodeElement( 'viewportTexture', viewportTexture );
  26594. addNodeElement( 'viewportMipTexture', viewportMipTexture );
  26595. addNodeClass( 'ViewportTextureNode', ViewportTextureNode );
  26596. let sharedDepthbuffer = null;
  26597. class ViewportDepthTextureNode extends ViewportTextureNode {
  26598. constructor( uvNode = viewportUV, levelNode = null ) {
  26599. if ( sharedDepthbuffer === null ) {
  26600. sharedDepthbuffer = new DepthTexture();
  26601. }
  26602. super( uvNode, levelNode, sharedDepthbuffer );
  26603. }
  26604. }
  26605. const viewportDepthTexture = nodeProxy( ViewportDepthTextureNode );
  26606. addNodeElement( 'viewportDepthTexture', viewportDepthTexture );
  26607. addNodeClass( 'ViewportDepthTextureNode', ViewportDepthTextureNode );
  26608. class ViewportDepthNode extends Node {
  26609. constructor( scope, valueNode = null ) {
  26610. super( 'float' );
  26611. this.scope = scope;
  26612. this.valueNode = valueNode;
  26613. this.isViewportDepthNode = true;
  26614. }
  26615. generate( builder ) {
  26616. const { scope } = this;
  26617. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  26618. return builder.getFragDepth();
  26619. }
  26620. return super.generate( builder );
  26621. }
  26622. setup( { camera } ) {
  26623. const { scope } = this;
  26624. const value = this.valueNode;
  26625. let node = null;
  26626. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  26627. if ( value !== null ) {
  26628. node = depthBase().assign( value );
  26629. }
  26630. } else if ( scope === ViewportDepthNode.DEPTH ) {
  26631. if ( camera.isPerspectiveCamera ) {
  26632. node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar );
  26633. } else {
  26634. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  26635. }
  26636. } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) {
  26637. if ( value !== null ) {
  26638. if ( camera.isPerspectiveCamera ) {
  26639. const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar );
  26640. node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  26641. } else {
  26642. node = value;
  26643. }
  26644. } else {
  26645. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  26646. }
  26647. }
  26648. return node;
  26649. }
  26650. }
  26651. // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
  26652. // -near maps to 0; -far maps to 1
  26653. const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );
  26654. // maps orthographic depth in [ 0, 1 ] to viewZ
  26655. const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near );
  26656. // NOTE: https://twitter.com/gonnavis/status/1377183786949959682
  26657. // -near maps to 0; -far maps to 1
  26658. const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );
  26659. // maps perspective depth in [ 0, 1 ] to viewZ
  26660. const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );
  26661. ViewportDepthNode.DEPTH_BASE = 'depthBase';
  26662. ViewportDepthNode.DEPTH = 'depth';
  26663. ViewportDepthNode.LINEAR_DEPTH = 'linearDepth';
  26664. const depthBase = nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE );
  26665. const depth = nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );
  26666. const linearDepth = nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH );
  26667. const viewportLinearDepth = linearDepth( viewportDepthTexture() );
  26668. depth.assign = ( value ) => depthBase( value );
  26669. addNodeClass( 'ViewportDepthNode', ViewportDepthNode );
  26670. class ClippingNode extends Node {
  26671. constructor( scope = ClippingNode.DEFAULT ) {
  26672. super();
  26673. this.scope = scope;
  26674. }
  26675. setup( builder ) {
  26676. super.setup( builder );
  26677. const clippingContext = builder.clippingContext;
  26678. const { localClipIntersection, localClippingCount, globalClippingCount } = clippingContext;
  26679. const numClippingPlanes = globalClippingCount + localClippingCount;
  26680. const numUnionClippingPlanes = localClipIntersection ? numClippingPlanes - localClippingCount : numClippingPlanes;
  26681. if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) {
  26682. return this.setupAlphaToCoverage( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  26683. } else {
  26684. return this.setupDefault( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  26685. }
  26686. }
  26687. setupAlphaToCoverage( planes, numClippingPlanes, numUnionClippingPlanes ) {
  26688. return Fn( () => {
  26689. const clippingPlanes = uniformArray( planes );
  26690. const distanceToPlane = property( 'float', 'distanceToPlane' );
  26691. const distanceGradient = property( 'float', 'distanceToGradient' );
  26692. const clipOpacity = property( 'float', 'clipOpacity' );
  26693. clipOpacity.assign( 1 );
  26694. let plane;
  26695. Loop( numUnionClippingPlanes, ( { i } ) => {
  26696. plane = clippingPlanes.element( i );
  26697. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  26698. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  26699. clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) );
  26700. clipOpacity.equal( 0.0 ).discard();
  26701. } );
  26702. if ( numUnionClippingPlanes < numClippingPlanes ) {
  26703. const unionClipOpacity = property( 'float', 'unionclipOpacity' );
  26704. unionClipOpacity.assign( 1 );
  26705. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  26706. plane = clippingPlanes.element( i );
  26707. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  26708. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  26709. unionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() );
  26710. } );
  26711. clipOpacity.mulAssign( unionClipOpacity.oneMinus() );
  26712. }
  26713. diffuseColor.a.mulAssign( clipOpacity );
  26714. diffuseColor.a.equal( 0.0 ).discard();
  26715. } )();
  26716. }
  26717. setupDefault( planes, numClippingPlanes, numUnionClippingPlanes ) {
  26718. return Fn( () => {
  26719. const clippingPlanes = uniformArray( planes );
  26720. let plane;
  26721. Loop( numUnionClippingPlanes, ( { i } ) => {
  26722. plane = clippingPlanes.element( i );
  26723. positionView.dot( plane.xyz ).greaterThan( plane.w ).discard();
  26724. } );
  26725. if ( numUnionClippingPlanes < numClippingPlanes ) {
  26726. const clipped = property( 'bool', 'clipped' );
  26727. clipped.assign( true );
  26728. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  26729. plane = clippingPlanes.element( i );
  26730. clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) );
  26731. } );
  26732. clipped.discard();
  26733. }
  26734. } )();
  26735. }
  26736. }
  26737. ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage';
  26738. ClippingNode.DEFAULT = 'default';
  26739. const clipping = () => nodeObject( new ClippingNode() );
  26740. const clippingAlpha = () => nodeObject( new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE ) );
  26741. const NodeMaterials = new Map();
  26742. class NodeMaterial extends Material {
  26743. constructor() {
  26744. super();
  26745. this.isNodeMaterial = true;
  26746. this.type = this.constructor.type;
  26747. this.forceSinglePass = false;
  26748. this.fog = true;
  26749. this.lights = false;
  26750. this.lightsNode = null;
  26751. this.envNode = null;
  26752. this.aoNode = null;
  26753. this.colorNode = null;
  26754. this.normalNode = null;
  26755. this.opacityNode = null;
  26756. this.backdropNode = null;
  26757. this.backdropAlphaNode = null;
  26758. this.alphaTestNode = null;
  26759. this.positionNode = null;
  26760. this.depthNode = null;
  26761. this.shadowNode = null;
  26762. this.shadowPositionNode = null;
  26763. this.outputNode = null;
  26764. this.mrtNode = null;
  26765. this.fragmentNode = null;
  26766. this.vertexNode = null;
  26767. }
  26768. customProgramCacheKey() {
  26769. return this.type + getCacheKey$1( this );
  26770. }
  26771. build( builder ) {
  26772. this.setup( builder );
  26773. }
  26774. setup( builder ) {
  26775. builder.context.setupNormal = () => this.setupNormal( builder );
  26776. // < VERTEX STAGE >
  26777. builder.addStack();
  26778. builder.stack.outputNode = this.vertexNode || this.setupPosition( builder );
  26779. builder.addFlow( 'vertex', builder.removeStack() );
  26780. // < FRAGMENT STAGE >
  26781. builder.addStack();
  26782. let resultNode;
  26783. const clippingNode = this.setupClipping( builder );
  26784. if ( this.depthWrite === true ) this.setupDepth( builder );
  26785. if ( this.fragmentNode === null ) {
  26786. this.setupDiffuseColor( builder );
  26787. this.setupVariants( builder );
  26788. const outgoingLightNode = this.setupLighting( builder );
  26789. if ( clippingNode !== null ) builder.stack.add( clippingNode );
  26790. // force unsigned floats - useful for RenderTargets
  26791. const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );
  26792. resultNode = this.setupOutput( builder, basicOutput );
  26793. // OUTPUT NODE
  26794. output.assign( resultNode );
  26795. //
  26796. if ( this.outputNode !== null ) resultNode = this.outputNode;
  26797. // MRT
  26798. const renderTarget = builder.renderer.getRenderTarget();
  26799. if ( renderTarget !== null ) {
  26800. const mrt = builder.renderer.getMRT();
  26801. const materialMRT = this.mrtNode;
  26802. if ( mrt !== null ) {
  26803. resultNode = mrt;
  26804. if ( materialMRT !== null ) {
  26805. resultNode = mrt.merge( materialMRT );
  26806. }
  26807. } else if ( materialMRT !== null ) {
  26808. resultNode = materialMRT;
  26809. }
  26810. }
  26811. } else {
  26812. let fragmentNode = this.fragmentNode;
  26813. if ( fragmentNode.isOutputStructNode !== true ) {
  26814. fragmentNode = vec4( fragmentNode );
  26815. }
  26816. resultNode = this.setupOutput( builder, fragmentNode );
  26817. }
  26818. builder.stack.outputNode = resultNode;
  26819. builder.addFlow( 'fragment', builder.removeStack() );
  26820. }
  26821. setupClipping( builder ) {
  26822. if ( builder.clippingContext === null ) return null;
  26823. const { globalClippingCount, localClippingCount } = builder.clippingContext;
  26824. let result = null;
  26825. if ( globalClippingCount || localClippingCount ) {
  26826. if ( this.alphaToCoverage ) {
  26827. // to be added to flow when the color/alpha value has been determined
  26828. result = clippingAlpha();
  26829. } else {
  26830. builder.stack.add( clipping() );
  26831. }
  26832. }
  26833. return result;
  26834. }
  26835. setupDepth( builder ) {
  26836. const { renderer } = builder;
  26837. // Depth
  26838. let depthNode = this.depthNode;
  26839. if ( depthNode === null ) {
  26840. const mrt = renderer.getMRT();
  26841. if ( mrt && mrt.has( 'depth' ) ) {
  26842. depthNode = mrt.get( 'depth' );
  26843. } else if ( renderer.logarithmicDepthBuffer === true ) {
  26844. const fragDepth = modelViewProjection().w.add( 1 );
  26845. depthNode = fragDepth.log2().mul( cameraLogDepth ).mul( 0.5 );
  26846. }
  26847. }
  26848. if ( depthNode !== null ) {
  26849. depth.assign( depthNode ).append();
  26850. }
  26851. }
  26852. setupPosition( builder ) {
  26853. const { object } = builder;
  26854. const geometry = object.geometry;
  26855. builder.addStack();
  26856. // Vertex
  26857. if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {
  26858. morphReference( object ).append();
  26859. }
  26860. if ( object.isSkinnedMesh === true ) {
  26861. skinningReference( object ).append();
  26862. }
  26863. if ( this.displacementMap ) {
  26864. const displacementMap = materialReference( 'displacementMap', 'texture' );
  26865. const displacementScale = materialReference( 'displacementScale', 'float' );
  26866. const displacementBias = materialReference( 'displacementBias', 'float' );
  26867. positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );
  26868. }
  26869. if ( object.isBatchedMesh ) {
  26870. batch( object ).append();
  26871. }
  26872. if ( ( object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {
  26873. instance( object ).append();
  26874. }
  26875. if ( this.positionNode !== null ) {
  26876. positionLocal.assign( this.positionNode );
  26877. }
  26878. const mvp = modelViewProjection();
  26879. builder.context.vertex = builder.removeStack();
  26880. builder.context.mvp = mvp;
  26881. return mvp;
  26882. }
  26883. setupDiffuseColor( { object, geometry } ) {
  26884. let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;
  26885. // VERTEX COLORS
  26886. if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {
  26887. colorNode = vec4( colorNode.xyz.mul( attribute( 'color', 'vec3' ) ), colorNode.a );
  26888. }
  26889. // Instanced colors
  26890. if ( object.instanceColor ) {
  26891. const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );
  26892. colorNode = instanceColor.mul( colorNode );
  26893. }
  26894. if ( object.isBatchedMesh && object._colorsTexture ) {
  26895. const batchColor = varyingProperty( 'vec3', 'vBatchColor' );
  26896. colorNode = batchColor.mul( colorNode );
  26897. }
  26898. // COLOR
  26899. diffuseColor.assign( colorNode );
  26900. // OPACITY
  26901. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  26902. diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );
  26903. // ALPHA TEST
  26904. if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {
  26905. const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;
  26906. diffuseColor.a.lessThanEqual( alphaTestNode ).discard();
  26907. }
  26908. if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) {
  26909. diffuseColor.a.assign( 1.0 );
  26910. }
  26911. }
  26912. setupVariants( /*builder*/ ) {
  26913. // Interface function.
  26914. }
  26915. setupOutgoingLight() {
  26916. return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;
  26917. }
  26918. setupNormal() {
  26919. return this.normalNode ? vec3( this.normalNode ) : materialNormal;
  26920. }
  26921. setupEnvironment( /*builder*/ ) {
  26922. let node = null;
  26923. if ( this.envNode ) {
  26924. node = this.envNode;
  26925. } else if ( this.envMap ) {
  26926. node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );
  26927. }
  26928. return node;
  26929. }
  26930. setupLightMap( builder ) {
  26931. let node = null;
  26932. if ( builder.material.lightMap ) {
  26933. node = new IrradianceNode( materialLightMap );
  26934. }
  26935. return node;
  26936. }
  26937. setupLights( builder ) {
  26938. const materialLightsNode = [];
  26939. //
  26940. const envNode = this.setupEnvironment( builder );
  26941. if ( envNode && envNode.isLightingNode ) {
  26942. materialLightsNode.push( envNode );
  26943. }
  26944. const lightMapNode = this.setupLightMap( builder );
  26945. if ( lightMapNode && lightMapNode.isLightingNode ) {
  26946. materialLightsNode.push( lightMapNode );
  26947. }
  26948. if ( this.aoNode !== null || builder.material.aoMap ) {
  26949. const aoNode = this.aoNode !== null ? this.aoNode : materialAOMap;
  26950. materialLightsNode.push( new AONode( aoNode ) );
  26951. }
  26952. let lightsN = this.lightsNode || builder.lightsNode;
  26953. if ( materialLightsNode.length > 0 ) {
  26954. lightsN = lightsNode( [ ...lightsN.lightNodes, ...materialLightsNode ] );
  26955. }
  26956. return lightsN;
  26957. }
  26958. setupLightingModel( /*builder*/ ) {
  26959. // Interface function.
  26960. }
  26961. setupLighting( builder ) {
  26962. const { material } = builder;
  26963. const { backdropNode, backdropAlphaNode, emissiveNode } = this;
  26964. // OUTGOING LIGHT
  26965. const lights = this.lights === true || this.lightsNode !== null;
  26966. const lightsNode = lights ? this.setupLights( builder ) : null;
  26967. let outgoingLightNode = this.setupOutgoingLight( builder );
  26968. if ( lightsNode && lightsNode.hasLight !== false ) {
  26969. const lightingModel = this.setupLightingModel( builder );
  26970. outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );
  26971. } else if ( backdropNode !== null ) {
  26972. outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );
  26973. }
  26974. // EMISSIVE
  26975. if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
  26976. emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
  26977. outgoingLightNode = outgoingLightNode.add( emissive );
  26978. }
  26979. return outgoingLightNode;
  26980. }
  26981. setupOutput( builder, outputNode ) {
  26982. // FOG
  26983. if ( this.fog === true ) {
  26984. const fogNode = builder.fogNode;
  26985. if ( fogNode ) outputNode = vec4( fogNode.mix( outputNode.rgb, fogNode.colorNode ), outputNode.a );
  26986. }
  26987. return outputNode;
  26988. }
  26989. setDefaultValues( material ) {
  26990. // This approach is to reuse the native refreshUniforms*
  26991. // and turn available the use of features like transmission and environment in core
  26992. for ( const property in material ) {
  26993. const value = material[ property ];
  26994. if ( this[ property ] === undefined ) {
  26995. this[ property ] = value;
  26996. if ( value && value.clone ) this[ property ] = value.clone();
  26997. }
  26998. }
  26999. const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );
  27000. for ( const key in descriptors ) {
  27001. if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
  27002. descriptors[ key ].get !== undefined ) {
  27003. Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );
  27004. }
  27005. }
  27006. }
  27007. toJSON( meta ) {
  27008. const isRoot = ( meta === undefined || typeof meta === 'string' );
  27009. if ( isRoot ) {
  27010. meta = {
  27011. textures: {},
  27012. images: {},
  27013. nodes: {}
  27014. };
  27015. }
  27016. const data = Material.prototype.toJSON.call( this, meta );
  27017. const nodeChildren = getNodeChildren( this );
  27018. data.inputNodes = {};
  27019. for ( const { property, childNode } of nodeChildren ) {
  27020. data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;
  27021. }
  27022. // TODO: Copied from Object3D.toJSON
  27023. function extractFromCache( cache ) {
  27024. const values = [];
  27025. for ( const key in cache ) {
  27026. const data = cache[ key ];
  27027. delete data.metadata;
  27028. values.push( data );
  27029. }
  27030. return values;
  27031. }
  27032. if ( isRoot ) {
  27033. const textures = extractFromCache( meta.textures );
  27034. const images = extractFromCache( meta.images );
  27035. const nodes = extractFromCache( meta.nodes );
  27036. if ( textures.length > 0 ) data.textures = textures;
  27037. if ( images.length > 0 ) data.images = images;
  27038. if ( nodes.length > 0 ) data.nodes = nodes;
  27039. }
  27040. return data;
  27041. }
  27042. copy( source ) {
  27043. this.lightsNode = source.lightsNode;
  27044. this.envNode = source.envNode;
  27045. this.colorNode = source.colorNode;
  27046. this.normalNode = source.normalNode;
  27047. this.opacityNode = source.opacityNode;
  27048. this.backdropNode = source.backdropNode;
  27049. this.backdropAlphaNode = source.backdropAlphaNode;
  27050. this.alphaTestNode = source.alphaTestNode;
  27051. this.positionNode = source.positionNode;
  27052. this.depthNode = source.depthNode;
  27053. this.shadowNode = source.shadowNode;
  27054. this.shadowPositionNode = source.shadowPositionNode;
  27055. this.outputNode = source.outputNode;
  27056. this.mrtNode = source.mrtNode;
  27057. this.fragmentNode = source.fragmentNode;
  27058. this.vertexNode = source.vertexNode;
  27059. return super.copy( source );
  27060. }
  27061. static fromMaterial( material ) {
  27062. if ( material.isNodeMaterial === true ) { // is already a node material
  27063. return material;
  27064. }
  27065. const type = material.type.replace( 'Material', 'NodeMaterial' );
  27066. const nodeMaterial = createNodeMaterialFromType( type );
  27067. if ( nodeMaterial === undefined ) {
  27068. throw new Error( `NodeMaterial: Material "${ material.type }" is not compatible.` );
  27069. }
  27070. for ( const key in material ) {
  27071. nodeMaterial[ key ] = material[ key ];
  27072. }
  27073. return nodeMaterial;
  27074. }
  27075. }
  27076. function addNodeMaterial( type, nodeMaterial ) {
  27077. if ( typeof nodeMaterial !== 'function' || ! type ) throw new Error( `Node material ${ type } is not a class` );
  27078. if ( NodeMaterials.has( type ) ) {
  27079. console.warn( `Redefinition of node material ${ type }` );
  27080. return;
  27081. }
  27082. NodeMaterials.set( type, nodeMaterial );
  27083. nodeMaterial.type = type;
  27084. }
  27085. function createNodeMaterialFromType( type ) {
  27086. const Material = NodeMaterials.get( type );
  27087. if ( Material !== undefined ) {
  27088. return new Material();
  27089. }
  27090. }
  27091. addNodeMaterial( 'NodeMaterial', NodeMaterial );
  27092. class Uniform {
  27093. constructor( name, value ) {
  27094. this.name = name;
  27095. this.value = value;
  27096. this.boundary = 0; // used to build the uniform buffer according to the STD140 layout
  27097. this.itemSize = 0;
  27098. this.offset = 0; // this property is set by WebGPUUniformsGroup and marks the start position in the uniform buffer
  27099. }
  27100. setValue( value ) {
  27101. this.value = value;
  27102. }
  27103. getValue() {
  27104. return this.value;
  27105. }
  27106. }
  27107. class NumberUniform extends Uniform {
  27108. constructor( name, value = 0 ) {
  27109. super( name, value );
  27110. this.isNumberUniform = true;
  27111. this.boundary = 4;
  27112. this.itemSize = 1;
  27113. }
  27114. }
  27115. class Vector2Uniform extends Uniform {
  27116. constructor( name, value = new Vector2() ) {
  27117. super( name, value );
  27118. this.isVector2Uniform = true;
  27119. this.boundary = 8;
  27120. this.itemSize = 2;
  27121. }
  27122. }
  27123. class Vector3Uniform extends Uniform {
  27124. constructor( name, value = new Vector3() ) {
  27125. super( name, value );
  27126. this.isVector3Uniform = true;
  27127. this.boundary = 16;
  27128. this.itemSize = 3;
  27129. }
  27130. }
  27131. class Vector4Uniform extends Uniform {
  27132. constructor( name, value = new Vector4() ) {
  27133. super( name, value );
  27134. this.isVector4Uniform = true;
  27135. this.boundary = 16;
  27136. this.itemSize = 4;
  27137. }
  27138. }
  27139. class ColorUniform extends Uniform {
  27140. constructor( name, value = new Color() ) {
  27141. super( name, value );
  27142. this.isColorUniform = true;
  27143. this.boundary = 16;
  27144. this.itemSize = 3;
  27145. }
  27146. }
  27147. class Matrix3Uniform extends Uniform {
  27148. constructor( name, value = new Matrix3() ) {
  27149. super( name, value );
  27150. this.isMatrix3Uniform = true;
  27151. this.boundary = 48;
  27152. this.itemSize = 12;
  27153. }
  27154. }
  27155. class Matrix4Uniform extends Uniform {
  27156. constructor( name, value = new Matrix4() ) {
  27157. super( name, value );
  27158. this.isMatrix4Uniform = true;
  27159. this.boundary = 64;
  27160. this.itemSize = 16;
  27161. }
  27162. }
  27163. class NumberNodeUniform extends NumberUniform {
  27164. constructor( nodeUniform ) {
  27165. super( nodeUniform.name, nodeUniform.value );
  27166. this.nodeUniform = nodeUniform;
  27167. }
  27168. getValue() {
  27169. return this.nodeUniform.value;
  27170. }
  27171. }
  27172. class Vector2NodeUniform extends Vector2Uniform {
  27173. constructor( nodeUniform ) {
  27174. super( nodeUniform.name, nodeUniform.value );
  27175. this.nodeUniform = nodeUniform;
  27176. }
  27177. getValue() {
  27178. return this.nodeUniform.value;
  27179. }
  27180. }
  27181. class Vector3NodeUniform extends Vector3Uniform {
  27182. constructor( nodeUniform ) {
  27183. super( nodeUniform.name, nodeUniform.value );
  27184. this.nodeUniform = nodeUniform;
  27185. }
  27186. getValue() {
  27187. return this.nodeUniform.value;
  27188. }
  27189. }
  27190. class Vector4NodeUniform extends Vector4Uniform {
  27191. constructor( nodeUniform ) {
  27192. super( nodeUniform.name, nodeUniform.value );
  27193. this.nodeUniform = nodeUniform;
  27194. }
  27195. getValue() {
  27196. return this.nodeUniform.value;
  27197. }
  27198. }
  27199. class ColorNodeUniform extends ColorUniform {
  27200. constructor( nodeUniform ) {
  27201. super( nodeUniform.name, nodeUniform.value );
  27202. this.nodeUniform = nodeUniform;
  27203. }
  27204. getValue() {
  27205. return this.nodeUniform.value;
  27206. }
  27207. }
  27208. class Matrix3NodeUniform extends Matrix3Uniform {
  27209. constructor( nodeUniform ) {
  27210. super( nodeUniform.name, nodeUniform.value );
  27211. this.nodeUniform = nodeUniform;
  27212. }
  27213. getValue() {
  27214. return this.nodeUniform.value;
  27215. }
  27216. }
  27217. class Matrix4NodeUniform extends Matrix4Uniform {
  27218. constructor( nodeUniform ) {
  27219. super( nodeUniform.name, nodeUniform.value );
  27220. this.nodeUniform = nodeUniform;
  27221. }
  27222. getValue() {
  27223. return this.nodeUniform.value;
  27224. }
  27225. }
  27226. class CondNode extends Node {
  27227. constructor( condNode, ifNode, elseNode = null ) {
  27228. super();
  27229. this.condNode = condNode;
  27230. this.ifNode = ifNode;
  27231. this.elseNode = elseNode;
  27232. }
  27233. getNodeType( builder ) {
  27234. const ifType = this.ifNode.getNodeType( builder );
  27235. if ( this.elseNode !== null ) {
  27236. const elseType = this.elseNode.getNodeType( builder );
  27237. if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) {
  27238. return elseType;
  27239. }
  27240. }
  27241. return ifType;
  27242. }
  27243. setup( builder ) {
  27244. const properties = builder.getNodeProperties( this );
  27245. properties.condNode = this.condNode.cache();
  27246. properties.ifNode = this.ifNode.cache();
  27247. properties.elseNode = this.elseNode ? this.elseNode.cache() : null;
  27248. }
  27249. generate( builder, output ) {
  27250. const type = this.getNodeType( builder );
  27251. const nodeData = builder.getDataFromNode( this );
  27252. if ( nodeData.nodeProperty !== undefined ) {
  27253. return nodeData.nodeProperty;
  27254. }
  27255. const { condNode, ifNode, elseNode } = builder.getNodeProperties( this );
  27256. const needsOutput = output !== 'void';
  27257. const nodeProperty = needsOutput ? property( type ).build( builder ) : '';
  27258. nodeData.nodeProperty = nodeProperty;
  27259. const nodeSnippet = condNode.build( builder, 'bool' );
  27260. builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab();
  27261. let ifSnippet = ifNode.build( builder, type );
  27262. if ( ifSnippet ) {
  27263. if ( needsOutput ) {
  27264. ifSnippet = nodeProperty + ' = ' + ifSnippet + ';';
  27265. } else {
  27266. ifSnippet = 'return ' + ifSnippet + ';';
  27267. }
  27268. }
  27269. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' );
  27270. if ( elseNode !== null ) {
  27271. builder.addFlowCode( ' else {\n\n' ).addFlowTab();
  27272. let elseSnippet = elseNode.build( builder, type );
  27273. if ( elseSnippet ) {
  27274. if ( needsOutput ) {
  27275. elseSnippet = nodeProperty + ' = ' + elseSnippet + ';';
  27276. } else {
  27277. elseSnippet = 'return ' + elseSnippet + ';';
  27278. }
  27279. }
  27280. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' );
  27281. } else {
  27282. builder.addFlowCode( '\n\n' );
  27283. }
  27284. return builder.format( nodeProperty, type, output );
  27285. }
  27286. }
  27287. const select = nodeProxy( CondNode );
  27288. addNodeElement( 'select', select );
  27289. addNodeClass( 'CondNode', CondNode );
  27290. //
  27291. const cond = ( ...params ) => { // @deprecated, r168
  27292. console.warn( 'TSL.CondNode: cond() has been renamed to select().' );
  27293. return select( ...params );
  27294. };
  27295. addNodeElement( 'cond', cond );
  27296. class StackNode extends Node {
  27297. constructor( parent = null ) {
  27298. super();
  27299. this.nodes = [];
  27300. this.outputNode = null;
  27301. this.parent = parent;
  27302. this._currentCond = null;
  27303. this.isStackNode = true;
  27304. }
  27305. getNodeType( builder ) {
  27306. return this.outputNode ? this.outputNode.getNodeType( builder ) : 'void';
  27307. }
  27308. add( node ) {
  27309. this.nodes.push( node );
  27310. return this;
  27311. }
  27312. If( boolNode, method ) {
  27313. const methodNode = new ShaderNode( method );
  27314. this._currentCond = select( boolNode, methodNode );
  27315. return this.add( this._currentCond );
  27316. }
  27317. ElseIf( boolNode, method ) {
  27318. const methodNode = new ShaderNode( method );
  27319. const ifNode = select( boolNode, methodNode );
  27320. this._currentCond.elseNode = ifNode;
  27321. this._currentCond = ifNode;
  27322. return this;
  27323. }
  27324. Else( method ) {
  27325. this._currentCond.elseNode = new ShaderNode( method );
  27326. return this;
  27327. }
  27328. build( builder, ...params ) {
  27329. const previousStack = getCurrentStack();
  27330. setCurrentStack( this );
  27331. for ( const node of this.nodes ) {
  27332. node.build( builder, 'void' );
  27333. }
  27334. setCurrentStack( previousStack );
  27335. return this.outputNode ? this.outputNode.build( builder, ...params ) : super.build( builder, ...params );
  27336. }
  27337. //
  27338. else( ...params ) { // @deprecated, r168
  27339. console.warn( 'TSL.StackNode: .else() has been renamed to .Else().' );
  27340. return this.Else( ...params );
  27341. }
  27342. elseif( ...params ) { // @deprecated, r168
  27343. console.warn( 'TSL.StackNode: .elseif() has been renamed to .ElseIf().' );
  27344. return this.ElseIf( ...params );
  27345. }
  27346. }
  27347. const stack = nodeProxy( StackNode );
  27348. addNodeClass( 'StackNode', StackNode );
  27349. class EquirectUVNode extends TempNode {
  27350. constructor( dirNode = positionWorldDirection ) {
  27351. super( 'vec2' );
  27352. this.dirNode = dirNode;
  27353. }
  27354. setup() {
  27355. const dir = this.dirNode;
  27356. const u = dir.z.atan2( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
  27357. const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
  27358. return vec2( u, v );
  27359. }
  27360. }
  27361. const equirectUV = nodeProxy( EquirectUVNode );
  27362. addNodeClass( 'EquirectUVNode', EquirectUVNode );
  27363. // @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
  27364. class CubeRenderTarget extends WebGLCubeRenderTarget {
  27365. constructor( size = 1, options = {} ) {
  27366. super( size, options );
  27367. this.isCubeRenderTarget = true;
  27368. }
  27369. fromEquirectangularTexture( renderer, texture$1 ) {
  27370. const currentMinFilter = texture$1.minFilter;
  27371. const currentGenerateMipmaps = texture$1.generateMipmaps;
  27372. texture$1.generateMipmaps = true;
  27373. this.texture.type = texture$1.type;
  27374. this.texture.colorSpace = texture$1.colorSpace;
  27375. this.texture.generateMipmaps = texture$1.generateMipmaps;
  27376. this.texture.minFilter = texture$1.minFilter;
  27377. this.texture.magFilter = texture$1.magFilter;
  27378. const geometry = new BoxGeometry( 5, 5, 5 );
  27379. const uvNode = equirectUV( positionWorldDirection );
  27380. const material = createNodeMaterialFromType( 'MeshBasicNodeMaterial' );
  27381. material.colorNode = texture( texture$1, uvNode, 0 );
  27382. material.side = BackSide;
  27383. material.blending = NoBlending;
  27384. const mesh = new Mesh( geometry, material );
  27385. const scene = new Scene();
  27386. scene.add( mesh );
  27387. // Avoid blurred poles
  27388. if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter;
  27389. const camera = new CubeCamera( 1, 10, this );
  27390. const currentMRT = renderer.getMRT();
  27391. renderer.setMRT( null );
  27392. camera.update( renderer, scene );
  27393. renderer.setMRT( currentMRT );
  27394. texture$1.minFilter = currentMinFilter;
  27395. texture$1.currentGenerateMipmaps = currentGenerateMipmaps;
  27396. mesh.geometry.dispose();
  27397. mesh.material.dispose();
  27398. return this;
  27399. }
  27400. }
  27401. // These defines must match with PMREMGenerator
  27402. const cubeUV_r0 = float( 1.0 );
  27403. const cubeUV_m0 = float( - 2.0 );
  27404. const cubeUV_r1 = float( 0.8 );
  27405. const cubeUV_m1 = float( - 1.0 );
  27406. const cubeUV_r4 = float( 0.4 );
  27407. const cubeUV_m4 = float( 2.0 );
  27408. const cubeUV_r5 = float( 0.305 );
  27409. const cubeUV_m5 = float( 3.0 );
  27410. const cubeUV_r6 = float( 0.21 );
  27411. const cubeUV_m6 = float( 4.0 );
  27412. const cubeUV_minMipLevel = float( 4.0 );
  27413. const cubeUV_minTileSize = float( 16.0 );
  27414. // These shader functions convert between the UV coordinates of a single face of
  27415. // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
  27416. // sampling a textureCube (not generally normalized ).
  27417. const getFace = Fn( ( [ direction ] ) => {
  27418. const absDirection = vec3( abs( direction ) ).toVar();
  27419. const face = float( - 1.0 ).toVar();
  27420. If( absDirection.x.greaterThan( absDirection.z ), () => {
  27421. If( absDirection.x.greaterThan( absDirection.y ), () => {
  27422. face.assign( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
  27423. } ).Else( () => {
  27424. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  27425. } );
  27426. } ).Else( () => {
  27427. If( absDirection.z.greaterThan( absDirection.y ), () => {
  27428. face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
  27429. } ).Else( () => {
  27430. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  27431. } );
  27432. } );
  27433. return face;
  27434. } ).setLayout( {
  27435. name: 'getFace',
  27436. type: 'float',
  27437. inputs: [
  27438. { name: 'direction', type: 'vec3' }
  27439. ]
  27440. } );
  27441. // RH coordinate system; PMREM face-indexing convention
  27442. const getUV = Fn( ( [ direction, face ] ) => {
  27443. const uv = vec2().toVar();
  27444. If( face.equal( 0.0 ), () => {
  27445. uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
  27446. } ).ElseIf( face.equal( 1.0 ), () => {
  27447. uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
  27448. } ).ElseIf( face.equal( 2.0 ), () => {
  27449. uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
  27450. } ).ElseIf( face.equal( 3.0 ), () => {
  27451. uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
  27452. } ).ElseIf( face.equal( 4.0 ), () => {
  27453. uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
  27454. } ).Else( () => {
  27455. uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
  27456. } );
  27457. return mul( 0.5, uv.add( 1.0 ) );
  27458. } ).setLayout( {
  27459. name: 'getUV',
  27460. type: 'vec2',
  27461. inputs: [
  27462. { name: 'direction', type: 'vec3' },
  27463. { name: 'face', type: 'float' }
  27464. ]
  27465. } );
  27466. const roughnessToMip = Fn( ( [ roughness ] ) => {
  27467. const mip = float( 0.0 ).toVar();
  27468. If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
  27469. mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
  27470. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => {
  27471. mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
  27472. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => {
  27473. mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
  27474. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => {
  27475. mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
  27476. } ).Else( () => {
  27477. mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
  27478. } );
  27479. return mip;
  27480. } ).setLayout( {
  27481. name: 'roughnessToMip',
  27482. type: 'float',
  27483. inputs: [
  27484. { name: 'roughness', type: 'float' }
  27485. ]
  27486. } );
  27487. // RH coordinate system; PMREM face-indexing convention
  27488. const getDirection = Fn( ( [ uv_immutable, face ] ) => {
  27489. const uv = uv_immutable.toVar();
  27490. uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
  27491. const direction = vec3( uv, 1.0 ).toVar();
  27492. If( face.equal( 0.0 ), () => {
  27493. direction.assign( direction.zyx ); // ( 1, v, u ) pos x
  27494. } ).ElseIf( face.equal( 1.0 ), () => {
  27495. direction.assign( direction.xzy );
  27496. direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
  27497. } ).ElseIf( face.equal( 2.0 ), () => {
  27498. direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
  27499. } ).ElseIf( face.equal( 3.0 ), () => {
  27500. direction.assign( direction.zyx );
  27501. direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
  27502. } ).ElseIf( face.equal( 4.0 ), () => {
  27503. direction.assign( direction.xzy );
  27504. direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
  27505. } ).ElseIf( face.equal( 5.0 ), () => {
  27506. direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
  27507. } );
  27508. return direction;
  27509. } ).setLayout( {
  27510. name: 'getDirection',
  27511. type: 'vec3',
  27512. inputs: [
  27513. { name: 'uv', type: 'vec2' },
  27514. { name: 'face', type: 'float' }
  27515. ]
  27516. } );
  27517. //
  27518. const textureCubeUV = Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  27519. const roughness = float( roughness_immutable );
  27520. const sampleDir = vec3( sampleDir_immutable );
  27521. const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
  27522. const mipF = fract( mip );
  27523. const mipInt = floor( mip );
  27524. const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  27525. If( mipF.notEqual( 0.0 ), () => {
  27526. const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  27527. color0.assign( mix( color0, color1, mipF ) );
  27528. } );
  27529. return color0;
  27530. } );
  27531. const bilinearCubeUV = Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  27532. const mipInt = float( mipInt_immutable ).toVar();
  27533. const direction = vec3( direction_immutable );
  27534. const face = float( getFace( direction ) ).toVar();
  27535. const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
  27536. mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) );
  27537. const faceSize = float( exp2( mipInt ) ).toVar();
  27538. const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
  27539. If( face.greaterThan( 2.0 ), () => {
  27540. uv.y.addAssign( faceSize );
  27541. face.subAssign( 3.0 );
  27542. } );
  27543. uv.x.addAssign( face.mul( faceSize ) );
  27544. uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
  27545. uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
  27546. uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
  27547. uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
  27548. return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
  27549. } );
  27550. const getSample = Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  27551. const cosTheta = cos( theta );
  27552. // Rodrigues' axis-angle rotation
  27553. const sampleDirection = outputDirection.mul( cosTheta )
  27554. .add( axis.cross( outputDirection ).mul( sin( theta ) ) )
  27555. .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
  27556. return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
  27557. } );
  27558. const blur = Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  27559. const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
  27560. If( all( axis.equals( vec3( 0.0 ) ) ), () => {
  27561. axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
  27562. } );
  27563. axis.assign( normalize( axis ) );
  27564. const gl_FragColor = vec3().toVar();
  27565. gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  27566. Loop( { start: int( 1 ), end: n }, ( { i } ) => {
  27567. If( i.greaterThanEqual( samples ), () => {
  27568. Break();
  27569. } );
  27570. const theta = float( dTheta.mul( float( i ) ) ).toVar();
  27571. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  27572. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  27573. } );
  27574. return vec4( gl_FragColor, 1 );
  27575. } );
  27576. const LOD_MIN = 4;
  27577. // The standard deviations (radians) associated with the extra mips. These are
  27578. // chosen to approximate a Trowbridge-Reitz distribution function times the
  27579. // geometric shadowing function. These sigma values squared must match the
  27580. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  27581. const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  27582. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  27583. // samples and exit early, but not recompile the shader.
  27584. const MAX_SAMPLES = 20;
  27585. const _flatCamera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  27586. const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
  27587. const _clearColor$2 = /*@__PURE__*/ new Color();
  27588. let _oldTarget = null;
  27589. let _oldActiveCubeFace = 0;
  27590. let _oldActiveMipmapLevel = 0;
  27591. // Golden Ratio
  27592. const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  27593. const INV_PHI = 1 / PHI;
  27594. // Vertices of a dodecahedron (except the opposites, which represent the
  27595. // same axis), used as axis directions evenly spread on a sphere.
  27596. const _axisDirections = [
  27597. /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
  27598. /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
  27599. /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
  27600. /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
  27601. /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
  27602. /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
  27603. /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
  27604. /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
  27605. /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
  27606. /*@__PURE__*/ new Vector3( 1, 1, 1 )
  27607. ];
  27608. //
  27609. // WebGPU Face indices
  27610. const _faceLib = [
  27611. 3, 1, 5,
  27612. 0, 4, 2
  27613. ];
  27614. const direction = getDirection( uv(), attribute( 'faceIndex' ) ).normalize();
  27615. const outputDirection = vec3( direction.x, direction.y.negate(), direction.z );
  27616. /**
  27617. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  27618. * (PMREM) from a cubeMap environment texture. This allows different levels of
  27619. * blur to be quickly accessed based on material roughness. It is packed into a
  27620. * special CubeUV format that allows us to perform custom interpolation so that
  27621. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  27622. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  27623. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  27624. * higher roughness levels. In this way we maintain resolution to smoothly
  27625. * interpolate diffuse lighting while limiting sampling computation.
  27626. *
  27627. * Paper: Fast, Accurate Image-Based Lighting
  27628. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  27629. */
  27630. class PMREMGenerator {
  27631. constructor( renderer ) {
  27632. this._renderer = renderer;
  27633. this._pingPongRenderTarget = null;
  27634. this._lodMax = 0;
  27635. this._cubeSize = 0;
  27636. this._lodPlanes = [];
  27637. this._sizeLods = [];
  27638. this._sigmas = [];
  27639. this._lodMeshes = [];
  27640. this._blurMaterial = null;
  27641. this._cubemapMaterial = null;
  27642. this._equirectMaterial = null;
  27643. this._backgroundBox = null;
  27644. }
  27645. /**
  27646. * Generates a PMREM from a supplied Scene, which can be faster than using an
  27647. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  27648. * in radians to be applied to the scene before PMREM generation. Optional near
  27649. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  27650. * is placed at the origin).
  27651. */
  27652. fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
  27653. _oldTarget = this._renderer.getRenderTarget();
  27654. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  27655. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  27656. this._setSize( 256 );
  27657. const cubeUVRenderTarget = this._allocateTargets();
  27658. cubeUVRenderTarget.depthBuffer = true;
  27659. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  27660. if ( sigma > 0 ) {
  27661. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  27662. }
  27663. this._applyPMREM( cubeUVRenderTarget );
  27664. this._cleanup( cubeUVRenderTarget );
  27665. return cubeUVRenderTarget;
  27666. }
  27667. /**
  27668. * Generates a PMREM from an equirectangular texture, which can be either LDR
  27669. * or HDR. The ideal input image size is 1k (1024 x 512),
  27670. * as this matches best with the 256 x 256 cubemap output.
  27671. */
  27672. fromEquirectangular( equirectangular, renderTarget = null ) {
  27673. return this._fromTexture( equirectangular, renderTarget );
  27674. }
  27675. /**
  27676. * Generates a PMREM from an cubemap texture, which can be either LDR
  27677. * or HDR. The ideal input cube size is 256 x 256,
  27678. * as this matches best with the 256 x 256 cubemap output.
  27679. */
  27680. fromCubemap( cubemap, renderTarget = null ) {
  27681. return this._fromTexture( cubemap, renderTarget );
  27682. }
  27683. /**
  27684. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  27685. * your texture's network fetch for increased concurrency.
  27686. */
  27687. compileCubemapShader() {
  27688. if ( this._cubemapMaterial === null ) {
  27689. this._cubemapMaterial = _getCubemapMaterial();
  27690. this._compileMaterial( this._cubemapMaterial );
  27691. }
  27692. }
  27693. /**
  27694. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  27695. * your texture's network fetch for increased concurrency.
  27696. */
  27697. compileEquirectangularShader() {
  27698. if ( this._equirectMaterial === null ) {
  27699. this._equirectMaterial = _getEquirectMaterial();
  27700. this._compileMaterial( this._equirectMaterial );
  27701. }
  27702. }
  27703. /**
  27704. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  27705. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  27706. * one of them will cause any others to also become unusable.
  27707. */
  27708. dispose() {
  27709. this._dispose();
  27710. if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
  27711. if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
  27712. if ( this._backgroundBox !== null ) {
  27713. this._backgroundBox.geometry.dispose();
  27714. this._backgroundBox.material.dispose();
  27715. }
  27716. }
  27717. // private interface
  27718. _setSize( cubeSize ) {
  27719. this._lodMax = Math.floor( Math.log2( cubeSize ) );
  27720. this._cubeSize = Math.pow( 2, this._lodMax );
  27721. }
  27722. _dispose() {
  27723. if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
  27724. if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
  27725. for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
  27726. this._lodPlanes[ i ].dispose();
  27727. }
  27728. }
  27729. _cleanup( outputTarget ) {
  27730. this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
  27731. outputTarget.scissorTest = false;
  27732. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  27733. }
  27734. _fromTexture( texture, renderTarget ) {
  27735. if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
  27736. this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
  27737. } else { // Equirectangular
  27738. this._setSize( texture.image.width / 4 );
  27739. }
  27740. _oldTarget = this._renderer.getRenderTarget();
  27741. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  27742. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  27743. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  27744. this._textureToCubeUV( texture, cubeUVRenderTarget );
  27745. this._applyPMREM( cubeUVRenderTarget );
  27746. this._cleanup( cubeUVRenderTarget );
  27747. return cubeUVRenderTarget;
  27748. }
  27749. _allocateTargets() {
  27750. const width = 3 * Math.max( this._cubeSize, 16 * 7 );
  27751. const height = 4 * this._cubeSize;
  27752. const params = {
  27753. magFilter: LinearFilter,
  27754. minFilter: LinearFilter,
  27755. generateMipmaps: false,
  27756. type: HalfFloatType,
  27757. format: RGBAFormat,
  27758. colorSpace: LinearSRGBColorSpace,
  27759. //depthBuffer: false
  27760. };
  27761. const cubeUVRenderTarget = _createRenderTarget( width, height, params );
  27762. if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
  27763. if ( this._pingPongRenderTarget !== null ) {
  27764. this._dispose();
  27765. }
  27766. this._pingPongRenderTarget = _createRenderTarget( width, height, params );
  27767. const { _lodMax } = this;
  27768. ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas, lodMeshes: this._lodMeshes } = _createPlanes( _lodMax ) );
  27769. this._blurMaterial = _getBlurShader( _lodMax, width, height );
  27770. }
  27771. return cubeUVRenderTarget;
  27772. }
  27773. _compileMaterial( material ) {
  27774. const tmpMesh = this._lodMeshes[ 0 ];
  27775. tmpMesh.material = material;
  27776. this._renderer.compile( tmpMesh, _flatCamera );
  27777. }
  27778. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  27779. const cubeCamera = _cubeCamera;
  27780. cubeCamera.near = near;
  27781. cubeCamera.far = far;
  27782. // px, py, pz, nx, ny, nz
  27783. const upSign = [ - 1, 1, - 1, - 1, - 1, - 1 ];
  27784. const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  27785. const renderer = this._renderer;
  27786. const originalAutoClear = renderer.autoClear;
  27787. renderer.getClearColor( _clearColor$2 );
  27788. renderer.autoClear = false;
  27789. let backgroundBox = this._backgroundBox;
  27790. if ( backgroundBox === null ) {
  27791. const backgroundMaterial = new MeshBasicMaterial( {
  27792. name: 'PMREM.Background',
  27793. side: BackSide,
  27794. depthWrite: false,
  27795. depthTest: false
  27796. } );
  27797. backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
  27798. }
  27799. let useSolidColor = false;
  27800. const background = scene.background;
  27801. if ( background ) {
  27802. if ( background.isColor ) {
  27803. backgroundBox.material.color.copy( background );
  27804. scene.background = null;
  27805. useSolidColor = true;
  27806. }
  27807. } else {
  27808. backgroundBox.material.color.copy( _clearColor$2 );
  27809. useSolidColor = true;
  27810. }
  27811. renderer.setRenderTarget( cubeUVRenderTarget );
  27812. renderer.clear();
  27813. if ( useSolidColor ) {
  27814. renderer.render( backgroundBox, cubeCamera );
  27815. }
  27816. for ( let i = 0; i < 6; i ++ ) {
  27817. const col = i % 3;
  27818. if ( col === 0 ) {
  27819. cubeCamera.up.set( 0, upSign[ i ], 0 );
  27820. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  27821. } else if ( col === 1 ) {
  27822. cubeCamera.up.set( 0, 0, upSign[ i ] );
  27823. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  27824. } else {
  27825. cubeCamera.up.set( 0, upSign[ i ], 0 );
  27826. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  27827. }
  27828. const size = this._cubeSize;
  27829. _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
  27830. renderer.render( scene, cubeCamera );
  27831. }
  27832. renderer.autoClear = originalAutoClear;
  27833. scene.background = background;
  27834. }
  27835. _textureToCubeUV( texture, cubeUVRenderTarget ) {
  27836. const renderer = this._renderer;
  27837. const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
  27838. if ( isCubeTexture ) {
  27839. if ( this._cubemapMaterial === null ) {
  27840. this._cubemapMaterial = _getCubemapMaterial( texture );
  27841. }
  27842. } else {
  27843. if ( this._equirectMaterial === null ) {
  27844. this._equirectMaterial = _getEquirectMaterial( texture );
  27845. }
  27846. }
  27847. const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
  27848. material.fragmentNode.value = texture;
  27849. const mesh = this._lodMeshes[ 0 ];
  27850. mesh.material = material;
  27851. const size = this._cubeSize;
  27852. _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
  27853. renderer.setRenderTarget( cubeUVRenderTarget );
  27854. renderer.render( mesh, _flatCamera );
  27855. }
  27856. _applyPMREM( cubeUVRenderTarget ) {
  27857. const renderer = this._renderer;
  27858. const autoClear = renderer.autoClear;
  27859. renderer.autoClear = false;
  27860. const n = this._lodPlanes.length;
  27861. for ( let i = 1; i < n; i ++ ) {
  27862. const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
  27863. const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
  27864. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  27865. }
  27866. renderer.autoClear = autoClear;
  27867. }
  27868. /**
  27869. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  27870. * vertically and horizontally, but this breaks down on a cube. Here we apply
  27871. * the blur latitudinally (around the poles), and then longitudinally (towards
  27872. * the poles) to approximate the orthogonally-separable blur. It is least
  27873. * accurate at the poles, but still does a decent job.
  27874. */
  27875. _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  27876. const pingPongRenderTarget = this._pingPongRenderTarget;
  27877. this._halfBlur(
  27878. cubeUVRenderTarget,
  27879. pingPongRenderTarget,
  27880. lodIn,
  27881. lodOut,
  27882. sigma,
  27883. 'latitudinal',
  27884. poleAxis );
  27885. this._halfBlur(
  27886. pingPongRenderTarget,
  27887. cubeUVRenderTarget,
  27888. lodOut,
  27889. lodOut,
  27890. sigma,
  27891. 'longitudinal',
  27892. poleAxis );
  27893. }
  27894. _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  27895. const renderer = this._renderer;
  27896. const blurMaterial = this._blurMaterial;
  27897. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  27898. console.error( 'blur direction must be either latitudinal or longitudinal!' );
  27899. }
  27900. // Number of standard deviations at which to cut off the discrete approximation.
  27901. const STANDARD_DEVIATIONS = 3;
  27902. const blurMesh = this._lodMeshes[ lodOut ];
  27903. blurMesh.material = blurMaterial;
  27904. const blurUniforms = blurMaterial.uniforms;
  27905. const pixels = this._sizeLods[ lodIn ] - 1;
  27906. const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  27907. const sigmaPixels = sigmaRadians / radiansPerPixel;
  27908. const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  27909. if ( samples > MAX_SAMPLES ) {
  27910. console.warn( `sigmaRadians, ${
  27911. sigmaRadians}, is too large and will clip, as it requested ${
  27912. samples} samples when the maximum is set to ${MAX_SAMPLES}` );
  27913. }
  27914. const weights = [];
  27915. let sum = 0;
  27916. for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
  27917. const x = i / sigmaPixels;
  27918. const weight = Math.exp( - x * x / 2 );
  27919. weights.push( weight );
  27920. if ( i === 0 ) {
  27921. sum += weight;
  27922. } else if ( i < samples ) {
  27923. sum += 2 * weight;
  27924. }
  27925. }
  27926. for ( let i = 0; i < weights.length; i ++ ) {
  27927. weights[ i ] = weights[ i ] / sum;
  27928. }
  27929. targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1;
  27930. blurUniforms.envMap.value = targetIn.texture;
  27931. blurUniforms.samples.value = samples;
  27932. blurUniforms.weights.array = weights;
  27933. blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0;
  27934. if ( poleAxis ) {
  27935. blurUniforms.poleAxis.value = poleAxis;
  27936. }
  27937. const { _lodMax } = this;
  27938. blurUniforms.dTheta.value = radiansPerPixel;
  27939. blurUniforms.mipInt.value = _lodMax - lodIn;
  27940. const outputSize = this._sizeLods[ lodOut ];
  27941. const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  27942. const y = 4 * ( this._cubeSize - outputSize );
  27943. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  27944. renderer.setRenderTarget( targetOut );
  27945. renderer.render( blurMesh, _flatCamera );
  27946. }
  27947. }
  27948. function _createPlanes( lodMax ) {
  27949. const lodPlanes = [];
  27950. const sizeLods = [];
  27951. const sigmas = [];
  27952. const lodMeshes = [];
  27953. let lod = lodMax;
  27954. const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  27955. for ( let i = 0; i < totalLods; i ++ ) {
  27956. const sizeLod = Math.pow( 2, lod );
  27957. sizeLods.push( sizeLod );
  27958. let sigma = 1.0 / sizeLod;
  27959. if ( i > lodMax - LOD_MIN ) {
  27960. sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
  27961. } else if ( i === 0 ) {
  27962. sigma = 0;
  27963. }
  27964. sigmas.push( sigma );
  27965. const texelSize = 1.0 / ( sizeLod - 2 );
  27966. const min = - texelSize;
  27967. const max = 1 + texelSize;
  27968. const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  27969. const cubeFaces = 6;
  27970. const vertices = 6;
  27971. const positionSize = 3;
  27972. const uvSize = 2;
  27973. const faceIndexSize = 1;
  27974. const position = new Float32Array( positionSize * vertices * cubeFaces );
  27975. const uv = new Float32Array( uvSize * vertices * cubeFaces );
  27976. const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  27977. for ( let face = 0; face < cubeFaces; face ++ ) {
  27978. const x = ( face % 3 ) * 2 / 3 - 1;
  27979. const y = face > 2 ? 0 : - 1;
  27980. const coordinates = [
  27981. x, y, 0,
  27982. x + 2 / 3, y, 0,
  27983. x + 2 / 3, y + 1, 0,
  27984. x, y, 0,
  27985. x + 2 / 3, y + 1, 0,
  27986. x, y + 1, 0
  27987. ];
  27988. const faceIdx = _faceLib[ face ];
  27989. position.set( coordinates, positionSize * vertices * faceIdx );
  27990. uv.set( uv1, uvSize * vertices * faceIdx );
  27991. const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ];
  27992. faceIndex.set( fill, faceIndexSize * vertices * faceIdx );
  27993. }
  27994. const planes = new BufferGeometry();
  27995. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  27996. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  27997. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  27998. lodPlanes.push( planes );
  27999. lodMeshes.push( new Mesh( planes, null ) );
  28000. if ( lod > LOD_MIN ) {
  28001. lod --;
  28002. }
  28003. }
  28004. return { lodPlanes, sizeLods, sigmas, lodMeshes };
  28005. }
  28006. function _createRenderTarget( width, height, params ) {
  28007. const cubeUVRenderTarget = new RenderTarget( width, height, params );
  28008. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28009. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28010. cubeUVRenderTarget.texture.isPMREMTexture = true;
  28011. cubeUVRenderTarget.scissorTest = true;
  28012. return cubeUVRenderTarget;
  28013. }
  28014. function _setViewport( target, x, y, width, height ) {
  28015. const viewY = target.height - height - y;
  28016. target.viewport.set( x, viewY, width, height );
  28017. target.scissor.set( x, viewY, width, height );
  28018. }
  28019. function _getMaterial( type ) {
  28020. const material = new NodeMaterial();
  28021. material.depthTest = false;
  28022. material.depthWrite = false;
  28023. material.blending = NoBlending;
  28024. material.name = `PMREM_${ type }`;
  28025. return material;
  28026. }
  28027. function _getBlurShader( lodMax, width, height ) {
  28028. const weights = uniformArray( new Array( MAX_SAMPLES ).fill( 0 ) );
  28029. const poleAxis = uniform( new Vector3( 0, 1, 0 ) );
  28030. const dTheta = uniform( 0 );
  28031. const n = float( MAX_SAMPLES );
  28032. const latitudinal = uniform( 0 ); // false, bool
  28033. const samples = uniform( 1 ); // int
  28034. const envMap = texture( null );
  28035. const mipInt = uniform( 0 ); // int
  28036. const CUBEUV_TEXEL_WIDTH = float( 1 / width );
  28037. const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
  28038. const CUBEUV_MAX_MIP = float( lodMax );
  28039. const materialUniforms = {
  28040. n,
  28041. latitudinal,
  28042. weights,
  28043. poleAxis,
  28044. outputDirection,
  28045. dTheta,
  28046. samples,
  28047. envMap,
  28048. mipInt,
  28049. CUBEUV_TEXEL_WIDTH,
  28050. CUBEUV_TEXEL_HEIGHT,
  28051. CUBEUV_MAX_MIP
  28052. };
  28053. const material = _getMaterial( 'blur' );
  28054. material.uniforms = materialUniforms; // TODO: Move to outside of the material
  28055. material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } );
  28056. return material;
  28057. }
  28058. function _getCubemapMaterial( envTexture ) {
  28059. const material = _getMaterial( 'cubemap' );
  28060. material.fragmentNode = cubeTexture( envTexture, outputDirection );
  28061. return material;
  28062. }
  28063. function _getEquirectMaterial( envTexture ) {
  28064. const material = _getMaterial( 'equirect' );
  28065. material.fragmentNode = texture( envTexture, equirectUV( outputDirection ), 0 );
  28066. return material;
  28067. }
  28068. let _id$5 = 0;
  28069. class BindGroup {
  28070. constructor( name = '', bindings = [], index = 0, bindingsReference = [] ) {
  28071. this.name = name;
  28072. this.bindings = bindings;
  28073. this.index = index;
  28074. this.bindingsReference = bindingsReference;
  28075. this.id = _id$5 ++;
  28076. }
  28077. }
  28078. const rendererCache = new WeakMap();
  28079. const typeFromLength = new Map( [
  28080. [ 2, 'vec2' ],
  28081. [ 3, 'vec3' ],
  28082. [ 4, 'vec4' ],
  28083. [ 9, 'mat3' ],
  28084. [ 16, 'mat4' ]
  28085. ] );
  28086. const typeFromArray = new Map( [
  28087. [ Int8Array, 'int' ],
  28088. [ Int16Array, 'int' ],
  28089. [ Int32Array, 'int' ],
  28090. [ Uint8Array, 'uint' ],
  28091. [ Uint16Array, 'uint' ],
  28092. [ Uint32Array, 'uint' ],
  28093. [ Float32Array, 'float' ]
  28094. ] );
  28095. const toFloat = ( value ) => {
  28096. value = Number( value );
  28097. return value + ( value % 1 ? '' : '.0' );
  28098. };
  28099. class NodeBuilder {
  28100. constructor( object, renderer, parser ) {
  28101. this.object = object;
  28102. this.material = ( object && object.material ) || null;
  28103. this.geometry = ( object && object.geometry ) || null;
  28104. this.renderer = renderer;
  28105. this.parser = parser;
  28106. this.scene = null;
  28107. this.camera = null;
  28108. this.nodes = [];
  28109. this.updateNodes = [];
  28110. this.updateBeforeNodes = [];
  28111. this.updateAfterNodes = [];
  28112. this.hashNodes = {};
  28113. this.lightsNode = null;
  28114. this.environmentNode = null;
  28115. this.fogNode = null;
  28116. this.clippingContext = null;
  28117. this.vertexShader = null;
  28118. this.fragmentShader = null;
  28119. this.computeShader = null;
  28120. this.flowNodes = { vertex: [], fragment: [], compute: [] };
  28121. this.flowCode = { vertex: '', fragment: '', compute: '' };
  28122. this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
  28123. this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
  28124. this.bindings = { vertex: {}, fragment: {}, compute: {} };
  28125. this.bindingsIndexes = {};
  28126. this.bindGroups = null;
  28127. this.attributes = [];
  28128. this.bufferAttributes = [];
  28129. this.varyings = [];
  28130. this.codes = {};
  28131. this.vars = {};
  28132. this.flow = { code: '' };
  28133. this.chaining = [];
  28134. this.stack = stack();
  28135. this.stacks = [];
  28136. this.tab = '\t';
  28137. this.instanceBindGroups = true;
  28138. this.currentFunctionNode = null;
  28139. this.context = {
  28140. material: this.material
  28141. };
  28142. this.cache = new NodeCache();
  28143. this.globalCache = this.cache;
  28144. this.flowsData = new WeakMap();
  28145. this.shaderStage = null;
  28146. this.buildStage = null;
  28147. this.useComparisonMethod = false;
  28148. }
  28149. getBindGroupsCache() {
  28150. let bindGroupsCache = rendererCache.get( this.renderer );
  28151. if ( bindGroupsCache === undefined ) {
  28152. bindGroupsCache = new ChainMap();
  28153. rendererCache.set( this.renderer, bindGroupsCache );
  28154. }
  28155. return bindGroupsCache;
  28156. }
  28157. createRenderTarget( width, height, options ) {
  28158. return new RenderTarget( width, height, options );
  28159. }
  28160. createCubeRenderTarget( size, options ) {
  28161. return new CubeRenderTarget( size, options );
  28162. }
  28163. createPMREMGenerator() {
  28164. // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
  28165. return new PMREMGenerator( this.renderer );
  28166. }
  28167. includes( node ) {
  28168. return this.nodes.includes( node );
  28169. }
  28170. _getBindGroup( groupName, bindings ) {
  28171. const bindGroupsCache = this.getBindGroupsCache();
  28172. //
  28173. const bindingsArray = [];
  28174. let sharedGroup = true;
  28175. for ( const binding of bindings ) {
  28176. bindingsArray.push( binding );
  28177. sharedGroup = sharedGroup && binding.groupNode.shared !== true;
  28178. }
  28179. //
  28180. let bindGroup;
  28181. if ( sharedGroup ) {
  28182. bindGroup = bindGroupsCache.get( bindingsArray );
  28183. if ( bindGroup === undefined ) {
  28184. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  28185. bindGroupsCache.set( bindingsArray, bindGroup );
  28186. }
  28187. } else {
  28188. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  28189. }
  28190. return bindGroup;
  28191. }
  28192. getBindGroupArray( groupName, shaderStage ) {
  28193. const bindings = this.bindings[ shaderStage ];
  28194. let bindGroup = bindings[ groupName ];
  28195. if ( bindGroup === undefined ) {
  28196. if ( this.bindingsIndexes[ groupName ] === undefined ) {
  28197. this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };
  28198. }
  28199. bindings[ groupName ] = bindGroup = [];
  28200. }
  28201. return bindGroup;
  28202. }
  28203. getBindings() {
  28204. let bindingsGroups = this.bindGroups;
  28205. if ( bindingsGroups === null ) {
  28206. const groups = {};
  28207. const bindings = this.bindings;
  28208. for ( const shaderStage of shaderStages ) {
  28209. for ( const groupName in bindings[ shaderStage ] ) {
  28210. const uniforms = bindings[ shaderStage ][ groupName ];
  28211. const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );
  28212. groupUniforms.push( ...uniforms );
  28213. }
  28214. }
  28215. bindingsGroups = [];
  28216. for ( const groupName in groups ) {
  28217. const group = groups[ groupName ];
  28218. const bindingsGroup = this._getBindGroup( groupName, group );
  28219. bindingsGroups.push( bindingsGroup );
  28220. }
  28221. this.bindGroups = bindingsGroups;
  28222. }
  28223. return bindingsGroups;
  28224. }
  28225. setHashNode( node, hash ) {
  28226. this.hashNodes[ hash ] = node;
  28227. }
  28228. addNode( node ) {
  28229. if ( this.nodes.includes( node ) === false ) {
  28230. this.nodes.push( node );
  28231. this.setHashNode( node, node.getHash( this ) );
  28232. }
  28233. }
  28234. buildUpdateNodes() {
  28235. for ( const node of this.nodes ) {
  28236. const updateType = node.getUpdateType();
  28237. const updateBeforeType = node.getUpdateBeforeType();
  28238. const updateAfterType = node.getUpdateAfterType();
  28239. if ( updateType !== NodeUpdateType.NONE ) {
  28240. this.updateNodes.push( node.getSelf() );
  28241. }
  28242. if ( updateBeforeType !== NodeUpdateType.NONE ) {
  28243. this.updateBeforeNodes.push( node );
  28244. }
  28245. if ( updateAfterType !== NodeUpdateType.NONE ) {
  28246. this.updateAfterNodes.push( node );
  28247. }
  28248. }
  28249. }
  28250. get currentNode() {
  28251. return this.chaining[ this.chaining.length - 1 ];
  28252. }
  28253. isFilteredTexture( texture ) {
  28254. return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  28255. texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );
  28256. }
  28257. addChain( node ) {
  28258. /*
  28259. if ( this.chaining.indexOf( node ) !== - 1 ) {
  28260. console.warn( 'Recursive node: ', node );
  28261. }
  28262. */
  28263. this.chaining.push( node );
  28264. }
  28265. removeChain( node ) {
  28266. const lastChain = this.chaining.pop();
  28267. if ( lastChain !== node ) {
  28268. throw new Error( 'NodeBuilder: Invalid node chaining!' );
  28269. }
  28270. }
  28271. getMethod( method ) {
  28272. return method;
  28273. }
  28274. getNodeFromHash( hash ) {
  28275. return this.hashNodes[ hash ];
  28276. }
  28277. addFlow( shaderStage, node ) {
  28278. this.flowNodes[ shaderStage ].push( node );
  28279. return node;
  28280. }
  28281. setContext( context ) {
  28282. this.context = context;
  28283. }
  28284. getContext() {
  28285. return this.context;
  28286. }
  28287. getSharedContext() {
  28288. ({ ...this.context });
  28289. return this.context;
  28290. }
  28291. setCache( cache ) {
  28292. this.cache = cache;
  28293. }
  28294. getCache() {
  28295. return this.cache;
  28296. }
  28297. getCacheFromNode( node, parent = true ) {
  28298. const data = this.getDataFromNode( node );
  28299. if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );
  28300. return data.cache;
  28301. }
  28302. isAvailable( /*name*/ ) {
  28303. return false;
  28304. }
  28305. getVertexIndex() {
  28306. console.warn( 'Abstract function.' );
  28307. }
  28308. getInstanceIndex() {
  28309. console.warn( 'Abstract function.' );
  28310. }
  28311. getDrawIndex() {
  28312. console.warn( 'Abstract function.' );
  28313. }
  28314. getFrontFacing() {
  28315. console.warn( 'Abstract function.' );
  28316. }
  28317. getFragCoord() {
  28318. console.warn( 'Abstract function.' );
  28319. }
  28320. isFlipY() {
  28321. return false;
  28322. }
  28323. generateTexture( /* texture, textureProperty, uvSnippet */ ) {
  28324. console.warn( 'Abstract function.' );
  28325. }
  28326. generateTextureLod( /* texture, textureProperty, uvSnippet, levelSnippet */ ) {
  28327. console.warn( 'Abstract function.' );
  28328. }
  28329. generateConst( type, value = null ) {
  28330. if ( value === null ) {
  28331. if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
  28332. else if ( type === 'bool' ) value = false;
  28333. else if ( type === 'color' ) value = new Color();
  28334. else if ( type === 'vec2' ) value = new Vector2();
  28335. else if ( type === 'vec3' ) value = new Vector3();
  28336. else if ( type === 'vec4' ) value = new Vector4();
  28337. }
  28338. if ( type === 'float' ) return toFloat( value );
  28339. if ( type === 'int' ) return `${ Math.round( value ) }`;
  28340. if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
  28341. if ( type === 'bool' ) return value ? 'true' : 'false';
  28342. if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
  28343. const typeLength = this.getTypeLength( type );
  28344. const componentType = this.getComponentType( type );
  28345. const generateConst = value => this.generateConst( componentType, value );
  28346. if ( typeLength === 2 ) {
  28347. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
  28348. } else if ( typeLength === 3 ) {
  28349. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
  28350. } else if ( typeLength === 4 ) {
  28351. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
  28352. } else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
  28353. return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
  28354. } else if ( typeLength > 4 ) {
  28355. return `${ this.getType( type ) }()`;
  28356. }
  28357. throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
  28358. }
  28359. getType( type ) {
  28360. if ( type === 'color' ) return 'vec3';
  28361. return type;
  28362. }
  28363. hasGeometryAttribute( name ) {
  28364. return this.geometry && this.geometry.getAttribute( name ) !== undefined;
  28365. }
  28366. getAttribute( name, type ) {
  28367. const attributes = this.attributes;
  28368. // find attribute
  28369. for ( const attribute of attributes ) {
  28370. if ( attribute.name === name ) {
  28371. return attribute;
  28372. }
  28373. }
  28374. // create a new if no exist
  28375. const attribute = new NodeAttribute( name, type );
  28376. attributes.push( attribute );
  28377. return attribute;
  28378. }
  28379. getPropertyName( node/*, shaderStage*/ ) {
  28380. return node.name;
  28381. }
  28382. isVector( type ) {
  28383. return /vec\d/.test( type );
  28384. }
  28385. isMatrix( type ) {
  28386. return /mat\d/.test( type );
  28387. }
  28388. isReference( type ) {
  28389. return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';
  28390. }
  28391. needsColorSpaceToLinear( /*texture*/ ) {
  28392. return false;
  28393. }
  28394. getComponentTypeFromTexture( texture ) {
  28395. const type = texture.type;
  28396. if ( texture.isDataTexture ) {
  28397. if ( type === IntType ) return 'int';
  28398. if ( type === UnsignedIntType ) return 'uint';
  28399. }
  28400. return 'float';
  28401. }
  28402. getElementType( type ) {
  28403. if ( type === 'mat2' ) return 'vec2';
  28404. if ( type === 'mat3' ) return 'vec3';
  28405. if ( type === 'mat4' ) return 'vec4';
  28406. return this.getComponentType( type );
  28407. }
  28408. getComponentType( type ) {
  28409. type = this.getVectorType( type );
  28410. if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
  28411. const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
  28412. if ( componentType === null ) return null;
  28413. if ( componentType[ 1 ] === 'b' ) return 'bool';
  28414. if ( componentType[ 1 ] === 'i' ) return 'int';
  28415. if ( componentType[ 1 ] === 'u' ) return 'uint';
  28416. return 'float';
  28417. }
  28418. getVectorType( type ) {
  28419. if ( type === 'color' ) return 'vec3';
  28420. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';
  28421. return type;
  28422. }
  28423. getTypeFromLength( length, componentType = 'float' ) {
  28424. if ( length === 1 ) return componentType;
  28425. const baseType = typeFromLength.get( length );
  28426. const prefix = componentType === 'float' ? '' : componentType[ 0 ];
  28427. return prefix + baseType;
  28428. }
  28429. getTypeFromArray( array ) {
  28430. return typeFromArray.get( array.constructor );
  28431. }
  28432. getTypeFromAttribute( attribute ) {
  28433. let dataAttribute = attribute;
  28434. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  28435. const array = dataAttribute.array;
  28436. const itemSize = attribute.itemSize;
  28437. const normalized = attribute.normalized;
  28438. let arrayType;
  28439. if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
  28440. arrayType = this.getTypeFromArray( array );
  28441. }
  28442. return this.getTypeFromLength( itemSize, arrayType );
  28443. }
  28444. getTypeLength( type ) {
  28445. const vecType = this.getVectorType( type );
  28446. const vecNum = /vec([2-4])/.exec( vecType );
  28447. if ( vecNum !== null ) return Number( vecNum[ 1 ] );
  28448. if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
  28449. if ( /mat2/.test( type ) === true ) return 4;
  28450. if ( /mat3/.test( type ) === true ) return 9;
  28451. if ( /mat4/.test( type ) === true ) return 16;
  28452. return 0;
  28453. }
  28454. getVectorFromMatrix( type ) {
  28455. return type.replace( 'mat', 'vec' );
  28456. }
  28457. changeComponentType( type, newComponentType ) {
  28458. return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
  28459. }
  28460. getIntegerType( type ) {
  28461. const componentType = this.getComponentType( type );
  28462. if ( componentType === 'int' || componentType === 'uint' ) return type;
  28463. return this.changeComponentType( type, 'int' );
  28464. }
  28465. addStack() {
  28466. this.stack = stack( this.stack );
  28467. this.stacks.push( getCurrentStack() || this.stack );
  28468. setCurrentStack( this.stack );
  28469. return this.stack;
  28470. }
  28471. removeStack() {
  28472. const lastStack = this.stack;
  28473. this.stack = lastStack.parent;
  28474. setCurrentStack( this.stacks.pop() );
  28475. return lastStack;
  28476. }
  28477. getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
  28478. cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
  28479. let nodeData = cache.getData( node );
  28480. if ( nodeData === undefined ) {
  28481. nodeData = {};
  28482. cache.setData( node, nodeData );
  28483. }
  28484. if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
  28485. return nodeData[ shaderStage ];
  28486. }
  28487. getNodeProperties( node, shaderStage = 'any' ) {
  28488. const nodeData = this.getDataFromNode( node, shaderStage );
  28489. return nodeData.properties || ( nodeData.properties = { outputNode: null } );
  28490. }
  28491. getBufferAttributeFromNode( node, type ) {
  28492. const nodeData = this.getDataFromNode( node );
  28493. let bufferAttribute = nodeData.bufferAttribute;
  28494. if ( bufferAttribute === undefined ) {
  28495. const index = this.uniforms.index ++;
  28496. bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
  28497. this.bufferAttributes.push( bufferAttribute );
  28498. nodeData.bufferAttribute = bufferAttribute;
  28499. }
  28500. return bufferAttribute;
  28501. }
  28502. getStructTypeFromNode( node, shaderStage = this.shaderStage ) {
  28503. const nodeData = this.getDataFromNode( node, shaderStage );
  28504. if ( nodeData.structType === undefined ) {
  28505. const index = this.structs.index ++;
  28506. node.name = `StructType${ index }`;
  28507. this.structs[ shaderStage ].push( node );
  28508. nodeData.structType = node;
  28509. }
  28510. return node;
  28511. }
  28512. getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
  28513. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  28514. let nodeUniform = nodeData.uniform;
  28515. if ( nodeUniform === undefined ) {
  28516. const index = this.uniforms.index ++;
  28517. nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
  28518. this.uniforms[ shaderStage ].push( nodeUniform );
  28519. nodeData.uniform = nodeUniform;
  28520. }
  28521. return nodeUniform;
  28522. }
  28523. getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage ) {
  28524. const nodeData = this.getDataFromNode( node, shaderStage );
  28525. let nodeVar = nodeData.variable;
  28526. if ( nodeVar === undefined ) {
  28527. const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
  28528. if ( name === null ) name = 'nodeVar' + vars.length;
  28529. nodeVar = new NodeVar( name, type );
  28530. vars.push( nodeVar );
  28531. nodeData.variable = nodeVar;
  28532. }
  28533. return nodeVar;
  28534. }
  28535. getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) {
  28536. const nodeData = this.getDataFromNode( node, 'any' );
  28537. let nodeVarying = nodeData.varying;
  28538. if ( nodeVarying === undefined ) {
  28539. const varyings = this.varyings;
  28540. const index = varyings.length;
  28541. if ( name === null ) name = 'nodeVarying' + index;
  28542. nodeVarying = new NodeVarying( name, type );
  28543. varyings.push( nodeVarying );
  28544. nodeData.varying = nodeVarying;
  28545. }
  28546. return nodeVarying;
  28547. }
  28548. getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
  28549. const nodeData = this.getDataFromNode( node );
  28550. let nodeCode = nodeData.code;
  28551. if ( nodeCode === undefined ) {
  28552. const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
  28553. const index = codes.length;
  28554. nodeCode = new NodeCode( 'nodeCode' + index, type );
  28555. codes.push( nodeCode );
  28556. nodeData.code = nodeCode;
  28557. }
  28558. return nodeCode;
  28559. }
  28560. addLineFlowCode( code ) {
  28561. if ( code === '' ) return this;
  28562. code = this.tab + code;
  28563. if ( ! /;\s*$/.test( code ) ) {
  28564. code = code + ';\n';
  28565. }
  28566. this.flow.code += code;
  28567. return this;
  28568. }
  28569. addFlowCode( code ) {
  28570. this.flow.code += code;
  28571. return this;
  28572. }
  28573. addFlowTab() {
  28574. this.tab += '\t';
  28575. return this;
  28576. }
  28577. removeFlowTab() {
  28578. this.tab = this.tab.slice( 0, - 1 );
  28579. return this;
  28580. }
  28581. getFlowData( node/*, shaderStage*/ ) {
  28582. return this.flowsData.get( node );
  28583. }
  28584. flowNode( node ) {
  28585. const output = node.getNodeType( this );
  28586. const flowData = this.flowChildNode( node, output );
  28587. this.flowsData.set( node, flowData );
  28588. return flowData;
  28589. }
  28590. buildFunctionNode( shaderNode ) {
  28591. const fn = new FunctionNode();
  28592. const previous = this.currentFunctionNode;
  28593. this.currentFunctionNode = fn;
  28594. fn.code = this.buildFunctionCode( shaderNode );
  28595. this.currentFunctionNode = previous;
  28596. return fn;
  28597. }
  28598. flowShaderNode( shaderNode ) {
  28599. const layout = shaderNode.layout;
  28600. const inputs = {
  28601. [ Symbol.iterator ]() {
  28602. let index = 0;
  28603. const values = Object.values( this );
  28604. return {
  28605. next: () => ( {
  28606. value: values[ index ],
  28607. done: index ++ >= values.length
  28608. } )
  28609. };
  28610. }
  28611. };
  28612. for ( const input of layout.inputs ) {
  28613. inputs[ input.name ] = new ParameterNode( input.type, input.name );
  28614. }
  28615. //
  28616. shaderNode.layout = null;
  28617. const callNode = shaderNode.call( inputs );
  28618. const flowData = this.flowStagesNode( callNode, layout.type );
  28619. shaderNode.layout = layout;
  28620. return flowData;
  28621. }
  28622. flowStagesNode( node, output = null ) {
  28623. const previousFlow = this.flow;
  28624. const previousVars = this.vars;
  28625. const previousCache = this.cache;
  28626. const previousBuildStage = this.buildStage;
  28627. const previousStack = this.stack;
  28628. const flow = {
  28629. code: ''
  28630. };
  28631. this.flow = flow;
  28632. this.vars = {};
  28633. this.cache = new NodeCache();
  28634. this.stack = stack();
  28635. for ( const buildStage of defaultBuildStages ) {
  28636. this.setBuildStage( buildStage );
  28637. flow.result = node.build( this, output );
  28638. }
  28639. flow.vars = this.getVars( this.shaderStage );
  28640. this.flow = previousFlow;
  28641. this.vars = previousVars;
  28642. this.cache = previousCache;
  28643. this.stack = previousStack;
  28644. this.setBuildStage( previousBuildStage );
  28645. return flow;
  28646. }
  28647. getFunctionOperator() {
  28648. return null;
  28649. }
  28650. flowChildNode( node, output = null ) {
  28651. const previousFlow = this.flow;
  28652. const flow = {
  28653. code: ''
  28654. };
  28655. this.flow = flow;
  28656. flow.result = node.build( this, output );
  28657. this.flow = previousFlow;
  28658. return flow;
  28659. }
  28660. flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
  28661. const previousShaderStage = this.shaderStage;
  28662. this.setShaderStage( shaderStage );
  28663. const flowData = this.flowChildNode( node, output );
  28664. if ( propertyName !== null ) {
  28665. flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
  28666. }
  28667. this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
  28668. this.setShaderStage( previousShaderStage );
  28669. return flowData;
  28670. }
  28671. getAttributesArray() {
  28672. return this.attributes.concat( this.bufferAttributes );
  28673. }
  28674. getAttributes( /*shaderStage*/ ) {
  28675. console.warn( 'Abstract function.' );
  28676. }
  28677. getVaryings( /*shaderStage*/ ) {
  28678. console.warn( 'Abstract function.' );
  28679. }
  28680. getVar( type, name ) {
  28681. return `${ this.getType( type ) } ${ name }`;
  28682. }
  28683. getVars( shaderStage ) {
  28684. let snippet = '';
  28685. const vars = this.vars[ shaderStage ];
  28686. if ( vars !== undefined ) {
  28687. for ( const variable of vars ) {
  28688. snippet += `${ this.getVar( variable.type, variable.name ) }; `;
  28689. }
  28690. }
  28691. return snippet;
  28692. }
  28693. getUniforms( /*shaderStage*/ ) {
  28694. console.warn( 'Abstract function.' );
  28695. }
  28696. getCodes( shaderStage ) {
  28697. const codes = this.codes[ shaderStage ];
  28698. let code = '';
  28699. if ( codes !== undefined ) {
  28700. for ( const nodeCode of codes ) {
  28701. code += nodeCode.code + '\n';
  28702. }
  28703. }
  28704. return code;
  28705. }
  28706. getHash() {
  28707. return this.vertexShader + this.fragmentShader + this.computeShader;
  28708. }
  28709. setShaderStage( shaderStage ) {
  28710. this.shaderStage = shaderStage;
  28711. }
  28712. getShaderStage() {
  28713. return this.shaderStage;
  28714. }
  28715. setBuildStage( buildStage ) {
  28716. this.buildStage = buildStage;
  28717. }
  28718. getBuildStage() {
  28719. return this.buildStage;
  28720. }
  28721. buildCode() {
  28722. console.warn( 'Abstract function.' );
  28723. }
  28724. build() {
  28725. const { object, material } = this;
  28726. if ( material !== null ) {
  28727. NodeMaterial.fromMaterial( material ).build( this );
  28728. } else {
  28729. this.addFlow( 'compute', object );
  28730. }
  28731. // setup() -> stage 1: create possible new nodes and returns an output reference node
  28732. // analyze() -> stage 2: analyze nodes to possible optimization and validation
  28733. // generate() -> stage 3: generate shader
  28734. for ( const buildStage of defaultBuildStages ) {
  28735. this.setBuildStage( buildStage );
  28736. if ( this.context.vertex && this.context.vertex.isNode ) {
  28737. this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
  28738. }
  28739. for ( const shaderStage of shaderStages ) {
  28740. this.setShaderStage( shaderStage );
  28741. const flowNodes = this.flowNodes[ shaderStage ];
  28742. for ( const node of flowNodes ) {
  28743. if ( buildStage === 'generate' ) {
  28744. this.flowNode( node );
  28745. } else {
  28746. node.build( this );
  28747. }
  28748. }
  28749. }
  28750. }
  28751. this.setBuildStage( null );
  28752. this.setShaderStage( null );
  28753. // stage 4: build code for a specific output
  28754. this.buildCode();
  28755. this.buildUpdateNodes();
  28756. return this;
  28757. }
  28758. getNodeUniform( uniformNode, type ) {
  28759. if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode );
  28760. if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode );
  28761. if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode );
  28762. if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode );
  28763. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  28764. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  28765. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  28766. throw new Error( `Uniform "${type}" not declared.` );
  28767. }
  28768. createNodeMaterial( type = 'NodeMaterial' ) {
  28769. // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
  28770. return createNodeMaterialFromType( type );
  28771. }
  28772. format( snippet, fromType, toType ) {
  28773. fromType = this.getVectorType( fromType );
  28774. toType = this.getVectorType( toType );
  28775. if ( fromType === toType || toType === null || this.isReference( toType ) ) {
  28776. return snippet;
  28777. }
  28778. const fromTypeLength = this.getTypeLength( fromType );
  28779. const toTypeLength = this.getTypeLength( toType );
  28780. if ( fromTypeLength === 16 && toTypeLength === 9 ) {
  28781. return `${ this.getType( toType ) }(${ snippet }[0].xyz, ${ snippet }[1].xyz, ${ snippet }[2].xyz)`;
  28782. }
  28783. if ( fromTypeLength === 9 && toTypeLength === 4 ) {
  28784. return `${ this.getType( toType ) }(${ snippet }[0].xy, ${ snippet }[1].xy)`;
  28785. }
  28786. if ( fromTypeLength > 4 ) { // fromType is matrix-like
  28787. // @TODO: ignore for now
  28788. return snippet;
  28789. }
  28790. if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
  28791. // @TODO: ignore for now
  28792. return snippet;
  28793. }
  28794. if ( fromTypeLength === toTypeLength ) {
  28795. return `${ this.getType( toType ) }( ${ snippet } )`;
  28796. }
  28797. if ( fromTypeLength > toTypeLength ) {
  28798. return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
  28799. }
  28800. if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
  28801. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
  28802. }
  28803. if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
  28804. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
  28805. }
  28806. if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like
  28807. // convert a number value to vector type, e.g:
  28808. // vec3( 1u ) -> vec3( float( 1u ) )
  28809. snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
  28810. }
  28811. return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
  28812. }
  28813. getSignature() {
  28814. return `// Three.js r${ REVISION } - Node System\n`;
  28815. }
  28816. }
  28817. class NodeFrame {
  28818. constructor() {
  28819. this.time = 0;
  28820. this.deltaTime = 0;
  28821. this.frameId = 0;
  28822. this.renderId = 0;
  28823. this.startTime = null;
  28824. this.updateMap = new WeakMap();
  28825. this.updateBeforeMap = new WeakMap();
  28826. this.updateAfterMap = new WeakMap();
  28827. this.renderer = null;
  28828. this.material = null;
  28829. this.camera = null;
  28830. this.object = null;
  28831. this.scene = null;
  28832. }
  28833. _getMaps( referenceMap, nodeRef ) {
  28834. let maps = referenceMap.get( nodeRef );
  28835. if ( maps === undefined ) {
  28836. maps = {
  28837. renderMap: new WeakMap(),
  28838. frameMap: new WeakMap()
  28839. };
  28840. referenceMap.set( nodeRef, maps );
  28841. }
  28842. return maps;
  28843. }
  28844. updateBeforeNode( node ) {
  28845. const updateType = node.getUpdateBeforeType();
  28846. const reference = node.updateReference( this );
  28847. if ( updateType === NodeUpdateType.FRAME ) {
  28848. const { frameMap } = this._getMaps( this.updateBeforeMap, reference );
  28849. if ( frameMap.get( reference ) !== this.frameId ) {
  28850. if ( node.updateBefore( this ) !== false ) {
  28851. frameMap.set( reference, this.frameId );
  28852. }
  28853. }
  28854. } else if ( updateType === NodeUpdateType.RENDER ) {
  28855. const { renderMap } = this._getMaps( this.updateBeforeMap, reference );
  28856. if ( renderMap.get( reference ) !== this.renderId ) {
  28857. if ( node.updateBefore( this ) !== false ) {
  28858. renderMap.set( reference, this.renderId );
  28859. }
  28860. }
  28861. } else if ( updateType === NodeUpdateType.OBJECT ) {
  28862. node.updateBefore( this );
  28863. }
  28864. }
  28865. updateAfterNode( node ) {
  28866. const updateType = node.getUpdateAfterType();
  28867. const reference = node.updateReference( this );
  28868. if ( updateType === NodeUpdateType.FRAME ) {
  28869. const { frameMap } = this._getMaps( this.updateAfterMap, reference );
  28870. if ( frameMap.get( reference ) !== this.frameId ) {
  28871. if ( node.updateAfter( this ) !== false ) {
  28872. frameMap.set( reference, this.frameId );
  28873. }
  28874. }
  28875. } else if ( updateType === NodeUpdateType.RENDER ) {
  28876. const { renderMap } = this._getMaps( this.updateAfterMap, reference );
  28877. if ( renderMap.get( reference ) !== this.renderId ) {
  28878. if ( node.updateAfter( this ) !== false ) {
  28879. renderMap.set( reference, this.renderId );
  28880. }
  28881. }
  28882. } else if ( updateType === NodeUpdateType.OBJECT ) {
  28883. node.updateAfter( this );
  28884. }
  28885. }
  28886. updateNode( node ) {
  28887. const updateType = node.getUpdateType();
  28888. const reference = node.updateReference( this );
  28889. if ( updateType === NodeUpdateType.FRAME ) {
  28890. const { frameMap } = this._getMaps( this.updateMap, reference );
  28891. if ( frameMap.get( reference ) !== this.frameId ) {
  28892. if ( node.update( this ) !== false ) {
  28893. frameMap.set( reference, this.frameId );
  28894. }
  28895. }
  28896. } else if ( updateType === NodeUpdateType.RENDER ) {
  28897. const { renderMap } = this._getMaps( this.updateMap, reference );
  28898. if ( renderMap.get( reference ) !== this.renderId ) {
  28899. if ( node.update( this ) !== false ) {
  28900. renderMap.set( reference, this.renderId );
  28901. }
  28902. }
  28903. } else if ( updateType === NodeUpdateType.OBJECT ) {
  28904. node.update( this );
  28905. }
  28906. }
  28907. update() {
  28908. this.frameId ++;
  28909. if ( this.lastTime === undefined ) this.lastTime = performance.now();
  28910. this.deltaTime = ( performance.now() - this.lastTime ) / 1000;
  28911. this.lastTime = performance.now();
  28912. this.time += this.deltaTime;
  28913. }
  28914. }
  28915. class NodeFunctionInput {
  28916. constructor( type, name, count = null, qualifier = '', isConst = false ) {
  28917. this.type = type;
  28918. this.name = name;
  28919. this.count = count;
  28920. this.qualifier = qualifier;
  28921. this.isConst = isConst;
  28922. }
  28923. }
  28924. NodeFunctionInput.isNodeFunctionInput = true;
  28925. class StructTypeNode extends Node {
  28926. constructor( types ) {
  28927. super();
  28928. this.types = types;
  28929. this.isStructTypeNode = true;
  28930. }
  28931. getMemberTypes() {
  28932. return this.types;
  28933. }
  28934. }
  28935. addNodeClass( 'StructTypeNode', StructTypeNode );
  28936. class OutputStructNode extends Node {
  28937. constructor( ...members ) {
  28938. super();
  28939. this.members = members;
  28940. this.isOutputStructNode = true;
  28941. }
  28942. setup( builder ) {
  28943. super.setup( builder );
  28944. const members = this.members;
  28945. const types = [];
  28946. for ( let i = 0; i < members.length; i ++ ) {
  28947. types.push( members[ i ].getNodeType( builder ) );
  28948. }
  28949. this.nodeType = builder.getStructTypeFromNode( new StructTypeNode( types ) ).name;
  28950. }
  28951. generate( builder, output ) {
  28952. const propertyName = builder.getOutputStructName();
  28953. const members = this.members;
  28954. const structPrefix = propertyName !== '' ? propertyName + '.' : '';
  28955. for ( let i = 0; i < members.length; i ++ ) {
  28956. const snippet = members[ i ].build( builder, output );
  28957. builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }` );
  28958. }
  28959. return propertyName;
  28960. }
  28961. }
  28962. const outputStruct = nodeProxy( OutputStructNode );
  28963. addNodeClass( 'OutputStructNode', OutputStructNode );
  28964. function getTextureIndex( textures, name ) {
  28965. for ( let i = 0; i < textures.length; i ++ ) {
  28966. if ( textures[ i ].name === name ) {
  28967. return i;
  28968. }
  28969. }
  28970. return - 1;
  28971. }
  28972. class MRTNode extends OutputStructNode {
  28973. constructor( outputNodes ) {
  28974. super();
  28975. this.outputNodes = outputNodes;
  28976. this.isMRTNode = true;
  28977. }
  28978. has( name ) {
  28979. return this.outputNodes[ name ] !== undefined;
  28980. }
  28981. get( name ) {
  28982. return this.outputNodes[ name ];
  28983. }
  28984. merge( mrtNode ) {
  28985. const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
  28986. return mrt( outputs );
  28987. }
  28988. setup( builder ) {
  28989. const outputNodes = this.outputNodes;
  28990. const mrt = builder.renderer.getRenderTarget();
  28991. const members = [];
  28992. const textures = mrt.textures;
  28993. for ( const name in outputNodes ) {
  28994. const index = getTextureIndex( textures, name );
  28995. members[ index ] = vec4( outputNodes[ name ] );
  28996. }
  28997. this.members = members;
  28998. return super.setup( builder );
  28999. }
  29000. }
  29001. const mrt = nodeProxy( MRTNode );
  29002. addNodeClass( 'MRTNode', MRTNode );
  29003. const hash = Fn( ( [ seed ] ) => {
  29004. // Taken from https://www.shadertoy.com/view/XlGcRh, originally from pcg-random.org
  29005. const state = seed.toUint().mul( 747796405 ).add( 2891336453 );
  29006. const word = state.shiftRight( state.shiftRight( 28 ).add( 4 ) ).bitXor( state ).mul( 277803737 );
  29007. const result = word.shiftRight( 22 ).bitXor( word );
  29008. return result.toFloat().mul( 1 / 2 ** 32 ); // Convert to range [0, 1)
  29009. } );
  29010. addNodeElement( 'hash', hash );
  29011. // remapping functions https://iquilezles.org/articles/functions/
  29012. const parabola = ( x, k ) => pow( mul( 4.0, x.mul( sub( 1.0, x ) ) ), k );
  29013. const gain = ( x, k ) => x.lessThan( 0.5 ) ? parabola( x.mul( 2.0 ), k ).div( 2.0 ) : sub( 1.0, parabola( mul( sub( 1.0, x ), 2.0 ), k ).div( 2.0 ) );
  29014. const pcurve = ( x, a, b ) => pow( div( pow( x, a ), add( pow( x, a ), pow( sub( 1.0, x ), b ) ) ), 1.0 / a );
  29015. const sinc = ( x, k ) => sin( PI.mul( k.mul( x ).sub( 1.0 ) ) ).div( PI.mul( k.mul( x ).sub( 1.0 ) ) );
  29016. addNodeElement( 'parabola', parabola );
  29017. addNodeElement( 'gain', gain );
  29018. addNodeElement( 'pcurve', pcurve );
  29019. addNodeElement( 'sinc', sinc );
  29020. // https://github.com/cabbibo/glsl-tri-noise-3d
  29021. const tri = Fn( ( [ x ] ) => {
  29022. return x.fract().sub( .5 ).abs();
  29023. } );
  29024. const tri3 = Fn( ( [ p ] ) => {
  29025. return vec3( tri( p.z.add( tri( p.y.mul( 1. ) ) ) ), tri( p.z.add( tri( p.x.mul( 1. ) ) ) ), tri( p.y.add( tri( p.x.mul( 1. ) ) ) ) );
  29026. } );
  29027. const triNoise3D = Fn( ( [ p_immutable, spd, time ] ) => {
  29028. const p = vec3( p_immutable ).toVar();
  29029. const z = float( 1.4 ).toVar();
  29030. const rz = float( 0.0 ).toVar();
  29031. const bp = vec3( p ).toVar();
  29032. Loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => {
  29033. const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar();
  29034. p.addAssign( dg.add( time.mul( float( 0.1 ).mul( spd ) ) ) );
  29035. bp.mulAssign( 1.8 );
  29036. z.mulAssign( 1.5 );
  29037. p.mulAssign( 1.2 );
  29038. const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar();
  29039. rz.addAssign( t.div( z ) );
  29040. bp.addAssign( 0.14 );
  29041. } );
  29042. return rz;
  29043. } );
  29044. // layouts
  29045. tri.setLayout( {
  29046. name: 'tri',
  29047. type: 'float',
  29048. inputs: [
  29049. { name: 'x', type: 'float' }
  29050. ]
  29051. } );
  29052. tri3.setLayout( {
  29053. name: 'tri3',
  29054. type: 'vec3',
  29055. inputs: [
  29056. { name: 'p', type: 'vec3' }
  29057. ]
  29058. } );
  29059. triNoise3D.setLayout( {
  29060. name: 'triNoise3D',
  29061. type: 'float',
  29062. inputs: [
  29063. { name: 'p', type: 'vec3' },
  29064. { name: 'spd', type: 'float' },
  29065. { name: 'time', type: 'float' }
  29066. ]
  29067. } );
  29068. const Discard = ( conditional ) => ( conditional ? select( conditional, expression( 'discard' ) ) : expression( 'discard' ) ).append();
  29069. const Return = () => expression( 'return' ).append();
  29070. addNodeElement( 'discard', Discard );
  29071. class FunctionOverloadingNode extends Node {
  29072. constructor( functionNodes = [], ...parametersNodes ) {
  29073. super();
  29074. this.functionNodes = functionNodes;
  29075. this.parametersNodes = parametersNodes;
  29076. this._candidateFnCall = null;
  29077. this.global = true;
  29078. }
  29079. getNodeType() {
  29080. return this.functionNodes[ 0 ].shaderNode.layout.type;
  29081. }
  29082. setup( builder ) {
  29083. const params = this.parametersNodes;
  29084. let candidateFnCall = this._candidateFnCall;
  29085. if ( candidateFnCall === null ) {
  29086. let candidateFn = null;
  29087. let candidateScore = - 1;
  29088. for ( const functionNode of this.functionNodes ) {
  29089. const shaderNode = functionNode.shaderNode;
  29090. const layout = shaderNode.layout;
  29091. if ( layout === null ) {
  29092. throw new Error( 'FunctionOverloadingNode: FunctionNode must be a layout.' );
  29093. }
  29094. const inputs = layout.inputs;
  29095. if ( params.length === inputs.length ) {
  29096. let score = 0;
  29097. for ( let i = 0; i < params.length; i ++ ) {
  29098. const param = params[ i ];
  29099. const input = inputs[ i ];
  29100. if ( param.getNodeType( builder ) === input.type ) {
  29101. score ++;
  29102. } else {
  29103. score = 0;
  29104. }
  29105. }
  29106. if ( score > candidateScore ) {
  29107. candidateFn = functionNode;
  29108. candidateScore = score;
  29109. }
  29110. }
  29111. }
  29112. this._candidateFnCall = candidateFnCall = candidateFn( ...params );
  29113. }
  29114. return candidateFnCall;
  29115. }
  29116. }
  29117. const overloadingBaseFn = nodeProxy( FunctionOverloadingNode );
  29118. const overloadingFn = ( functionNodes ) => ( ...params ) => overloadingBaseFn( functionNodes, ...params );
  29119. addNodeClass( 'FunctionOverloadingNode', FunctionOverloadingNode );
  29120. class MatcapUVNode extends TempNode {
  29121. constructor() {
  29122. super( 'vec2' );
  29123. }
  29124. setup() {
  29125. const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize();
  29126. const y = positionViewDirection.cross( x );
  29127. return vec2( x.dot( transformedNormalView ), y.dot( transformedNormalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks
  29128. }
  29129. }
  29130. const matcapUV = nodeImmutable( MatcapUVNode );
  29131. addNodeClass( 'MatcapUVNode', MatcapUVNode );
  29132. class TimerNode extends UniformNode {
  29133. constructor( scope = TimerNode.LOCAL, scale = 1, value = 0 ) {
  29134. super( value );
  29135. this.scope = scope;
  29136. this.scale = scale;
  29137. this.updateType = NodeUpdateType.FRAME;
  29138. }
  29139. /*
  29140. @TODO:
  29141. getNodeType( builder ) {
  29142. const scope = this.scope;
  29143. if ( scope === TimerNode.FRAME ) {
  29144. return 'uint';
  29145. }
  29146. return 'float';
  29147. }
  29148. */
  29149. update( frame ) {
  29150. const scope = this.scope;
  29151. const scale = this.scale;
  29152. if ( scope === TimerNode.LOCAL ) {
  29153. this.value += frame.deltaTime * scale;
  29154. } else if ( scope === TimerNode.DELTA ) {
  29155. this.value = frame.deltaTime * scale;
  29156. } else if ( scope === TimerNode.FRAME ) {
  29157. this.value = frame.frameId;
  29158. } else {
  29159. // global
  29160. this.value = frame.time * scale;
  29161. }
  29162. }
  29163. serialize( data ) {
  29164. super.serialize( data );
  29165. data.scope = this.scope;
  29166. data.scale = this.scale;
  29167. }
  29168. deserialize( data ) {
  29169. super.deserialize( data );
  29170. this.scope = data.scope;
  29171. this.scale = data.scale;
  29172. }
  29173. }
  29174. TimerNode.LOCAL = 'local';
  29175. TimerNode.GLOBAL = 'global';
  29176. TimerNode.DELTA = 'delta';
  29177. TimerNode.FRAME = 'frame';
  29178. // @TODO: add support to use node in timeScale
  29179. const timerLocal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.LOCAL, timeScale, value ) );
  29180. const timerGlobal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.GLOBAL, timeScale, value ) );
  29181. const timerDelta = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.DELTA, timeScale, value ) );
  29182. const frameId = nodeImmutable( TimerNode, TimerNode.FRAME ).toUint();
  29183. addNodeClass( 'TimerNode', TimerNode );
  29184. class OscNode extends Node {
  29185. constructor( method = OscNode.SINE, timeNode = timerLocal() ) {
  29186. super();
  29187. this.method = method;
  29188. this.timeNode = timeNode;
  29189. }
  29190. getNodeType( builder ) {
  29191. return this.timeNode.getNodeType( builder );
  29192. }
  29193. setup() {
  29194. const method = this.method;
  29195. const timeNode = nodeObject( this.timeNode );
  29196. let outputNode = null;
  29197. if ( method === OscNode.SINE ) {
  29198. outputNode = timeNode.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
  29199. } else if ( method === OscNode.SQUARE ) {
  29200. outputNode = timeNode.fract().round();
  29201. } else if ( method === OscNode.TRIANGLE ) {
  29202. outputNode = timeNode.add( 0.5 ).fract().mul( 2 ).sub( 1 ).abs();
  29203. } else if ( method === OscNode.SAWTOOTH ) {
  29204. outputNode = timeNode.fract();
  29205. }
  29206. return outputNode;
  29207. }
  29208. serialize( data ) {
  29209. super.serialize( data );
  29210. data.method = this.method;
  29211. }
  29212. deserialize( data ) {
  29213. super.deserialize( data );
  29214. this.method = data.method;
  29215. }
  29216. }
  29217. OscNode.SINE = 'sine';
  29218. OscNode.SQUARE = 'square';
  29219. OscNode.TRIANGLE = 'triangle';
  29220. OscNode.SAWTOOTH = 'sawtooth';
  29221. const oscSine = nodeProxy( OscNode, OscNode.SINE );
  29222. const oscSquare = nodeProxy( OscNode, OscNode.SQUARE );
  29223. const oscTriangle = nodeProxy( OscNode, OscNode.TRIANGLE );
  29224. const oscSawtooth = nodeProxy( OscNode, OscNode.SAWTOOTH );
  29225. addNodeClass( 'OscNode', OscNode );
  29226. const directionToColor = ( node ) => nodeObject( node ).mul( 0.5 ).add( 0.5 );
  29227. const colorToDirection = ( node ) => nodeObject( node ).mul( 2.0 ).sub( 1 );
  29228. class RemapNode extends Node {
  29229. constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) {
  29230. super();
  29231. this.node = node;
  29232. this.inLowNode = inLowNode;
  29233. this.inHighNode = inHighNode;
  29234. this.outLowNode = outLowNode;
  29235. this.outHighNode = outHighNode;
  29236. this.doClamp = true;
  29237. }
  29238. setup() {
  29239. const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this;
  29240. let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) );
  29241. if ( doClamp === true ) t = t.clamp();
  29242. return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode );
  29243. }
  29244. }
  29245. const remap = nodeProxy( RemapNode, null, null, { doClamp: false } );
  29246. const remapClamp = nodeProxy( RemapNode );
  29247. addNodeElement( 'remap', remap );
  29248. addNodeElement( 'remapClamp', remapClamp );
  29249. addNodeClass( 'RemapNode', RemapNode );
  29250. const rotateUV = Fn( ( [ uv, rotation, center = vec2( 0.5 ) ] ) => {
  29251. return uv.sub( center ).rotate( rotation ).add( center );
  29252. } );
  29253. const spherizeUV = Fn( ( [ uv, strength, center = vec2( 0.5 ) ] ) => {
  29254. const delta = uv.sub( center );
  29255. const delta2 = delta.dot( delta );
  29256. const delta4 = delta2.mul( delta2 );
  29257. const deltaOffset = delta4.mul( strength );
  29258. return uv.add( delta.mul( deltaOffset ) );
  29259. } );
  29260. addNodeElement( 'rotateUV', rotateUV );
  29261. addNodeElement( 'spherizeUV', spherizeUV );
  29262. const billboarding = Fn( ( { position = null, horizontal = true, vertical = false } ) => {
  29263. let worldMatrix;
  29264. if ( position !== null ) {
  29265. worldMatrix = modelWorldMatrix.toVar();
  29266. worldMatrix[ 3 ][ 0 ] = position.x;
  29267. worldMatrix[ 3 ][ 1 ] = position.y;
  29268. worldMatrix[ 3 ][ 2 ] = position.z;
  29269. } else {
  29270. worldMatrix = modelWorldMatrix;
  29271. }
  29272. const modelViewMatrix = cameraViewMatrix.mul( worldMatrix );
  29273. if ( defined( horizontal ) ) {
  29274. modelViewMatrix[ 0 ][ 0 ] = modelWorldMatrix[ 0 ].length();
  29275. modelViewMatrix[ 0 ][ 1 ] = 0;
  29276. modelViewMatrix[ 0 ][ 2 ] = 0;
  29277. }
  29278. if ( defined( vertical ) ) {
  29279. modelViewMatrix[ 1 ][ 0 ] = 0;
  29280. modelViewMatrix[ 1 ][ 1 ] = modelWorldMatrix[ 1 ].length();
  29281. modelViewMatrix[ 1 ][ 2 ] = 0;
  29282. }
  29283. modelViewMatrix[ 2 ][ 0 ] = 0;
  29284. modelViewMatrix[ 2 ][ 1 ] = 0;
  29285. modelViewMatrix[ 2 ][ 2 ] = 1;
  29286. return cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  29287. } );
  29288. const viewportSafeUV = Fn( ( [ uv = null ] ) => {
  29289. const depth = linearDepth();
  29290. const depthDiff = linearDepth( viewportDepthTexture( uv ) ).sub( depth );
  29291. const finalUV = depthDiff.lessThan( 0 ).select( viewportUV, uv );
  29292. return finalUV;
  29293. } );
  29294. class RotateNode extends TempNode {
  29295. constructor( positionNode, rotationNode ) {
  29296. super();
  29297. this.positionNode = positionNode;
  29298. this.rotationNode = rotationNode;
  29299. }
  29300. getNodeType( builder ) {
  29301. return this.positionNode.getNodeType( builder );
  29302. }
  29303. setup( builder ) {
  29304. const { rotationNode, positionNode } = this;
  29305. const nodeType = this.getNodeType( builder );
  29306. if ( nodeType === 'vec2' ) {
  29307. const cosAngle = rotationNode.cos();
  29308. const sinAngle = rotationNode.sin();
  29309. const rotationMatrix = mat2(
  29310. cosAngle, sinAngle,
  29311. sinAngle.negate(), cosAngle
  29312. );
  29313. return rotationMatrix.mul( positionNode );
  29314. } else {
  29315. const rotation = rotationNode;
  29316. const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  29317. const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  29318. const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  29319. return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
  29320. }
  29321. }
  29322. }
  29323. const rotate = nodeProxy( RotateNode );
  29324. addNodeElement( 'rotate', rotate );
  29325. addNodeClass( 'RotateNode', RotateNode );
  29326. class SpriteSheetUVNode extends Node {
  29327. constructor( countNode, uvNode = uv(), frameNode = float( 0 ) ) {
  29328. super( 'vec2' );
  29329. this.countNode = countNode;
  29330. this.uvNode = uvNode;
  29331. this.frameNode = frameNode;
  29332. }
  29333. setup() {
  29334. const { frameNode, uvNode, countNode } = this;
  29335. const { width, height } = countNode;
  29336. const frameNum = frameNode.mod( width.mul( height ) ).floor();
  29337. const column = frameNum.mod( width );
  29338. const row = height.sub( frameNum.add( 1 ).div( width ).ceil() );
  29339. const scale = countNode.reciprocal();
  29340. const uvFrameOffset = vec2( column, row );
  29341. return uvNode.add( uvFrameOffset ).mul( scale );
  29342. }
  29343. }
  29344. const spritesheetUV = nodeProxy( SpriteSheetUVNode );
  29345. addNodeClass( 'SpriteSheetUVNode', SpriteSheetUVNode );
  29346. class StorageArrayElementNode extends ArrayElementNode {
  29347. constructor( storageBufferNode, indexNode ) {
  29348. super( storageBufferNode, indexNode );
  29349. this.isStorageArrayElementNode = true;
  29350. }
  29351. set storageBufferNode( value ) {
  29352. this.node = value;
  29353. }
  29354. get storageBufferNode() {
  29355. return this.node;
  29356. }
  29357. setup( builder ) {
  29358. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  29359. if ( ! this.node.instanceIndex && this.node.bufferObject === true ) {
  29360. builder.setupPBO( this.node );
  29361. }
  29362. }
  29363. return super.setup( builder );
  29364. }
  29365. generate( builder, output ) {
  29366. let snippet;
  29367. const isAssignContext = builder.context.assign;
  29368. //
  29369. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  29370. const { node } = this;
  29371. if ( ! node.instanceIndex && this.node.bufferObject === true && isAssignContext !== true ) {
  29372. snippet = builder.generatePBO( this );
  29373. } else {
  29374. snippet = node.build( builder );
  29375. }
  29376. } else {
  29377. snippet = super.generate( builder );
  29378. }
  29379. if ( isAssignContext !== true ) {
  29380. const type = this.getNodeType( builder );
  29381. snippet = builder.format( snippet, type, output );
  29382. }
  29383. return snippet;
  29384. }
  29385. }
  29386. const storageElement = nodeProxy( StorageArrayElementNode );
  29387. addNodeElement( 'storageElement', storageElement );
  29388. addNodeClass( 'StorageArrayElementNode', StorageArrayElementNode );
  29389. class TriplanarTexturesNode extends Node {
  29390. constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
  29391. super( 'vec4' );
  29392. this.textureXNode = textureXNode;
  29393. this.textureYNode = textureYNode;
  29394. this.textureZNode = textureZNode;
  29395. this.scaleNode = scaleNode;
  29396. this.positionNode = positionNode;
  29397. this.normalNode = normalNode;
  29398. }
  29399. setup() {
  29400. const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
  29401. // Ref: https://github.com/keijiro/StandardTriplanar
  29402. // Blending factor of triplanar mapping
  29403. let bf = normalNode.abs().normalize();
  29404. bf = bf.div( bf.dot( vec3( 1.0 ) ) );
  29405. // Triplanar mapping
  29406. const tx = positionNode.yz.mul( scaleNode );
  29407. const ty = positionNode.zx.mul( scaleNode );
  29408. const tz = positionNode.xy.mul( scaleNode );
  29409. // Base color
  29410. const textureX = textureXNode.value;
  29411. const textureY = textureYNode !== null ? textureYNode.value : textureX;
  29412. const textureZ = textureZNode !== null ? textureZNode.value : textureX;
  29413. const cx = texture( textureX, tx ).mul( bf.x );
  29414. const cy = texture( textureY, ty ).mul( bf.y );
  29415. const cz = texture( textureZ, tz ).mul( bf.z );
  29416. return add( cx, cy, cz );
  29417. }
  29418. }
  29419. const triplanarTextures = nodeProxy( TriplanarTexturesNode );
  29420. const triplanarTexture = ( ...params ) => triplanarTextures( ...params );
  29421. addNodeElement( 'triplanarTexture', triplanarTexture );
  29422. addNodeClass( 'TriplanarTexturesNode', TriplanarTexturesNode );
  29423. const _reflectorPlane = new Plane();
  29424. const _normal = new Vector3();
  29425. const _reflectorWorldPosition = new Vector3();
  29426. const _cameraWorldPosition = new Vector3();
  29427. const _rotationMatrix = new Matrix4();
  29428. const _lookAtPosition = new Vector3( 0, 0, - 1 );
  29429. const clipPlane = new Vector4();
  29430. const _view = new Vector3();
  29431. const _target = new Vector3();
  29432. const _q = new Vector4();
  29433. const _size$9 = new Vector2();
  29434. const _defaultRT = new RenderTarget();
  29435. const _defaultUV = viewportUV.flipX();
  29436. let _inReflector = false;
  29437. class ReflectorNode extends TextureNode {
  29438. constructor( parameters = {} ) {
  29439. super( _defaultRT.texture, _defaultUV );
  29440. const {
  29441. target = new Object3D(),
  29442. resolution = 1,
  29443. generateMipmaps = false,
  29444. bounces = true
  29445. } = parameters;
  29446. //
  29447. this.target = target;
  29448. this.resolution = resolution;
  29449. this.generateMipmaps = generateMipmaps;
  29450. this.bounces = bounces;
  29451. this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
  29452. this.virtualCameras = new WeakMap();
  29453. this.renderTargets = new WeakMap();
  29454. }
  29455. _updateResolution( renderTarget, renderer ) {
  29456. const resolution = this.resolution;
  29457. renderer.getDrawingBufferSize( _size$9 );
  29458. renderTarget.setSize( Math.round( _size$9.width * resolution ), Math.round( _size$9.height * resolution ) );
  29459. }
  29460. setup( builder ) {
  29461. this._updateResolution( _defaultRT, builder.renderer );
  29462. return super.setup( builder );
  29463. }
  29464. getTextureNode() {
  29465. return this.textureNode;
  29466. }
  29467. getVirtualCamera( camera ) {
  29468. let virtualCamera = this.virtualCameras.get( camera );
  29469. if ( virtualCamera === undefined ) {
  29470. virtualCamera = camera.clone();
  29471. this.virtualCameras.set( camera, virtualCamera );
  29472. }
  29473. return virtualCamera;
  29474. }
  29475. getRenderTarget( camera ) {
  29476. let renderTarget = this.renderTargets.get( camera );
  29477. if ( renderTarget === undefined ) {
  29478. renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
  29479. if ( this.generateMipmaps === true ) {
  29480. renderTarget.texture.minFilter = LinearMipMapLinearFilter;
  29481. renderTarget.texture.generateMipmaps = true;
  29482. }
  29483. this.renderTargets.set( camera, renderTarget );
  29484. }
  29485. return renderTarget;
  29486. }
  29487. updateBefore( frame ) {
  29488. if ( this.bounces === false && _inReflector ) return false;
  29489. _inReflector = true;
  29490. const { scene, camera, renderer, material } = frame;
  29491. const { target } = this;
  29492. const virtualCamera = this.getVirtualCamera( camera );
  29493. const renderTarget = this.getRenderTarget( virtualCamera );
  29494. renderer.getDrawingBufferSize( _size$9 );
  29495. this._updateResolution( renderTarget, renderer );
  29496. //
  29497. _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
  29498. _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  29499. _rotationMatrix.extractRotation( target.matrixWorld );
  29500. _normal.set( 0, 0, 1 );
  29501. _normal.applyMatrix4( _rotationMatrix );
  29502. _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
  29503. // Avoid rendering when reflector is facing away
  29504. if ( _view.dot( _normal ) > 0 ) return;
  29505. _view.reflect( _normal ).negate();
  29506. _view.add( _reflectorWorldPosition );
  29507. _rotationMatrix.extractRotation( camera.matrixWorld );
  29508. _lookAtPosition.set( 0, 0, - 1 );
  29509. _lookAtPosition.applyMatrix4( _rotationMatrix );
  29510. _lookAtPosition.add( _cameraWorldPosition );
  29511. _target.subVectors( _reflectorWorldPosition, _lookAtPosition );
  29512. _target.reflect( _normal ).negate();
  29513. _target.add( _reflectorWorldPosition );
  29514. //
  29515. virtualCamera.coordinateSystem = camera.coordinateSystem;
  29516. virtualCamera.position.copy( _view );
  29517. virtualCamera.up.set( 0, 1, 0 );
  29518. virtualCamera.up.applyMatrix4( _rotationMatrix );
  29519. virtualCamera.up.reflect( _normal );
  29520. virtualCamera.lookAt( _target );
  29521. virtualCamera.near = camera.near;
  29522. virtualCamera.far = camera.far;
  29523. virtualCamera.updateMatrixWorld();
  29524. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  29525. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  29526. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  29527. _reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
  29528. _reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  29529. clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
  29530. const projectionMatrix = virtualCamera.projectionMatrix;
  29531. _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  29532. _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  29533. _q.z = - 1.0;
  29534. _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  29535. // Calculate the scaled plane vector
  29536. clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
  29537. const clipBias = 0;
  29538. // Replacing the third row of the projection matrix
  29539. projectionMatrix.elements[ 2 ] = clipPlane.x;
  29540. projectionMatrix.elements[ 6 ] = clipPlane.y;
  29541. projectionMatrix.elements[ 10 ] = clipPlane.z - clipBias;
  29542. projectionMatrix.elements[ 14 ] = clipPlane.w;
  29543. //
  29544. this.value = renderTarget.texture;
  29545. material.visible = false;
  29546. const currentRenderTarget = renderer.getRenderTarget();
  29547. const currentMRT = renderer.getMRT();
  29548. renderer.setMRT( null );
  29549. renderer.setRenderTarget( renderTarget );
  29550. renderer.render( scene, virtualCamera );
  29551. renderer.setMRT( currentMRT );
  29552. renderer.setRenderTarget( currentRenderTarget );
  29553. material.visible = true;
  29554. _inReflector = false;
  29555. }
  29556. }
  29557. const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
  29558. // Helper for passes that need to fill the viewport with a single quad.
  29559. const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  29560. // https://github.com/mrdoob/three.js/pull/21358
  29561. class QuadGeometry extends BufferGeometry {
  29562. constructor( flipY = false ) {
  29563. super();
  29564. const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
  29565. this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
  29566. this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
  29567. }
  29568. }
  29569. const _geometry = /*@__PURE__*/ new QuadGeometry();
  29570. class QuadMesh extends Mesh {
  29571. constructor( material = null ) {
  29572. super( _geometry, material );
  29573. this.camera = _camera;
  29574. this.isQuadMesh = true;
  29575. }
  29576. renderAsync( renderer ) {
  29577. return renderer.renderAsync( this, _camera );
  29578. }
  29579. render( renderer ) {
  29580. renderer.render( this, _camera );
  29581. }
  29582. }
  29583. const _size$8 = /*@__PURE__*/ new Vector2();
  29584. class RTTNode extends TextureNode {
  29585. constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {
  29586. const renderTarget = new RenderTarget( width, height, options );
  29587. super( renderTarget.texture, uv() );
  29588. this.node = node;
  29589. this.width = width;
  29590. this.height = height;
  29591. this.renderTarget = renderTarget;
  29592. this.textureNeedsUpdate = true;
  29593. this.autoUpdate = true;
  29594. this.updateMap = new WeakMap();
  29595. this._rttNode = null;
  29596. this._quadMesh = new QuadMesh( new NodeMaterial() );
  29597. this.updateBeforeType = NodeUpdateType.RENDER;
  29598. }
  29599. get autoSize() {
  29600. return this.width === null;
  29601. }
  29602. setup( builder ) {
  29603. this._rttNode = this.node.context( builder.getSharedContext() );
  29604. this._quadMesh.material.name = 'RTT';
  29605. this._quadMesh.material.needsUpdate = true;
  29606. return super.setup( builder );
  29607. }
  29608. setSize( width, height ) {
  29609. this.width = width;
  29610. this.height = height;
  29611. const effectiveWidth = width * this.pixelRatio;
  29612. const effectiveHeight = height * this.pixelRatio;
  29613. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  29614. this.textureNeedsUpdate = true;
  29615. }
  29616. setPixelRatio( pixelRatio ) {
  29617. this.pixelRatio = pixelRatio;
  29618. this.setSize( this.width, this.height );
  29619. }
  29620. updateBefore( { renderer } ) {
  29621. if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return;
  29622. this.textureNeedsUpdate = false;
  29623. //
  29624. if ( this.autoSize === true ) {
  29625. this.pixelRatio = renderer.getPixelRatio();
  29626. const size = renderer.getSize( _size$8 );
  29627. this.setSize( size.width, size.height );
  29628. }
  29629. //
  29630. this._quadMesh.material.fragmentNode = this._rttNode;
  29631. //
  29632. const currentRenderTarget = renderer.getRenderTarget();
  29633. renderer.setRenderTarget( this.renderTarget );
  29634. this._quadMesh.render( renderer );
  29635. renderer.setRenderTarget( currentRenderTarget );
  29636. }
  29637. clone() {
  29638. const newNode = new TextureNode( this.value, this.uvNode, this.levelNode );
  29639. newNode.sampler = this.sampler;
  29640. newNode.referenceNode = this;
  29641. return newNode;
  29642. }
  29643. }
  29644. const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) );
  29645. addNodeElement( 'toTexture', ( node, ...params ) => node.isTextureNode ? node : rtt( node, ...params ) );
  29646. addNodeClass( 'RTTNode', RTTNode );
  29647. const getBitangent = ( crossNormalTangent ) => crossNormalTangent.mul( tangentGeometry.w ).xyz;
  29648. const bitangentGeometry = /*#__PURE__*/ varying( getBitangent( normalGeometry.cross( tangentGeometry ) ), 'v_bitangentGeometry' ).normalize().toVar( 'bitangentGeometry' );
  29649. const bitangentLocal = /*#__PURE__*/ varying( getBitangent( normalLocal.cross( tangentLocal ) ), 'v_bitangentLocal' ).normalize().toVar( 'bitangentLocal' );
  29650. const bitangentView = /*#__PURE__*/ varying( getBitangent( normalView.cross( tangentView ) ), 'v_bitangentView' ).normalize().toVar( 'bitangentView' );
  29651. const bitangentWorld = /*#__PURE__*/ varying( getBitangent( normalWorld.cross( tangentWorld ) ), 'v_bitangentWorld' ).normalize().toVar( 'bitangentWorld' );
  29652. const transformedBitangentView = /*#__PURE__*/ getBitangent( transformedNormalView.cross( transformedTangentView ) ).normalize().toVar( 'transformedBitangentView' );
  29653. const transformedBitangentWorld = /*#__PURE__*/ transformedBitangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedBitangentWorld' );
  29654. const TBNViewMatrix = mat3( tangentView, bitangentView, normalView );
  29655. const parallaxDirection = positionViewDirection.mul( TBNViewMatrix )/*.normalize()*/;
  29656. const parallaxUV = ( uv, scale ) => uv.sub( parallaxDirection.mul( scale ) );
  29657. const transformedBentNormalView = ( () => {
  29658. // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy
  29659. let bentNormal = anisotropyB.cross( positionViewDirection );
  29660. bentNormal = bentNormal.cross( anisotropyB ).normalize();
  29661. bentNormal = mix( bentNormal, transformedNormalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize();
  29662. return bentNormal;
  29663. } )();
  29664. class VertexColorNode extends AttributeNode {
  29665. constructor( index = 0 ) {
  29666. super( null, 'vec4' );
  29667. this.isVertexColorNode = true;
  29668. this.index = index;
  29669. }
  29670. getAttributeName( /*builder*/ ) {
  29671. const index = this.index;
  29672. return 'color' + ( index > 0 ? index : '' );
  29673. }
  29674. generate( builder ) {
  29675. const attributeName = this.getAttributeName( builder );
  29676. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  29677. let result;
  29678. if ( geometryAttribute === true ) {
  29679. result = super.generate( builder );
  29680. } else {
  29681. // Vertex color fallback should be white
  29682. result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) );
  29683. }
  29684. return result;
  29685. }
  29686. serialize( data ) {
  29687. super.serialize( data );
  29688. data.index = this.index;
  29689. }
  29690. deserialize( data ) {
  29691. super.deserialize( data );
  29692. this.index = data.index;
  29693. }
  29694. }
  29695. const vertexColor = ( ...params ) => nodeObject( new VertexColorNode( ...params ) );
  29696. addNodeClass( 'VertexColorNode', VertexColorNode );
  29697. class RendererReferenceNode extends ReferenceNode {
  29698. constructor( property, inputType, renderer = null ) {
  29699. super( property, inputType, renderer );
  29700. this.renderer = renderer;
  29701. }
  29702. updateReference( state ) {
  29703. this.reference = this.renderer !== null ? this.renderer : state.renderer;
  29704. return this.reference;
  29705. }
  29706. }
  29707. const rendererReference = ( name, type, renderer ) => nodeObject( new RendererReferenceNode( name, type, renderer ) );
  29708. addNodeClass( 'RendererReferenceNode', RendererReferenceNode );
  29709. // Mipped Bicubic Texture Filtering by N8
  29710. // https://www.shadertoy.com/view/Dl2SDW
  29711. const bC = 1.0 / 6.0;
  29712. const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) );
  29713. const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );
  29714. const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
  29715. const w3 = ( a ) => mul( bC, pow( a, 3 ) );
  29716. const g0 = ( a ) => w0( a ).add( w1( a ) );
  29717. const g1 = ( a ) => w2( a ).add( w3( a ) );
  29718. // h0 and h1 are the two offset functions
  29719. const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) );
  29720. const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );
  29721. const bicubic = ( textureNode, texelSize, lod ) => {
  29722. const uv = textureNode.uvNode;
  29723. const uvScaled = mul( uv, texelSize.zw ).add( 0.5 );
  29724. const iuv = floor( uvScaled );
  29725. const fuv = fract( uvScaled );
  29726. const g0x = g0( fuv.x );
  29727. const g1x = g1( fuv.x );
  29728. const h0x = h0( fuv.x );
  29729. const h1x = h1( fuv.x );
  29730. const h0y = h0( fuv.y );
  29731. const h1y = h1( fuv.y );
  29732. const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  29733. const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  29734. const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  29735. const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  29736. const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.uv( p0 ).level( lod ) ), g1x.mul( textureNode.uv( p1 ).level( lod ) ) ) );
  29737. const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.uv( p2 ).level( lod ) ), g1x.mul( textureNode.uv( p3 ).level( lod ) ) ) );
  29738. return a.add( b );
  29739. };
  29740. const textureBicubicMethod = ( textureNode, lodNode ) => {
  29741. const fLodSize = vec2( textureNode.size( int( lodNode ) ) );
  29742. const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) );
  29743. const fLodSizeInv = div( 1.0, fLodSize );
  29744. const cLodSizeInv = div( 1.0, cLodSize );
  29745. const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) );
  29746. const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) );
  29747. return fract( lodNode ).mix( fSample, cSample );
  29748. };
  29749. class TextureBicubicNode extends TempNode {
  29750. constructor( textureNode, blurNode = float( 3 ) ) {
  29751. super( 'vec4' );
  29752. this.textureNode = textureNode;
  29753. this.blurNode = blurNode;
  29754. }
  29755. setup() {
  29756. return textureBicubicMethod( this.textureNode, this.blurNode );
  29757. }
  29758. }
  29759. const textureBicubic = nodeProxy( TextureBicubicNode );
  29760. addNodeElement( 'bicubic', textureBicubic );
  29761. addNodeClass( 'TextureBicubicNode', TextureBicubicNode );
  29762. class PointUVNode extends Node {
  29763. constructor() {
  29764. super( 'vec2' );
  29765. this.isPointUVNode = true;
  29766. }
  29767. generate( /*builder*/ ) {
  29768. return 'vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )';
  29769. }
  29770. }
  29771. const pointUV = nodeImmutable( PointUVNode );
  29772. addNodeClass( 'PointUVNode', PointUVNode );
  29773. class SceneNode extends Node {
  29774. constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) {
  29775. super();
  29776. this.scope = scope;
  29777. this.scene = scene;
  29778. }
  29779. setup( builder ) {
  29780. const scope = this.scope;
  29781. const scene = this.scene !== null ? this.scene : builder.scene;
  29782. let output;
  29783. if ( scope === SceneNode.BACKGROUND_BLURRINESS ) {
  29784. output = reference( 'backgroundBlurriness', 'float', scene );
  29785. } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) {
  29786. output = reference( 'backgroundIntensity', 'float', scene );
  29787. } else {
  29788. console.error( 'THREE.SceneNode: Unknown scope:', scope );
  29789. }
  29790. return output;
  29791. }
  29792. }
  29793. SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
  29794. SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
  29795. const backgroundBlurriness = nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
  29796. const backgroundIntensity = nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );
  29797. addNodeClass( 'SceneNode', SceneNode );
  29798. const GPUPrimitiveTopology = {
  29799. PointList: 'point-list',
  29800. LineList: 'line-list',
  29801. LineStrip: 'line-strip',
  29802. TriangleList: 'triangle-list',
  29803. TriangleStrip: 'triangle-strip',
  29804. };
  29805. const GPUCompareFunction = {
  29806. Never: 'never',
  29807. Less: 'less',
  29808. Equal: 'equal',
  29809. LessEqual: 'less-equal',
  29810. Greater: 'greater',
  29811. NotEqual: 'not-equal',
  29812. GreaterEqual: 'greater-equal',
  29813. Always: 'always'
  29814. };
  29815. const GPUStoreOp = {
  29816. Store: 'store',
  29817. Discard: 'discard'
  29818. };
  29819. const GPULoadOp = {
  29820. Load: 'load',
  29821. Clear: 'clear'
  29822. };
  29823. const GPUFrontFace = {
  29824. CCW: 'ccw',
  29825. CW: 'cw'
  29826. };
  29827. const GPUCullMode = {
  29828. None: 'none',
  29829. Front: 'front',
  29830. Back: 'back'
  29831. };
  29832. const GPUIndexFormat = {
  29833. Uint16: 'uint16',
  29834. Uint32: 'uint32'
  29835. };
  29836. const GPUTextureFormat = {
  29837. // 8-bit formats
  29838. R8Unorm: 'r8unorm',
  29839. R8Snorm: 'r8snorm',
  29840. R8Uint: 'r8uint',
  29841. R8Sint: 'r8sint',
  29842. // 16-bit formats
  29843. R16Uint: 'r16uint',
  29844. R16Sint: 'r16sint',
  29845. R16Float: 'r16float',
  29846. RG8Unorm: 'rg8unorm',
  29847. RG8Snorm: 'rg8snorm',
  29848. RG8Uint: 'rg8uint',
  29849. RG8Sint: 'rg8sint',
  29850. // 32-bit formats
  29851. R32Uint: 'r32uint',
  29852. R32Sint: 'r32sint',
  29853. R32Float: 'r32float',
  29854. RG16Uint: 'rg16uint',
  29855. RG16Sint: 'rg16sint',
  29856. RG16Float: 'rg16float',
  29857. RGBA8Unorm: 'rgba8unorm',
  29858. RGBA8UnormSRGB: 'rgba8unorm-srgb',
  29859. RGBA8Snorm: 'rgba8snorm',
  29860. RGBA8Uint: 'rgba8uint',
  29861. RGBA8Sint: 'rgba8sint',
  29862. BGRA8Unorm: 'bgra8unorm',
  29863. BGRA8UnormSRGB: 'bgra8unorm-srgb',
  29864. // Packed 32-bit formats
  29865. RGB9E5UFloat: 'rgb9e5ufloat',
  29866. RGB10A2Unorm: 'rgb10a2unorm',
  29867. RG11B10uFloat: 'rgb10a2unorm',
  29868. // 64-bit formats
  29869. RG32Uint: 'rg32uint',
  29870. RG32Sint: 'rg32sint',
  29871. RG32Float: 'rg32float',
  29872. RGBA16Uint: 'rgba16uint',
  29873. RGBA16Sint: 'rgba16sint',
  29874. RGBA16Float: 'rgba16float',
  29875. // 128-bit formats
  29876. RGBA32Uint: 'rgba32uint',
  29877. RGBA32Sint: 'rgba32sint',
  29878. RGBA32Float: 'rgba32float',
  29879. // Depth and stencil formats
  29880. Stencil8: 'stencil8',
  29881. Depth16Unorm: 'depth16unorm',
  29882. Depth24Plus: 'depth24plus',
  29883. Depth24PlusStencil8: 'depth24plus-stencil8',
  29884. Depth32Float: 'depth32float',
  29885. // 'depth32float-stencil8' extension
  29886. Depth32FloatStencil8: 'depth32float-stencil8',
  29887. // BC compressed formats usable if 'texture-compression-bc' is both
  29888. // supported by the device/user agent and enabled in requestDevice.
  29889. BC1RGBAUnorm: 'bc1-rgba-unorm',
  29890. BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb',
  29891. BC2RGBAUnorm: 'bc2-rgba-unorm',
  29892. BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb',
  29893. BC3RGBAUnorm: 'bc3-rgba-unorm',
  29894. BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb',
  29895. BC4RUnorm: 'bc4-r-unorm',
  29896. BC4RSnorm: 'bc4-r-snorm',
  29897. BC5RGUnorm: 'bc5-rg-unorm',
  29898. BC5RGSnorm: 'bc5-rg-snorm',
  29899. BC6HRGBUFloat: 'bc6h-rgb-ufloat',
  29900. BC6HRGBFloat: 'bc6h-rgb-float',
  29901. BC7RGBAUnorm: 'bc7-rgba-unorm',
  29902. BC7RGBAUnormSRGB: 'bc7-rgba-srgb',
  29903. // ETC2 compressed formats usable if 'texture-compression-etc2' is both
  29904. // supported by the device/user agent and enabled in requestDevice.
  29905. ETC2RGB8Unorm: 'etc2-rgb8unorm',
  29906. ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb',
  29907. ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm',
  29908. ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb',
  29909. ETC2RGBA8Unorm: 'etc2-rgba8unorm',
  29910. ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb',
  29911. EACR11Unorm: 'eac-r11unorm',
  29912. EACR11Snorm: 'eac-r11snorm',
  29913. EACRG11Unorm: 'eac-rg11unorm',
  29914. EACRG11Snorm: 'eac-rg11snorm',
  29915. // ASTC compressed formats usable if 'texture-compression-astc' is both
  29916. // supported by the device/user agent and enabled in requestDevice.
  29917. ASTC4x4Unorm: 'astc-4x4-unorm',
  29918. ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb',
  29919. ASTC5x4Unorm: 'astc-5x4-unorm',
  29920. ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb',
  29921. ASTC5x5Unorm: 'astc-5x5-unorm',
  29922. ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb',
  29923. ASTC6x5Unorm: 'astc-6x5-unorm',
  29924. ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb',
  29925. ASTC6x6Unorm: 'astc-6x6-unorm',
  29926. ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb',
  29927. ASTC8x5Unorm: 'astc-8x5-unorm',
  29928. ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb',
  29929. ASTC8x6Unorm: 'astc-8x6-unorm',
  29930. ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb',
  29931. ASTC8x8Unorm: 'astc-8x8-unorm',
  29932. ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb',
  29933. ASTC10x5Unorm: 'astc-10x5-unorm',
  29934. ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb',
  29935. ASTC10x6Unorm: 'astc-10x6-unorm',
  29936. ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb',
  29937. ASTC10x8Unorm: 'astc-10x8-unorm',
  29938. ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb',
  29939. ASTC10x10Unorm: 'astc-10x10-unorm',
  29940. ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb',
  29941. ASTC12x10Unorm: 'astc-12x10-unorm',
  29942. ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb',
  29943. ASTC12x12Unorm: 'astc-12x12-unorm',
  29944. ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb',
  29945. };
  29946. const GPUAddressMode = {
  29947. ClampToEdge: 'clamp-to-edge',
  29948. Repeat: 'repeat',
  29949. MirrorRepeat: 'mirror-repeat'
  29950. };
  29951. const GPUFilterMode = {
  29952. Linear: 'linear',
  29953. Nearest: 'nearest'
  29954. };
  29955. const GPUBlendFactor = {
  29956. Zero: 'zero',
  29957. One: 'one',
  29958. Src: 'src',
  29959. OneMinusSrc: 'one-minus-src',
  29960. SrcAlpha: 'src-alpha',
  29961. OneMinusSrcAlpha: 'one-minus-src-alpha',
  29962. Dst: 'dst',
  29963. OneMinusDstColor: 'one-minus-dst',
  29964. DstAlpha: 'dst-alpha',
  29965. OneMinusDstAlpha: 'one-minus-dst-alpha',
  29966. SrcAlphaSaturated: 'src-alpha-saturated',
  29967. Constant: 'constant',
  29968. OneMinusConstant: 'one-minus-constant'
  29969. };
  29970. const GPUBlendOperation = {
  29971. Add: 'add',
  29972. Subtract: 'subtract',
  29973. ReverseSubtract: 'reverse-subtract',
  29974. Min: 'min',
  29975. Max: 'max'
  29976. };
  29977. const GPUColorWriteFlags = {
  29978. None: 0,
  29979. Red: 0x1,
  29980. Green: 0x2,
  29981. Blue: 0x4,
  29982. Alpha: 0x8,
  29983. All: 0xF
  29984. };
  29985. const GPUStencilOperation = {
  29986. Keep: 'keep',
  29987. Zero: 'zero',
  29988. Replace: 'replace',
  29989. Invert: 'invert',
  29990. IncrementClamp: 'increment-clamp',
  29991. DecrementClamp: 'decrement-clamp',
  29992. IncrementWrap: 'increment-wrap',
  29993. DecrementWrap: 'decrement-wrap'
  29994. };
  29995. const GPUBufferBindingType = {
  29996. Uniform: 'uniform',
  29997. Storage: 'storage',
  29998. ReadOnlyStorage: 'read-only-storage'
  29999. };
  30000. const GPUStorageTextureAccess = {
  30001. WriteOnly: 'write-only',
  30002. ReadOnly: 'read-only',
  30003. ReadWrite: 'read-write',
  30004. };
  30005. const GPUTextureSampleType = {
  30006. Float: 'float',
  30007. UnfilterableFloat: 'unfilterable-float',
  30008. Depth: 'depth',
  30009. SInt: 'sint',
  30010. UInt: 'uint'
  30011. };
  30012. const GPUTextureDimension = {
  30013. OneD: '1d',
  30014. TwoD: '2d',
  30015. ThreeD: '3d'
  30016. };
  30017. const GPUTextureViewDimension = {
  30018. OneD: '1d',
  30019. TwoD: '2d',
  30020. TwoDArray: '2d-array',
  30021. Cube: 'cube',
  30022. CubeArray: 'cube-array',
  30023. ThreeD: '3d'
  30024. };
  30025. const GPUTextureAspect = {
  30026. All: 'all',
  30027. StencilOnly: 'stencil-only',
  30028. DepthOnly: 'depth-only'
  30029. };
  30030. const GPUInputStepMode = {
  30031. Vertex: 'vertex',
  30032. Instance: 'instance'
  30033. };
  30034. const GPUFeatureName = {
  30035. DepthClipControl: 'depth-clip-control',
  30036. Depth32FloatStencil8: 'depth32float-stencil8',
  30037. TextureCompressionBC: 'texture-compression-bc',
  30038. TextureCompressionETC2: 'texture-compression-etc2',
  30039. TextureCompressionASTC: 'texture-compression-astc',
  30040. TimestampQuery: 'timestamp-query',
  30041. IndirectFirstInstance: 'indirect-first-instance',
  30042. ShaderF16: 'shader-f16',
  30043. RG11B10UFloat: 'rg11b10ufloat-renderable',
  30044. BGRA8UNormStorage: 'bgra8unorm-storage',
  30045. Float32Filterable: 'float32-filterable',
  30046. ClipDistances: 'clip-distances',
  30047. DualSourceBlending: 'dual-source-blending',
  30048. Subgroups: 'subgroups'
  30049. };
  30050. class StorageBufferNode extends BufferNode {
  30051. constructor( value, bufferType, bufferCount = 0 ) {
  30052. super( value, bufferType, bufferCount );
  30053. this.isStorageBufferNode = true;
  30054. this.access = GPUBufferBindingType.Storage;
  30055. this.bufferObject = false;
  30056. this.bufferCount = bufferCount;
  30057. this._attribute = null;
  30058. this._varying = null;
  30059. this.global = true;
  30060. if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) {
  30061. // TOOD: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer
  30062. if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true;
  30063. else value.isStorageBufferAttribute = true;
  30064. }
  30065. }
  30066. getHash( builder ) {
  30067. if ( this.bufferCount === 0 ) {
  30068. let bufferData = builder.globalCache.getData( this.value );
  30069. if ( bufferData === undefined ) {
  30070. bufferData = {
  30071. node: this
  30072. };
  30073. builder.globalCache.setData( this.value, bufferData );
  30074. }
  30075. return bufferData.node.uuid;
  30076. }
  30077. return this.uuid;
  30078. }
  30079. getInputType( /*builder*/ ) {
  30080. return 'storageBuffer';
  30081. }
  30082. element( indexNode ) {
  30083. return storageElement( this, indexNode );
  30084. }
  30085. setBufferObject( value ) {
  30086. this.bufferObject = value;
  30087. return this;
  30088. }
  30089. setAccess( value ) {
  30090. this.access = value;
  30091. return this;
  30092. }
  30093. toReadOnly() {
  30094. return this.setAccess( GPUBufferBindingType.ReadOnlyStorage );
  30095. }
  30096. generate( builder ) {
  30097. if ( builder.isAvailable( 'storageBuffer' ) ) {
  30098. return super.generate( builder );
  30099. }
  30100. const nodeType = this.getNodeType( builder );
  30101. if ( this._attribute === null ) {
  30102. this._attribute = bufferAttribute( this.value );
  30103. this._varying = varying( this._attribute );
  30104. }
  30105. const output = this._varying.build( builder, nodeType );
  30106. builder.registerTransform( output, this._attribute );
  30107. return output;
  30108. }
  30109. }
  30110. // Read-Write Storage
  30111. const storage = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ) );
  30112. const storageObject = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ).setBufferObject( true ) );
  30113. addNodeClass( 'StorageBufferNode', StorageBufferNode );
  30114. class StorageTextureNode extends TextureNode {
  30115. constructor( value, uvNode, storeNode = null ) {
  30116. super( value, uvNode );
  30117. this.storeNode = storeNode;
  30118. this.isStorageTextureNode = true;
  30119. this.access = GPUStorageTextureAccess.WriteOnly;
  30120. }
  30121. getInputType( /*builder*/ ) {
  30122. return 'storageTexture';
  30123. }
  30124. setup( builder ) {
  30125. super.setup( builder );
  30126. const properties = builder.getNodeProperties( this );
  30127. properties.storeNode = this.storeNode;
  30128. }
  30129. setAccess( value ) {
  30130. this.access = value;
  30131. return this;
  30132. }
  30133. generate( builder, output ) {
  30134. let snippet;
  30135. if ( this.storeNode !== null ) {
  30136. snippet = this.generateStore( builder );
  30137. } else {
  30138. snippet = super.generate( builder, output );
  30139. }
  30140. return snippet;
  30141. }
  30142. toReadOnly() {
  30143. return this.setAccess( GPUStorageTextureAccess.ReadOnly );
  30144. }
  30145. toWriteOnly() {
  30146. return this.setAccess( GPUStorageTextureAccess.WriteOnly );
  30147. }
  30148. generateStore( builder ) {
  30149. const properties = builder.getNodeProperties( this );
  30150. const { uvNode, storeNode } = properties;
  30151. const textureProperty = super.generate( builder, 'property' );
  30152. const uvSnippet = uvNode.build( builder, 'uvec2' );
  30153. const storeSnippet = storeNode.build( builder, 'vec4' );
  30154. const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet );
  30155. builder.addLineFlowCode( snippet );
  30156. }
  30157. }
  30158. const storageTexture = nodeProxy( StorageTextureNode );
  30159. const textureStore = ( value, uvNode, storeNode ) => {
  30160. const node = storageTexture( value, uvNode, storeNode );
  30161. if ( storeNode !== null ) node.append();
  30162. return node;
  30163. };
  30164. addNodeClass( 'StorageTextureNode', StorageTextureNode );
  30165. const normal = Fn( ( { texture, uv } ) => {
  30166. const epsilon = 0.0001;
  30167. const ret = vec3().temp();
  30168. If( uv.x.lessThan( epsilon ), () => {
  30169. ret.assign( vec3( 1, 0, 0 ) );
  30170. } ).ElseIf( uv.y.lessThan( epsilon ), () => {
  30171. ret.assign( vec3( 0, 1, 0 ) );
  30172. } ).ElseIf( uv.z.lessThan( epsilon ), () => {
  30173. ret.assign( vec3( 0, 0, 1 ) );
  30174. } ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
  30175. ret.assign( vec3( - 1, 0, 0 ) );
  30176. } ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
  30177. ret.assign( vec3( 0, - 1, 0 ) );
  30178. } ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
  30179. ret.assign( vec3( 0, 0, - 1 ) );
  30180. } ).Else( () => {
  30181. const step = 0.01;
  30182. const x = texture.uv( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
  30183. const y = texture.uv( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
  30184. const z = texture.uv( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
  30185. ret.assign( vec3( x, y, z ) );
  30186. } );
  30187. return ret.normalize();
  30188. } );
  30189. class Texture3DNode extends TextureNode {
  30190. constructor( value, uvNode = null, levelNode = null ) {
  30191. super( value, uvNode, levelNode );
  30192. this.isTexture3DNode = true;
  30193. }
  30194. getInputType( /*builder*/ ) {
  30195. return 'texture3D';
  30196. }
  30197. getDefaultUV() {
  30198. return vec3( 0.5, 0.5, 0.5 );
  30199. }
  30200. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for 3d TextureNode
  30201. setupUV( builder, uvNode ) {
  30202. return uvNode;
  30203. }
  30204. generateUV( builder, uvNode ) {
  30205. return uvNode.build( builder, 'vec3' );
  30206. }
  30207. normal( uvNode ) {
  30208. return normal( { texture: this, uv: uvNode } );
  30209. }
  30210. }
  30211. const texture3D = nodeProxy( Texture3DNode );
  30212. addNodeClass( 'Texture3DNode', Texture3DNode );
  30213. class UserDataNode extends ReferenceNode {
  30214. constructor( property, inputType, userData = null ) {
  30215. super( property, inputType, userData );
  30216. this.userData = userData;
  30217. }
  30218. update( frame ) {
  30219. this.reference = this.userData !== null ? this.userData : frame.object.userData;
  30220. super.update( frame );
  30221. }
  30222. }
  30223. const userData = ( name, inputType, userData ) => nodeObject( new UserDataNode( name, inputType, userData ) );
  30224. addNodeClass( 'UserDataNode', UserDataNode );
  30225. const _matrixCache = new WeakMap();
  30226. class VelocityNode extends TempNode {
  30227. constructor() {
  30228. super( 'vec2' );
  30229. this.updateType = NodeUpdateType.OBJECT;
  30230. this.updateAfterType = NodeUpdateType.OBJECT;
  30231. this.previousProjectionMatrix = uniform( new Matrix4() );
  30232. this.previousModelViewMatrix = uniform( new Matrix4() );
  30233. }
  30234. update( { camera, object } ) {
  30235. const previousModelMatrix = getPreviousMatrix( object );
  30236. const previousCameraMatrix = getPreviousMatrix( camera );
  30237. this.previousModelViewMatrix.value.copy( previousModelMatrix );
  30238. this.previousProjectionMatrix.value.copy( previousCameraMatrix );
  30239. }
  30240. updateAfter( { camera, object } ) {
  30241. const previousModelMatrix = getPreviousMatrix( object );
  30242. const previousCameraMatrix = getPreviousMatrix( camera );
  30243. previousModelMatrix.copy( object.modelViewMatrix );
  30244. previousCameraMatrix.copy( camera.projectionMatrix );
  30245. }
  30246. setup( /*builder*/ ) {
  30247. const clipPositionCurrent = cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  30248. const clipPositionPrevious = this.previousProjectionMatrix.mul( this.previousModelViewMatrix ).mul( positionPrevious );
  30249. const ndcPositionCurrent = clipPositionCurrent.xy.div( clipPositionCurrent.w );
  30250. const ndcPositionPrevious = clipPositionPrevious.xy.div( clipPositionPrevious.w );
  30251. const velocity = sub( ndcPositionCurrent, ndcPositionPrevious );
  30252. return velocity;
  30253. }
  30254. }
  30255. function getPreviousMatrix( object ) {
  30256. let previousMatrix = _matrixCache.get( object );
  30257. if ( previousMatrix === undefined ) {
  30258. previousMatrix = new Matrix4();
  30259. _matrixCache.set( object, previousMatrix );
  30260. }
  30261. return previousMatrix;
  30262. }
  30263. const velocity = nodeImmutable( VelocityNode );
  30264. addNodeClass( 'VelocityNode', VelocityNode );
  30265. const burn = /*#__PURE__*/ Fn( ( [ base, blend ] ) => {
  30266. return min$1( 1.0, base.oneMinus().div( blend ) ).oneMinus();
  30267. } ).setLayout( {
  30268. name: 'burnBlend',
  30269. type: 'vec3',
  30270. inputs: [
  30271. { name: 'base', type: 'vec3' },
  30272. { name: 'blend', type: 'vec3' }
  30273. ]
  30274. } );
  30275. const dodge = /*#__PURE__*/ Fn( ( [ base, blend ] ) => {
  30276. return min$1( base.div( blend.oneMinus() ), 1.0 );
  30277. } ).setLayout( {
  30278. name: 'dodgeBlend',
  30279. type: 'vec3',
  30280. inputs: [
  30281. { name: 'base', type: 'vec3' },
  30282. { name: 'blend', type: 'vec3' }
  30283. ]
  30284. } );
  30285. const screen = /*#__PURE__*/ Fn( ( [ base, blend ] ) => {
  30286. return base.oneMinus().mul( blend.oneMinus() ).oneMinus();
  30287. } ).setLayout( {
  30288. name: 'screenBlend',
  30289. type: 'vec3',
  30290. inputs: [
  30291. { name: 'base', type: 'vec3' },
  30292. { name: 'blend', type: 'vec3' }
  30293. ]
  30294. } );
  30295. const overlay = /*#__PURE__*/ Fn( ( [ base, blend ] ) => {
  30296. return mix( base.mul( 2.0 ).mul( blend ), base.oneMinus().mul( 2.0 ).mul( blend.oneMinus() ).oneMinus(), step( 0.5, base ) );
  30297. } ).setLayout( {
  30298. name: 'overlayBlend',
  30299. type: 'vec3',
  30300. inputs: [
  30301. { name: 'base', type: 'vec3' },
  30302. { name: 'blend', type: 'vec3' }
  30303. ]
  30304. } );
  30305. addNodeElement( 'burn', burn );
  30306. addNodeElement( 'dodge', dodge );
  30307. addNodeElement( 'overlay', overlay );
  30308. addNodeElement( 'screen', screen );
  30309. // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
  30310. // https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
  30311. const dHdxy_fwd = Fn( ( { textureNode, bumpScale } ) => {
  30312. // It's used to preserve the same TextureNode instance
  30313. const sampleTexture = ( callback ) => textureNode.cache().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv() ), forceUVContext: true } );
  30314. const Hll = float( sampleTexture( ( uvNode ) => uvNode ) );
  30315. return vec2(
  30316. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ),
  30317. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll )
  30318. ).mul( bumpScale );
  30319. } );
  30320. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  30321. const perturbNormalArb = Fn( ( inputs ) => {
  30322. const { surf_pos, surf_norm, dHdxy } = inputs;
  30323. // normalize is done to ensure that the bump map looks the same regardless of the texture's scale
  30324. const vSigmaX = surf_pos.dFdx().normalize();
  30325. const vSigmaY = surf_pos.dFdy().normalize();
  30326. const vN = surf_norm; // normalized
  30327. const R1 = vSigmaY.cross( vN );
  30328. const R2 = vN.cross( vSigmaX );
  30329. const fDet = vSigmaX.dot( R1 ).mul( faceDirection );
  30330. const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) );
  30331. return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize();
  30332. } );
  30333. class BumpMapNode extends TempNode {
  30334. constructor( textureNode, scaleNode = null ) {
  30335. super( 'vec3' );
  30336. this.textureNode = textureNode;
  30337. this.scaleNode = scaleNode;
  30338. }
  30339. setup() {
  30340. const bumpScale = this.scaleNode !== null ? this.scaleNode : 1;
  30341. const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } );
  30342. return perturbNormalArb( {
  30343. surf_pos: positionView,
  30344. surf_norm: normalView,
  30345. dHdxy
  30346. } );
  30347. }
  30348. }
  30349. const bumpMap = nodeProxy( BumpMapNode );
  30350. addNodeElement( 'bumpMap', bumpMap );
  30351. addNodeClass( 'BumpMapNode', BumpMapNode );
  30352. const saturation = /*#__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  30353. return adjustment.mix( luminance( color.rgb ), color.rgb );
  30354. } );
  30355. const vibrance = /*#__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  30356. const average = add( color.r, color.g, color.b ).div( 3.0 );
  30357. const mx = color.r.max( color.g.max( color.b ) );
  30358. const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 );
  30359. return mix( color.rgb, mx, amt );
  30360. } );
  30361. const hue = /*#__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  30362. const k = vec3( 0.57735, 0.57735, 0.57735 );
  30363. const cosAngle = adjustment.cos();
  30364. return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) );
  30365. } );
  30366. const _luminanceCoefficients = /*#__PURE__*/ new Vector3();
  30367. const luminance = (
  30368. color,
  30369. luminanceCoefficients = vec3( ... ColorManagement.getLuminanceCoefficients( _luminanceCoefficients ) )
  30370. ) => dot( color, luminanceCoefficients );
  30371. const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) );
  30372. addNodeElement( 'saturation', saturation );
  30373. addNodeElement( 'vibrance', vibrance );
  30374. addNodeElement( 'hue', hue );
  30375. addNodeElement( 'threshold', threshold );
  30376. // Normal Mapping Without Precomputed Tangents
  30377. // http://www.thetenthplanet.de/archives/1180
  30378. const perturbNormal2Arb = Fn( ( inputs ) => {
  30379. const { eye_pos, surf_norm, mapN, uv } = inputs;
  30380. const q0 = eye_pos.dFdx();
  30381. const q1 = eye_pos.dFdy();
  30382. const st0 = uv.dFdx();
  30383. const st1 = uv.dFdy();
  30384. const N = surf_norm; // normalized
  30385. const q1perp = q1.cross( N );
  30386. const q0perp = N.cross( q0 );
  30387. const T = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) );
  30388. const B = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) );
  30389. const det = T.dot( T ).max( B.dot( B ) );
  30390. const scale = faceDirection.mul( det.inverseSqrt() );
  30391. return add( T.mul( mapN.x, scale ), B.mul( mapN.y, scale ), N.mul( mapN.z ) ).normalize();
  30392. } );
  30393. class NormalMapNode extends TempNode {
  30394. constructor( node, scaleNode = null ) {
  30395. super( 'vec3' );
  30396. this.node = node;
  30397. this.scaleNode = scaleNode;
  30398. this.normalMapType = TangentSpaceNormalMap;
  30399. }
  30400. setup( builder ) {
  30401. const { normalMapType, scaleNode } = this;
  30402. let normalMap = this.node.mul( 2.0 ).sub( 1.0 );
  30403. if ( scaleNode !== null ) {
  30404. normalMap = vec3( normalMap.xy.mul( scaleNode ), normalMap.z );
  30405. }
  30406. let outputNode = null;
  30407. if ( normalMapType === ObjectSpaceNormalMap ) {
  30408. outputNode = modelNormalMatrix.mul( normalMap ).normalize();
  30409. } else if ( normalMapType === TangentSpaceNormalMap ) {
  30410. const tangent = builder.hasGeometryAttribute( 'tangent' );
  30411. if ( tangent === true ) {
  30412. outputNode = TBNViewMatrix.mul( normalMap ).normalize();
  30413. } else {
  30414. outputNode = perturbNormal2Arb( {
  30415. eye_pos: positionView,
  30416. surf_norm: normalView,
  30417. mapN: normalMap,
  30418. uv: uv()
  30419. } );
  30420. }
  30421. }
  30422. return outputNode;
  30423. }
  30424. }
  30425. const normalMap = nodeProxy( NormalMapNode );
  30426. addNodeElement( 'normalMap', normalMap );
  30427. addNodeClass( 'NormalMapNode', NormalMapNode );
  30428. class PosterizeNode extends TempNode {
  30429. constructor( sourceNode, stepsNode ) {
  30430. super();
  30431. this.sourceNode = sourceNode;
  30432. this.stepsNode = stepsNode;
  30433. }
  30434. setup() {
  30435. const { sourceNode, stepsNode } = this;
  30436. return sourceNode.mul( stepsNode ).floor().div( stepsNode );
  30437. }
  30438. }
  30439. const posterize = nodeProxy( PosterizeNode );
  30440. addNodeElement( 'posterize', posterize );
  30441. addNodeClass( 'PosterizeNode', PosterizeNode );
  30442. // exposure only
  30443. const LinearToneMappingNode = Fn( ( { color, exposure } ) => {
  30444. return color.mul( exposure ).clamp();
  30445. } );
  30446. // source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
  30447. const ReinhardToneMappingNode = Fn( ( { color, exposure } ) => {
  30448. color = color.mul( exposure );
  30449. return color.div( color.add( 1.0 ) ).clamp();
  30450. } );
  30451. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  30452. const CineonToneMappingNode = Fn( ( { color, exposure } ) => {
  30453. // filmic operator by Jim Hejl and Richard Burgess-Dawson
  30454. color = color.mul( exposure );
  30455. color = color.sub( 0.004 ).max( 0.0 );
  30456. const a = color.mul( color.mul( 6.2 ).add( 0.5 ) );
  30457. const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 );
  30458. return a.div( b ).pow( 2.2 );
  30459. } );
  30460. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  30461. const RRTAndODTFit = Fn( ( { color } ) => {
  30462. const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 );
  30463. const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 );
  30464. return a.div( b );
  30465. } );
  30466. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  30467. const ACESFilmicToneMappingNode = Fn( ( { color, exposure } ) => {
  30468. // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  30469. const ACESInputMat = mat3(
  30470. 0.59719, 0.35458, 0.04823,
  30471. 0.07600, 0.90834, 0.01566,
  30472. 0.02840, 0.13383, 0.83777
  30473. );
  30474. // ODT_SAT => XYZ => D60_2_D65 => sRGB
  30475. const ACESOutputMat = mat3(
  30476. 1.60475, - 0.53108, - 0.07367,
  30477. - 0.10208, 1.10813, - 0.00605,
  30478. - 0.00327, - 0.07276, 1.07602
  30479. );
  30480. color = color.mul( exposure ).div( 0.6 );
  30481. color = ACESInputMat.mul( color );
  30482. // Apply RRT and ODT
  30483. color = RRTAndODTFit( { color } );
  30484. color = ACESOutputMat.mul( color );
  30485. // Clamp to [0, 1]
  30486. return color.clamp();
  30487. } );
  30488. const LINEAR_REC2020_TO_LINEAR_SRGB = mat3( vec3( 1.6605, - 0.1246, - 0.0182 ), vec3( - 0.5876, 1.1329, - 0.1006 ), vec3( - 0.0728, - 0.0083, 1.1187 ) );
  30489. const LINEAR_SRGB_TO_LINEAR_REC2020 = mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) );
  30490. const agxDefaultContrastApprox = Fn( ( [ x_immutable ] ) => {
  30491. const x = vec3( x_immutable ).toVar();
  30492. const x2 = vec3( x.mul( x ) ).toVar();
  30493. const x4 = vec3( x2.mul( x2 ) ).toVar();
  30494. return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) );
  30495. } );
  30496. const AgXToneMappingNode = Fn( ( { color, exposure } ) => {
  30497. const colortone = vec3( color ).toVar();
  30498. const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
  30499. const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) );
  30500. const AgxMinEv = float( - 12.47393 );
  30501. const AgxMaxEv = float( 4.026069 );
  30502. colortone.mulAssign( exposure );
  30503. colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
  30504. colortone.assign( AgXInsetMatrix.mul( colortone ) );
  30505. colortone.assign( max$1( colortone, 1e-10 ) );
  30506. colortone.assign( log2( colortone ) );
  30507. colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) );
  30508. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  30509. colortone.assign( agxDefaultContrastApprox( colortone ) );
  30510. colortone.assign( AgXOutsetMatrix.mul( colortone ) );
  30511. colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) );
  30512. colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) );
  30513. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  30514. return colortone;
  30515. } );
  30516. // https://modelviewer.dev/examples/tone-mapping
  30517. const NeutralToneMappingNode = Fn( ( { color, exposure } ) => {
  30518. const StartCompression = float( 0.8 - 0.04 );
  30519. const Desaturation = float( 0.15 );
  30520. color = color.mul( exposure );
  30521. const x = min$1( color.r, min$1( color.g, color.b ) );
  30522. const offset = select( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 );
  30523. color.subAssign( offset );
  30524. const peak = max$1( color.r, max$1( color.g, color.b ) );
  30525. If( peak.lessThan( StartCompression ), () => {
  30526. return color;
  30527. } );
  30528. const d = sub( 1, StartCompression );
  30529. const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) );
  30530. color.mulAssign( newPeak.div( peak ) );
  30531. const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) );
  30532. return mix( color, vec3( newPeak ), g );
  30533. } ).setLayout( {
  30534. name: 'NeutralToneMapping',
  30535. type: 'vec3',
  30536. inputs: [
  30537. { name: 'color', type: 'vec3' },
  30538. { name: 'exposure', type: 'float' }
  30539. ]
  30540. } );
  30541. const toneMappingLib = {
  30542. [ LinearToneMapping ]: LinearToneMappingNode,
  30543. [ ReinhardToneMapping ]: ReinhardToneMappingNode,
  30544. [ CineonToneMapping ]: CineonToneMappingNode,
  30545. [ ACESFilmicToneMapping ]: ACESFilmicToneMappingNode,
  30546. [ AgXToneMapping ]: AgXToneMappingNode,
  30547. [ NeutralToneMapping ]: NeutralToneMappingNode
  30548. };
  30549. class ToneMappingNode extends TempNode {
  30550. constructor( toneMapping, exposureNode = toneMappingExposure, colorNode = null ) {
  30551. super( 'vec3' );
  30552. this.toneMapping = toneMapping;
  30553. this.exposureNode = exposureNode;
  30554. this.colorNode = colorNode;
  30555. }
  30556. getCacheKey() {
  30557. let cacheKey = super.getCacheKey();
  30558. cacheKey = '{toneMapping:' + this.toneMapping + ',nodes:' + cacheKey + '}';
  30559. return cacheKey;
  30560. }
  30561. setup( builder ) {
  30562. const colorNode = this.colorNode || builder.context.color;
  30563. const toneMapping = this.toneMapping;
  30564. if ( toneMapping === NoToneMapping ) return colorNode;
  30565. const toneMappingParams = { exposure: this.exposureNode, color: colorNode.rgb };
  30566. const toneMappingNode = toneMappingLib[ toneMapping ];
  30567. let outputNode = null;
  30568. if ( toneMappingNode ) {
  30569. outputNode = vec4( toneMappingNode( toneMappingParams ), colorNode.a );
  30570. } else {
  30571. console.error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping );
  30572. outputNode = colorNode;
  30573. }
  30574. return outputNode;
  30575. }
  30576. }
  30577. const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) );
  30578. const toneMappingExposure = rendererReference( 'toneMappingExposure', 'float' );
  30579. addNodeElement( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) );
  30580. addNodeClass( 'ToneMappingNode', ToneMappingNode );
  30581. let _sharedFramebuffer = null;
  30582. class ViewportSharedTextureNode extends ViewportTextureNode {
  30583. constructor( uvNode = viewportUV, levelNode = null ) {
  30584. if ( _sharedFramebuffer === null ) {
  30585. _sharedFramebuffer = new FramebufferTexture();
  30586. }
  30587. super( uvNode, levelNode, _sharedFramebuffer );
  30588. }
  30589. updateReference() {
  30590. return this;
  30591. }
  30592. }
  30593. const viewportSharedTexture = nodeProxy( ViewportSharedTextureNode );
  30594. addNodeElement( 'viewportSharedTexture', viewportSharedTexture );
  30595. addNodeClass( 'ViewportSharedTextureNode', ViewportSharedTextureNode );
  30596. const _size$7 = /*@__PURE__*/ new Vector2();
  30597. class PassTextureNode extends TextureNode {
  30598. constructor( passNode, texture ) {
  30599. super( texture );
  30600. this.passNode = passNode;
  30601. this.setUpdateMatrix( false );
  30602. }
  30603. setup( builder ) {
  30604. if ( builder.object.isQuadMesh ) this.passNode.build( builder );
  30605. return super.setup( builder );
  30606. }
  30607. clone() {
  30608. return new this.constructor( this.passNode, this.value );
  30609. }
  30610. }
  30611. class PassMultipleTextureNode extends PassTextureNode {
  30612. constructor( passNode, textureName, previousTexture = false ) {
  30613. super( passNode, null );
  30614. this.textureName = textureName;
  30615. this.previousTexture = previousTexture;
  30616. }
  30617. updateTexture() {
  30618. this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );
  30619. }
  30620. setup( builder ) {
  30621. this.updateTexture();
  30622. return super.setup( builder );
  30623. }
  30624. clone() {
  30625. return new this.constructor( this.passNode, this.textureName, this.previousTexture );
  30626. }
  30627. }
  30628. class PassNode extends TempNode {
  30629. constructor( scope, scene, camera, options = {} ) {
  30630. super( 'vec4' );
  30631. this.scope = scope;
  30632. this.scene = scene;
  30633. this.camera = camera;
  30634. this.options = options;
  30635. this._pixelRatio = 1;
  30636. this._width = 1;
  30637. this._height = 1;
  30638. const depthTexture = new DepthTexture();
  30639. depthTexture.isRenderTargetTexture = true;
  30640. //depthTexture.type = FloatType;
  30641. depthTexture.name = 'depth';
  30642. const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } );
  30643. renderTarget.texture.name = 'output';
  30644. renderTarget.depthTexture = depthTexture;
  30645. this.renderTarget = renderTarget;
  30646. this.updateBeforeType = NodeUpdateType.FRAME;
  30647. this._textures = {
  30648. output: renderTarget.texture,
  30649. depth: depthTexture
  30650. };
  30651. this._textureNodes = {};
  30652. this._linearDepthNodes = {};
  30653. this._viewZNodes = {};
  30654. this._previousTextures = {};
  30655. this._previousTextureNodes = {};
  30656. this._cameraNear = uniform( 0 );
  30657. this._cameraFar = uniform( 0 );
  30658. this._mrt = null;
  30659. this.isPassNode = true;
  30660. }
  30661. setMRT( mrt ) {
  30662. this._mrt = mrt;
  30663. return this;
  30664. }
  30665. getMRT() {
  30666. return this._mrt;
  30667. }
  30668. isGlobal() {
  30669. return true;
  30670. }
  30671. getTexture( name ) {
  30672. let texture = this._textures[ name ];
  30673. if ( texture === undefined ) {
  30674. const refTexture = this.renderTarget.texture;
  30675. texture = refTexture.clone();
  30676. texture.isRenderTargetTexture = true;
  30677. texture.name = name;
  30678. this._textures[ name ] = texture;
  30679. this.renderTarget.textures.push( texture );
  30680. }
  30681. return texture;
  30682. }
  30683. getPreviousTexture( name ) {
  30684. let texture = this._previousTextures[ name ];
  30685. if ( texture === undefined ) {
  30686. texture = this.getTexture( name ).clone();
  30687. texture.isRenderTargetTexture = true;
  30688. this._previousTextures[ name ] = texture;
  30689. }
  30690. return texture;
  30691. }
  30692. toggleTexture( name ) {
  30693. const prevTexture = this._previousTextures[ name ];
  30694. if ( prevTexture !== undefined ) {
  30695. const texture = this._textures[ name ];
  30696. const index = this.renderTarget.textures.indexOf( texture );
  30697. this.renderTarget.textures[ index ] = prevTexture;
  30698. this._textures[ name ] = prevTexture;
  30699. this._previousTextures[ name ] = texture;
  30700. this._textureNodes[ name ].updateTexture();
  30701. this._previousTextureNodes[ name ].updateTexture();
  30702. }
  30703. }
  30704. getTextureNode( name = 'output' ) {
  30705. let textureNode = this._textureNodes[ name ];
  30706. if ( textureNode === undefined ) {
  30707. this._textureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name ) );
  30708. this._textureNodes[ name ].updateTexture();
  30709. }
  30710. return textureNode;
  30711. }
  30712. getPreviousTextureNode( name = 'output' ) {
  30713. let textureNode = this._previousTextureNodes[ name ];
  30714. if ( textureNode === undefined ) {
  30715. if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );
  30716. this._previousTextureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name, true ) );
  30717. this._previousTextureNodes[ name ].updateTexture();
  30718. }
  30719. return textureNode;
  30720. }
  30721. getViewZNode( name = 'depth' ) {
  30722. let viewZNode = this._viewZNodes[ name ];
  30723. if ( viewZNode === undefined ) {
  30724. const cameraNear = this._cameraNear;
  30725. const cameraFar = this._cameraFar;
  30726. this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );
  30727. }
  30728. return viewZNode;
  30729. }
  30730. getLinearDepthNode( name = 'depth' ) {
  30731. let linearDepthNode = this._linearDepthNodes[ name ];
  30732. if ( linearDepthNode === undefined ) {
  30733. const cameraNear = this._cameraNear;
  30734. const cameraFar = this._cameraFar;
  30735. const viewZNode = this.getViewZNode( name );
  30736. // TODO: just if ( builder.camera.isPerspectiveCamera )
  30737. this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );
  30738. }
  30739. return linearDepthNode;
  30740. }
  30741. setup( { renderer } ) {
  30742. this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;
  30743. // Disable MSAA for WebGL backend for now
  30744. if ( renderer.backend.isWebGLBackend === true ) {
  30745. this.renderTarget.samples = 0;
  30746. }
  30747. this.renderTarget.depthTexture.isMultisampleRenderTargetTexture = this.renderTarget.samples > 1;
  30748. return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();
  30749. }
  30750. updateBefore( frame ) {
  30751. const { renderer } = frame;
  30752. const { scene, camera } = this;
  30753. this._pixelRatio = renderer.getPixelRatio();
  30754. const size = renderer.getSize( _size$7 );
  30755. this.setSize( size.width, size.height );
  30756. const currentRenderTarget = renderer.getRenderTarget();
  30757. const currentMRT = renderer.getMRT();
  30758. this._cameraNear.value = camera.near;
  30759. this._cameraFar.value = camera.far;
  30760. for ( const name in this._previousTextures ) {
  30761. this.toggleTexture( name );
  30762. }
  30763. renderer.setRenderTarget( this.renderTarget );
  30764. renderer.setMRT( this._mrt );
  30765. renderer.render( scene, camera );
  30766. renderer.setRenderTarget( currentRenderTarget );
  30767. renderer.setMRT( currentMRT );
  30768. }
  30769. setSize( width, height ) {
  30770. this._width = width;
  30771. this._height = height;
  30772. const effectiveWidth = this._width * this._pixelRatio;
  30773. const effectiveHeight = this._height * this._pixelRatio;
  30774. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  30775. }
  30776. setPixelRatio( pixelRatio ) {
  30777. this._pixelRatio = pixelRatio;
  30778. this.setSize( this._width, this._height );
  30779. }
  30780. dispose() {
  30781. this.renderTarget.dispose();
  30782. }
  30783. }
  30784. PassNode.COLOR = 'color';
  30785. PassNode.DEPTH = 'depth';
  30786. const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) );
  30787. const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
  30788. const depthPass = ( scene, camera ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera ) );
  30789. addNodeClass( 'PassNode', PassNode );
  30790. // WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
  30791. // alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
  30792. const _quadMesh1 = /*@__PURE__*/ new QuadMesh();
  30793. const _quadMesh2 = /*@__PURE__*/ new QuadMesh();
  30794. class GaussianBlurNode extends TempNode {
  30795. constructor( textureNode, directionNode = null, sigma = 2 ) {
  30796. super( 'vec4' );
  30797. this.textureNode = textureNode;
  30798. this.directionNode = directionNode;
  30799. this.sigma = sigma;
  30800. this._invSize = uniform( new Vector2() );
  30801. this._passDirection = uniform( new Vector2() );
  30802. this._horizontalRT = new RenderTarget();
  30803. this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
  30804. this._verticalRT = new RenderTarget();
  30805. this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
  30806. this._textureNode = passTexture( this, this._verticalRT.texture );
  30807. this.updateBeforeType = NodeUpdateType.RENDER;
  30808. this.resolution = new Vector2( 1, 1 );
  30809. }
  30810. setSize( width, height ) {
  30811. width = Math.max( Math.round( width * this.resolution.x ), 1 );
  30812. height = Math.max( Math.round( height * this.resolution.y ), 1 );
  30813. this._invSize.value.set( 1 / width, 1 / height );
  30814. this._horizontalRT.setSize( width, height );
  30815. this._verticalRT.setSize( width, height );
  30816. }
  30817. updateBefore( frame ) {
  30818. const { renderer } = frame;
  30819. const textureNode = this.textureNode;
  30820. const map = textureNode.value;
  30821. const currentRenderTarget = renderer.getRenderTarget();
  30822. const currentMRT = renderer.getMRT();
  30823. const currentTexture = textureNode.value;
  30824. _quadMesh1.material = this._material;
  30825. _quadMesh2.material = this._material;
  30826. this.setSize( map.image.width, map.image.height );
  30827. const textureType = map.type;
  30828. this._horizontalRT.texture.type = textureType;
  30829. this._verticalRT.texture.type = textureType;
  30830. // clear
  30831. renderer.setMRT( null );
  30832. // horizontal
  30833. renderer.setRenderTarget( this._horizontalRT );
  30834. this._passDirection.value.set( 1, 0 );
  30835. _quadMesh1.render( renderer );
  30836. // vertical
  30837. textureNode.value = this._horizontalRT.texture;
  30838. renderer.setRenderTarget( this._verticalRT );
  30839. this._passDirection.value.set( 0, 1 );
  30840. _quadMesh2.render( renderer );
  30841. // restore
  30842. renderer.setRenderTarget( currentRenderTarget );
  30843. renderer.setMRT( currentMRT );
  30844. textureNode.value = currentTexture;
  30845. }
  30846. getTextureNode() {
  30847. return this._textureNode;
  30848. }
  30849. setup( builder ) {
  30850. const textureNode = this.textureNode;
  30851. if ( textureNode.isTextureNode !== true ) {
  30852. console.error( 'GaussianBlurNode requires a TextureNode.' );
  30853. return vec4();
  30854. }
  30855. //
  30856. const uvNode = textureNode.uvNode || uv();
  30857. const directionNode = vec2( this.directionNode || 1 );
  30858. const sampleTexture = ( uv ) => textureNode.uv( uv );
  30859. const blur = Fn( () => {
  30860. const kernelSize = 3 + ( 2 * this.sigma );
  30861. const gaussianCoefficients = this._getCoefficients( kernelSize );
  30862. const invSize = this._invSize;
  30863. const direction = directionNode.mul( this._passDirection );
  30864. const weightSum = float( gaussianCoefficients[ 0 ] ).toVar();
  30865. const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar();
  30866. for ( let i = 1; i < kernelSize; i ++ ) {
  30867. const x = float( i );
  30868. const w = float( gaussianCoefficients[ i ] );
  30869. const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
  30870. const sample1 = vec4( sampleTexture( uvNode.add( uvOffset ) ) );
  30871. const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) );
  30872. diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
  30873. weightSum.addAssign( mul( 2.0, w ) );
  30874. }
  30875. return diffuseSum.div( weightSum );
  30876. } );
  30877. //
  30878. const material = this._material || ( this._material = builder.createNodeMaterial() );
  30879. material.fragmentNode = blur().context( builder.getSharedContext() );
  30880. material.name = 'Gaussian_blur';
  30881. material.needsUpdate = true;
  30882. //
  30883. const properties = builder.getNodeProperties( this );
  30884. properties.textureNode = textureNode;
  30885. //
  30886. return this._textureNode;
  30887. }
  30888. dispose() {
  30889. this._horizontalRT.dispose();
  30890. this._verticalRT.dispose();
  30891. }
  30892. _getCoefficients( kernelRadius ) {
  30893. const coefficients = [];
  30894. for ( let i = 0; i < kernelRadius; i ++ ) {
  30895. coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
  30896. }
  30897. return coefficients;
  30898. }
  30899. }
  30900. const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( nodeObject( node ).toTexture(), directionNode, sigma ) );
  30901. addNodeElement( 'gaussianBlur', gaussianBlur );
  30902. const _size$6 = /*@__PURE__*/ new Vector2();
  30903. const _quadMeshComp = /*@__PURE__*/ new QuadMesh();
  30904. class AfterImageNode extends TempNode {
  30905. constructor( textureNode, damp = 0.96 ) {
  30906. super( textureNode );
  30907. this.textureNode = textureNode;
  30908. this.textureNodeOld = texture();
  30909. this.damp = uniform( damp );
  30910. this._compRT = new RenderTarget();
  30911. this._compRT.texture.name = 'AfterImageNode.comp';
  30912. this._oldRT = new RenderTarget();
  30913. this._oldRT.texture.name = 'AfterImageNode.old';
  30914. this._textureNode = passTexture( this, this._compRT.texture );
  30915. this.updateBeforeType = NodeUpdateType.RENDER;
  30916. }
  30917. getTextureNode() {
  30918. return this._textureNode;
  30919. }
  30920. setSize( width, height ) {
  30921. this._compRT.setSize( width, height );
  30922. this._oldRT.setSize( width, height );
  30923. }
  30924. updateBefore( frame ) {
  30925. const { renderer } = frame;
  30926. const textureNode = this.textureNode;
  30927. const map = textureNode.value;
  30928. const textureType = map.type;
  30929. this._compRT.texture.type = textureType;
  30930. this._oldRT.texture.type = textureType;
  30931. renderer.getDrawingBufferSize( _size$6 );
  30932. this.setSize( _size$6.x, _size$6.y );
  30933. const currentRenderTarget = renderer.getRenderTarget();
  30934. const currentTexture = textureNode.value;
  30935. this.textureNodeOld.value = this._oldRT.texture;
  30936. // comp
  30937. renderer.setRenderTarget( this._compRT );
  30938. _quadMeshComp.render( renderer );
  30939. // Swap the textures
  30940. const temp = this._oldRT;
  30941. this._oldRT = this._compRT;
  30942. this._compRT = temp;
  30943. renderer.setRenderTarget( currentRenderTarget );
  30944. textureNode.value = currentTexture;
  30945. }
  30946. setup( builder ) {
  30947. const textureNode = this.textureNode;
  30948. const textureNodeOld = this.textureNodeOld;
  30949. //
  30950. const uvNode = textureNode.uvNode || uv();
  30951. textureNodeOld.uvNode = uvNode;
  30952. const sampleTexture = ( uv ) => textureNode.uv( uv );
  30953. const when_gt = Fn( ( [ x_immutable, y_immutable ] ) => {
  30954. const y = float( y_immutable ).toVar();
  30955. const x = vec4( x_immutable ).toVar();
  30956. return max$1( sign( x.sub( y ) ), 0.0 );
  30957. } );
  30958. const afterImg = Fn( () => {
  30959. const texelOld = vec4( textureNodeOld );
  30960. const texelNew = vec4( sampleTexture( uvNode ) );
  30961. texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) );
  30962. return max$1( texelNew, texelOld );
  30963. } );
  30964. //
  30965. const materialComposed = this._materialComposed || ( this._materialComposed = builder.createNodeMaterial() );
  30966. materialComposed.name = 'AfterImage';
  30967. materialComposed.fragmentNode = afterImg();
  30968. _quadMeshComp.material = materialComposed;
  30969. //
  30970. const properties = builder.getNodeProperties( this );
  30971. properties.textureNode = textureNode;
  30972. //
  30973. return this._textureNode;
  30974. }
  30975. dispose() {
  30976. this._compRT.dispose();
  30977. this._oldRT.dispose();
  30978. }
  30979. }
  30980. const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( nodeObject( node ).toTexture(), damp ) );
  30981. addNodeElement( 'afterImage', afterImage );
  30982. const _quadMesh$4 = /*@__PURE__*/ new QuadMesh();
  30983. class AnamorphicNode extends TempNode {
  30984. constructor( textureNode, tresholdNode, scaleNode, samples ) {
  30985. super( 'vec4' );
  30986. this.textureNode = textureNode;
  30987. this.tresholdNode = tresholdNode;
  30988. this.scaleNode = scaleNode;
  30989. this.colorNode = vec3( 0.1, 0.0, 1.0 );
  30990. this.samples = samples;
  30991. this.resolution = new Vector2( 1, 1 );
  30992. this._renderTarget = new RenderTarget();
  30993. this._renderTarget.texture.name = 'anamorphic';
  30994. this._invSize = uniform( new Vector2() );
  30995. this._textureNode = passTexture( this, this._renderTarget.texture );
  30996. this.updateBeforeType = NodeUpdateType.RENDER;
  30997. }
  30998. getTextureNode() {
  30999. return this._textureNode;
  31000. }
  31001. setSize( width, height ) {
  31002. this._invSize.value.set( 1 / width, 1 / height );
  31003. width = Math.max( Math.round( width * this.resolution.x ), 1 );
  31004. height = Math.max( Math.round( height * this.resolution.y ), 1 );
  31005. this._renderTarget.setSize( width, height );
  31006. }
  31007. updateBefore( frame ) {
  31008. const { renderer } = frame;
  31009. const textureNode = this.textureNode;
  31010. const map = textureNode.value;
  31011. this._renderTarget.texture.type = map.type;
  31012. const currentRenderTarget = renderer.getRenderTarget();
  31013. const currentTexture = textureNode.value;
  31014. _quadMesh$4.material = this._material;
  31015. this.setSize( map.image.width, map.image.height );
  31016. // render
  31017. renderer.setRenderTarget( this._renderTarget );
  31018. _quadMesh$4.render( renderer );
  31019. // restore
  31020. renderer.setRenderTarget( currentRenderTarget );
  31021. textureNode.value = currentTexture;
  31022. }
  31023. setup( builder ) {
  31024. const textureNode = this.textureNode;
  31025. const uvNode = textureNode.uvNode || uv();
  31026. const sampleTexture = ( uv ) => textureNode.uv( uv );
  31027. const anamorph = Fn( () => {
  31028. const samples = this.samples;
  31029. const halfSamples = Math.floor( samples / 2 );
  31030. const total = vec3( 0 ).toVar();
  31031. Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {
  31032. const softness = float( i ).abs().div( halfSamples ).oneMinus();
  31033. const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
  31034. const color = sampleTexture( uv );
  31035. const pass = threshold( color, this.tresholdNode ).mul( softness );
  31036. total.addAssign( pass );
  31037. } );
  31038. return total.mul( this.colorNode );
  31039. } );
  31040. //
  31041. const material = this._material || ( this._material = builder.createNodeMaterial() );
  31042. material.name = 'Anamorphic';
  31043. material.fragmentNode = anamorph();
  31044. //
  31045. const properties = builder.getNodeProperties( this );
  31046. properties.textureNode = textureNode;
  31047. //
  31048. return this._textureNode;
  31049. }
  31050. dispose() {
  31051. this._renderTarget.dispose();
  31052. }
  31053. }
  31054. const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( nodeObject( node ).toTexture(), nodeObject( threshold ), nodeObject( scale ), samples ) );
  31055. addNodeElement( 'anamorphic', anamorphic );
  31056. class SobelOperatorNode extends TempNode {
  31057. constructor( textureNode ) {
  31058. super();
  31059. this.textureNode = textureNode;
  31060. this.updateBeforeType = NodeUpdateType.RENDER;
  31061. this._invSize = uniform( new Vector2() );
  31062. }
  31063. updateBefore() {
  31064. const map = this.textureNode.value;
  31065. this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
  31066. }
  31067. setup() {
  31068. const { textureNode } = this;
  31069. const uvNode = textureNode.uvNode || uv();
  31070. const sampleTexture = ( uv ) => textureNode.uv( uv );
  31071. const sobel = Fn( () => {
  31072. // Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  31073. const texel = this._invSize;
  31074. // kernel definition (in glsl matrices are filled in column-major order)
  31075. const Gx = mat3( - 1, - 2, - 1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
  31076. const Gy = mat3( - 1, 0, 1, - 2, 0, 2, - 1, 0, 1 ); // y direction kernel
  31077. // fetch the 3x3 neighbourhood of a fragment
  31078. // first column
  31079. const tx0y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, - 1 ) ) ) ).xyz );
  31080. const tx0y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 0 ) ) ) ).xyz );
  31081. const tx0y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 1 ) ) ) ).xyz );
  31082. // second column
  31083. const tx1y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, - 1 ) ) ) ).xyz );
  31084. const tx1y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 0 ) ) ) ).xyz );
  31085. const tx1y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 1 ) ) ) ).xyz );
  31086. // third column
  31087. const tx2y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, - 1 ) ) ) ).xyz );
  31088. const tx2y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 0 ) ) ) ).xyz );
  31089. const tx2y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 1 ) ) ) ).xyz );
  31090. // gradient value in x direction
  31091. const valueGx = add(
  31092. Gx[ 0 ][ 0 ].mul( tx0y0 ),
  31093. Gx[ 1 ][ 0 ].mul( tx1y0 ),
  31094. Gx[ 2 ][ 0 ].mul( tx2y0 ),
  31095. Gx[ 0 ][ 1 ].mul( tx0y1 ),
  31096. Gx[ 1 ][ 1 ].mul( tx1y1 ),
  31097. Gx[ 2 ][ 1 ].mul( tx2y1 ),
  31098. Gx[ 0 ][ 2 ].mul( tx0y2 ),
  31099. Gx[ 1 ][ 2 ].mul( tx1y2 ),
  31100. Gx[ 2 ][ 2 ].mul( tx2y2 )
  31101. );
  31102. // gradient value in y direction
  31103. const valueGy = add(
  31104. Gy[ 0 ][ 0 ].mul( tx0y0 ),
  31105. Gy[ 1 ][ 0 ].mul( tx1y0 ),
  31106. Gy[ 2 ][ 0 ].mul( tx2y0 ),
  31107. Gy[ 0 ][ 1 ].mul( tx0y1 ),
  31108. Gy[ 1 ][ 1 ].mul( tx1y1 ),
  31109. Gy[ 2 ][ 1 ].mul( tx2y1 ),
  31110. Gy[ 0 ][ 2 ].mul( tx0y2 ),
  31111. Gy[ 1 ][ 2 ].mul( tx1y2 ),
  31112. Gy[ 2 ][ 2 ].mul( tx2y2 )
  31113. );
  31114. // magnitute of the total gradient
  31115. const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
  31116. return vec4( vec3( G ), 1 );
  31117. } );
  31118. const outputNode = sobel();
  31119. return outputNode;
  31120. }
  31121. }
  31122. const sobel = ( node ) => nodeObject( new SobelOperatorNode( nodeObject( node ).toTexture() ) );
  31123. addNodeElement( 'sobel', sobel );
  31124. class DepthOfFieldNode extends TempNode {
  31125. constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) {
  31126. super();
  31127. this.textureNode = textureNode;
  31128. this.viewZNode = viewZNode;
  31129. this.focusNode = focusNode;
  31130. this.apertureNode = apertureNode;
  31131. this.maxblurNode = maxblurNode;
  31132. this._aspect = uniform( 0 );
  31133. this.updateBeforeType = NodeUpdateType.RENDER;
  31134. }
  31135. updateBefore() {
  31136. const map = this.textureNode.value;
  31137. this._aspect.value = map.image.width / map.image.height;
  31138. }
  31139. setup() {
  31140. const textureNode = this.textureNode;
  31141. const uvNode = textureNode.uvNode || uv();
  31142. const sampleTexture = ( uv ) => textureNode.uv( uv );
  31143. const dof = Fn( () => {
  31144. const aspectcorrect = vec2( 1.0, this._aspect );
  31145. const factor = this.focusNode.add( this.viewZNode );
  31146. const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) );
  31147. const dofblur9 = dofblur.mul( 0.9 );
  31148. const dofblur7 = dofblur.mul( 0.7 );
  31149. const dofblur4 = dofblur.mul( 0.4 );
  31150. let col = vec4( 0.0 );
  31151. col = col.add( sampleTexture( uvNode ) );
  31152. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31153. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31154. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31155. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31156. col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31157. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31158. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31159. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31160. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31161. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31162. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31163. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31164. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31165. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31166. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31167. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  31168. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31169. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31170. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31171. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31172. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31173. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31174. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31175. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  31176. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31177. col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31178. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31179. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31180. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31181. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31182. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31183. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  31184. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31185. col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31186. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31187. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31188. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31189. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31190. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31191. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  31192. col = col.div( 41 );
  31193. col.a = 1;
  31194. return vec4( col );
  31195. } );
  31196. const outputNode = dof();
  31197. return outputNode;
  31198. }
  31199. }
  31200. const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( nodeObject( node ).toTexture(), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) );
  31201. addNodeElement( 'dof', dof );
  31202. class DotScreenNode extends TempNode {
  31203. constructor( inputNode, center = new Vector2( 0.5, 0.5 ), angle = 1.57, scale = 1 ) {
  31204. super( 'vec4' );
  31205. this.inputNode = inputNode;
  31206. this.center = uniform( center );
  31207. this.angle = uniform( angle );
  31208. this.scale = uniform( scale );
  31209. }
  31210. setup() {
  31211. const inputNode = this.inputNode;
  31212. const pattern = Fn( () => {
  31213. const s = sin( this.angle );
  31214. const c = cos( this.angle );
  31215. const tex = uv().mul( viewportResolution ).sub( this.center );
  31216. const point = vec2( c.mul( tex.x ).sub( s.mul( tex.y ) ), s.mul( tex.x ).add( c.mul( tex.y ) ) ).mul( this.scale );
  31217. return sin( point.x ).mul( sin( point.y ) ).mul( 4 );
  31218. } );
  31219. const dotScreen = Fn( () => {
  31220. const color = inputNode;
  31221. const average = add( color.r, color.g, color.b ).div( 3 );
  31222. return vec4( vec3( average.mul( 10 ).sub( 5 ).add( pattern() ) ), color.a );
  31223. } );
  31224. const outputNode = dotScreen();
  31225. return outputNode;
  31226. }
  31227. }
  31228. const dotScreen = ( node, center, angle, scale ) => nodeObject( new DotScreenNode( nodeObject( node ), center, angle, scale ) );
  31229. addNodeElement( 'dotScreen', dotScreen );
  31230. class RGBShiftNode extends TempNode {
  31231. constructor( textureNode, amount = 0.005, angle = 0 ) {
  31232. super( 'vec4' );
  31233. this.textureNode = textureNode;
  31234. this.amount = uniform( amount );
  31235. this.angle = uniform( angle );
  31236. }
  31237. setup() {
  31238. const { textureNode } = this;
  31239. const uvNode = textureNode.uvNode || uv();
  31240. const sampleTexture = ( uv ) => textureNode.uv( uv );
  31241. const rgbShift = Fn( () => {
  31242. const offset = vec2( cos( this.angle ), sin( this.angle ) ).mul( this.amount );
  31243. const cr = sampleTexture( uvNode.add( offset ) );
  31244. const cga = sampleTexture( uvNode );
  31245. const cb = sampleTexture( uvNode.sub( offset ) );
  31246. return vec4( cr.r, cga.g, cb.b, cga.a );
  31247. } );
  31248. return rgbShift();
  31249. }
  31250. }
  31251. const rgbShift = ( node, amount, angle ) => nodeObject( new RGBShiftNode( nodeObject( node ).toTexture(), amount, angle ) );
  31252. addNodeElement( 'rgbShift', rgbShift );
  31253. class FilmNode extends TempNode {
  31254. constructor( inputNode, intensityNode = null, uvNode = null ) {
  31255. super();
  31256. this.inputNode = inputNode;
  31257. this.intensityNode = intensityNode;
  31258. this.uvNode = uvNode;
  31259. }
  31260. setup() {
  31261. const uvNode = this.uvNode || uv();
  31262. const film = Fn( () => {
  31263. const base = this.inputNode.rgb;
  31264. const noise = rand( fract( uvNode.add( timerLocal() ) ) );
  31265. let color = base.add( base.mul( clamp( noise.add( 0.1 ), 0, 1 ) ) );
  31266. if ( this.intensityNode !== null ) {
  31267. color = mix( base, color, this.intensityNode );
  31268. }
  31269. return vec4( color, this.inputNode.a );
  31270. } );
  31271. const outputNode = film();
  31272. return outputNode;
  31273. }
  31274. }
  31275. const film = nodeProxy( FilmNode );
  31276. addNodeElement( 'film', film );
  31277. class Lut3DNode extends TempNode {
  31278. constructor( inputNode, lutNode, size, intensityNode ) {
  31279. super();
  31280. this.inputNode = inputNode;
  31281. this.lutNode = lutNode;
  31282. this.size = uniform( size );
  31283. this.intensityNode = intensityNode;
  31284. }
  31285. setup() {
  31286. const { inputNode, lutNode } = this;
  31287. const sampleLut = ( uv ) => lutNode.uv( uv );
  31288. const lut3D = Fn( () => {
  31289. const base = inputNode;
  31290. // pull the sample in by half a pixel so the sample begins at the center of the edge pixels.
  31291. const pixelWidth = float( 1.0 ).div( this.size );
  31292. const halfPixelWidth = float( 0.5 ).div( this.size );
  31293. const uvw = vec3( halfPixelWidth ).add( base.rgb.mul( float( 1.0 ).sub( pixelWidth ) ) );
  31294. const lutValue = vec4( sampleLut( uvw ).rgb, base.a );
  31295. return vec4( mix( base, lutValue, this.intensityNode ) );
  31296. } );
  31297. const outputNode = lut3D();
  31298. return outputNode;
  31299. }
  31300. }
  31301. const lut3D = ( node, lut, size, intensity ) => nodeObject( new Lut3DNode( nodeObject( node ), nodeObject( lut ), size, nodeObject( intensity ) ) );
  31302. addNodeElement( 'lut3D', lut3D );
  31303. const motionBlur = /*#__PURE__*/ Fn( ( [ inputNode, velocity, numSamples = int( 16 ) ] ) => {
  31304. const sampleColor = ( uv ) => inputNode.uv( uv );
  31305. const uvs = uv();
  31306. const colorResult = sampleColor( uvs ).toVar();
  31307. const fSamples = float( numSamples );
  31308. Loop( { start: int( 1 ), end: numSamples, type: 'int', condition: '<=' }, ( { i } ) => {
  31309. const offset = velocity.mul( float( i ).div( fSamples.sub( 1 ) ).sub( 0.5 ) );
  31310. colorResult.addAssign( sampleColor( uvs.add( offset ) ) );
  31311. } );
  31312. colorResult.divAssign( fSamples );
  31313. return colorResult;
  31314. } );
  31315. const _quadMesh$3 = /*@__PURE__*/ new QuadMesh();
  31316. const _currentClearColor$1 = /*@__PURE__*/ new Color();
  31317. const _size$5 = /*@__PURE__*/ new Vector2();
  31318. class GTAONode extends TempNode {
  31319. constructor( depthNode, normalNode, camera ) {
  31320. super();
  31321. this.depthNode = depthNode;
  31322. this.normalNode = normalNode;
  31323. this.radius = uniform( 0.25 );
  31324. this.resolution = uniform( new Vector2() );
  31325. this.thickness = uniform( 1 );
  31326. this.distanceExponent = uniform( 1 );
  31327. this.distanceFallOff = uniform( 1 );
  31328. this.scale = uniform( 1 );
  31329. this.noiseNode = texture( generateMagicSquareNoise() );
  31330. this.cameraProjectionMatrix = uniform( camera.projectionMatrix );
  31331. this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
  31332. this.SAMPLES = uniform( 16 );
  31333. this._aoRenderTarget = new RenderTarget();
  31334. this._aoRenderTarget.texture.name = 'GTAONode.AO';
  31335. this._material = null;
  31336. this._textureNode = passTexture( this, this._aoRenderTarget.texture );
  31337. this.updateBeforeType = NodeUpdateType.FRAME;
  31338. }
  31339. getTextureNode() {
  31340. return this._textureNode;
  31341. }
  31342. setSize( width, height ) {
  31343. this.resolution.value.set( width, height );
  31344. this._aoRenderTarget.setSize( width, height );
  31345. }
  31346. updateBefore( frame ) {
  31347. const { renderer } = frame;
  31348. const size = renderer.getDrawingBufferSize( _size$5 );
  31349. const currentRenderTarget = renderer.getRenderTarget();
  31350. const currentMRT = renderer.getMRT();
  31351. renderer.getClearColor( _currentClearColor$1 );
  31352. const currentClearAlpha = renderer.getClearAlpha();
  31353. _quadMesh$3.material = this._material;
  31354. this.setSize( size.width, size.height );
  31355. // clear
  31356. renderer.setMRT( null );
  31357. renderer.setClearColor( 0xffffff, 1 );
  31358. // ao
  31359. renderer.setRenderTarget( this._aoRenderTarget );
  31360. _quadMesh$3.render( renderer );
  31361. // restore
  31362. renderer.setRenderTarget( currentRenderTarget );
  31363. renderer.setMRT( currentMRT );
  31364. renderer.setClearColor( _currentClearColor$1, currentClearAlpha );
  31365. }
  31366. setup( builder ) {
  31367. const uvNode = uv();
  31368. const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x;
  31369. const sampleNoise = ( uv ) => this.noiseNode.uv( uv );
  31370. const getSceneUvAndDepth = Fn( ( [ sampleViewPos ] )=> {
  31371. const sampleClipPos = this.cameraProjectionMatrix.mul( vec4( sampleViewPos, 1.0 ) );
  31372. let sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar();
  31373. sampleUv = vec2( sampleUv.x, sampleUv.y.oneMinus() );
  31374. const sampleSceneDepth = sampleDepth( sampleUv );
  31375. return vec3( sampleUv, sampleSceneDepth );
  31376. } );
  31377. const getViewPosition = Fn( ( [ screenPosition, depth ] ) => {
  31378. screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
  31379. const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
  31380. const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) );
  31381. return viewSpacePosition.xyz.div( viewSpacePosition.w );
  31382. } );
  31383. const ao = Fn( () => {
  31384. const depth = sampleDepth( uvNode );
  31385. depth.greaterThanEqual( 1.0 ).discard();
  31386. const viewPosition = getViewPosition( uvNode, depth );
  31387. const viewNormal = this.normalNode.rgb.normalize();
  31388. const radiusToUse = this.radius;
  31389. const noiseResolution = textureSize( this.noiseNode, 0 );
  31390. let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
  31391. noiseUv = noiseUv.mul( this.resolution.div( noiseResolution ) );
  31392. const noiseTexel = sampleNoise( noiseUv );
  31393. const randomVec = noiseTexel.xyz.mul( 2.0 ).sub( 1.0 );
  31394. const tangent = vec3( randomVec.xy, 0.0 ).normalize();
  31395. const bitangent = vec3( tangent.y.mul( - 1.0 ), tangent.x, 0.0 );
  31396. const kernelMatrix = mat3( tangent, bitangent, vec3( 0.0, 0.0, 1.0 ) );
  31397. const DIRECTIONS = this.SAMPLES.lessThan( 30 ).select( 3, 5 );
  31398. const STEPS = add( this.SAMPLES, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS );
  31399. const ao = float( 0 ).toVar();
  31400. Loop( { start: int( 0 ), end: DIRECTIONS, type: 'int', condition: '<' }, ( { i } ) => {
  31401. const angle = float( i ).div( float( DIRECTIONS ) ).mul( PI );
  31402. const sampleDir = vec4( cos( angle ), sin( angle ), 0., add( 0.5, mul( 0.5, noiseTexel.w ) ) );
  31403. sampleDir.xyz = normalize( kernelMatrix.mul( sampleDir.xyz ) );
  31404. const viewDir = normalize( viewPosition.xyz.negate() );
  31405. const sliceBitangent = normalize( cross( sampleDir.xyz, viewDir ) );
  31406. const sliceTangent = cross( sliceBitangent, viewDir );
  31407. const normalInSlice = normalize( viewNormal.sub( sliceBitangent.mul( dot( viewNormal, sliceBitangent ) ) ) );
  31408. const tangentToNormalInSlice = cross( normalInSlice, sliceBitangent );
  31409. const cosHorizons = vec2( dot( viewDir, tangentToNormalInSlice ), dot( viewDir, tangentToNormalInSlice.negate() ) ).toVar();
  31410. Loop( { end: STEPS, type: 'int', name: 'j', condition: '<' }, ( { j } ) => {
  31411. const sampleViewOffset = sampleDir.xyz.mul( radiusToUse ).mul( sampleDir.w ).mul( pow( div( float( j ).add( 1.0 ), float( STEPS ) ), this.distanceExponent ) );
  31412. // x
  31413. const sampleSceneUvDepthX = getSceneUvAndDepth( viewPosition.add( sampleViewOffset ) );
  31414. const sampleSceneViewPositionX = getViewPosition( sampleSceneUvDepthX.xy, sampleSceneUvDepthX.z );
  31415. const viewDeltaX = sampleSceneViewPositionX.sub( viewPosition );
  31416. If( abs( viewDeltaX.z ).lessThan( this.thickness ), () => {
  31417. const sampleCosHorizon = dot( viewDir, normalize( viewDeltaX ) );
  31418. cosHorizons.x.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.x ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
  31419. } );
  31420. // y
  31421. const sampleSceneUvDepthY = getSceneUvAndDepth( viewPosition.sub( sampleViewOffset ) );
  31422. const sampleSceneViewPositionY = getViewPosition( sampleSceneUvDepthY.xy, sampleSceneUvDepthY.z );
  31423. const viewDeltaY = sampleSceneViewPositionY.sub( viewPosition );
  31424. If( abs( viewDeltaY.z ).lessThan( this.thickness ), () => {
  31425. const sampleCosHorizon = dot( viewDir, normalize( viewDeltaY ) );
  31426. cosHorizons.y.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.y ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
  31427. } );
  31428. } );
  31429. const sinHorizons = sqrt( sub( 1.0, cosHorizons.mul( cosHorizons ) ) );
  31430. const nx = dot( normalInSlice, sliceTangent );
  31431. const ny = dot( normalInSlice, viewDir );
  31432. const nxb = mul( 0.5, acos( cosHorizons.y ).sub( acos( cosHorizons.x ) ).add( sinHorizons.x.mul( cosHorizons.x ).sub( sinHorizons.y.mul( cosHorizons.y ) ) ) );
  31433. const nyb = mul( 0.5, sub( 2.0, cosHorizons.x.mul( cosHorizons.x ) ).sub( cosHorizons.y.mul( cosHorizons.y ) ) );
  31434. const occlusion = nx.mul( nxb ).add( ny.mul( nyb ) );
  31435. ao.addAssign( occlusion );
  31436. } );
  31437. ao.assign( clamp( ao.div( DIRECTIONS ), 0, 1 ) );
  31438. ao.assign( pow( ao, this.scale ) );
  31439. return vec4( vec3( ao ), 1.0 );
  31440. } );
  31441. const material = this._material || ( this._material = builder.createNodeMaterial() );
  31442. material.fragmentNode = ao().context( builder.getSharedContext() );
  31443. material.name = 'GTAO';
  31444. material.needsUpdate = true;
  31445. //
  31446. return this._textureNode;
  31447. }
  31448. dispose() {
  31449. this._aoRenderTarget.dispose();
  31450. }
  31451. }
  31452. function generateMagicSquareNoise( size = 5 ) {
  31453. const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
  31454. const magicSquare = generateMagicSquare( noiseSize );
  31455. const noiseSquareSize = magicSquare.length;
  31456. const data = new Uint8Array( noiseSquareSize * 4 );
  31457. for ( let inx = 0; inx < noiseSquareSize; ++ inx ) {
  31458. const iAng = magicSquare[ inx ];
  31459. const angle = ( 2 * Math.PI * iAng ) / noiseSquareSize;
  31460. const randomVec = new Vector3(
  31461. Math.cos( angle ),
  31462. Math.sin( angle ),
  31463. 0
  31464. ).normalize();
  31465. data[ inx * 4 ] = ( randomVec.x * 0.5 + 0.5 ) * 255;
  31466. data[ inx * 4 + 1 ] = ( randomVec.y * 0.5 + 0.5 ) * 255;
  31467. data[ inx * 4 + 2 ] = 127;
  31468. data[ inx * 4 + 3 ] = 255;
  31469. }
  31470. const noiseTexture = new DataTexture( data, noiseSize, noiseSize );
  31471. noiseTexture.wrapS = RepeatWrapping;
  31472. noiseTexture.wrapT = RepeatWrapping;
  31473. noiseTexture.needsUpdate = true;
  31474. return noiseTexture;
  31475. }
  31476. function generateMagicSquare( size ) {
  31477. const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
  31478. const noiseSquareSize = noiseSize * noiseSize;
  31479. const magicSquare = Array( noiseSquareSize ).fill( 0 );
  31480. let i = Math.floor( noiseSize / 2 );
  31481. let j = noiseSize - 1;
  31482. for ( let num = 1; num <= noiseSquareSize; ) {
  31483. if ( i === - 1 && j === noiseSize ) {
  31484. j = noiseSize - 2;
  31485. i = 0;
  31486. } else {
  31487. if ( j === noiseSize ) {
  31488. j = 0;
  31489. }
  31490. if ( i < 0 ) {
  31491. i = noiseSize - 1;
  31492. }
  31493. }
  31494. if ( magicSquare[ i * noiseSize + j ] !== 0 ) {
  31495. j -= 2;
  31496. i ++;
  31497. continue;
  31498. } else {
  31499. magicSquare[ i * noiseSize + j ] = num ++;
  31500. }
  31501. j ++;
  31502. i --;
  31503. }
  31504. return magicSquare;
  31505. }
  31506. const ao = ( depthNode, normalNode, camera ) => nodeObject( new GTAONode( nodeObject( depthNode ), nodeObject( normalNode ), camera ) );
  31507. addNodeElement( 'ao', ao );
  31508. class DenoiseNode extends TempNode {
  31509. constructor( textureNode, depthNode, normalNode, noiseNode, camera ) {
  31510. super();
  31511. this.textureNode = textureNode;
  31512. this.depthNode = depthNode;
  31513. this.normalNode = normalNode;
  31514. this.noiseNode = noiseNode;
  31515. this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
  31516. this.lumaPhi = uniform( 5 );
  31517. this.depthPhi = uniform( 5 );
  31518. this.normalPhi = uniform( 5 );
  31519. this.radius = uniform( 5 );
  31520. this.index = uniform( 0 );
  31521. this._resolution = uniform( new Vector2() );
  31522. this._sampleVectors = uniformArray( generatePdSamplePointInitializer( 16, 2, 1 ) );
  31523. this.updateBeforeType = NodeUpdateType.RENDER;
  31524. }
  31525. updateBefore() {
  31526. const map = this.textureNode.value;
  31527. this._resolution.value.set( map.image.width, map.image.height );
  31528. }
  31529. setup() {
  31530. const uvNode = uv();
  31531. const sampleTexture = ( uv ) => this.textureNode.uv( uv );
  31532. const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x;
  31533. const sampleNormal = ( uv ) => this.normalNode.uv( uv );
  31534. const sampleNoise = ( uv ) => this.noiseNode.uv( uv );
  31535. const getViewPosition = Fn( ( [ screenPosition, depth ] ) => {
  31536. screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
  31537. const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
  31538. const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) );
  31539. return viewSpacePosition.xyz.div( viewSpacePosition.w );
  31540. } );
  31541. const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
  31542. const texel = sampleTexture( sampleUv );
  31543. const depth = sampleDepth( sampleUv );
  31544. const normal = sampleNormal( sampleUv ).rgb.normalize();
  31545. const neighborColor = texel.rgb;
  31546. const viewPos = getViewPosition( sampleUv, depth );
  31547. const normalDiff = dot( viewNormal, normal ).toVar();
  31548. const normalSimilarity = pow( max$1( normalDiff, 0 ), this.normalPhi ).toVar();
  31549. const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
  31550. const lumaSimilarity = max$1( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
  31551. const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
  31552. const depthSimilarity = max$1( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
  31553. const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
  31554. return vec4( neighborColor.mul( w ), w );
  31555. } );
  31556. const denoise = Fn( ( [ uvNode ] ) => {
  31557. const depth = sampleDepth( uvNode );
  31558. const viewNormal = sampleNormal( uvNode ).rgb.normalize();
  31559. const texel = sampleTexture( uvNode );
  31560. If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
  31561. return texel;
  31562. } );
  31563. const center = vec3( texel.rgb );
  31564. const viewPosition = getViewPosition( uvNode, depth );
  31565. const noiseResolution = textureSize( this.noiseNode, 0 );
  31566. let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
  31567. noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
  31568. const noiseTexel = sampleNoise( noiseUv );
  31569. const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
  31570. const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
  31571. const noiseVec = vec2( x, y );
  31572. const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
  31573. const totalWeight = float( 1.0 ).toVar();
  31574. const denoised = vec3( texel.rgb ).toVar();
  31575. Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
  31576. const sampleDir = this._sampleVectors.element( i ).toVar();
  31577. const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution ).toVar();
  31578. const sampleUv = uvNode.add( offset ).toVar();
  31579. const result = denoiseSample( center, viewNormal, viewPosition, sampleUv );
  31580. denoised.addAssign( result.xyz );
  31581. totalWeight.addAssign( result.w );
  31582. } );
  31583. If( totalWeight.greaterThan( float( 0 ) ), () => {
  31584. denoised.divAssign( totalWeight );
  31585. } );
  31586. return vec4( denoised, texel.a );
  31587. } ).setLayout( {
  31588. name: 'denoise',
  31589. type: 'vec4',
  31590. inputs: [
  31591. { name: 'uv', type: 'vec2' }
  31592. ]
  31593. } );
  31594. const output = Fn( () => {
  31595. return denoise( uvNode );
  31596. } );
  31597. const outputNode = output();
  31598. return outputNode;
  31599. }
  31600. }
  31601. function generatePdSamplePointInitializer( samples, rings, radiusExponent ) {
  31602. const poissonDisk = generateDenoiseSamples( samples, rings, radiusExponent );
  31603. const array = [];
  31604. for ( let i = 0; i < samples; i ++ ) {
  31605. const sample = poissonDisk[ i ];
  31606. array.push( sample );
  31607. }
  31608. return array;
  31609. }
  31610. function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
  31611. const samples = [];
  31612. for ( let i = 0; i < numSamples; i ++ ) {
  31613. const angle = 2 * Math.PI * numRings * i / numSamples;
  31614. const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent );
  31615. samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) );
  31616. }
  31617. return samples;
  31618. }
  31619. const denoise = ( node, depthNode, normalNode, noiseNode, camera ) => nodeObject( new DenoiseNode( nodeObject( node ).toTexture(), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( noiseNode ), camera ) );
  31620. addNodeElement( 'denoise', denoise );
  31621. class FXAANode extends TempNode {
  31622. constructor( textureNode ) {
  31623. super();
  31624. this.textureNode = textureNode;
  31625. this.updateBeforeType = NodeUpdateType.RENDER;
  31626. this._invSize = uniform( new Vector2() );
  31627. }
  31628. updateBefore() {
  31629. const map = this.textureNode.value;
  31630. this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
  31631. }
  31632. setup() {
  31633. const textureNode = this.textureNode.bias( - 100 );
  31634. const uvNode = textureNode.uvNode || uv();
  31635. // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
  31636. //----------------------------------------------------------------------------------
  31637. // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
  31638. // SDK Version: v3.00
  31639. // Email: gameworks@nvidia.com
  31640. // Site: http://developer.nvidia.com/
  31641. //
  31642. // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
  31643. //
  31644. // Redistribution and use in source and binary forms, with or without
  31645. // modification, are permitted provided that the following conditions
  31646. // are met:
  31647. // * Redistributions of source code must retain the above copyright
  31648. // notice, this list of conditions and the following disclaimer.
  31649. // * Redistributions in binary form must reproduce the above copyright
  31650. // notice, this list of conditions and the following disclaimer in the
  31651. // documentation and/or other materials provided with the distribution.
  31652. // * Neither the name of NVIDIA CORPORATION nor the names of its
  31653. // contributors may be used to endorse or promote products derived
  31654. // from this software without specific prior written permission.
  31655. //
  31656. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
  31657. // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  31658. // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  31659. // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  31660. // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  31661. // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  31662. // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  31663. // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  31664. // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  31665. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  31666. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  31667. //
  31668. //----------------------------------------------------------------------------------
  31669. const FxaaTexTop = ( p ) => textureNode.uv( p );
  31670. const FxaaTexOff = ( p, o, r ) => textureNode.uv( p.add( o.mul( r ) ) );
  31671. const NUM_SAMPLES = int( 5 );
  31672. const contrast = Fn( ( [ a_immutable, b_immutable ] ) => {
  31673. // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
  31674. const b = vec4( b_immutable ).toVar();
  31675. const a = vec4( a_immutable ).toVar();
  31676. const diff = vec4( abs( a.sub( b ) ) ).toVar();
  31677. return max$1( max$1( max$1( diff.r, diff.g ), diff.b ), diff.a );
  31678. } );
  31679. // FXAA3 QUALITY - PC
  31680. const FxaaPixelShader = Fn( ( [ uv, fxaaQualityRcpFrame, fxaaQualityEdgeThreshold, fxaaQualityinvEdgeThreshold ] ) => {
  31681. const rgbaM = FxaaTexTop( uv ).toVar();
  31682. const rgbaS = FxaaTexOff( uv, vec2( 0.0, - 1.0 ), fxaaQualityRcpFrame.xy ).toVar();
  31683. const rgbaE = FxaaTexOff( uv, vec2( 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar();
  31684. const rgbaN = FxaaTexOff( uv, vec2( 0.0, 1.0 ), fxaaQualityRcpFrame.xy ).toVar();
  31685. const rgbaW = FxaaTexOff( uv, vec2( - 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar();
  31686. // . S .
  31687. // W M E
  31688. // . N .
  31689. const contrastN = contrast( rgbaM, rgbaN ).toVar();
  31690. const contrastS = contrast( rgbaM, rgbaS ).toVar();
  31691. const contrastE = contrast( rgbaM, rgbaE ).toVar();
  31692. const contrastW = contrast( rgbaM, rgbaW ).toVar();
  31693. const maxValue = max$1( contrastN, max$1( contrastS, max$1( contrastE, contrastW ) ) ).toVar();
  31694. // . 0 .
  31695. // 0 0 0
  31696. // . 0 .
  31697. If( maxValue.lessThan( fxaaQualityEdgeThreshold ), () => {
  31698. return rgbaM; // assuming define FXAA_DISCARD is always 0
  31699. } );
  31700. //
  31701. const relativeVContrast = sub( contrastN.add( contrastS ), ( contrastE.add( contrastW ) ) ).toVar();
  31702. relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold );
  31703. // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
  31704. If( abs( relativeVContrast ).lessThan( 0.3 ), () => {
  31705. // locate the edge
  31706. const x = contrastE.greaterThan( contrastW ).select( 1, - 1 ).toVar();
  31707. const y = contrastS.greaterThan( contrastN ).select( 1, - 1 ).toVar();
  31708. const dirToEdge = vec2( x, y ).toVar();
  31709. // . 2 . . 1 .
  31710. // 1 0 2 ~= 0 0 1
  31711. // . 1 . . 0 .
  31712. // tap 2 pixels and see which ones are "outside" the edge, to
  31713. // determine if the edge is vertical or horizontal
  31714. const rgbaAlongH = FxaaTexOff( uv, vec2( dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy );
  31715. const matchAlongH = contrast( rgbaM, rgbaAlongH ).toVar();
  31716. // . 1 .
  31717. // 0 0 1
  31718. // . 0 H
  31719. const rgbaAlongV = FxaaTexOff( uv, vec2( dirToEdge.x.negate(), dirToEdge.y.negate() ), fxaaQualityRcpFrame.xy );
  31720. const matchAlongV = contrast( rgbaM, rgbaAlongV ).toVar();
  31721. // V 1 .
  31722. // 0 0 1
  31723. // . 0 .
  31724. relativeVContrast.assign( matchAlongV.sub( matchAlongH ) );
  31725. relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold );
  31726. If( abs( relativeVContrast ).lessThan( 0.3 ), () => { // 45 deg edge
  31727. // 1 1 .
  31728. // 0 0 1
  31729. // . 0 1
  31730. // do a simple blur
  31731. const sum = rgbaN.add( rgbaS ).add( rgbaE ).add( rgbaW );
  31732. return mix( rgbaM, sum.mul( 0.25 ), 0.4 );
  31733. } );
  31734. } );
  31735. const offNP = vec2().toVar();
  31736. If( relativeVContrast.lessThanEqual( 0 ), () => {
  31737. rgbaN.assign( rgbaW );
  31738. rgbaS.assign( rgbaE );
  31739. // . 0 . 1
  31740. // 1 0 1 -> 0
  31741. // . 0 . 1
  31742. offNP.x.assign( 0 );
  31743. offNP.y.assign( fxaaQualityRcpFrame.y );
  31744. } ).Else( () => {
  31745. offNP.x.assign( fxaaQualityRcpFrame.x );
  31746. offNP.y.assign( 0 );
  31747. } );
  31748. const mn = contrast( rgbaM, rgbaN ).toVar();
  31749. const ms = contrast( rgbaM, rgbaS ).toVar();
  31750. If( mn.lessThanEqual( ms ), () => {
  31751. rgbaN.assign( rgbaS );
  31752. } );
  31753. const doneN = int( 0 ).toVar();
  31754. const doneP = int( 0 ).toVar();
  31755. const nDist = float( 0 ).toVar();
  31756. const pDist = float( 0 ).toVar();
  31757. const posN = vec2( uv ).toVar();
  31758. const posP = vec2( uv ).toVar();
  31759. const iterationsUsedN = int( 0 ).toVar();
  31760. const iterationsUsedP = int( 0 ).toVar();
  31761. Loop( NUM_SAMPLES, ( { i } ) => {
  31762. const increment = i.add( 1 ).toVar();
  31763. If( doneN.equal( 0 ), () => {
  31764. nDist.addAssign( increment );
  31765. posN.assign( uv.add( offNP.mul( nDist ) ) );
  31766. const rgbaEndN = FxaaTexTop( posN.xy );
  31767. const nm = contrast( rgbaEndN, rgbaM ).toVar();
  31768. const nn = contrast( rgbaEndN, rgbaN ).toVar();
  31769. If( nm.greaterThan( nn ), () => {
  31770. doneN.assign( 1 );
  31771. } );
  31772. iterationsUsedN.assign( i );
  31773. } );
  31774. If( doneP.equal( 0 ), () => {
  31775. pDist.addAssign( increment );
  31776. posP.assign( uv.sub( offNP.mul( pDist ) ) );
  31777. const rgbaEndP = FxaaTexTop( posP.xy );
  31778. const pm = contrast( rgbaEndP, rgbaM ).toVar();
  31779. const pn = contrast( rgbaEndP, rgbaN ).toVar();
  31780. If( pm.greaterThan( pn ), () => {
  31781. doneP.assign( 1 );
  31782. } );
  31783. iterationsUsedP.assign( i );
  31784. } );
  31785. If( doneN.equal( 1 ).or( doneP.equal( 1 ) ), () => {
  31786. Break();
  31787. } );
  31788. } );
  31789. If( doneN.equal( 0 ).and( doneP.equal( 0 ) ), () => {
  31790. return rgbaM; // failed to find end of edge
  31791. } );
  31792. const distN = float( 1 ).toVar();
  31793. const distP = float( 1 ).toVar();
  31794. If( doneN.equal( 1 ), () => {
  31795. distN.assign( float( iterationsUsedN ).div( float( NUM_SAMPLES.sub( 1 ) ) ) );
  31796. } );
  31797. If( doneP.equal( 1 ), () => {
  31798. distP.assign( float( iterationsUsedP ).div( float( NUM_SAMPLES.sub( 1 ) ) ) );
  31799. } );
  31800. const dist = min$1( distN, distP );
  31801. // hacky way of reduces blurriness of mostly diagonal edges
  31802. // but reduces AA quality
  31803. dist.assign( pow( dist, 0.5 ) );
  31804. dist.assign( float( 1 ).sub( dist ) );
  31805. return mix( rgbaM, rgbaN, dist.mul( 0.5 ) );
  31806. } ).setLayout( {
  31807. name: 'FxaaPixelShader',
  31808. type: 'vec4',
  31809. inputs: [
  31810. { name: 'uv', type: 'vec2' },
  31811. { name: 'fxaaQualityRcpFrame', type: 'vec2' },
  31812. { name: 'fxaaQualityEdgeThreshold', type: 'float' },
  31813. { name: 'fxaaQualityinvEdgeThreshold', type: 'float' },
  31814. ]
  31815. } );
  31816. const fxaa = Fn( () => {
  31817. const edgeDetectionQuality = float( 0.2 );
  31818. const invEdgeDetectionQuality = float( 1 ).div( edgeDetectionQuality );
  31819. return FxaaPixelShader( uvNode, this._invSize, edgeDetectionQuality, invEdgeDetectionQuality );
  31820. } );
  31821. const outputNode = fxaa();
  31822. return outputNode;
  31823. }
  31824. }
  31825. const fxaa = ( node ) => nodeObject( new FXAANode( nodeObject( node ).toTexture() ) );
  31826. addNodeElement( 'fxaa', fxaa );
  31827. const _quadMesh$2 = /*@__PURE__*/ new QuadMesh();
  31828. const _clearColor$1 = /*@__PURE__*/ new Color( 0, 0, 0 );
  31829. const _currentClearColor = /*@__PURE__*/ new Color();
  31830. const _size$4 = /*@__PURE__*/ new Vector2();
  31831. const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
  31832. const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
  31833. class BloomNode extends TempNode {
  31834. constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
  31835. super();
  31836. this.inputNode = inputNode;
  31837. this.strength = uniform( strength );
  31838. this.radius = uniform( radius );
  31839. this.threshold = uniform( threshold );
  31840. this.smoothWidth = uniform( 0.01 );
  31841. //
  31842. this._renderTargetsHorizontal = [];
  31843. this._renderTargetsVertical = [];
  31844. this._nMips = 5;
  31845. // render targets
  31846. this._renderTargetBright = new RenderTarget( 1, 1, { type: HalfFloatType } );
  31847. this._renderTargetBright.texture.name = 'UnrealBloomPass.bright';
  31848. this._renderTargetBright.texture.generateMipmaps = false;
  31849. for ( let i = 0; i < this._nMips; i ++ ) {
  31850. const renderTargetHorizontal = new RenderTarget( 1, 1, { type: HalfFloatType } );
  31851. renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
  31852. renderTargetHorizontal.texture.generateMipmaps = false;
  31853. this._renderTargetsHorizontal.push( renderTargetHorizontal );
  31854. const renderTargetVertical = new RenderTarget( 1, 1, { type: HalfFloatType } );
  31855. renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
  31856. renderTargetVertical.texture.generateMipmaps = false;
  31857. this._renderTargetsVertical.push( renderTargetVertical );
  31858. }
  31859. // materials
  31860. this._compositeMaterial = null;
  31861. this._highPassFilterMaterial = null;
  31862. this._separableBlurMaterials = [];
  31863. // pass and texture nodes
  31864. this._textureNodeBright = texture( this._renderTargetBright.texture );
  31865. this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture );
  31866. this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture );
  31867. this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture );
  31868. this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture );
  31869. this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture );
  31870. this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].texture );
  31871. this.updateBeforeType = NodeUpdateType.FRAME;
  31872. }
  31873. getTextureNode() {
  31874. return this._textureOutput;
  31875. }
  31876. setSize( width, height ) {
  31877. let resx = Math.round( width / 2 );
  31878. let resy = Math.round( height / 2 );
  31879. this._renderTargetBright.setSize( resx, resy );
  31880. for ( let i = 0; i < this._nMips; i ++ ) {
  31881. this._renderTargetsHorizontal[ i ].setSize( resx, resy );
  31882. this._renderTargetsVertical[ i ].setSize( resx, resy );
  31883. this._separableBlurMaterials[ i ].invSize.value.set( 1 / resx, 1 / resy );
  31884. resx = Math.round( resx / 2 );
  31885. resy = Math.round( resy / 2 );
  31886. }
  31887. }
  31888. updateBefore( frame ) {
  31889. const { renderer } = frame;
  31890. const size = renderer.getDrawingBufferSize( _size$4 );
  31891. this.setSize( size.width, size.height );
  31892. const currentRenderTarget = renderer.getRenderTarget();
  31893. const currentMRT = renderer.getMRT();
  31894. renderer.getClearColor( _currentClearColor );
  31895. const currentClearAlpha = renderer.getClearAlpha();
  31896. this.setSize( size.width, size.height );
  31897. renderer.setMRT( null );
  31898. renderer.setClearColor( _clearColor$1, 0 );
  31899. // 1. Extract Bright Areas
  31900. renderer.setRenderTarget( this._renderTargetBright );
  31901. _quadMesh$2.material = this._highPassFilterMaterial;
  31902. _quadMesh$2.render( renderer );
  31903. // 2. Blur All the mips progressively
  31904. let inputRenderTarget = this._renderTargetBright;
  31905. for ( let i = 0; i < this._nMips; i ++ ) {
  31906. _quadMesh$2.material = this._separableBlurMaterials[ i ];
  31907. this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture;
  31908. this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX;
  31909. renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] );
  31910. renderer.clear();
  31911. _quadMesh$2.render( renderer );
  31912. this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture;
  31913. this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY;
  31914. renderer.setRenderTarget( this._renderTargetsVertical[ i ] );
  31915. renderer.clear();
  31916. _quadMesh$2.render( renderer );
  31917. inputRenderTarget = this._renderTargetsVertical[ i ];
  31918. }
  31919. // 3. Composite All the mips
  31920. renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] );
  31921. renderer.clear();
  31922. _quadMesh$2.material = this._compositeMaterial;
  31923. _quadMesh$2.render( renderer );
  31924. // restore
  31925. renderer.setRenderTarget( currentRenderTarget );
  31926. renderer.setMRT( currentMRT );
  31927. renderer.setClearColor( _currentClearColor, currentClearAlpha );
  31928. }
  31929. setup( builder ) {
  31930. // luminosity high pass material
  31931. const luminosityHighPass = Fn( () => {
  31932. const texel = this.inputNode;
  31933. const v = luminance( texel.rgb );
  31934. const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v );
  31935. return mix( vec4( 0 ), texel, alpha );
  31936. } );
  31937. this._highPassFilterMaterial = this._highPassFilterMaterial || builder.createNodeMaterial();
  31938. this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() );
  31939. this._highPassFilterMaterial.name = 'Bloom_highPass';
  31940. this._highPassFilterMaterial.needsUpdate = true;
  31941. // gaussian blur materials
  31942. const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
  31943. for ( let i = 0; i < this._nMips; i ++ ) {
  31944. this._separableBlurMaterials.push( this._getSeperableBlurMaterial( builder, kernelSizeArray[ i ] ) );
  31945. }
  31946. // composite material
  31947. const bloomFactors = uniformArray( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] );
  31948. const bloomTintColors = uniformArray( [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ] );
  31949. const lerpBloomFactor = Fn( ( [ factor, radius ] ) => {
  31950. const mirrorFactor = float( 1.2 ).sub( factor );
  31951. return mix( factor, mirrorFactor, radius );
  31952. } ).setLayout( {
  31953. name: 'lerpBloomFactor',
  31954. type: 'float',
  31955. inputs: [
  31956. { name: 'factor', type: 'float' },
  31957. { name: 'radius', type: 'float' },
  31958. ]
  31959. } );
  31960. const compositePass = Fn( () => {
  31961. const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 );
  31962. const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 );
  31963. const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 );
  31964. const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 );
  31965. const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 );
  31966. const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 );
  31967. return sum.mul( this.strength );
  31968. } );
  31969. this._compositeMaterial = this._compositeMaterial || builder.createNodeMaterial();
  31970. this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() );
  31971. this._compositeMaterial.name = 'Bloom_comp';
  31972. this._compositeMaterial.needsUpdate = true;
  31973. //
  31974. return this._textureOutput;
  31975. }
  31976. dispose() {
  31977. for ( let i = 0; i < this._renderTargetsHorizontal.length; i ++ ) {
  31978. this._renderTargetsHorizontal[ i ].dispose();
  31979. }
  31980. for ( let i = 0; i < this._renderTargetsVertical.length; i ++ ) {
  31981. this._renderTargetsVertical[ i ].dispose();
  31982. }
  31983. this._renderTargetBright.dispose();
  31984. }
  31985. _getSeperableBlurMaterial( builder, kernelRadius ) {
  31986. const coefficients = [];
  31987. for ( let i = 0; i < kernelRadius; i ++ ) {
  31988. coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
  31989. }
  31990. //
  31991. const colorTexture = texture();
  31992. const gaussianCoefficients = uniformArray( coefficients );
  31993. const invSize = uniform( new Vector2() );
  31994. const direction = uniform( new Vector2( 0.5, 0.5 ) );
  31995. const uvNode = uv();
  31996. const sampleTexel = ( uv ) => colorTexture.uv( uv );
  31997. const seperableBlurPass = Fn( () => {
  31998. const weightSum = gaussianCoefficients.element( 0 ).toVar();
  31999. const diffuseSum = sampleTexel( uvNode ).rgb.mul( weightSum ).toVar();
  32000. Loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => {
  32001. const x = float( i );
  32002. const w = gaussianCoefficients.element( i );
  32003. const uvOffset = direction.mul( invSize ).mul( x );
  32004. const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb;
  32005. const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb;
  32006. diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) );
  32007. weightSum.addAssign( float( 2.0 ).mul( w ) );
  32008. } );
  32009. return vec4( diffuseSum.div( weightSum ), 1.0 );
  32010. } );
  32011. const seperableBlurMaterial = builder.createNodeMaterial();
  32012. seperableBlurMaterial.fragmentNode = seperableBlurPass().context( builder.getSharedContext() );
  32013. seperableBlurMaterial.name = 'Bloom_seperable';
  32014. seperableBlurMaterial.needsUpdate = true;
  32015. // uniforms
  32016. seperableBlurMaterial.colorTexture = colorTexture;
  32017. seperableBlurMaterial.direction = direction;
  32018. seperableBlurMaterial.invSize = invSize;
  32019. return seperableBlurMaterial;
  32020. }
  32021. }
  32022. const bloom = ( node, strength, radius, threshold ) => nodeObject( new BloomNode( nodeObject( node ), strength, radius, threshold ) );
  32023. addNodeElement( 'bloom', bloom );
  32024. class TransitionNode extends TempNode {
  32025. constructor( textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode ) {
  32026. super();
  32027. // Input textures
  32028. this.textureNodeA = textureNodeA;
  32029. this.textureNodeB = textureNodeB;
  32030. this.mixTextureNode = mixTextureNode;
  32031. // Uniforms
  32032. this.mixRatioNode = mixRatioNode;
  32033. this.thresholdNode = thresholdNode;
  32034. this.useTextureNode = useTextureNode;
  32035. }
  32036. setup() {
  32037. const { textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode } = this;
  32038. const sampleTexture = ( textureNode ) => {
  32039. const uvNodeTexture = textureNode.uvNode || uv();
  32040. return textureNode.uv( uvNodeTexture );
  32041. };
  32042. const transition = Fn( () => {
  32043. const texelOne = sampleTexture( textureNodeA );
  32044. const texelTwo = sampleTexture( textureNodeB );
  32045. const color = vec4().toVar();
  32046. If( useTextureNode.equal( int( 1 ) ), () => {
  32047. const transitionTexel = sampleTexture( mixTextureNode );
  32048. const r = mixRatioNode.mul( thresholdNode.mul( 2.0 ).add( 1.0 ) ).sub( thresholdNode );
  32049. const mixf = clamp( sub( transitionTexel.r, r ).mul( float( 1.0 ).div( thresholdNode ) ), 0.0, 1.0 );
  32050. color.assign( mix( texelOne, texelTwo, mixf ) );
  32051. } ).Else( () => {
  32052. color.assign( mix( texelTwo, texelOne, mixRatioNode ) );
  32053. } );
  32054. return color;
  32055. } );
  32056. const outputNode = transition();
  32057. return outputNode;
  32058. }
  32059. }
  32060. const transition = ( nodeA, nodeB, mixTexture, mixRatio = 0.0, threshold = 0.1, useTexture = 0 ) => nodeObject( new TransitionNode( nodeObject( nodeA ).toTexture(), nodeObject( nodeB ).toTexture(), nodeObject( mixTexture ).toTexture(), nodeObject( mixRatio ), nodeObject( threshold ), nodeObject( useTexture ) ) );
  32061. addNodeElement( 'transition', transition );
  32062. class RenderOutputNode extends TempNode {
  32063. constructor( colorNode, toneMapping, outputColorSpace ) {
  32064. super( 'vec4' );
  32065. this.colorNode = colorNode;
  32066. this.toneMapping = toneMapping;
  32067. this.outputColorSpace = outputColorSpace;
  32068. this.isRenderOutput = true;
  32069. }
  32070. setup( { context } ) {
  32071. let outputNode = this.colorNode || context.color;
  32072. // tone mapping
  32073. const toneMapping = ( this.toneMapping !== null ? this.toneMapping : context.toneMapping ) || NoToneMapping;
  32074. const outputColorSpace = ( this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace ) || LinearSRGBColorSpace;
  32075. if ( toneMapping !== NoToneMapping ) {
  32076. outputNode = outputNode.toneMapping( toneMapping );
  32077. }
  32078. // output color space
  32079. if ( outputColorSpace === SRGBColorSpace ) {
  32080. outputNode = outputNode.linearToColorSpace( outputColorSpace );
  32081. }
  32082. return outputNode;
  32083. }
  32084. }
  32085. const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => nodeObject( new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace ) );
  32086. addNodeElement( 'renderOutput', renderOutput );
  32087. addNodeClass( 'RenderOutputNode', RenderOutputNode );
  32088. class PixelationNode extends TempNode {
  32089. constructor( textureNode, depthNode, normalNode, pixelSize, normalEdgeStrength, depthEdgeStrength ) {
  32090. super();
  32091. // Input textures
  32092. this.textureNode = textureNode;
  32093. this.depthNode = depthNode;
  32094. this.normalNode = normalNode;
  32095. // Input uniforms
  32096. this.pixelSize = pixelSize;
  32097. this.normalEdgeStrength = normalEdgeStrength;
  32098. this.depthEdgeStrength = depthEdgeStrength;
  32099. // Private uniforms
  32100. this._resolution = uniform( new Vector4() );
  32101. this.updateBeforeType = NodeUpdateType.RENDER;
  32102. }
  32103. updateBefore() {
  32104. const map = this.textureNode.value;
  32105. const width = map.image.width;
  32106. const height = map.image.height;
  32107. this._resolution.value.set( width, height, 1 / width, 1 / height );
  32108. }
  32109. setup() {
  32110. const { textureNode, depthNode, normalNode } = this;
  32111. const uvNodeTexture = textureNode.uvNode || uv();
  32112. const uvNodeDepth = depthNode.uvNode || uv();
  32113. const uvNodeNormal = normalNode.uvNode || uv();
  32114. const sampleTexture = () => textureNode.uv( uvNodeTexture );
  32115. const sampleDepth = ( x, y ) => depthNode.uv( uvNodeDepth.add( vec2( x, y ).mul( this._resolution.zw ) ) ).r;
  32116. const sampleNormal = ( x, y ) => normalNode.uv( uvNodeNormal.add( vec2( x, y ).mul( this._resolution.zw ) ) ).rgb.normalize();
  32117. const depthEdgeIndicator = ( depth ) => {
  32118. const diff = property( 'float', 'diff' );
  32119. diff.addAssign( clamp( sampleDepth( 1, 0 ).sub( depth ) ) );
  32120. diff.addAssign( clamp( sampleDepth( - 1, 0 ).sub( depth ) ) );
  32121. diff.addAssign( clamp( sampleDepth( 0, 1 ).sub( depth ) ) );
  32122. diff.addAssign( clamp( sampleDepth( 0, - 1 ).sub( depth ) ) );
  32123. return floor( smoothstep( 0.01, 0.02, diff ).mul( 2 ) ).div( 2 );
  32124. };
  32125. const neighborNormalEdgeIndicator = ( x, y, depth, normal ) => {
  32126. const depthDiff = sampleDepth( x, y ).sub( depth );
  32127. const neighborNormal = sampleNormal( x, y );
  32128. // Edge pixels should yield to faces who's normals are closer to the bias normal.
  32129. const normalEdgeBias = vec3( 1, 1, 1 ); // This should probably be a parameter.
  32130. const normalDiff = dot( normal.sub( neighborNormal ), normalEdgeBias );
  32131. const normalIndicator = clamp( smoothstep( - 0.01, 0.01, normalDiff ), 0.0, 1.0 );
  32132. // Only the shallower pixel should detect the normal edge.
  32133. const depthIndicator = clamp( sign( depthDiff.mul( .25 ).add( .0025 ) ), 0.0, 1.0 );
  32134. return float( 1.0 ).sub( dot( normal, neighborNormal ) ).mul( depthIndicator ).mul( normalIndicator );
  32135. };
  32136. const normalEdgeIndicator = ( depth, normal ) => {
  32137. const indicator = property( 'float', 'indicator' );
  32138. indicator.addAssign( neighborNormalEdgeIndicator( 0, - 1, depth, normal ) );
  32139. indicator.addAssign( neighborNormalEdgeIndicator( 0, 1, depth, normal ) );
  32140. indicator.addAssign( neighborNormalEdgeIndicator( - 1, 0, depth, normal ) );
  32141. indicator.addAssign( neighborNormalEdgeIndicator( 1, 0, depth, normal ) );
  32142. return step( 0.1, indicator );
  32143. };
  32144. const pixelation = Fn( () => {
  32145. const texel = sampleTexture();
  32146. const depth = property( 'float', 'depth' );
  32147. const normal = property( 'vec3', 'normal' );
  32148. If( this.depthEdgeStrength.greaterThan( 0.0 ).or( this.normalEdgeStrength.greaterThan( 0.0 ) ), () => {
  32149. depth.assign( sampleDepth( 0, 0 ) );
  32150. normal.assign( sampleNormal( 0, 0 ) );
  32151. } );
  32152. const dei = property( 'float', 'dei' );
  32153. If( this.depthEdgeStrength.greaterThan( 0.0 ), () => {
  32154. dei.assign( depthEdgeIndicator( depth ) );
  32155. } );
  32156. const nei = property( 'float', 'nei' );
  32157. If( this.normalEdgeStrength.greaterThan( 0.0 ), () => {
  32158. nei.assign( normalEdgeIndicator( depth, normal ) );
  32159. } );
  32160. const strength = dei.greaterThan( 0 ).select( float( 1.0 ).sub( dei.mul( this.depthEdgeStrength ) ), nei.mul( this.normalEdgeStrength ).add( 1 ) );
  32161. return texel.mul( strength );
  32162. } );
  32163. const outputNode = pixelation();
  32164. return outputNode;
  32165. }
  32166. }
  32167. const pixelation = ( node, depthNode, normalNode, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) => nodeObject( new PixelationNode( nodeObject( node ).toTexture(), nodeObject( depthNode ).toTexture(), nodeObject( normalNode ).toTexture(), nodeObject( pixelSize ), nodeObject( normalEdgeStrength ), nodeObject( depthEdgeStrength ) ) );
  32168. addNodeElement( 'pixelation', pixelation );
  32169. class PixelationPassNode extends PassNode {
  32170. constructor( scene, camera, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) {
  32171. super( 'color', scene, camera, { minFilter: NearestFilter, magFilter: NearestFilter } );
  32172. this.pixelSize = pixelSize;
  32173. this.normalEdgeStrength = normalEdgeStrength;
  32174. this.depthEdgeStrength = depthEdgeStrength;
  32175. this.isPixelationPassNode = true;
  32176. this._mrt = mrt( {
  32177. output: output,
  32178. normal: normalView
  32179. } );
  32180. }
  32181. setSize( width, height ) {
  32182. const pixelSize = this.pixelSize.value ? this.pixelSize.value : this.pixelSize;
  32183. const adjustedWidth = Math.floor( width / pixelSize );
  32184. const adjustedHeight = Math.floor( height / pixelSize );
  32185. super.setSize( adjustedWidth, adjustedHeight );
  32186. }
  32187. setup() {
  32188. const color = super.getTextureNode( 'output' );
  32189. const depth = super.getTextureNode( 'depth' );
  32190. const normal = super.getTextureNode( 'normal' );
  32191. return pixelation( color, depth, normal, this.pixelSize, this.normalEdgeStrength, this.depthEdgeStrength );
  32192. }
  32193. }
  32194. const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => nodeObject( new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) );
  32195. const _size$3 = /*@__PURE__*/ new Vector2();
  32196. /**
  32197. *
  32198. * Supersample Anti-Aliasing Render Pass
  32199. *
  32200. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  32201. *
  32202. * References: https://en.wikipedia.org/wiki/Supersampling
  32203. *
  32204. */
  32205. class SSAAPassNode extends PassNode {
  32206. constructor( scene, camera ) {
  32207. super( PassNode.COLOR, scene, camera );
  32208. this.isSSAAPassNode = true;
  32209. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  32210. this.unbiased = true;
  32211. this.clearColor = new Color( 0x000000 );
  32212. this.clearAlpha = 0;
  32213. this._currentClearColor = new Color();
  32214. this.sampleWeight = uniform( 1 );
  32215. this.sampleRenderTarget = null;
  32216. this._quadMesh = new QuadMesh();
  32217. }
  32218. updateBefore( frame ) {
  32219. const { renderer } = frame;
  32220. const { scene, camera } = this;
  32221. this._pixelRatio = renderer.getPixelRatio();
  32222. const size = renderer.getSize( _size$3 );
  32223. this.setSize( size.width, size.height );
  32224. this.sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
  32225. // save current renderer settings
  32226. renderer.getClearColor( this._currentClearColor );
  32227. const currentClearAlpha = renderer.getClearAlpha();
  32228. const currentRenderTarget = renderer.getRenderTarget();
  32229. const currentMRT = renderer.getMRT();
  32230. const currentAutoClear = renderer.autoClear;
  32231. //
  32232. this._cameraNear.value = camera.near;
  32233. this._cameraFar.value = camera.far;
  32234. renderer.setMRT( this.getMRT() );
  32235. renderer.autoClear = false;
  32236. const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  32237. const baseSampleWeight = 1.0 / jitterOffsets.length;
  32238. const roundingRange = 1 / 32;
  32239. const viewOffset = {
  32240. fullWidth: this.renderTarget.width,
  32241. fullHeight: this.renderTarget.height,
  32242. offsetX: 0,
  32243. offsetY: 0,
  32244. width: this.renderTarget.width,
  32245. height: this.renderTarget.height
  32246. };
  32247. const originalViewOffset = Object.assign( {}, camera.view );
  32248. if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
  32249. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  32250. for ( let i = 0; i < jitterOffsets.length; i ++ ) {
  32251. const jitterOffset = jitterOffsets[ i ];
  32252. if ( camera.setViewOffset ) {
  32253. camera.setViewOffset(
  32254. viewOffset.fullWidth, viewOffset.fullHeight,
  32255. viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  32256. viewOffset.width, viewOffset.height
  32257. );
  32258. }
  32259. this.sampleWeight.value = baseSampleWeight;
  32260. if ( this.unbiased ) {
  32261. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  32262. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  32263. // across a range of values whose rounding errors cancel each other out.
  32264. const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  32265. this.sampleWeight.value += roundingRange * uniformCenteredDistribution;
  32266. }
  32267. renderer.setClearColor( this.clearColor, this.clearAlpha );
  32268. renderer.setRenderTarget( this.sampleRenderTarget );
  32269. renderer.clear();
  32270. renderer.render( scene, camera );
  32271. // accumulation
  32272. renderer.setRenderTarget( this.renderTarget );
  32273. if ( i === 0 ) {
  32274. renderer.setClearColor( 0x000000, 0.0 );
  32275. renderer.clear();
  32276. }
  32277. this._quadMesh.render( renderer );
  32278. }
  32279. renderer.copyTextureToTexture( this.sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
  32280. // restore
  32281. if ( camera.setViewOffset && originalViewOffset.enabled ) {
  32282. camera.setViewOffset(
  32283. originalViewOffset.fullWidth, originalViewOffset.fullHeight,
  32284. originalViewOffset.offsetX, originalViewOffset.offsetY,
  32285. originalViewOffset.width, originalViewOffset.height
  32286. );
  32287. } else if ( camera.clearViewOffset ) {
  32288. camera.clearViewOffset();
  32289. }
  32290. renderer.setRenderTarget( currentRenderTarget );
  32291. renderer.setMRT( currentMRT );
  32292. renderer.autoClear = currentAutoClear;
  32293. renderer.setClearColor( this._currentClearColor, currentClearAlpha );
  32294. }
  32295. setup( builder ) {
  32296. if ( this.sampleRenderTarget === null ) {
  32297. this.sampleRenderTarget = this.renderTarget.clone();
  32298. }
  32299. let sampleTexture;
  32300. const passMRT = this.getMRT();
  32301. if ( passMRT !== null ) {
  32302. const outputs = {};
  32303. for ( const name in passMRT.outputNodes ) {
  32304. const index = getTextureIndex( this.sampleRenderTarget.textures, name );
  32305. if ( index >= 0 ) {
  32306. outputs[ name ] = texture( this.sampleRenderTarget.textures[ index ] ).mul( this.sampleWeight );
  32307. }
  32308. }
  32309. sampleTexture = mrt( outputs );
  32310. } else {
  32311. sampleTexture = texture( this.sampleRenderTarget.texture ).mul( this.sampleWeight );
  32312. }
  32313. this._quadMesh.material = builder.createNodeMaterial();
  32314. this._quadMesh.material.fragmentNode = sampleTexture;
  32315. this._quadMesh.material.transparent = true;
  32316. this._quadMesh.material.depthTest = false;
  32317. this._quadMesh.material.depthWrite = false;
  32318. this._quadMesh.material.premultipliedAlpha = true;
  32319. this._quadMesh.material.blending = AdditiveBlending;
  32320. this._quadMesh.material.normals = false;
  32321. this._quadMesh.material.name = 'SSAA';
  32322. return super.setup( builder );
  32323. }
  32324. dispose() {
  32325. super.dispose();
  32326. if ( this.sampleRenderTarget !== null ) {
  32327. this.sampleRenderTarget.dispose();
  32328. }
  32329. }
  32330. }
  32331. // These jitter vectors are specified in integers because it is easier.
  32332. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  32333. // before being used, thus these integers need to be scaled by 1/16.
  32334. //
  32335. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  32336. const _JitterVectors = [
  32337. [
  32338. [ 0, 0 ]
  32339. ],
  32340. [
  32341. [ 4, 4 ], [ - 4, - 4 ]
  32342. ],
  32343. [
  32344. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  32345. ],
  32346. [
  32347. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  32348. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  32349. ],
  32350. [
  32351. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  32352. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  32353. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  32354. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  32355. ],
  32356. [
  32357. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  32358. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  32359. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  32360. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  32361. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  32362. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  32363. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  32364. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  32365. ]
  32366. ];
  32367. const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) );
  32368. const _size$2 = /*@__PURE__*/ new Vector2();
  32369. class StereoPassNode extends PassNode {
  32370. constructor( scene, camera ) {
  32371. super( PassNode.COLOR, scene, camera );
  32372. this.isStereoPassNode = true;
  32373. this.stereo = new StereoCamera();
  32374. this.stereo.aspect = 0.5;
  32375. }
  32376. updateBefore( frame ) {
  32377. const { renderer } = frame;
  32378. const { scene, camera, stereo, renderTarget } = this;
  32379. this._pixelRatio = renderer.getPixelRatio();
  32380. stereo.cameraL.coordinateSystem = renderer.coordinateSystem;
  32381. stereo.cameraR.coordinateSystem = renderer.coordinateSystem;
  32382. stereo.update( camera );
  32383. const size = renderer.getSize( _size$2 );
  32384. this.setSize( size.width, size.height );
  32385. const currentAutoClear = renderer.autoClear;
  32386. renderer.autoClear = false;
  32387. const currentRenderTarget = renderer.getRenderTarget();
  32388. const currentMRT = renderer.getMRT();
  32389. this._cameraNear.value = camera.near;
  32390. this._cameraFar.value = camera.far;
  32391. for ( const name in this._previousTextures ) {
  32392. this.toggleTexture( name );
  32393. }
  32394. renderer.setRenderTarget( renderTarget );
  32395. renderer.setMRT( this._mrt );
  32396. renderer.clear();
  32397. renderTarget.scissorTest = true;
  32398. renderTarget.scissor.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  32399. renderTarget.viewport.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  32400. renderer.render( scene, stereo.cameraL );
  32401. renderTarget.scissor.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  32402. renderTarget.viewport.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  32403. renderer.render( scene, stereo.cameraR );
  32404. renderTarget.scissorTest = false;
  32405. renderer.setRenderTarget( currentRenderTarget );
  32406. renderer.setMRT( currentMRT );
  32407. renderer.autoClear = currentAutoClear;
  32408. }
  32409. }
  32410. const stereoPass = ( scene, camera ) => nodeObject( new StereoPassNode( scene, camera ) );
  32411. const _size$1 = /*@__PURE__*/ new Vector2();
  32412. const _quadMesh$1 = /*@__PURE__*/ new QuadMesh();
  32413. class StereoCompositePassNode extends PassNode {
  32414. constructor( scene, camera ) {
  32415. super( PassNode.COLOR, scene, camera );
  32416. this.isStereoCompositePassNode = true;
  32417. this.stereo = new StereoCamera();
  32418. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
  32419. this._renderTargetL = new RenderTarget( 1, 1, _params );
  32420. this._renderTargetR = new RenderTarget( 1, 1, _params );
  32421. this._mapLeft = texture( this._renderTargetL.texture );
  32422. this._mapRight = texture( this._renderTargetR.texture );
  32423. this._material = null;
  32424. }
  32425. updateStereoCamera( coordinateSystem ) {
  32426. this.stereo.cameraL.coordinateSystem = coordinateSystem;
  32427. this.stereo.cameraR.coordinateSystem = coordinateSystem;
  32428. this.stereo.update( this.camera );
  32429. }
  32430. setSize( width, height ) {
  32431. super.setSize( width, height );
  32432. this._renderTargetL.setSize( this.renderTarget.width, this.renderTarget.height );
  32433. this._renderTargetR.setSize( this.renderTarget.width, this.renderTarget.height );
  32434. }
  32435. updateBefore( frame ) {
  32436. const { renderer } = frame;
  32437. const { scene, stereo, renderTarget } = this;
  32438. this._pixelRatio = renderer.getPixelRatio();
  32439. this.updateStereoCamera( renderer.coordinateSystem );
  32440. const size = renderer.getSize( _size$1 );
  32441. this.setSize( size.width, size.height );
  32442. const currentRenderTarget = renderer.getRenderTarget();
  32443. // left
  32444. renderer.setRenderTarget( this._renderTargetL );
  32445. renderer.render( scene, stereo.cameraL );
  32446. // right
  32447. renderer.setRenderTarget( this._renderTargetR );
  32448. renderer.render( scene, stereo.cameraR );
  32449. // composite
  32450. renderer.setRenderTarget( renderTarget );
  32451. _quadMesh$1.material = this._material;
  32452. _quadMesh$1.render( renderer );
  32453. // restore
  32454. renderer.setRenderTarget( currentRenderTarget );
  32455. }
  32456. dispose() {
  32457. super.dispose();
  32458. this._renderTargetL.dispose();
  32459. this._renderTargetR.dispose();
  32460. if ( this._material !== null ) {
  32461. this._material.dispose();
  32462. }
  32463. }
  32464. }
  32465. class AnaglyphPassNode extends StereoCompositePassNode {
  32466. constructor( scene, camera ) {
  32467. super( scene, camera );
  32468. this.isAnaglyphPassNode = true;
  32469. // Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
  32470. this._colorMatrixLeft = uniform( new Matrix3().fromArray( [
  32471. 0.456100, - 0.0400822, - 0.0152161,
  32472. 0.500484, - 0.0378246, - 0.0205971,
  32473. 0.176381, - 0.0157589, - 0.00546856
  32474. ] ) );
  32475. this._colorMatrixRight = uniform( new Matrix3().fromArray( [
  32476. - 0.0434706, 0.378476, - 0.0721527,
  32477. - 0.0879388, 0.73364, - 0.112961,
  32478. - 0.00155529, - 0.0184503, 1.2264
  32479. ] ) );
  32480. }
  32481. setup( builder ) {
  32482. const uvNode = uv();
  32483. const anaglyph = Fn( () => {
  32484. const colorL = this._mapLeft.uv( uvNode );
  32485. const colorR = this._mapRight.uv( uvNode );
  32486. const color = clamp( this._colorMatrixLeft.mul( colorL.rgb ).add( this._colorMatrixRight.mul( colorR.rgb ) ) );
  32487. return vec4( color.rgb, max$1( colorL.a, colorR.a ) );
  32488. } );
  32489. const material = this._material || ( this._material = builder.createNodeMaterial() );
  32490. material.fragmentNode = anaglyph().context( builder.getSharedContext() );
  32491. material.name = 'Anaglyph';
  32492. material.needsUpdate = true;
  32493. return super.setup( builder );
  32494. }
  32495. }
  32496. const anaglyphPass = ( scene, camera ) => nodeObject( new AnaglyphPassNode( scene, camera ) );
  32497. addNodeClass( 'AnaglyphPassNode', AnaglyphPassNode );
  32498. class ParallaxBarrierPassNode extends StereoCompositePassNode {
  32499. constructor( scene, camera ) {
  32500. super( scene, camera );
  32501. this.isParallaxBarrierPassNode = true;
  32502. }
  32503. setup( builder ) {
  32504. const uvNode = uv();
  32505. const parallaxBarrier = Fn( () => {
  32506. const color = vec4().toVar();
  32507. If( mod( viewportCoordinate.y, 2 ).greaterThan( 1 ), () => {
  32508. color.assign( this._mapLeft.uv( uvNode ) );
  32509. } ).Else( () => {
  32510. color.assign( this._mapRight.uv( uvNode ) );
  32511. } );
  32512. return color;
  32513. } );
  32514. const material = this._material || ( this._material = builder.createNodeMaterial() );
  32515. material.fragmentNode = parallaxBarrier().context( builder.getSharedContext() );
  32516. material.needsUpdate = true;
  32517. return super.setup( builder );
  32518. }
  32519. }
  32520. const parallaxBarrierPass = ( scene, camera ) => nodeObject( new ParallaxBarrierPassNode( scene, camera ) );
  32521. addNodeClass( 'ParallaxBarrierPassNode', ParallaxBarrierPassNode );
  32522. const bleach = /*@__PURE__*/ Fn( ( [ color, opacity = 1 ] ) => {
  32523. const base = color;
  32524. const lum = luminance( base.rgb );
  32525. const blend = vec3( lum );
  32526. const L = min$1( 1.0, max$1( 0.0, float( 10.0 ).mul( lum.sub( 0.45 ) ) ) );
  32527. const result1 = blend.mul( base.rgb ).mul( 2.0 );
  32528. const result2 = float( 2.0 ).mul( blend.oneMinus() ).mul( base.rgb.oneMinus() ).oneMinus();
  32529. const newColor = mix( result1, result2, L );
  32530. const A2 = base.a.mul( opacity );
  32531. const mixRGB = A2.mul( newColor.rgb );
  32532. mixRGB.addAssign( base.rgb.mul( A2.oneMinus() ) );
  32533. return vec4( mixRGB, base.a );
  32534. } );
  32535. addNodeElement( 'bleach', bleach );
  32536. const sepia = /*@__PURE__*/ Fn( ( [ color ] ) => {
  32537. const c = vec3( color );
  32538. // https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/sepia.js
  32539. return vec4(
  32540. dot( c, vec3( 0.393, 0.769, 0.189 ) ),
  32541. dot( c, vec3( 0.349, 0.686, 0.168 ) ),
  32542. dot( c, vec3( 0.272, 0.534, 0.131 ) ),
  32543. color.a
  32544. );
  32545. } );
  32546. addNodeElement( 'sepia', sepia );
  32547. class FunctionCallNode extends TempNode {
  32548. constructor( functionNode = null, parameters = {} ) {
  32549. super();
  32550. this.functionNode = functionNode;
  32551. this.parameters = parameters;
  32552. }
  32553. setParameters( parameters ) {
  32554. this.parameters = parameters;
  32555. return this;
  32556. }
  32557. getParameters() {
  32558. return this.parameters;
  32559. }
  32560. getNodeType( builder ) {
  32561. return this.functionNode.getNodeType( builder );
  32562. }
  32563. generate( builder ) {
  32564. const params = [];
  32565. const functionNode = this.functionNode;
  32566. const inputs = functionNode.getInputs( builder );
  32567. const parameters = this.parameters;
  32568. if ( Array.isArray( parameters ) ) {
  32569. for ( let i = 0; i < parameters.length; i ++ ) {
  32570. const inputNode = inputs[ i ];
  32571. const node = parameters[ i ];
  32572. params.push( node.build( builder, inputNode.type ) );
  32573. }
  32574. } else {
  32575. for ( const inputNode of inputs ) {
  32576. const node = parameters[ inputNode.name ];
  32577. if ( node !== undefined ) {
  32578. params.push( node.build( builder, inputNode.type ) );
  32579. } else {
  32580. throw new Error( `FunctionCallNode: Input '${inputNode.name}' not found in FunctionNode.` );
  32581. }
  32582. }
  32583. }
  32584. const functionName = functionNode.build( builder, 'property' );
  32585. return `${functionName}( ${params.join( ', ' )} )`;
  32586. }
  32587. }
  32588. const call = ( func, ...params ) => {
  32589. params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] );
  32590. return nodeObject( new FunctionCallNode( nodeObject( func ), params ) );
  32591. };
  32592. addNodeElement( 'call', call );
  32593. addNodeClass( 'FunctionCallNode', FunctionCallNode );
  32594. class ScriptableValueNode extends Node {
  32595. constructor( value = null ) {
  32596. super();
  32597. this._value = value;
  32598. this._cache = null;
  32599. this.inputType = null;
  32600. this.outpuType = null;
  32601. this.events = new EventDispatcher();
  32602. this.isScriptableValueNode = true;
  32603. }
  32604. get isScriptableOutputNode() {
  32605. return this.outputType !== null;
  32606. }
  32607. set value( val ) {
  32608. if ( this._value === val ) return;
  32609. if ( this._cache && this.inputType === 'URL' && this.value.value instanceof ArrayBuffer ) {
  32610. URL.revokeObjectURL( this._cache );
  32611. this._cache = null;
  32612. }
  32613. this._value = val;
  32614. this.events.dispatchEvent( { type: 'change' } );
  32615. this.refresh();
  32616. }
  32617. get value() {
  32618. return this._value;
  32619. }
  32620. refresh() {
  32621. this.events.dispatchEvent( { type: 'refresh' } );
  32622. }
  32623. getValue() {
  32624. const value = this.value;
  32625. if ( value && this._cache === null && this.inputType === 'URL' && value.value instanceof ArrayBuffer ) {
  32626. this._cache = URL.createObjectURL( new Blob( [ value.value ] ) );
  32627. } else if ( value && value.value !== null && value.value !== undefined && (
  32628. ( ( this.inputType === 'URL' || this.inputType === 'String' ) && typeof value.value === 'string' ) ||
  32629. ( this.inputType === 'Number' && typeof value.value === 'number' ) ||
  32630. ( this.inputType === 'Vector2' && value.value.isVector2 ) ||
  32631. ( this.inputType === 'Vector3' && value.value.isVector3 ) ||
  32632. ( this.inputType === 'Vector4' && value.value.isVector4 ) ||
  32633. ( this.inputType === 'Color' && value.value.isColor ) ||
  32634. ( this.inputType === 'Matrix3' && value.value.isMatrix3 ) ||
  32635. ( this.inputType === 'Matrix4' && value.value.isMatrix4 )
  32636. ) ) {
  32637. return value.value;
  32638. }
  32639. return this._cache || value;
  32640. }
  32641. getNodeType( builder ) {
  32642. return this.value && this.value.isNode ? this.value.getNodeType( builder ) : 'float';
  32643. }
  32644. setup() {
  32645. return this.value && this.value.isNode ? this.value : float();
  32646. }
  32647. serialize( data ) {
  32648. super.serialize( data );
  32649. if ( this.value !== null ) {
  32650. if ( this.inputType === 'ArrayBuffer' ) {
  32651. data.value = arrayBufferToBase64( this.value );
  32652. } else {
  32653. data.value = this.value ? this.value.toJSON( data.meta ).uuid : null;
  32654. }
  32655. } else {
  32656. data.value = null;
  32657. }
  32658. data.inputType = this.inputType;
  32659. data.outputType = this.outputType;
  32660. }
  32661. deserialize( data ) {
  32662. super.deserialize( data );
  32663. let value = null;
  32664. if ( data.value !== null ) {
  32665. if ( data.inputType === 'ArrayBuffer' ) {
  32666. value = base64ToArrayBuffer( data.value );
  32667. } else if ( data.inputType === 'Texture' ) {
  32668. value = data.meta.textures[ data.value ];
  32669. } else {
  32670. value = data.meta.nodes[ data.value ] || null;
  32671. }
  32672. }
  32673. this.value = value;
  32674. this.inputType = data.inputType;
  32675. this.outputType = data.outputType;
  32676. }
  32677. }
  32678. const scriptableValue = nodeProxy( ScriptableValueNode );
  32679. addNodeElement( 'scriptableValue', scriptableValue );
  32680. addNodeClass( 'ScriptableValueNode', ScriptableValueNode );
  32681. class Resources extends Map {
  32682. get( key, callback = null, ...params ) {
  32683. if ( this.has( key ) ) return super.get( key );
  32684. if ( callback !== null ) {
  32685. const value = callback( ...params );
  32686. this.set( key, value );
  32687. return value;
  32688. }
  32689. }
  32690. }
  32691. class Parameters {
  32692. constructor( scriptableNode ) {
  32693. this.scriptableNode = scriptableNode;
  32694. }
  32695. get parameters() {
  32696. return this.scriptableNode.parameters;
  32697. }
  32698. get layout() {
  32699. return this.scriptableNode.getLayout();
  32700. }
  32701. getInputLayout( id ) {
  32702. return this.scriptableNode.getInputLayout( id );
  32703. }
  32704. get( name ) {
  32705. const param = this.parameters[ name ];
  32706. const value = param ? param.getValue() : null;
  32707. return value;
  32708. }
  32709. }
  32710. const global = new Resources();
  32711. class ScriptableNode extends Node {
  32712. constructor( codeNode = null, parameters = {} ) {
  32713. super();
  32714. this.codeNode = codeNode;
  32715. this.parameters = parameters;
  32716. this._local = new Resources();
  32717. this._output = scriptableValue();
  32718. this._outputs = {};
  32719. this._source = this.source;
  32720. this._method = null;
  32721. this._object = null;
  32722. this._value = null;
  32723. this._needsOutputUpdate = true;
  32724. this.onRefresh = this.onRefresh.bind( this );
  32725. this.isScriptableNode = true;
  32726. }
  32727. get source() {
  32728. return this.codeNode ? this.codeNode.code : '';
  32729. }
  32730. setLocal( name, value ) {
  32731. return this._local.set( name, value );
  32732. }
  32733. getLocal( name ) {
  32734. return this._local.get( name );
  32735. }
  32736. onRefresh() {
  32737. this._refresh();
  32738. }
  32739. getInputLayout( id ) {
  32740. for ( const element of this.getLayout() ) {
  32741. if ( element.inputType && ( element.id === id || element.name === id ) ) {
  32742. return element;
  32743. }
  32744. }
  32745. }
  32746. getOutputLayout( id ) {
  32747. for ( const element of this.getLayout() ) {
  32748. if ( element.outputType && ( element.id === id || element.name === id ) ) {
  32749. return element;
  32750. }
  32751. }
  32752. }
  32753. setOutput( name, value ) {
  32754. const outputs = this._outputs;
  32755. if ( outputs[ name ] === undefined ) {
  32756. outputs[ name ] = scriptableValue( value );
  32757. } else {
  32758. outputs[ name ].value = value;
  32759. }
  32760. return this;
  32761. }
  32762. getOutput( name ) {
  32763. return this._outputs[ name ];
  32764. }
  32765. getParameter( name ) {
  32766. return this.parameters[ name ];
  32767. }
  32768. setParameter( name, value ) {
  32769. const parameters = this.parameters;
  32770. if ( value && value.isScriptableNode ) {
  32771. this.deleteParameter( name );
  32772. parameters[ name ] = value;
  32773. parameters[ name ].getDefaultOutput().events.addEventListener( 'refresh', this.onRefresh );
  32774. } else if ( value && value.isScriptableValueNode ) {
  32775. this.deleteParameter( name );
  32776. parameters[ name ] = value;
  32777. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  32778. } else if ( parameters[ name ] === undefined ) {
  32779. parameters[ name ] = scriptableValue( value );
  32780. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  32781. } else {
  32782. parameters[ name ].value = value;
  32783. }
  32784. return this;
  32785. }
  32786. getValue() {
  32787. return this.getDefaultOutput().getValue();
  32788. }
  32789. deleteParameter( name ) {
  32790. let valueNode = this.parameters[ name ];
  32791. if ( valueNode ) {
  32792. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  32793. valueNode.events.removeEventListener( 'refresh', this.onRefresh );
  32794. }
  32795. return this;
  32796. }
  32797. clearParameters() {
  32798. for ( const name of Object.keys( this.parameters ) ) {
  32799. this.deleteParameter( name );
  32800. }
  32801. this.needsUpdate = true;
  32802. return this;
  32803. }
  32804. call( name, ...params ) {
  32805. const object = this.getObject();
  32806. const method = object[ name ];
  32807. if ( typeof method === 'function' ) {
  32808. return method( ...params );
  32809. }
  32810. }
  32811. async callAsync( name, ...params ) {
  32812. const object = this.getObject();
  32813. const method = object[ name ];
  32814. if ( typeof method === 'function' ) {
  32815. return method.constructor.name === 'AsyncFunction' ? await method( ...params ) : method( ...params );
  32816. }
  32817. }
  32818. getNodeType( builder ) {
  32819. return this.getDefaultOutputNode().getNodeType( builder );
  32820. }
  32821. refresh( output = null ) {
  32822. if ( output !== null ) {
  32823. this.getOutput( output ).refresh();
  32824. } else {
  32825. this._refresh();
  32826. }
  32827. }
  32828. getObject() {
  32829. if ( this.needsUpdate ) this.dispose();
  32830. if ( this._object !== null ) return this._object;
  32831. //
  32832. const refresh = () => this.refresh();
  32833. const setOutput = ( id, value ) => this.setOutput( id, value );
  32834. const parameters = new Parameters( this );
  32835. const THREE = global.get( 'THREE' );
  32836. const TSL = global.get( 'TSL' );
  32837. const method = this.getMethod( this.codeNode );
  32838. const params = [ parameters, this._local, global, refresh, setOutput, THREE, TSL ];
  32839. this._object = method( ...params );
  32840. const layout = this._object.layout;
  32841. if ( layout ) {
  32842. if ( layout.cache === false ) {
  32843. this._local.clear();
  32844. }
  32845. // default output
  32846. this._output.outputType = layout.outputType || null;
  32847. if ( Array.isArray( layout.elements ) ) {
  32848. for ( const element of layout.elements ) {
  32849. const id = element.id || element.name;
  32850. if ( element.inputType ) {
  32851. if ( this.getParameter( id ) === undefined ) this.setParameter( id, null );
  32852. this.getParameter( id ).inputType = element.inputType;
  32853. }
  32854. if ( element.outputType ) {
  32855. if ( this.getOutput( id ) === undefined ) this.setOutput( id, null );
  32856. this.getOutput( id ).outputType = element.outputType;
  32857. }
  32858. }
  32859. }
  32860. }
  32861. return this._object;
  32862. }
  32863. deserialize( data ) {
  32864. super.deserialize( data );
  32865. for ( const name in this.parameters ) {
  32866. let valueNode = this.parameters[ name ];
  32867. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  32868. valueNode.events.addEventListener( 'refresh', this.onRefresh );
  32869. }
  32870. }
  32871. getLayout() {
  32872. return this.getObject().layout;
  32873. }
  32874. getDefaultOutputNode() {
  32875. const output = this.getDefaultOutput().value;
  32876. if ( output && output.isNode ) {
  32877. return output;
  32878. }
  32879. return float();
  32880. }
  32881. getDefaultOutput() {
  32882. return this._exec()._output;
  32883. }
  32884. getMethod() {
  32885. if ( this.needsUpdate ) this.dispose();
  32886. if ( this._method !== null ) return this._method;
  32887. //
  32888. const parametersProps = [ 'parameters', 'local', 'global', 'refresh', 'setOutput', 'THREE', 'TSL' ];
  32889. const interfaceProps = [ 'layout', 'init', 'main', 'dispose' ];
  32890. const properties = interfaceProps.join( ', ' );
  32891. const declarations = 'var ' + properties + '; var output = {};\n';
  32892. const returns = '\nreturn { ...output, ' + properties + ' };';
  32893. const code = declarations + this.codeNode.code + returns;
  32894. //
  32895. this._method = new Function( ...parametersProps, code );
  32896. return this._method;
  32897. }
  32898. dispose() {
  32899. if ( this._method === null ) return;
  32900. if ( this._object && typeof this._object.dispose === 'function' ) {
  32901. this._object.dispose();
  32902. }
  32903. this._method = null;
  32904. this._object = null;
  32905. this._source = null;
  32906. this._value = null;
  32907. this._needsOutputUpdate = true;
  32908. this._output.value = null;
  32909. this._outputs = {};
  32910. }
  32911. setup() {
  32912. return this.getDefaultOutputNode();
  32913. }
  32914. getCacheKey( force ) {
  32915. const cacheKey = [ this.source, this.getDefaultOutputNode().getCacheKey( force ) ];
  32916. for ( const param in this.parameters ) {
  32917. cacheKey.push( this.parameters[ param ].getCacheKey( force ) );
  32918. }
  32919. return cacheKey.join( ',' );
  32920. }
  32921. set needsUpdate( value ) {
  32922. if ( value === true ) this.dispose();
  32923. }
  32924. get needsUpdate() {
  32925. return this.source !== this._source;
  32926. }
  32927. _exec() {
  32928. if ( this.codeNode === null ) return this;
  32929. if ( this._needsOutputUpdate === true ) {
  32930. this._value = this.call( 'main' );
  32931. this._needsOutputUpdate = false;
  32932. }
  32933. this._output.value = this._value;
  32934. return this;
  32935. }
  32936. _refresh() {
  32937. this.needsUpdate = true;
  32938. this._exec();
  32939. this._output.refresh();
  32940. }
  32941. }
  32942. const scriptable = nodeProxy( ScriptableNode );
  32943. addNodeElement( 'scriptable', scriptable );
  32944. addNodeClass( 'ScriptableNode', ScriptableNode );
  32945. class FogNode extends Node {
  32946. constructor( colorNode, factorNode ) {
  32947. super( 'float' );
  32948. this.isFogNode = true;
  32949. this.colorNode = colorNode;
  32950. this.factorNode = factorNode;
  32951. }
  32952. getViewZNode( builder ) {
  32953. let viewZ;
  32954. const getViewZ = builder.context.getViewZ;
  32955. if ( getViewZ !== undefined ) {
  32956. viewZ = getViewZ( this );
  32957. }
  32958. return ( viewZ || positionView.z ).negate();
  32959. }
  32960. setup() {
  32961. return this.factorNode;
  32962. }
  32963. }
  32964. const fog = nodeProxy( FogNode );
  32965. addNodeElement( 'fog', fog );
  32966. addNodeClass( 'FogNode', FogNode );
  32967. class FogRangeNode extends FogNode {
  32968. constructor( colorNode, nearNode, farNode ) {
  32969. super( colorNode );
  32970. this.isFogRangeNode = true;
  32971. this.nearNode = nearNode;
  32972. this.farNode = farNode;
  32973. }
  32974. setup( builder ) {
  32975. const viewZ = this.getViewZNode( builder );
  32976. return smoothstep( this.nearNode, this.farNode, viewZ );
  32977. }
  32978. }
  32979. const rangeFog = nodeProxy( FogRangeNode );
  32980. addNodeElement( 'rangeFog', rangeFog );
  32981. addNodeClass( 'FogRangeNode', FogRangeNode );
  32982. class FogExp2Node extends FogNode {
  32983. constructor( colorNode, densityNode ) {
  32984. super( colorNode );
  32985. this.isFogExp2Node = true;
  32986. this.densityNode = densityNode;
  32987. }
  32988. setup( builder ) {
  32989. const viewZ = this.getViewZNode( builder );
  32990. const density = this.densityNode;
  32991. return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();
  32992. }
  32993. }
  32994. const densityFog = nodeProxy( FogExp2Node );
  32995. addNodeElement( 'densityFog', densityFog );
  32996. addNodeClass( 'FogExp2Node', FogExp2Node );
  32997. let min = null;
  32998. let max = null;
  32999. class RangeNode extends Node {
  33000. constructor( minNode = float(), maxNode = float() ) {
  33001. super();
  33002. this.minNode = minNode;
  33003. this.maxNode = maxNode;
  33004. }
  33005. getVectorLength( builder ) {
  33006. const minLength = builder.getTypeLength( getValueType( this.minNode.value ) );
  33007. const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) );
  33008. return minLength > maxLength ? minLength : maxLength;
  33009. }
  33010. getNodeType( builder ) {
  33011. return builder.object.count > 1 ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float';
  33012. }
  33013. setup( builder ) {
  33014. const object = builder.object;
  33015. let output = null;
  33016. if ( object.count > 1 ) {
  33017. const minValue = this.minNode.value;
  33018. const maxValue = this.maxNode.value;
  33019. const minLength = builder.getTypeLength( getValueType( minValue ) );
  33020. const maxLength = builder.getTypeLength( getValueType( maxValue ) );
  33021. min = min || new Vector4();
  33022. max = max || new Vector4();
  33023. min.setScalar( 0 );
  33024. max.setScalar( 0 );
  33025. if ( minLength === 1 ) min.setScalar( minValue );
  33026. else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b );
  33027. else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 );
  33028. if ( maxLength === 1 ) max.setScalar( maxValue );
  33029. else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b );
  33030. else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 );
  33031. const stride = 4;
  33032. const length = stride * object.count;
  33033. const array = new Float32Array( length );
  33034. for ( let i = 0; i < length; i ++ ) {
  33035. const index = i % stride;
  33036. const minElementValue = min.getComponent( index );
  33037. const maxElementValue = max.getComponent( index );
  33038. array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() );
  33039. }
  33040. const nodeType = this.getNodeType( builder );
  33041. if ( object.count <= 4096 ) {
  33042. output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType );
  33043. } else {
  33044. // TODO: Improve anonymous buffer attribute creation removing this part
  33045. const bufferAttribute = new InstancedBufferAttribute( array, 4 );
  33046. builder.geometry.setAttribute( '__range' + this.id, bufferAttribute );
  33047. output = instancedBufferAttribute( bufferAttribute ).convert( nodeType );
  33048. }
  33049. } else {
  33050. output = float( 0 );
  33051. }
  33052. return output;
  33053. }
  33054. }
  33055. const range = nodeProxy( RangeNode );
  33056. addNodeClass( 'RangeNode', RangeNode );
  33057. class ComputeNode extends Node {
  33058. constructor( computeNode, count, workgroupSize = [ 64 ] ) {
  33059. super( 'void' );
  33060. this.isComputeNode = true;
  33061. this.computeNode = computeNode;
  33062. this.count = count;
  33063. this.workgroupSize = workgroupSize;
  33064. this.dispatchCount = 0;
  33065. this.version = 1;
  33066. this.updateBeforeType = NodeUpdateType.OBJECT;
  33067. this.updateDispatchCount();
  33068. }
  33069. dispose() {
  33070. this.dispatchEvent( { type: 'dispose' } );
  33071. }
  33072. set needsUpdate( value ) {
  33073. if ( value === true ) this.version ++;
  33074. }
  33075. updateDispatchCount() {
  33076. const { count, workgroupSize } = this;
  33077. let size = workgroupSize[ 0 ];
  33078. for ( let i = 1; i < workgroupSize.length; i ++ )
  33079. size *= workgroupSize[ i ];
  33080. this.dispatchCount = Math.ceil( count / size );
  33081. }
  33082. onInit() { }
  33083. updateBefore( { renderer } ) {
  33084. renderer.compute( this );
  33085. }
  33086. generate( builder ) {
  33087. const { shaderStage } = builder;
  33088. if ( shaderStage === 'compute' ) {
  33089. const snippet = this.computeNode.build( builder, 'void' );
  33090. if ( snippet !== '' ) {
  33091. builder.addLineFlowCode( snippet );
  33092. }
  33093. }
  33094. }
  33095. }
  33096. const compute = ( node, count, workgroupSize ) => nodeObject( new ComputeNode( nodeObject( node ), count, workgroupSize ) );
  33097. addNodeElement( 'compute', compute );
  33098. addNodeClass( 'ComputeNode', ComputeNode );
  33099. class LightNode extends Node {
  33100. constructor( scope = LightNode.TARGET_DIRECTION, light = null ) {
  33101. super();
  33102. this.scope = scope;
  33103. this.light = light;
  33104. }
  33105. setup() {
  33106. const { scope, light } = this;
  33107. let output = null;
  33108. if ( scope === LightNode.TARGET_DIRECTION ) {
  33109. output = cameraViewMatrix.transformDirection( objectPosition( light ).sub( objectPosition( light.target ) ) );
  33110. }
  33111. return output;
  33112. }
  33113. serialize( data ) {
  33114. super.serialize( data );
  33115. data.scope = this.scope;
  33116. }
  33117. deserialize( data ) {
  33118. super.deserialize( data );
  33119. this.scope = data.scope;
  33120. }
  33121. }
  33122. LightNode.TARGET_DIRECTION = 'targetDirection';
  33123. const lightTargetDirection = nodeProxy( LightNode, LightNode.TARGET_DIRECTION );
  33124. addNodeClass( 'LightNode', LightNode );
  33125. const getDistanceAttenuation = Fn( ( inputs ) => {
  33126. const { lightDistance, cutoffDistance, decayExponent } = inputs;
  33127. // based upon Frostbite 3 Moving to Physically-based Rendering
  33128. // page 32, equation 26: E[window1]
  33129. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  33130. const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
  33131. return cutoffDistance.greaterThan( 0 ).select(
  33132. distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
  33133. distanceFalloff
  33134. );
  33135. } ); // validated
  33136. class PointLightNode extends AnalyticLightNode {
  33137. constructor( light = null ) {
  33138. super( light );
  33139. this.cutoffDistanceNode = uniform( 0 );
  33140. this.decayExponentNode = uniform( 0 );
  33141. }
  33142. update( frame ) {
  33143. const { light } = this;
  33144. super.update( frame );
  33145. this.cutoffDistanceNode.value = light.distance;
  33146. this.decayExponentNode.value = light.decay;
  33147. }
  33148. setup( builder ) {
  33149. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  33150. const lightingModel = builder.context.lightingModel;
  33151. const lVector = objectViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  33152. const lightDirection = lVector.normalize();
  33153. const lightDistance = lVector.length();
  33154. const lightAttenuation = getDistanceAttenuation( {
  33155. lightDistance,
  33156. cutoffDistance: cutoffDistanceNode,
  33157. decayExponent: decayExponentNode
  33158. } );
  33159. const lightColor = colorNode.mul( lightAttenuation );
  33160. const reflectedLight = builder.context.reflectedLight;
  33161. lightingModel.direct( {
  33162. lightDirection,
  33163. lightColor,
  33164. reflectedLight
  33165. }, builder.stack, builder );
  33166. }
  33167. }
  33168. addNodeClass( 'PointLightNode', PointLightNode );
  33169. addLightNode( PointLight, PointLightNode );
  33170. class DirectionalLightNode extends AnalyticLightNode {
  33171. constructor( light = null ) {
  33172. super( light );
  33173. }
  33174. setup( builder ) {
  33175. super.setup( builder );
  33176. const lightingModel = builder.context.lightingModel;
  33177. const lightColor = this.colorNode;
  33178. const lightDirection = lightTargetDirection( this.light );
  33179. const reflectedLight = builder.context.reflectedLight;
  33180. lightingModel.direct( {
  33181. lightDirection,
  33182. lightColor,
  33183. reflectedLight
  33184. }, builder.stack, builder );
  33185. }
  33186. }
  33187. addNodeClass( 'DirectionalLightNode', DirectionalLightNode );
  33188. addLightNode( DirectionalLight, DirectionalLightNode );
  33189. const _matrix41 = /*@__PURE__*/ new Matrix4();
  33190. const _matrix42 = /*@__PURE__*/ new Matrix4();
  33191. let ltcLib = null;
  33192. class RectAreaLightNode extends AnalyticLightNode {
  33193. constructor( light = null ) {
  33194. super( light );
  33195. this.halfHeight = uniform( new Vector3() );
  33196. this.halfWidth = uniform( new Vector3() );
  33197. }
  33198. update( frame ) {
  33199. super.update( frame );
  33200. const { light } = this;
  33201. const viewMatrix = frame.camera.matrixWorldInverse;
  33202. _matrix42.identity();
  33203. _matrix41.copy( light.matrixWorld );
  33204. _matrix41.premultiply( viewMatrix );
  33205. _matrix42.extractRotation( _matrix41 );
  33206. this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
  33207. this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );
  33208. this.halfWidth.value.applyMatrix4( _matrix42 );
  33209. this.halfHeight.value.applyMatrix4( _matrix42 );
  33210. }
  33211. setup( builder ) {
  33212. super.setup( builder );
  33213. let ltc_1, ltc_2;
  33214. if ( builder.isAvailable( 'float32Filterable' ) ) {
  33215. ltc_1 = texture( ltcLib.LTC_FLOAT_1 );
  33216. ltc_2 = texture( ltcLib.LTC_FLOAT_2 );
  33217. } else {
  33218. ltc_1 = texture( ltcLib.LTC_HALF_1 );
  33219. ltc_2 = texture( ltcLib.LTC_HALF_2 );
  33220. }
  33221. const { colorNode, light } = this;
  33222. const lightingModel = builder.context.lightingModel;
  33223. const lightPosition = objectViewPosition( light );
  33224. const reflectedLight = builder.context.reflectedLight;
  33225. lightingModel.directRectArea( {
  33226. lightColor: colorNode,
  33227. lightPosition,
  33228. halfWidth: this.halfWidth,
  33229. halfHeight: this.halfHeight,
  33230. reflectedLight,
  33231. ltc_1,
  33232. ltc_2
  33233. }, builder.stack, builder );
  33234. }
  33235. static setLTC( ltc ) {
  33236. ltcLib = ltc;
  33237. }
  33238. }
  33239. addNodeClass( 'RectAreaLightNode', RectAreaLightNode );
  33240. addLightNode( RectAreaLight, RectAreaLightNode );
  33241. class SpotLightNode extends AnalyticLightNode {
  33242. constructor( light = null ) {
  33243. super( light );
  33244. this.coneCosNode = uniform( 0 );
  33245. this.penumbraCosNode = uniform( 0 );
  33246. this.cutoffDistanceNode = uniform( 0 );
  33247. this.decayExponentNode = uniform( 0 );
  33248. }
  33249. update( frame ) {
  33250. super.update( frame );
  33251. const { light } = this;
  33252. this.coneCosNode.value = Math.cos( light.angle );
  33253. this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
  33254. this.cutoffDistanceNode.value = light.distance;
  33255. this.decayExponentNode.value = light.decay;
  33256. }
  33257. getSpotAttenuation( angleCosine ) {
  33258. const { coneCosNode, penumbraCosNode } = this;
  33259. return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
  33260. }
  33261. setup( builder ) {
  33262. super.setup( builder );
  33263. const lightingModel = builder.context.lightingModel;
  33264. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  33265. const lVector = objectViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  33266. const lightDirection = lVector.normalize();
  33267. const angleCos = lightDirection.dot( lightTargetDirection( light ) );
  33268. const spotAttenuation = this.getSpotAttenuation( angleCos );
  33269. const lightDistance = lVector.length();
  33270. const lightAttenuation = getDistanceAttenuation( {
  33271. lightDistance,
  33272. cutoffDistance: cutoffDistanceNode,
  33273. decayExponent: decayExponentNode
  33274. } );
  33275. const lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
  33276. const reflectedLight = builder.context.reflectedLight;
  33277. lightingModel.direct( {
  33278. lightDirection,
  33279. lightColor,
  33280. reflectedLight
  33281. }, builder.stack, builder );
  33282. }
  33283. }
  33284. addNodeClass( 'SpotLightNode', SpotLightNode );
  33285. addLightNode( SpotLight, SpotLightNode );
  33286. class IESSpotLight extends SpotLight {
  33287. constructor( color, intensity, distance, angle, penumbra, decay ) {
  33288. super( color, intensity, distance, angle, penumbra, decay );
  33289. this.iesMap = null;
  33290. }
  33291. copy( source, recursive ) {
  33292. super.copy( source, recursive );
  33293. this.iesMap = source.iesMap;
  33294. return this;
  33295. }
  33296. }
  33297. class IESSpotLightNode extends SpotLightNode {
  33298. getSpotAttenuation( angleCosine ) {
  33299. const iesMap = this.light.iesMap;
  33300. let spotAttenuation = null;
  33301. if ( iesMap && iesMap.isTexture === true ) {
  33302. const angle = angleCosine.acos().mul( 1.0 / Math.PI );
  33303. spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r;
  33304. } else {
  33305. spotAttenuation = super.getSpotAttenuation( angleCosine );
  33306. }
  33307. return spotAttenuation;
  33308. }
  33309. }
  33310. addNodeClass( 'IESSpotLightNode', IESSpotLightNode );
  33311. addLightNode( IESSpotLight, IESSpotLightNode );
  33312. class AmbientLightNode extends AnalyticLightNode {
  33313. constructor( light = null ) {
  33314. super( light );
  33315. }
  33316. setup( { context } ) {
  33317. context.irradiance.addAssign( this.colorNode );
  33318. }
  33319. }
  33320. addNodeClass( 'AmbientLightNode', AmbientLightNode );
  33321. addLightNode( AmbientLight, AmbientLightNode );
  33322. class HemisphereLightNode extends AnalyticLightNode {
  33323. constructor( light = null ) {
  33324. super( light );
  33325. this.lightPositionNode = objectPosition( light );
  33326. this.lightDirectionNode = this.lightPositionNode.normalize();
  33327. this.groundColorNode = uniform( new Color() );
  33328. }
  33329. update( frame ) {
  33330. const { light } = this;
  33331. super.update( frame );
  33332. this.lightPositionNode.object3d = light;
  33333. this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity );
  33334. }
  33335. setup( builder ) {
  33336. const { colorNode, groundColorNode, lightDirectionNode } = this;
  33337. const dotNL = normalView.dot( lightDirectionNode );
  33338. const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 );
  33339. const irradiance = mix( groundColorNode, colorNode, hemiDiffuseWeight );
  33340. builder.context.irradiance.addAssign( irradiance );
  33341. }
  33342. }
  33343. addNodeClass( 'HemisphereLightNode', HemisphereLightNode );
  33344. addLightNode( HemisphereLight, HemisphereLightNode );
  33345. class LightProbeNode extends AnalyticLightNode {
  33346. constructor( light = null ) {
  33347. super( light );
  33348. const array = [];
  33349. for ( let i = 0; i < 9; i ++ ) array.push( new Vector3() );
  33350. this.lightProbe = uniformArray( array );
  33351. }
  33352. update( frame ) {
  33353. const { light } = this;
  33354. super.update( frame );
  33355. //
  33356. for ( let i = 0; i < 9; i ++ ) {
  33357. this.lightProbe.array[ i ].copy( light.sh.coefficients[ i ] ).multiplyScalar( light.intensity );
  33358. }
  33359. }
  33360. setup( builder ) {
  33361. const irradiance = shGetIrradianceAt( normalWorld, this.lightProbe );
  33362. builder.context.irradiance.addAssign( irradiance );
  33363. }
  33364. }
  33365. const shGetIrradianceAt = Fn( ( [ normal, shCoefficients ] ) => {
  33366. // normal is assumed to have unit length
  33367. const x = normal.x, y = normal.y, z = normal.z;
  33368. // band 0
  33369. const result = shCoefficients.element( 0 ).mul( 0.886227 );
  33370. // band 1
  33371. result.addAssign( shCoefficients.element( 1 ).mul( 2.0 * 0.511664 ).mul( y ) );
  33372. result.addAssign( shCoefficients.element( 2 ).mul( 2.0 * 0.511664 ).mul( z ) );
  33373. result.addAssign( shCoefficients.element( 3 ).mul( 2.0 * 0.511664 ).mul( x ) );
  33374. // band 2
  33375. result.addAssign( shCoefficients.element( 4 ).mul( 2.0 * 0.429043 ).mul( x ).mul( y ) );
  33376. result.addAssign( shCoefficients.element( 5 ).mul( 2.0 * 0.429043 ).mul( y ).mul( z ) );
  33377. result.addAssign( shCoefficients.element( 6 ).mul( z.mul( z ).mul( 0.743125 ).sub( 0.247708 ) ) );
  33378. result.addAssign( shCoefficients.element( 7 ).mul( 2.0 * 0.429043 ).mul( x ).mul( z ) );
  33379. result.addAssign( shCoefficients.element( 8 ).mul( 0.429043 ).mul( mul( x, x ).sub( mul( y, y ) ) ) );
  33380. return result;
  33381. } );
  33382. addNodeClass( 'LightProbeNode', LightProbeNode );
  33383. addLightNode( LightProbe, LightProbeNode );
  33384. let _generator = null;
  33385. const _cache$1 = new WeakMap();
  33386. function _generateCubeUVSize( imageHeight ) {
  33387. const maxMip = Math.log2( imageHeight ) - 2;
  33388. const texelHeight = 1.0 / imageHeight;
  33389. const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
  33390. return { texelWidth, texelHeight, maxMip };
  33391. }
  33392. function _getPMREMFromTexture( texture ) {
  33393. let cacheTexture = _cache$1.get( texture );
  33394. const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : - 1;
  33395. if ( pmremVersion !== texture.pmremVersion ) {
  33396. const image = texture.image;
  33397. if ( texture.isCubeTexture ) {
  33398. if ( isCubeMapReady( image ) ) {
  33399. cacheTexture = _generator.fromCubemap( texture, cacheTexture );
  33400. } else {
  33401. return null;
  33402. }
  33403. } else {
  33404. if ( isEquirectangularMapReady$1( image ) ) {
  33405. cacheTexture = _generator.fromEquirectangular( texture, cacheTexture );
  33406. } else {
  33407. return null;
  33408. }
  33409. }
  33410. cacheTexture.pmremVersion = texture.pmremVersion;
  33411. _cache$1.set( texture, cacheTexture );
  33412. }
  33413. return cacheTexture.texture;
  33414. }
  33415. class PMREMNode extends TempNode {
  33416. constructor( value, uvNode = null, levelNode = null ) {
  33417. super( 'vec3' );
  33418. this._value = value;
  33419. this._pmrem = null;
  33420. this.uvNode = uvNode;
  33421. this.levelNode = levelNode;
  33422. this._generator = null;
  33423. const defaultTexture = new Texture();
  33424. defaultTexture.isRenderTargetTexture = true;
  33425. this._texture = texture( defaultTexture );
  33426. this._width = uniform( 0 );
  33427. this._height = uniform( 0 );
  33428. this._maxMip = uniform( 0 );
  33429. this.updateBeforeType = NodeUpdateType.RENDER;
  33430. }
  33431. set value( value ) {
  33432. this._value = value;
  33433. this._pmrem = null;
  33434. }
  33435. get value() {
  33436. return this._value;
  33437. }
  33438. updateFromTexture( texture ) {
  33439. const cubeUVSize = _generateCubeUVSize( texture.image.height );
  33440. this._texture.value = texture;
  33441. this._width.value = cubeUVSize.texelWidth;
  33442. this._height.value = cubeUVSize.texelHeight;
  33443. this._maxMip.value = cubeUVSize.maxMip;
  33444. }
  33445. updateBefore() {
  33446. let pmrem = this._pmrem;
  33447. const pmremVersion = pmrem ? pmrem.pmremVersion : - 1;
  33448. const texture = this._value;
  33449. if ( pmremVersion !== texture.pmremVersion ) {
  33450. if ( texture.isPMREMTexture === true ) {
  33451. pmrem = texture;
  33452. } else {
  33453. pmrem = _getPMREMFromTexture( texture );
  33454. }
  33455. if ( pmrem !== null ) {
  33456. this._pmrem = pmrem;
  33457. this.updateFromTexture( pmrem );
  33458. }
  33459. }
  33460. }
  33461. setup( builder ) {
  33462. if ( _generator === null ) {
  33463. _generator = builder.createPMREMGenerator();
  33464. }
  33465. //
  33466. this.updateBefore( builder );
  33467. //
  33468. let uvNode = this.uvNode;
  33469. if ( uvNode === null && builder.context.getUV ) {
  33470. uvNode = builder.context.getUV( this );
  33471. }
  33472. //
  33473. const texture = this.value;
  33474. if ( builder.renderer.coordinateSystem === WebGLCoordinateSystem && texture.isPMREMTexture !== true && texture.isRenderTargetTexture === true ) {
  33475. uvNode = vec3( uvNode.x.negate(), uvNode.yz );
  33476. }
  33477. //
  33478. let levelNode = this.levelNode;
  33479. if ( levelNode === null && builder.context.getTextureLevel ) {
  33480. levelNode = builder.context.getTextureLevel( this );
  33481. }
  33482. //
  33483. return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip );
  33484. }
  33485. }
  33486. function isCubeMapReady( image ) {
  33487. if ( image === null || image === undefined ) return false;
  33488. let count = 0;
  33489. const length = 6;
  33490. for ( let i = 0; i < length; i ++ ) {
  33491. if ( image[ i ] !== undefined ) count ++;
  33492. }
  33493. return count === length;
  33494. }
  33495. function isEquirectangularMapReady$1( image ) {
  33496. if ( image === null || image === undefined ) return false;
  33497. return image.height > 0;
  33498. }
  33499. const pmremTexture = nodeProxy( PMREMNode );
  33500. addNodeClass( 'PMREMNode', PMREMNode );
  33501. const _envNodeCache = new WeakMap();
  33502. class EnvironmentNode extends LightingNode {
  33503. constructor( envNode = null ) {
  33504. super();
  33505. this.envNode = envNode;
  33506. }
  33507. setup( builder ) {
  33508. const { material } = builder;
  33509. let envNode = this.envNode;
  33510. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  33511. const value = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  33512. let cacheEnvNode = _envNodeCache.get( value );
  33513. if ( cacheEnvNode === undefined ) {
  33514. cacheEnvNode = pmremTexture( value );
  33515. _envNodeCache.set( value, cacheEnvNode );
  33516. }
  33517. envNode = cacheEnvNode;
  33518. }
  33519. //
  33520. const envMap = material.envMap;
  33521. const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode
  33522. const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
  33523. const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView;
  33524. const radiance = context( envNode, createRadianceContext( roughness, radianceNormalView ) ).mul( intensity );
  33525. const irradiance = context( envNode, createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  33526. const isolateRadiance = cache( radiance );
  33527. const isolateIrradiance = cache( irradiance );
  33528. //
  33529. builder.context.radiance.addAssign( isolateRadiance );
  33530. builder.context.iblIrradiance.addAssign( isolateIrradiance );
  33531. //
  33532. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  33533. if ( clearcoatRadiance ) {
  33534. const clearcoatRadianceContext = context( envNode, createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  33535. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  33536. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  33537. }
  33538. }
  33539. }
  33540. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  33541. let reflectVec = null;
  33542. return {
  33543. getUV: () => {
  33544. if ( reflectVec === null ) {
  33545. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  33546. // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
  33547. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  33548. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  33549. }
  33550. return reflectVec;
  33551. },
  33552. getTextureLevel: () => {
  33553. return roughnessNode;
  33554. }
  33555. };
  33556. };
  33557. const createIrradianceContext = ( normalWorldNode ) => {
  33558. return {
  33559. getUV: () => {
  33560. return normalWorldNode;
  33561. },
  33562. getTextureLevel: () => {
  33563. return float( 1.0 );
  33564. }
  33565. };
  33566. };
  33567. addNodeClass( 'EnvironmentNode', EnvironmentNode );
  33568. const _cache = new WeakMap();
  33569. class CubeMapNode extends TempNode {
  33570. constructor( envNode ) {
  33571. super( 'vec3' );
  33572. this.envNode = envNode;
  33573. this._cubeTexture = null;
  33574. this._cubeTextureNode = cubeTexture();
  33575. const defaultTexture = new CubeTexture();
  33576. defaultTexture.isRenderTargetTexture = true;
  33577. this._defaultTexture = defaultTexture;
  33578. this.updateBeforeType = NodeUpdateType.RENDER;
  33579. }
  33580. updateBefore( frame ) {
  33581. const { renderer, material } = frame;
  33582. const envNode = this.envNode;
  33583. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  33584. const texture = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  33585. if ( texture && texture.isTexture ) {
  33586. const mapping = texture.mapping;
  33587. if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
  33588. // check for converted cubemap map
  33589. if ( _cache.has( texture ) ) {
  33590. const cubeMap = _cache.get( texture );
  33591. mapTextureMapping( cubeMap, texture.mapping );
  33592. this._cubeTexture = cubeMap;
  33593. } else {
  33594. // create cube map from equirectangular map
  33595. const image = texture.image;
  33596. if ( isEquirectangularMapReady( image ) ) {
  33597. const renderTarget = new CubeRenderTarget( image.height );
  33598. renderTarget.fromEquirectangularTexture( renderer, texture );
  33599. mapTextureMapping( renderTarget.texture, texture.mapping );
  33600. this._cubeTexture = renderTarget.texture;
  33601. _cache.set( texture, renderTarget.texture );
  33602. texture.addEventListener( 'dispose', onTextureDispose );
  33603. } else {
  33604. // default cube texture as fallback when equirectangular texture is not yet loaded
  33605. this._cubeTexture = this._defaultTexture;
  33606. }
  33607. }
  33608. //
  33609. this._cubeTextureNode.value = this._cubeTexture;
  33610. } else {
  33611. // envNode already refers to a cube map
  33612. this._cubeTextureNode = this.envNode;
  33613. }
  33614. }
  33615. }
  33616. }
  33617. setup( builder ) {
  33618. this.updateBefore( builder );
  33619. return this._cubeTextureNode;
  33620. }
  33621. }
  33622. function isEquirectangularMapReady( image ) {
  33623. if ( image === null || image === undefined ) return false;
  33624. return image.height > 0;
  33625. }
  33626. function onTextureDispose( event ) {
  33627. const texture = event.target;
  33628. texture.removeEventListener( 'dispose', onTextureDispose );
  33629. const renderTarget = _cache.get( texture );
  33630. if ( renderTarget !== undefined ) {
  33631. _cache.delete( texture );
  33632. renderTarget.dispose();
  33633. }
  33634. }
  33635. function mapTextureMapping( texture, mapping ) {
  33636. if ( mapping === EquirectangularReflectionMapping ) {
  33637. texture.mapping = CubeReflectionMapping;
  33638. } else if ( mapping === EquirectangularRefractionMapping ) {
  33639. texture.mapping = CubeRefractionMapping;
  33640. }
  33641. }
  33642. const cubeMapNode = nodeProxy( CubeMapNode );
  33643. addNodeClass( 'CubeMapNode', CubeMapNode );
  33644. class BasicEnvironmentNode extends LightingNode {
  33645. constructor( envNode = null ) {
  33646. super();
  33647. this.envNode = envNode;
  33648. }
  33649. setup( builder ) {
  33650. // environment property is used in the finish() method of BasicLightingModel
  33651. builder.context.environment = cubeMapNode( this.envNode );
  33652. }
  33653. }
  33654. addNodeClass( 'BasicEnvironmentNode', BasicEnvironmentNode );
  33655. const checkerShaderNode = Fn( ( inputs ) => {
  33656. const uv = inputs.uv.mul( 2.0 );
  33657. const cx = uv.x.floor();
  33658. const cy = uv.y.floor();
  33659. const result = cx.add( cy ).mod( 2.0 );
  33660. return result.sign();
  33661. } );
  33662. class CheckerNode extends TempNode {
  33663. constructor( uvNode = uv() ) {
  33664. super( 'float' );
  33665. this.uvNode = uvNode;
  33666. }
  33667. setup() {
  33668. return checkerShaderNode( { uv: this.uvNode } );
  33669. }
  33670. }
  33671. const checker = nodeProxy( CheckerNode );
  33672. addNodeElement( 'checker', checker );
  33673. addNodeClass( 'CheckerNode', CheckerNode );
  33674. class NodeLoader extends Loader {
  33675. constructor( manager ) {
  33676. super( manager );
  33677. this.textures = {};
  33678. }
  33679. load( url, onLoad, onProgress, onError ) {
  33680. const loader = new FileLoader( this.manager );
  33681. loader.setPath( this.path );
  33682. loader.setRequestHeader( this.requestHeader );
  33683. loader.setWithCredentials( this.withCredentials );
  33684. loader.load( url, ( text ) => {
  33685. try {
  33686. onLoad( this.parse( JSON.parse( text ) ) );
  33687. } catch ( e ) {
  33688. if ( onError ) {
  33689. onError( e );
  33690. } else {
  33691. console.error( e );
  33692. }
  33693. this.manager.itemError( url );
  33694. }
  33695. }, onProgress, onError );
  33696. }
  33697. parseNodes( json ) {
  33698. const nodes = {};
  33699. if ( json !== undefined ) {
  33700. for ( const nodeJSON of json ) {
  33701. const { uuid, type } = nodeJSON;
  33702. nodes[ uuid ] = nodeObject( createNodeFromType( type ) ); // @TODO: Maybe nodeObjectify the node in createNodeFromType?
  33703. nodes[ uuid ].uuid = uuid;
  33704. }
  33705. const meta = { nodes, textures: this.textures };
  33706. for ( const nodeJSON of json ) {
  33707. nodeJSON.meta = meta;
  33708. const node = nodes[ nodeJSON.uuid ];
  33709. node.deserialize( nodeJSON );
  33710. delete nodeJSON.meta;
  33711. }
  33712. }
  33713. return nodes;
  33714. }
  33715. parse( json ) {
  33716. const node = nodeObject( createNodeFromType( json.type ) );
  33717. node.uuid = json.uuid;
  33718. const nodes = this.parseNodes( json.nodes );
  33719. const meta = { nodes, textures: this.textures };
  33720. json.meta = meta;
  33721. node.deserialize( json );
  33722. delete json.meta;
  33723. return node;
  33724. }
  33725. setTextures( value ) {
  33726. this.textures = value;
  33727. return this;
  33728. }
  33729. }
  33730. const _defaultValues$e = /*@__PURE__*/ new PointsMaterial();
  33731. class InstancedPointsNodeMaterial extends NodeMaterial {
  33732. constructor( params = {} ) {
  33733. super();
  33734. this.lights = false;
  33735. this.useAlphaToCoverage = true;
  33736. this.useColor = params.vertexColors;
  33737. this.pointWidth = 1;
  33738. this.pointColorNode = null;
  33739. this.setDefaultValues( _defaultValues$e );
  33740. this.setupShaders();
  33741. this.setValues( params );
  33742. }
  33743. setup( builder ) {
  33744. this.setupShaders();
  33745. super.setup( builder );
  33746. }
  33747. setupShaders() {
  33748. const useAlphaToCoverage = this.alphaToCoverage;
  33749. const useColor = this.useColor;
  33750. this.vertexNode = Fn( () => {
  33751. //vUv = uv;
  33752. varying( vec2(), 'vUv' ).assign( uv() ); // @TODO: Analyze other way to do this
  33753. const instancePosition = attribute( 'instancePosition' );
  33754. // camera space
  33755. const mvPos = property( 'vec4', 'mvPos' );
  33756. mvPos.assign( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
  33757. const aspect = viewport.z.div( viewport.w );
  33758. // clip space
  33759. const clipPos = cameraProjectionMatrix.mul( mvPos );
  33760. // offset in ndc space
  33761. const offset = property( 'vec2', 'offset' );
  33762. offset.assign( positionGeometry.xy );
  33763. offset.assign( offset.mul( materialPointWidth ) );
  33764. offset.assign( offset.div( viewport.z ) );
  33765. offset.y.assign( offset.y.mul( aspect ) );
  33766. // back to clip space
  33767. offset.assign( offset.mul( clipPos.w ) );
  33768. //clipPos.xy += offset;
  33769. clipPos.assign( clipPos.add( vec4( offset, 0, 0 ) ) );
  33770. return clipPos;
  33771. //vec4 mvPosition = mvPos; // this was used for somethihng...
  33772. } )();
  33773. this.fragmentNode = Fn( () => {
  33774. const vUv = varying( vec2(), 'vUv' );
  33775. // force assignment into correct place in flow
  33776. const alpha = property( 'float', 'alpha' );
  33777. alpha.assign( 1 );
  33778. const a = vUv.x;
  33779. const b = vUv.y;
  33780. const len2 = a.mul( a ).add( b.mul( b ) );
  33781. if ( useAlphaToCoverage ) {
  33782. // force assignment out of following 'if' statement - to avoid uniform control flow errors
  33783. const dlen = property( 'float', 'dlen' );
  33784. dlen.assign( len2.fwidth() );
  33785. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  33786. } else {
  33787. len2.greaterThan( 1.0 ).discard();
  33788. }
  33789. let pointColorNode;
  33790. if ( this.pointColorNode ) {
  33791. pointColorNode = this.pointColorNode;
  33792. } else {
  33793. if ( useColor ) {
  33794. const instanceColor = attribute( 'instanceColor' );
  33795. pointColorNode = instanceColor.mul( materialColor );
  33796. } else {
  33797. pointColorNode = materialColor;
  33798. }
  33799. }
  33800. return vec4( pointColorNode, alpha );
  33801. } )();
  33802. }
  33803. get alphaToCoverage() {
  33804. return this.useAlphaToCoverage;
  33805. }
  33806. set alphaToCoverage( value ) {
  33807. if ( this.useAlphaToCoverage !== value ) {
  33808. this.useAlphaToCoverage = value;
  33809. this.needsUpdate = true;
  33810. }
  33811. }
  33812. }
  33813. addNodeMaterial( 'InstancedPointsNodeMaterial', InstancedPointsNodeMaterial );
  33814. const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial();
  33815. class LineBasicNodeMaterial extends NodeMaterial {
  33816. constructor( parameters ) {
  33817. super();
  33818. this.isLineBasicNodeMaterial = true;
  33819. this.lights = false;
  33820. this.setDefaultValues( _defaultValues$d );
  33821. this.setValues( parameters );
  33822. }
  33823. }
  33824. addNodeMaterial( 'LineBasicNodeMaterial', LineBasicNodeMaterial );
  33825. const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial();
  33826. class LineDashedNodeMaterial extends NodeMaterial {
  33827. constructor( parameters ) {
  33828. super();
  33829. this.isLineDashedNodeMaterial = true;
  33830. this.lights = false;
  33831. this.setDefaultValues( _defaultValues$c );
  33832. this.offsetNode = null;
  33833. this.dashScaleNode = null;
  33834. this.dashSizeNode = null;
  33835. this.gapSizeNode = null;
  33836. this.setValues( parameters );
  33837. }
  33838. setupVariants() {
  33839. const offsetNode = this.offsetNode;
  33840. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  33841. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  33842. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  33843. dashSize.assign( dashSizeNode );
  33844. gapSize.assign( gapSizeNode );
  33845. const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) );
  33846. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  33847. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard();
  33848. }
  33849. }
  33850. addNodeMaterial( 'LineDashedNodeMaterial', LineDashedNodeMaterial );
  33851. const _defaultValues$b = /*@__PURE__*/ new LineDashedMaterial();
  33852. class Line2NodeMaterial extends NodeMaterial {
  33853. constructor( params = {} ) {
  33854. super();
  33855. this.lights = false;
  33856. this.setDefaultValues( _defaultValues$b );
  33857. this.useAlphaToCoverage = true;
  33858. this.useColor = params.vertexColors;
  33859. this.useDash = params.dashed;
  33860. this.useWorldUnits = false;
  33861. this.dashOffset = 0;
  33862. this.lineWidth = 1;
  33863. this.lineColorNode = null;
  33864. this.offsetNode = null;
  33865. this.dashScaleNode = null;
  33866. this.dashSizeNode = null;
  33867. this.gapSizeNode = null;
  33868. this.setValues( params );
  33869. }
  33870. setup( builder ) {
  33871. this.setupShaders();
  33872. super.setup( builder );
  33873. }
  33874. setupShaders() {
  33875. const useAlphaToCoverage = this.alphaToCoverage;
  33876. const useColor = this.useColor;
  33877. const useDash = this.dashed;
  33878. const useWorldUnits = this.worldUnits;
  33879. const trimSegment = Fn( ( { start, end } ) => {
  33880. const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
  33881. const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
  33882. const nearEstimate = b.mul( - 0.5 ).div( a );
  33883. const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
  33884. return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
  33885. } );
  33886. this.vertexNode = Fn( () => {
  33887. varyingProperty( 'vec2', 'vUv' ).assign( uv() );
  33888. const instanceStart = attribute( 'instanceStart' );
  33889. const instanceEnd = attribute( 'instanceEnd' );
  33890. // camera space
  33891. const start = property( 'vec4', 'start' );
  33892. const end = property( 'vec4', 'end' );
  33893. start.assign( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ); // force assignment into correct place in flow
  33894. end.assign( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) );
  33895. if ( useWorldUnits ) {
  33896. varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
  33897. varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
  33898. }
  33899. const aspect = viewport.z.div( viewport.w );
  33900. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  33901. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  33902. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  33903. // perhaps there is a more elegant solution -- WestLangley
  33904. const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
  33905. If( perspective, () => {
  33906. If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
  33907. end.assign( trimSegment( { start: start, end: end } ) );
  33908. } ).ElseIf( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
  33909. start.assign( trimSegment( { start: end, end: start } ) );
  33910. } );
  33911. } );
  33912. // clip space
  33913. const clipStart = cameraProjectionMatrix.mul( start );
  33914. const clipEnd = cameraProjectionMatrix.mul( end );
  33915. // ndc space
  33916. const ndcStart = clipStart.xyz.div( clipStart.w );
  33917. const ndcEnd = clipEnd.xyz.div( clipEnd.w );
  33918. // direction
  33919. const dir = ndcEnd.xy.sub( ndcStart.xy ).temp();
  33920. // account for clip-space aspect ratio
  33921. dir.x.assign( dir.x.mul( aspect ) );
  33922. dir.assign( dir.normalize() );
  33923. const clip = temp( vec4() );
  33924. if ( useWorldUnits ) {
  33925. // get the offset direction as perpendicular to the view vector
  33926. const worldDir = end.xyz.sub( start.xyz ).normalize();
  33927. const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
  33928. const worldUp = worldDir.cross( tmpFwd ).normalize();
  33929. const worldFwd = worldDir.cross( worldUp );
  33930. const worldPos = varyingProperty( 'vec4', 'worldPos' );
  33931. worldPos.assign( positionGeometry.y.lessThan( 0.5 ).select( start, end ) );
  33932. // height offset
  33933. const hw = materialLineWidth.mul( 0.5 );
  33934. worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).select( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
  33935. // don't extend the line if we're rendering dashes because we
  33936. // won't be rendering the endcaps
  33937. if ( ! useDash ) {
  33938. // cap extension
  33939. worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).select( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
  33940. // add width to the box
  33941. worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
  33942. // endcaps
  33943. If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
  33944. worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
  33945. } );
  33946. }
  33947. // project the worldpos
  33948. clip.assign( cameraProjectionMatrix.mul( worldPos ) );
  33949. // shift the depth of the projected points so the line
  33950. // segments overlap neatly
  33951. const clipPose = temp( vec3() );
  33952. clipPose.assign( positionGeometry.y.lessThan( 0.5 ).select( ndcStart, ndcEnd ) );
  33953. clip.z.assign( clipPose.z.mul( clip.w ) );
  33954. } else {
  33955. const offset = property( 'vec2', 'offset' );
  33956. offset.assign( vec2( dir.y, dir.x.negate() ) );
  33957. // undo aspect ratio adjustment
  33958. dir.x.assign( dir.x.div( aspect ) );
  33959. offset.x.assign( offset.x.div( aspect ) );
  33960. // sign flip
  33961. offset.assign( positionGeometry.x.lessThan( 0.0 ).select( offset.negate(), offset ) );
  33962. // endcaps
  33963. If( positionGeometry.y.lessThan( 0.0 ), () => {
  33964. offset.assign( offset.sub( dir ) );
  33965. } ).ElseIf( positionGeometry.y.greaterThan( 1.0 ), () => {
  33966. offset.assign( offset.add( dir ) );
  33967. } );
  33968. // adjust for linewidth
  33969. offset.assign( offset.mul( materialLineWidth ) );
  33970. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  33971. offset.assign( offset.div( viewport.w ) );
  33972. // select end
  33973. clip.assign( positionGeometry.y.lessThan( 0.5 ).select( clipStart, clipEnd ) );
  33974. // back to clip space
  33975. offset.assign( offset.mul( clip.w ) );
  33976. clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
  33977. }
  33978. return clip;
  33979. } )();
  33980. const closestLineToLine = Fn( ( { p1, p2, p3, p4 } ) => {
  33981. const p13 = p1.sub( p3 );
  33982. const p43 = p4.sub( p3 );
  33983. const p21 = p2.sub( p1 );
  33984. const d1343 = p13.dot( p43 );
  33985. const d4321 = p43.dot( p21 );
  33986. const d1321 = p13.dot( p21 );
  33987. const d4343 = p43.dot( p43 );
  33988. const d2121 = p21.dot( p21 );
  33989. const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
  33990. const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
  33991. const mua = numer.div( denom ).clamp();
  33992. const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
  33993. return vec2( mua, mub );
  33994. } );
  33995. this.fragmentNode = Fn( () => {
  33996. const vUv = varyingProperty( 'vec2', 'vUv' );
  33997. if ( useDash ) {
  33998. const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
  33999. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  34000. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  34001. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  34002. dashSize.assign( dashSizeNode );
  34003. gapSize.assign( gapSizeNode );
  34004. const instanceDistanceStart = attribute( 'instanceDistanceStart' );
  34005. const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
  34006. const lineDistance = positionGeometry.y.lessThan( 0.5 ).select( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
  34007. const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
  34008. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  34009. vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
  34010. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
  34011. }
  34012. // force assignment into correct place in flow
  34013. const alpha = property( 'float', 'alpha' );
  34014. alpha.assign( 1 );
  34015. if ( useWorldUnits ) {
  34016. const worldStart = varyingProperty( 'vec3', 'worldStart' );
  34017. const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
  34018. // Find the closest points on the view ray and the line segment
  34019. const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
  34020. const lineDir = worldEnd.sub( worldStart );
  34021. const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
  34022. const p1 = worldStart.add( lineDir.mul( params.x ) );
  34023. const p2 = rayEnd.mul( params.y );
  34024. const delta = p1.sub( p2 );
  34025. const len = delta.length();
  34026. const norm = len.div( materialLineWidth );
  34027. if ( ! useDash ) {
  34028. if ( useAlphaToCoverage ) {
  34029. const dnorm = norm.fwidth();
  34030. alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
  34031. } else {
  34032. norm.greaterThan( 0.5 ).discard();
  34033. }
  34034. }
  34035. } else {
  34036. // round endcaps
  34037. if ( useAlphaToCoverage ) {
  34038. const a = vUv.x;
  34039. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  34040. const len2 = a.mul( a ).add( b.mul( b ) );
  34041. // force assignment out of following 'if' statement - to avoid uniform control flow errors
  34042. const dlen = property( 'float', 'dlen' );
  34043. dlen.assign( len2.fwidth() );
  34044. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  34045. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  34046. } );
  34047. } else {
  34048. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  34049. const a = vUv.x;
  34050. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  34051. const len2 = a.mul( a ).add( b.mul( b ) );
  34052. len2.greaterThan( 1.0 ).discard();
  34053. } );
  34054. }
  34055. }
  34056. let lineColorNode;
  34057. if ( this.lineColorNode ) {
  34058. lineColorNode = this.lineColorNode;
  34059. } else {
  34060. if ( useColor ) {
  34061. const instanceColorStart = attribute( 'instanceColorStart' );
  34062. const instanceColorEnd = attribute( 'instanceColorEnd' );
  34063. const instanceColor = positionGeometry.y.lessThan( 0.5 ).select( instanceColorStart, instanceColorEnd );
  34064. lineColorNode = instanceColor.mul( materialColor );
  34065. } else {
  34066. lineColorNode = materialColor;
  34067. }
  34068. }
  34069. return vec4( lineColorNode, alpha );
  34070. } )();
  34071. }
  34072. get worldUnits() {
  34073. return this.useWorldUnits;
  34074. }
  34075. set worldUnits( value ) {
  34076. if ( this.useWorldUnits !== value ) {
  34077. this.useWorldUnits = value;
  34078. this.needsUpdate = true;
  34079. }
  34080. }
  34081. get dashed() {
  34082. return this.useDash;
  34083. }
  34084. set dashed( value ) {
  34085. if ( this.useDash !== value ) {
  34086. this.useDash = value;
  34087. this.needsUpdate = true;
  34088. }
  34089. }
  34090. get alphaToCoverage() {
  34091. return this.useAlphaToCoverage;
  34092. }
  34093. set alphaToCoverage( value ) {
  34094. if ( this.useAlphaToCoverage !== value ) {
  34095. this.useAlphaToCoverage = value;
  34096. this.needsUpdate = true;
  34097. }
  34098. }
  34099. }
  34100. addNodeMaterial( 'Line2NodeMaterial', Line2NodeMaterial );
  34101. const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial();
  34102. class MeshNormalNodeMaterial extends NodeMaterial {
  34103. constructor( parameters ) {
  34104. super();
  34105. this.lights = false;
  34106. this.isMeshNormalNodeMaterial = true;
  34107. this.setDefaultValues( _defaultValues$a );
  34108. this.setValues( parameters );
  34109. }
  34110. setupDiffuseColor() {
  34111. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  34112. diffuseColor.assign( vec4( directionToColor( transformedNormalView ), opacityNode ) );
  34113. }
  34114. }
  34115. addNodeMaterial( 'MeshNormalNodeMaterial', MeshNormalNodeMaterial );
  34116. class BasicLightMapNode extends LightingNode {
  34117. constructor( lightMapNode = null ) {
  34118. super();
  34119. this.lightMapNode = lightMapNode;
  34120. }
  34121. setup( builder ) {
  34122. // irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel
  34123. const RECIPROCAL_PI = float( 1 / Math.PI );
  34124. builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI );
  34125. }
  34126. }
  34127. addNodeClass( 'BasicLightMapNode', BasicLightMapNode );
  34128. class BasicLightingModel extends LightingModel {
  34129. constructor() {
  34130. super();
  34131. }
  34132. indirect( context, stack, builder ) {
  34133. const ambientOcclusion = context.ambientOcclusion;
  34134. const reflectedLight = context.reflectedLight;
  34135. const irradianceLightMap = builder.context.irradianceLightMap;
  34136. reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) );
  34137. // accumulation (baked indirect lighting only)
  34138. if ( irradianceLightMap ) {
  34139. reflectedLight.indirectDiffuse.addAssign( irradianceLightMap );
  34140. } else {
  34141. reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) );
  34142. }
  34143. // modulation
  34144. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  34145. reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb );
  34146. }
  34147. finish( context, stack, builder ) {
  34148. const material = builder.material;
  34149. const outgoingLight = context.outgoingLight;
  34150. const envNode = builder.context.environment;
  34151. if ( envNode ) {
  34152. switch ( material.combine ) {
  34153. case MultiplyOperation:
  34154. outgoingLight.rgb.assign( mix( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) );
  34155. break;
  34156. case MixOperation:
  34157. outgoingLight.rgb.assign( mix( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) );
  34158. break;
  34159. case AddOperation:
  34160. outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) );
  34161. break;
  34162. default:
  34163. console.warn( 'THREE.BasicLightingModel: Unsupported .combine value:', material.combine );
  34164. break;
  34165. }
  34166. }
  34167. }
  34168. }
  34169. const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial();
  34170. class MeshBasicNodeMaterial extends NodeMaterial {
  34171. constructor( parameters ) {
  34172. super();
  34173. this.isMeshBasicNodeMaterial = true;
  34174. this.lights = true;
  34175. this.setDefaultValues( _defaultValues$9 );
  34176. this.setValues( parameters );
  34177. }
  34178. setupNormal() {
  34179. return normalView; // see #28839
  34180. }
  34181. setupEnvironment( builder ) {
  34182. const envNode = super.setupEnvironment( builder );
  34183. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  34184. }
  34185. setupLightMap( builder ) {
  34186. let node = null;
  34187. if ( builder.material.lightMap ) {
  34188. node = new BasicLightMapNode( materialLightMap );
  34189. }
  34190. return node;
  34191. }
  34192. setupOutgoingLight() {
  34193. return diffuseColor.rgb;
  34194. }
  34195. setupLightingModel() {
  34196. return new BasicLightingModel();
  34197. }
  34198. }
  34199. addNodeMaterial( 'MeshBasicNodeMaterial', MeshBasicNodeMaterial );
  34200. const F_Schlick = Fn( ( { f0, f90, dotVH } ) => {
  34201. // Original approximation by Christophe Schlick '94
  34202. // float fresnel = pow( 1.0 - dotVH, 5.0 );
  34203. // Optimized variant (presented by Epic at SIGGRAPH '13)
  34204. // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
  34205. const fresnel = dotVH.mul( - 5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
  34206. return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );
  34207. } ); // validated
  34208. const BRDF_Lambert = Fn( ( inputs ) => {
  34209. return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light
  34210. } ); // validated
  34211. const G_BlinnPhong_Implicit = () => float( 0.25 );
  34212. const D_BlinnPhong = Fn( ( { dotNH } ) => {
  34213. return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) );
  34214. } );
  34215. const BRDF_BlinnPhong = Fn( ( { lightDirection } ) => {
  34216. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  34217. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  34218. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  34219. const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } );
  34220. const G = G_BlinnPhong_Implicit();
  34221. const D = D_BlinnPhong( { dotNH } );
  34222. return F.mul( G ).mul( D );
  34223. } );
  34224. class PhongLightingModel extends BasicLightingModel {
  34225. constructor( specular = true ) {
  34226. super();
  34227. this.specular = specular;
  34228. }
  34229. direct( { lightDirection, lightColor, reflectedLight } ) {
  34230. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  34231. const irradiance = dotNL.mul( lightColor );
  34232. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  34233. if ( this.specular === true ) {
  34234. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) );
  34235. }
  34236. }
  34237. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  34238. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  34239. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  34240. }
  34241. }
  34242. const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial();
  34243. class MeshLambertNodeMaterial extends NodeMaterial {
  34244. constructor( parameters ) {
  34245. super();
  34246. this.isMeshLambertNodeMaterial = true;
  34247. this.lights = true;
  34248. this.setDefaultValues( _defaultValues$8 );
  34249. this.setValues( parameters );
  34250. }
  34251. setupEnvironment( builder ) {
  34252. const envNode = super.setupEnvironment( builder );
  34253. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  34254. }
  34255. setupLightingModel( /*builder*/ ) {
  34256. return new PhongLightingModel( false ); // ( specular ) -> force lambert
  34257. }
  34258. }
  34259. addNodeMaterial( 'MeshLambertNodeMaterial', MeshLambertNodeMaterial );
  34260. const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial();
  34261. class MeshPhongNodeMaterial extends NodeMaterial {
  34262. constructor( parameters ) {
  34263. super();
  34264. this.isMeshPhongNodeMaterial = true;
  34265. this.lights = true;
  34266. this.shininessNode = null;
  34267. this.specularNode = null;
  34268. this.setDefaultValues( _defaultValues$7 );
  34269. this.setValues( parameters );
  34270. }
  34271. setupEnvironment( builder ) {
  34272. const envNode = super.setupEnvironment( builder );
  34273. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  34274. }
  34275. setupLightingModel( /*builder*/ ) {
  34276. return new PhongLightingModel();
  34277. }
  34278. setupVariants() {
  34279. // SHININESS
  34280. const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 )
  34281. shininess.assign( shininessNode );
  34282. // SPECULAR COLOR
  34283. const specularNode = this.specularNode || materialSpecular;
  34284. specularColor.assign( specularNode );
  34285. }
  34286. copy( source ) {
  34287. this.shininessNode = source.shininessNode;
  34288. this.specularNode = source.specularNode;
  34289. return super.copy( source );
  34290. }
  34291. }
  34292. addNodeMaterial( 'MeshPhongNodeMaterial', MeshPhongNodeMaterial );
  34293. const getGeometryRoughness = Fn( () => {
  34294. const dxy = normalView.dFdx().abs().max( normalView.dFdy().abs() );
  34295. const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z );
  34296. return geometryRoughness;
  34297. } );
  34298. const getRoughness = Fn( ( inputs ) => {
  34299. const { roughness } = inputs;
  34300. const geometryRoughness = getGeometryRoughness();
  34301. let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.
  34302. roughnessFactor = roughnessFactor.add( geometryRoughness );
  34303. roughnessFactor = roughnessFactor.min( 1.0 );
  34304. return roughnessFactor;
  34305. } );
  34306. // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
  34307. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  34308. const V_GGX_SmithCorrelated = Fn( ( { alpha, dotNL, dotNV } ) => {
  34309. const a2 = alpha.pow2();
  34310. const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() );
  34311. const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() );
  34312. return div( 0.5, gv.add( gl ).max( EPSILON ) );
  34313. } ).setLayout( {
  34314. name: 'V_GGX_SmithCorrelated',
  34315. type: 'float',
  34316. inputs: [
  34317. { name: 'alpha', type: 'float' },
  34318. { name: 'dotNL', type: 'float' },
  34319. { name: 'dotNV', type: 'float' }
  34320. ]
  34321. } ); // validated
  34322. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  34323. const V_GGX_SmithCorrelated_Anisotropic = Fn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => {
  34324. const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() );
  34325. const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() );
  34326. const v = div( 0.5, gv.add( gl ) );
  34327. return v.saturate();
  34328. } ).setLayout( {
  34329. name: 'V_GGX_SmithCorrelated_Anisotropic',
  34330. type: 'float',
  34331. inputs: [
  34332. { name: 'alphaT', type: 'float', qualifier: 'in' },
  34333. { name: 'alphaB', type: 'float', qualifier: 'in' },
  34334. { name: 'dotTV', type: 'float', qualifier: 'in' },
  34335. { name: 'dotBV', type: 'float', qualifier: 'in' },
  34336. { name: 'dotTL', type: 'float', qualifier: 'in' },
  34337. { name: 'dotBL', type: 'float', qualifier: 'in' },
  34338. { name: 'dotNV', type: 'float', qualifier: 'in' },
  34339. { name: 'dotNL', type: 'float', qualifier: 'in' }
  34340. ]
  34341. } );
  34342. // Microfacet Models for Refraction through Rough Surfaces - equation (33)
  34343. // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
  34344. // alpha is "roughness squared" in Disney’s reparameterization
  34345. const D_GGX = Fn( ( { alpha, dotNH } ) => {
  34346. const a2 = alpha.pow2();
  34347. const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1
  34348. return a2.div( denom.pow2() ).mul( 1 / Math.PI );
  34349. } ).setLayout( {
  34350. name: 'D_GGX',
  34351. type: 'float',
  34352. inputs: [
  34353. { name: 'alpha', type: 'float' },
  34354. { name: 'dotNH', type: 'float' }
  34355. ]
  34356. } ); // validated
  34357. const RECIPROCAL_PI = float( 1 / Math.PI );
  34358. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  34359. const D_GGX_Anisotropic = Fn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => {
  34360. const a2 = alphaT.mul( alphaB );
  34361. const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) );
  34362. const v2 = v.dot( v );
  34363. const w2 = a2.div( v2 );
  34364. return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) );
  34365. } ).setLayout( {
  34366. name: 'D_GGX_Anisotropic',
  34367. type: 'float',
  34368. inputs: [
  34369. { name: 'alphaT', type: 'float', qualifier: 'in' },
  34370. { name: 'alphaB', type: 'float', qualifier: 'in' },
  34371. { name: 'dotNH', type: 'float', qualifier: 'in' },
  34372. { name: 'dotTH', type: 'float', qualifier: 'in' },
  34373. { name: 'dotBH', type: 'float', qualifier: 'in' }
  34374. ]
  34375. } );
  34376. // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
  34377. const BRDF_GGX = Fn( ( inputs ) => {
  34378. const { lightDirection, f0, f90, roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } = inputs;
  34379. const normalView = inputs.normalView || transformedNormalView;
  34380. const alpha = roughness.pow2(); // UE4's roughness
  34381. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  34382. const dotNL = normalView.dot( lightDirection ).clamp();
  34383. const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  34384. const dotNH = normalView.dot( halfDir ).clamp();
  34385. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  34386. let F = F_Schlick( { f0, f90, dotVH } );
  34387. let V, D;
  34388. if ( defined( USE_IRIDESCENCE ) ) {
  34389. F = iridescence.mix( F, f );
  34390. }
  34391. if ( defined( USE_ANISOTROPY ) ) {
  34392. const dotTL = anisotropyT.dot( lightDirection );
  34393. const dotTV = anisotropyT.dot( positionViewDirection );
  34394. const dotTH = anisotropyT.dot( halfDir );
  34395. const dotBL = anisotropyB.dot( lightDirection );
  34396. const dotBV = anisotropyB.dot( positionViewDirection );
  34397. const dotBH = anisotropyB.dot( halfDir );
  34398. V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } );
  34399. D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } );
  34400. } else {
  34401. V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
  34402. D = D_GGX( { alpha, dotNH } );
  34403. }
  34404. return F.mul( V ).mul( D );
  34405. } ); // validated
  34406. // Analytical approximation of the DFG LUT, one half of the
  34407. // split-sum approximation used in indirect specular lighting.
  34408. // via 'environmentBRDF' from "Physically Based Shading on Mobile"
  34409. // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
  34410. const DFGApprox = Fn( ( { roughness, dotNV } ) => {
  34411. const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
  34412. const c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
  34413. const r = roughness.mul( c0 ).add( c1 );
  34414. const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y );
  34415. const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw );
  34416. return fab;
  34417. } ).setLayout( {
  34418. name: 'DFGApprox',
  34419. type: 'vec2',
  34420. inputs: [
  34421. { name: 'roughness', type: 'float' },
  34422. { name: 'dotNV', type: 'vec3' }
  34423. ]
  34424. } );
  34425. const EnvironmentBRDF = Fn( ( inputs ) => {
  34426. const { dotNV, specularColor, specularF90, roughness } = inputs;
  34427. const fab = DFGApprox( { dotNV, roughness } );
  34428. return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );
  34429. } );
  34430. const Schlick_to_F0 = Fn( ( { f, f90, dotVH } ) => {
  34431. const x = dotVH.oneMinus().saturate();
  34432. const x2 = x.mul( x );
  34433. const x5 = x.mul( x2, x2 ).clamp( 0, .9999 );
  34434. return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() );
  34435. } ).setLayout( {
  34436. name: 'Schlick_to_F0',
  34437. type: 'vec3',
  34438. inputs: [
  34439. { name: 'f', type: 'vec3' },
  34440. { name: 'f90', type: 'float' },
  34441. { name: 'dotVH', type: 'float' }
  34442. ]
  34443. } );
  34444. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  34445. const D_Charlie = Fn( ( { roughness, dotNH } ) => {
  34446. const alpha = roughness.pow2();
  34447. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
  34448. const invAlpha = float( 1.0 ).div( alpha );
  34449. const cos2h = dotNH.pow2();
  34450. const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
  34451. return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI );
  34452. } ).setLayout( {
  34453. name: 'D_Charlie',
  34454. type: 'float',
  34455. inputs: [
  34456. { name: 'roughness', type: 'float' },
  34457. { name: 'dotNH', type: 'float' }
  34458. ]
  34459. } );
  34460. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  34461. const V_Neubelt = Fn( ( { dotNV, dotNL } ) => {
  34462. // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
  34463. return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) );
  34464. } ).setLayout( {
  34465. name: 'V_Neubelt',
  34466. type: 'float',
  34467. inputs: [
  34468. { name: 'dotNV', type: 'float' },
  34469. { name: 'dotNL', type: 'float' }
  34470. ]
  34471. } );
  34472. const BRDF_Sheen = Fn( ( { lightDirection } ) => {
  34473. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  34474. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  34475. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp();
  34476. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  34477. const D = D_Charlie( { roughness: sheenRoughness, dotNH } );
  34478. const V = V_Neubelt( { dotNV, dotNL } );
  34479. return sheen.mul( D ).mul( V );
  34480. } );
  34481. // Rect Area Light
  34482. // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
  34483. // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
  34484. // code: https://github.com/selfshadow/ltc_code/
  34485. const LTC_Uv = Fn( ( { N, V, roughness } ) => {
  34486. const LUT_SIZE = 64.0;
  34487. const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
  34488. const LUT_BIAS = 0.5 / LUT_SIZE;
  34489. const dotNV = N.dot( V ).saturate();
  34490. // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
  34491. const uv = vec2( roughness, dotNV.oneMinus().sqrt() );
  34492. uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) );
  34493. return uv;
  34494. } ).setLayout( {
  34495. name: 'LTC_Uv',
  34496. type: 'vec2',
  34497. inputs: [
  34498. { name: 'N', type: 'vec3' },
  34499. { name: 'V', type: 'vec3' },
  34500. { name: 'roughness', type: 'float' }
  34501. ]
  34502. } );
  34503. const LTC_ClippedSphereFormFactor = Fn( ( { f } ) => {
  34504. // Real-Time Area Lighting: a Journey from Research to Production (p.102)
  34505. // An approximation of the form factor of a horizon-clipped rectangle.
  34506. const l = f.length();
  34507. return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 );
  34508. } ).setLayout( {
  34509. name: 'LTC_ClippedSphereFormFactor',
  34510. type: 'float',
  34511. inputs: [
  34512. { name: 'f', type: 'vec3' }
  34513. ]
  34514. } );
  34515. const LTC_EdgeVectorFormFactor = Fn( ( { v1, v2 } ) => {
  34516. const x = v1.dot( v2 );
  34517. const y = x.abs().toVar();
  34518. // rational polynomial approximation to theta / sin( theta ) / 2PI
  34519. const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar();
  34520. const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar();
  34521. const v = a.div( b );
  34522. const theta_sintheta = x.greaterThan( 0.0 ).select( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) );
  34523. return v1.cross( v2 ).mul( theta_sintheta );
  34524. } ).setLayout( {
  34525. name: 'LTC_EdgeVectorFormFactor',
  34526. type: 'vec3',
  34527. inputs: [
  34528. { name: 'v1', type: 'vec3' },
  34529. { name: 'v2', type: 'vec3' }
  34530. ]
  34531. } );
  34532. const LTC_Evaluate = Fn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => {
  34533. // bail if point is on back side of plane of light
  34534. // assumes ccw winding order of light vertices
  34535. const v1 = p1.sub( p0 ).toVar();
  34536. const v2 = p3.sub( p0 ).toVar();
  34537. const lightNormal = v1.cross( v2 );
  34538. const result = vec3().toVar();
  34539. If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {
  34540. // construct orthonormal basis around N
  34541. const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize();
  34542. const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system
  34543. // compute transform
  34544. const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar();
  34545. // transform rect
  34546. // & project rect onto sphere
  34547. const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar();
  34548. const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar();
  34549. const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar();
  34550. const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar();
  34551. // calculate vector form factor
  34552. const vectorFormFactor = vec3( 0 ).toVar();
  34553. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
  34554. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
  34555. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
  34556. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );
  34557. // adjust for horizon clipping
  34558. result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) );
  34559. } );
  34560. return result;
  34561. } ).setLayout( {
  34562. name: 'LTC_Evaluate',
  34563. type: 'vec3',
  34564. inputs: [
  34565. { name: 'N', type: 'vec3' },
  34566. { name: 'V', type: 'vec3' },
  34567. { name: 'P', type: 'vec3' },
  34568. { name: 'mInv', type: 'mat3' },
  34569. { name: 'p0', type: 'vec3' },
  34570. { name: 'p1', type: 'vec3' },
  34571. { name: 'p2', type: 'vec3' },
  34572. { name: 'p3', type: 'vec3' }
  34573. ]
  34574. } );
  34575. //
  34576. // Transmission
  34577. //
  34578. const getVolumeTransmissionRay = Fn( ( [ n, v, thickness, ior, modelMatrix ] ) => {
  34579. // Direction of refracted light.
  34580. const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );
  34581. // Compute rotation-independant scaling of the model matrix.
  34582. const modelScale = vec3(
  34583. length( modelMatrix[ 0 ].xyz ),
  34584. length( modelMatrix[ 1 ].xyz ),
  34585. length( modelMatrix[ 2 ].xyz )
  34586. );
  34587. // The thickness is specified in local space.
  34588. return normalize( refractionVector ).mul( thickness.mul( modelScale ) );
  34589. } ).setLayout( {
  34590. name: 'getVolumeTransmissionRay',
  34591. type: 'vec3',
  34592. inputs: [
  34593. { name: 'n', type: 'vec3' },
  34594. { name: 'v', type: 'vec3' },
  34595. { name: 'thickness', type: 'float' },
  34596. { name: 'ior', type: 'float' },
  34597. { name: 'modelMatrix', type: 'mat4' }
  34598. ]
  34599. } );
  34600. const applyIorToRoughness = Fn( ( [ roughness, ior ] ) => {
  34601. // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
  34602. // an IOR of 1.5 results in the default amount of microfacet refraction.
  34603. return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );
  34604. } ).setLayout( {
  34605. name: 'applyIorToRoughness',
  34606. type: 'float',
  34607. inputs: [
  34608. { name: 'roughness', type: 'float' },
  34609. { name: 'ior', type: 'float' }
  34610. ]
  34611. } );
  34612. const singleViewportMipTexture = viewportMipTexture();
  34613. const getTransmissionSample = Fn( ( [ fragCoord, roughness, ior ] ) => {
  34614. const transmissionSample = singleViewportMipTexture.uv( fragCoord );
  34615. //const transmissionSample = viewportMipTexture( fragCoord );
  34616. const lod = log2( float( viewportResolution.x ) ).mul( applyIorToRoughness( roughness, ior ) );
  34617. return transmissionSample.bicubic( lod );
  34618. } );
  34619. const volumeAttenuation = Fn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {
  34620. If( attenuationDistance.notEqual( 0 ), () => {
  34621. // Compute light attenuation using Beer's law.
  34622. const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
  34623. const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );
  34624. return transmittance;
  34625. } );
  34626. // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
  34627. return vec3( 1.0 );
  34628. } ).setLayout( {
  34629. name: 'volumeAttenuation',
  34630. type: 'vec3',
  34631. inputs: [
  34632. { name: 'transmissionDistance', type: 'float' },
  34633. { name: 'attenuationColor', type: 'vec3' },
  34634. { name: 'attenuationDistance', type: 'float' }
  34635. ]
  34636. } );
  34637. const getIBLVolumeRefraction = Fn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {
  34638. let transmittedLight, transmittance;
  34639. if ( dispersion ) {
  34640. transmittedLight = vec4().toVar();
  34641. transmittance = vec3().toVar();
  34642. const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
  34643. const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );
  34644. Loop( { start: 0, end: 3 }, ( { i } ) => {
  34645. const ior = iors.element( i );
  34646. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  34647. const refractedRayExit = position.add( transmissionRay );
  34648. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  34649. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  34650. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  34651. refractionCoords.addAssign( 1.0 );
  34652. refractionCoords.divAssign( 2.0 );
  34653. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  34654. // Sample framebuffer to get pixel the refracted ray hits.
  34655. const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );
  34656. transmittedLight.element( i ).assign( transmissionSample.element( i ) );
  34657. transmittedLight.a.addAssign( transmissionSample.a );
  34658. transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );
  34659. } );
  34660. transmittedLight.a.divAssign( 3.0 );
  34661. } else {
  34662. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  34663. const refractedRayExit = position.add( transmissionRay );
  34664. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  34665. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  34666. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  34667. refractionCoords.addAssign( 1.0 );
  34668. refractionCoords.divAssign( 2.0 );
  34669. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  34670. // Sample framebuffer to get pixel the refracted ray hits.
  34671. transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
  34672. transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );
  34673. }
  34674. const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
  34675. const dotNV = n.dot( v ).clamp();
  34676. // Get the specular component.
  34677. const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
  34678. dotNV,
  34679. specularColor,
  34680. specularF90,
  34681. roughness
  34682. } ) );
  34683. // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
  34684. // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
  34685. const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );
  34686. return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );
  34687. } );
  34688. //
  34689. // Iridescence
  34690. //
  34691. // XYZ to linear-sRGB color space
  34692. const XYZ_TO_REC709 = mat3(
  34693. 3.2404542, - 0.9692660, 0.0556434,
  34694. - 1.5371385, 1.8760108, - 0.2040259,
  34695. - 0.4985314, 0.0415560, 1.0572252
  34696. );
  34697. // Assume air interface for top
  34698. // Note: We don't handle the case fresnel0 == 1
  34699. const Fresnel0ToIor = ( fresnel0 ) => {
  34700. const sqrtF0 = fresnel0.sqrt();
  34701. return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );
  34702. };
  34703. // ior is a value between 1.0 and 3.0. 1.0 is air interface
  34704. const IorToFresnel0 = ( transmittedIor, incidentIor ) => {
  34705. return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();
  34706. };
  34707. // Fresnel equations for dielectric/dielectric interfaces.
  34708. // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
  34709. // Evaluation XYZ sensitivity curves in Fourier space
  34710. const evalSensitivity = ( OPD, shift ) => {
  34711. const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
  34712. const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
  34713. const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
  34714. const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
  34715. const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() );
  34716. let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
  34717. xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
  34718. const rgb = XYZ_TO_REC709.mul( xyz );
  34719. return rgb;
  34720. };
  34721. const evalIridescence = Fn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {
  34722. // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
  34723. const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
  34724. // Evaluate the cosTheta on the base layer (Snell law)
  34725. const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( float( 1 ).sub( cosTheta1.pow2() ) );
  34726. // Handle TIR:
  34727. const cosTheta2Sq = float( 1 ).sub( sinTheta2Sq );
  34728. /*if ( cosTheta2Sq < 0.0 ) {
  34729. return vec3( 1.0 );
  34730. }*/
  34731. const cosTheta2 = cosTheta2Sq.sqrt();
  34732. // First interface
  34733. const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
  34734. const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
  34735. //const R21 = R12;
  34736. const T121 = R12.oneMinus();
  34737. const phi12 = iridescenceIOR.lessThan( outsideIOR ).select( Math.PI, 0.0 );
  34738. const phi21 = float( Math.PI ).sub( phi12 );
  34739. // Second interface
  34740. const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
  34741. const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
  34742. const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
  34743. const phi23 = vec3(
  34744. baseIOR.x.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  34745. baseIOR.y.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  34746. baseIOR.z.lessThan( iridescenceIOR ).select( Math.PI, 0.0 )
  34747. );
  34748. // Phase shift
  34749. const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
  34750. const phi = vec3( phi21 ).add( phi23 );
  34751. // Compound terms
  34752. const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
  34753. const r123 = R123.sqrt();
  34754. const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );
  34755. // Reflectance term for m = 0 (DC term amplitude)
  34756. const C0 = R12.add( Rs );
  34757. let I = C0;
  34758. // Reflectance term for m > 0 (pairs of diracs)
  34759. let Cm = Rs.sub( T121 );
  34760. for ( let m = 1; m <= 2; ++ m ) {
  34761. Cm = Cm.mul( r123 );
  34762. const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
  34763. I = I.add( Cm.mul( Sm ) );
  34764. }
  34765. // Since out of gamut colors might be produced, negative color values are clamped to 0.
  34766. return I.max( vec3( 0.0 ) );
  34767. } ).setLayout( {
  34768. name: 'evalIridescence',
  34769. type: 'vec3',
  34770. inputs: [
  34771. { name: 'outsideIOR', type: 'float' },
  34772. { name: 'eta2', type: 'float' },
  34773. { name: 'cosTheta1', type: 'float' },
  34774. { name: 'thinFilmThickness', type: 'float' },
  34775. { name: 'baseF0', type: 'vec3' }
  34776. ]
  34777. } );
  34778. //
  34779. // Sheen
  34780. //
  34781. // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
  34782. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
  34783. // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
  34784. const IBLSheenBRDF = Fn( ( { normal, viewDir, roughness } ) => {
  34785. const dotNV = normal.dot( viewDir ).saturate();
  34786. const r2 = roughness.pow2();
  34787. const a = select(
  34788. roughness.lessThan( 0.25 ),
  34789. float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
  34790. float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
  34791. );
  34792. const b = select(
  34793. roughness.lessThan( 0.25 ),
  34794. float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ),
  34795. float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 )
  34796. );
  34797. const DG = select( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() );
  34798. return DG.mul( 1.0 / Math.PI ).saturate();
  34799. } );
  34800. const clearcoatF0 = vec3( 0.04 );
  34801. const clearcoatF90 = float( 1 );
  34802. //
  34803. class PhysicalLightingModel extends LightingModel {
  34804. constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {
  34805. super();
  34806. this.clearcoat = clearcoat;
  34807. this.sheen = sheen;
  34808. this.iridescence = iridescence;
  34809. this.anisotropy = anisotropy;
  34810. this.transmission = transmission;
  34811. this.dispersion = dispersion;
  34812. this.clearcoatRadiance = null;
  34813. this.clearcoatSpecularDirect = null;
  34814. this.clearcoatSpecularIndirect = null;
  34815. this.sheenSpecularDirect = null;
  34816. this.sheenSpecularIndirect = null;
  34817. this.iridescenceFresnel = null;
  34818. this.iridescenceF0 = null;
  34819. }
  34820. start( context ) {
  34821. if ( this.clearcoat === true ) {
  34822. this.clearcoatRadiance = vec3().temp( 'clearcoatRadiance' );
  34823. this.clearcoatSpecularDirect = vec3().temp( 'clearcoatSpecularDirect' );
  34824. this.clearcoatSpecularIndirect = vec3().temp( 'clearcoatSpecularIndirect' );
  34825. }
  34826. if ( this.sheen === true ) {
  34827. this.sheenSpecularDirect = vec3().temp( 'sheenSpecularDirect' );
  34828. this.sheenSpecularIndirect = vec3().temp( 'sheenSpecularIndirect' );
  34829. }
  34830. if ( this.iridescence === true ) {
  34831. const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp();
  34832. this.iridescenceFresnel = evalIridescence( {
  34833. outsideIOR: float( 1.0 ),
  34834. eta2: iridescenceIOR,
  34835. cosTheta1: dotNVi,
  34836. thinFilmThickness: iridescenceThickness,
  34837. baseF0: specularColor
  34838. } );
  34839. this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } );
  34840. }
  34841. if ( this.transmission === true ) {
  34842. const position = positionWorld;
  34843. const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
  34844. const n = transformedNormalWorld;
  34845. context.backdrop = getIBLVolumeRefraction(
  34846. n,
  34847. v,
  34848. roughness,
  34849. diffuseColor,
  34850. specularColor,
  34851. specularF90, // specularF90
  34852. position, // positionWorld
  34853. modelWorldMatrix, // modelMatrix
  34854. cameraViewMatrix, // viewMatrix
  34855. cameraProjectionMatrix, // projMatrix
  34856. ior,
  34857. thickness,
  34858. attenuationColor,
  34859. attenuationDistance,
  34860. this.dispersion ? dispersion : null
  34861. );
  34862. context.backdropAlpha = transmission;
  34863. diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) );
  34864. }
  34865. }
  34866. // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  34867. // Approximates multiscattering in order to preserve energy.
  34868. // http://www.jcgt.org/published/0008/01/03/
  34869. computeMultiscattering( singleScatter, multiScatter, specularF90 ) {
  34870. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  34871. const fab = DFGApprox( { roughness, dotNV } );
  34872. const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor;
  34873. const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );
  34874. const Ess = fab.x.add( fab.y );
  34875. const Ems = Ess.oneMinus();
  34876. const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
  34877. const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
  34878. singleScatter.addAssign( FssEss );
  34879. multiScatter.addAssign( Fms.mul( Ems ) );
  34880. }
  34881. direct( { lightDirection, lightColor, reflectedLight } ) {
  34882. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  34883. const irradiance = dotNL.mul( lightColor );
  34884. if ( this.sheen === true ) {
  34885. this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
  34886. }
  34887. if ( this.clearcoat === true ) {
  34888. const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
  34889. const ccIrradiance = dotNLcc.mul( lightColor );
  34890. this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
  34891. }
  34892. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  34893. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) );
  34894. }
  34895. directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) {
  34896. const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
  34897. const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
  34898. const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
  34899. const p3 = lightPosition.add( halfWidth ).add( halfHeight );
  34900. const N = transformedNormalView;
  34901. const V = positionViewDirection;
  34902. const P = positionView.toVar();
  34903. const uv = LTC_Uv( { N, V, roughness } );
  34904. const t1 = ltc_1.uv( uv ).toVar();
  34905. const t2 = ltc_2.uv( uv ).toVar();
  34906. const mInv = mat3(
  34907. vec3( t1.x, 0, t1.y ),
  34908. vec3( 0, 1, 0 ),
  34909. vec3( t1.z, 0, t1.w )
  34910. ).toVar();
  34911. // LTC Fresnel Approximation by Stephen Hill
  34912. // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
  34913. const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar();
  34914. reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );
  34915. reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseColor ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) );
  34916. }
  34917. indirect( context, stack, builder ) {
  34918. this.indirectDiffuse( context, stack, builder );
  34919. this.indirectSpecular( context, stack, builder );
  34920. this.ambientOcclusion( context, stack, builder );
  34921. }
  34922. indirectDiffuse( { irradiance, reflectedLight } ) {
  34923. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  34924. }
  34925. indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) {
  34926. if ( this.sheen === true ) {
  34927. this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
  34928. sheen,
  34929. IBLSheenBRDF( {
  34930. normal: transformedNormalView,
  34931. viewDir: positionViewDirection,
  34932. roughness: sheenRoughness
  34933. } )
  34934. ) );
  34935. }
  34936. if ( this.clearcoat === true ) {
  34937. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  34938. const clearcoatEnv = EnvironmentBRDF( {
  34939. dotNV: dotNVcc,
  34940. specularColor: clearcoatF0,
  34941. specularF90: clearcoatF90,
  34942. roughness: clearcoatRoughness
  34943. } );
  34944. this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );
  34945. }
  34946. // Both indirect specular and indirect diffuse light accumulate here
  34947. const singleScattering = vec3().temp( 'singleScattering' );
  34948. const multiScattering = vec3().temp( 'multiScattering' );
  34949. const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
  34950. this.computeMultiscattering( singleScattering, multiScattering, specularF90 );
  34951. const totalScattering = singleScattering.add( multiScattering );
  34952. const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
  34953. reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
  34954. reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
  34955. reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
  34956. }
  34957. ambientOcclusion( { ambientOcclusion, reflectedLight } ) {
  34958. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  34959. const aoNV = dotNV.add( ambientOcclusion );
  34960. const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
  34961. const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
  34962. if ( this.clearcoat === true ) {
  34963. this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );
  34964. }
  34965. if ( this.sheen === true ) {
  34966. this.sheenSpecularIndirect.mulAssign( ambientOcclusion );
  34967. }
  34968. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  34969. reflectedLight.indirectSpecular.mulAssign( aoNode );
  34970. }
  34971. finish( context ) {
  34972. const { outgoingLight } = context;
  34973. if ( this.clearcoat === true ) {
  34974. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  34975. const Fcc = F_Schlick( {
  34976. dotVH: dotNVcc,
  34977. f0: clearcoatF0,
  34978. f90: clearcoatF90
  34979. } );
  34980. const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );
  34981. outgoingLight.assign( clearcoatLight );
  34982. }
  34983. if ( this.sheen === true ) {
  34984. const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
  34985. const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect );
  34986. outgoingLight.assign( sheenLight );
  34987. }
  34988. }
  34989. }
  34990. const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial();
  34991. class MeshStandardNodeMaterial extends NodeMaterial {
  34992. constructor( parameters ) {
  34993. super();
  34994. this.isMeshStandardNodeMaterial = true;
  34995. this.lights = true;
  34996. this.emissiveNode = null;
  34997. this.metalnessNode = null;
  34998. this.roughnessNode = null;
  34999. this.setDefaultValues( _defaultValues$6 );
  35000. this.setValues( parameters );
  35001. }
  35002. setupEnvironment( builder ) {
  35003. let envNode = super.setupEnvironment( builder );
  35004. if ( envNode === null && builder.environmentNode ) {
  35005. envNode = builder.environmentNode;
  35006. }
  35007. return envNode ? new EnvironmentNode( envNode ) : null;
  35008. }
  35009. setupLightingModel( /*builder*/ ) {
  35010. return new PhysicalLightingModel();
  35011. }
  35012. setupSpecular() {
  35013. const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness );
  35014. specularColor.assign( specularColorNode );
  35015. specularF90.assign( 1.0 );
  35016. }
  35017. setupVariants() {
  35018. // METALNESS
  35019. const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
  35020. metalness.assign( metalnessNode );
  35021. // ROUGHNESS
  35022. let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
  35023. roughnessNode = getRoughness( { roughness: roughnessNode } );
  35024. roughness.assign( roughnessNode );
  35025. // SPECULAR COLOR
  35026. this.setupSpecular();
  35027. // DIFFUSE COLOR
  35028. diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
  35029. }
  35030. copy( source ) {
  35031. this.emissiveNode = source.emissiveNode;
  35032. this.metalnessNode = source.metalnessNode;
  35033. this.roughnessNode = source.roughnessNode;
  35034. return super.copy( source );
  35035. }
  35036. }
  35037. addNodeMaterial( 'MeshStandardNodeMaterial', MeshStandardNodeMaterial );
  35038. const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial();
  35039. class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
  35040. constructor( parameters ) {
  35041. super();
  35042. this.isMeshPhysicalNodeMaterial = true;
  35043. this.clearcoatNode = null;
  35044. this.clearcoatRoughnessNode = null;
  35045. this.clearcoatNormalNode = null;
  35046. this.sheenNode = null;
  35047. this.sheenRoughnessNode = null;
  35048. this.iridescenceNode = null;
  35049. this.iridescenceIORNode = null;
  35050. this.iridescenceThicknessNode = null;
  35051. this.specularIntensityNode = null;
  35052. this.specularColorNode = null;
  35053. this.iorNode = null;
  35054. this.transmissionNode = null;
  35055. this.thicknessNode = null;
  35056. this.attenuationDistanceNode = null;
  35057. this.attenuationColorNode = null;
  35058. this.dispersionNode = null;
  35059. this.anisotropyNode = null;
  35060. this.setDefaultValues( _defaultValues$5 );
  35061. this.setValues( parameters );
  35062. }
  35063. get useClearcoat() {
  35064. return this.clearcoat > 0 || this.clearcoatNode !== null;
  35065. }
  35066. get useIridescence() {
  35067. return this.iridescence > 0 || this.iridescenceNode !== null;
  35068. }
  35069. get useSheen() {
  35070. return this.sheen > 0 || this.sheenNode !== null;
  35071. }
  35072. get useAnisotropy() {
  35073. return this.anisotropy > 0 || this.anisotropyNode !== null;
  35074. }
  35075. get useTransmission() {
  35076. return this.transmission > 0 || this.transmissionNode !== null;
  35077. }
  35078. get useDispersion() {
  35079. return this.dispersion > 0 || this.dispersionNode !== null;
  35080. }
  35081. setupSpecular() {
  35082. const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;
  35083. ior.assign( iorNode );
  35084. specularColor.assign( mix( min$1( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) );
  35085. specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) );
  35086. }
  35087. setupLightingModel( /*builder*/ ) {
  35088. return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );
  35089. }
  35090. setupVariants( builder ) {
  35091. super.setupVariants( builder );
  35092. // CLEARCOAT
  35093. if ( this.useClearcoat ) {
  35094. const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
  35095. const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;
  35096. clearcoat.assign( clearcoatNode );
  35097. clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );
  35098. }
  35099. // SHEEN
  35100. if ( this.useSheen ) {
  35101. const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
  35102. const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;
  35103. sheen.assign( sheenNode );
  35104. sheenRoughness.assign( sheenRoughnessNode );
  35105. }
  35106. // IRIDESCENCE
  35107. if ( this.useIridescence ) {
  35108. const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
  35109. const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
  35110. const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;
  35111. iridescence.assign( iridescenceNode );
  35112. iridescenceIOR.assign( iridescenceIORNode );
  35113. iridescenceThickness.assign( iridescenceThicknessNode );
  35114. }
  35115. // ANISOTROPY
  35116. if ( this.useAnisotropy ) {
  35117. const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();
  35118. anisotropy.assign( anisotropyV.length() );
  35119. If( anisotropy.equal( 0.0 ), () => {
  35120. anisotropyV.assign( vec2( 1.0, 0.0 ) );
  35121. } ).Else( () => {
  35122. anisotropyV.divAssign( vec2( anisotropy ) );
  35123. anisotropy.assign( anisotropy.saturate() );
  35124. } );
  35125. // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
  35126. alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );
  35127. anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
  35128. anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );
  35129. }
  35130. // TRANSMISSION
  35131. if ( this.useTransmission ) {
  35132. const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
  35133. const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
  35134. const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
  35135. const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;
  35136. transmission.assign( transmissionNode );
  35137. thickness.assign( thicknessNode );
  35138. attenuationDistance.assign( attenuationDistanceNode );
  35139. attenuationColor.assign( attenuationColorNode );
  35140. if ( this.useDispersion ) {
  35141. const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;
  35142. dispersion.assign( dispersionNode );
  35143. }
  35144. }
  35145. }
  35146. setupClearcoatNormal() {
  35147. return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;
  35148. }
  35149. setup( builder ) {
  35150. builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder );
  35151. super.setup( builder );
  35152. }
  35153. copy( source ) {
  35154. this.clearcoatNode = source.clearcoatNode;
  35155. this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
  35156. this.clearcoatNormalNode = source.clearcoatNormalNode;
  35157. this.sheenNode = source.sheenNode;
  35158. this.sheenRoughnessNode = source.sheenRoughnessNode;
  35159. this.iridescenceNode = source.iridescenceNode;
  35160. this.iridescenceIORNode = source.iridescenceIORNode;
  35161. this.iridescenceThicknessNode = source.iridescenceThicknessNode;
  35162. this.specularIntensityNode = source.specularIntensityNode;
  35163. this.specularColorNode = source.specularColorNode;
  35164. this.transmissionNode = source.transmissionNode;
  35165. this.thicknessNode = source.thicknessNode;
  35166. this.attenuationDistanceNode = source.attenuationDistanceNode;
  35167. this.attenuationColorNode = source.attenuationColorNode;
  35168. this.dispersionNode = source.dispersionNode;
  35169. this.anisotropyNode = source.anisotropyNode;
  35170. return super.copy( source );
  35171. }
  35172. }
  35173. addNodeMaterial( 'MeshPhysicalNodeMaterial', MeshPhysicalNodeMaterial );
  35174. class SSSLightingModel extends PhysicalLightingModel {
  35175. constructor( useClearcoat, useSheen, useIridescence, useSSS ) {
  35176. super( useClearcoat, useSheen, useIridescence );
  35177. this.useSSS = useSSS;
  35178. }
  35179. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  35180. if ( this.useSSS === true ) {
  35181. const material = builder.material;
  35182. const { thicknessColorNode, thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, thicknessScaleNode } = material;
  35183. const scatteringHalf = lightDirection.add( transformedNormalView.mul( thicknessDistortionNode ) ).normalize();
  35184. const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ).mul( thicknessScaleNode ) );
  35185. const scatteringIllu = vec3( scatteringDot.add( thicknessAmbientNode ).mul( thicknessColorNode ) );
  35186. reflectedLight.directDiffuse.addAssign( scatteringIllu.mul( thicknessAttenuationNode.mul( lightColor ) ) );
  35187. }
  35188. super.direct( { lightDirection, lightColor, reflectedLight }, stack, builder );
  35189. }
  35190. }
  35191. class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
  35192. constructor( parameters ) {
  35193. super( parameters );
  35194. this.thicknessColorNode = null;
  35195. this.thicknessDistortionNode = float( 0.1 );
  35196. this.thicknessAmbientNode = float( 0.0 );
  35197. this.thicknessAttenuationNode = float( .1 );
  35198. this.thicknessPowerNode = float( 2.0 );
  35199. this.thicknessScaleNode = float( 10.0 );
  35200. }
  35201. get useSSS() {
  35202. return this.thicknessColorNode !== null;
  35203. }
  35204. setupLightingModel( /*builder*/ ) {
  35205. return new SSSLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useSSS );
  35206. }
  35207. copy( source ) {
  35208. this.thicknessColorNode = source.thicknessColorNode;
  35209. this.thicknessDistortionNode = source.thicknessDistortionNode;
  35210. this.thicknessAmbientNode = source.thicknessAmbientNode;
  35211. this.thicknessAttenuationNode = source.thicknessAttenuationNode;
  35212. this.thicknessPowerNode = source.thicknessPowerNode;
  35213. this.thicknessScaleNode = source.thicknessScaleNode;
  35214. return super.copy( source );
  35215. }
  35216. }
  35217. addNodeMaterial( 'MeshSSSNodeMaterial', MeshSSSNodeMaterial );
  35218. const getGradientIrradiance = Fn( ( { normal, lightDirection, builder } ) => {
  35219. // dotNL will be from -1.0 to 1.0
  35220. const dotNL = normal.dot( lightDirection );
  35221. const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 );
  35222. if ( builder.material.gradientMap ) {
  35223. const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } );
  35224. return vec3( gradientMap.r );
  35225. } else {
  35226. const fw = coord.fwidth().mul( 0.5 );
  35227. return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) );
  35228. }
  35229. } );
  35230. class ToonLightingModel extends LightingModel {
  35231. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  35232. const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor );
  35233. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  35234. }
  35235. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  35236. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  35237. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  35238. }
  35239. }
  35240. const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial();
  35241. class MeshToonNodeMaterial extends NodeMaterial {
  35242. constructor( parameters ) {
  35243. super();
  35244. this.isMeshToonNodeMaterial = true;
  35245. this.lights = true;
  35246. this.setDefaultValues( _defaultValues$4 );
  35247. this.setValues( parameters );
  35248. }
  35249. setupLightingModel( /*builder*/ ) {
  35250. return new ToonLightingModel();
  35251. }
  35252. }
  35253. addNodeMaterial( 'MeshToonNodeMaterial', MeshToonNodeMaterial );
  35254. const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial();
  35255. class MeshMatcapNodeMaterial extends NodeMaterial {
  35256. constructor( parameters ) {
  35257. super();
  35258. this.lights = false;
  35259. this.isMeshMatcapNodeMaterial = true;
  35260. this.setDefaultValues( _defaultValues$3 );
  35261. this.setValues( parameters );
  35262. }
  35263. setupVariants( builder ) {
  35264. const uv = matcapUV;
  35265. let matcapColor;
  35266. if ( builder.material.matcap ) {
  35267. matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } );
  35268. } else {
  35269. matcapColor = vec3( mix( 0.2, 0.8, uv.y ) ); // default if matcap is missing
  35270. }
  35271. diffuseColor.rgb.mulAssign( matcapColor.rgb );
  35272. }
  35273. }
  35274. addNodeMaterial( 'MeshMatcapNodeMaterial', MeshMatcapNodeMaterial );
  35275. const _defaultValues$2 = /*@__PURE__*/ new PointsMaterial();
  35276. class PointsNodeMaterial extends NodeMaterial {
  35277. constructor( parameters ) {
  35278. super();
  35279. this.isPointsNodeMaterial = true;
  35280. this.lights = false;
  35281. this.transparent = true;
  35282. this.sizeNode = null;
  35283. this.setDefaultValues( _defaultValues$2 );
  35284. this.setValues( parameters );
  35285. }
  35286. copy( source ) {
  35287. this.sizeNode = source.sizeNode;
  35288. return super.copy( source );
  35289. }
  35290. }
  35291. addNodeMaterial( 'PointsNodeMaterial', PointsNodeMaterial );
  35292. const _defaultValues$1 = /*@__PURE__*/ new SpriteMaterial();
  35293. class SpriteNodeMaterial extends NodeMaterial {
  35294. constructor( parameters ) {
  35295. super();
  35296. this.isSpriteNodeMaterial = true;
  35297. this.lights = false;
  35298. this.positionNode = null;
  35299. this.rotationNode = null;
  35300. this.scaleNode = null;
  35301. this.setDefaultValues( _defaultValues$1 );
  35302. this.setValues( parameters );
  35303. }
  35304. setupPosition( { object, context } ) {
  35305. // < VERTEX STAGE >
  35306. const { positionNode, rotationNode, scaleNode } = this;
  35307. const vertex = positionLocal;
  35308. let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
  35309. let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
  35310. if ( scaleNode !== null ) {
  35311. scale = scale.mul( scaleNode );
  35312. }
  35313. let alignedPosition = vertex.xy;
  35314. if ( object.center && object.center.isVector2 === true ) {
  35315. alignedPosition = alignedPosition.sub( uniform( object.center ).sub( 0.5 ) );
  35316. }
  35317. alignedPosition = alignedPosition.mul( scale );
  35318. const rotation = float( rotationNode || materialRotation );
  35319. const rotatedPosition = alignedPosition.rotate( rotation );
  35320. mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
  35321. const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
  35322. context.vertex = vertex;
  35323. return modelViewProjection;
  35324. }
  35325. copy( source ) {
  35326. this.positionNode = source.positionNode;
  35327. this.rotationNode = source.rotationNode;
  35328. this.scaleNode = source.scaleNode;
  35329. return super.copy( source );
  35330. }
  35331. }
  35332. addNodeMaterial( 'SpriteNodeMaterial', SpriteNodeMaterial );
  35333. class ShadowMaskModel extends LightingModel {
  35334. constructor() {
  35335. super();
  35336. this.shadowNode = float( 1 ).toVar( 'shadowMask' );
  35337. }
  35338. direct( { shadowMask } ) {
  35339. this.shadowNode.mulAssign( shadowMask );
  35340. }
  35341. finish( context ) {
  35342. diffuseColor.a.mulAssign( this.shadowNode.oneMinus() );
  35343. context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment
  35344. }
  35345. }
  35346. const _defaultValues = /*@__PURE__*/ new ShadowMaterial();
  35347. class ShadowNodeMaterial extends NodeMaterial {
  35348. constructor( parameters ) {
  35349. super();
  35350. this.isShadowNodeMaterial = true;
  35351. this.lights = true;
  35352. this.setDefaultValues( _defaultValues );
  35353. this.setValues( parameters );
  35354. }
  35355. setupLightingModel( /*builder*/ ) {
  35356. return new ShadowMaskModel();
  35357. }
  35358. }
  35359. addNodeMaterial( 'ShadowNodeMaterial', ShadowNodeMaterial );
  35360. class VolumeNodeMaterial extends NodeMaterial {
  35361. constructor( params = {} ) {
  35362. super();
  35363. this.lights = false;
  35364. this.isVolumeNodeMaterial = true;
  35365. this.testNode = null;
  35366. this.setValues( params );
  35367. }
  35368. setup( builder ) {
  35369. const map = texture3D( this.map, null, 0 );
  35370. const hitBox = Fn( ( { orig, dir } ) => {
  35371. const box_min = vec3( - 0.5 );
  35372. const box_max = vec3( 0.5 );
  35373. const inv_dir = dir.reciprocal();
  35374. const tmin_tmp = box_min.sub( orig ).mul( inv_dir );
  35375. const tmax_tmp = box_max.sub( orig ).mul( inv_dir );
  35376. const tmin = min$1( tmin_tmp, tmax_tmp );
  35377. const tmax = max$1( tmin_tmp, tmax_tmp );
  35378. const t0 = max$1( tmin.x, max$1( tmin.y, tmin.z ) );
  35379. const t1 = min$1( tmax.x, min$1( tmax.y, tmax.z ) );
  35380. return vec2( t0, t1 );
  35381. } );
  35382. this.fragmentNode = Fn( () => {
  35383. const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) );
  35384. const vDirection = varying( positionGeometry.sub( vOrigin ) );
  35385. const rayDir = vDirection.normalize();
  35386. const bounds = property( 'vec2', 'bounds' ).assign( hitBox( { orig: vOrigin, dir: rayDir } ) );
  35387. bounds.x.greaterThan( bounds.y ).discard();
  35388. bounds.assign( vec2( max$1( bounds.x, 0.0 ), bounds.y ) );
  35389. const p = property( 'vec3', 'p' ).assign( vOrigin.add( bounds.x.mul( rayDir ) ) );
  35390. const inc = property( 'vec3', 'inc' ).assign( vec3( rayDir.abs().reciprocal() ) );
  35391. const delta = property( 'float', 'delta' ).assign( min$1( inc.x, min$1( inc.y, inc.z ) ) );
  35392. delta.divAssign( materialReference( 'steps', 'float' ) );
  35393. const ac = property( 'vec4', 'ac' ).assign( vec4( materialReference( 'base', 'color' ), 0.0 ) );
  35394. Loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => {
  35395. const d = property( 'float', 'd' ).assign( map.uv( p.add( 0.5 ) ).r );
  35396. if ( this.testNode !== null ) {
  35397. this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append();
  35398. } else {
  35399. // default to show surface of mesh
  35400. ac.a.assign( 1 );
  35401. Break();
  35402. }
  35403. p.addAssign( rayDir.mul( delta ) );
  35404. } );
  35405. ac.a.equal( 0 ).discard();
  35406. return vec4( ac );
  35407. } )();
  35408. super.setup( builder );
  35409. }
  35410. }
  35411. addNodeMaterial( 'VolumeNodeMaterial', VolumeNodeMaterial );
  35412. const superFromTypeFunction = MaterialLoader.createMaterialFromType;
  35413. MaterialLoader.createMaterialFromType = function ( type ) {
  35414. const material = createNodeMaterialFromType( type );
  35415. if ( material !== undefined ) {
  35416. return material;
  35417. }
  35418. return superFromTypeFunction.call( this, type );
  35419. };
  35420. class NodeMaterialLoader extends MaterialLoader {
  35421. constructor( manager ) {
  35422. super( manager );
  35423. this.nodes = {};
  35424. }
  35425. parse( json ) {
  35426. const material = super.parse( json );
  35427. const nodes = this.nodes;
  35428. const inputNodes = json.inputNodes;
  35429. for ( const property in inputNodes ) {
  35430. const uuid = inputNodes[ property ];
  35431. material[ property ] = nodes[ uuid ];
  35432. }
  35433. return material;
  35434. }
  35435. setNodes( value ) {
  35436. this.nodes = value;
  35437. return this;
  35438. }
  35439. }
  35440. class NodeObjectLoader extends ObjectLoader {
  35441. constructor( manager ) {
  35442. super( manager );
  35443. this._nodesJSON = null;
  35444. }
  35445. parse( json, onLoad ) {
  35446. this._nodesJSON = json.nodes;
  35447. const data = super.parse( json, onLoad );
  35448. this._nodesJSON = null; // dispose
  35449. return data;
  35450. }
  35451. parseNodes( json, textures ) {
  35452. if ( json !== undefined ) {
  35453. const loader = new NodeLoader();
  35454. loader.setTextures( textures );
  35455. return loader.parseNodes( json );
  35456. }
  35457. return {};
  35458. }
  35459. parseMaterials( json, textures ) {
  35460. const materials = {};
  35461. if ( json !== undefined ) {
  35462. const nodes = this.parseNodes( this._nodesJSON, textures );
  35463. const loader = new NodeMaterialLoader();
  35464. loader.setTextures( textures );
  35465. loader.setNodes( nodes );
  35466. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35467. const data = json[ i ];
  35468. materials[ data.uuid ] = loader.parse( data );
  35469. }
  35470. }
  35471. return materials;
  35472. }
  35473. }
  35474. class NodeParser {
  35475. parseFunction( /*source*/ ) {
  35476. console.warn( 'Abstract function.' );
  35477. }
  35478. }
  35479. class NodeFunction {
  35480. constructor( type, inputs, name = '', precision = '' ) {
  35481. this.type = type;
  35482. this.inputs = inputs;
  35483. this.name = name;
  35484. this.precision = precision;
  35485. }
  35486. getCode( /*name = this.name*/ ) {
  35487. console.warn( 'Abstract function.' );
  35488. }
  35489. }
  35490. NodeFunction.isNodeFunction = true;
  35491. const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i;
  35492. const propertiesRegexp$1 = /[a-z_0-9]+/ig;
  35493. const pragmaMain = '#pragma main';
  35494. const parse$1 = ( source ) => {
  35495. source = source.trim();
  35496. const pragmaMainIndex = source.indexOf( pragmaMain );
  35497. const mainCode = pragmaMainIndex !== - 1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
  35498. const declaration = mainCode.match( declarationRegexp$1 );
  35499. if ( declaration !== null && declaration.length === 5 ) {
  35500. // tokenizer
  35501. const inputsCode = declaration[ 4 ];
  35502. const propsMatches = [];
  35503. let nameMatch = null;
  35504. while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) {
  35505. propsMatches.push( nameMatch );
  35506. }
  35507. // parser
  35508. const inputs = [];
  35509. let i = 0;
  35510. while ( i < propsMatches.length ) {
  35511. const isConst = propsMatches[ i ][ 0 ] === 'const';
  35512. if ( isConst === true ) {
  35513. i ++;
  35514. }
  35515. let qualifier = propsMatches[ i ][ 0 ];
  35516. if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) {
  35517. i ++;
  35518. } else {
  35519. qualifier = '';
  35520. }
  35521. const type = propsMatches[ i ++ ][ 0 ];
  35522. let count = Number.parseInt( propsMatches[ i ][ 0 ] );
  35523. if ( Number.isNaN( count ) === false ) i ++;
  35524. else count = null;
  35525. const name = propsMatches[ i ++ ][ 0 ];
  35526. inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) );
  35527. }
  35528. //
  35529. const blockCode = mainCode.substring( declaration[ 0 ].length );
  35530. const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : '';
  35531. const type = declaration[ 2 ];
  35532. const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  35533. const headerCode = pragmaMainIndex !== - 1 ? source.slice( 0, pragmaMainIndex ) : '';
  35534. return {
  35535. type,
  35536. inputs,
  35537. name,
  35538. precision,
  35539. inputsCode,
  35540. blockCode,
  35541. headerCode
  35542. };
  35543. } else {
  35544. throw new Error( 'FunctionNode: Function is not a GLSL code.' );
  35545. }
  35546. };
  35547. class GLSLNodeFunction extends NodeFunction {
  35548. constructor( source ) {
  35549. const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source );
  35550. super( type, inputs, name, precision );
  35551. this.inputsCode = inputsCode;
  35552. this.blockCode = blockCode;
  35553. this.headerCode = headerCode;
  35554. }
  35555. getCode( name = this.name ) {
  35556. let code;
  35557. const blockCode = this.blockCode;
  35558. if ( blockCode !== '' ) {
  35559. const { type, inputsCode, headerCode, precision } = this;
  35560. let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`;
  35561. if ( precision !== '' ) {
  35562. declarationCode = `${ precision } ${ declarationCode }`;
  35563. }
  35564. code = headerCode + declarationCode + blockCode;
  35565. } else {
  35566. // interface function
  35567. code = '';
  35568. }
  35569. return code;
  35570. }
  35571. }
  35572. class GLSLNodeParser extends NodeParser {
  35573. parseFunction( source ) {
  35574. return new GLSLNodeFunction( source );
  35575. }
  35576. }
  35577. // Three.js Transpiler
  35578. // https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/libraries/stdlib/genglsl/lib/mx_noise.glsl
  35579. const mx_select = /*#__PURE__*/ Fn( ( [ b_immutable, t_immutable, f_immutable ] ) => {
  35580. const f = float( f_immutable ).toVar();
  35581. const t = float( t_immutable ).toVar();
  35582. const b = bool( b_immutable ).toVar();
  35583. return select( b, t, f );
  35584. } ).setLayout( {
  35585. name: 'mx_select',
  35586. type: 'float',
  35587. inputs: [
  35588. { name: 'b', type: 'bool' },
  35589. { name: 't', type: 'float' },
  35590. { name: 'f', type: 'float' }
  35591. ]
  35592. } );
  35593. const mx_negate_if = /*#__PURE__*/ Fn( ( [ val_immutable, b_immutable ] ) => {
  35594. const b = bool( b_immutable ).toVar();
  35595. const val = float( val_immutable ).toVar();
  35596. return select( b, val.negate(), val );
  35597. } ).setLayout( {
  35598. name: 'mx_negate_if',
  35599. type: 'float',
  35600. inputs: [
  35601. { name: 'val', type: 'float' },
  35602. { name: 'b', type: 'bool' }
  35603. ]
  35604. } );
  35605. const mx_floor = /*#__PURE__*/ Fn( ( [ x_immutable ] ) => {
  35606. const x = float( x_immutable ).toVar();
  35607. return int( floor( x ) );
  35608. } ).setLayout( {
  35609. name: 'mx_floor',
  35610. type: 'int',
  35611. inputs: [
  35612. { name: 'x', type: 'float' }
  35613. ]
  35614. } );
  35615. const mx_floorfrac = /*#__PURE__*/ Fn( ( [ x_immutable, i ] ) => {
  35616. const x = float( x_immutable ).toVar();
  35617. i.assign( mx_floor( x ) );
  35618. return x.sub( float( i ) );
  35619. } );
  35620. const mx_bilerp_0 = /*#__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  35621. const t = float( t_immutable ).toVar();
  35622. const s = float( s_immutable ).toVar();
  35623. const v3 = float( v3_immutable ).toVar();
  35624. const v2 = float( v2_immutable ).toVar();
  35625. const v1 = float( v1_immutable ).toVar();
  35626. const v0 = float( v0_immutable ).toVar();
  35627. const s1 = float( sub( 1.0, s ) ).toVar();
  35628. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  35629. } ).setLayout( {
  35630. name: 'mx_bilerp_0',
  35631. type: 'float',
  35632. inputs: [
  35633. { name: 'v0', type: 'float' },
  35634. { name: 'v1', type: 'float' },
  35635. { name: 'v2', type: 'float' },
  35636. { name: 'v3', type: 'float' },
  35637. { name: 's', type: 'float' },
  35638. { name: 't', type: 'float' }
  35639. ]
  35640. } );
  35641. const mx_bilerp_1 = /*#__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  35642. const t = float( t_immutable ).toVar();
  35643. const s = float( s_immutable ).toVar();
  35644. const v3 = vec3( v3_immutable ).toVar();
  35645. const v2 = vec3( v2_immutable ).toVar();
  35646. const v1 = vec3( v1_immutable ).toVar();
  35647. const v0 = vec3( v0_immutable ).toVar();
  35648. const s1 = float( sub( 1.0, s ) ).toVar();
  35649. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  35650. } ).setLayout( {
  35651. name: 'mx_bilerp_1',
  35652. type: 'vec3',
  35653. inputs: [
  35654. { name: 'v0', type: 'vec3' },
  35655. { name: 'v1', type: 'vec3' },
  35656. { name: 'v2', type: 'vec3' },
  35657. { name: 'v3', type: 'vec3' },
  35658. { name: 's', type: 'float' },
  35659. { name: 't', type: 'float' }
  35660. ]
  35661. } );
  35662. const mx_bilerp = /*#__PURE__*/ overloadingFn( [ mx_bilerp_0, mx_bilerp_1 ] );
  35663. const mx_trilerp_0 = /*#__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  35664. const r = float( r_immutable ).toVar();
  35665. const t = float( t_immutable ).toVar();
  35666. const s = float( s_immutable ).toVar();
  35667. const v7 = float( v7_immutable ).toVar();
  35668. const v6 = float( v6_immutable ).toVar();
  35669. const v5 = float( v5_immutable ).toVar();
  35670. const v4 = float( v4_immutable ).toVar();
  35671. const v3 = float( v3_immutable ).toVar();
  35672. const v2 = float( v2_immutable ).toVar();
  35673. const v1 = float( v1_immutable ).toVar();
  35674. const v0 = float( v0_immutable ).toVar();
  35675. const s1 = float( sub( 1.0, s ) ).toVar();
  35676. const t1 = float( sub( 1.0, t ) ).toVar();
  35677. const r1 = float( sub( 1.0, r ) ).toVar();
  35678. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  35679. } ).setLayout( {
  35680. name: 'mx_trilerp_0',
  35681. type: 'float',
  35682. inputs: [
  35683. { name: 'v0', type: 'float' },
  35684. { name: 'v1', type: 'float' },
  35685. { name: 'v2', type: 'float' },
  35686. { name: 'v3', type: 'float' },
  35687. { name: 'v4', type: 'float' },
  35688. { name: 'v5', type: 'float' },
  35689. { name: 'v6', type: 'float' },
  35690. { name: 'v7', type: 'float' },
  35691. { name: 's', type: 'float' },
  35692. { name: 't', type: 'float' },
  35693. { name: 'r', type: 'float' }
  35694. ]
  35695. } );
  35696. const mx_trilerp_1 = /*#__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  35697. const r = float( r_immutable ).toVar();
  35698. const t = float( t_immutable ).toVar();
  35699. const s = float( s_immutable ).toVar();
  35700. const v7 = vec3( v7_immutable ).toVar();
  35701. const v6 = vec3( v6_immutable ).toVar();
  35702. const v5 = vec3( v5_immutable ).toVar();
  35703. const v4 = vec3( v4_immutable ).toVar();
  35704. const v3 = vec3( v3_immutable ).toVar();
  35705. const v2 = vec3( v2_immutable ).toVar();
  35706. const v1 = vec3( v1_immutable ).toVar();
  35707. const v0 = vec3( v0_immutable ).toVar();
  35708. const s1 = float( sub( 1.0, s ) ).toVar();
  35709. const t1 = float( sub( 1.0, t ) ).toVar();
  35710. const r1 = float( sub( 1.0, r ) ).toVar();
  35711. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  35712. } ).setLayout( {
  35713. name: 'mx_trilerp_1',
  35714. type: 'vec3',
  35715. inputs: [
  35716. { name: 'v0', type: 'vec3' },
  35717. { name: 'v1', type: 'vec3' },
  35718. { name: 'v2', type: 'vec3' },
  35719. { name: 'v3', type: 'vec3' },
  35720. { name: 'v4', type: 'vec3' },
  35721. { name: 'v5', type: 'vec3' },
  35722. { name: 'v6', type: 'vec3' },
  35723. { name: 'v7', type: 'vec3' },
  35724. { name: 's', type: 'float' },
  35725. { name: 't', type: 'float' },
  35726. { name: 'r', type: 'float' }
  35727. ]
  35728. } );
  35729. const mx_trilerp = /*#__PURE__*/ overloadingFn( [ mx_trilerp_0, mx_trilerp_1 ] );
  35730. const mx_gradient_float_0 = /*#__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  35731. const y = float( y_immutable ).toVar();
  35732. const x = float( x_immutable ).toVar();
  35733. const hash = uint( hash_immutable ).toVar();
  35734. const h = uint( hash.bitAnd( uint( 7 ) ) ).toVar();
  35735. const u = float( mx_select( h.lessThan( uint( 4 ) ), x, y ) ).toVar();
  35736. const v = float( mul( 2.0, mx_select( h.lessThan( uint( 4 ) ), y, x ) ) ).toVar();
  35737. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  35738. } ).setLayout( {
  35739. name: 'mx_gradient_float_0',
  35740. type: 'float',
  35741. inputs: [
  35742. { name: 'hash', type: 'uint' },
  35743. { name: 'x', type: 'float' },
  35744. { name: 'y', type: 'float' }
  35745. ]
  35746. } );
  35747. const mx_gradient_float_1 = /*#__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  35748. const z = float( z_immutable ).toVar();
  35749. const y = float( y_immutable ).toVar();
  35750. const x = float( x_immutable ).toVar();
  35751. const hash = uint( hash_immutable ).toVar();
  35752. const h = uint( hash.bitAnd( uint( 15 ) ) ).toVar();
  35753. const u = float( mx_select( h.lessThan( uint( 8 ) ), x, y ) ).toVar();
  35754. const v = float( mx_select( h.lessThan( uint( 4 ) ), y, mx_select( h.equal( uint( 12 ) ).or( h.equal( uint( 14 ) ) ), x, z ) ) ).toVar();
  35755. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  35756. } ).setLayout( {
  35757. name: 'mx_gradient_float_1',
  35758. type: 'float',
  35759. inputs: [
  35760. { name: 'hash', type: 'uint' },
  35761. { name: 'x', type: 'float' },
  35762. { name: 'y', type: 'float' },
  35763. { name: 'z', type: 'float' }
  35764. ]
  35765. } );
  35766. const mx_gradient_float = /*#__PURE__*/ overloadingFn( [ mx_gradient_float_0, mx_gradient_float_1 ] );
  35767. const mx_gradient_vec3_0 = /*#__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  35768. const y = float( y_immutable ).toVar();
  35769. const x = float( x_immutable ).toVar();
  35770. const hash = uvec3( hash_immutable ).toVar();
  35771. return vec3( mx_gradient_float( hash.x, x, y ), mx_gradient_float( hash.y, x, y ), mx_gradient_float( hash.z, x, y ) );
  35772. } ).setLayout( {
  35773. name: 'mx_gradient_vec3_0',
  35774. type: 'vec3',
  35775. inputs: [
  35776. { name: 'hash', type: 'uvec3' },
  35777. { name: 'x', type: 'float' },
  35778. { name: 'y', type: 'float' }
  35779. ]
  35780. } );
  35781. const mx_gradient_vec3_1 = /*#__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  35782. const z = float( z_immutable ).toVar();
  35783. const y = float( y_immutable ).toVar();
  35784. const x = float( x_immutable ).toVar();
  35785. const hash = uvec3( hash_immutable ).toVar();
  35786. return vec3( mx_gradient_float( hash.x, x, y, z ), mx_gradient_float( hash.y, x, y, z ), mx_gradient_float( hash.z, x, y, z ) );
  35787. } ).setLayout( {
  35788. name: 'mx_gradient_vec3_1',
  35789. type: 'vec3',
  35790. inputs: [
  35791. { name: 'hash', type: 'uvec3' },
  35792. { name: 'x', type: 'float' },
  35793. { name: 'y', type: 'float' },
  35794. { name: 'z', type: 'float' }
  35795. ]
  35796. } );
  35797. const mx_gradient_vec3 = /*#__PURE__*/ overloadingFn( [ mx_gradient_vec3_0, mx_gradient_vec3_1 ] );
  35798. const mx_gradient_scale2d_0 = /*#__PURE__*/ Fn( ( [ v_immutable ] ) => {
  35799. const v = float( v_immutable ).toVar();
  35800. return mul( 0.6616, v );
  35801. } ).setLayout( {
  35802. name: 'mx_gradient_scale2d_0',
  35803. type: 'float',
  35804. inputs: [
  35805. { name: 'v', type: 'float' }
  35806. ]
  35807. } );
  35808. const mx_gradient_scale3d_0 = /*#__PURE__*/ Fn( ( [ v_immutable ] ) => {
  35809. const v = float( v_immutable ).toVar();
  35810. return mul( 0.9820, v );
  35811. } ).setLayout( {
  35812. name: 'mx_gradient_scale3d_0',
  35813. type: 'float',
  35814. inputs: [
  35815. { name: 'v', type: 'float' }
  35816. ]
  35817. } );
  35818. const mx_gradient_scale2d_1 = /*#__PURE__*/ Fn( ( [ v_immutable ] ) => {
  35819. const v = vec3( v_immutable ).toVar();
  35820. return mul( 0.6616, v );
  35821. } ).setLayout( {
  35822. name: 'mx_gradient_scale2d_1',
  35823. type: 'vec3',
  35824. inputs: [
  35825. { name: 'v', type: 'vec3' }
  35826. ]
  35827. } );
  35828. const mx_gradient_scale2d = /*#__PURE__*/ overloadingFn( [ mx_gradient_scale2d_0, mx_gradient_scale2d_1 ] );
  35829. const mx_gradient_scale3d_1 = /*#__PURE__*/ Fn( ( [ v_immutable ] ) => {
  35830. const v = vec3( v_immutable ).toVar();
  35831. return mul( 0.9820, v );
  35832. } ).setLayout( {
  35833. name: 'mx_gradient_scale3d_1',
  35834. type: 'vec3',
  35835. inputs: [
  35836. { name: 'v', type: 'vec3' }
  35837. ]
  35838. } );
  35839. const mx_gradient_scale3d = /*#__PURE__*/ overloadingFn( [ mx_gradient_scale3d_0, mx_gradient_scale3d_1 ] );
  35840. const mx_rotl32 = /*#__PURE__*/ Fn( ( [ x_immutable, k_immutable ] ) => {
  35841. const k = int( k_immutable ).toVar();
  35842. const x = uint( x_immutable ).toVar();
  35843. return x.shiftLeft( k ).bitOr( x.shiftRight( int( 32 ).sub( k ) ) );
  35844. } ).setLayout( {
  35845. name: 'mx_rotl32',
  35846. type: 'uint',
  35847. inputs: [
  35848. { name: 'x', type: 'uint' },
  35849. { name: 'k', type: 'int' }
  35850. ]
  35851. } );
  35852. const mx_bjmix = /*#__PURE__*/ Fn( ( [ a, b, c ] ) => {
  35853. a.subAssign( c );
  35854. a.bitXorAssign( mx_rotl32( c, int( 4 ) ) );
  35855. c.addAssign( b );
  35856. b.subAssign( a );
  35857. b.bitXorAssign( mx_rotl32( a, int( 6 ) ) );
  35858. a.addAssign( c );
  35859. c.subAssign( b );
  35860. c.bitXorAssign( mx_rotl32( b, int( 8 ) ) );
  35861. b.addAssign( a );
  35862. a.subAssign( c );
  35863. a.bitXorAssign( mx_rotl32( c, int( 16 ) ) );
  35864. c.addAssign( b );
  35865. b.subAssign( a );
  35866. b.bitXorAssign( mx_rotl32( a, int( 19 ) ) );
  35867. a.addAssign( c );
  35868. c.subAssign( b );
  35869. c.bitXorAssign( mx_rotl32( b, int( 4 ) ) );
  35870. b.addAssign( a );
  35871. } );
  35872. const mx_bjfinal = /*#__PURE__*/ Fn( ( [ a_immutable, b_immutable, c_immutable ] ) => {
  35873. const c = uint( c_immutable ).toVar();
  35874. const b = uint( b_immutable ).toVar();
  35875. const a = uint( a_immutable ).toVar();
  35876. c.bitXorAssign( b );
  35877. c.subAssign( mx_rotl32( b, int( 14 ) ) );
  35878. a.bitXorAssign( c );
  35879. a.subAssign( mx_rotl32( c, int( 11 ) ) );
  35880. b.bitXorAssign( a );
  35881. b.subAssign( mx_rotl32( a, int( 25 ) ) );
  35882. c.bitXorAssign( b );
  35883. c.subAssign( mx_rotl32( b, int( 16 ) ) );
  35884. a.bitXorAssign( c );
  35885. a.subAssign( mx_rotl32( c, int( 4 ) ) );
  35886. b.bitXorAssign( a );
  35887. b.subAssign( mx_rotl32( a, int( 14 ) ) );
  35888. c.bitXorAssign( b );
  35889. c.subAssign( mx_rotl32( b, int( 24 ) ) );
  35890. return c;
  35891. } ).setLayout( {
  35892. name: 'mx_bjfinal',
  35893. type: 'uint',
  35894. inputs: [
  35895. { name: 'a', type: 'uint' },
  35896. { name: 'b', type: 'uint' },
  35897. { name: 'c', type: 'uint' }
  35898. ]
  35899. } );
  35900. const mx_bits_to_01 = /*#__PURE__*/ Fn( ( [ bits_immutable ] ) => {
  35901. const bits = uint( bits_immutable ).toVar();
  35902. return float( bits ).div( float( uint( int( 0xffffffff ) ) ) );
  35903. } ).setLayout( {
  35904. name: 'mx_bits_to_01',
  35905. type: 'float',
  35906. inputs: [
  35907. { name: 'bits', type: 'uint' }
  35908. ]
  35909. } );
  35910. const mx_fade = /*#__PURE__*/ Fn( ( [ t_immutable ] ) => {
  35911. const t = float( t_immutable ).toVar();
  35912. return t.mul( t ).mul( t ).mul( t.mul( t.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) );
  35913. } ).setLayout( {
  35914. name: 'mx_fade',
  35915. type: 'float',
  35916. inputs: [
  35917. { name: 't', type: 'float' }
  35918. ]
  35919. } );
  35920. const mx_hash_int_0 = /*#__PURE__*/ Fn( ( [ x_immutable ] ) => {
  35921. const x = int( x_immutable ).toVar();
  35922. const len = uint( uint( 1 ) ).toVar();
  35923. const seed = uint( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ).toVar();
  35924. return mx_bjfinal( seed.add( uint( x ) ), seed, seed );
  35925. } ).setLayout( {
  35926. name: 'mx_hash_int_0',
  35927. type: 'uint',
  35928. inputs: [
  35929. { name: 'x', type: 'int' }
  35930. ]
  35931. } );
  35932. const mx_hash_int_1 = /*#__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  35933. const y = int( y_immutable ).toVar();
  35934. const x = int( x_immutable ).toVar();
  35935. const len = uint( uint( 2 ) ).toVar();
  35936. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  35937. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  35938. a.addAssign( uint( x ) );
  35939. b.addAssign( uint( y ) );
  35940. return mx_bjfinal( a, b, c );
  35941. } ).setLayout( {
  35942. name: 'mx_hash_int_1',
  35943. type: 'uint',
  35944. inputs: [
  35945. { name: 'x', type: 'int' },
  35946. { name: 'y', type: 'int' }
  35947. ]
  35948. } );
  35949. const mx_hash_int_2 = /*#__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  35950. const z = int( z_immutable ).toVar();
  35951. const y = int( y_immutable ).toVar();
  35952. const x = int( x_immutable ).toVar();
  35953. const len = uint( uint( 3 ) ).toVar();
  35954. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  35955. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  35956. a.addAssign( uint( x ) );
  35957. b.addAssign( uint( y ) );
  35958. c.addAssign( uint( z ) );
  35959. return mx_bjfinal( a, b, c );
  35960. } ).setLayout( {
  35961. name: 'mx_hash_int_2',
  35962. type: 'uint',
  35963. inputs: [
  35964. { name: 'x', type: 'int' },
  35965. { name: 'y', type: 'int' },
  35966. { name: 'z', type: 'int' }
  35967. ]
  35968. } );
  35969. const mx_hash_int_3 = /*#__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable ] ) => {
  35970. const xx = int( xx_immutable ).toVar();
  35971. const z = int( z_immutable ).toVar();
  35972. const y = int( y_immutable ).toVar();
  35973. const x = int( x_immutable ).toVar();
  35974. const len = uint( uint( 4 ) ).toVar();
  35975. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  35976. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  35977. a.addAssign( uint( x ) );
  35978. b.addAssign( uint( y ) );
  35979. c.addAssign( uint( z ) );
  35980. mx_bjmix( a, b, c );
  35981. a.addAssign( uint( xx ) );
  35982. return mx_bjfinal( a, b, c );
  35983. } ).setLayout( {
  35984. name: 'mx_hash_int_3',
  35985. type: 'uint',
  35986. inputs: [
  35987. { name: 'x', type: 'int' },
  35988. { name: 'y', type: 'int' },
  35989. { name: 'z', type: 'int' },
  35990. { name: 'xx', type: 'int' }
  35991. ]
  35992. } );
  35993. const mx_hash_int_4 = /*#__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable, yy_immutable ] ) => {
  35994. const yy = int( yy_immutable ).toVar();
  35995. const xx = int( xx_immutable ).toVar();
  35996. const z = int( z_immutable ).toVar();
  35997. const y = int( y_immutable ).toVar();
  35998. const x = int( x_immutable ).toVar();
  35999. const len = uint( uint( 5 ) ).toVar();
  36000. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36001. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36002. a.addAssign( uint( x ) );
  36003. b.addAssign( uint( y ) );
  36004. c.addAssign( uint( z ) );
  36005. mx_bjmix( a, b, c );
  36006. a.addAssign( uint( xx ) );
  36007. b.addAssign( uint( yy ) );
  36008. return mx_bjfinal( a, b, c );
  36009. } ).setLayout( {
  36010. name: 'mx_hash_int_4',
  36011. type: 'uint',
  36012. inputs: [
  36013. { name: 'x', type: 'int' },
  36014. { name: 'y', type: 'int' },
  36015. { name: 'z', type: 'int' },
  36016. { name: 'xx', type: 'int' },
  36017. { name: 'yy', type: 'int' }
  36018. ]
  36019. } );
  36020. const mx_hash_int = /*#__PURE__*/ overloadingFn( [ mx_hash_int_0, mx_hash_int_1, mx_hash_int_2, mx_hash_int_3, mx_hash_int_4 ] );
  36021. const mx_hash_vec3_0 = /*#__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  36022. const y = int( y_immutable ).toVar();
  36023. const x = int( x_immutable ).toVar();
  36024. const h = uint( mx_hash_int( x, y ) ).toVar();
  36025. const result = uvec3().toVar();
  36026. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  36027. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  36028. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  36029. return result;
  36030. } ).setLayout( {
  36031. name: 'mx_hash_vec3_0',
  36032. type: 'uvec3',
  36033. inputs: [
  36034. { name: 'x', type: 'int' },
  36035. { name: 'y', type: 'int' }
  36036. ]
  36037. } );
  36038. const mx_hash_vec3_1 = /*#__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  36039. const z = int( z_immutable ).toVar();
  36040. const y = int( y_immutable ).toVar();
  36041. const x = int( x_immutable ).toVar();
  36042. const h = uint( mx_hash_int( x, y, z ) ).toVar();
  36043. const result = uvec3().toVar();
  36044. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  36045. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  36046. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  36047. return result;
  36048. } ).setLayout( {
  36049. name: 'mx_hash_vec3_1',
  36050. type: 'uvec3',
  36051. inputs: [
  36052. { name: 'x', type: 'int' },
  36053. { name: 'y', type: 'int' },
  36054. { name: 'z', type: 'int' }
  36055. ]
  36056. } );
  36057. const mx_hash_vec3 = /*#__PURE__*/ overloadingFn( [ mx_hash_vec3_0, mx_hash_vec3_1 ] );
  36058. const mx_perlin_noise_float_0 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36059. const p = vec2( p_immutable ).toVar();
  36060. const X = int().toVar(), Y = int().toVar();
  36061. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36062. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36063. const u = float( mx_fade( fx ) ).toVar();
  36064. const v = float( mx_fade( fy ) ).toVar();
  36065. const result = float( mx_bilerp( mx_gradient_float( mx_hash_int( X, Y ), fx, fy ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  36066. return mx_gradient_scale2d( result );
  36067. } ).setLayout( {
  36068. name: 'mx_perlin_noise_float_0',
  36069. type: 'float',
  36070. inputs: [
  36071. { name: 'p', type: 'vec2' }
  36072. ]
  36073. } );
  36074. const mx_perlin_noise_float_1 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36075. const p = vec3( p_immutable ).toVar();
  36076. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36077. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36078. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36079. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  36080. const u = float( mx_fade( fx ) ).toVar();
  36081. const v = float( mx_fade( fy ) ).toVar();
  36082. const w = float( mx_fade( fz ) ).toVar();
  36083. const result = float( mx_trilerp( mx_gradient_float( mx_hash_int( X, Y, Z ), fx, fy, fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  36084. return mx_gradient_scale3d( result );
  36085. } ).setLayout( {
  36086. name: 'mx_perlin_noise_float_1',
  36087. type: 'float',
  36088. inputs: [
  36089. { name: 'p', type: 'vec3' }
  36090. ]
  36091. } );
  36092. const mx_perlin_noise_float = /*#__PURE__*/ overloadingFn( [ mx_perlin_noise_float_0, mx_perlin_noise_float_1 ] );
  36093. const mx_perlin_noise_vec3_0 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36094. const p = vec2( p_immutable ).toVar();
  36095. const X = int().toVar(), Y = int().toVar();
  36096. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36097. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36098. const u = float( mx_fade( fx ) ).toVar();
  36099. const v = float( mx_fade( fy ) ).toVar();
  36100. const result = vec3( mx_bilerp( mx_gradient_vec3( mx_hash_vec3( X, Y ), fx, fy ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  36101. return mx_gradient_scale2d( result );
  36102. } ).setLayout( {
  36103. name: 'mx_perlin_noise_vec3_0',
  36104. type: 'vec3',
  36105. inputs: [
  36106. { name: 'p', type: 'vec2' }
  36107. ]
  36108. } );
  36109. const mx_perlin_noise_vec3_1 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36110. const p = vec3( p_immutable ).toVar();
  36111. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36112. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36113. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36114. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  36115. const u = float( mx_fade( fx ) ).toVar();
  36116. const v = float( mx_fade( fy ) ).toVar();
  36117. const w = float( mx_fade( fz ) ).toVar();
  36118. const result = vec3( mx_trilerp( mx_gradient_vec3( mx_hash_vec3( X, Y, Z ), fx, fy, fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  36119. return mx_gradient_scale3d( result );
  36120. } ).setLayout( {
  36121. name: 'mx_perlin_noise_vec3_1',
  36122. type: 'vec3',
  36123. inputs: [
  36124. { name: 'p', type: 'vec3' }
  36125. ]
  36126. } );
  36127. const mx_perlin_noise_vec3 = /*#__PURE__*/ overloadingFn( [ mx_perlin_noise_vec3_0, mx_perlin_noise_vec3_1 ] );
  36128. const mx_cell_noise_float_0 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36129. const p = float( p_immutable ).toVar();
  36130. const ix = int( mx_floor( p ) ).toVar();
  36131. return mx_bits_to_01( mx_hash_int( ix ) );
  36132. } ).setLayout( {
  36133. name: 'mx_cell_noise_float_0',
  36134. type: 'float',
  36135. inputs: [
  36136. { name: 'p', type: 'float' }
  36137. ]
  36138. } );
  36139. const mx_cell_noise_float_1 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36140. const p = vec2( p_immutable ).toVar();
  36141. const ix = int( mx_floor( p.x ) ).toVar();
  36142. const iy = int( mx_floor( p.y ) ).toVar();
  36143. return mx_bits_to_01( mx_hash_int( ix, iy ) );
  36144. } ).setLayout( {
  36145. name: 'mx_cell_noise_float_1',
  36146. type: 'float',
  36147. inputs: [
  36148. { name: 'p', type: 'vec2' }
  36149. ]
  36150. } );
  36151. const mx_cell_noise_float_2 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36152. const p = vec3( p_immutable ).toVar();
  36153. const ix = int( mx_floor( p.x ) ).toVar();
  36154. const iy = int( mx_floor( p.y ) ).toVar();
  36155. const iz = int( mx_floor( p.z ) ).toVar();
  36156. return mx_bits_to_01( mx_hash_int( ix, iy, iz ) );
  36157. } ).setLayout( {
  36158. name: 'mx_cell_noise_float_2',
  36159. type: 'float',
  36160. inputs: [
  36161. { name: 'p', type: 'vec3' }
  36162. ]
  36163. } );
  36164. const mx_cell_noise_float_3 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36165. const p = vec4( p_immutable ).toVar();
  36166. const ix = int( mx_floor( p.x ) ).toVar();
  36167. const iy = int( mx_floor( p.y ) ).toVar();
  36168. const iz = int( mx_floor( p.z ) ).toVar();
  36169. const iw = int( mx_floor( p.w ) ).toVar();
  36170. return mx_bits_to_01( mx_hash_int( ix, iy, iz, iw ) );
  36171. } ).setLayout( {
  36172. name: 'mx_cell_noise_float_3',
  36173. type: 'float',
  36174. inputs: [
  36175. { name: 'p', type: 'vec4' }
  36176. ]
  36177. } );
  36178. const mx_cell_noise_float$1 = /*#__PURE__*/ overloadingFn( [ mx_cell_noise_float_0, mx_cell_noise_float_1, mx_cell_noise_float_2, mx_cell_noise_float_3 ] );
  36179. const mx_cell_noise_vec3_0 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36180. const p = float( p_immutable ).toVar();
  36181. const ix = int( mx_floor( p ) ).toVar();
  36182. return vec3( mx_bits_to_01( mx_hash_int( ix, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 2 ) ) ) );
  36183. } ).setLayout( {
  36184. name: 'mx_cell_noise_vec3_0',
  36185. type: 'vec3',
  36186. inputs: [
  36187. { name: 'p', type: 'float' }
  36188. ]
  36189. } );
  36190. const mx_cell_noise_vec3_1 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36191. const p = vec2( p_immutable ).toVar();
  36192. const ix = int( mx_floor( p.x ) ).toVar();
  36193. const iy = int( mx_floor( p.y ) ).toVar();
  36194. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 2 ) ) ) );
  36195. } ).setLayout( {
  36196. name: 'mx_cell_noise_vec3_1',
  36197. type: 'vec3',
  36198. inputs: [
  36199. { name: 'p', type: 'vec2' }
  36200. ]
  36201. } );
  36202. const mx_cell_noise_vec3_2 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36203. const p = vec3( p_immutable ).toVar();
  36204. const ix = int( mx_floor( p.x ) ).toVar();
  36205. const iy = int( mx_floor( p.y ) ).toVar();
  36206. const iz = int( mx_floor( p.z ) ).toVar();
  36207. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 2 ) ) ) );
  36208. } ).setLayout( {
  36209. name: 'mx_cell_noise_vec3_2',
  36210. type: 'vec3',
  36211. inputs: [
  36212. { name: 'p', type: 'vec3' }
  36213. ]
  36214. } );
  36215. const mx_cell_noise_vec3_3 = /*#__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36216. const p = vec4( p_immutable ).toVar();
  36217. const ix = int( mx_floor( p.x ) ).toVar();
  36218. const iy = int( mx_floor( p.y ) ).toVar();
  36219. const iz = int( mx_floor( p.z ) ).toVar();
  36220. const iw = int( mx_floor( p.w ) ).toVar();
  36221. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 2 ) ) ) );
  36222. } ).setLayout( {
  36223. name: 'mx_cell_noise_vec3_3',
  36224. type: 'vec3',
  36225. inputs: [
  36226. { name: 'p', type: 'vec4' }
  36227. ]
  36228. } );
  36229. const mx_cell_noise_vec3 = /*#__PURE__*/ overloadingFn( [ mx_cell_noise_vec3_0, mx_cell_noise_vec3_1, mx_cell_noise_vec3_2, mx_cell_noise_vec3_3 ] );
  36230. const mx_fractal_noise_float$1 = /*#__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36231. const diminish = float( diminish_immutable ).toVar();
  36232. const lacunarity = float( lacunarity_immutable ).toVar();
  36233. const octaves = int( octaves_immutable ).toVar();
  36234. const p = vec3( p_immutable ).toVar();
  36235. const result = float( 0.0 ).toVar();
  36236. const amplitude = float( 1.0 ).toVar();
  36237. Loop( octaves, () => {
  36238. result.addAssign( amplitude.mul( mx_perlin_noise_float( p ) ) );
  36239. amplitude.mulAssign( diminish );
  36240. p.mulAssign( lacunarity );
  36241. } );
  36242. return result;
  36243. } ).setLayout( {
  36244. name: 'mx_fractal_noise_float',
  36245. type: 'float',
  36246. inputs: [
  36247. { name: 'p', type: 'vec3' },
  36248. { name: 'octaves', type: 'int' },
  36249. { name: 'lacunarity', type: 'float' },
  36250. { name: 'diminish', type: 'float' }
  36251. ]
  36252. } );
  36253. const mx_fractal_noise_vec3$1 = /*#__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36254. const diminish = float( diminish_immutable ).toVar();
  36255. const lacunarity = float( lacunarity_immutable ).toVar();
  36256. const octaves = int( octaves_immutable ).toVar();
  36257. const p = vec3( p_immutable ).toVar();
  36258. const result = vec3( 0.0 ).toVar();
  36259. const amplitude = float( 1.0 ).toVar();
  36260. Loop( octaves, () => {
  36261. result.addAssign( amplitude.mul( mx_perlin_noise_vec3( p ) ) );
  36262. amplitude.mulAssign( diminish );
  36263. p.mulAssign( lacunarity );
  36264. } );
  36265. return result;
  36266. } ).setLayout( {
  36267. name: 'mx_fractal_noise_vec3',
  36268. type: 'vec3',
  36269. inputs: [
  36270. { name: 'p', type: 'vec3' },
  36271. { name: 'octaves', type: 'int' },
  36272. { name: 'lacunarity', type: 'float' },
  36273. { name: 'diminish', type: 'float' }
  36274. ]
  36275. } );
  36276. const mx_fractal_noise_vec2$1 = /*#__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36277. const diminish = float( diminish_immutable ).toVar();
  36278. const lacunarity = float( lacunarity_immutable ).toVar();
  36279. const octaves = int( octaves_immutable ).toVar();
  36280. const p = vec3( p_immutable ).toVar();
  36281. return vec2( mx_fractal_noise_float$1( p, octaves, lacunarity, diminish ), mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) );
  36282. } ).setLayout( {
  36283. name: 'mx_fractal_noise_vec2',
  36284. type: 'vec2',
  36285. inputs: [
  36286. { name: 'p', type: 'vec3' },
  36287. { name: 'octaves', type: 'int' },
  36288. { name: 'lacunarity', type: 'float' },
  36289. { name: 'diminish', type: 'float' }
  36290. ]
  36291. } );
  36292. const mx_fractal_noise_vec4$1 = /*#__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36293. const diminish = float( diminish_immutable ).toVar();
  36294. const lacunarity = float( lacunarity_immutable ).toVar();
  36295. const octaves = int( octaves_immutable ).toVar();
  36296. const p = vec3( p_immutable ).toVar();
  36297. const c = vec3( mx_fractal_noise_vec3$1( p, octaves, lacunarity, diminish ) ).toVar();
  36298. const f = float( mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ).toVar();
  36299. return vec4( c, f );
  36300. } ).setLayout( {
  36301. name: 'mx_fractal_noise_vec4',
  36302. type: 'vec4',
  36303. inputs: [
  36304. { name: 'p', type: 'vec3' },
  36305. { name: 'octaves', type: 'int' },
  36306. { name: 'lacunarity', type: 'float' },
  36307. { name: 'diminish', type: 'float' }
  36308. ]
  36309. } );
  36310. const mx_worley_distance_0 = /*#__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, xoff_immutable, yoff_immutable, jitter_immutable, metric_immutable ] ) => {
  36311. const metric = int( metric_immutable ).toVar();
  36312. const jitter = float( jitter_immutable ).toVar();
  36313. const yoff = int( yoff_immutable ).toVar();
  36314. const xoff = int( xoff_immutable ).toVar();
  36315. const y = int( y_immutable ).toVar();
  36316. const x = int( x_immutable ).toVar();
  36317. const p = vec2( p_immutable ).toVar();
  36318. const tmp = vec3( mx_cell_noise_vec3( vec2( x.add( xoff ), y.add( yoff ) ) ) ).toVar();
  36319. const off = vec2( tmp.x, tmp.y ).toVar();
  36320. off.subAssign( 0.5 );
  36321. off.mulAssign( jitter );
  36322. off.addAssign( 0.5 );
  36323. const cellpos = vec2( vec2( float( x ), float( y ) ).add( off ) ).toVar();
  36324. const diff = vec2( cellpos.sub( p ) ).toVar();
  36325. If( metric.equal( int( 2 ) ), () => {
  36326. return abs( diff.x ).add( abs( diff.y ) );
  36327. } );
  36328. If( metric.equal( int( 3 ) ), () => {
  36329. return max$1( abs( diff.x ), abs( diff.y ) );
  36330. } );
  36331. return dot( diff, diff );
  36332. } ).setLayout( {
  36333. name: 'mx_worley_distance_0',
  36334. type: 'float',
  36335. inputs: [
  36336. { name: 'p', type: 'vec2' },
  36337. { name: 'x', type: 'int' },
  36338. { name: 'y', type: 'int' },
  36339. { name: 'xoff', type: 'int' },
  36340. { name: 'yoff', type: 'int' },
  36341. { name: 'jitter', type: 'float' },
  36342. { name: 'metric', type: 'int' }
  36343. ]
  36344. } );
  36345. const mx_worley_distance_1 = /*#__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, z_immutable, xoff_immutable, yoff_immutable, zoff_immutable, jitter_immutable, metric_immutable ] ) => {
  36346. const metric = int( metric_immutable ).toVar();
  36347. const jitter = float( jitter_immutable ).toVar();
  36348. const zoff = int( zoff_immutable ).toVar();
  36349. const yoff = int( yoff_immutable ).toVar();
  36350. const xoff = int( xoff_immutable ).toVar();
  36351. const z = int( z_immutable ).toVar();
  36352. const y = int( y_immutable ).toVar();
  36353. const x = int( x_immutable ).toVar();
  36354. const p = vec3( p_immutable ).toVar();
  36355. const off = vec3( mx_cell_noise_vec3( vec3( x.add( xoff ), y.add( yoff ), z.add( zoff ) ) ) ).toVar();
  36356. off.subAssign( 0.5 );
  36357. off.mulAssign( jitter );
  36358. off.addAssign( 0.5 );
  36359. const cellpos = vec3( vec3( float( x ), float( y ), float( z ) ).add( off ) ).toVar();
  36360. const diff = vec3( cellpos.sub( p ) ).toVar();
  36361. If( metric.equal( int( 2 ) ), () => {
  36362. return abs( diff.x ).add( abs( diff.y ) ).add( abs( diff.z ) );
  36363. } );
  36364. If( metric.equal( int( 3 ) ), () => {
  36365. return max$1( max$1( abs( diff.x ), abs( diff.y ) ), abs( diff.z ) );
  36366. } );
  36367. return dot( diff, diff );
  36368. } ).setLayout( {
  36369. name: 'mx_worley_distance_1',
  36370. type: 'float',
  36371. inputs: [
  36372. { name: 'p', type: 'vec3' },
  36373. { name: 'x', type: 'int' },
  36374. { name: 'y', type: 'int' },
  36375. { name: 'z', type: 'int' },
  36376. { name: 'xoff', type: 'int' },
  36377. { name: 'yoff', type: 'int' },
  36378. { name: 'zoff', type: 'int' },
  36379. { name: 'jitter', type: 'float' },
  36380. { name: 'metric', type: 'int' }
  36381. ]
  36382. } );
  36383. const mx_worley_distance = /*#__PURE__*/ overloadingFn( [ mx_worley_distance_0, mx_worley_distance_1 ] );
  36384. const mx_worley_noise_float_0 = /*#__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36385. const metric = int( metric_immutable ).toVar();
  36386. const jitter = float( jitter_immutable ).toVar();
  36387. const p = vec2( p_immutable ).toVar();
  36388. const X = int().toVar(), Y = int().toVar();
  36389. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  36390. const sqdist = float( 1e6 ).toVar();
  36391. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36392. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36393. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  36394. sqdist.assign( min$1( sqdist, dist ) );
  36395. } );
  36396. } );
  36397. If( metric.equal( int( 0 ) ), () => {
  36398. sqdist.assign( sqrt( sqdist ) );
  36399. } );
  36400. return sqdist;
  36401. } ).setLayout( {
  36402. name: 'mx_worley_noise_float_0',
  36403. type: 'float',
  36404. inputs: [
  36405. { name: 'p', type: 'vec2' },
  36406. { name: 'jitter', type: 'float' },
  36407. { name: 'metric', type: 'int' }
  36408. ]
  36409. } );
  36410. const mx_worley_noise_vec2_0 = /*#__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36411. const metric = int( metric_immutable ).toVar();
  36412. const jitter = float( jitter_immutable ).toVar();
  36413. const p = vec2( p_immutable ).toVar();
  36414. const X = int().toVar(), Y = int().toVar();
  36415. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  36416. const sqdist = vec2( 1e6, 1e6 ).toVar();
  36417. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36418. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36419. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  36420. If( dist.lessThan( sqdist.x ), () => {
  36421. sqdist.y.assign( sqdist.x );
  36422. sqdist.x.assign( dist );
  36423. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36424. sqdist.y.assign( dist );
  36425. } );
  36426. } );
  36427. } );
  36428. If( metric.equal( int( 0 ) ), () => {
  36429. sqdist.assign( sqrt( sqdist ) );
  36430. } );
  36431. return sqdist;
  36432. } ).setLayout( {
  36433. name: 'mx_worley_noise_vec2_0',
  36434. type: 'vec2',
  36435. inputs: [
  36436. { name: 'p', type: 'vec2' },
  36437. { name: 'jitter', type: 'float' },
  36438. { name: 'metric', type: 'int' }
  36439. ]
  36440. } );
  36441. const mx_worley_noise_vec3_0 = /*#__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36442. const metric = int( metric_immutable ).toVar();
  36443. const jitter = float( jitter_immutable ).toVar();
  36444. const p = vec2( p_immutable ).toVar();
  36445. const X = int().toVar(), Y = int().toVar();
  36446. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  36447. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  36448. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36449. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36450. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  36451. If( dist.lessThan( sqdist.x ), () => {
  36452. sqdist.z.assign( sqdist.y );
  36453. sqdist.y.assign( sqdist.x );
  36454. sqdist.x.assign( dist );
  36455. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36456. sqdist.z.assign( sqdist.y );
  36457. sqdist.y.assign( dist );
  36458. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  36459. sqdist.z.assign( dist );
  36460. } );
  36461. } );
  36462. } );
  36463. If( metric.equal( int( 0 ) ), () => {
  36464. sqdist.assign( sqrt( sqdist ) );
  36465. } );
  36466. return sqdist;
  36467. } ).setLayout( {
  36468. name: 'mx_worley_noise_vec3_0',
  36469. type: 'vec3',
  36470. inputs: [
  36471. { name: 'p', type: 'vec2' },
  36472. { name: 'jitter', type: 'float' },
  36473. { name: 'metric', type: 'int' }
  36474. ]
  36475. } );
  36476. const mx_worley_noise_float_1 = /*#__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36477. const metric = int( metric_immutable ).toVar();
  36478. const jitter = float( jitter_immutable ).toVar();
  36479. const p = vec3( p_immutable ).toVar();
  36480. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36481. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  36482. const sqdist = float( 1e6 ).toVar();
  36483. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36484. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36485. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  36486. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  36487. sqdist.assign( min$1( sqdist, dist ) );
  36488. } );
  36489. } );
  36490. } );
  36491. If( metric.equal( int( 0 ) ), () => {
  36492. sqdist.assign( sqrt( sqdist ) );
  36493. } );
  36494. return sqdist;
  36495. } ).setLayout( {
  36496. name: 'mx_worley_noise_float_1',
  36497. type: 'float',
  36498. inputs: [
  36499. { name: 'p', type: 'vec3' },
  36500. { name: 'jitter', type: 'float' },
  36501. { name: 'metric', type: 'int' }
  36502. ]
  36503. } );
  36504. const mx_worley_noise_float$1 = /*#__PURE__*/ overloadingFn( [ mx_worley_noise_float_0, mx_worley_noise_float_1 ] );
  36505. const mx_worley_noise_vec2_1 = /*#__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36506. const metric = int( metric_immutable ).toVar();
  36507. const jitter = float( jitter_immutable ).toVar();
  36508. const p = vec3( p_immutable ).toVar();
  36509. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36510. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  36511. const sqdist = vec2( 1e6, 1e6 ).toVar();
  36512. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36513. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36514. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  36515. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  36516. If( dist.lessThan( sqdist.x ), () => {
  36517. sqdist.y.assign( sqdist.x );
  36518. sqdist.x.assign( dist );
  36519. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36520. sqdist.y.assign( dist );
  36521. } );
  36522. } );
  36523. } );
  36524. } );
  36525. If( metric.equal( int( 0 ) ), () => {
  36526. sqdist.assign( sqrt( sqdist ) );
  36527. } );
  36528. return sqdist;
  36529. } ).setLayout( {
  36530. name: 'mx_worley_noise_vec2_1',
  36531. type: 'vec2',
  36532. inputs: [
  36533. { name: 'p', type: 'vec3' },
  36534. { name: 'jitter', type: 'float' },
  36535. { name: 'metric', type: 'int' }
  36536. ]
  36537. } );
  36538. const mx_worley_noise_vec2$1 = /*#__PURE__*/ overloadingFn( [ mx_worley_noise_vec2_0, mx_worley_noise_vec2_1 ] );
  36539. const mx_worley_noise_vec3_1 = /*#__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36540. const metric = int( metric_immutable ).toVar();
  36541. const jitter = float( jitter_immutable ).toVar();
  36542. const p = vec3( p_immutable ).toVar();
  36543. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36544. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  36545. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  36546. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36547. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36548. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  36549. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  36550. If( dist.lessThan( sqdist.x ), () => {
  36551. sqdist.z.assign( sqdist.y );
  36552. sqdist.y.assign( sqdist.x );
  36553. sqdist.x.assign( dist );
  36554. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36555. sqdist.z.assign( sqdist.y );
  36556. sqdist.y.assign( dist );
  36557. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  36558. sqdist.z.assign( dist );
  36559. } );
  36560. } );
  36561. } );
  36562. } );
  36563. If( metric.equal( int( 0 ) ), () => {
  36564. sqdist.assign( sqrt( sqdist ) );
  36565. } );
  36566. return sqdist;
  36567. } ).setLayout( {
  36568. name: 'mx_worley_noise_vec3_1',
  36569. type: 'vec3',
  36570. inputs: [
  36571. { name: 'p', type: 'vec3' },
  36572. { name: 'jitter', type: 'float' },
  36573. { name: 'metric', type: 'int' }
  36574. ]
  36575. } );
  36576. const mx_worley_noise_vec3$1 = /*#__PURE__*/ overloadingFn( [ mx_worley_noise_vec3_0, mx_worley_noise_vec3_1 ] );
  36577. // Three.js Transpiler
  36578. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
  36579. const mx_hsvtorgb = /*#__PURE__*/ Fn( ( [ hsv ] ) => {
  36580. const s = hsv.y;
  36581. const v = hsv.z;
  36582. const result = vec3().toVar();
  36583. If( s.lessThan( 0.0001 ), () => {
  36584. result.assign( vec3( v, v, v ) );
  36585. } ).Else( () => {
  36586. let h = hsv.x;
  36587. h = h.sub( floor( h ) ).mul( 6.0 ).toVar(); // TODO: check what .toVar() is needed in node system cache
  36588. const hi = int( trunc( h ) );
  36589. const f = h.sub( float( hi ) );
  36590. const p = v.mul( s.oneMinus() );
  36591. const q = v.mul( s.mul( f ).oneMinus() );
  36592. const t = v.mul( s.mul( f.oneMinus() ).oneMinus() );
  36593. If( hi.equal( int( 0 ) ), () => {
  36594. result.assign( vec3( v, t, p ) );
  36595. } ).ElseIf( hi.equal( int( 1 ) ), () => {
  36596. result.assign( vec3( q, v, p ) );
  36597. } ).ElseIf( hi.equal( int( 2 ) ), () => {
  36598. result.assign( vec3( p, v, t ) );
  36599. } ).ElseIf( hi.equal( int( 3 ) ), () => {
  36600. result.assign( vec3( p, q, v ) );
  36601. } ).ElseIf( hi.equal( int( 4 ) ), () => {
  36602. result.assign( vec3( t, p, v ) );
  36603. } ).Else( () => {
  36604. result.assign( vec3( v, p, q ) );
  36605. } );
  36606. } );
  36607. return result;
  36608. } ).setLayout( {
  36609. name: 'mx_hsvtorgb',
  36610. type: 'vec3',
  36611. inputs: [
  36612. { name: 'hsv', type: 'vec3' }
  36613. ]
  36614. } );
  36615. const mx_rgbtohsv = /*#__PURE__*/ Fn( ( [ c_immutable ] ) => {
  36616. const c = vec3( c_immutable ).toVar();
  36617. const r = float( c.x ).toVar();
  36618. const g = float( c.y ).toVar();
  36619. const b = float( c.z ).toVar();
  36620. const mincomp = float( min$1( r, min$1( g, b ) ) ).toVar();
  36621. const maxcomp = float( max$1( r, max$1( g, b ) ) ).toVar();
  36622. const delta = float( maxcomp.sub( mincomp ) ).toVar();
  36623. const h = float().toVar(), s = float().toVar(), v = float().toVar();
  36624. v.assign( maxcomp );
  36625. If( maxcomp.greaterThan( 0.0 ), () => {
  36626. s.assign( delta.div( maxcomp ) );
  36627. } ).Else( () => {
  36628. s.assign( 0.0 );
  36629. } );
  36630. If( s.lessThanEqual( 0.0 ), () => {
  36631. h.assign( 0.0 );
  36632. } ).Else( () => {
  36633. If( r.greaterThanEqual( maxcomp ), () => {
  36634. h.assign( g.sub( b ).div( delta ) );
  36635. } ).ElseIf( g.greaterThanEqual( maxcomp ), () => {
  36636. h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
  36637. } ).Else( () => {
  36638. h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
  36639. } );
  36640. h.mulAssign( 1.0 / 6.0 );
  36641. If( h.lessThan( 0.0 ), () => {
  36642. h.addAssign( 1.0 );
  36643. } );
  36644. } );
  36645. return vec3( h, s, v );
  36646. } ).setLayout( {
  36647. name: 'mx_rgbtohsv',
  36648. type: 'vec3',
  36649. inputs: [
  36650. { name: 'c', type: 'vec3' }
  36651. ]
  36652. } );
  36653. // Three.js Transpiler
  36654. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
  36655. const mx_srgb_texture_to_lin_rec709 = /*#__PURE__*/ Fn( ( [ color_immutable ] ) => {
  36656. const color = vec3( color_immutable ).toVar();
  36657. const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar();
  36658. const linSeg = vec3( color.div( 12.92 ) ).toVar();
  36659. const powSeg = vec3( pow( max$1( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar();
  36660. return mix( linSeg, powSeg, isAbove );
  36661. } ).setLayout( {
  36662. name: 'mx_srgb_texture_to_lin_rec709',
  36663. type: 'vec3',
  36664. inputs: [
  36665. { name: 'color', type: 'vec3' }
  36666. ]
  36667. } );
  36668. const mx_aastep = ( threshold, value ) => {
  36669. threshold = float( threshold );
  36670. value = float( value );
  36671. const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
  36672. return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
  36673. };
  36674. const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
  36675. const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
  36676. const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
  36677. const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
  36678. const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
  36679. const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
  36680. const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
  36681. const mx_safepower = ( in1, in2 = 1 ) => {
  36682. in1 = float( in1 );
  36683. return in1.abs().pow( in2 ).mul( in1.sign() );
  36684. };
  36685. const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
  36686. const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  36687. //export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  36688. const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  36689. const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
  36690. texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
  36691. const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
  36692. return noise_vec4.mul( amplitude ).add( pivot );
  36693. };
  36694. const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_float$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  36695. const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec2$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  36696. const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec3$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  36697. const mx_cell_noise_float = ( texcoord = uv() ) => mx_cell_noise_float$1( texcoord.convert( 'vec2|vec3' ) );
  36698. const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_float$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  36699. const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec2$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  36700. const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec3$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  36701. const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec4$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  36702. function painterSortStable( a, b ) {
  36703. if ( a.groupOrder !== b.groupOrder ) {
  36704. return a.groupOrder - b.groupOrder;
  36705. } else if ( a.renderOrder !== b.renderOrder ) {
  36706. return a.renderOrder - b.renderOrder;
  36707. } else if ( a.material.id !== b.material.id ) {
  36708. return a.material.id - b.material.id;
  36709. } else if ( a.z !== b.z ) {
  36710. return a.z - b.z;
  36711. } else {
  36712. return a.id - b.id;
  36713. }
  36714. }
  36715. function reversePainterSortStable( a, b ) {
  36716. if ( a.groupOrder !== b.groupOrder ) {
  36717. return a.groupOrder - b.groupOrder;
  36718. } else if ( a.renderOrder !== b.renderOrder ) {
  36719. return a.renderOrder - b.renderOrder;
  36720. } else if ( a.z !== b.z ) {
  36721. return b.z - a.z;
  36722. } else {
  36723. return a.id - b.id;
  36724. }
  36725. }
  36726. class RenderList {
  36727. constructor() {
  36728. this.renderItems = [];
  36729. this.renderItemsIndex = 0;
  36730. this.opaque = [];
  36731. this.transparent = [];
  36732. this.bundles = [];
  36733. this.lightsNode = new LightsNode( [] );
  36734. this.lightsArray = [];
  36735. this.occlusionQueryCount = 0;
  36736. }
  36737. begin() {
  36738. this.renderItemsIndex = 0;
  36739. this.opaque.length = 0;
  36740. this.transparent.length = 0;
  36741. this.bundles.length = 0;
  36742. this.lightsArray.length = 0;
  36743. this.occlusionQueryCount = 0;
  36744. return this;
  36745. }
  36746. getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  36747. let renderItem = this.renderItems[ this.renderItemsIndex ];
  36748. if ( renderItem === undefined ) {
  36749. renderItem = {
  36750. id: object.id,
  36751. object: object,
  36752. geometry: geometry,
  36753. material: material,
  36754. groupOrder: groupOrder,
  36755. renderOrder: object.renderOrder,
  36756. z: z,
  36757. group: group
  36758. };
  36759. this.renderItems[ this.renderItemsIndex ] = renderItem;
  36760. } else {
  36761. renderItem.id = object.id;
  36762. renderItem.object = object;
  36763. renderItem.geometry = geometry;
  36764. renderItem.material = material;
  36765. renderItem.groupOrder = groupOrder;
  36766. renderItem.renderOrder = object.renderOrder;
  36767. renderItem.z = z;
  36768. renderItem.group = group;
  36769. }
  36770. this.renderItemsIndex ++;
  36771. return renderItem;
  36772. }
  36773. push( object, geometry, material, groupOrder, z, group ) {
  36774. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  36775. if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
  36776. ( material.transparent === true || material.transmission > 0 ? this.transparent : this.opaque ).push( renderItem );
  36777. }
  36778. unshift( object, geometry, material, groupOrder, z, group ) {
  36779. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  36780. ( material.transparent === true ? this.transparent : this.opaque ).unshift( renderItem );
  36781. }
  36782. pushBundle( group ) {
  36783. this.bundles.push( group );
  36784. }
  36785. pushLight( light ) {
  36786. this.lightsArray.push( light );
  36787. }
  36788. getLightsNode() {
  36789. return this.lightsNode.fromLights( this.lightsArray );
  36790. }
  36791. sort( customOpaqueSort, customTransparentSort ) {
  36792. if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
  36793. if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
  36794. }
  36795. finish() {
  36796. // update lights
  36797. this.lightsNode.fromLights( this.lightsArray );
  36798. // Clear references from inactive renderItems in the list
  36799. for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
  36800. const renderItem = this.renderItems[ i ];
  36801. if ( renderItem.id === null ) break;
  36802. renderItem.id = null;
  36803. renderItem.object = null;
  36804. renderItem.geometry = null;
  36805. renderItem.material = null;
  36806. renderItem.groupOrder = null;
  36807. renderItem.renderOrder = null;
  36808. renderItem.z = null;
  36809. renderItem.group = null;
  36810. }
  36811. }
  36812. }
  36813. class RenderLists {
  36814. constructor() {
  36815. this.lists = new ChainMap();
  36816. }
  36817. get( scene, camera ) {
  36818. const lists = this.lists;
  36819. const keys = [ scene, camera ];
  36820. let list = lists.get( keys );
  36821. if ( list === undefined ) {
  36822. list = new RenderList();
  36823. lists.set( keys, list );
  36824. }
  36825. return list;
  36826. }
  36827. dispose() {
  36828. this.lists = new ChainMap();
  36829. }
  36830. }
  36831. let id = 0;
  36832. class RenderContext {
  36833. constructor() {
  36834. this.id = id ++;
  36835. this.color = true;
  36836. this.clearColor = true;
  36837. this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 };
  36838. this.depth = true;
  36839. this.clearDepth = true;
  36840. this.clearDepthValue = 1;
  36841. this.stencil = false;
  36842. this.clearStencil = true;
  36843. this.clearStencilValue = 1;
  36844. this.viewport = false;
  36845. this.viewportValue = new Vector4();
  36846. this.scissor = false;
  36847. this.scissorValue = new Vector4();
  36848. this.textures = null;
  36849. this.depthTexture = null;
  36850. this.activeCubeFace = 0;
  36851. this.sampleCount = 1;
  36852. this.width = 0;
  36853. this.height = 0;
  36854. this.isRenderContext = true;
  36855. }
  36856. getCacheKey() {
  36857. return getCacheKey( this );
  36858. }
  36859. }
  36860. function getCacheKey( renderContext ) {
  36861. const { textures, activeCubeFace } = renderContext;
  36862. let key = '';
  36863. for ( const texture of textures ) {
  36864. key += texture.id + ',';
  36865. }
  36866. key += activeCubeFace;
  36867. return key;
  36868. }
  36869. class RenderContexts {
  36870. constructor() {
  36871. this.chainMaps = {};
  36872. }
  36873. get( scene, camera, renderTarget = null ) {
  36874. const chainKey = [ scene, camera ];
  36875. let attachmentState;
  36876. if ( renderTarget === null ) {
  36877. attachmentState = 'default';
  36878. } else {
  36879. const format = renderTarget.texture.format;
  36880. const count = renderTarget.textures.length;
  36881. attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;
  36882. }
  36883. const chainMap = this.getChainMap( attachmentState );
  36884. let renderState = chainMap.get( chainKey );
  36885. if ( renderState === undefined ) {
  36886. renderState = new RenderContext();
  36887. chainMap.set( chainKey, renderState );
  36888. }
  36889. if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  36890. return renderState;
  36891. }
  36892. getChainMap( attachmentState ) {
  36893. return this.chainMaps[ attachmentState ] || ( this.chainMaps[ attachmentState ] = new ChainMap() );
  36894. }
  36895. dispose() {
  36896. this.chainMaps = {};
  36897. }
  36898. }
  36899. const _size = /*@__PURE__*/ new Vector3();
  36900. class Textures extends DataMap {
  36901. constructor( renderer, backend, info ) {
  36902. super();
  36903. this.renderer = renderer;
  36904. this.backend = backend;
  36905. this.info = info;
  36906. }
  36907. updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {
  36908. const renderTargetData = this.get( renderTarget );
  36909. const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  36910. const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
  36911. const textures = renderTarget.textures;
  36912. const size = this.getSize( textures[ 0 ] );
  36913. const mipWidth = size.width >> activeMipmapLevel;
  36914. const mipHeight = size.height >> activeMipmapLevel;
  36915. let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
  36916. let textureNeedsUpdate = false;
  36917. if ( depthTexture === undefined ) {
  36918. depthTexture = new DepthTexture();
  36919. depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
  36920. depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
  36921. depthTexture.image.width = mipWidth;
  36922. depthTexture.image.height = mipHeight;
  36923. depthTextureMips[ activeMipmapLevel ] = depthTexture;
  36924. }
  36925. if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {
  36926. textureNeedsUpdate = true;
  36927. depthTexture.needsUpdate = true;
  36928. depthTexture.image.width = mipWidth;
  36929. depthTexture.image.height = mipHeight;
  36930. }
  36931. renderTargetData.width = size.width;
  36932. renderTargetData.height = size.height;
  36933. renderTargetData.textures = textures;
  36934. renderTargetData.depthTexture = depthTexture;
  36935. renderTargetData.depth = renderTarget.depthBuffer;
  36936. renderTargetData.stencil = renderTarget.stencilBuffer;
  36937. renderTargetData.renderTarget = renderTarget;
  36938. if ( renderTargetData.sampleCount !== sampleCount ) {
  36939. textureNeedsUpdate = true;
  36940. depthTexture.needsUpdate = true;
  36941. renderTargetData.sampleCount = sampleCount;
  36942. }
  36943. //
  36944. const options = { sampleCount };
  36945. for ( let i = 0; i < textures.length; i ++ ) {
  36946. const texture = textures[ i ];
  36947. if ( textureNeedsUpdate ) texture.needsUpdate = true;
  36948. this.updateTexture( texture, options );
  36949. }
  36950. this.updateTexture( depthTexture, options );
  36951. // dispose handler
  36952. if ( renderTargetData.initialized !== true ) {
  36953. renderTargetData.initialized = true;
  36954. // dispose
  36955. const onDispose = () => {
  36956. renderTarget.removeEventListener( 'dispose', onDispose );
  36957. for ( let i = 0; i < textures.length; i ++ ) {
  36958. this._destroyTexture( textures[ i ] );
  36959. }
  36960. this._destroyTexture( depthTexture );
  36961. this.delete( renderTarget );
  36962. };
  36963. renderTarget.addEventListener( 'dispose', onDispose );
  36964. }
  36965. }
  36966. updateTexture( texture, options = {} ) {
  36967. const textureData = this.get( texture );
  36968. if ( textureData.initialized === true && textureData.version === texture.version ) return;
  36969. const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
  36970. const backend = this.backend;
  36971. if ( isRenderTarget && textureData.initialized === true ) {
  36972. // it's an update
  36973. backend.destroySampler( texture );
  36974. backend.destroyTexture( texture );
  36975. }
  36976. //
  36977. if ( texture.isFramebufferTexture ) {
  36978. const renderer = this.renderer;
  36979. const renderTarget = renderer.getRenderTarget();
  36980. if ( renderTarget ) {
  36981. texture.type = renderTarget.texture.type;
  36982. } else {
  36983. texture.type = UnsignedByteType;
  36984. }
  36985. }
  36986. //
  36987. const { width, height, depth } = this.getSize( texture );
  36988. options.width = width;
  36989. options.height = height;
  36990. options.depth = depth;
  36991. options.needsMipmaps = this.needsMipmaps( texture );
  36992. options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;
  36993. //
  36994. if ( isRenderTarget || texture.isStorageTexture === true ) {
  36995. backend.createSampler( texture );
  36996. backend.createTexture( texture, options );
  36997. textureData.generation = texture.version;
  36998. } else {
  36999. const needsCreate = textureData.initialized !== true;
  37000. if ( needsCreate ) backend.createSampler( texture );
  37001. if ( texture.version > 0 ) {
  37002. const image = texture.image;
  37003. if ( image === undefined ) {
  37004. console.warn( 'THREE.Renderer: Texture marked for update but image is undefined.' );
  37005. } else if ( image.complete === false ) {
  37006. console.warn( 'THREE.Renderer: Texture marked for update but image is incomplete.' );
  37007. } else {
  37008. if ( texture.images ) {
  37009. const images = [];
  37010. for ( const image of texture.images ) {
  37011. images.push( image );
  37012. }
  37013. options.images = images;
  37014. } else {
  37015. options.image = image;
  37016. }
  37017. if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {
  37018. backend.createTexture( texture, options );
  37019. textureData.isDefaultTexture = false;
  37020. textureData.generation = texture.version;
  37021. }
  37022. if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );
  37023. if ( options.needsMipmaps && texture.mipmaps.length === 0 ) backend.generateMipmaps( texture );
  37024. }
  37025. } else {
  37026. // async update
  37027. backend.createDefaultTexture( texture );
  37028. textureData.isDefaultTexture = true;
  37029. textureData.generation = texture.version;
  37030. }
  37031. }
  37032. // dispose handler
  37033. if ( textureData.initialized !== true ) {
  37034. textureData.initialized = true;
  37035. textureData.generation = texture.version;
  37036. //
  37037. this.info.memory.textures ++;
  37038. // dispose
  37039. const onDispose = () => {
  37040. texture.removeEventListener( 'dispose', onDispose );
  37041. this._destroyTexture( texture );
  37042. this.info.memory.textures --;
  37043. };
  37044. texture.addEventListener( 'dispose', onDispose );
  37045. }
  37046. //
  37047. textureData.version = texture.version;
  37048. }
  37049. getSize( texture, target = _size ) {
  37050. let image = texture.images ? texture.images[ 0 ] : texture.image;
  37051. if ( image ) {
  37052. if ( image.image !== undefined ) image = image.image;
  37053. target.width = image.width;
  37054. target.height = image.height;
  37055. target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );
  37056. } else {
  37057. target.width = target.height = target.depth = 1;
  37058. }
  37059. return target;
  37060. }
  37061. getMipLevels( texture, width, height ) {
  37062. let mipLevelCount;
  37063. if ( texture.isCompressedTexture ) {
  37064. mipLevelCount = texture.mipmaps.length;
  37065. } else {
  37066. mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;
  37067. }
  37068. return mipLevelCount;
  37069. }
  37070. needsMipmaps( texture ) {
  37071. if ( this.isEnvironmentTexture( texture ) ) return true;
  37072. return ( texture.isCompressedTexture === true ) || ( ( texture.minFilter !== NearestFilter ) && ( texture.minFilter !== LinearFilter ) );
  37073. }
  37074. isEnvironmentTexture( texture ) {
  37075. const mapping = texture.mapping;
  37076. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  37077. }
  37078. _destroyTexture( texture ) {
  37079. this.backend.destroySampler( texture );
  37080. this.backend.destroyTexture( texture );
  37081. this.delete( texture );
  37082. }
  37083. }
  37084. class Color4 extends Color {
  37085. constructor( r, g, b, a = 1 ) {
  37086. super( r, g, b );
  37087. this.a = a;
  37088. }
  37089. set( r, g, b, a = 1 ) {
  37090. this.a = a;
  37091. return super.set( r, g, b );
  37092. }
  37093. copy( color ) {
  37094. if ( color.a !== undefined ) this.a = color.a;
  37095. return super.copy( color );
  37096. }
  37097. clone() {
  37098. return new this.constructor( this.r, this.g, this.b, this.a );
  37099. }
  37100. }
  37101. const _clearColor = /*@__PURE__*/ new Color4();
  37102. class Background extends DataMap {
  37103. constructor( renderer, nodes ) {
  37104. super();
  37105. this.renderer = renderer;
  37106. this.nodes = nodes;
  37107. }
  37108. update( scene, renderList, renderContext ) {
  37109. const renderer = this.renderer;
  37110. const background = this.nodes.getBackgroundNode( scene ) || scene.background;
  37111. let forceClear = false;
  37112. if ( background === null ) {
  37113. // no background settings, use clear color configuration from the renderer
  37114. renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
  37115. _clearColor.a = renderer._clearColor.a;
  37116. } else if ( background.isColor === true ) {
  37117. // background is an opaque color
  37118. background.getRGB( _clearColor, LinearSRGBColorSpace );
  37119. _clearColor.a = 1;
  37120. forceClear = true;
  37121. } else if ( background.isNode === true ) {
  37122. const sceneData = this.get( scene );
  37123. const backgroundNode = background;
  37124. _clearColor.copy( renderer._clearColor );
  37125. let backgroundMesh = sceneData.backgroundMesh;
  37126. if ( backgroundMesh === undefined ) {
  37127. const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
  37128. // @TODO: Add Texture2D support using node context
  37129. getUV: () => normalWorld,
  37130. getTextureLevel: () => backgroundBlurriness
  37131. } );
  37132. let viewProj = modelViewProjection();
  37133. viewProj = viewProj.setZ( viewProj.w );
  37134. const nodeMaterial = new NodeMaterial();
  37135. nodeMaterial.name = 'Background.material';
  37136. nodeMaterial.side = BackSide;
  37137. nodeMaterial.depthTest = false;
  37138. nodeMaterial.depthWrite = false;
  37139. nodeMaterial.fog = false;
  37140. nodeMaterial.lights = false;
  37141. nodeMaterial.vertexNode = viewProj;
  37142. nodeMaterial.colorNode = backgroundMeshNode;
  37143. sceneData.backgroundMeshNode = backgroundMeshNode;
  37144. sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  37145. backgroundMesh.frustumCulled = false;
  37146. backgroundMesh.name = 'Background.mesh';
  37147. backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
  37148. this.matrixWorld.copyPosition( camera.matrixWorld );
  37149. };
  37150. }
  37151. const backgroundCacheKey = backgroundNode.getCacheKey();
  37152. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  37153. sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  37154. sceneData.backgroundMeshNode.needsUpdate = true;
  37155. backgroundMesh.material.needsUpdate = true;
  37156. sceneData.backgroundCacheKey = backgroundCacheKey;
  37157. }
  37158. renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null );
  37159. } else {
  37160. console.error( 'THREE.Renderer: Unsupported background configuration.', background );
  37161. }
  37162. //
  37163. if ( renderer.autoClear === true || forceClear === true ) {
  37164. _clearColor.multiplyScalar( _clearColor.a );
  37165. const clearColorValue = renderContext.clearColorValue;
  37166. clearColorValue.r = _clearColor.r;
  37167. clearColorValue.g = _clearColor.g;
  37168. clearColorValue.b = _clearColor.b;
  37169. clearColorValue.a = _clearColor.a;
  37170. renderContext.depthClearValue = renderer._clearDepth;
  37171. renderContext.stencilClearValue = renderer._clearStencil;
  37172. renderContext.clearColor = renderer.autoClearColor === true;
  37173. renderContext.clearDepth = renderer.autoClearDepth === true;
  37174. renderContext.clearStencil = renderer.autoClearStencil === true;
  37175. } else {
  37176. renderContext.clearColor = false;
  37177. renderContext.clearDepth = false;
  37178. renderContext.clearStencil = false;
  37179. }
  37180. }
  37181. }
  37182. class NodeBuilderState {
  37183. constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, instanceBindGroups = true, transforms = [] ) {
  37184. this.vertexShader = vertexShader;
  37185. this.fragmentShader = fragmentShader;
  37186. this.computeShader = computeShader;
  37187. this.transforms = transforms;
  37188. this.nodeAttributes = nodeAttributes;
  37189. this.bindings = bindings;
  37190. this.updateNodes = updateNodes;
  37191. this.updateBeforeNodes = updateBeforeNodes;
  37192. this.updateAfterNodes = updateAfterNodes;
  37193. this.instanceBindGroups = instanceBindGroups;
  37194. this.usedTimes = 0;
  37195. }
  37196. createBindings() {
  37197. const bindings = [];
  37198. for ( const instanceGroup of this.bindings ) {
  37199. const shared = this.instanceBindGroups && instanceGroup.bindings[ 0 ].groupNode.shared;
  37200. if ( shared !== true ) {
  37201. const bindingsGroup = new BindGroup( instanceGroup.name, [], instanceGroup.index, instanceGroup );
  37202. bindings.push( bindingsGroup );
  37203. for ( const instanceBinding of instanceGroup.bindings ) {
  37204. bindingsGroup.bindings.push( instanceBinding.clone() );
  37205. }
  37206. } else {
  37207. bindings.push( instanceGroup );
  37208. }
  37209. }
  37210. return bindings;
  37211. }
  37212. }
  37213. const outputNodeMap = new WeakMap();
  37214. class Nodes extends DataMap {
  37215. constructor( renderer, backend ) {
  37216. super();
  37217. this.renderer = renderer;
  37218. this.backend = backend;
  37219. this.nodeFrame = new NodeFrame();
  37220. this.nodeBuilderCache = new Map();
  37221. this.callHashCache = new ChainMap();
  37222. this.groupsData = new ChainMap();
  37223. }
  37224. updateGroup( nodeUniformsGroup ) {
  37225. const groupNode = nodeUniformsGroup.groupNode;
  37226. const name = groupNode.name;
  37227. // objectGroup is every updated
  37228. if ( name === objectGroup.name ) return true;
  37229. // renderGroup is updated once per render/compute call
  37230. if ( name === renderGroup.name ) {
  37231. const uniformsGroupData = this.get( nodeUniformsGroup );
  37232. const renderId = this.nodeFrame.renderId;
  37233. if ( uniformsGroupData.renderId !== renderId ) {
  37234. uniformsGroupData.renderId = renderId;
  37235. return true;
  37236. }
  37237. return false;
  37238. }
  37239. // frameGroup is updated once per frame
  37240. if ( name === frameGroup.name ) {
  37241. const uniformsGroupData = this.get( nodeUniformsGroup );
  37242. const frameId = this.nodeFrame.frameId;
  37243. if ( uniformsGroupData.frameId !== frameId ) {
  37244. uniformsGroupData.frameId = frameId;
  37245. return true;
  37246. }
  37247. return false;
  37248. }
  37249. // other groups are updated just when groupNode.needsUpdate is true
  37250. const groupChain = [ groupNode, nodeUniformsGroup ];
  37251. let groupData = this.groupsData.get( groupChain );
  37252. if ( groupData === undefined ) this.groupsData.set( groupChain, groupData = {} );
  37253. if ( groupData.version !== groupNode.version ) {
  37254. groupData.version = groupNode.version;
  37255. return true;
  37256. }
  37257. return false;
  37258. }
  37259. getForRenderCacheKey( renderObject ) {
  37260. return renderObject.initialCacheKey;
  37261. }
  37262. getForRender( renderObject ) {
  37263. const renderObjectData = this.get( renderObject );
  37264. let nodeBuilderState = renderObjectData.nodeBuilderState;
  37265. if ( nodeBuilderState === undefined ) {
  37266. const { nodeBuilderCache } = this;
  37267. const cacheKey = this.getForRenderCacheKey( renderObject );
  37268. nodeBuilderState = nodeBuilderCache.get( cacheKey );
  37269. if ( nodeBuilderState === undefined ) {
  37270. const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
  37271. nodeBuilder.scene = renderObject.scene;
  37272. nodeBuilder.material = renderObject.material;
  37273. nodeBuilder.camera = renderObject.camera;
  37274. nodeBuilder.context.material = renderObject.material;
  37275. nodeBuilder.lightsNode = renderObject.lightsNode;
  37276. nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
  37277. nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
  37278. nodeBuilder.clippingContext = renderObject.clippingContext;
  37279. nodeBuilder.build();
  37280. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  37281. nodeBuilderCache.set( cacheKey, nodeBuilderState );
  37282. }
  37283. nodeBuilderState.usedTimes ++;
  37284. renderObjectData.nodeBuilderState = nodeBuilderState;
  37285. }
  37286. return nodeBuilderState;
  37287. }
  37288. delete( object ) {
  37289. if ( object.isRenderObject ) {
  37290. const nodeBuilderState = this.get( object ).nodeBuilderState;
  37291. nodeBuilderState.usedTimes --;
  37292. if ( nodeBuilderState.usedTimes === 0 ) {
  37293. this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );
  37294. }
  37295. }
  37296. return super.delete( object );
  37297. }
  37298. getForCompute( computeNode ) {
  37299. const computeData = this.get( computeNode );
  37300. let nodeBuilderState = computeData.nodeBuilderState;
  37301. if ( nodeBuilderState === undefined ) {
  37302. const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
  37303. nodeBuilder.build();
  37304. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  37305. computeData.nodeBuilderState = nodeBuilderState;
  37306. }
  37307. return nodeBuilderState;
  37308. }
  37309. _createNodeBuilderState( nodeBuilder ) {
  37310. return new NodeBuilderState(
  37311. nodeBuilder.vertexShader,
  37312. nodeBuilder.fragmentShader,
  37313. nodeBuilder.computeShader,
  37314. nodeBuilder.getAttributesArray(),
  37315. nodeBuilder.getBindings(),
  37316. nodeBuilder.updateNodes,
  37317. nodeBuilder.updateBeforeNodes,
  37318. nodeBuilder.updateAfterNodes,
  37319. nodeBuilder.instanceBindGroups,
  37320. nodeBuilder.transforms
  37321. );
  37322. }
  37323. getEnvironmentNode( scene ) {
  37324. return scene.environmentNode || this.get( scene ).environmentNode || null;
  37325. }
  37326. getBackgroundNode( scene ) {
  37327. return scene.backgroundNode || this.get( scene ).backgroundNode || null;
  37328. }
  37329. getFogNode( scene ) {
  37330. return scene.fogNode || this.get( scene ).fogNode || null;
  37331. }
  37332. getCacheKey( scene, lightsNode ) {
  37333. const chain = [ scene, lightsNode ];
  37334. const callId = this.renderer.info.calls;
  37335. let cacheKeyData = this.callHashCache.get( chain );
  37336. if ( cacheKeyData === undefined || cacheKeyData.callId !== callId ) {
  37337. const environmentNode = this.getEnvironmentNode( scene );
  37338. const fogNode = this.getFogNode( scene );
  37339. const cacheKey = [];
  37340. if ( lightsNode ) cacheKey.push( lightsNode.getCacheKey( true ) );
  37341. if ( environmentNode ) cacheKey.push( environmentNode.getCacheKey() );
  37342. if ( fogNode ) cacheKey.push( fogNode.getCacheKey() );
  37343. cacheKeyData = {
  37344. callId,
  37345. cacheKey: cacheKey.join( ',' )
  37346. };
  37347. this.callHashCache.set( chain, cacheKeyData );
  37348. }
  37349. return cacheKeyData.cacheKey;
  37350. }
  37351. updateScene( scene ) {
  37352. this.updateEnvironment( scene );
  37353. this.updateFog( scene );
  37354. this.updateBackground( scene );
  37355. }
  37356. get isToneMappingState() {
  37357. return this.renderer.getRenderTarget() ? false : true;
  37358. }
  37359. updateBackground( scene ) {
  37360. const sceneData = this.get( scene );
  37361. const background = scene.background;
  37362. if ( background ) {
  37363. const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );
  37364. if ( sceneData.background !== background || forceUpdate ) {
  37365. let backgroundNode = null;
  37366. if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping ) ) {
  37367. if ( scene.backgroundBlurriness > 0 ) {
  37368. backgroundNode = pmremTexture( background, normalWorld );
  37369. } else {
  37370. let envMap;
  37371. if ( background.isCubeTexture === true ) {
  37372. envMap = cubeTexture( background );
  37373. } else {
  37374. envMap = texture( background );
  37375. }
  37376. backgroundNode = cubeMapNode( envMap );
  37377. }
  37378. } else if ( background.isTexture === true ) {
  37379. backgroundNode = texture( background, viewportUV.flipY() ).setUpdateMatrix( true );
  37380. } else if ( background.isColor !== true ) {
  37381. console.error( 'WebGPUNodes: Unsupported background configuration.', background );
  37382. }
  37383. sceneData.backgroundNode = backgroundNode;
  37384. sceneData.background = background;
  37385. sceneData.backgroundBlurriness = scene.backgroundBlurriness;
  37386. }
  37387. } else if ( sceneData.backgroundNode ) {
  37388. delete sceneData.backgroundNode;
  37389. delete sceneData.background;
  37390. }
  37391. }
  37392. updateFog( scene ) {
  37393. const sceneData = this.get( scene );
  37394. const fog = scene.fog;
  37395. if ( fog ) {
  37396. if ( sceneData.fog !== fog ) {
  37397. let fogNode = null;
  37398. if ( fog.isFogExp2 ) {
  37399. fogNode = densityFog( reference( 'color', 'color', fog ), reference( 'density', 'float', fog ) );
  37400. } else if ( fog.isFog ) {
  37401. fogNode = rangeFog( reference( 'color', 'color', fog ), reference( 'near', 'float', fog ), reference( 'far', 'float', fog ) );
  37402. } else {
  37403. console.error( 'WebGPUNodes: Unsupported fog configuration.', fog );
  37404. }
  37405. sceneData.fogNode = fogNode;
  37406. sceneData.fog = fog;
  37407. }
  37408. } else {
  37409. delete sceneData.fogNode;
  37410. delete sceneData.fog;
  37411. }
  37412. }
  37413. updateEnvironment( scene ) {
  37414. const sceneData = this.get( scene );
  37415. const environment = scene.environment;
  37416. if ( environment ) {
  37417. if ( sceneData.environment !== environment ) {
  37418. let environmentNode = null;
  37419. if ( environment.isCubeTexture === true ) {
  37420. environmentNode = cubeTexture( environment );
  37421. } else if ( environment.isTexture === true ) {
  37422. environmentNode = texture( environment );
  37423. } else {
  37424. console.error( 'Nodes: Unsupported environment configuration.', environment );
  37425. }
  37426. sceneData.environmentNode = environmentNode;
  37427. sceneData.environment = environment;
  37428. }
  37429. } else if ( sceneData.environmentNode ) {
  37430. delete sceneData.environmentNode;
  37431. delete sceneData.environment;
  37432. }
  37433. }
  37434. getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {
  37435. const nodeFrame = this.nodeFrame;
  37436. nodeFrame.renderer = renderer;
  37437. nodeFrame.scene = scene;
  37438. nodeFrame.object = object;
  37439. nodeFrame.camera = camera;
  37440. nodeFrame.material = material;
  37441. return nodeFrame;
  37442. }
  37443. getNodeFrameForRender( renderObject ) {
  37444. return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );
  37445. }
  37446. getOutputCacheKey() {
  37447. const renderer = this.renderer;
  37448. return renderer.toneMapping + ',' + renderer.currentColorSpace;
  37449. }
  37450. hasOutputChange( outputTarget ) {
  37451. const cacheKey = outputNodeMap.get( outputTarget );
  37452. return cacheKey !== this.getOutputCacheKey();
  37453. }
  37454. getOutputNode( outputTexture ) {
  37455. const renderer = this.renderer;
  37456. const cacheKey = this.getOutputCacheKey();
  37457. const output = texture( outputTexture, viewportUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );
  37458. outputNodeMap.set( outputTexture, cacheKey );
  37459. return output;
  37460. }
  37461. updateBefore( renderObject ) {
  37462. const nodeBuilder = renderObject.getNodeBuilderState();
  37463. for ( const node of nodeBuilder.updateBeforeNodes ) {
  37464. // update frame state for each node
  37465. this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );
  37466. }
  37467. }
  37468. updateAfter( renderObject ) {
  37469. const nodeBuilder = renderObject.getNodeBuilderState();
  37470. for ( const node of nodeBuilder.updateAfterNodes ) {
  37471. // update frame state for each node
  37472. this.getNodeFrameForRender( renderObject ).updateAfterNode( node );
  37473. }
  37474. }
  37475. updateForCompute( computeNode ) {
  37476. const nodeFrame = this.getNodeFrame();
  37477. const nodeBuilder = this.getForCompute( computeNode );
  37478. for ( const node of nodeBuilder.updateNodes ) {
  37479. nodeFrame.updateNode( node );
  37480. }
  37481. }
  37482. updateForRender( renderObject ) {
  37483. const nodeFrame = this.getNodeFrameForRender( renderObject );
  37484. const nodeBuilder = renderObject.getNodeBuilderState();
  37485. for ( const node of nodeBuilder.updateNodes ) {
  37486. nodeFrame.updateNode( node );
  37487. }
  37488. }
  37489. dispose() {
  37490. super.dispose();
  37491. this.nodeFrame = new NodeFrame();
  37492. this.nodeBuilderCache = new Map();
  37493. }
  37494. }
  37495. class RenderBundle {
  37496. constructor( scene, camera ) {
  37497. this.scene = scene;
  37498. this.camera = camera;
  37499. }
  37500. clone() {
  37501. return Object.assign( new this.constructor(), this );
  37502. }
  37503. }
  37504. class RenderBundles {
  37505. constructor() {
  37506. this.lists = new ChainMap();
  37507. }
  37508. get( scene, camera ) {
  37509. const lists = this.lists;
  37510. const keys = [ scene, camera ];
  37511. let list = lists.get( keys );
  37512. if ( list === undefined ) {
  37513. list = new RenderBundle( scene, camera );
  37514. lists.set( keys, list );
  37515. }
  37516. return list;
  37517. }
  37518. dispose() {
  37519. this.lists = new ChainMap();
  37520. }
  37521. }
  37522. const _scene = /*@__PURE__*/ new Scene();
  37523. const _drawingBufferSize = /*@__PURE__*/ new Vector2();
  37524. const _screen = /*@__PURE__*/ new Vector4();
  37525. const _frustum = /*@__PURE__*/ new Frustum();
  37526. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  37527. const _vector3 = /*@__PURE__*/ new Vector3();
  37528. class Renderer {
  37529. constructor( backend, parameters = {} ) {
  37530. this.isRenderer = true;
  37531. //
  37532. const {
  37533. logarithmicDepthBuffer = false,
  37534. alpha = true,
  37535. antialias = false,
  37536. samples = 0,
  37537. getFallback = null
  37538. } = parameters;
  37539. // public
  37540. this.domElement = backend.getDomElement();
  37541. this.backend = backend;
  37542. this.samples = samples || ( antialias === true ) ? 4 : 0;
  37543. this.autoClear = true;
  37544. this.autoClearColor = true;
  37545. this.autoClearDepth = true;
  37546. this.autoClearStencil = true;
  37547. this.alpha = alpha;
  37548. this.logarithmicDepthBuffer = logarithmicDepthBuffer;
  37549. this.outputColorSpace = SRGBColorSpace;
  37550. this.toneMapping = NoToneMapping;
  37551. this.toneMappingExposure = 1.0;
  37552. this.sortObjects = true;
  37553. this.depth = true;
  37554. this.stencil = false;
  37555. this.clippingPlanes = [];
  37556. this.info = new Info();
  37557. // internals
  37558. this._getFallback = getFallback;
  37559. this._pixelRatio = 1;
  37560. this._width = this.domElement.width;
  37561. this._height = this.domElement.height;
  37562. this._viewport = new Vector4( 0, 0, this._width, this._height );
  37563. this._scissor = new Vector4( 0, 0, this._width, this._height );
  37564. this._scissorTest = false;
  37565. this._attributes = null;
  37566. this._geometries = null;
  37567. this._nodes = null;
  37568. this._animation = null;
  37569. this._bindings = null;
  37570. this._objects = null;
  37571. this._pipelines = null;
  37572. this._bundles = null;
  37573. this._renderLists = null;
  37574. this._renderContexts = null;
  37575. this._textures = null;
  37576. this._background = null;
  37577. this._quad = new QuadMesh( new NodeMaterial() );
  37578. this._quad.material.type = 'Renderer_output';
  37579. this._currentRenderContext = null;
  37580. this._opaqueSort = null;
  37581. this._transparentSort = null;
  37582. this._frameBufferTarget = null;
  37583. const alphaClear = this.alpha === true ? 0 : 1;
  37584. this._clearColor = new Color4( 0, 0, 0, alphaClear );
  37585. this._clearDepth = 1;
  37586. this._clearStencil = 0;
  37587. this._renderTarget = null;
  37588. this._activeCubeFace = 0;
  37589. this._activeMipmapLevel = 0;
  37590. this._mrt = null;
  37591. this._renderObjectFunction = null;
  37592. this._currentRenderObjectFunction = null;
  37593. this._currentRenderBundle = null;
  37594. this._handleObjectFunction = this._renderObjectDirect;
  37595. this._initialized = false;
  37596. this._initPromise = null;
  37597. this._compilationPromises = null;
  37598. this.transparent = true;
  37599. this.opaque = true;
  37600. this.shadowMap = {
  37601. enabled: false,
  37602. type: PCFShadowMap$1
  37603. };
  37604. this.xr = {
  37605. enabled: false
  37606. };
  37607. this.debug = {
  37608. checkShaderErrors: true,
  37609. onShaderError: null,
  37610. getShaderAsync: async ( scene, camera, object ) => {
  37611. await this.compileAsync( scene, camera );
  37612. const renderList = this._renderLists.get( scene, camera );
  37613. const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
  37614. const material = scene.overrideMaterial || object.material;
  37615. const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext );
  37616. const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
  37617. return { fragmentShader, vertexShader };
  37618. }
  37619. };
  37620. }
  37621. async init() {
  37622. if ( this._initialized ) {
  37623. throw new Error( 'Renderer: Backend has already been initialized.' );
  37624. }
  37625. if ( this._initPromise !== null ) {
  37626. return this._initPromise;
  37627. }
  37628. this._initPromise = new Promise( async ( resolve, reject ) => {
  37629. let backend = this.backend;
  37630. try {
  37631. await backend.init( this );
  37632. } catch ( error ) {
  37633. if ( this._getFallback !== null ) {
  37634. // try the fallback
  37635. try {
  37636. this.backend = backend = this._getFallback( error );
  37637. await backend.init( this );
  37638. } catch ( error ) {
  37639. reject( error );
  37640. return;
  37641. }
  37642. } else {
  37643. reject( error );
  37644. return;
  37645. }
  37646. }
  37647. this._nodes = new Nodes( this, backend );
  37648. this._animation = new Animation( this._nodes, this.info );
  37649. this._attributes = new Attributes( backend );
  37650. this._background = new Background( this, this._nodes );
  37651. this._geometries = new Geometries( this._attributes, this.info );
  37652. this._textures = new Textures( this, backend, this.info );
  37653. this._pipelines = new Pipelines( backend, this._nodes );
  37654. this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
  37655. this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
  37656. this._renderLists = new RenderLists();
  37657. this._bundles = new RenderBundles();
  37658. this._renderContexts = new RenderContexts();
  37659. //
  37660. this._initialized = true;
  37661. resolve();
  37662. } );
  37663. return this._initPromise;
  37664. }
  37665. get coordinateSystem() {
  37666. return this.backend.coordinateSystem;
  37667. }
  37668. async compileAsync( scene, camera, targetScene = null ) {
  37669. if ( this._initialized === false ) await this.init();
  37670. // preserve render tree
  37671. const nodeFrame = this._nodes.nodeFrame;
  37672. const previousRenderId = nodeFrame.renderId;
  37673. const previousRenderContext = this._currentRenderContext;
  37674. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  37675. const previousCompilationPromises = this._compilationPromises;
  37676. //
  37677. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  37678. if ( targetScene === null ) targetScene = scene;
  37679. const renderTarget = this._renderTarget;
  37680. const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
  37681. const activeMipmapLevel = this._activeMipmapLevel;
  37682. const compilationPromises = [];
  37683. this._currentRenderContext = renderContext;
  37684. this._currentRenderObjectFunction = this.renderObject;
  37685. this._handleObjectFunction = this._createObjectPipeline;
  37686. this._compilationPromises = compilationPromises;
  37687. nodeFrame.renderId ++;
  37688. //
  37689. nodeFrame.update();
  37690. //
  37691. renderContext.depth = this.depth;
  37692. renderContext.stencil = this.stencil;
  37693. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  37694. renderContext.clippingContext.updateGlobal( this, camera );
  37695. //
  37696. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  37697. //
  37698. const renderList = this._renderLists.get( scene, camera );
  37699. renderList.begin();
  37700. this._projectObject( scene, camera, 0, renderList );
  37701. // include lights from target scene
  37702. if ( targetScene !== scene ) {
  37703. targetScene.traverseVisible( function ( object ) {
  37704. if ( object.isLight && object.layers.test( camera.layers ) ) {
  37705. renderList.pushLight( object );
  37706. }
  37707. } );
  37708. }
  37709. renderList.finish();
  37710. //
  37711. if ( renderTarget !== null ) {
  37712. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  37713. const renderTargetData = this._textures.get( renderTarget );
  37714. renderContext.textures = renderTargetData.textures;
  37715. renderContext.depthTexture = renderTargetData.depthTexture;
  37716. } else {
  37717. renderContext.textures = null;
  37718. renderContext.depthTexture = null;
  37719. }
  37720. //
  37721. this._nodes.updateScene( sceneRef );
  37722. //
  37723. this._background.update( sceneRef, renderList, renderContext );
  37724. // process render lists
  37725. const opaqueObjects = renderList.opaque;
  37726. const transparentObjects = renderList.transparent;
  37727. const lightsNode = renderList.lightsNode;
  37728. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  37729. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  37730. // restore render tree
  37731. nodeFrame.renderId = previousRenderId;
  37732. this._currentRenderContext = previousRenderContext;
  37733. this._currentRenderObjectFunction = previousRenderObjectFunction;
  37734. this._compilationPromises = previousCompilationPromises;
  37735. this._handleObjectFunction = this._renderObjectDirect;
  37736. // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
  37737. await Promise.all( compilationPromises );
  37738. }
  37739. async renderAsync( scene, camera ) {
  37740. if ( this._initialized === false ) await this.init();
  37741. const renderContext = this._renderScene( scene, camera );
  37742. await this.backend.resolveTimestampAsync( renderContext, 'render' );
  37743. }
  37744. setMRT( mrt ) {
  37745. this._mrt = mrt;
  37746. return this;
  37747. }
  37748. getMRT() {
  37749. return this._mrt;
  37750. }
  37751. _renderBundle( bundle, sceneRef, lightsNode ) {
  37752. const { object, camera, renderList } = bundle;
  37753. const renderContext = this._currentRenderContext;
  37754. const renderContextData = this.backend.get( renderContext );
  37755. //
  37756. const renderBundle = this._bundles.get( object, camera );
  37757. const renderBundleData = this.backend.get( renderBundle );
  37758. if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
  37759. //
  37760. const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || object.needsUpdate === true;
  37761. renderBundleData.renderContexts.add( renderContext );
  37762. if ( renderBundleNeedsUpdate ) {
  37763. if ( renderContextData.renderObjects === undefined || object.needsUpdate === true ) {
  37764. const nodeFrame = this._nodes.nodeFrame;
  37765. renderContextData.renderObjects = [];
  37766. renderContextData.renderBundles = [];
  37767. renderContextData.scene = sceneRef;
  37768. renderContextData.camera = camera;
  37769. renderContextData.renderId = nodeFrame.renderId;
  37770. renderContextData.registerBundlesPhase = true;
  37771. }
  37772. this._currentRenderBundle = renderBundle;
  37773. const opaqueObjects = renderList.opaque;
  37774. if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  37775. this._currentRenderBundle = null;
  37776. //
  37777. object.needsUpdate = false;
  37778. } else {
  37779. const renderContext = this._currentRenderContext;
  37780. const renderContextData = this.backend.get( renderContext );
  37781. for ( let i = 0, l = renderContextData.renderObjects.length; i < l; i ++ ) {
  37782. const renderObject = renderContextData.renderObjects[ i ];
  37783. this._nodes.updateBefore( renderObject );
  37784. //
  37785. renderObject.object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, renderObject.object.matrixWorld );
  37786. renderObject.object.normalMatrix.getNormalMatrix( renderObject.object.modelViewMatrix );
  37787. this._nodes.updateForRender( renderObject );
  37788. this._bindings.updateForRender( renderObject );
  37789. this.backend.draw( renderObject, this.info );
  37790. this._nodes.updateAfter( renderObject );
  37791. }
  37792. }
  37793. }
  37794. render( scene, camera ) {
  37795. if ( this._initialized === false ) {
  37796. console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
  37797. return this.renderAsync( scene, camera );
  37798. }
  37799. this._renderScene( scene, camera );
  37800. }
  37801. _getFrameBufferTarget() {
  37802. const { currentColorSpace } = this;
  37803. const useToneMapping = this._renderTarget === null && ( this.toneMapping !== NoToneMapping );
  37804. const useColorSpace = this._renderTarget === null && ( currentColorSpace !== LinearSRGBColorSpace && currentColorSpace !== NoColorSpace );
  37805. if ( useToneMapping === false && useColorSpace === false ) return null;
  37806. const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
  37807. const { depth, stencil } = this;
  37808. let frameBufferTarget = this._frameBufferTarget;
  37809. if ( frameBufferTarget === null ) {
  37810. frameBufferTarget = new RenderTarget( width, height, {
  37811. depthBuffer: depth,
  37812. stencilBuffer: stencil,
  37813. type: HalfFloatType, // FloatType
  37814. format: RGBAFormat,
  37815. colorSpace: LinearSRGBColorSpace,
  37816. generateMipmaps: false,
  37817. minFilter: LinearFilter,
  37818. magFilter: LinearFilter,
  37819. samples: this.samples
  37820. } );
  37821. frameBufferTarget.isPostProcessingRenderTarget = true;
  37822. this._frameBufferTarget = frameBufferTarget;
  37823. }
  37824. frameBufferTarget.depthBuffer = depth;
  37825. frameBufferTarget.stencilBuffer = stencil;
  37826. frameBufferTarget.setSize( width, height );
  37827. frameBufferTarget.viewport.copy( this._viewport );
  37828. frameBufferTarget.scissor.copy( this._scissor );
  37829. frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
  37830. frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
  37831. frameBufferTarget.scissorTest = this._scissorTest;
  37832. return frameBufferTarget;
  37833. }
  37834. _renderScene( scene, camera, useFrameBufferTarget = true ) {
  37835. const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
  37836. // preserve render tree
  37837. const nodeFrame = this._nodes.nodeFrame;
  37838. const previousRenderId = nodeFrame.renderId;
  37839. const previousRenderContext = this._currentRenderContext;
  37840. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  37841. //
  37842. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  37843. const outputRenderTarget = this._renderTarget;
  37844. const activeCubeFace = this._activeCubeFace;
  37845. const activeMipmapLevel = this._activeMipmapLevel;
  37846. //
  37847. let renderTarget;
  37848. if ( frameBufferTarget !== null ) {
  37849. renderTarget = frameBufferTarget;
  37850. this.setRenderTarget( renderTarget );
  37851. } else {
  37852. renderTarget = outputRenderTarget;
  37853. }
  37854. //
  37855. const renderContext = this._renderContexts.get( scene, camera, renderTarget );
  37856. this._currentRenderContext = renderContext;
  37857. this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
  37858. //
  37859. this.info.calls ++;
  37860. this.info.render.calls ++;
  37861. this.info.render.frameCalls ++;
  37862. nodeFrame.renderId = this.info.calls;
  37863. //
  37864. const coordinateSystem = this.coordinateSystem;
  37865. if ( camera.coordinateSystem !== coordinateSystem ) {
  37866. camera.coordinateSystem = coordinateSystem;
  37867. camera.updateProjectionMatrix();
  37868. }
  37869. //
  37870. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  37871. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  37872. //
  37873. let viewport = this._viewport;
  37874. let scissor = this._scissor;
  37875. let pixelRatio = this._pixelRatio;
  37876. if ( renderTarget !== null ) {
  37877. viewport = renderTarget.viewport;
  37878. scissor = renderTarget.scissor;
  37879. pixelRatio = 1;
  37880. }
  37881. this.getDrawingBufferSize( _drawingBufferSize );
  37882. _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
  37883. const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
  37884. const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
  37885. renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
  37886. renderContext.viewportValue.width >>= activeMipmapLevel;
  37887. renderContext.viewportValue.height >>= activeMipmapLevel;
  37888. renderContext.viewportValue.minDepth = minDepth;
  37889. renderContext.viewportValue.maxDepth = maxDepth;
  37890. renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
  37891. renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
  37892. renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
  37893. renderContext.scissorValue.width >>= activeMipmapLevel;
  37894. renderContext.scissorValue.height >>= activeMipmapLevel;
  37895. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  37896. renderContext.clippingContext.updateGlobal( this, camera );
  37897. //
  37898. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  37899. //
  37900. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  37901. _frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
  37902. const renderList = this._renderLists.get( scene, camera );
  37903. renderList.begin();
  37904. this._projectObject( scene, camera, 0, renderList );
  37905. renderList.finish();
  37906. if ( this.sortObjects === true ) {
  37907. renderList.sort( this._opaqueSort, this._transparentSort );
  37908. }
  37909. //
  37910. if ( renderTarget !== null ) {
  37911. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  37912. const renderTargetData = this._textures.get( renderTarget );
  37913. renderContext.textures = renderTargetData.textures;
  37914. renderContext.depthTexture = renderTargetData.depthTexture;
  37915. renderContext.width = renderTargetData.width;
  37916. renderContext.height = renderTargetData.height;
  37917. renderContext.renderTarget = renderTarget;
  37918. renderContext.depth = renderTarget.depthBuffer;
  37919. renderContext.stencil = renderTarget.stencilBuffer;
  37920. } else {
  37921. renderContext.textures = null;
  37922. renderContext.depthTexture = null;
  37923. renderContext.width = this.domElement.width;
  37924. renderContext.height = this.domElement.height;
  37925. renderContext.depth = this.depth;
  37926. renderContext.stencil = this.stencil;
  37927. }
  37928. renderContext.width >>= activeMipmapLevel;
  37929. renderContext.height >>= activeMipmapLevel;
  37930. renderContext.activeCubeFace = activeCubeFace;
  37931. renderContext.activeMipmapLevel = activeMipmapLevel;
  37932. renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
  37933. //
  37934. this._nodes.updateScene( sceneRef );
  37935. //
  37936. this._background.update( sceneRef, renderList, renderContext );
  37937. //
  37938. this.backend.beginRender( renderContext );
  37939. // process render lists
  37940. const opaqueObjects = renderList.opaque;
  37941. const transparentObjects = renderList.transparent;
  37942. const bundles = renderList.bundles;
  37943. const lightsNode = renderList.lightsNode;
  37944. if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
  37945. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  37946. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  37947. // finish render pass
  37948. this.backend.finishRender( renderContext );
  37949. // restore render tree
  37950. nodeFrame.renderId = previousRenderId;
  37951. this._currentRenderContext = previousRenderContext;
  37952. this._currentRenderObjectFunction = previousRenderObjectFunction;
  37953. //
  37954. if ( frameBufferTarget !== null ) {
  37955. this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
  37956. const quad = this._quad;
  37957. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  37958. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  37959. quad.material.needsUpdate = true;
  37960. }
  37961. this._renderScene( quad, quad.camera, false );
  37962. }
  37963. //
  37964. sceneRef.onAfterRender( this, scene, camera, renderTarget );
  37965. //
  37966. return renderContext;
  37967. }
  37968. getMaxAnisotropy() {
  37969. return this.backend.getMaxAnisotropy();
  37970. }
  37971. getActiveCubeFace() {
  37972. return this._activeCubeFace;
  37973. }
  37974. getActiveMipmapLevel() {
  37975. return this._activeMipmapLevel;
  37976. }
  37977. async setAnimationLoop( callback ) {
  37978. if ( this._initialized === false ) await this.init();
  37979. this._animation.setAnimationLoop( callback );
  37980. }
  37981. async getArrayBufferAsync( attribute ) {
  37982. return await this.backend.getArrayBufferAsync( attribute );
  37983. }
  37984. getContext() {
  37985. return this.backend.getContext();
  37986. }
  37987. getPixelRatio() {
  37988. return this._pixelRatio;
  37989. }
  37990. getDrawingBufferSize( target ) {
  37991. return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
  37992. }
  37993. getSize( target ) {
  37994. return target.set( this._width, this._height );
  37995. }
  37996. setPixelRatio( value = 1 ) {
  37997. this._pixelRatio = value;
  37998. this.setSize( this._width, this._height, false );
  37999. }
  38000. setDrawingBufferSize( width, height, pixelRatio ) {
  38001. this._width = width;
  38002. this._height = height;
  38003. this._pixelRatio = pixelRatio;
  38004. this.domElement.width = Math.floor( width * pixelRatio );
  38005. this.domElement.height = Math.floor( height * pixelRatio );
  38006. this.setViewport( 0, 0, width, height );
  38007. if ( this._initialized ) this.backend.updateSize();
  38008. }
  38009. setSize( width, height, updateStyle = true ) {
  38010. this._width = width;
  38011. this._height = height;
  38012. this.domElement.width = Math.floor( width * this._pixelRatio );
  38013. this.domElement.height = Math.floor( height * this._pixelRatio );
  38014. if ( updateStyle === true ) {
  38015. this.domElement.style.width = width + 'px';
  38016. this.domElement.style.height = height + 'px';
  38017. }
  38018. this.setViewport( 0, 0, width, height );
  38019. if ( this._initialized ) this.backend.updateSize();
  38020. }
  38021. setOpaqueSort( method ) {
  38022. this._opaqueSort = method;
  38023. }
  38024. setTransparentSort( method ) {
  38025. this._transparentSort = method;
  38026. }
  38027. getScissor( target ) {
  38028. const scissor = this._scissor;
  38029. target.x = scissor.x;
  38030. target.y = scissor.y;
  38031. target.width = scissor.width;
  38032. target.height = scissor.height;
  38033. return target;
  38034. }
  38035. setScissor( x, y, width, height ) {
  38036. const scissor = this._scissor;
  38037. if ( x.isVector4 ) {
  38038. scissor.copy( x );
  38039. } else {
  38040. scissor.set( x, y, width, height );
  38041. }
  38042. }
  38043. getScissorTest() {
  38044. return this._scissorTest;
  38045. }
  38046. setScissorTest( boolean ) {
  38047. this._scissorTest = boolean;
  38048. this.backend.setScissorTest( boolean );
  38049. }
  38050. getViewport( target ) {
  38051. return target.copy( this._viewport );
  38052. }
  38053. setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
  38054. const viewport = this._viewport;
  38055. if ( x.isVector4 ) {
  38056. viewport.copy( x );
  38057. } else {
  38058. viewport.set( x, y, width, height );
  38059. }
  38060. viewport.minDepth = minDepth;
  38061. viewport.maxDepth = maxDepth;
  38062. }
  38063. getClearColor( target ) {
  38064. return target.copy( this._clearColor );
  38065. }
  38066. setClearColor( color, alpha = 1 ) {
  38067. this._clearColor.set( color );
  38068. this._clearColor.a = alpha;
  38069. }
  38070. getClearAlpha() {
  38071. return this._clearColor.a;
  38072. }
  38073. setClearAlpha( alpha ) {
  38074. this._clearColor.a = alpha;
  38075. }
  38076. getClearDepth() {
  38077. return this._clearDepth;
  38078. }
  38079. setClearDepth( depth ) {
  38080. this._clearDepth = depth;
  38081. }
  38082. getClearStencil() {
  38083. return this._clearStencil;
  38084. }
  38085. setClearStencil( stencil ) {
  38086. this._clearStencil = stencil;
  38087. }
  38088. isOccluded( object ) {
  38089. const renderContext = this._currentRenderContext;
  38090. return renderContext && this.backend.isOccluded( renderContext, object );
  38091. }
  38092. clear( color = true, depth = true, stencil = true ) {
  38093. if ( this._initialized === false ) {
  38094. console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' );
  38095. return this.clearAsync( color, depth, stencil );
  38096. }
  38097. const renderTarget = this._renderTarget || this._getFrameBufferTarget();
  38098. let renderTargetData = null;
  38099. if ( renderTarget !== null ) {
  38100. this._textures.updateRenderTarget( renderTarget );
  38101. renderTargetData = this._textures.get( renderTarget );
  38102. }
  38103. this.backend.clear( color, depth, stencil, renderTargetData );
  38104. if ( renderTarget !== null && this._renderTarget === null ) {
  38105. // If a color space transform or tone mapping is required,
  38106. // the clear operation clears the intermediate renderTarget texture, but does not update the screen canvas.
  38107. const quad = this._quad;
  38108. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  38109. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  38110. quad.material.needsUpdate = true;
  38111. }
  38112. this._renderScene( quad, quad.camera, false );
  38113. }
  38114. }
  38115. clearColor() {
  38116. return this.clear( true, false, false );
  38117. }
  38118. clearDepth() {
  38119. return this.clear( false, true, false );
  38120. }
  38121. clearStencil() {
  38122. return this.clear( false, false, true );
  38123. }
  38124. async clearAsync( color = true, depth = true, stencil = true ) {
  38125. if ( this._initialized === false ) await this.init();
  38126. this.clear( color, depth, stencil );
  38127. }
  38128. clearColorAsync() {
  38129. return this.clearAsync( true, false, false );
  38130. }
  38131. clearDepthAsync() {
  38132. return this.clearAsync( false, true, false );
  38133. }
  38134. clearStencilAsync() {
  38135. return this.clearAsync( false, false, true );
  38136. }
  38137. get currentColorSpace() {
  38138. const renderTarget = this._renderTarget;
  38139. if ( renderTarget !== null ) {
  38140. const texture = renderTarget.texture;
  38141. return ( Array.isArray( texture ) ? texture[ 0 ] : texture ).colorSpace;
  38142. }
  38143. return this.outputColorSpace;
  38144. }
  38145. dispose() {
  38146. this.info.dispose();
  38147. this._animation.dispose();
  38148. this._objects.dispose();
  38149. this._pipelines.dispose();
  38150. this._nodes.dispose();
  38151. this._bindings.dispose();
  38152. this._renderLists.dispose();
  38153. this._renderContexts.dispose();
  38154. this._textures.dispose();
  38155. this.setRenderTarget( null );
  38156. this.setAnimationLoop( null );
  38157. }
  38158. setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  38159. this._renderTarget = renderTarget;
  38160. this._activeCubeFace = activeCubeFace;
  38161. this._activeMipmapLevel = activeMipmapLevel;
  38162. }
  38163. getRenderTarget() {
  38164. return this._renderTarget;
  38165. }
  38166. setRenderObjectFunction( renderObjectFunction ) {
  38167. this._renderObjectFunction = renderObjectFunction;
  38168. }
  38169. getRenderObjectFunction() {
  38170. return this._renderObjectFunction;
  38171. }
  38172. async computeAsync( computeNodes ) {
  38173. if ( this._initialized === false ) await this.init();
  38174. const nodeFrame = this._nodes.nodeFrame;
  38175. const previousRenderId = nodeFrame.renderId;
  38176. //
  38177. this.info.calls ++;
  38178. this.info.compute.calls ++;
  38179. this.info.compute.frameCalls ++;
  38180. nodeFrame.renderId = this.info.calls;
  38181. //
  38182. const backend = this.backend;
  38183. const pipelines = this._pipelines;
  38184. const bindings = this._bindings;
  38185. const nodes = this._nodes;
  38186. const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
  38187. if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
  38188. throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
  38189. }
  38190. backend.beginCompute( computeNodes );
  38191. for ( const computeNode of computeList ) {
  38192. // onInit
  38193. if ( pipelines.has( computeNode ) === false ) {
  38194. const dispose = () => {
  38195. computeNode.removeEventListener( 'dispose', dispose );
  38196. pipelines.delete( computeNode );
  38197. bindings.delete( computeNode );
  38198. nodes.delete( computeNode );
  38199. };
  38200. computeNode.addEventListener( 'dispose', dispose );
  38201. //
  38202. computeNode.onInit( { renderer: this } );
  38203. }
  38204. nodes.updateForCompute( computeNode );
  38205. bindings.updateForCompute( computeNode );
  38206. const computeBindings = bindings.getForCompute( computeNode );
  38207. const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
  38208. backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
  38209. }
  38210. backend.finishCompute( computeNodes );
  38211. await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
  38212. //
  38213. nodeFrame.renderId = previousRenderId;
  38214. }
  38215. async hasFeatureAsync( name ) {
  38216. if ( this._initialized === false ) await this.init();
  38217. return this.backend.hasFeature( name );
  38218. }
  38219. hasFeature( name ) {
  38220. if ( this._initialized === false ) {
  38221. console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
  38222. return false;
  38223. }
  38224. return this.backend.hasFeature( name );
  38225. }
  38226. copyFramebufferToTexture( framebufferTexture ) {
  38227. const renderContext = this._currentRenderContext;
  38228. this._textures.updateTexture( framebufferTexture );
  38229. this.backend.copyFramebufferToTexture( framebufferTexture, renderContext );
  38230. }
  38231. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  38232. this._textures.updateTexture( srcTexture );
  38233. this._textures.updateTexture( dstTexture );
  38234. this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
  38235. }
  38236. readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0 ) {
  38237. return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], x, y, width, height );
  38238. }
  38239. _projectObject( object, camera, groupOrder, renderList ) {
  38240. if ( object.visible === false ) return;
  38241. const visible = object.layers.test( camera.layers );
  38242. if ( visible ) {
  38243. if ( object.isGroup ) {
  38244. groupOrder = object.renderOrder;
  38245. } else if ( object.isLOD ) {
  38246. if ( object.autoUpdate === true ) object.update( camera );
  38247. } else if ( object.isLight ) {
  38248. renderList.pushLight( object );
  38249. } else if ( object.isSprite ) {
  38250. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  38251. if ( this.sortObjects === true ) {
  38252. _vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
  38253. }
  38254. const geometry = object.geometry;
  38255. const material = object.material;
  38256. if ( material.visible ) {
  38257. renderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  38258. }
  38259. }
  38260. } else if ( object.isLineLoop ) {
  38261. console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
  38262. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  38263. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  38264. const geometry = object.geometry;
  38265. const material = object.material;
  38266. if ( this.sortObjects === true ) {
  38267. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  38268. _vector3
  38269. .copy( geometry.boundingSphere.center )
  38270. .applyMatrix4( object.matrixWorld )
  38271. .applyMatrix4( _projScreenMatrix );
  38272. }
  38273. if ( Array.isArray( material ) ) {
  38274. const groups = geometry.groups;
  38275. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  38276. const group = groups[ i ];
  38277. const groupMaterial = material[ group.materialIndex ];
  38278. if ( groupMaterial && groupMaterial.visible ) {
  38279. renderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  38280. }
  38281. }
  38282. } else if ( material.visible ) {
  38283. renderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  38284. }
  38285. }
  38286. }
  38287. }
  38288. if ( object.static === true ) {
  38289. const baseRenderList = renderList;
  38290. // replace render list
  38291. renderList = this._renderLists.get( object, camera );
  38292. renderList.begin();
  38293. baseRenderList.pushBundle( {
  38294. object,
  38295. camera,
  38296. renderList,
  38297. } );
  38298. renderList.finish();
  38299. }
  38300. const children = object.children;
  38301. for ( let i = 0, l = children.length; i < l; i ++ ) {
  38302. this._projectObject( children[ i ], camera, groupOrder, renderList );
  38303. }
  38304. }
  38305. _renderBundles( bundles, sceneRef, lightsNode ) {
  38306. for ( const bundle of bundles ) {
  38307. this._renderBundle( bundle, sceneRef, lightsNode );
  38308. }
  38309. }
  38310. _renderObjects( renderList, camera, scene, lightsNode ) {
  38311. // process renderable objects
  38312. for ( let i = 0, il = renderList.length; i < il; i ++ ) {
  38313. const renderItem = renderList[ i ];
  38314. // @TODO: Add support for multiple materials per object. This will require to extract
  38315. // the material from the renderItem object and pass it with its group data to renderObject().
  38316. const { object, geometry, material, group } = renderItem;
  38317. if ( camera.isArrayCamera ) {
  38318. const cameras = camera.cameras;
  38319. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  38320. const camera2 = cameras[ j ];
  38321. if ( object.layers.test( camera2.layers ) ) {
  38322. const vp = camera2.viewport;
  38323. const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
  38324. const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
  38325. const viewportValue = this._currentRenderContext.viewportValue;
  38326. viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
  38327. viewportValue.minDepth = minDepth;
  38328. viewportValue.maxDepth = maxDepth;
  38329. this.backend.updateViewport( this._currentRenderContext );
  38330. this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode );
  38331. }
  38332. }
  38333. } else {
  38334. this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode );
  38335. }
  38336. }
  38337. }
  38338. renderObject( object, scene, camera, geometry, material, group, lightsNode ) {
  38339. let overridePositionNode;
  38340. let overrideFragmentNode;
  38341. let overrideDepthNode;
  38342. //
  38343. object.onBeforeRender( this, scene, camera, geometry, material, group );
  38344. //
  38345. if ( scene.overrideMaterial !== null ) {
  38346. const overrideMaterial = scene.overrideMaterial;
  38347. if ( material.positionNode && material.positionNode.isNode ) {
  38348. overridePositionNode = overrideMaterial.positionNode;
  38349. overrideMaterial.positionNode = material.positionNode;
  38350. }
  38351. if ( overrideMaterial.isShadowNodeMaterial ) {
  38352. overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
  38353. if ( material.depthNode && material.depthNode.isNode ) {
  38354. overrideDepthNode = overrideMaterial.depthNode;
  38355. overrideMaterial.depthNode = material.depthNode;
  38356. }
  38357. if ( material.shadowNode && material.shadowNode.isNode ) {
  38358. overrideFragmentNode = overrideMaterial.fragmentNode;
  38359. overrideMaterial.fragmentNode = material.shadowNode;
  38360. }
  38361. if ( this.localClippingEnabled ) {
  38362. if ( material.clipShadows ) {
  38363. if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) {
  38364. overrideMaterial.clippingPlanes = material.clippingPlanes;
  38365. overrideMaterial.needsUpdate = true;
  38366. }
  38367. if ( overrideMaterial.clipIntersection !== material.clipIntersection ) {
  38368. overrideMaterial.clipIntersection = material.clipIntersection;
  38369. }
  38370. } else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) {
  38371. overrideMaterial.clippingPlanes = null;
  38372. overrideMaterial.needsUpdate = true;
  38373. }
  38374. }
  38375. }
  38376. material = overrideMaterial;
  38377. }
  38378. //
  38379. if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
  38380. material.side = BackSide;
  38381. this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id
  38382. material.side = FrontSide;
  38383. this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id
  38384. material.side = DoubleSide;
  38385. } else {
  38386. this._handleObjectFunction( object, material, scene, camera, lightsNode, group );
  38387. }
  38388. //
  38389. if ( overridePositionNode !== undefined ) {
  38390. scene.overrideMaterial.positionNode = overridePositionNode;
  38391. }
  38392. if ( overrideDepthNode !== undefined ) {
  38393. scene.overrideMaterial.depthNode = overrideDepthNode;
  38394. }
  38395. if ( overrideFragmentNode !== undefined ) {
  38396. scene.overrideMaterial.fragmentNode = overrideFragmentNode;
  38397. }
  38398. //
  38399. object.onAfterRender( this, scene, camera, geometry, material, group );
  38400. }
  38401. _renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) {
  38402. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  38403. renderObject.drawRange = group || object.geometry.drawRange;
  38404. //
  38405. this._nodes.updateBefore( renderObject );
  38406. //
  38407. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  38408. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  38409. //
  38410. this._nodes.updateForRender( renderObject );
  38411. this._geometries.updateForRender( renderObject );
  38412. this._bindings.updateForRender( renderObject );
  38413. this._pipelines.updateForRender( renderObject );
  38414. //
  38415. if ( this._currentRenderBundle !== null && this._currentRenderBundle.needsUpdate === true ) {
  38416. const renderObjectData = this.backend.get( renderObject );
  38417. renderObjectData.bundleEncoder = undefined;
  38418. renderObjectData.lastPipelineGPU = undefined;
  38419. }
  38420. this.backend.draw( renderObject, this.info );
  38421. if ( this._currentRenderBundle !== null ) {
  38422. const renderContextData = this.backend.get( this._currentRenderContext );
  38423. renderContextData.renderObjects.push( renderObject );
  38424. }
  38425. this._nodes.updateAfter( renderObject );
  38426. }
  38427. _createObjectPipeline( object, material, scene, camera, lightsNode, passId ) {
  38428. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  38429. //
  38430. this._nodes.updateBefore( renderObject );
  38431. //
  38432. this._nodes.updateForRender( renderObject );
  38433. this._geometries.updateForRender( renderObject );
  38434. this._bindings.updateForRender( renderObject );
  38435. this._pipelines.getForRender( renderObject, this._compilationPromises );
  38436. this._nodes.updateAfter( renderObject );
  38437. }
  38438. get compute() {
  38439. return this.computeAsync;
  38440. }
  38441. get compile() {
  38442. return this.compileAsync;
  38443. }
  38444. }
  38445. class Binding {
  38446. constructor( name = '' ) {
  38447. this.name = name;
  38448. this.visibility = 0;
  38449. }
  38450. setVisibility( visibility ) {
  38451. this.visibility |= visibility;
  38452. }
  38453. clone() {
  38454. return Object.assign( new this.constructor(), this );
  38455. }
  38456. }
  38457. function getFloatLength( floatLength ) {
  38458. // ensure chunk size alignment (STD140 layout)
  38459. return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES );
  38460. }
  38461. class Buffer extends Binding {
  38462. constructor( name, buffer = null ) {
  38463. super( name );
  38464. this.isBuffer = true;
  38465. this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT;
  38466. this._buffer = buffer;
  38467. }
  38468. get byteLength() {
  38469. return getFloatLength( this._buffer.byteLength );
  38470. }
  38471. get buffer() {
  38472. return this._buffer;
  38473. }
  38474. update() {
  38475. return true;
  38476. }
  38477. }
  38478. class UniformBuffer extends Buffer {
  38479. constructor( name, buffer = null ) {
  38480. super( name, buffer );
  38481. this.isUniformBuffer = true;
  38482. }
  38483. }
  38484. let _id$4 = 0;
  38485. class NodeUniformBuffer extends UniformBuffer {
  38486. constructor( nodeUniform, groupNode ) {
  38487. super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null );
  38488. this.nodeUniform = nodeUniform;
  38489. this.groupNode = groupNode;
  38490. }
  38491. get buffer() {
  38492. return this.nodeUniform.value;
  38493. }
  38494. }
  38495. class UniformsGroup extends UniformBuffer {
  38496. constructor( name ) {
  38497. super( name );
  38498. this.isUniformsGroup = true;
  38499. this._values = null;
  38500. // the order of uniforms in this array must match the order of uniforms in the shader
  38501. this.uniforms = [];
  38502. }
  38503. addUniform( uniform ) {
  38504. this.uniforms.push( uniform );
  38505. return this;
  38506. }
  38507. removeUniform( uniform ) {
  38508. const index = this.uniforms.indexOf( uniform );
  38509. if ( index !== - 1 ) {
  38510. this.uniforms.splice( index, 1 );
  38511. }
  38512. return this;
  38513. }
  38514. get values() {
  38515. if ( this._values === null ) {
  38516. this._values = Array.from( this.buffer );
  38517. }
  38518. return this._values;
  38519. }
  38520. get buffer() {
  38521. let buffer = this._buffer;
  38522. if ( buffer === null ) {
  38523. const byteLength = this.byteLength;
  38524. buffer = new Float32Array( new ArrayBuffer( byteLength ) );
  38525. this._buffer = buffer;
  38526. }
  38527. return buffer;
  38528. }
  38529. get byteLength() {
  38530. let offset = 0; // global buffer offset in bytes
  38531. for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {
  38532. const uniform = this.uniforms[ i ];
  38533. const { boundary, itemSize } = uniform;
  38534. // offset within a single chunk in bytes
  38535. const chunkOffset = offset % GPU_CHUNK_BYTES;
  38536. const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset;
  38537. // conformance tests
  38538. if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) {
  38539. // check for chunk overflow
  38540. offset += ( GPU_CHUNK_BYTES - chunkOffset );
  38541. } else if ( chunkOffset % boundary !== 0 ) {
  38542. // check for correct alignment
  38543. offset += ( chunkOffset % boundary );
  38544. }
  38545. uniform.offset = ( offset / this.bytesPerElement );
  38546. offset += ( itemSize * this.bytesPerElement );
  38547. }
  38548. return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;
  38549. }
  38550. update() {
  38551. let updated = false;
  38552. for ( const uniform of this.uniforms ) {
  38553. if ( this.updateByType( uniform ) === true ) {
  38554. updated = true;
  38555. }
  38556. }
  38557. return updated;
  38558. }
  38559. updateByType( uniform ) {
  38560. if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
  38561. if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
  38562. if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
  38563. if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
  38564. if ( uniform.isColorUniform ) return this.updateColor( uniform );
  38565. if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
  38566. if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );
  38567. console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );
  38568. }
  38569. updateNumber( uniform ) {
  38570. let updated = false;
  38571. const a = this.values;
  38572. const v = uniform.getValue();
  38573. const offset = uniform.offset;
  38574. if ( a[ offset ] !== v ) {
  38575. const b = this.buffer;
  38576. b[ offset ] = a[ offset ] = v;
  38577. updated = true;
  38578. }
  38579. return updated;
  38580. }
  38581. updateVector2( uniform ) {
  38582. let updated = false;
  38583. const a = this.values;
  38584. const v = uniform.getValue();
  38585. const offset = uniform.offset;
  38586. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {
  38587. const b = this.buffer;
  38588. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  38589. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  38590. updated = true;
  38591. }
  38592. return updated;
  38593. }
  38594. updateVector3( uniform ) {
  38595. let updated = false;
  38596. const a = this.values;
  38597. const v = uniform.getValue();
  38598. const offset = uniform.offset;
  38599. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {
  38600. const b = this.buffer;
  38601. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  38602. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  38603. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  38604. updated = true;
  38605. }
  38606. return updated;
  38607. }
  38608. updateVector4( uniform ) {
  38609. let updated = false;
  38610. const a = this.values;
  38611. const v = uniform.getValue();
  38612. const offset = uniform.offset;
  38613. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {
  38614. const b = this.buffer;
  38615. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  38616. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  38617. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  38618. b[ offset + 3 ] = a[ offset + 3 ] = v.w;
  38619. updated = true;
  38620. }
  38621. return updated;
  38622. }
  38623. updateColor( uniform ) {
  38624. let updated = false;
  38625. const a = this.values;
  38626. const c = uniform.getValue();
  38627. const offset = uniform.offset;
  38628. if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {
  38629. const b = this.buffer;
  38630. b[ offset + 0 ] = a[ offset + 0 ] = c.r;
  38631. b[ offset + 1 ] = a[ offset + 1 ] = c.g;
  38632. b[ offset + 2 ] = a[ offset + 2 ] = c.b;
  38633. updated = true;
  38634. }
  38635. return updated;
  38636. }
  38637. updateMatrix3( uniform ) {
  38638. let updated = false;
  38639. const a = this.values;
  38640. const e = uniform.getValue().elements;
  38641. const offset = uniform.offset;
  38642. if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
  38643. a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
  38644. a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {
  38645. const b = this.buffer;
  38646. b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
  38647. b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
  38648. b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
  38649. b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
  38650. b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
  38651. b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
  38652. b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
  38653. b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
  38654. b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];
  38655. updated = true;
  38656. }
  38657. return updated;
  38658. }
  38659. updateMatrix4( uniform ) {
  38660. let updated = false;
  38661. const a = this.values;
  38662. const e = uniform.getValue().elements;
  38663. const offset = uniform.offset;
  38664. if ( arraysEqual( a, e, offset ) === false ) {
  38665. const b = this.buffer;
  38666. b.set( e, offset );
  38667. setArray( a, e, offset );
  38668. updated = true;
  38669. }
  38670. return updated;
  38671. }
  38672. }
  38673. function setArray( a, b, offset ) {
  38674. for ( let i = 0, l = b.length; i < l; i ++ ) {
  38675. a[ offset + i ] = b[ i ];
  38676. }
  38677. }
  38678. function arraysEqual( a, b, offset ) {
  38679. for ( let i = 0, l = b.length; i < l; i ++ ) {
  38680. if ( a[ offset + i ] !== b[ i ] ) return false;
  38681. }
  38682. return true;
  38683. }
  38684. let _id$3 = 0;
  38685. class NodeUniformsGroup extends UniformsGroup {
  38686. constructor( name, groupNode ) {
  38687. super( name );
  38688. this.id = _id$3 ++;
  38689. this.groupNode = groupNode;
  38690. this.isNodeUniformsGroup = true;
  38691. }
  38692. getNodes() {
  38693. const nodes = [];
  38694. for ( const uniform of this.uniforms ) {
  38695. const node = uniform.nodeUniform.node;
  38696. if ( ! node ) throw new Error( 'NodeUniformsGroup: Uniform has no node.' );
  38697. nodes.push( node );
  38698. }
  38699. return nodes;
  38700. }
  38701. }
  38702. let _id$2 = 0;
  38703. class SampledTexture extends Binding {
  38704. constructor( name, texture ) {
  38705. super( name );
  38706. this.id = _id$2 ++;
  38707. this.texture = texture;
  38708. this.version = texture ? texture.version : 0;
  38709. this.store = false;
  38710. this.generation = null;
  38711. this.isSampledTexture = true;
  38712. }
  38713. needsBindingsUpdate( generation ) {
  38714. const { texture } = this;
  38715. if ( generation !== this.generation ) {
  38716. this.generation = generation;
  38717. return true;
  38718. }
  38719. return texture.isVideoTexture;
  38720. }
  38721. update() {
  38722. const { texture, version } = this;
  38723. if ( version !== texture.version ) {
  38724. this.version = texture.version;
  38725. return true;
  38726. }
  38727. return false;
  38728. }
  38729. }
  38730. class NodeSampledTexture extends SampledTexture {
  38731. constructor( name, textureNode, groupNode, access = null ) {
  38732. super( name, textureNode ? textureNode.value : null );
  38733. this.textureNode = textureNode;
  38734. this.groupNode = groupNode;
  38735. this.access = access;
  38736. }
  38737. needsBindingsUpdate( generation ) {
  38738. return this.textureNode.value !== this.texture || super.needsBindingsUpdate( generation );
  38739. }
  38740. update() {
  38741. const { textureNode } = this;
  38742. if ( this.texture !== textureNode.value ) {
  38743. this.texture = textureNode.value;
  38744. return true;
  38745. }
  38746. return super.update();
  38747. }
  38748. }
  38749. class NodeSampledCubeTexture extends NodeSampledTexture {
  38750. constructor( name, textureNode, groupNode, access ) {
  38751. super( name, textureNode, groupNode, access );
  38752. this.isSampledCubeTexture = true;
  38753. }
  38754. }
  38755. class NodeSampledTexture3D extends NodeSampledTexture {
  38756. constructor( name, textureNode, groupNode, access ) {
  38757. super( name, textureNode, groupNode, access );
  38758. this.isSampledTexture3D = true;
  38759. }
  38760. }
  38761. const glslMethods = {
  38762. [ MathNode.ATAN2 ]: 'atan',
  38763. textureDimensions: 'textureSize',
  38764. equals: 'equal'
  38765. };
  38766. const precisionLib = {
  38767. low: 'lowp',
  38768. medium: 'mediump',
  38769. high: 'highp'
  38770. };
  38771. const supports$1 = {
  38772. swizzleAssign: true,
  38773. storageBuffer: false
  38774. };
  38775. const defaultPrecisions = `
  38776. precision highp float;
  38777. precision highp int;
  38778. precision highp sampler2D;
  38779. precision highp sampler3D;
  38780. precision highp samplerCube;
  38781. precision highp sampler2DArray;
  38782. precision highp usampler2D;
  38783. precision highp usampler3D;
  38784. precision highp usamplerCube;
  38785. precision highp usampler2DArray;
  38786. precision highp isampler2D;
  38787. precision highp isampler3D;
  38788. precision highp isamplerCube;
  38789. precision highp isampler2DArray;
  38790. precision lowp sampler2DShadow;
  38791. `;
  38792. class GLSLNodeBuilder extends NodeBuilder {
  38793. constructor( object, renderer ) {
  38794. super( object, renderer, new GLSLNodeParser() );
  38795. this.uniformGroups = {};
  38796. this.transforms = [];
  38797. this.extensions = {};
  38798. this.instanceBindGroups = false;
  38799. this.useComparisonMethod = true;
  38800. }
  38801. getMethod( method ) {
  38802. return glslMethods[ method ] || method;
  38803. }
  38804. getOutputStructName() {
  38805. return '';
  38806. }
  38807. buildFunctionCode( shaderNode ) {
  38808. const layout = shaderNode.layout;
  38809. const flowData = this.flowShaderNode( shaderNode );
  38810. const parameters = [];
  38811. for ( const input of layout.inputs ) {
  38812. parameters.push( this.getType( input.type ) + ' ' + input.name );
  38813. }
  38814. //
  38815. const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
  38816. ${ flowData.vars }
  38817. ${ flowData.code }
  38818. return ${ flowData.result };
  38819. }`;
  38820. //
  38821. return code;
  38822. }
  38823. setupPBO( storageBufferNode ) {
  38824. const attribute = storageBufferNode.value;
  38825. if ( attribute.pbo === undefined ) {
  38826. const originalArray = attribute.array;
  38827. const numElements = attribute.count * attribute.itemSize;
  38828. const { itemSize } = attribute;
  38829. const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
  38830. let format = isInteger ? RedIntegerFormat : RedFormat;
  38831. if ( itemSize === 2 ) {
  38832. format = isInteger ? RGIntegerFormat : RGFormat;
  38833. } else if ( itemSize === 3 ) {
  38834. format = isInteger ? RGBIntegerFormat : RGBFormat;
  38835. } else if ( itemSize === 4 ) {
  38836. format = isInteger ? RGBAIntegerFormat : RGBAFormat;
  38837. }
  38838. const typeMap = {
  38839. Float32Array: FloatType,
  38840. Uint8Array: UnsignedByteType,
  38841. Uint16Array: UnsignedShortType,
  38842. Uint32Array: UnsignedIntType,
  38843. Int8Array: ByteType,
  38844. Int16Array: ShortType,
  38845. Int32Array: IntType,
  38846. Uint8ClampedArray: UnsignedByteType,
  38847. };
  38848. const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
  38849. let height = Math.ceil( ( numElements / itemSize ) / width );
  38850. if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
  38851. const newSize = width * height * itemSize;
  38852. const newArray = new originalArray.constructor( newSize );
  38853. newArray.set( originalArray, 0 );
  38854. attribute.array = newArray;
  38855. const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
  38856. pboTexture.needsUpdate = true;
  38857. pboTexture.isPBOTexture = true;
  38858. const pbo = new TextureNode( pboTexture, null, null );
  38859. pbo.setPrecision( 'high' );
  38860. attribute.pboNode = pbo;
  38861. attribute.pbo = pbo.value;
  38862. this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  38863. }
  38864. }
  38865. getPropertyName( node, shaderStage = this.shaderStage ) {
  38866. if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
  38867. return shaderStage.charAt( 0 ) + '_' + node.name;
  38868. }
  38869. return super.getPropertyName( node, shaderStage );
  38870. }
  38871. generatePBO( storageArrayElementNode ) {
  38872. const { node, indexNode } = storageArrayElementNode;
  38873. const attribute = node.value;
  38874. if ( this.renderer.backend.has( attribute ) ) {
  38875. const attributeData = this.renderer.backend.get( attribute );
  38876. attributeData.pbo = attribute.pbo;
  38877. }
  38878. const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  38879. const textureName = this.getPropertyName( nodeUniform );
  38880. indexNode.increaseUsage( this ); // force cache generate to be used as index in x,y
  38881. const indexSnippet = indexNode.build( this, 'uint' );
  38882. const elementNodeData = this.getDataFromNode( storageArrayElementNode );
  38883. let propertyName = elementNodeData.propertyName;
  38884. if ( propertyName === undefined ) {
  38885. // property element
  38886. const nodeVar = this.getVarFromNode( storageArrayElementNode );
  38887. propertyName = this.getPropertyName( nodeVar );
  38888. // property size
  38889. const bufferNodeData = this.getDataFromNode( node );
  38890. let propertySizeName = bufferNodeData.propertySizeName;
  38891. if ( propertySizeName === undefined ) {
  38892. propertySizeName = propertyName + 'Size';
  38893. this.getVarFromNode( node, propertySizeName, 'uint' );
  38894. this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` );
  38895. bufferNodeData.propertySizeName = propertySizeName;
  38896. }
  38897. //
  38898. const { itemSize } = attribute;
  38899. const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
  38900. const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
  38901. const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
  38902. //
  38903. let prefix = 'vec4';
  38904. if ( attribute.pbo.type === UnsignedIntType ) {
  38905. prefix = 'uvec4';
  38906. } else if ( attribute.pbo.type === IntType ) {
  38907. prefix = 'ivec4';
  38908. }
  38909. this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}` );
  38910. elementNodeData.propertyName = propertyName;
  38911. }
  38912. return propertyName;
  38913. }
  38914. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
  38915. if ( depthSnippet ) {
  38916. return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
  38917. } else {
  38918. return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  38919. }
  38920. }
  38921. generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
  38922. if ( texture.isDepthTexture ) {
  38923. return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
  38924. } else {
  38925. if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
  38926. return `texture( ${ textureProperty }, ${ uvSnippet } )`;
  38927. }
  38928. }
  38929. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
  38930. return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
  38931. }
  38932. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {
  38933. return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;
  38934. }
  38935. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
  38936. return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  38937. }
  38938. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  38939. if ( shaderStage === 'fragment' ) {
  38940. return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
  38941. } else {
  38942. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  38943. }
  38944. }
  38945. getVars( shaderStage ) {
  38946. const snippets = [];
  38947. const vars = this.vars[ shaderStage ];
  38948. if ( vars !== undefined ) {
  38949. for ( const variable of vars ) {
  38950. snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
  38951. }
  38952. }
  38953. return snippets.join( '\n\t' );
  38954. }
  38955. getUniforms( shaderStage ) {
  38956. const uniforms = this.uniforms[ shaderStage ];
  38957. const bindingSnippets = [];
  38958. const uniformGroups = {};
  38959. for ( const uniform of uniforms ) {
  38960. let snippet = null;
  38961. let group = false;
  38962. if ( uniform.type === 'texture' ) {
  38963. const texture = uniform.node.value;
  38964. let typePrefix = '';
  38965. if ( texture.isDataTexture === true ) {
  38966. if ( texture.type === UnsignedIntType ) {
  38967. typePrefix = 'u';
  38968. } else if ( texture.type === IntType ) {
  38969. typePrefix = 'i';
  38970. }
  38971. }
  38972. if ( texture.compareFunction ) {
  38973. snippet = `sampler2DShadow ${ uniform.name };`;
  38974. } else if ( texture.isDataArrayTexture === true ) {
  38975. snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
  38976. } else {
  38977. snippet = `${typePrefix}sampler2D ${ uniform.name };`;
  38978. }
  38979. } else if ( uniform.type === 'cubeTexture' ) {
  38980. snippet = `samplerCube ${ uniform.name };`;
  38981. } else if ( uniform.type === 'texture3D' ) {
  38982. snippet = `sampler3D ${ uniform.name };`;
  38983. } else if ( uniform.type === 'buffer' ) {
  38984. const bufferNode = uniform.node;
  38985. const bufferType = this.getType( bufferNode.bufferType );
  38986. const bufferCount = bufferNode.bufferCount;
  38987. const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
  38988. snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
  38989. } else {
  38990. const vectorType = this.getVectorType( uniform.type );
  38991. snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`;
  38992. group = true;
  38993. }
  38994. const precision = uniform.node.precision;
  38995. if ( precision !== null ) {
  38996. snippet = precisionLib[ precision ] + ' ' + snippet;
  38997. }
  38998. if ( group ) {
  38999. snippet = '\t' + snippet;
  39000. const groupName = uniform.groupNode.name;
  39001. const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
  39002. groupSnippets.push( snippet );
  39003. } else {
  39004. snippet = 'uniform ' + snippet;
  39005. bindingSnippets.push( snippet );
  39006. }
  39007. }
  39008. let output = '';
  39009. for ( const name in uniformGroups ) {
  39010. const groupSnippets = uniformGroups[ name ];
  39011. output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
  39012. }
  39013. output += bindingSnippets.join( '\n' );
  39014. return output;
  39015. }
  39016. getTypeFromAttribute( attribute ) {
  39017. let nodeType = super.getTypeFromAttribute( attribute );
  39018. if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
  39019. let dataAttribute = attribute;
  39020. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  39021. const array = dataAttribute.array;
  39022. if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
  39023. nodeType = nodeType.slice( 1 );
  39024. }
  39025. }
  39026. return nodeType;
  39027. }
  39028. getAttributes( shaderStage ) {
  39029. let snippet = '';
  39030. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  39031. const attributes = this.getAttributesArray();
  39032. let location = 0;
  39033. for ( const attribute of attributes ) {
  39034. snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
  39035. }
  39036. }
  39037. return snippet;
  39038. }
  39039. getStructMembers( struct ) {
  39040. const snippets = [];
  39041. const members = struct.getMemberTypes();
  39042. for ( let i = 0; i < members.length; i ++ ) {
  39043. const member = members[ i ];
  39044. snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
  39045. }
  39046. return snippets.join( '\n' );
  39047. }
  39048. getStructs( shaderStage ) {
  39049. const snippets = [];
  39050. const structs = this.structs[ shaderStage ];
  39051. if ( structs.length === 0 ) {
  39052. return 'layout( location = 0 ) out vec4 fragColor;\n';
  39053. }
  39054. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  39055. const struct = structs[ index ];
  39056. let snippet = '\n';
  39057. snippet += this.getStructMembers( struct );
  39058. snippet += '\n';
  39059. snippets.push( snippet );
  39060. }
  39061. return snippets.join( '\n\n' );
  39062. }
  39063. getVaryings( shaderStage ) {
  39064. let snippet = '';
  39065. const varyings = this.varyings;
  39066. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  39067. for ( const varying of varyings ) {
  39068. if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
  39069. const type = varying.type;
  39070. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  39071. snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
  39072. }
  39073. } else if ( shaderStage === 'fragment' ) {
  39074. for ( const varying of varyings ) {
  39075. if ( varying.needsInterpolation ) {
  39076. const type = varying.type;
  39077. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  39078. snippet += `${flat}in ${type} ${varying.name};\n`;
  39079. }
  39080. }
  39081. }
  39082. return snippet;
  39083. }
  39084. getVertexIndex() {
  39085. return 'uint( gl_VertexID )';
  39086. }
  39087. getInstanceIndex() {
  39088. return 'uint( gl_InstanceID )';
  39089. }
  39090. getInvocationLocalIndex() {
  39091. const workgroupSize = this.object.workgroupSize;
  39092. const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );
  39093. return `uint( gl_InstanceID ) % ${size}u`;
  39094. }
  39095. getDrawIndex() {
  39096. const extensions = this.renderer.backend.extensions;
  39097. if ( extensions.has( 'WEBGL_multi_draw' ) ) {
  39098. return 'uint( gl_DrawID )';
  39099. }
  39100. return null;
  39101. }
  39102. getFrontFacing() {
  39103. return 'gl_FrontFacing';
  39104. }
  39105. getFragCoord() {
  39106. return 'gl_FragCoord.xy';
  39107. }
  39108. getFragDepth() {
  39109. return 'gl_FragDepth';
  39110. }
  39111. enableExtension( name, behavior, shaderStage = this.shaderStage ) {
  39112. const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );
  39113. if ( map.has( name ) === false ) {
  39114. map.set( name, {
  39115. name,
  39116. behavior
  39117. } );
  39118. }
  39119. }
  39120. getExtensions( shaderStage ) {
  39121. const snippets = [];
  39122. if ( shaderStage === 'vertex' ) {
  39123. const ext = this.renderer.backend.extensions;
  39124. const isBatchedMesh = this.object.isBatchedMesh;
  39125. if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
  39126. this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );
  39127. }
  39128. }
  39129. const extensions = this.extensions[ shaderStage ];
  39130. if ( extensions !== undefined ) {
  39131. for ( const { name, behavior } of extensions.values() ) {
  39132. snippets.push( `#extension ${name} : ${behavior}` );
  39133. }
  39134. }
  39135. return snippets.join( '\n' );
  39136. }
  39137. isAvailable( name ) {
  39138. let result = supports$1[ name ];
  39139. if ( result === undefined ) {
  39140. if ( name === 'float32Filterable' ) {
  39141. const extensions = this.renderer.backend.extensions;
  39142. if ( extensions.has( 'OES_texture_float_linear' ) ) {
  39143. extensions.get( 'OES_texture_float_linear' );
  39144. result = true;
  39145. } else {
  39146. result = false;
  39147. }
  39148. }
  39149. supports$1[ name ] = result;
  39150. }
  39151. return result;
  39152. }
  39153. isFlipY() {
  39154. return true;
  39155. }
  39156. registerTransform( varyingName, attributeNode ) {
  39157. this.transforms.push( { varyingName, attributeNode } );
  39158. }
  39159. getTransforms( /* shaderStage */ ) {
  39160. const transforms = this.transforms;
  39161. let snippet = '';
  39162. for ( let i = 0; i < transforms.length; i ++ ) {
  39163. const transform = transforms[ i ];
  39164. const attributeName = this.getPropertyName( transform.attributeNode );
  39165. snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
  39166. }
  39167. return snippet;
  39168. }
  39169. _getGLSLUniformStruct( name, vars ) {
  39170. return `
  39171. layout( std140 ) uniform ${name} {
  39172. ${vars}
  39173. };`;
  39174. }
  39175. _getGLSLVertexCode( shaderData ) {
  39176. return `#version 300 es
  39177. // extensions
  39178. ${shaderData.extensions}
  39179. // precision
  39180. ${ defaultPrecisions }
  39181. // uniforms
  39182. ${shaderData.uniforms}
  39183. // varyings
  39184. ${shaderData.varyings}
  39185. // attributes
  39186. ${shaderData.attributes}
  39187. // codes
  39188. ${shaderData.codes}
  39189. void main() {
  39190. // vars
  39191. ${shaderData.vars}
  39192. // transforms
  39193. ${shaderData.transforms}
  39194. // flow
  39195. ${shaderData.flow}
  39196. gl_PointSize = 1.0;
  39197. }
  39198. `;
  39199. }
  39200. _getGLSLFragmentCode( shaderData ) {
  39201. return `#version 300 es
  39202. ${ this.getSignature() }
  39203. // precision
  39204. ${ defaultPrecisions }
  39205. // uniforms
  39206. ${shaderData.uniforms}
  39207. // varyings
  39208. ${shaderData.varyings}
  39209. // codes
  39210. ${shaderData.codes}
  39211. ${shaderData.structs}
  39212. void main() {
  39213. // vars
  39214. ${shaderData.vars}
  39215. // flow
  39216. ${shaderData.flow}
  39217. }
  39218. `;
  39219. }
  39220. buildCode() {
  39221. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  39222. for ( const shaderStage in shadersData ) {
  39223. let flow = '// code\n\n';
  39224. flow += this.flowCode[ shaderStage ];
  39225. const flowNodes = this.flowNodes[ shaderStage ];
  39226. const mainNode = flowNodes[ flowNodes.length - 1 ];
  39227. for ( const node of flowNodes ) {
  39228. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  39229. const slotName = node.name;
  39230. if ( slotName ) {
  39231. if ( flow.length > 0 ) flow += '\n';
  39232. flow += `\t// flow -> ${ slotName }\n\t`;
  39233. }
  39234. flow += `${ flowSlotData.code }\n\t`;
  39235. if ( node === mainNode && shaderStage !== 'compute' ) {
  39236. flow += '// result\n\t';
  39237. if ( shaderStage === 'vertex' ) {
  39238. flow += 'gl_Position = ';
  39239. flow += `${ flowSlotData.result };`;
  39240. } else if ( shaderStage === 'fragment' ) {
  39241. if ( ! node.outputNode.isOutputStructNode ) {
  39242. flow += 'fragColor = ';
  39243. flow += `${ flowSlotData.result };`;
  39244. }
  39245. }
  39246. }
  39247. }
  39248. const stageData = shadersData[ shaderStage ];
  39249. stageData.extensions = this.getExtensions( shaderStage );
  39250. stageData.uniforms = this.getUniforms( shaderStage );
  39251. stageData.attributes = this.getAttributes( shaderStage );
  39252. stageData.varyings = this.getVaryings( shaderStage );
  39253. stageData.vars = this.getVars( shaderStage );
  39254. stageData.structs = this.getStructs( shaderStage );
  39255. stageData.codes = this.getCodes( shaderStage );
  39256. stageData.transforms = this.getTransforms( shaderStage );
  39257. stageData.flow = flow;
  39258. }
  39259. if ( this.material !== null ) {
  39260. this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
  39261. this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
  39262. } else {
  39263. this.computeShader = this._getGLSLVertexCode( shadersData.compute );
  39264. }
  39265. }
  39266. getUniformFromNode( node, type, shaderStage, name = null ) {
  39267. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  39268. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  39269. let uniformGPU = nodeData.uniformGPU;
  39270. if ( uniformGPU === undefined ) {
  39271. const group = node.groupNode;
  39272. const groupName = group.name;
  39273. const bindings = this.getBindGroupArray( groupName, shaderStage );
  39274. if ( type === 'texture' ) {
  39275. uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
  39276. bindings.push( uniformGPU );
  39277. } else if ( type === 'cubeTexture' ) {
  39278. uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
  39279. bindings.push( uniformGPU );
  39280. } else if ( type === 'texture3D' ) {
  39281. uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
  39282. bindings.push( uniformGPU );
  39283. } else if ( type === 'buffer' ) {
  39284. node.name = `NodeBuffer_${ node.id }`;
  39285. uniformNode.name = `buffer${ node.id }`;
  39286. const buffer = new NodeUniformBuffer( node, group );
  39287. buffer.name = node.name;
  39288. bindings.push( buffer );
  39289. uniformGPU = buffer;
  39290. } else {
  39291. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  39292. let uniformsGroup = uniformsStage[ groupName ];
  39293. if ( uniformsGroup === undefined ) {
  39294. uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
  39295. //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  39296. uniformsStage[ groupName ] = uniformsGroup;
  39297. bindings.push( uniformsGroup );
  39298. }
  39299. uniformGPU = this.getNodeUniform( uniformNode, type );
  39300. uniformsGroup.addUniform( uniformGPU );
  39301. }
  39302. nodeData.uniformGPU = uniformGPU;
  39303. }
  39304. return uniformNode;
  39305. }
  39306. }
  39307. let vector2 = null;
  39308. let vector4 = null;
  39309. let color4 = null;
  39310. class Backend {
  39311. constructor( parameters = {} ) {
  39312. this.parameters = Object.assign( {}, parameters );
  39313. this.data = new WeakMap();
  39314. this.renderer = null;
  39315. this.domElement = null;
  39316. }
  39317. async init( renderer ) {
  39318. this.renderer = renderer;
  39319. }
  39320. // render context
  39321. begin( /*renderContext*/ ) { }
  39322. finish( /*renderContext*/ ) { }
  39323. // render object
  39324. draw( /*renderObject, info*/ ) { }
  39325. // program
  39326. createProgram( /*program*/ ) { }
  39327. destroyProgram( /*program*/ ) { }
  39328. // bindings
  39329. createBindings( /*bingGroup, bindings*/ ) { }
  39330. updateBindings( /*bingGroup, bindings*/ ) { }
  39331. // pipeline
  39332. createRenderPipeline( /*renderObject*/ ) { }
  39333. createComputePipeline( /*computeNode, pipeline*/ ) { }
  39334. destroyPipeline( /*pipeline*/ ) { }
  39335. // cache key
  39336. needsRenderUpdate( /*renderObject*/ ) { } // return Boolean ( fast test )
  39337. getRenderCacheKey( /*renderObject*/ ) { } // return String
  39338. // node builder
  39339. createNodeBuilder( /*renderObject*/ ) { } // return NodeBuilder (ADD IT)
  39340. // textures
  39341. createSampler( /*texture*/ ) { }
  39342. createDefaultTexture( /*texture*/ ) { }
  39343. createTexture( /*texture*/ ) { }
  39344. copyTextureToBuffer( /*texture, x, y, width, height*/ ) {}
  39345. // attributes
  39346. createAttribute( /*attribute*/ ) { }
  39347. createIndexAttribute( /*attribute*/ ) { }
  39348. updateAttribute( /*attribute*/ ) { }
  39349. destroyAttribute( /*attribute*/ ) { }
  39350. // canvas
  39351. getContext() { }
  39352. updateSize() { }
  39353. // utils
  39354. resolveTimestampAsync( /*renderContext, type*/ ) { }
  39355. hasFeatureAsync( /*name*/ ) { } // return Boolean
  39356. hasFeature( /*name*/ ) { } // return Boolean
  39357. getInstanceCount( renderObject ) {
  39358. const { object, geometry } = renderObject;
  39359. return geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  39360. }
  39361. getDrawingBufferSize() {
  39362. vector2 = vector2 || new Vector2();
  39363. return this.renderer.getDrawingBufferSize( vector2 );
  39364. }
  39365. getScissor() {
  39366. vector4 = vector4 || new Vector4();
  39367. return this.renderer.getScissor( vector4 );
  39368. }
  39369. setScissorTest( /*boolean*/ ) { }
  39370. getClearColor() {
  39371. const renderer = this.renderer;
  39372. color4 = color4 || new Color4();
  39373. renderer.getClearColor( color4 );
  39374. color4.getRGB( color4, this.renderer.currentColorSpace );
  39375. return color4;
  39376. }
  39377. getDomElement() {
  39378. let domElement = this.domElement;
  39379. if ( domElement === null ) {
  39380. domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement();
  39381. // OffscreenCanvas does not have setAttribute, see #22811
  39382. if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` );
  39383. this.domElement = domElement;
  39384. }
  39385. return domElement;
  39386. }
  39387. // resource properties
  39388. set( object, value ) {
  39389. this.data.set( object, value );
  39390. }
  39391. get( object ) {
  39392. let map = this.data.get( object );
  39393. if ( map === undefined ) {
  39394. map = {};
  39395. this.data.set( object, map );
  39396. }
  39397. return map;
  39398. }
  39399. has( object ) {
  39400. return this.data.has( object );
  39401. }
  39402. delete( object ) {
  39403. this.data.delete( object );
  39404. }
  39405. }
  39406. let _id$1 = 0;
  39407. class DualAttributeData {
  39408. constructor( attributeData, dualBuffer ) {
  39409. this.buffers = [ attributeData.bufferGPU, dualBuffer ];
  39410. this.type = attributeData.type;
  39411. this.bufferType = attributeData.bufferType;
  39412. this.pbo = attributeData.pbo;
  39413. this.byteLength = attributeData.byteLength;
  39414. this.bytesPerElement = attributeData.BYTES_PER_ELEMENT;
  39415. this.version = attributeData.version;
  39416. this.isInteger = attributeData.isInteger;
  39417. this.activeBufferIndex = 0;
  39418. this.baseId = attributeData.id;
  39419. }
  39420. get id() {
  39421. return `${ this.baseId }|${ this.activeBufferIndex }`;
  39422. }
  39423. get bufferGPU() {
  39424. return this.buffers[ this.activeBufferIndex ];
  39425. }
  39426. get transformBuffer() {
  39427. return this.buffers[ this.activeBufferIndex ^ 1 ];
  39428. }
  39429. switchBuffers() {
  39430. this.activeBufferIndex ^= 1;
  39431. }
  39432. }
  39433. class WebGLAttributeUtils {
  39434. constructor( backend ) {
  39435. this.backend = backend;
  39436. }
  39437. createAttribute( attribute, bufferType ) {
  39438. const backend = this.backend;
  39439. const { gl } = backend;
  39440. const array = attribute.array;
  39441. const usage = attribute.usage || gl.STATIC_DRAW;
  39442. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39443. const bufferData = backend.get( bufferAttribute );
  39444. let bufferGPU = bufferData.bufferGPU;
  39445. if ( bufferGPU === undefined ) {
  39446. bufferGPU = this._createBuffer( gl, bufferType, array, usage );
  39447. bufferData.bufferGPU = bufferGPU;
  39448. bufferData.bufferType = bufferType;
  39449. bufferData.version = bufferAttribute.version;
  39450. }
  39451. //attribute.onUploadCallback();
  39452. let type;
  39453. if ( array instanceof Float32Array ) {
  39454. type = gl.FLOAT;
  39455. } else if ( array instanceof Uint16Array ) {
  39456. if ( attribute.isFloat16BufferAttribute ) {
  39457. type = gl.HALF_FLOAT;
  39458. } else {
  39459. type = gl.UNSIGNED_SHORT;
  39460. }
  39461. } else if ( array instanceof Int16Array ) {
  39462. type = gl.SHORT;
  39463. } else if ( array instanceof Uint32Array ) {
  39464. type = gl.UNSIGNED_INT;
  39465. } else if ( array instanceof Int32Array ) {
  39466. type = gl.INT;
  39467. } else if ( array instanceof Int8Array ) {
  39468. type = gl.BYTE;
  39469. } else if ( array instanceof Uint8Array ) {
  39470. type = gl.UNSIGNED_BYTE;
  39471. } else if ( array instanceof Uint8ClampedArray ) {
  39472. type = gl.UNSIGNED_BYTE;
  39473. } else {
  39474. throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array );
  39475. }
  39476. let attributeData = {
  39477. bufferGPU,
  39478. bufferType,
  39479. type,
  39480. byteLength: array.byteLength,
  39481. bytesPerElement: array.BYTES_PER_ELEMENT,
  39482. version: attribute.version,
  39483. pbo: attribute.pbo,
  39484. isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType,
  39485. id: _id$1 ++
  39486. };
  39487. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  39488. // create buffer for tranform feedback use
  39489. const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
  39490. attributeData = new DualAttributeData( attributeData, bufferGPUDual );
  39491. }
  39492. backend.set( attribute, attributeData );
  39493. }
  39494. updateAttribute( attribute ) {
  39495. const backend = this.backend;
  39496. const { gl } = backend;
  39497. const array = attribute.array;
  39498. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39499. const bufferData = backend.get( bufferAttribute );
  39500. const bufferType = bufferData.bufferType;
  39501. const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges;
  39502. gl.bindBuffer( bufferType, bufferData.bufferGPU );
  39503. if ( updateRanges.length === 0 ) {
  39504. // Not using update ranges
  39505. gl.bufferSubData( bufferType, 0, array );
  39506. } else {
  39507. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  39508. const range = updateRanges[ i ];
  39509. gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  39510. array, range.start, range.count );
  39511. }
  39512. bufferAttribute.clearUpdateRanges();
  39513. }
  39514. gl.bindBuffer( bufferType, null );
  39515. bufferData.version = bufferAttribute.version;
  39516. }
  39517. destroyAttribute( attribute ) {
  39518. const backend = this.backend;
  39519. const { gl } = backend;
  39520. if ( attribute.isInterleavedBufferAttribute ) {
  39521. backend.delete( attribute.data );
  39522. }
  39523. const attributeData = backend.get( attribute );
  39524. gl.deleteBuffer( attributeData.bufferGPU );
  39525. backend.delete( attribute );
  39526. }
  39527. async getArrayBufferAsync( attribute ) {
  39528. const backend = this.backend;
  39529. const { gl } = backend;
  39530. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39531. const { bufferGPU } = backend.get( bufferAttribute );
  39532. const array = attribute.array;
  39533. const byteLength = array.byteLength;
  39534. gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU );
  39535. const writeBuffer = gl.createBuffer();
  39536. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  39537. gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ );
  39538. gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength );
  39539. await backend.utils._clientWaitAsync();
  39540. const dstBuffer = new attribute.array.constructor( array.length );
  39541. gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer );
  39542. gl.deleteBuffer( writeBuffer );
  39543. return dstBuffer.buffer;
  39544. }
  39545. _createBuffer( gl, bufferType, array, usage ) {
  39546. const bufferGPU = gl.createBuffer();
  39547. gl.bindBuffer( bufferType, bufferGPU );
  39548. gl.bufferData( bufferType, array, usage );
  39549. gl.bindBuffer( bufferType, null );
  39550. return bufferGPU;
  39551. }
  39552. }
  39553. let initialized$1 = false, equationToGL, factorToGL;
  39554. class WebGLState {
  39555. constructor( backend ) {
  39556. this.backend = backend;
  39557. this.gl = this.backend.gl;
  39558. this.enabled = {};
  39559. this.currentFlipSided = null;
  39560. this.currentCullFace = null;
  39561. this.currentProgram = null;
  39562. this.currentBlendingEnabled = false;
  39563. this.currentBlending = null;
  39564. this.currentBlendSrc = null;
  39565. this.currentBlendDst = null;
  39566. this.currentBlendSrcAlpha = null;
  39567. this.currentBlendDstAlpha = null;
  39568. this.currentPremultipledAlpha = null;
  39569. this.currentPolygonOffsetFactor = null;
  39570. this.currentPolygonOffsetUnits = null;
  39571. this.currentColorMask = null;
  39572. this.currentDepthFunc = null;
  39573. this.currentDepthMask = null;
  39574. this.currentStencilFunc = null;
  39575. this.currentStencilRef = null;
  39576. this.currentStencilFuncMask = null;
  39577. this.currentStencilFail = null;
  39578. this.currentStencilZFail = null;
  39579. this.currentStencilZPass = null;
  39580. this.currentStencilMask = null;
  39581. this.currentLineWidth = null;
  39582. this.currentBoundFramebuffers = {};
  39583. this.currentDrawbuffers = new WeakMap();
  39584. this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS );
  39585. this.currentTextureSlot = null;
  39586. this.currentBoundTextures = {};
  39587. this.currentBoundBufferBases = {};
  39588. if ( initialized$1 === false ) {
  39589. this._init( this.gl );
  39590. initialized$1 = true;
  39591. }
  39592. }
  39593. _init( gl ) {
  39594. // Store only WebGL constants here.
  39595. equationToGL = {
  39596. [ AddEquation ]: gl.FUNC_ADD,
  39597. [ SubtractEquation ]: gl.FUNC_SUBTRACT,
  39598. [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  39599. };
  39600. factorToGL = {
  39601. [ ZeroFactor ]: gl.ZERO,
  39602. [ OneFactor ]: gl.ONE,
  39603. [ SrcColorFactor ]: gl.SRC_COLOR,
  39604. [ SrcAlphaFactor ]: gl.SRC_ALPHA,
  39605. [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  39606. [ DstColorFactor ]: gl.DST_COLOR,
  39607. [ DstAlphaFactor ]: gl.DST_ALPHA,
  39608. [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  39609. [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  39610. [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  39611. [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA
  39612. };
  39613. }
  39614. enable( id ) {
  39615. const { enabled } = this;
  39616. if ( enabled[ id ] !== true ) {
  39617. this.gl.enable( id );
  39618. enabled[ id ] = true;
  39619. }
  39620. }
  39621. disable( id ) {
  39622. const { enabled } = this;
  39623. if ( enabled[ id ] !== false ) {
  39624. this.gl.disable( id );
  39625. enabled[ id ] = false;
  39626. }
  39627. }
  39628. setFlipSided( flipSided ) {
  39629. if ( this.currentFlipSided !== flipSided ) {
  39630. const { gl } = this;
  39631. if ( flipSided ) {
  39632. gl.frontFace( gl.CW );
  39633. } else {
  39634. gl.frontFace( gl.CCW );
  39635. }
  39636. this.currentFlipSided = flipSided;
  39637. }
  39638. }
  39639. setCullFace( cullFace ) {
  39640. const { gl } = this;
  39641. if ( cullFace !== CullFaceNone ) {
  39642. this.enable( gl.CULL_FACE );
  39643. if ( cullFace !== this.currentCullFace ) {
  39644. if ( cullFace === CullFaceBack ) {
  39645. gl.cullFace( gl.BACK );
  39646. } else if ( cullFace === CullFaceFront ) {
  39647. gl.cullFace( gl.FRONT );
  39648. } else {
  39649. gl.cullFace( gl.FRONT_AND_BACK );
  39650. }
  39651. }
  39652. } else {
  39653. this.disable( gl.CULL_FACE );
  39654. }
  39655. this.currentCullFace = cullFace;
  39656. }
  39657. setLineWidth( width ) {
  39658. const { currentLineWidth, gl } = this;
  39659. if ( width !== currentLineWidth ) {
  39660. gl.lineWidth( width );
  39661. this.currentLineWidth = width;
  39662. }
  39663. }
  39664. setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  39665. const { gl } = this;
  39666. if ( blending === NoBlending ) {
  39667. if ( this.currentBlendingEnabled === true ) {
  39668. this.disable( gl.BLEND );
  39669. this.currentBlendingEnabled = false;
  39670. }
  39671. return;
  39672. }
  39673. if ( this.currentBlendingEnabled === false ) {
  39674. this.enable( gl.BLEND );
  39675. this.currentBlendingEnabled = true;
  39676. }
  39677. if ( blending !== CustomBlending ) {
  39678. if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) {
  39679. if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) {
  39680. gl.blendEquation( gl.FUNC_ADD );
  39681. this.currentBlendEquation = AddEquation;
  39682. this.currentBlendEquationAlpha = AddEquation;
  39683. }
  39684. if ( premultipliedAlpha ) {
  39685. switch ( blending ) {
  39686. case NormalBlending:
  39687. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  39688. break;
  39689. case AdditiveBlending:
  39690. gl.blendFunc( gl.ONE, gl.ONE );
  39691. break;
  39692. case SubtractiveBlending:
  39693. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  39694. break;
  39695. case MultiplyBlending:
  39696. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  39697. break;
  39698. default:
  39699. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  39700. break;
  39701. }
  39702. } else {
  39703. switch ( blending ) {
  39704. case NormalBlending:
  39705. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  39706. break;
  39707. case AdditiveBlending:
  39708. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  39709. break;
  39710. case SubtractiveBlending:
  39711. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  39712. break;
  39713. case MultiplyBlending:
  39714. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  39715. break;
  39716. default:
  39717. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  39718. break;
  39719. }
  39720. }
  39721. this.currentBlendSrc = null;
  39722. this.currentBlendDst = null;
  39723. this.currentBlendSrcAlpha = null;
  39724. this.currentBlendDstAlpha = null;
  39725. this.currentBlending = blending;
  39726. this.currentPremultipledAlpha = premultipliedAlpha;
  39727. }
  39728. return;
  39729. }
  39730. // custom blending
  39731. blendEquationAlpha = blendEquationAlpha || blendEquation;
  39732. blendSrcAlpha = blendSrcAlpha || blendSrc;
  39733. blendDstAlpha = blendDstAlpha || blendDst;
  39734. if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) {
  39735. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  39736. this.currentBlendEquation = blendEquation;
  39737. this.currentBlendEquationAlpha = blendEquationAlpha;
  39738. }
  39739. if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) {
  39740. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  39741. this.currentBlendSrc = blendSrc;
  39742. this.currentBlendDst = blendDst;
  39743. this.currentBlendSrcAlpha = blendSrcAlpha;
  39744. this.currentBlendDstAlpha = blendDstAlpha;
  39745. }
  39746. this.currentBlending = blending;
  39747. this.currentPremultipledAlpha = false;
  39748. }
  39749. setColorMask( colorMask ) {
  39750. if ( this.currentColorMask !== colorMask ) {
  39751. this.gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  39752. this.currentColorMask = colorMask;
  39753. }
  39754. }
  39755. setDepthTest( depthTest ) {
  39756. const { gl } = this;
  39757. if ( depthTest ) {
  39758. this.enable( gl.DEPTH_TEST );
  39759. } else {
  39760. this.disable( gl.DEPTH_TEST );
  39761. }
  39762. }
  39763. setDepthMask( depthMask ) {
  39764. if ( this.currentDepthMask !== depthMask ) {
  39765. this.gl.depthMask( depthMask );
  39766. this.currentDepthMask = depthMask;
  39767. }
  39768. }
  39769. setDepthFunc( depthFunc ) {
  39770. if ( this.currentDepthFunc !== depthFunc ) {
  39771. const { gl } = this;
  39772. switch ( depthFunc ) {
  39773. case NeverDepth:
  39774. gl.depthFunc( gl.NEVER );
  39775. break;
  39776. case AlwaysDepth:
  39777. gl.depthFunc( gl.ALWAYS );
  39778. break;
  39779. case LessDepth:
  39780. gl.depthFunc( gl.LESS );
  39781. break;
  39782. case LessEqualDepth:
  39783. gl.depthFunc( gl.LEQUAL );
  39784. break;
  39785. case EqualDepth:
  39786. gl.depthFunc( gl.EQUAL );
  39787. break;
  39788. case GreaterEqualDepth:
  39789. gl.depthFunc( gl.GEQUAL );
  39790. break;
  39791. case GreaterDepth:
  39792. gl.depthFunc( gl.GREATER );
  39793. break;
  39794. case NotEqualDepth:
  39795. gl.depthFunc( gl.NOTEQUAL );
  39796. break;
  39797. default:
  39798. gl.depthFunc( gl.LEQUAL );
  39799. }
  39800. this.currentDepthFunc = depthFunc;
  39801. }
  39802. }
  39803. setStencilTest( stencilTest ) {
  39804. const { gl } = this;
  39805. if ( stencilTest ) {
  39806. this.enable( gl.STENCIL_TEST );
  39807. } else {
  39808. this.disable( gl.STENCIL_TEST );
  39809. }
  39810. }
  39811. setStencilMask( stencilMask ) {
  39812. if ( this.currentStencilMask !== stencilMask ) {
  39813. this.gl.stencilMask( stencilMask );
  39814. this.currentStencilMask = stencilMask;
  39815. }
  39816. }
  39817. setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
  39818. if ( this.currentStencilFunc !== stencilFunc ||
  39819. this.currentStencilRef !== stencilRef ||
  39820. this.currentStencilFuncMask !== stencilMask ) {
  39821. this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  39822. this.currentStencilFunc = stencilFunc;
  39823. this.currentStencilRef = stencilRef;
  39824. this.currentStencilFuncMask = stencilMask;
  39825. }
  39826. }
  39827. setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
  39828. if ( this.currentStencilFail !== stencilFail ||
  39829. this.currentStencilZFail !== stencilZFail ||
  39830. this.currentStencilZPass !== stencilZPass ) {
  39831. this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  39832. this.currentStencilFail = stencilFail;
  39833. this.currentStencilZFail = stencilZFail;
  39834. this.currentStencilZPass = stencilZPass;
  39835. }
  39836. }
  39837. setMaterial( material, frontFaceCW ) {
  39838. const { gl } = this;
  39839. material.side === DoubleSide
  39840. ? this.disable( gl.CULL_FACE )
  39841. : this.enable( gl.CULL_FACE );
  39842. let flipSided = ( material.side === BackSide );
  39843. if ( frontFaceCW ) flipSided = ! flipSided;
  39844. this.setFlipSided( flipSided );
  39845. ( material.blending === NormalBlending && material.transparent === false )
  39846. ? this.setBlending( NoBlending )
  39847. : this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  39848. this.setDepthFunc( material.depthFunc );
  39849. this.setDepthTest( material.depthTest );
  39850. this.setDepthMask( material.depthWrite );
  39851. this.setColorMask( material.colorWrite );
  39852. const stencilWrite = material.stencilWrite;
  39853. this.setStencilTest( stencilWrite );
  39854. if ( stencilWrite ) {
  39855. this.setStencilMask( material.stencilWriteMask );
  39856. this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  39857. this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  39858. }
  39859. this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  39860. material.alphaToCoverage === true
  39861. ? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
  39862. : this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
  39863. }
  39864. setPolygonOffset( polygonOffset, factor, units ) {
  39865. const { gl } = this;
  39866. if ( polygonOffset ) {
  39867. this.enable( gl.POLYGON_OFFSET_FILL );
  39868. if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) {
  39869. gl.polygonOffset( factor, units );
  39870. this.currentPolygonOffsetFactor = factor;
  39871. this.currentPolygonOffsetUnits = units;
  39872. }
  39873. } else {
  39874. this.disable( gl.POLYGON_OFFSET_FILL );
  39875. }
  39876. }
  39877. useProgram( program ) {
  39878. if ( this.currentProgram !== program ) {
  39879. this.gl.useProgram( program );
  39880. this.currentProgram = program;
  39881. return true;
  39882. }
  39883. return false;
  39884. }
  39885. // framebuffer
  39886. bindFramebuffer( target, framebuffer ) {
  39887. const { gl, currentBoundFramebuffers } = this;
  39888. if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
  39889. gl.bindFramebuffer( target, framebuffer );
  39890. currentBoundFramebuffers[ target ] = framebuffer;
  39891. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  39892. if ( target === gl.DRAW_FRAMEBUFFER ) {
  39893. currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;
  39894. }
  39895. if ( target === gl.FRAMEBUFFER ) {
  39896. currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;
  39897. }
  39898. return true;
  39899. }
  39900. return false;
  39901. }
  39902. drawBuffers( renderContext, framebuffer ) {
  39903. const { gl } = this;
  39904. let drawBuffers = [];
  39905. let needsUpdate = false;
  39906. if ( renderContext.textures !== null ) {
  39907. drawBuffers = this.currentDrawbuffers.get( framebuffer );
  39908. if ( drawBuffers === undefined ) {
  39909. drawBuffers = [];
  39910. this.currentDrawbuffers.set( framebuffer, drawBuffers );
  39911. }
  39912. const textures = renderContext.textures;
  39913. if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {
  39914. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  39915. drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;
  39916. }
  39917. drawBuffers.length = textures.length;
  39918. needsUpdate = true;
  39919. }
  39920. } else {
  39921. if ( drawBuffers[ 0 ] !== gl.BACK ) {
  39922. drawBuffers[ 0 ] = gl.BACK;
  39923. needsUpdate = true;
  39924. }
  39925. }
  39926. if ( needsUpdate ) {
  39927. gl.drawBuffers( drawBuffers );
  39928. }
  39929. }
  39930. // texture
  39931. activeTexture( webglSlot ) {
  39932. const { gl, currentTextureSlot, maxTextures } = this;
  39933. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  39934. if ( currentTextureSlot !== webglSlot ) {
  39935. gl.activeTexture( webglSlot );
  39936. this.currentTextureSlot = webglSlot;
  39937. }
  39938. }
  39939. bindTexture( webglType, webglTexture, webglSlot ) {
  39940. const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this;
  39941. if ( webglSlot === undefined ) {
  39942. if ( currentTextureSlot === null ) {
  39943. webglSlot = gl.TEXTURE0 + maxTextures - 1;
  39944. } else {
  39945. webglSlot = currentTextureSlot;
  39946. }
  39947. }
  39948. let boundTexture = currentBoundTextures[ webglSlot ];
  39949. if ( boundTexture === undefined ) {
  39950. boundTexture = { type: undefined, texture: undefined };
  39951. currentBoundTextures[ webglSlot ] = boundTexture;
  39952. }
  39953. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  39954. if ( currentTextureSlot !== webglSlot ) {
  39955. gl.activeTexture( webglSlot );
  39956. this.currentTextureSlot = webglSlot;
  39957. }
  39958. gl.bindTexture( webglType, webglTexture );
  39959. boundTexture.type = webglType;
  39960. boundTexture.texture = webglTexture;
  39961. }
  39962. }
  39963. bindBufferBase( target, index, buffer ) {
  39964. const { gl } = this;
  39965. const key = `${target}-${index}`;
  39966. if ( this.currentBoundBufferBases[ key ] !== buffer ) {
  39967. gl.bindBufferBase( target, index, buffer );
  39968. this.currentBoundBufferBases[ key ] = buffer;
  39969. return true;
  39970. }
  39971. return false;
  39972. }
  39973. unbindTexture() {
  39974. const { gl, currentTextureSlot, currentBoundTextures } = this;
  39975. const boundTexture = currentBoundTextures[ currentTextureSlot ];
  39976. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  39977. gl.bindTexture( boundTexture.type, null );
  39978. boundTexture.type = undefined;
  39979. boundTexture.texture = undefined;
  39980. }
  39981. }
  39982. }
  39983. class WebGLUtils {
  39984. constructor( backend ) {
  39985. this.backend = backend;
  39986. this.gl = this.backend.gl;
  39987. this.extensions = backend.extensions;
  39988. }
  39989. convert( p, colorSpace = NoColorSpace ) {
  39990. const { gl, extensions } = this;
  39991. let extension;
  39992. if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  39993. if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  39994. if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
  39995. if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
  39996. if ( p === ByteType ) return gl.BYTE;
  39997. if ( p === ShortType ) return gl.SHORT;
  39998. if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  39999. if ( p === IntType ) return gl.INT;
  40000. if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  40001. if ( p === FloatType ) return gl.FLOAT;
  40002. if ( p === HalfFloatType ) {
  40003. return gl.HALF_FLOAT;
  40004. }
  40005. if ( p === AlphaFormat ) return gl.ALPHA;
  40006. if ( p === RGBFormat ) return gl.RGB;
  40007. if ( p === RGBAFormat ) return gl.RGBA;
  40008. if ( p === LuminanceFormat ) return gl.LUMINANCE;
  40009. if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
  40010. if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  40011. if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
  40012. // WebGL2 formats.
  40013. if ( p === RedFormat ) return gl.RED;
  40014. if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  40015. if ( p === RGFormat ) return gl.RG;
  40016. if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  40017. if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;
  40018. // S3TC
  40019. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  40020. if ( colorSpace === SRGBColorSpace ) {
  40021. extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
  40022. if ( extension !== null ) {
  40023. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  40024. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  40025. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  40026. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
  40027. } else {
  40028. return null;
  40029. }
  40030. } else {
  40031. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  40032. if ( extension !== null ) {
  40033. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  40034. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  40035. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  40036. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  40037. } else {
  40038. return null;
  40039. }
  40040. }
  40041. }
  40042. // PVRTC
  40043. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  40044. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  40045. if ( extension !== null ) {
  40046. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  40047. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  40048. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  40049. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  40050. } else {
  40051. return null;
  40052. }
  40053. }
  40054. // ETC
  40055. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  40056. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  40057. if ( extension !== null ) {
  40058. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  40059. if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
  40060. } else {
  40061. return null;
  40062. }
  40063. }
  40064. // ASTC
  40065. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  40066. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  40067. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  40068. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  40069. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  40070. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  40071. if ( extension !== null ) {
  40072. if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  40073. if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  40074. if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  40075. if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  40076. if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  40077. if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  40078. if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  40079. if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  40080. if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  40081. if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  40082. if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  40083. if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  40084. if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  40085. if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
  40086. } else {
  40087. return null;
  40088. }
  40089. }
  40090. // BPTC
  40091. if ( p === RGBA_BPTC_Format ) {
  40092. extension = extensions.get( 'EXT_texture_compression_bptc' );
  40093. if ( extension !== null ) {
  40094. if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
  40095. } else {
  40096. return null;
  40097. }
  40098. }
  40099. // RGTC
  40100. if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {
  40101. extension = extensions.get( 'EXT_texture_compression_rgtc' );
  40102. if ( extension !== null ) {
  40103. if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  40104. if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  40105. if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  40106. if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
  40107. } else {
  40108. return null;
  40109. }
  40110. }
  40111. //
  40112. if ( p === UnsignedInt248Type ) {
  40113. return gl.UNSIGNED_INT_24_8;
  40114. }
  40115. // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)
  40116. return ( gl[ p ] !== undefined ) ? gl[ p ] : null;
  40117. }
  40118. _clientWaitAsync() {
  40119. const { gl } = this;
  40120. const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
  40121. gl.flush();
  40122. return new Promise( ( resolve, reject ) => {
  40123. function test() {
  40124. const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 );
  40125. if ( res === gl.WAIT_FAILED ) {
  40126. gl.deleteSync( sync );
  40127. reject();
  40128. return;
  40129. }
  40130. if ( res === gl.TIMEOUT_EXPIRED ) {
  40131. requestAnimationFrame( test );
  40132. return;
  40133. }
  40134. gl.deleteSync( sync );
  40135. resolve();
  40136. }
  40137. test();
  40138. } );
  40139. }
  40140. }
  40141. let initialized = false, wrappingToGL, filterToGL, compareToGL;
  40142. class WebGLTextureUtils {
  40143. constructor( backend ) {
  40144. this.backend = backend;
  40145. this.gl = backend.gl;
  40146. this.extensions = backend.extensions;
  40147. this.defaultTextures = {};
  40148. if ( initialized === false ) {
  40149. this._init( this.gl );
  40150. initialized = true;
  40151. }
  40152. }
  40153. _init( gl ) {
  40154. // Store only WebGL constants here.
  40155. wrappingToGL = {
  40156. [ RepeatWrapping ]: gl.REPEAT,
  40157. [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
  40158. [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
  40159. };
  40160. filterToGL = {
  40161. [ NearestFilter ]: gl.NEAREST,
  40162. [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
  40163. [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,
  40164. [ LinearFilter ]: gl.LINEAR,
  40165. [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
  40166. [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
  40167. };
  40168. compareToGL = {
  40169. [ NeverCompare ]: gl.NEVER,
  40170. [ AlwaysCompare ]: gl.ALWAYS,
  40171. [ LessCompare ]: gl.LESS,
  40172. [ LessEqualCompare ]: gl.LEQUAL,
  40173. [ EqualCompare ]: gl.EQUAL,
  40174. [ GreaterEqualCompare ]: gl.GEQUAL,
  40175. [ GreaterCompare ]: gl.GREATER,
  40176. [ NotEqualCompare ]: gl.NOTEQUAL
  40177. };
  40178. }
  40179. filterFallback( f ) {
  40180. const { gl } = this;
  40181. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  40182. return gl.NEAREST;
  40183. }
  40184. return gl.LINEAR;
  40185. }
  40186. getGLTextureType( texture ) {
  40187. const { gl } = this;
  40188. let glTextureType;
  40189. if ( texture.isCubeTexture === true ) {
  40190. glTextureType = gl.TEXTURE_CUBE_MAP;
  40191. } else if ( texture.isDataArrayTexture === true ) {
  40192. glTextureType = gl.TEXTURE_2D_ARRAY;
  40193. } else if ( texture.isData3DTexture === true ) {
  40194. glTextureType = gl.TEXTURE_3D;
  40195. } else {
  40196. glTextureType = gl.TEXTURE_2D;
  40197. }
  40198. return glTextureType;
  40199. }
  40200. getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
  40201. const { gl, extensions } = this;
  40202. if ( internalFormatName !== null ) {
  40203. if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];
  40204. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  40205. }
  40206. let internalFormat = glFormat;
  40207. if ( glFormat === gl.RED ) {
  40208. if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
  40209. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
  40210. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
  40211. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
  40212. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  40213. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  40214. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  40215. if ( glType === gl.INT ) internalFormat = gl.R32I;
  40216. }
  40217. if ( glFormat === gl.RED_INTEGER ) {
  40218. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
  40219. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
  40220. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  40221. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  40222. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  40223. if ( glType === gl.INT ) internalFormat = gl.R32I;
  40224. }
  40225. if ( glFormat === gl.RG ) {
  40226. if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
  40227. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
  40228. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
  40229. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
  40230. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  40231. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  40232. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  40233. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  40234. }
  40235. if ( glFormat === gl.RG_INTEGER ) {
  40236. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
  40237. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
  40238. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  40239. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  40240. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  40241. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  40242. }
  40243. if ( glFormat === gl.RGB ) {
  40244. if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
  40245. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
  40246. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
  40247. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
  40248. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  40249. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  40250. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  40251. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  40252. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8;
  40253. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
  40254. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  40255. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
  40256. if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
  40257. }
  40258. if ( glFormat === gl.RGB_INTEGER ) {
  40259. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
  40260. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
  40261. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  40262. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  40263. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  40264. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  40265. }
  40266. if ( glFormat === gl.RGBA ) {
  40267. if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
  40268. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
  40269. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
  40270. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
  40271. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  40272. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  40273. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  40274. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  40275. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
  40276. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
  40277. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  40278. }
  40279. if ( glFormat === gl.RGBA_INTEGER ) {
  40280. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
  40281. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
  40282. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  40283. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  40284. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  40285. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  40286. }
  40287. if ( glFormat === gl.DEPTH_COMPONENT ) {
  40288. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH24_STENCIL8;
  40289. if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;
  40290. }
  40291. if ( glFormat === gl.DEPTH_STENCIL ) {
  40292. if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;
  40293. }
  40294. if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
  40295. internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
  40296. internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {
  40297. extensions.get( 'EXT_color_buffer_float' );
  40298. }
  40299. return internalFormat;
  40300. }
  40301. setTextureParameters( textureType, texture ) {
  40302. const { gl, extensions, backend } = this;
  40303. gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  40304. gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  40305. if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {
  40306. gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  40307. }
  40308. gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  40309. const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;
  40310. // follow WebGPU backend mapping for texture filtering
  40311. const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;
  40312. gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );
  40313. if ( texture.compareFunction ) {
  40314. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
  40315. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
  40316. }
  40317. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  40318. if ( texture.magFilter === NearestFilter ) return;
  40319. if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  40320. if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  40321. if ( texture.anisotropy > 1 ) {
  40322. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  40323. gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );
  40324. }
  40325. }
  40326. }
  40327. createDefaultTexture( texture ) {
  40328. const { gl, backend, defaultTextures } = this;
  40329. const glTextureType = this.getGLTextureType( texture );
  40330. let textureGPU = defaultTextures[ glTextureType ];
  40331. if ( textureGPU === undefined ) {
  40332. textureGPU = gl.createTexture();
  40333. backend.state.bindTexture( glTextureType, textureGPU );
  40334. gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  40335. gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  40336. // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  40337. defaultTextures[ glTextureType ] = textureGPU;
  40338. }
  40339. backend.set( texture, {
  40340. textureGPU,
  40341. glTextureType,
  40342. isDefault: true
  40343. } );
  40344. }
  40345. createTexture( texture, options ) {
  40346. const { gl, backend } = this;
  40347. const { levels, width, height, depth } = options;
  40348. const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
  40349. const glType = backend.utils.convert( texture.type );
  40350. const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
  40351. const textureGPU = gl.createTexture();
  40352. const glTextureType = this.getGLTextureType( texture );
  40353. backend.state.bindTexture( glTextureType, textureGPU );
  40354. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  40355. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  40356. gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  40357. gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
  40358. this.setTextureParameters( glTextureType, texture );
  40359. if ( texture.isDataArrayTexture ) {
  40360. gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );
  40361. } else if ( texture.isData3DTexture ) {
  40362. gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );
  40363. } else if ( ! texture.isVideoTexture ) {
  40364. gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
  40365. }
  40366. backend.set( texture, {
  40367. textureGPU,
  40368. glTextureType,
  40369. glFormat,
  40370. glType,
  40371. glInternalFormat
  40372. } );
  40373. }
  40374. copyBufferToTexture( buffer, texture ) {
  40375. const { gl, backend } = this;
  40376. const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );
  40377. const { width, height } = texture.source.data;
  40378. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );
  40379. backend.state.bindTexture( glTextureType, textureGPU );
  40380. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
  40381. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
  40382. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );
  40383. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );
  40384. backend.state.unbindTexture();
  40385. // debug
  40386. // const framebuffer = gl.createFramebuffer();
  40387. // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
  40388. // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );
  40389. // const readout = new Float32Array( width * height * 4 );
  40390. // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
  40391. // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );
  40392. // gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
  40393. // gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  40394. // console.log( readout );
  40395. }
  40396. updateTexture( texture, options ) {
  40397. const { gl } = this;
  40398. const { width, height } = options;
  40399. const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );
  40400. if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
  40401. return;
  40402. const getImage = ( source ) => {
  40403. if ( source.isDataTexture ) {
  40404. return source.image.data;
  40405. } else if ( source instanceof ImageBitmap || source instanceof OffscreenCanvas || source instanceof HTMLImageElement || source instanceof HTMLCanvasElement ) {
  40406. return source;
  40407. }
  40408. return source.data;
  40409. };
  40410. this.backend.state.bindTexture( glTextureType, textureGPU );
  40411. if ( texture.isCompressedTexture ) {
  40412. const mipmaps = texture.mipmaps;
  40413. for ( let i = 0; i < mipmaps.length; i ++ ) {
  40414. const mipmap = mipmaps[ i ];
  40415. if ( texture.isCompressedArrayTexture ) {
  40416. const image = options.image;
  40417. if ( texture.format !== gl.RGBA ) {
  40418. if ( glFormat !== null ) {
  40419. gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );
  40420. } else {
  40421. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  40422. }
  40423. } else {
  40424. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
  40425. }
  40426. } else {
  40427. if ( glFormat !== null ) {
  40428. gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
  40429. } else {
  40430. console.warn( 'Unsupported compressed texture format' );
  40431. }
  40432. }
  40433. }
  40434. } else if ( texture.isCubeTexture ) {
  40435. const images = options.images;
  40436. for ( let i = 0; i < 6; i ++ ) {
  40437. const image = getImage( images[ i ] );
  40438. gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
  40439. }
  40440. } else if ( texture.isDataArrayTexture ) {
  40441. const image = options.image;
  40442. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  40443. } else if ( texture.isData3DTexture ) {
  40444. const image = options.image;
  40445. gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  40446. } else if ( texture.isVideoTexture ) {
  40447. texture.update();
  40448. gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
  40449. } else {
  40450. const image = getImage( options.image );
  40451. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
  40452. }
  40453. }
  40454. generateMipmaps( texture ) {
  40455. const { gl, backend } = this;
  40456. const { textureGPU, glTextureType } = backend.get( texture );
  40457. backend.state.bindTexture( glTextureType, textureGPU );
  40458. gl.generateMipmap( glTextureType );
  40459. }
  40460. deallocateRenderBuffers( renderTarget ) {
  40461. const { gl, backend } = this;
  40462. // remove framebuffer reference
  40463. if ( renderTarget ) {
  40464. const renderContextData = backend.get( renderTarget );
  40465. renderContextData.renderBufferStorageSetup = undefined;
  40466. if ( renderContextData.framebuffers ) {
  40467. for ( const cacheKey in renderContextData.framebuffers ) {
  40468. gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );
  40469. }
  40470. delete renderContextData.framebuffers;
  40471. }
  40472. if ( renderContextData.depthRenderbuffer ) {
  40473. gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
  40474. delete renderContextData.depthRenderbuffer;
  40475. }
  40476. if ( renderContextData.stencilRenderbuffer ) {
  40477. gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
  40478. delete renderContextData.stencilRenderbuffer;
  40479. }
  40480. if ( renderContextData.msaaFrameBuffer ) {
  40481. gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
  40482. delete renderContextData.msaaFrameBuffer;
  40483. }
  40484. if ( renderContextData.msaaRenderbuffers ) {
  40485. for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {
  40486. gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );
  40487. }
  40488. delete renderContextData.msaaRenderbuffers;
  40489. }
  40490. }
  40491. }
  40492. destroyTexture( texture ) {
  40493. const { gl, backend } = this;
  40494. const { textureGPU, renderTarget } = backend.get( texture );
  40495. this.deallocateRenderBuffers( renderTarget );
  40496. gl.deleteTexture( textureGPU );
  40497. backend.delete( texture );
  40498. }
  40499. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  40500. const { gl, backend } = this;
  40501. const { state } = this.backend;
  40502. const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );
  40503. let width, height, minX, minY;
  40504. let dstX, dstY;
  40505. if ( srcRegion !== null ) {
  40506. width = srcRegion.max.x - srcRegion.min.x;
  40507. height = srcRegion.max.y - srcRegion.min.y;
  40508. minX = srcRegion.min.x;
  40509. minY = srcRegion.min.y;
  40510. } else {
  40511. width = srcTexture.image.width;
  40512. height = srcTexture.image.height;
  40513. minX = 0;
  40514. minY = 0;
  40515. }
  40516. if ( dstPosition !== null ) {
  40517. dstX = dstPosition.x;
  40518. dstY = dstPosition.y;
  40519. } else {
  40520. dstX = 0;
  40521. dstY = 0;
  40522. }
  40523. state.bindTexture( glTextureType, dstTextureGPU );
  40524. // As another texture upload may have changed pixelStorei
  40525. // parameters, make sure they are correct for the dstTexture
  40526. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  40527. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  40528. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  40529. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  40530. const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
  40531. const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
  40532. const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
  40533. const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
  40534. const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );
  40535. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
  40536. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
  40537. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
  40538. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
  40539. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
  40540. if ( srcTexture.isDataTexture ) {
  40541. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );
  40542. } else {
  40543. if ( srcTexture.isCompressedTexture ) {
  40544. gl.compressedTexSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );
  40545. } else {
  40546. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );
  40547. }
  40548. }
  40549. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  40550. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
  40551. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  40552. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
  40553. gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
  40554. // Generate mipmaps only when copying level 0
  40555. if ( level === 0 && dstTexture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D );
  40556. state.unbindTexture();
  40557. }
  40558. copyFramebufferToTexture( texture, renderContext ) {
  40559. const { gl } = this;
  40560. const { state } = this.backend;
  40561. const { textureGPU } = this.backend.get( texture );
  40562. const width = texture.image.width;
  40563. const height = texture.image.height;
  40564. const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );
  40565. if ( requireDrawFrameBuffer ) {
  40566. let mask;
  40567. let attachment;
  40568. if ( texture.isDepthTexture === true ) {
  40569. mask = gl.DEPTH_BUFFER_BIT;
  40570. attachment = gl.DEPTH_ATTACHMENT;
  40571. if ( renderContext.stencil ) {
  40572. mask |= gl.STENCIL_BUFFER_BIT;
  40573. }
  40574. } else {
  40575. mask = gl.COLOR_BUFFER_BIT;
  40576. attachment = gl.COLOR_ATTACHMENT0;
  40577. }
  40578. const fb = gl.createFramebuffer();
  40579. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  40580. gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
  40581. gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );
  40582. gl.deleteFramebuffer( fb );
  40583. } else {
  40584. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  40585. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height );
  40586. state.unbindTexture();
  40587. }
  40588. if ( texture.generateMipmaps ) this.generateMipmaps( texture );
  40589. this.backend._setFramebuffer( renderContext );
  40590. }
  40591. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  40592. setupRenderBufferStorage( renderbuffer, renderContext ) {
  40593. const { gl } = this;
  40594. const renderTarget = renderContext.renderTarget;
  40595. const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
  40596. gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
  40597. if ( depthBuffer && ! stencilBuffer ) {
  40598. let glInternalFormat = gl.DEPTH_COMPONENT24;
  40599. if ( samples > 0 ) {
  40600. if ( depthTexture && depthTexture.isDepthTexture ) {
  40601. if ( depthTexture.type === gl.FLOAT ) {
  40602. glInternalFormat = gl.DEPTH_COMPONENT32F;
  40603. }
  40604. }
  40605. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );
  40606. } else {
  40607. gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );
  40608. }
  40609. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  40610. } else if ( depthBuffer && stencilBuffer ) {
  40611. if ( samples > 0 ) {
  40612. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );
  40613. } else {
  40614. gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );
  40615. }
  40616. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  40617. }
  40618. }
  40619. async copyTextureToBuffer( texture, x, y, width, height ) {
  40620. const { backend, gl } = this;
  40621. const { textureGPU, glFormat, glType } = this.backend.get( texture );
  40622. const fb = gl.createFramebuffer();
  40623. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  40624. gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureGPU, 0 );
  40625. const typedArrayType = this._getTypedArrayType( glType );
  40626. const bytesPerTexel = this._getBytesPerTexel( glFormat );
  40627. const elementCount = width * height;
  40628. const byteLength = elementCount * bytesPerTexel;
  40629. const buffer = gl.createBuffer();
  40630. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  40631. gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
  40632. gl.readPixels( x, y, width, height, glFormat, glType, 0 );
  40633. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  40634. await backend.utils._clientWaitAsync();
  40635. const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );
  40636. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  40637. gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
  40638. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  40639. gl.deleteFramebuffer( fb );
  40640. return dstBuffer;
  40641. }
  40642. _getTypedArrayType( glType ) {
  40643. const { gl } = this;
  40644. if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;
  40645. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
  40646. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
  40647. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
  40648. if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
  40649. if ( glType === gl.UNSIGNED_INT ) return Uint32Array;
  40650. if ( glType === gl.FLOAT ) return Float32Array;
  40651. throw new Error( `Unsupported WebGL type: ${glType}` );
  40652. }
  40653. _getBytesPerTexel( glFormat ) {
  40654. const { gl } = this;
  40655. if ( glFormat === gl.RGBA ) return 4;
  40656. if ( glFormat === gl.RGB ) return 3;
  40657. if ( glFormat === gl.ALPHA ) return 1;
  40658. }
  40659. }
  40660. class WebGLExtensions {
  40661. constructor( backend ) {
  40662. this.backend = backend;
  40663. this.gl = this.backend.gl;
  40664. this.availableExtensions = this.gl.getSupportedExtensions();
  40665. this.extensions = {};
  40666. }
  40667. get( name ) {
  40668. let extension = this.extensions[ name ];
  40669. if ( extension === undefined ) {
  40670. extension = this.gl.getExtension( name );
  40671. this.extensions[ name ] = extension;
  40672. }
  40673. return extension;
  40674. }
  40675. has( name ) {
  40676. return this.availableExtensions.includes( name );
  40677. }
  40678. }
  40679. class WebGLCapabilities {
  40680. constructor( backend ) {
  40681. this.backend = backend;
  40682. this.maxAnisotropy = null;
  40683. }
  40684. getMaxAnisotropy() {
  40685. if ( this.maxAnisotropy !== null ) return this.maxAnisotropy;
  40686. const gl = this.backend.gl;
  40687. const extensions = this.backend.extensions;
  40688. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  40689. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  40690. this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  40691. } else {
  40692. this.maxAnisotropy = 0;
  40693. }
  40694. return this.maxAnisotropy;
  40695. }
  40696. }
  40697. const GLFeatureName = {
  40698. 'WEBGL_multi_draw': 'WEBGL_multi_draw',
  40699. 'WEBGL_compressed_texture_astc': 'texture-compression-astc',
  40700. 'WEBGL_compressed_texture_etc': 'texture-compression-etc2',
  40701. 'WEBGL_compressed_texture_etc1': 'texture-compression-etc1',
  40702. 'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  40703. 'WEBKIT_WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  40704. 'WEBGL_compressed_texture_s3tc': 'texture-compression-bc',
  40705. 'EXT_texture_compression_bptc': 'texture-compression-bptc',
  40706. 'EXT_disjoint_timer_query_webgl2': 'timestamp-query',
  40707. };
  40708. class WebGLBufferRenderer {
  40709. constructor( backend ) {
  40710. this.gl = backend.gl;
  40711. this.extensions = backend.extensions;
  40712. this.info = backend.renderer.info;
  40713. this.mode = null;
  40714. this.index = 0;
  40715. this.type = null;
  40716. this.object = null;
  40717. }
  40718. render( start, count ) {
  40719. const { gl, mode, object, type, info, index } = this;
  40720. if ( index !== 0 ) {
  40721. gl.drawElements( mode, count, type, start );
  40722. } else {
  40723. gl.drawArrays( mode, start, count );
  40724. }
  40725. info.update( object, count, mode, 1 );
  40726. }
  40727. renderInstances( start, count, primcount ) {
  40728. const { gl, mode, type, index, object, info } = this;
  40729. if ( primcount === 0 ) return;
  40730. if ( index !== 0 ) {
  40731. gl.drawElementsInstanced( mode, count, type, start, primcount );
  40732. } else {
  40733. gl.drawArraysInstanced( mode, start, count, primcount );
  40734. }
  40735. info.update( object, count, mode, primcount );
  40736. }
  40737. renderMultiDraw( starts, counts, drawCount ) {
  40738. const { extensions, mode, object, info } = this;
  40739. if ( drawCount === 0 ) return;
  40740. const extension = extensions.get( 'WEBGL_multi_draw' );
  40741. if ( extension === null ) {
  40742. for ( let i = 0; i < drawCount; i ++ ) {
  40743. this.render( starts[ i ], counts[ i ] );
  40744. }
  40745. } else {
  40746. if ( this.index !== 0 ) {
  40747. extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );
  40748. } else {
  40749. extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
  40750. }
  40751. let elementCount = 0;
  40752. for ( let i = 0; i < drawCount; i ++ ) {
  40753. elementCount += counts[ i ];
  40754. }
  40755. info.update( object, elementCount, mode, 1 );
  40756. }
  40757. }
  40758. renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
  40759. const { extensions, mode, object, info } = this;
  40760. if ( drawCount === 0 ) return;
  40761. const extension = extensions.get( 'WEBGL_multi_draw' );
  40762. if ( extension === null ) {
  40763. for ( let i = 0; i < drawCount; i ++ ) {
  40764. this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
  40765. }
  40766. } else {
  40767. if ( this.index !== 0 ) {
  40768. extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );
  40769. } else {
  40770. extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
  40771. }
  40772. let elementCount = 0;
  40773. for ( let i = 0; i < drawCount; i ++ ) {
  40774. elementCount += counts[ i ];
  40775. }
  40776. for ( let i = 0; i < primcount.length; i ++ ) {
  40777. info.update( object, elementCount, mode, primcount[ i ] );
  40778. }
  40779. }
  40780. }
  40781. //
  40782. }
  40783. //
  40784. class WebGLBackend extends Backend {
  40785. constructor( parameters = {} ) {
  40786. super( parameters );
  40787. this.isWebGLBackend = true;
  40788. }
  40789. init( renderer ) {
  40790. super.init( renderer );
  40791. //
  40792. const parameters = this.parameters;
  40793. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  40794. this.gl = glContext;
  40795. this.extensions = new WebGLExtensions( this );
  40796. this.capabilities = new WebGLCapabilities( this );
  40797. this.attributeUtils = new WebGLAttributeUtils( this );
  40798. this.textureUtils = new WebGLTextureUtils( this );
  40799. this.bufferRenderer = new WebGLBufferRenderer( this );
  40800. this.state = new WebGLState( this );
  40801. this.utils = new WebGLUtils( this );
  40802. this.vaoCache = {};
  40803. this.transformFeedbackCache = {};
  40804. this.discard = false;
  40805. this.trackTimestamp = ( parameters.trackTimestamp === true );
  40806. this.extensions.get( 'EXT_color_buffer_float' );
  40807. this.extensions.get( 'WEBGL_clip_cull_distance' );
  40808. this.extensions.get( 'OES_texture_float_linear' );
  40809. this.extensions.get( 'EXT_color_buffer_half_float' );
  40810. this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
  40811. this.extensions.get( 'WEBGL_render_shared_exponent' );
  40812. this.extensions.get( 'WEBGL_multi_draw' );
  40813. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  40814. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  40815. this._currentContext = null;
  40816. }
  40817. get coordinateSystem() {
  40818. return WebGLCoordinateSystem;
  40819. }
  40820. async getArrayBufferAsync( attribute ) {
  40821. return await this.attributeUtils.getArrayBufferAsync( attribute );
  40822. }
  40823. initTimestampQuery( renderContext ) {
  40824. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  40825. const renderContextData = this.get( renderContext );
  40826. if ( this.queryRunning ) {
  40827. if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
  40828. renderContextData.queryQueue.push( renderContext );
  40829. return;
  40830. }
  40831. if ( renderContextData.activeQuery ) {
  40832. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  40833. renderContextData.activeQuery = null;
  40834. }
  40835. renderContextData.activeQuery = this.gl.createQuery();
  40836. if ( renderContextData.activeQuery !== null ) {
  40837. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  40838. this.queryRunning = true;
  40839. }
  40840. }
  40841. // timestamp utils
  40842. prepareTimestampBuffer( renderContext ) {
  40843. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  40844. const renderContextData = this.get( renderContext );
  40845. if ( renderContextData.activeQuery ) {
  40846. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  40847. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  40848. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  40849. renderContextData.activeQuery = null;
  40850. this.queryRunning = false;
  40851. if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
  40852. const nextRenderContext = renderContextData.queryQueue.shift();
  40853. this.initTimestampQuery( nextRenderContext );
  40854. }
  40855. }
  40856. }
  40857. async resolveTimestampAsync( renderContext, type = 'render' ) {
  40858. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  40859. const renderContextData = this.get( renderContext );
  40860. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  40861. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  40862. const queryInfo = renderContextData.gpuQueries[ i ];
  40863. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  40864. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  40865. if ( available && ! disjoint ) {
  40866. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  40867. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  40868. this.gl.deleteQuery( queryInfo.query );
  40869. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  40870. i --;
  40871. this.renderer.info.updateTimestamp( type, duration );
  40872. }
  40873. }
  40874. }
  40875. getContext() {
  40876. return this.gl;
  40877. }
  40878. beginRender( renderContext ) {
  40879. const { gl } = this;
  40880. const renderContextData = this.get( renderContext );
  40881. //
  40882. //
  40883. this.initTimestampQuery( renderContext );
  40884. renderContextData.previousContext = this._currentContext;
  40885. this._currentContext = renderContext;
  40886. this._setFramebuffer( renderContext );
  40887. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  40888. //
  40889. if ( renderContext.viewport ) {
  40890. this.updateViewport( renderContext );
  40891. } else {
  40892. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  40893. }
  40894. if ( renderContext.scissor ) {
  40895. const { x, y, width, height } = renderContext.scissorValue;
  40896. gl.scissor( x, y, width, height );
  40897. }
  40898. const occlusionQueryCount = renderContext.occlusionQueryCount;
  40899. if ( occlusionQueryCount > 0 ) {
  40900. // Get a reference to the array of objects with queries. The renderContextData property
  40901. // can be changed by another render pass before the async reading of all previous queries complete
  40902. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  40903. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  40904. renderContextData.lastOcclusionObject = null;
  40905. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  40906. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  40907. renderContextData.occlusionQueryIndex = 0;
  40908. }
  40909. }
  40910. finishRender( renderContext ) {
  40911. const { gl, state } = this;
  40912. const renderContextData = this.get( renderContext );
  40913. const previousContext = renderContextData.previousContext;
  40914. const occlusionQueryCount = renderContext.occlusionQueryCount;
  40915. if ( occlusionQueryCount > 0 ) {
  40916. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  40917. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  40918. }
  40919. this.resolveOccludedAsync( renderContext );
  40920. }
  40921. const textures = renderContext.textures;
  40922. if ( textures !== null ) {
  40923. for ( let i = 0; i < textures.length; i ++ ) {
  40924. const texture = textures[ i ];
  40925. if ( texture.generateMipmaps ) {
  40926. this.generateMipmaps( texture );
  40927. }
  40928. }
  40929. }
  40930. this._currentContext = previousContext;
  40931. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  40932. const renderTargetContextData = this.get( renderContext.renderTarget );
  40933. const { samples } = renderContext.renderTarget;
  40934. if ( samples > 0 ) {
  40935. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  40936. const mask = gl.COLOR_BUFFER_BIT;
  40937. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  40938. const textures = renderContext.textures;
  40939. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  40940. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  40941. for ( let i = 0; i < textures.length; i ++ ) {
  40942. // TODO Add support for MRT
  40943. if ( renderContext.scissor ) {
  40944. const { x, y, width, height } = renderContext.scissorValue;
  40945. gl.blitFramebuffer( x, y, x + width, y + height, x, y, x + width, y + height, mask, gl.NEAREST );
  40946. gl.invalidateSubFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray, x, y, width, height );
  40947. } else {
  40948. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  40949. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  40950. }
  40951. }
  40952. }
  40953. }
  40954. if ( previousContext !== null ) {
  40955. this._setFramebuffer( previousContext );
  40956. if ( previousContext.viewport ) {
  40957. this.updateViewport( previousContext );
  40958. } else {
  40959. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  40960. }
  40961. }
  40962. this.prepareTimestampBuffer( renderContext );
  40963. }
  40964. resolveOccludedAsync( renderContext ) {
  40965. const renderContextData = this.get( renderContext );
  40966. // handle occlusion query results
  40967. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  40968. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  40969. const occluded = new WeakSet();
  40970. const { gl } = this;
  40971. renderContextData.currentOcclusionQueryObjects = null;
  40972. renderContextData.currentOcclusionQueries = null;
  40973. const check = () => {
  40974. let completed = 0;
  40975. // check all queries and requeue as appropriate
  40976. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  40977. const query = currentOcclusionQueries[ i ];
  40978. if ( query === null ) continue;
  40979. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  40980. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  40981. currentOcclusionQueries[ i ] = null;
  40982. gl.deleteQuery( query );
  40983. completed ++;
  40984. }
  40985. }
  40986. if ( completed < currentOcclusionQueries.length ) {
  40987. requestAnimationFrame( check );
  40988. } else {
  40989. renderContextData.occluded = occluded;
  40990. }
  40991. };
  40992. check();
  40993. }
  40994. }
  40995. isOccluded( renderContext, object ) {
  40996. const renderContextData = this.get( renderContext );
  40997. return renderContextData.occluded && renderContextData.occluded.has( object );
  40998. }
  40999. updateViewport( renderContext ) {
  41000. const gl = this.gl;
  41001. const { x, y, width, height } = renderContext.viewportValue;
  41002. gl.viewport( x, y, width, height );
  41003. }
  41004. setScissorTest( boolean ) {
  41005. const gl = this.gl;
  41006. if ( boolean ) {
  41007. gl.enable( gl.SCISSOR_TEST );
  41008. } else {
  41009. gl.disable( gl.SCISSOR_TEST );
  41010. }
  41011. }
  41012. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  41013. const { gl } = this;
  41014. if ( descriptor === null ) {
  41015. descriptor = {
  41016. textures: null,
  41017. clearColorValue: this.getClearColor()
  41018. };
  41019. }
  41020. //
  41021. let clear = 0;
  41022. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  41023. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  41024. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  41025. if ( clear !== 0 ) {
  41026. const clearColor = descriptor.clearColorValue || this.getClearColor();
  41027. // premultiply alpha
  41028. clearColor.r *= clearColor.a;
  41029. clearColor.g *= clearColor.a;
  41030. clearColor.b *= clearColor.a;
  41031. if ( depth ) this.state.setDepthMask( true );
  41032. if ( descriptor.textures === null ) {
  41033. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  41034. gl.clear( clear );
  41035. } else {
  41036. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  41037. if ( color ) {
  41038. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  41039. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  41040. }
  41041. }
  41042. if ( depth && stencil ) {
  41043. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  41044. } else if ( depth ) {
  41045. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  41046. } else if ( stencil ) {
  41047. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  41048. }
  41049. }
  41050. }
  41051. }
  41052. beginCompute( computeGroup ) {
  41053. const { state, gl } = this;
  41054. state.bindFramebuffer( gl.FRAMEBUFFER, null );
  41055. this.initTimestampQuery( computeGroup );
  41056. }
  41057. compute( computeGroup, computeNode, bindings, pipeline ) {
  41058. const { state, gl } = this;
  41059. if ( ! this.discard ) {
  41060. // required here to handle async behaviour of render.compute()
  41061. gl.enable( gl.RASTERIZER_DISCARD );
  41062. this.discard = true;
  41063. }
  41064. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  41065. const vaoKey = this._getVaoKey( null, attributes );
  41066. const vaoGPU = this.vaoCache[ vaoKey ];
  41067. if ( vaoGPU === undefined ) {
  41068. this._createVao( null, attributes );
  41069. } else {
  41070. gl.bindVertexArray( vaoGPU );
  41071. }
  41072. state.useProgram( programGPU );
  41073. this._bindUniforms( bindings );
  41074. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  41075. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  41076. gl.beginTransformFeedback( gl.POINTS );
  41077. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  41078. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  41079. } else {
  41080. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  41081. }
  41082. gl.endTransformFeedback();
  41083. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  41084. // switch active buffers
  41085. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  41086. const dualAttributeData = transformBuffers[ i ];
  41087. if ( dualAttributeData.pbo ) {
  41088. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  41089. }
  41090. dualAttributeData.switchBuffers();
  41091. }
  41092. }
  41093. finishCompute( computeGroup ) {
  41094. const gl = this.gl;
  41095. this.discard = false;
  41096. gl.disable( gl.RASTERIZER_DISCARD );
  41097. this.prepareTimestampBuffer( computeGroup );
  41098. }
  41099. draw( renderObject/*, info*/ ) {
  41100. const { object, pipeline, material, context } = renderObject;
  41101. const { programGPU } = this.get( pipeline );
  41102. const { gl, state } = this;
  41103. const contextData = this.get( context );
  41104. //
  41105. this._bindUniforms( renderObject.getBindings() );
  41106. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  41107. state.setMaterial( material, frontFaceCW );
  41108. state.useProgram( programGPU );
  41109. //
  41110. let vaoGPU = renderObject.staticVao;
  41111. if ( vaoGPU === undefined ) {
  41112. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  41113. vaoGPU = this.vaoCache[ vaoKey ];
  41114. if ( vaoGPU === undefined ) {
  41115. let staticVao;
  41116. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  41117. if ( staticVao ) renderObject.staticVao = vaoGPU;
  41118. }
  41119. }
  41120. gl.bindVertexArray( vaoGPU );
  41121. //
  41122. const index = renderObject.getIndex();
  41123. const geometry = renderObject.geometry;
  41124. const drawRange = renderObject.drawRange;
  41125. const firstVertex = drawRange.start;
  41126. //
  41127. const lastObject = contextData.lastOcclusionObject;
  41128. if ( lastObject !== object && lastObject !== undefined ) {
  41129. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  41130. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  41131. contextData.occlusionQueryIndex ++;
  41132. }
  41133. if ( object.occlusionTest === true ) {
  41134. const query = gl.createQuery();
  41135. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  41136. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  41137. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  41138. }
  41139. contextData.lastOcclusionObject = object;
  41140. }
  41141. //
  41142. const renderer = this.bufferRenderer;
  41143. if ( object.isPoints ) renderer.mode = gl.POINTS;
  41144. else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  41145. else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  41146. else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  41147. else {
  41148. if ( material.wireframe === true ) {
  41149. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  41150. renderer.mode = gl.LINES;
  41151. } else {
  41152. renderer.mode = gl.TRIANGLES;
  41153. }
  41154. }
  41155. //
  41156. let count;
  41157. renderer.object = object;
  41158. if ( index !== null ) {
  41159. const indexData = this.get( index );
  41160. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  41161. renderer.index = index.count;
  41162. renderer.type = indexData.type;
  41163. count = indexCount;
  41164. } else {
  41165. renderer.index = 0;
  41166. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : geometry.attributes.position.count;
  41167. count = vertexCount;
  41168. }
  41169. const instanceCount = this.getInstanceCount( renderObject );
  41170. if ( object.isBatchedMesh ) {
  41171. if ( object._multiDrawInstances !== null ) {
  41172. renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
  41173. } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {
  41174. warnOnce( 'THREE.WebGLRenderer: WEBGL_multi_draw not supported.' );
  41175. } else {
  41176. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  41177. }
  41178. } else if ( instanceCount > 1 ) {
  41179. renderer.renderInstances( firstVertex, count, instanceCount );
  41180. } else {
  41181. renderer.render( firstVertex, count );
  41182. }
  41183. //
  41184. gl.bindVertexArray( null );
  41185. }
  41186. needsRenderUpdate( /*renderObject*/ ) {
  41187. return false;
  41188. }
  41189. getRenderCacheKey( /*renderObject*/ ) {
  41190. return '';
  41191. }
  41192. // textures
  41193. createDefaultTexture( texture ) {
  41194. this.textureUtils.createDefaultTexture( texture );
  41195. }
  41196. createTexture( texture, options ) {
  41197. this.textureUtils.createTexture( texture, options );
  41198. }
  41199. updateTexture( texture, options ) {
  41200. this.textureUtils.updateTexture( texture, options );
  41201. }
  41202. generateMipmaps( texture ) {
  41203. this.textureUtils.generateMipmaps( texture );
  41204. }
  41205. destroyTexture( texture ) {
  41206. this.textureUtils.destroyTexture( texture );
  41207. }
  41208. copyTextureToBuffer( texture, x, y, width, height ) {
  41209. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  41210. }
  41211. createSampler( /*texture*/ ) {
  41212. //console.warn( 'Abstract class.' );
  41213. }
  41214. destroySampler() {}
  41215. // node builder
  41216. createNodeBuilder( object, renderer ) {
  41217. return new GLSLNodeBuilder( object, renderer );
  41218. }
  41219. // program
  41220. createProgram( program ) {
  41221. const gl = this.gl;
  41222. const { stage, code } = program;
  41223. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  41224. gl.shaderSource( shader, code );
  41225. gl.compileShader( shader );
  41226. this.set( program, {
  41227. shaderGPU: shader
  41228. } );
  41229. }
  41230. destroyProgram( /*program*/ ) {
  41231. console.warn( 'Abstract class.' );
  41232. }
  41233. createRenderPipeline( renderObject, promises ) {
  41234. const gl = this.gl;
  41235. const pipeline = renderObject.pipeline;
  41236. // Program
  41237. const { fragmentProgram, vertexProgram } = pipeline;
  41238. const programGPU = gl.createProgram();
  41239. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  41240. const vertexShader = this.get( vertexProgram ).shaderGPU;
  41241. gl.attachShader( programGPU, fragmentShader );
  41242. gl.attachShader( programGPU, vertexShader );
  41243. gl.linkProgram( programGPU );
  41244. this.set( pipeline, {
  41245. programGPU,
  41246. fragmentShader,
  41247. vertexShader
  41248. } );
  41249. if ( promises !== null && this.parallel ) {
  41250. const p = new Promise( ( resolve /*, reject*/ ) => {
  41251. const parallel = this.parallel;
  41252. const checkStatus = () => {
  41253. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  41254. this._completeCompile( renderObject, pipeline );
  41255. resolve();
  41256. } else {
  41257. requestAnimationFrame( checkStatus );
  41258. }
  41259. };
  41260. checkStatus();
  41261. } );
  41262. promises.push( p );
  41263. return;
  41264. }
  41265. this._completeCompile( renderObject, pipeline );
  41266. }
  41267. _handleSource( string, errorLine ) {
  41268. const lines = string.split( '\n' );
  41269. const lines2 = [];
  41270. const from = Math.max( errorLine - 6, 0 );
  41271. const to = Math.min( errorLine + 6, lines.length );
  41272. for ( let i = from; i < to; i ++ ) {
  41273. const line = i + 1;
  41274. lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
  41275. }
  41276. return lines2.join( '\n' );
  41277. }
  41278. _getShaderErrors( gl, shader, type ) {
  41279. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  41280. const errors = gl.getShaderInfoLog( shader ).trim();
  41281. if ( status && errors === '' ) return '';
  41282. const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  41283. if ( errorMatches ) {
  41284. const errorLine = parseInt( errorMatches[ 1 ] );
  41285. return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
  41286. } else {
  41287. return errors;
  41288. }
  41289. }
  41290. _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
  41291. if ( this.renderer.debug.checkShaderErrors ) {
  41292. const gl = this.gl;
  41293. const programLog = gl.getProgramInfoLog( programGPU ).trim();
  41294. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  41295. if ( typeof this.renderer.debug.onShaderError === 'function' ) {
  41296. this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
  41297. } else {
  41298. // default error reporting
  41299. const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
  41300. const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
  41301. console.error(
  41302. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  41303. 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
  41304. 'Program Info Log: ' + programLog + '\n' +
  41305. vertexErrors + '\n' +
  41306. fragmentErrors
  41307. );
  41308. }
  41309. } else if ( programLog !== '' ) {
  41310. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  41311. }
  41312. }
  41313. }
  41314. _completeCompile( renderObject, pipeline ) {
  41315. const { state, gl } = this;
  41316. const pipelineData = this.get( pipeline );
  41317. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  41318. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  41319. this._logProgramError( programGPU, fragmentShader, vertexShader );
  41320. }
  41321. state.useProgram( programGPU );
  41322. // Bindings
  41323. const bindings = renderObject.getBindings();
  41324. this._setupBindings( bindings, programGPU );
  41325. //
  41326. this.set( pipeline, {
  41327. programGPU
  41328. } );
  41329. }
  41330. createComputePipeline( computePipeline, bindings ) {
  41331. const { state, gl } = this;
  41332. // Program
  41333. const fragmentProgram = {
  41334. stage: 'fragment',
  41335. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  41336. };
  41337. this.createProgram( fragmentProgram );
  41338. const { computeProgram } = computePipeline;
  41339. const programGPU = gl.createProgram();
  41340. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  41341. const vertexShader = this.get( computeProgram ).shaderGPU;
  41342. const transforms = computeProgram.transforms;
  41343. const transformVaryingNames = [];
  41344. const transformAttributeNodes = [];
  41345. for ( let i = 0; i < transforms.length; i ++ ) {
  41346. const transform = transforms[ i ];
  41347. transformVaryingNames.push( transform.varyingName );
  41348. transformAttributeNodes.push( transform.attributeNode );
  41349. }
  41350. gl.attachShader( programGPU, fragmentShader );
  41351. gl.attachShader( programGPU, vertexShader );
  41352. gl.transformFeedbackVaryings(
  41353. programGPU,
  41354. transformVaryingNames,
  41355. gl.SEPARATE_ATTRIBS
  41356. );
  41357. gl.linkProgram( programGPU );
  41358. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  41359. this._logProgramError( programGPU, fragmentShader, vertexShader );
  41360. }
  41361. state.useProgram( programGPU );
  41362. // Bindings
  41363. this.createBindings( null, bindings );
  41364. this._setupBindings( bindings, programGPU );
  41365. const attributeNodes = computeProgram.attributes;
  41366. const attributes = [];
  41367. const transformBuffers = [];
  41368. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  41369. const attribute = attributeNodes[ i ].node.attribute;
  41370. attributes.push( attribute );
  41371. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41372. }
  41373. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  41374. const attribute = transformAttributeNodes[ i ].attribute;
  41375. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41376. const attributeData = this.get( attribute );
  41377. transformBuffers.push( attributeData );
  41378. }
  41379. //
  41380. this.set( computePipeline, {
  41381. programGPU,
  41382. transformBuffers,
  41383. attributes
  41384. } );
  41385. }
  41386. createBindings( bindGroup, bindings ) {
  41387. this.updateBindings( bindGroup, bindings );
  41388. }
  41389. updateBindings( bindGroup, bindings ) {
  41390. const { state, gl } = this;
  41391. let groupIndex = 0;
  41392. let textureIndex = 0;
  41393. for ( const bindGroup of bindings ) {
  41394. for ( const binding of bindGroup.bindings ) {
  41395. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41396. const bufferGPU = gl.createBuffer();
  41397. const data = binding.buffer;
  41398. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  41399. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  41400. state.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  41401. this.set( binding, {
  41402. index: groupIndex ++,
  41403. bufferGPU
  41404. } );
  41405. } else if ( binding.isSampledTexture ) {
  41406. const { textureGPU, glTextureType } = this.get( binding.texture );
  41407. this.set( binding, {
  41408. index: textureIndex ++,
  41409. textureGPU,
  41410. glTextureType
  41411. } );
  41412. }
  41413. }
  41414. }
  41415. }
  41416. updateBinding( binding ) {
  41417. const gl = this.gl;
  41418. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41419. const bindingData = this.get( binding );
  41420. const bufferGPU = bindingData.bufferGPU;
  41421. const data = binding.buffer;
  41422. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  41423. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  41424. }
  41425. }
  41426. // attributes
  41427. createIndexAttribute( attribute ) {
  41428. const gl = this.gl;
  41429. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  41430. }
  41431. createAttribute( attribute ) {
  41432. if ( this.has( attribute ) ) return;
  41433. const gl = this.gl;
  41434. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41435. }
  41436. createStorageAttribute( attribute ) {
  41437. if ( this.has( attribute ) ) return;
  41438. const gl = this.gl;
  41439. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41440. }
  41441. updateAttribute( attribute ) {
  41442. this.attributeUtils.updateAttribute( attribute );
  41443. }
  41444. destroyAttribute( attribute ) {
  41445. this.attributeUtils.destroyAttribute( attribute );
  41446. }
  41447. updateSize() {
  41448. //console.warn( 'Abstract class.' );
  41449. }
  41450. hasFeature( name ) {
  41451. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  41452. const extensions = this.extensions;
  41453. for ( let i = 0; i < keysMatching.length; i ++ ) {
  41454. if ( extensions.has( keysMatching[ i ] ) ) return true;
  41455. }
  41456. return false;
  41457. }
  41458. getMaxAnisotropy() {
  41459. return this.capabilities.getMaxAnisotropy();
  41460. }
  41461. copyTextureToTexture( position, srcTexture, dstTexture, level ) {
  41462. this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
  41463. }
  41464. copyFramebufferToTexture( texture, renderContext ) {
  41465. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  41466. }
  41467. _setFramebuffer( descriptor ) {
  41468. const { gl, state } = this;
  41469. let currentFrameBuffer = null;
  41470. if ( descriptor.textures !== null ) {
  41471. const renderTarget = descriptor.renderTarget;
  41472. const renderTargetContextData = this.get( renderTarget );
  41473. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  41474. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  41475. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  41476. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  41477. const cacheKey = getCacheKey( descriptor );
  41478. let fb;
  41479. if ( isCube ) {
  41480. renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
  41481. fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
  41482. } else {
  41483. renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
  41484. fb = renderTargetContextData.framebuffers[ cacheKey ];
  41485. }
  41486. if ( fb === undefined ) {
  41487. fb = gl.createFramebuffer();
  41488. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  41489. const textures = descriptor.textures;
  41490. if ( isCube ) {
  41491. renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
  41492. const { textureGPU } = this.get( textures[ 0 ] );
  41493. const cubeFace = this.renderer._activeCubeFace;
  41494. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  41495. } else {
  41496. renderTargetContextData.framebuffers[ cacheKey ] = fb;
  41497. for ( let i = 0; i < textures.length; i ++ ) {
  41498. const texture = textures[ i ];
  41499. const textureData = this.get( texture );
  41500. textureData.renderTarget = descriptor.renderTarget;
  41501. const attachment = gl.COLOR_ATTACHMENT0 + i;
  41502. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  41503. }
  41504. state.drawBuffers( descriptor, fb );
  41505. }
  41506. if ( descriptor.depthTexture !== null ) {
  41507. const textureData = this.get( descriptor.depthTexture );
  41508. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41509. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  41510. }
  41511. }
  41512. if ( samples > 0 ) {
  41513. if ( msaaFb === undefined ) {
  41514. const invalidationArray = [];
  41515. msaaFb = gl.createFramebuffer();
  41516. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  41517. const msaaRenderbuffers = [];
  41518. const textures = descriptor.textures;
  41519. for ( let i = 0; i < textures.length; i ++ ) {
  41520. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  41521. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  41522. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  41523. if ( depthBuffer ) {
  41524. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41525. invalidationArray.push( depthStyle );
  41526. }
  41527. const texture = descriptor.textures[ i ];
  41528. const textureData = this.get( texture );
  41529. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
  41530. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  41531. }
  41532. renderTargetContextData.msaaFrameBuffer = msaaFb;
  41533. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  41534. if ( depthRenderbuffer === undefined ) {
  41535. depthRenderbuffer = gl.createRenderbuffer();
  41536. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor );
  41537. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  41538. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41539. invalidationArray.push( depthStyle );
  41540. }
  41541. renderTargetContextData.invalidationArray = invalidationArray;
  41542. }
  41543. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  41544. } else {
  41545. currentFrameBuffer = fb;
  41546. }
  41547. }
  41548. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  41549. }
  41550. _getVaoKey( index, attributes ) {
  41551. let key = [];
  41552. if ( index !== null ) {
  41553. const indexData = this.get( index );
  41554. key += ':' + indexData.id;
  41555. }
  41556. for ( let i = 0; i < attributes.length; i ++ ) {
  41557. const attributeData = this.get( attributes[ i ] );
  41558. key += ':' + attributeData.id;
  41559. }
  41560. return key;
  41561. }
  41562. _createVao( index, attributes ) {
  41563. const { gl } = this;
  41564. const vaoGPU = gl.createVertexArray();
  41565. let key = '';
  41566. let staticVao = true;
  41567. gl.bindVertexArray( vaoGPU );
  41568. if ( index !== null ) {
  41569. const indexData = this.get( index );
  41570. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  41571. key += ':' + indexData.id;
  41572. }
  41573. for ( let i = 0; i < attributes.length; i ++ ) {
  41574. const attribute = attributes[ i ];
  41575. const attributeData = this.get( attribute );
  41576. key += ':' + attributeData.id;
  41577. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  41578. gl.enableVertexAttribArray( i );
  41579. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  41580. let stride, offset;
  41581. if ( attribute.isInterleavedBufferAttribute === true ) {
  41582. stride = attribute.data.stride * attributeData.bytesPerElement;
  41583. offset = attribute.offset * attributeData.bytesPerElement;
  41584. } else {
  41585. stride = 0;
  41586. offset = 0;
  41587. }
  41588. if ( attributeData.isInteger ) {
  41589. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  41590. } else {
  41591. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  41592. }
  41593. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  41594. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  41595. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  41596. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  41597. }
  41598. }
  41599. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  41600. this.vaoCache[ key ] = vaoGPU;
  41601. return { vaoGPU, staticVao };
  41602. }
  41603. _getTransformFeedback( transformBuffers ) {
  41604. let key = '';
  41605. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  41606. key += ':' + transformBuffers[ i ].id;
  41607. }
  41608. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  41609. if ( transformFeedbackGPU !== undefined ) {
  41610. return transformFeedbackGPU;
  41611. }
  41612. const { gl } = this;
  41613. transformFeedbackGPU = gl.createTransformFeedback();
  41614. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  41615. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  41616. const attributeData = transformBuffers[ i ];
  41617. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  41618. }
  41619. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  41620. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  41621. return transformFeedbackGPU;
  41622. }
  41623. _setupBindings( bindings, programGPU ) {
  41624. const gl = this.gl;
  41625. for ( const bindGroup of bindings ) {
  41626. for ( const binding of bindGroup.bindings ) {
  41627. const bindingData = this.get( binding );
  41628. const index = bindingData.index;
  41629. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41630. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  41631. gl.uniformBlockBinding( programGPU, location, index );
  41632. } else if ( binding.isSampledTexture ) {
  41633. const location = gl.getUniformLocation( programGPU, binding.name );
  41634. gl.uniform1i( location, index );
  41635. }
  41636. }
  41637. }
  41638. }
  41639. _bindUniforms( bindings ) {
  41640. const { gl, state } = this;
  41641. for ( const bindGroup of bindings ) {
  41642. for ( const binding of bindGroup.bindings ) {
  41643. const bindingData = this.get( binding );
  41644. const index = bindingData.index;
  41645. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41646. // TODO USE bindBufferRange to group multiple uniform buffers
  41647. state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  41648. } else if ( binding.isSampledTexture ) {
  41649. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  41650. }
  41651. }
  41652. }
  41653. }
  41654. }
  41655. class Sampler extends Binding {
  41656. constructor( name, texture ) {
  41657. super( name );
  41658. this.texture = texture;
  41659. this.version = texture ? texture.version : 0;
  41660. this.isSampler = true;
  41661. }
  41662. }
  41663. class NodeSampler extends Sampler {
  41664. constructor( name, textureNode, groupNode ) {
  41665. super( name, textureNode ? textureNode.value : null );
  41666. this.textureNode = textureNode;
  41667. this.groupNode = groupNode;
  41668. }
  41669. update() {
  41670. this.texture = this.textureNode.value;
  41671. }
  41672. }
  41673. class StorageBuffer extends Buffer {
  41674. constructor( name, attribute ) {
  41675. super( name, attribute ? attribute.array : null );
  41676. this.attribute = attribute;
  41677. this.isStorageBuffer = true;
  41678. }
  41679. }
  41680. let _id = 0;
  41681. class NodeStorageBuffer extends StorageBuffer {
  41682. constructor( nodeUniform, groupNode ) {
  41683. super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null );
  41684. this.nodeUniform = nodeUniform;
  41685. this.access = nodeUniform ? nodeUniform.access : GPUBufferBindingType.Storage;
  41686. this.groupNode = groupNode;
  41687. }
  41688. get buffer() {
  41689. return this.nodeUniform.value;
  41690. }
  41691. }
  41692. class WebGPUTexturePassUtils extends DataMap {
  41693. constructor( device ) {
  41694. super();
  41695. this.device = device;
  41696. const mipmapVertexSource = `
  41697. struct VarysStruct {
  41698. @builtin( position ) Position: vec4<f32>,
  41699. @location( 0 ) vTex : vec2<f32>
  41700. };
  41701. @vertex
  41702. fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {
  41703. var Varys : VarysStruct;
  41704. var pos = array< vec2<f32>, 4 >(
  41705. vec2<f32>( -1.0, 1.0 ),
  41706. vec2<f32>( 1.0, 1.0 ),
  41707. vec2<f32>( -1.0, -1.0 ),
  41708. vec2<f32>( 1.0, -1.0 )
  41709. );
  41710. var tex = array< vec2<f32>, 4 >(
  41711. vec2<f32>( 0.0, 0.0 ),
  41712. vec2<f32>( 1.0, 0.0 ),
  41713. vec2<f32>( 0.0, 1.0 ),
  41714. vec2<f32>( 1.0, 1.0 )
  41715. );
  41716. Varys.vTex = tex[ vertexIndex ];
  41717. Varys.Position = vec4<f32>( pos[ vertexIndex ], 0.0, 1.0 );
  41718. return Varys;
  41719. }
  41720. `;
  41721. const mipmapFragmentSource = `
  41722. @group( 0 ) @binding( 0 )
  41723. var imgSampler : sampler;
  41724. @group( 0 ) @binding( 1 )
  41725. var img : texture_2d<f32>;
  41726. @fragment
  41727. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  41728. return textureSample( img, imgSampler, vTex );
  41729. }
  41730. `;
  41731. const flipYFragmentSource = `
  41732. @group( 0 ) @binding( 0 )
  41733. var imgSampler : sampler;
  41734. @group( 0 ) @binding( 1 )
  41735. var img : texture_2d<f32>;
  41736. @fragment
  41737. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  41738. return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );
  41739. }
  41740. `;
  41741. this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );
  41742. this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad()
  41743. // We'll need a new pipeline for every texture format used.
  41744. this.transferPipelines = {};
  41745. this.flipYPipelines = {};
  41746. this.mipmapVertexShaderModule = device.createShaderModule( {
  41747. label: 'mipmapVertex',
  41748. code: mipmapVertexSource
  41749. } );
  41750. this.mipmapFragmentShaderModule = device.createShaderModule( {
  41751. label: 'mipmapFragment',
  41752. code: mipmapFragmentSource
  41753. } );
  41754. this.flipYFragmentShaderModule = device.createShaderModule( {
  41755. label: 'flipYFragment',
  41756. code: flipYFragmentSource
  41757. } );
  41758. }
  41759. getTransferPipeline( format ) {
  41760. let pipeline = this.transferPipelines[ format ];
  41761. if ( pipeline === undefined ) {
  41762. pipeline = this.device.createRenderPipeline( {
  41763. label: `mipmap-${ format }`,
  41764. vertex: {
  41765. module: this.mipmapVertexShaderModule,
  41766. entryPoint: 'main'
  41767. },
  41768. fragment: {
  41769. module: this.mipmapFragmentShaderModule,
  41770. entryPoint: 'main',
  41771. targets: [ { format } ]
  41772. },
  41773. primitive: {
  41774. topology: GPUPrimitiveTopology.TriangleStrip,
  41775. stripIndexFormat: GPUIndexFormat.Uint32
  41776. },
  41777. layout: 'auto'
  41778. } );
  41779. this.transferPipelines[ format ] = pipeline;
  41780. }
  41781. return pipeline;
  41782. }
  41783. getFlipYPipeline( format ) {
  41784. let pipeline = this.flipYPipelines[ format ];
  41785. if ( pipeline === undefined ) {
  41786. pipeline = this.device.createRenderPipeline( {
  41787. label: `flipY-${ format }`,
  41788. vertex: {
  41789. module: this.mipmapVertexShaderModule,
  41790. entryPoint: 'main'
  41791. },
  41792. fragment: {
  41793. module: this.flipYFragmentShaderModule,
  41794. entryPoint: 'main',
  41795. targets: [ { format } ]
  41796. },
  41797. primitive: {
  41798. topology: GPUPrimitiveTopology.TriangleStrip,
  41799. stripIndexFormat: GPUIndexFormat.Uint32
  41800. },
  41801. layout: 'auto'
  41802. } );
  41803. this.flipYPipelines[ format ] = pipeline;
  41804. }
  41805. return pipeline;
  41806. }
  41807. flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  41808. const format = textureGPUDescriptor.format;
  41809. const { width, height } = textureGPUDescriptor.size;
  41810. const transferPipeline = this.getTransferPipeline( format );
  41811. const flipYPipeline = this.getFlipYPipeline( format );
  41812. const tempTexture = this.device.createTexture( {
  41813. size: { width, height, depthOrArrayLayers: 1 },
  41814. format,
  41815. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
  41816. } );
  41817. const srcView = textureGPU.createView( {
  41818. baseMipLevel: 0,
  41819. mipLevelCount: 1,
  41820. dimension: GPUTextureViewDimension.TwoD,
  41821. baseArrayLayer
  41822. } );
  41823. const dstView = tempTexture.createView( {
  41824. baseMipLevel: 0,
  41825. mipLevelCount: 1,
  41826. dimension: GPUTextureViewDimension.TwoD,
  41827. baseArrayLayer: 0
  41828. } );
  41829. const commandEncoder = this.device.createCommandEncoder( {} );
  41830. const pass = ( pipeline, sourceView, destinationView ) => {
  41831. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  41832. const bindGroup = this.device.createBindGroup( {
  41833. layout: bindGroupLayout,
  41834. entries: [ {
  41835. binding: 0,
  41836. resource: this.flipYSampler
  41837. }, {
  41838. binding: 1,
  41839. resource: sourceView
  41840. } ]
  41841. } );
  41842. const passEncoder = commandEncoder.beginRenderPass( {
  41843. colorAttachments: [ {
  41844. view: destinationView,
  41845. loadOp: GPULoadOp.Clear,
  41846. storeOp: GPUStoreOp.Store,
  41847. clearValue: [ 0, 0, 0, 0 ]
  41848. } ]
  41849. } );
  41850. passEncoder.setPipeline( pipeline );
  41851. passEncoder.setBindGroup( 0, bindGroup );
  41852. passEncoder.draw( 4, 1, 0, 0 );
  41853. passEncoder.end();
  41854. };
  41855. pass( transferPipeline, srcView, dstView );
  41856. pass( flipYPipeline, dstView, srcView );
  41857. this.device.queue.submit( [ commandEncoder.finish() ] );
  41858. tempTexture.destroy();
  41859. }
  41860. generateMipmaps( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  41861. const textureData = this.get( textureGPU );
  41862. if ( textureData.useCount === undefined ) {
  41863. textureData.useCount = 0;
  41864. textureData.layers = [];
  41865. }
  41866. const passes = textureData.layers[ baseArrayLayer ] || this._mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer );
  41867. const commandEncoder = this.device.createCommandEncoder( {} );
  41868. this._mipmapRunBundles( commandEncoder, passes );
  41869. this.device.queue.submit( [ commandEncoder.finish() ] );
  41870. if ( textureData.useCount !== 0 ) textureData.layers[ baseArrayLayer ] = passes;
  41871. textureData.useCount ++;
  41872. }
  41873. _mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer ) {
  41874. const pipeline = this.getTransferPipeline( textureGPUDescriptor.format );
  41875. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  41876. let srcView = textureGPU.createView( {
  41877. baseMipLevel: 0,
  41878. mipLevelCount: 1,
  41879. dimension: GPUTextureViewDimension.TwoD,
  41880. baseArrayLayer
  41881. } );
  41882. const passes = [];
  41883. for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) {
  41884. const bindGroup = this.device.createBindGroup( {
  41885. layout: bindGroupLayout,
  41886. entries: [ {
  41887. binding: 0,
  41888. resource: this.mipmapSampler
  41889. }, {
  41890. binding: 1,
  41891. resource: srcView
  41892. } ]
  41893. } );
  41894. const dstView = textureGPU.createView( {
  41895. baseMipLevel: i,
  41896. mipLevelCount: 1,
  41897. dimension: GPUTextureViewDimension.TwoD,
  41898. baseArrayLayer
  41899. } );
  41900. const passDescriptor = {
  41901. colorAttachments: [ {
  41902. view: dstView,
  41903. loadOp: GPULoadOp.Clear,
  41904. storeOp: GPUStoreOp.Store,
  41905. clearValue: [ 0, 0, 0, 0 ]
  41906. } ]
  41907. };
  41908. const passEncoder = this.device.createRenderBundleEncoder( {
  41909. colorFormats: [ textureGPUDescriptor.format ]
  41910. } );
  41911. passEncoder.setPipeline( pipeline );
  41912. passEncoder.setBindGroup( 0, bindGroup );
  41913. passEncoder.draw( 4, 1, 0, 0 );
  41914. passes.push( {
  41915. renderBundles: [ passEncoder.finish() ],
  41916. passDescriptor
  41917. } );
  41918. srcView = dstView;
  41919. }
  41920. return passes;
  41921. }
  41922. _mipmapRunBundles( commandEncoder, passes ) {
  41923. const levels = passes.length;
  41924. for ( let i = 0; i < levels; i ++ ) {
  41925. const pass = passes[ i ];
  41926. const passEncoder = commandEncoder.beginRenderPass( pass.passDescriptor );
  41927. passEncoder.executeBundles( pass.renderBundles );
  41928. passEncoder.end();
  41929. }
  41930. }
  41931. }
  41932. const _compareToWebGPU = {
  41933. [ NeverCompare ]: 'never',
  41934. [ LessCompare ]: 'less',
  41935. [ EqualCompare ]: 'equal',
  41936. [ LessEqualCompare ]: 'less-equal',
  41937. [ GreaterCompare ]: 'greater',
  41938. [ GreaterEqualCompare ]: 'greater-equal',
  41939. [ AlwaysCompare ]: 'always',
  41940. [ NotEqualCompare ]: 'not-equal'
  41941. };
  41942. const _flipMap = [ 0, 1, 3, 2, 4, 5 ];
  41943. class WebGPUTextureUtils {
  41944. constructor( backend ) {
  41945. this.backend = backend;
  41946. this._passUtils = null;
  41947. this.defaultTexture = {};
  41948. this.defaultCubeTexture = {};
  41949. this.defaultVideoFrame = null;
  41950. this.colorBuffer = null;
  41951. this.depthTexture = new DepthTexture();
  41952. this.depthTexture.name = 'depthBuffer';
  41953. }
  41954. createSampler( texture ) {
  41955. const backend = this.backend;
  41956. const device = backend.device;
  41957. const textureGPU = backend.get( texture );
  41958. const samplerDescriptorGPU = {
  41959. addressModeU: this._convertAddressMode( texture.wrapS ),
  41960. addressModeV: this._convertAddressMode( texture.wrapT ),
  41961. addressModeW: this._convertAddressMode( texture.wrapR ),
  41962. magFilter: this._convertFilterMode( texture.magFilter ),
  41963. minFilter: this._convertFilterMode( texture.minFilter ),
  41964. mipmapFilter: this._convertFilterMode( texture.minFilter ),
  41965. maxAnisotropy: texture.anisotropy
  41966. };
  41967. if ( texture.isDepthTexture && texture.compareFunction !== null ) {
  41968. samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];
  41969. }
  41970. textureGPU.sampler = device.createSampler( samplerDescriptorGPU );
  41971. }
  41972. createDefaultTexture( texture ) {
  41973. let textureGPU;
  41974. const format = getFormat( texture );
  41975. if ( texture.isCubeTexture ) {
  41976. textureGPU = this._getDefaultCubeTextureGPU( format );
  41977. } else if ( texture.isVideoTexture ) {
  41978. this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame();
  41979. } else {
  41980. textureGPU = this._getDefaultTextureGPU( format );
  41981. }
  41982. this.backend.get( texture ).texture = textureGPU;
  41983. }
  41984. createTexture( texture, options = {} ) {
  41985. const backend = this.backend;
  41986. const textureData = backend.get( texture );
  41987. if ( textureData.initialized ) {
  41988. throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );
  41989. }
  41990. if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
  41991. if ( options.levels === undefined ) options.levels = 1;
  41992. if ( options.depth === undefined ) options.depth = 1;
  41993. const { width, height, depth, levels } = options;
  41994. const dimension = this._getDimension( texture );
  41995. const format = texture.internalFormat || options.format || getFormat( texture, backend.device );
  41996. let sampleCount = options.sampleCount !== undefined ? options.sampleCount : 1;
  41997. sampleCount = backend.utils.getSampleCount( sampleCount );
  41998. const primarySampleCount = texture.isRenderTargetTexture && ! texture.isMultisampleRenderTargetTexture ? 1 : sampleCount;
  41999. let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;
  42000. if ( texture.isStorageTexture === true ) {
  42001. usage |= GPUTextureUsage.STORAGE_BINDING;
  42002. }
  42003. if ( texture.isCompressedTexture !== true ) {
  42004. usage |= GPUTextureUsage.RENDER_ATTACHMENT;
  42005. }
  42006. const textureDescriptorGPU = {
  42007. label: texture.name,
  42008. size: {
  42009. width: width,
  42010. height: height,
  42011. depthOrArrayLayers: depth,
  42012. },
  42013. mipLevelCount: levels,
  42014. sampleCount: primarySampleCount,
  42015. dimension: dimension,
  42016. format: format,
  42017. usage: usage
  42018. };
  42019. // texture creation
  42020. if ( texture.isVideoTexture ) {
  42021. const video = texture.source.data;
  42022. const videoFrame = new VideoFrame( video );
  42023. textureDescriptorGPU.size.width = videoFrame.displayWidth;
  42024. textureDescriptorGPU.size.height = videoFrame.displayHeight;
  42025. videoFrame.close();
  42026. textureData.externalTexture = video;
  42027. } else {
  42028. if ( format === undefined ) {
  42029. console.warn( 'WebGPURenderer: Texture format not supported.' );
  42030. return this.createDefaultTexture( texture );
  42031. }
  42032. textureData.texture = backend.device.createTexture( textureDescriptorGPU );
  42033. }
  42034. if ( texture.isRenderTargetTexture && sampleCount > 1 && ! texture.isMultisampleRenderTargetTexture ) {
  42035. const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );
  42036. msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
  42037. msaaTextureDescriptorGPU.sampleCount = sampleCount;
  42038. textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );
  42039. }
  42040. textureData.initialized = true;
  42041. textureData.textureDescriptorGPU = textureDescriptorGPU;
  42042. }
  42043. destroyTexture( texture ) {
  42044. const backend = this.backend;
  42045. const textureData = backend.get( texture );
  42046. textureData.texture.destroy();
  42047. if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();
  42048. backend.delete( texture );
  42049. }
  42050. destroySampler( texture ) {
  42051. const backend = this.backend;
  42052. const textureData = backend.get( texture );
  42053. delete textureData.sampler;
  42054. }
  42055. generateMipmaps( texture ) {
  42056. const textureData = this.backend.get( texture );
  42057. if ( texture.isCubeTexture ) {
  42058. for ( let i = 0; i < 6; i ++ ) {
  42059. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  42060. }
  42061. } else {
  42062. const depth = texture.image.depth || 1;
  42063. for ( let i = 0; i < depth; i ++ ) {
  42064. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  42065. }
  42066. }
  42067. }
  42068. getColorBuffer() {
  42069. if ( this.colorBuffer ) this.colorBuffer.destroy();
  42070. const backend = this.backend;
  42071. const { width, height } = backend.getDrawingBufferSize();
  42072. this.colorBuffer = backend.device.createTexture( {
  42073. label: 'colorBuffer',
  42074. size: {
  42075. width: width,
  42076. height: height,
  42077. depthOrArrayLayers: 1
  42078. },
  42079. sampleCount: backend.utils.getSampleCount( backend.renderer.samples ),
  42080. format: backend.utils.getPreferredCanvasFormat(),
  42081. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
  42082. } );
  42083. return this.colorBuffer;
  42084. }
  42085. getDepthBuffer( depth = true, stencil = false ) {
  42086. const backend = this.backend;
  42087. const { width, height } = backend.getDrawingBufferSize();
  42088. const depthTexture = this.depthTexture;
  42089. const depthTextureGPU = backend.get( depthTexture ).texture;
  42090. let format, type;
  42091. if ( stencil ) {
  42092. format = DepthStencilFormat;
  42093. type = UnsignedInt248Type;
  42094. } else if ( depth ) {
  42095. format = DepthFormat;
  42096. type = UnsignedIntType;
  42097. }
  42098. if ( depthTextureGPU !== undefined ) {
  42099. if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {
  42100. return depthTextureGPU;
  42101. }
  42102. this.destroyTexture( depthTexture );
  42103. }
  42104. depthTexture.name = 'depthBuffer';
  42105. depthTexture.format = format;
  42106. depthTexture.type = type;
  42107. depthTexture.image.width = width;
  42108. depthTexture.image.height = height;
  42109. this.createTexture( depthTexture, { sampleCount: backend.utils.getSampleCount( backend.renderer.samples ), width, height } );
  42110. return backend.get( depthTexture ).texture;
  42111. }
  42112. updateTexture( texture, options ) {
  42113. const textureData = this.backend.get( texture );
  42114. const { textureDescriptorGPU } = textureData;
  42115. if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
  42116. return;
  42117. // transfer texture data
  42118. if ( texture.isDataTexture ) {
  42119. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  42120. } else if ( texture.isDataArrayTexture || texture.isData3DTexture ) {
  42121. for ( let i = 0; i < options.image.depth; i ++ ) {
  42122. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );
  42123. }
  42124. } else if ( texture.isCompressedTexture ) {
  42125. this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );
  42126. } else if ( texture.isCubeTexture ) {
  42127. this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY );
  42128. } else if ( texture.isVideoTexture ) {
  42129. const video = texture.source.data;
  42130. textureData.externalTexture = video;
  42131. } else {
  42132. this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  42133. }
  42134. //
  42135. textureData.version = texture.version;
  42136. if ( texture.onUpdate ) texture.onUpdate( texture );
  42137. }
  42138. async copyTextureToBuffer( texture, x, y, width, height ) {
  42139. const device = this.backend.device;
  42140. const textureData = this.backend.get( texture );
  42141. const textureGPU = textureData.texture;
  42142. const format = textureData.textureDescriptorGPU.format;
  42143. const bytesPerTexel = this._getBytesPerTexel( format );
  42144. let bytesPerRow = width * bytesPerTexel;
  42145. bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes
  42146. const readBuffer = device.createBuffer(
  42147. {
  42148. size: width * height * bytesPerTexel,
  42149. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  42150. }
  42151. );
  42152. const encoder = device.createCommandEncoder();
  42153. encoder.copyTextureToBuffer(
  42154. {
  42155. texture: textureGPU,
  42156. origin: { x, y },
  42157. },
  42158. {
  42159. buffer: readBuffer,
  42160. bytesPerRow: bytesPerRow
  42161. },
  42162. {
  42163. width: width,
  42164. height: height
  42165. }
  42166. );
  42167. const typedArrayType = this._getTypedArrayType( format );
  42168. device.queue.submit( [ encoder.finish() ] );
  42169. await readBuffer.mapAsync( GPUMapMode.READ );
  42170. const buffer = readBuffer.getMappedRange();
  42171. return new typedArrayType( buffer );
  42172. }
  42173. _isEnvironmentTexture( texture ) {
  42174. const mapping = texture.mapping;
  42175. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  42176. }
  42177. _getDefaultTextureGPU( format ) {
  42178. let defaultTexture = this.defaultTexture[ format ];
  42179. if ( defaultTexture === undefined ) {
  42180. const texture = new Texture();
  42181. texture.minFilter = NearestFilter;
  42182. texture.magFilter = NearestFilter;
  42183. this.createTexture( texture, { width: 1, height: 1, format } );
  42184. this.defaultTexture[ format ] = defaultTexture = texture;
  42185. }
  42186. return this.backend.get( defaultTexture ).texture;
  42187. }
  42188. _getDefaultCubeTextureGPU( format ) {
  42189. let defaultCubeTexture = this.defaultTexture[ format ];
  42190. if ( defaultCubeTexture === undefined ) {
  42191. const texture = new CubeTexture();
  42192. texture.minFilter = NearestFilter;
  42193. texture.magFilter = NearestFilter;
  42194. this.createTexture( texture, { width: 1, height: 1, depth: 6 } );
  42195. this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;
  42196. }
  42197. return this.backend.get( defaultCubeTexture ).texture;
  42198. }
  42199. _getDefaultVideoFrame() {
  42200. let defaultVideoFrame = this.defaultVideoFrame;
  42201. if ( defaultVideoFrame === null ) {
  42202. const init = {
  42203. timestamp: 0,
  42204. codedWidth: 1,
  42205. codedHeight: 1,
  42206. format: 'RGBA',
  42207. };
  42208. this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init );
  42209. }
  42210. return defaultVideoFrame;
  42211. }
  42212. _copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) {
  42213. for ( let i = 0; i < 6; i ++ ) {
  42214. const image = images[ i ];
  42215. const flipIndex = flipY === true ? _flipMap[ i ] : i;
  42216. if ( image.isDataTexture ) {
  42217. this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  42218. } else {
  42219. this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  42220. }
  42221. }
  42222. }
  42223. _copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) {
  42224. const device = this.backend.device;
  42225. device.queue.copyExternalImageToTexture(
  42226. {
  42227. source: image
  42228. }, {
  42229. texture: textureGPU,
  42230. mipLevel: 0,
  42231. origin: { x: 0, y: 0, z: originDepth }
  42232. }, {
  42233. width: image.width,
  42234. height: image.height,
  42235. depthOrArrayLayers: 1
  42236. }
  42237. );
  42238. if ( flipY === true ) {
  42239. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  42240. }
  42241. }
  42242. _getPassUtils() {
  42243. let passUtils = this._passUtils;
  42244. if ( passUtils === null ) {
  42245. this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );
  42246. }
  42247. return passUtils;
  42248. }
  42249. _generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) {
  42250. this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer );
  42251. }
  42252. _flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {
  42253. this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );
  42254. }
  42255. _copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) {
  42256. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  42257. // @TODO: Consider to support valid buffer layouts with other formats like RGB
  42258. const device = this.backend.device;
  42259. const data = image.data;
  42260. const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
  42261. const bytesPerRow = image.width * bytesPerTexel;
  42262. device.queue.writeTexture(
  42263. {
  42264. texture: textureGPU,
  42265. mipLevel: 0,
  42266. origin: { x: 0, y: 0, z: originDepth }
  42267. },
  42268. data,
  42269. {
  42270. offset: image.width * image.height * bytesPerTexel * depth,
  42271. bytesPerRow
  42272. },
  42273. {
  42274. width: image.width,
  42275. height: image.height,
  42276. depthOrArrayLayers: 1
  42277. } );
  42278. if ( flipY === true ) {
  42279. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  42280. }
  42281. }
  42282. _copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {
  42283. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  42284. const device = this.backend.device;
  42285. const blockData = this._getBlockData( textureDescriptorGPU.format );
  42286. for ( let i = 0; i < mipmaps.length; i ++ ) {
  42287. const mipmap = mipmaps[ i ];
  42288. const width = mipmap.width;
  42289. const height = mipmap.height;
  42290. const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
  42291. device.queue.writeTexture(
  42292. {
  42293. texture: textureGPU,
  42294. mipLevel: i
  42295. },
  42296. mipmap.data,
  42297. {
  42298. offset: 0,
  42299. bytesPerRow
  42300. },
  42301. {
  42302. width: Math.ceil( width / blockData.width ) * blockData.width,
  42303. height: Math.ceil( height / blockData.width ) * blockData.width,
  42304. depthOrArrayLayers: 1
  42305. }
  42306. );
  42307. }
  42308. }
  42309. _getBlockData( format ) {
  42310. // this method is only relevant for compressed texture formats
  42311. if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
  42312. if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
  42313. if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
  42314. if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSNorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
  42315. if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
  42316. if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
  42317. if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)
  42318. if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  42319. if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  42320. if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  42321. if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
  42322. if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
  42323. if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
  42324. if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };
  42325. if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  42326. if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
  42327. if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
  42328. if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
  42329. if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
  42330. if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
  42331. if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
  42332. if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
  42333. if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
  42334. if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
  42335. if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
  42336. if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
  42337. if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
  42338. if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };
  42339. }
  42340. _convertAddressMode( value ) {
  42341. let addressMode = GPUAddressMode.ClampToEdge;
  42342. if ( value === RepeatWrapping ) {
  42343. addressMode = GPUAddressMode.Repeat;
  42344. } else if ( value === MirroredRepeatWrapping ) {
  42345. addressMode = GPUAddressMode.MirrorRepeat;
  42346. }
  42347. return addressMode;
  42348. }
  42349. _convertFilterMode( value ) {
  42350. let filterMode = GPUFilterMode.Linear;
  42351. if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {
  42352. filterMode = GPUFilterMode.Nearest;
  42353. }
  42354. return filterMode;
  42355. }
  42356. _getBytesPerTexel( format ) {
  42357. // 8-bit formats
  42358. if ( format === GPUTextureFormat.R8Unorm ||
  42359. format === GPUTextureFormat.R8Snorm ||
  42360. format === GPUTextureFormat.R8Uint ||
  42361. format === GPUTextureFormat.R8Sint ) return 1;
  42362. // 16-bit formats
  42363. if ( format === GPUTextureFormat.R16Uint ||
  42364. format === GPUTextureFormat.R16Sint ||
  42365. format === GPUTextureFormat.R16Float ||
  42366. format === GPUTextureFormat.RG8Unorm ||
  42367. format === GPUTextureFormat.RG8Snorm ||
  42368. format === GPUTextureFormat.RG8Uint ||
  42369. format === GPUTextureFormat.RG8Sint ) return 2;
  42370. // 32-bit formats
  42371. if ( format === GPUTextureFormat.R32Uint ||
  42372. format === GPUTextureFormat.R32Sint ||
  42373. format === GPUTextureFormat.R32Float ||
  42374. format === GPUTextureFormat.RG16Uint ||
  42375. format === GPUTextureFormat.RG16Sint ||
  42376. format === GPUTextureFormat.RG16Float ||
  42377. format === GPUTextureFormat.RGBA8Unorm ||
  42378. format === GPUTextureFormat.RGBA8UnormSRGB ||
  42379. format === GPUTextureFormat.RGBA8Snorm ||
  42380. format === GPUTextureFormat.RGBA8Uint ||
  42381. format === GPUTextureFormat.RGBA8Sint ||
  42382. format === GPUTextureFormat.BGRA8Unorm ||
  42383. format === GPUTextureFormat.BGRA8UnormSRGB ||
  42384. // Packed 32-bit formats
  42385. format === GPUTextureFormat.RGB9E5UFloat ||
  42386. format === GPUTextureFormat.RGB10A2Unorm ||
  42387. format === GPUTextureFormat.RG11B10UFloat ||
  42388. format === GPUTextureFormat.Depth32Float ||
  42389. format === GPUTextureFormat.Depth24Plus ||
  42390. format === GPUTextureFormat.Depth24PlusStencil8 ||
  42391. format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;
  42392. // 64-bit formats
  42393. if ( format === GPUTextureFormat.RG32Uint ||
  42394. format === GPUTextureFormat.RG32Sint ||
  42395. format === GPUTextureFormat.RG32Float ||
  42396. format === GPUTextureFormat.RGBA16Uint ||
  42397. format === GPUTextureFormat.RGBA16Sint ||
  42398. format === GPUTextureFormat.RGBA16Float ) return 8;
  42399. // 128-bit formats
  42400. if ( format === GPUTextureFormat.RGBA32Uint ||
  42401. format === GPUTextureFormat.RGBA32Sint ||
  42402. format === GPUTextureFormat.RGBA32Float ) return 16;
  42403. }
  42404. _getTypedArrayType( format ) {
  42405. if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
  42406. if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
  42407. if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
  42408. if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
  42409. if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
  42410. if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
  42411. if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
  42412. if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
  42413. if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
  42414. if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
  42415. if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array;
  42416. if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;
  42417. if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
  42418. if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
  42419. if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
  42420. if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
  42421. if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
  42422. if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
  42423. if ( format === GPUTextureFormat.R16Float ) return Float32Array;
  42424. if ( format === GPUTextureFormat.RG16Float ) return Float32Array;
  42425. if ( format === GPUTextureFormat.RGBA16Float ) return Float32Array;
  42426. if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
  42427. if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
  42428. if ( format === GPUTextureFormat.R32Float ) return Float32Array;
  42429. if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
  42430. if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
  42431. if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
  42432. if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
  42433. if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
  42434. if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;
  42435. if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array;
  42436. if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
  42437. if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
  42438. if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
  42439. if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;
  42440. if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
  42441. if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
  42442. if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
  42443. if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;
  42444. }
  42445. _getDimension( texture ) {
  42446. let dimension;
  42447. if ( texture.isData3DTexture ) {
  42448. dimension = GPUTextureDimension.ThreeD;
  42449. } else {
  42450. dimension = GPUTextureDimension.TwoD;
  42451. }
  42452. return dimension;
  42453. }
  42454. }
  42455. function getFormat( texture, device = null ) {
  42456. const format = texture.format;
  42457. const type = texture.type;
  42458. const colorSpace = texture.colorSpace;
  42459. let formatGPU;
  42460. if ( texture.isFramebufferTexture === true && texture.type === UnsignedByteType ) {
  42461. formatGPU = GPUTextureFormat.BGRA8Unorm;
  42462. } else if ( texture.isCompressedTexture === true ) {
  42463. switch ( format ) {
  42464. case RGBA_S3TC_DXT1_Format:
  42465. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
  42466. break;
  42467. case RGBA_S3TC_DXT3_Format:
  42468. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
  42469. break;
  42470. case RGBA_S3TC_DXT5_Format:
  42471. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
  42472. break;
  42473. case RGB_ETC2_Format:
  42474. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
  42475. break;
  42476. case RGBA_ETC2_EAC_Format:
  42477. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
  42478. break;
  42479. case RGBA_ASTC_4x4_Format:
  42480. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
  42481. break;
  42482. case RGBA_ASTC_5x4_Format:
  42483. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
  42484. break;
  42485. case RGBA_ASTC_5x5_Format:
  42486. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
  42487. break;
  42488. case RGBA_ASTC_6x5_Format:
  42489. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
  42490. break;
  42491. case RGBA_ASTC_6x6_Format:
  42492. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
  42493. break;
  42494. case RGBA_ASTC_8x5_Format:
  42495. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
  42496. break;
  42497. case RGBA_ASTC_8x6_Format:
  42498. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
  42499. break;
  42500. case RGBA_ASTC_8x8_Format:
  42501. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
  42502. break;
  42503. case RGBA_ASTC_10x5_Format:
  42504. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
  42505. break;
  42506. case RGBA_ASTC_10x6_Format:
  42507. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
  42508. break;
  42509. case RGBA_ASTC_10x8_Format:
  42510. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
  42511. break;
  42512. case RGBA_ASTC_10x10_Format:
  42513. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
  42514. break;
  42515. case RGBA_ASTC_12x10_Format:
  42516. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
  42517. break;
  42518. case RGBA_ASTC_12x12_Format:
  42519. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
  42520. break;
  42521. default:
  42522. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  42523. }
  42524. } else {
  42525. switch ( format ) {
  42526. case RGBAFormat:
  42527. switch ( type ) {
  42528. case ByteType:
  42529. formatGPU = GPUTextureFormat.RGBA8Snorm;
  42530. break;
  42531. case ShortType:
  42532. formatGPU = GPUTextureFormat.RGBA16Sint;
  42533. break;
  42534. case UnsignedShortType:
  42535. formatGPU = GPUTextureFormat.RGBA16Uint;
  42536. break;
  42537. case UnsignedIntType:
  42538. formatGPU = GPUTextureFormat.RGBA32Uint;
  42539. break;
  42540. case IntType:
  42541. formatGPU = GPUTextureFormat.RGBA32Sint;
  42542. break;
  42543. case UnsignedByteType:
  42544. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  42545. break;
  42546. case HalfFloatType:
  42547. formatGPU = GPUTextureFormat.RGBA16Float;
  42548. break;
  42549. case FloatType:
  42550. formatGPU = GPUTextureFormat.RGBA32Float;
  42551. break;
  42552. default:
  42553. console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );
  42554. }
  42555. break;
  42556. case RGBFormat:
  42557. switch ( type ) {
  42558. case UnsignedInt5999Type:
  42559. formatGPU = GPUTextureFormat.RGB9E5UFloat;
  42560. break;
  42561. default:
  42562. console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );
  42563. }
  42564. break;
  42565. case RedFormat:
  42566. switch ( type ) {
  42567. case ByteType:
  42568. formatGPU = GPUTextureFormat.R8Snorm;
  42569. break;
  42570. case ShortType:
  42571. formatGPU = GPUTextureFormat.R16Sint;
  42572. break;
  42573. case UnsignedShortType:
  42574. formatGPU = GPUTextureFormat.R16Uint;
  42575. break;
  42576. case UnsignedIntType:
  42577. formatGPU = GPUTextureFormat.R32Uint;
  42578. break;
  42579. case IntType:
  42580. formatGPU = GPUTextureFormat.R32Sint;
  42581. break;
  42582. case UnsignedByteType:
  42583. formatGPU = GPUTextureFormat.R8Unorm;
  42584. break;
  42585. case HalfFloatType:
  42586. formatGPU = GPUTextureFormat.R16Float;
  42587. break;
  42588. case FloatType:
  42589. formatGPU = GPUTextureFormat.R32Float;
  42590. break;
  42591. default:
  42592. console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );
  42593. }
  42594. break;
  42595. case RGFormat:
  42596. switch ( type ) {
  42597. case ByteType:
  42598. formatGPU = GPUTextureFormat.RG8Snorm;
  42599. break;
  42600. case ShortType:
  42601. formatGPU = GPUTextureFormat.RG16Sint;
  42602. break;
  42603. case UnsignedShortType:
  42604. formatGPU = GPUTextureFormat.RG16Uint;
  42605. break;
  42606. case UnsignedIntType:
  42607. formatGPU = GPUTextureFormat.RG32Uint;
  42608. break;
  42609. case IntType:
  42610. formatGPU = GPUTextureFormat.RG32Sint;
  42611. break;
  42612. case UnsignedByteType:
  42613. formatGPU = GPUTextureFormat.RG8Unorm;
  42614. break;
  42615. case HalfFloatType:
  42616. formatGPU = GPUTextureFormat.RG16Float;
  42617. break;
  42618. case FloatType:
  42619. formatGPU = GPUTextureFormat.RG32Float;
  42620. break;
  42621. default:
  42622. console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );
  42623. }
  42624. break;
  42625. case DepthFormat:
  42626. switch ( type ) {
  42627. case UnsignedShortType:
  42628. formatGPU = GPUTextureFormat.Depth16Unorm;
  42629. break;
  42630. case UnsignedIntType:
  42631. formatGPU = GPUTextureFormat.Depth24Plus;
  42632. break;
  42633. case FloatType:
  42634. formatGPU = GPUTextureFormat.Depth32Float;
  42635. break;
  42636. default:
  42637. console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );
  42638. }
  42639. break;
  42640. case DepthStencilFormat:
  42641. switch ( type ) {
  42642. case UnsignedInt248Type:
  42643. formatGPU = GPUTextureFormat.Depth24PlusStencil8;
  42644. break;
  42645. case FloatType:
  42646. if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {
  42647. console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );
  42648. }
  42649. formatGPU = GPUTextureFormat.Depth32FloatStencil8;
  42650. break;
  42651. default:
  42652. console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );
  42653. }
  42654. break;
  42655. case RedIntegerFormat:
  42656. switch ( type ) {
  42657. case IntType:
  42658. formatGPU = GPUTextureFormat.R32Sint;
  42659. break;
  42660. case UnsignedIntType:
  42661. formatGPU = GPUTextureFormat.R32Uint;
  42662. break;
  42663. default:
  42664. console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );
  42665. }
  42666. break;
  42667. case RGIntegerFormat:
  42668. switch ( type ) {
  42669. case IntType:
  42670. formatGPU = GPUTextureFormat.RG32Sint;
  42671. break;
  42672. case UnsignedIntType:
  42673. formatGPU = GPUTextureFormat.RG32Uint;
  42674. break;
  42675. default:
  42676. console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );
  42677. }
  42678. break;
  42679. case RGBAIntegerFormat:
  42680. switch ( type ) {
  42681. case IntType:
  42682. formatGPU = GPUTextureFormat.RGBA32Sint;
  42683. break;
  42684. case UnsignedIntType:
  42685. formatGPU = GPUTextureFormat.RGBA32Uint;
  42686. break;
  42687. default:
  42688. console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );
  42689. }
  42690. break;
  42691. default:
  42692. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  42693. }
  42694. }
  42695. return formatGPU;
  42696. }
  42697. const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
  42698. const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;
  42699. const wgslTypeLib$1 = {
  42700. 'f32': 'float',
  42701. 'i32': 'int',
  42702. 'u32': 'uint',
  42703. 'bool': 'bool',
  42704. 'vec2<f32>': 'vec2',
  42705. 'vec2<i32>': 'ivec2',
  42706. 'vec2<u32>': 'uvec2',
  42707. 'vec2<bool>': 'bvec2',
  42708. 'vec2f': 'vec2',
  42709. 'vec2i': 'ivec2',
  42710. 'vec2u': 'uvec2',
  42711. 'vec2b': 'bvec2',
  42712. 'vec3<f32>': 'vec3',
  42713. 'vec3<i32>': 'ivec3',
  42714. 'vec3<u32>': 'uvec3',
  42715. 'vec3<bool>': 'bvec3',
  42716. 'vec3f': 'vec3',
  42717. 'vec3i': 'ivec3',
  42718. 'vec3u': 'uvec3',
  42719. 'vec3b': 'bvec3',
  42720. 'vec4<f32>': 'vec4',
  42721. 'vec4<i32>': 'ivec4',
  42722. 'vec4<u32>': 'uvec4',
  42723. 'vec4<bool>': 'bvec4',
  42724. 'vec4f': 'vec4',
  42725. 'vec4i': 'ivec4',
  42726. 'vec4u': 'uvec4',
  42727. 'vec4b': 'bvec4',
  42728. 'mat2x2<f32>': 'mat2',
  42729. 'mat2x2f': 'mat2',
  42730. 'mat3x3<f32>': 'mat3',
  42731. 'mat3x3f': 'mat3',
  42732. 'mat4x4<f32>': 'mat4',
  42733. 'mat4x4f': 'mat4',
  42734. 'sampler': 'sampler',
  42735. 'texture_1d': 'texture',
  42736. 'texture_2d': 'texture',
  42737. 'texture_2d_array': 'texture',
  42738. 'texture_multisampled_2d': 'cubeTexture',
  42739. 'texture_depth_2d': 'depthTexture',
  42740. 'texture_3d': 'texture3D',
  42741. 'texture_cube': 'cubeTexture',
  42742. 'texture_cube_array': 'cubeTexture',
  42743. 'texture_storage_1d': 'storageTexture',
  42744. 'texture_storage_2d': 'storageTexture',
  42745. 'texture_storage_2d_array': 'storageTexture',
  42746. 'texture_storage_3d': 'storageTexture'
  42747. };
  42748. const parse = ( source ) => {
  42749. source = source.trim();
  42750. const declaration = source.match( declarationRegexp );
  42751. if ( declaration !== null && declaration.length === 4 ) {
  42752. const inputsCode = declaration[ 2 ];
  42753. const propsMatches = [];
  42754. let match = null;
  42755. while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {
  42756. propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );
  42757. }
  42758. // Process matches to correctly pair names and types
  42759. const inputs = [];
  42760. for ( let i = 0; i < propsMatches.length; i ++ ) {
  42761. const { name, type } = propsMatches[ i ];
  42762. let resolvedType = type;
  42763. if ( resolvedType.startsWith( 'texture' ) ) {
  42764. resolvedType = type.split( '<' )[ 0 ];
  42765. }
  42766. resolvedType = wgslTypeLib$1[ resolvedType ] || resolvedType;
  42767. inputs.push( new NodeFunctionInput( resolvedType, name ) );
  42768. }
  42769. const blockCode = source.substring( declaration[ 0 ].length );
  42770. const outputType = declaration[ 3 ] || 'void';
  42771. const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  42772. const type = wgslTypeLib$1[ outputType ] || outputType;
  42773. return {
  42774. type,
  42775. inputs,
  42776. name,
  42777. inputsCode,
  42778. blockCode,
  42779. outputType
  42780. };
  42781. } else {
  42782. throw new Error( 'FunctionNode: Function is not a WGSL code.' );
  42783. }
  42784. };
  42785. class WGSLNodeFunction extends NodeFunction {
  42786. constructor( source ) {
  42787. const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );
  42788. super( type, inputs, name );
  42789. this.inputsCode = inputsCode;
  42790. this.blockCode = blockCode;
  42791. this.outputType = outputType;
  42792. }
  42793. getCode( name = this.name ) {
  42794. const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';
  42795. return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;
  42796. }
  42797. }
  42798. class WGSLNodeParser extends NodeParser {
  42799. parseFunction( source ) {
  42800. return new WGSLNodeFunction( source );
  42801. }
  42802. }
  42803. // GPUShaderStage is not defined in browsers not supporting WebGPU
  42804. const GPUShaderStage = self.GPUShaderStage;
  42805. const gpuShaderStageLib = {
  42806. 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
  42807. 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
  42808. 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
  42809. };
  42810. const supports = {
  42811. instance: true,
  42812. swizzleAssign: false,
  42813. storageBuffer: true
  42814. };
  42815. const wgslFnOpLib = {
  42816. '^^': 'tsl_xor'
  42817. };
  42818. const wgslTypeLib = {
  42819. float: 'f32',
  42820. int: 'i32',
  42821. uint: 'u32',
  42822. bool: 'bool',
  42823. color: 'vec3<f32>',
  42824. vec2: 'vec2<f32>',
  42825. ivec2: 'vec2<i32>',
  42826. uvec2: 'vec2<u32>',
  42827. bvec2: 'vec2<bool>',
  42828. vec3: 'vec3<f32>',
  42829. ivec3: 'vec3<i32>',
  42830. uvec3: 'vec3<u32>',
  42831. bvec3: 'vec3<bool>',
  42832. vec4: 'vec4<f32>',
  42833. ivec4: 'vec4<i32>',
  42834. uvec4: 'vec4<u32>',
  42835. bvec4: 'vec4<bool>',
  42836. mat2: 'mat2x2<f32>',
  42837. imat2: 'mat2x2<i32>',
  42838. umat2: 'mat2x2<u32>',
  42839. bmat2: 'mat2x2<bool>',
  42840. mat3: 'mat3x3<f32>',
  42841. imat3: 'mat3x3<i32>',
  42842. umat3: 'mat3x3<u32>',
  42843. bmat3: 'mat3x3<bool>',
  42844. mat4: 'mat4x4<f32>',
  42845. imat4: 'mat4x4<i32>',
  42846. umat4: 'mat4x4<u32>',
  42847. bmat4: 'mat4x4<bool>'
  42848. };
  42849. const wgslPolyfill = {
  42850. tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ),
  42851. mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
  42852. mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
  42853. mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
  42854. mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
  42855. equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
  42856. equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
  42857. equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
  42858. equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
  42859. repeatWrapping: new CodeNode( `
  42860. fn tsl_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
  42861. let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
  42862. return ( ( uvScaled % dimension ) + dimension ) % dimension;
  42863. }
  42864. ` ),
  42865. biquadraticTexture: new CodeNode( `
  42866. fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, level : i32 ) -> vec4f {
  42867. let res = vec2f( textureDimensions( map, level ) );
  42868. let uvScaled = coord * res;
  42869. let uvWrapping = ( ( uvScaled % res ) + res ) % res;
  42870. // https://www.shadertoy.com/view/WtyXRy
  42871. let uv = uvWrapping - 0.5;
  42872. let iuv = floor( uv );
  42873. let f = fract( uv );
  42874. let rg1 = textureLoad( map, vec2i( iuv + vec2( 0.5, 0.5 ) ), level );
  42875. let rg2 = textureLoad( map, vec2i( iuv + vec2( 1.5, 0.5 ) ), level );
  42876. let rg3 = textureLoad( map, vec2i( iuv + vec2( 0.5, 1.5 ) ), level );
  42877. let rg4 = textureLoad( map, vec2i( iuv + vec2( 1.5, 1.5 ) ), level );
  42878. return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );
  42879. }
  42880. ` )
  42881. };
  42882. const wgslMethods = {
  42883. dFdx: 'dpdx',
  42884. dFdy: '- dpdy',
  42885. mod_float: 'tsl_mod_float',
  42886. mod_vec2: 'tsl_mod_vec2',
  42887. mod_vec3: 'tsl_mod_vec3',
  42888. mod_vec4: 'tsl_mod_vec4',
  42889. equals_bool: 'tsl_equals_bool',
  42890. equals_bvec2: 'tsl_equals_bvec2',
  42891. equals_bvec3: 'tsl_equals_bvec3',
  42892. equals_bvec4: 'tsl_equals_bvec4',
  42893. inversesqrt: 'inverseSqrt',
  42894. bitcast: 'bitcast<f32>'
  42895. };
  42896. // WebGPU issue: does not support pow() with negative base on Windows
  42897. if ( /Windows/g.test( navigator.userAgent ) ) {
  42898. wgslPolyfill.pow_float = new CodeNode( 'fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }' );
  42899. wgslPolyfill.pow_vec2 = new CodeNode( 'fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }', [ wgslPolyfill.pow_float ] );
  42900. wgslPolyfill.pow_vec3 = new CodeNode( 'fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }', [ wgslPolyfill.pow_float ] );
  42901. wgslPolyfill.pow_vec4 = new CodeNode( 'fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }', [ wgslPolyfill.pow_float ] );
  42902. wgslMethods.pow_float = 'tsl_pow_float';
  42903. wgslMethods.pow_vec2 = 'tsl_pow_vec2';
  42904. wgslMethods.pow_vec3 = 'tsl_pow_vec3';
  42905. wgslMethods.pow_vec4 = 'tsl_pow_vec4';
  42906. }
  42907. //
  42908. class WGSLNodeBuilder extends NodeBuilder {
  42909. constructor( object, renderer ) {
  42910. super( object, renderer, new WGSLNodeParser() );
  42911. this.uniformGroups = {};
  42912. this.builtins = {};
  42913. this.directives = {};
  42914. }
  42915. needsColorSpaceToLinear( texture ) {
  42916. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  42917. }
  42918. _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42919. if ( shaderStage === 'fragment' ) {
  42920. if ( depthSnippet ) {
  42921. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
  42922. } else {
  42923. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
  42924. }
  42925. } else if ( this.isFilteredTexture( texture ) ) {
  42926. return this.generateFilteredTexture( texture, textureProperty, uvSnippet );
  42927. } else {
  42928. return this.generateTextureLod( texture, textureProperty, uvSnippet, '0' );
  42929. }
  42930. }
  42931. _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  42932. if ( shaderStage === 'fragment' ) {
  42933. return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
  42934. } else {
  42935. console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
  42936. }
  42937. }
  42938. _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42939. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) {
  42940. return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
  42941. } else if ( this.isFilteredTexture( texture ) ) {
  42942. return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet );
  42943. } else {
  42944. return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet );
  42945. }
  42946. }
  42947. generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  42948. this._include( 'biquadraticTexture' );
  42949. return `tsl_biquadraticTexture( ${ textureProperty }, ${ uvSnippet }, i32( ${ levelSnippet } ) )`;
  42950. }
  42951. generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  42952. this._include( 'repeatWrapping' );
  42953. const dimension = texture.isMultisampleRenderTargetTexture === true ? `textureDimensions( ${ textureProperty } )` : `textureDimensions( ${ textureProperty }, 0 )`;
  42954. return `textureLoad( ${ textureProperty }, tsl_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`;
  42955. }
  42956. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
  42957. if ( depthSnippet ) {
  42958. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;
  42959. } else {
  42960. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  42961. }
  42962. }
  42963. generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
  42964. return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
  42965. }
  42966. isUnfilterable( texture ) {
  42967. return this.getComponentTypeFromTexture( texture ) !== 'float' || ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) || texture.isMultisampleRenderTargetTexture === true;
  42968. }
  42969. generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42970. let snippet = null;
  42971. if ( texture.isVideoTexture === true ) {
  42972. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  42973. } else if ( this.isUnfilterable( texture ) ) {
  42974. snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage );
  42975. } else {
  42976. snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
  42977. }
  42978. return snippet;
  42979. }
  42980. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42981. if ( shaderStage === 'fragment' ) {
  42982. // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
  42983. return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  42984. } else {
  42985. console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
  42986. }
  42987. }
  42988. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42989. if ( shaderStage === 'fragment' ) {
  42990. return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
  42991. } else {
  42992. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  42993. }
  42994. }
  42995. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42996. let snippet = null;
  42997. if ( texture.isVideoTexture === true ) {
  42998. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  42999. } else {
  43000. snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
  43001. }
  43002. return snippet;
  43003. }
  43004. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43005. if ( shaderStage === 'fragment' ) {
  43006. return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`;
  43007. } else {
  43008. console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` );
  43009. }
  43010. }
  43011. getPropertyName( node, shaderStage = this.shaderStage ) {
  43012. if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
  43013. if ( shaderStage === 'vertex' ) {
  43014. return `varyings.${ node.name }`;
  43015. }
  43016. } else if ( node.isNodeUniform === true ) {
  43017. const name = node.name;
  43018. const type = node.type;
  43019. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  43020. return name;
  43021. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  43022. return `NodeBuffer_${ node.id }.${name}`;
  43023. } else {
  43024. return node.groupNode.name + '.' + name;
  43025. }
  43026. }
  43027. return super.getPropertyName( node );
  43028. }
  43029. getOutputStructName() {
  43030. return 'output';
  43031. }
  43032. _getUniformGroupCount( shaderStage ) {
  43033. return Object.keys( this.uniforms[ shaderStage ] ).length;
  43034. }
  43035. getFunctionOperator( op ) {
  43036. const fnOp = wgslFnOpLib[ op ];
  43037. if ( fnOp !== undefined ) {
  43038. this._include( fnOp );
  43039. return fnOp;
  43040. }
  43041. return null;
  43042. }
  43043. getStorageAccess( node ) {
  43044. if ( node.isStorageTextureNode ) {
  43045. switch ( node.access ) {
  43046. case GPUStorageTextureAccess.ReadOnly:
  43047. return 'read';
  43048. case GPUStorageTextureAccess.WriteOnly:
  43049. return 'write';
  43050. default:
  43051. return 'read_write';
  43052. }
  43053. } else {
  43054. switch ( node.access ) {
  43055. case GPUBufferBindingType.Storage:
  43056. return 'read_write';
  43057. case GPUBufferBindingType.ReadOnlyStorage:
  43058. return 'read';
  43059. default:
  43060. return 'write';
  43061. }
  43062. }
  43063. }
  43064. getUniformFromNode( node, type, shaderStage, name = null ) {
  43065. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  43066. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  43067. if ( nodeData.uniformGPU === undefined ) {
  43068. let uniformGPU;
  43069. const group = node.groupNode;
  43070. const groupName = group.name;
  43071. const bindings = this.getBindGroupArray( groupName, shaderStage );
  43072. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  43073. let texture = null;
  43074. if ( type === 'texture' || type === 'storageTexture' ) {
  43075. texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43076. } else if ( type === 'cubeTexture' ) {
  43077. texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43078. } else if ( type === 'texture3D' ) {
  43079. texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43080. }
  43081. texture.store = node.isStorageTextureNode === true;
  43082. texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43083. if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) {
  43084. const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node, group );
  43085. sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43086. bindings.push( sampler, texture );
  43087. uniformGPU = [ sampler, texture ];
  43088. } else {
  43089. bindings.push( texture );
  43090. uniformGPU = [ texture ];
  43091. }
  43092. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  43093. const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer;
  43094. const buffer = new bufferClass( node, group );
  43095. buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43096. bindings.push( buffer );
  43097. uniformGPU = buffer;
  43098. } else {
  43099. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  43100. let uniformsGroup = uniformsStage[ groupName ];
  43101. if ( uniformsGroup === undefined ) {
  43102. uniformsGroup = new NodeUniformsGroup( groupName, group );
  43103. uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43104. uniformsStage[ groupName ] = uniformsGroup;
  43105. bindings.push( uniformsGroup );
  43106. }
  43107. uniformGPU = this.getNodeUniform( uniformNode, type );
  43108. uniformsGroup.addUniform( uniformGPU );
  43109. }
  43110. nodeData.uniformGPU = uniformGPU;
  43111. }
  43112. return uniformNode;
  43113. }
  43114. getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
  43115. const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
  43116. if ( map.has( name ) === false ) {
  43117. map.set( name, {
  43118. name,
  43119. property,
  43120. type
  43121. } );
  43122. }
  43123. return property;
  43124. }
  43125. getVertexIndex() {
  43126. if ( this.shaderStage === 'vertex' ) {
  43127. return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
  43128. }
  43129. return 'vertexIndex';
  43130. }
  43131. buildFunctionCode( shaderNode ) {
  43132. const layout = shaderNode.layout;
  43133. const flowData = this.flowShaderNode( shaderNode );
  43134. const parameters = [];
  43135. for ( const input of layout.inputs ) {
  43136. parameters.push( input.name + ' : ' + this.getType( input.type ) );
  43137. }
  43138. //
  43139. let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
  43140. ${ flowData.vars }
  43141. ${ flowData.code }
  43142. `;
  43143. if ( flowData.result ) {
  43144. code += `\treturn ${ flowData.result };\n`;
  43145. }
  43146. code += '\n}\n';
  43147. //
  43148. return code;
  43149. }
  43150. getInstanceIndex() {
  43151. if ( this.shaderStage === 'vertex' ) {
  43152. return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
  43153. }
  43154. return 'instanceIndex';
  43155. }
  43156. getInvocationLocalIndex() {
  43157. return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' );
  43158. }
  43159. getSubgroupSize() {
  43160. this.enableSubGroups();
  43161. return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
  43162. }
  43163. getSubgroupIndex() {
  43164. this.enableSubGroups();
  43165. return this.getBuiltin( 'subgroup_invocation_id', 'subgroupIndex', 'u32', 'attribute' );
  43166. }
  43167. getDrawIndex() {
  43168. return null;
  43169. }
  43170. getFrontFacing() {
  43171. return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
  43172. }
  43173. getFragCoord() {
  43174. return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy';
  43175. }
  43176. getFragDepth() {
  43177. return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
  43178. }
  43179. isFlipY() {
  43180. return false;
  43181. }
  43182. enableDirective( name, shaderStage = this.shaderStage ) {
  43183. const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() );
  43184. stage.add( name );
  43185. }
  43186. getDirectives( shaderStage ) {
  43187. const snippets = [];
  43188. const directives = this.directives[ shaderStage ];
  43189. if ( directives !== undefined ) {
  43190. for ( const directive of directives ) {
  43191. snippets.push( `enable ${directive};` );
  43192. }
  43193. }
  43194. return snippets.join( '\n' );
  43195. }
  43196. enableSubGroups() {
  43197. this.enableDirective( 'subgroups' );
  43198. }
  43199. enableSubgroupsF16() {
  43200. this.enableDirective( 'subgroups-f16' );
  43201. }
  43202. enableClipDistances() {
  43203. this.enableDirective( 'clip_distances' );
  43204. }
  43205. enableShaderF16() {
  43206. this.enableDirective( 'f16' );
  43207. }
  43208. enableDualSourceBlending() {
  43209. this.enableDirective( 'dual_source_blending' );
  43210. }
  43211. getBuiltins( shaderStage ) {
  43212. const snippets = [];
  43213. const builtins = this.builtins[ shaderStage ];
  43214. if ( builtins !== undefined ) {
  43215. for ( const { name, property, type } of builtins.values() ) {
  43216. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  43217. }
  43218. }
  43219. return snippets.join( ',\n\t' );
  43220. }
  43221. getAttributes( shaderStage ) {
  43222. const snippets = [];
  43223. if ( shaderStage === 'compute' ) {
  43224. this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
  43225. this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' );
  43226. this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' );
  43227. this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' );
  43228. }
  43229. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  43230. const builtins = this.getBuiltins( 'attribute' );
  43231. if ( builtins ) snippets.push( builtins );
  43232. const attributes = this.getAttributesArray();
  43233. for ( let index = 0, length = attributes.length; index < length; index ++ ) {
  43234. const attribute = attributes[ index ];
  43235. const name = attribute.name;
  43236. const type = this.getType( attribute.type );
  43237. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  43238. }
  43239. }
  43240. return snippets.join( ',\n\t' );
  43241. }
  43242. getStructMembers( struct ) {
  43243. const snippets = [];
  43244. const members = struct.getMemberTypes();
  43245. for ( let i = 0; i < members.length; i ++ ) {
  43246. const member = members[ i ];
  43247. snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
  43248. }
  43249. const builtins = this.getBuiltins( 'output' );
  43250. if ( builtins ) snippets.push( '\t' + builtins );
  43251. return snippets.join( ',\n' );
  43252. }
  43253. getStructs( shaderStage ) {
  43254. const snippets = [];
  43255. const structs = this.structs[ shaderStage ];
  43256. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  43257. const struct = structs[ index ];
  43258. const name = struct.name;
  43259. let snippet = `\struct ${ name } {\n`;
  43260. snippet += this.getStructMembers( struct );
  43261. snippet += '\n}';
  43262. snippets.push( snippet );
  43263. snippets.push( `\nvar<private> output : ${ name };\n\n` );
  43264. }
  43265. return snippets.join( '\n\n' );
  43266. }
  43267. getVar( type, name ) {
  43268. return `var ${ name } : ${ this.getType( type ) }`;
  43269. }
  43270. getVars( shaderStage ) {
  43271. const snippets = [];
  43272. const vars = this.vars[ shaderStage ];
  43273. if ( vars !== undefined ) {
  43274. for ( const variable of vars ) {
  43275. snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
  43276. }
  43277. }
  43278. return `\n${ snippets.join( '\n' ) }\n`;
  43279. }
  43280. getVaryings( shaderStage ) {
  43281. const snippets = [];
  43282. if ( shaderStage === 'vertex' ) {
  43283. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  43284. }
  43285. if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
  43286. const varyings = this.varyings;
  43287. const vars = this.vars[ shaderStage ];
  43288. for ( let index = 0; index < varyings.length; index ++ ) {
  43289. const varying = varyings[ index ];
  43290. if ( varying.needsInterpolation ) {
  43291. let attributesSnippet = `@location( ${index} )`;
  43292. if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
  43293. attributesSnippet += ' @interpolate( flat )';
  43294. }
  43295. snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
  43296. } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
  43297. vars.push( varying );
  43298. }
  43299. }
  43300. }
  43301. const builtins = this.getBuiltins( shaderStage );
  43302. if ( builtins ) snippets.push( builtins );
  43303. const code = snippets.join( ',\n\t' );
  43304. return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
  43305. }
  43306. getUniforms( shaderStage ) {
  43307. const uniforms = this.uniforms[ shaderStage ];
  43308. const bindingSnippets = [];
  43309. const bufferSnippets = [];
  43310. const structSnippets = [];
  43311. const uniformGroups = {};
  43312. for ( const uniform of uniforms ) {
  43313. const groundName = uniform.groupNode.name;
  43314. const uniformIndexes = this.bindingsIndexes[ groundName ];
  43315. if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) {
  43316. const texture = uniform.node.value;
  43317. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) {
  43318. if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
  43319. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` );
  43320. } else {
  43321. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` );
  43322. }
  43323. }
  43324. let textureType;
  43325. let multisampled = '';
  43326. if ( texture.isMultisampleRenderTargetTexture === true ) {
  43327. multisampled = '_multisampled';
  43328. }
  43329. if ( texture.isCubeTexture === true ) {
  43330. textureType = 'texture_cube<f32>';
  43331. } else if ( texture.isDataArrayTexture === true ) {
  43332. textureType = 'texture_2d_array<f32>';
  43333. } else if ( texture.isDepthTexture === true ) {
  43334. textureType = `texture_depth${multisampled}_2d`;
  43335. } else if ( texture.isVideoTexture === true ) {
  43336. textureType = 'texture_external';
  43337. } else if ( texture.isData3DTexture === true ) {
  43338. textureType = 'texture_3d<f32>';
  43339. } else if ( uniform.node.isStorageTextureNode === true ) {
  43340. const format = getFormat( texture );
  43341. const access = this.getStorageAccess( uniform.node );
  43342. textureType = `texture_storage_2d<${ format }, ${ access }>`;
  43343. } else {
  43344. const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
  43345. textureType = `texture${multisampled}_2d<${ componentPrefix }32>`;
  43346. }
  43347. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` );
  43348. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
  43349. const bufferNode = uniform.node;
  43350. const bufferType = this.getType( bufferNode.bufferType );
  43351. const bufferCount = bufferNode.bufferCount;
  43352. const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
  43353. const bufferSnippet = `\t${ uniform.name } : array< ${ bufferType }${ bufferCountSnippet } >\n`;
  43354. const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode ) }` : 'uniform';
  43355. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) );
  43356. } else {
  43357. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  43358. const groupName = uniform.groupNode.name;
  43359. const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
  43360. index: uniformIndexes.binding ++,
  43361. id: uniformIndexes.group,
  43362. snippets: []
  43363. } );
  43364. group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
  43365. }
  43366. }
  43367. for ( const name in uniformGroups ) {
  43368. const group = uniformGroups[ name ];
  43369. structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) );
  43370. }
  43371. let code = bindingSnippets.join( '\n' );
  43372. code += bufferSnippets.join( '\n' );
  43373. code += structSnippets.join( '\n' );
  43374. return code;
  43375. }
  43376. buildCode() {
  43377. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  43378. for ( const shaderStage in shadersData ) {
  43379. const stageData = shadersData[ shaderStage ];
  43380. stageData.uniforms = this.getUniforms( shaderStage );
  43381. stageData.attributes = this.getAttributes( shaderStage );
  43382. stageData.varyings = this.getVaryings( shaderStage );
  43383. stageData.structs = this.getStructs( shaderStage );
  43384. stageData.vars = this.getVars( shaderStage );
  43385. stageData.codes = this.getCodes( shaderStage );
  43386. stageData.directives = this.getDirectives( shaderStage );
  43387. //
  43388. let flow = '// code\n\n';
  43389. flow += this.flowCode[ shaderStage ];
  43390. const flowNodes = this.flowNodes[ shaderStage ];
  43391. const mainNode = flowNodes[ flowNodes.length - 1 ];
  43392. const outputNode = mainNode.outputNode;
  43393. const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
  43394. for ( const node of flowNodes ) {
  43395. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  43396. const slotName = node.name;
  43397. if ( slotName ) {
  43398. if ( flow.length > 0 ) flow += '\n';
  43399. flow += `\t// flow -> ${ slotName }\n\t`;
  43400. }
  43401. flow += `${ flowSlotData.code }\n\t`;
  43402. if ( node === mainNode && shaderStage !== 'compute' ) {
  43403. flow += '// result\n\n\t';
  43404. if ( shaderStage === 'vertex' ) {
  43405. flow += `varyings.Vertex = ${ flowSlotData.result };`;
  43406. } else if ( shaderStage === 'fragment' ) {
  43407. if ( isOutputStruct ) {
  43408. stageData.returnType = outputNode.nodeType;
  43409. flow += `return ${ flowSlotData.result };`;
  43410. } else {
  43411. let structSnippet = '\t@location(0) color: vec4<f32>';
  43412. const builtins = this.getBuiltins( 'output' );
  43413. if ( builtins ) structSnippet += ',\n\t' + builtins;
  43414. stageData.returnType = 'OutputStruct';
  43415. stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
  43416. stageData.structs += '\nvar<private> output : OutputStruct;\n\n';
  43417. flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
  43418. }
  43419. }
  43420. }
  43421. }
  43422. stageData.flow = flow;
  43423. }
  43424. if ( this.material !== null ) {
  43425. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  43426. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  43427. } else {
  43428. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  43429. }
  43430. }
  43431. getMethod( method, output = null ) {
  43432. let wgslMethod;
  43433. if ( output !== null ) {
  43434. wgslMethod = this._getWGSLMethod( method + '_' + output );
  43435. }
  43436. if ( wgslMethod === undefined ) {
  43437. wgslMethod = this._getWGSLMethod( method );
  43438. }
  43439. return wgslMethod || method;
  43440. }
  43441. getType( type ) {
  43442. return wgslTypeLib[ type ] || type;
  43443. }
  43444. isAvailable( name ) {
  43445. let result = supports[ name ];
  43446. if ( result === undefined ) {
  43447. if ( name === 'float32Filterable' ) {
  43448. result = this.renderer.hasFeature( 'float32-filterable' );
  43449. }
  43450. supports[ name ] = result;
  43451. }
  43452. return result;
  43453. }
  43454. _getWGSLMethod( method ) {
  43455. if ( wgslPolyfill[ method ] !== undefined ) {
  43456. this._include( method );
  43457. }
  43458. return wgslMethods[ method ];
  43459. }
  43460. _include( name ) {
  43461. const codeNode = wgslPolyfill[ name ];
  43462. codeNode.build( this );
  43463. if ( this.currentFunctionNode !== null ) {
  43464. this.currentFunctionNode.includes.push( codeNode );
  43465. }
  43466. return codeNode;
  43467. }
  43468. _getWGSLVertexCode( shaderData ) {
  43469. return `${ this.getSignature() }
  43470. // directives
  43471. ${shaderData.directives}
  43472. // uniforms
  43473. ${shaderData.uniforms}
  43474. // varyings
  43475. ${shaderData.varyings}
  43476. var<private> varyings : VaryingsStruct;
  43477. // codes
  43478. ${shaderData.codes}
  43479. @vertex
  43480. fn main( ${shaderData.attributes} ) -> VaryingsStruct {
  43481. // vars
  43482. ${shaderData.vars}
  43483. // flow
  43484. ${shaderData.flow}
  43485. return varyings;
  43486. }
  43487. `;
  43488. }
  43489. _getWGSLFragmentCode( shaderData ) {
  43490. return `${ this.getSignature() }
  43491. diagnostic( off, derivative_uniformity );
  43492. // uniforms
  43493. ${shaderData.uniforms}
  43494. // structs
  43495. ${shaderData.structs}
  43496. // codes
  43497. ${shaderData.codes}
  43498. @fragment
  43499. fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
  43500. // vars
  43501. ${shaderData.vars}
  43502. // flow
  43503. ${shaderData.flow}
  43504. }
  43505. `;
  43506. }
  43507. _getWGSLComputeCode( shaderData, workgroupSize ) {
  43508. return `${ this.getSignature() }
  43509. // directives
  43510. ${shaderData.directives}
  43511. // system
  43512. var<private> instanceIndex : u32;
  43513. // uniforms
  43514. ${shaderData.uniforms}
  43515. // codes
  43516. ${shaderData.codes}
  43517. @compute @workgroup_size( ${workgroupSize} )
  43518. fn main( ${shaderData.attributes} ) {
  43519. // system
  43520. instanceIndex = id.x + id.y * numWorkgroups.x * u32(${workgroupSize}) + id.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize});
  43521. // vars
  43522. ${shaderData.vars}
  43523. // flow
  43524. ${shaderData.flow}
  43525. }
  43526. `;
  43527. }
  43528. _getWGSLStruct( name, vars ) {
  43529. return `
  43530. struct ${name} {
  43531. ${vars}
  43532. };`;
  43533. }
  43534. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  43535. const structName = name + 'Struct';
  43536. const structSnippet = this._getWGSLStruct( structName, vars );
  43537. return `${structSnippet}
  43538. @binding( ${binding} ) @group( ${group} )
  43539. var<${access}> ${name} : ${structName};`;
  43540. }
  43541. }
  43542. class WebGPUUtils {
  43543. constructor( backend ) {
  43544. this.backend = backend;
  43545. }
  43546. getCurrentDepthStencilFormat( renderContext ) {
  43547. let format;
  43548. if ( renderContext.depthTexture !== null ) {
  43549. format = this.getTextureFormatGPU( renderContext.depthTexture );
  43550. } else if ( renderContext.depth && renderContext.stencil ) {
  43551. format = GPUTextureFormat.Depth24PlusStencil8;
  43552. } else if ( renderContext.depth ) {
  43553. format = GPUTextureFormat.Depth24Plus;
  43554. }
  43555. return format;
  43556. }
  43557. getTextureFormatGPU( texture ) {
  43558. return this.backend.get( texture ).texture.format;
  43559. }
  43560. getCurrentColorFormat( renderContext ) {
  43561. let format;
  43562. if ( renderContext.textures !== null ) {
  43563. format = this.getTextureFormatGPU( renderContext.textures[ 0 ] );
  43564. } else {
  43565. format = this.getPreferredCanvasFormat(); // default context format
  43566. }
  43567. return format;
  43568. }
  43569. getCurrentColorSpace( renderContext ) {
  43570. if ( renderContext.textures !== null ) {
  43571. return renderContext.textures[ 0 ].colorSpace;
  43572. }
  43573. return this.backend.renderer.outputColorSpace;
  43574. }
  43575. getPrimitiveTopology( object, material ) {
  43576. if ( object.isPoints ) return GPUPrimitiveTopology.PointList;
  43577. else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList;
  43578. else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip;
  43579. else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList;
  43580. }
  43581. getSampleCount( sampleCount ) {
  43582. let count = 1;
  43583. if ( sampleCount > 1 ) {
  43584. // WebGPU only supports power-of-two sample counts and 2 is not a valid value
  43585. count = Math.pow( 2, Math.floor( Math.log2( sampleCount ) ) );
  43586. if ( count === 2 ) {
  43587. count = 4;
  43588. }
  43589. }
  43590. return count;
  43591. }
  43592. getSampleCountRenderContext( renderContext ) {
  43593. if ( renderContext.textures !== null ) {
  43594. return this.getSampleCount( renderContext.sampleCount );
  43595. }
  43596. return this.getSampleCount( this.backend.renderer.samples );
  43597. }
  43598. getPreferredCanvasFormat() {
  43599. if ( navigator.userAgent.includes( 'Quest' ) ) {
  43600. return GPUTextureFormat.BGRA8Unorm;
  43601. } else {
  43602. return navigator.gpu.getPreferredCanvasFormat();
  43603. }
  43604. }
  43605. }
  43606. const typedArraysToVertexFormatPrefix = new Map( [
  43607. [ Int8Array, [ 'sint8', 'snorm8' ]],
  43608. [ Uint8Array, [ 'uint8', 'unorm8' ]],
  43609. [ Int16Array, [ 'sint16', 'snorm16' ]],
  43610. [ Uint16Array, [ 'uint16', 'unorm16' ]],
  43611. [ Int32Array, [ 'sint32', 'snorm32' ]],
  43612. [ Uint32Array, [ 'uint32', 'unorm32' ]],
  43613. [ Float32Array, [ 'float32', ]],
  43614. ] );
  43615. const typedAttributeToVertexFormatPrefix = new Map( [
  43616. [ Float16BufferAttribute, [ 'float16', ]],
  43617. ] );
  43618. const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [
  43619. [ Int32Array, 'sint32' ],
  43620. [ Int16Array, 'sint32' ], // patch for INT16
  43621. [ Uint32Array, 'uint32' ],
  43622. [ Uint16Array, 'uint32' ], // patch for UINT16
  43623. [ Float32Array, 'float32' ]
  43624. ] );
  43625. class WebGPUAttributeUtils {
  43626. constructor( backend ) {
  43627. this.backend = backend;
  43628. }
  43629. createAttribute( attribute, usage ) {
  43630. const bufferAttribute = this._getBufferAttribute( attribute );
  43631. const backend = this.backend;
  43632. const bufferData = backend.get( bufferAttribute );
  43633. let buffer = bufferData.buffer;
  43634. if ( buffer === undefined ) {
  43635. const device = backend.device;
  43636. let array = bufferAttribute.array;
  43637. // patch for INT16 and UINT16
  43638. if ( attribute.normalized === false && ( array.constructor === Int16Array || array.constructor === Uint16Array ) ) {
  43639. const tempArray = new Uint32Array( array.length );
  43640. for ( let i = 0; i < array.length; i ++ ) {
  43641. tempArray[ i ] = array[ i ];
  43642. }
  43643. array = tempArray;
  43644. }
  43645. bufferAttribute.array = array;
  43646. if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) {
  43647. array = new array.constructor( bufferAttribute.count * 4 );
  43648. for ( let i = 0; i < bufferAttribute.count; i ++ ) {
  43649. array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );
  43650. }
  43651. // Update BufferAttribute
  43652. bufferAttribute.itemSize = 4;
  43653. bufferAttribute.array = array;
  43654. }
  43655. const size = array.byteLength + ( ( 4 - ( array.byteLength % 4 ) ) % 4 ); // ensure 4 byte alignment, see #20441
  43656. buffer = device.createBuffer( {
  43657. label: bufferAttribute.name,
  43658. size: size,
  43659. usage: usage,
  43660. mappedAtCreation: true
  43661. } );
  43662. new array.constructor( buffer.getMappedRange() ).set( array );
  43663. buffer.unmap();
  43664. bufferData.buffer = buffer;
  43665. }
  43666. }
  43667. updateAttribute( attribute ) {
  43668. const bufferAttribute = this._getBufferAttribute( attribute );
  43669. const backend = this.backend;
  43670. const device = backend.device;
  43671. const buffer = backend.get( bufferAttribute ).buffer;
  43672. const array = bufferAttribute.array;
  43673. const updateRanges = bufferAttribute.updateRanges;
  43674. if ( updateRanges.length === 0 ) {
  43675. // Not using update ranges
  43676. device.queue.writeBuffer(
  43677. buffer,
  43678. 0,
  43679. array,
  43680. 0
  43681. );
  43682. } else {
  43683. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  43684. const range = updateRanges[ i ];
  43685. device.queue.writeBuffer(
  43686. buffer,
  43687. 0,
  43688. array,
  43689. range.start * array.BYTES_PER_ELEMENT,
  43690. range.count * array.BYTES_PER_ELEMENT
  43691. );
  43692. }
  43693. bufferAttribute.clearUpdateRanges();
  43694. }
  43695. }
  43696. createShaderVertexBuffers( renderObject ) {
  43697. const attributes = renderObject.getAttributes();
  43698. const vertexBuffers = new Map();
  43699. for ( let slot = 0; slot < attributes.length; slot ++ ) {
  43700. const geometryAttribute = attributes[ slot ];
  43701. const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT;
  43702. const bufferAttribute = this._getBufferAttribute( geometryAttribute );
  43703. let vertexBufferLayout = vertexBuffers.get( bufferAttribute );
  43704. if ( vertexBufferLayout === undefined ) {
  43705. let arrayStride, stepMode;
  43706. if ( geometryAttribute.isInterleavedBufferAttribute === true ) {
  43707. arrayStride = geometryAttribute.data.stride * bytesPerElement;
  43708. stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  43709. } else {
  43710. arrayStride = geometryAttribute.itemSize * bytesPerElement;
  43711. stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  43712. }
  43713. // patch for INT16 and UINT16
  43714. if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) {
  43715. arrayStride = 4;
  43716. }
  43717. vertexBufferLayout = {
  43718. arrayStride,
  43719. attributes: [],
  43720. stepMode
  43721. };
  43722. vertexBuffers.set( bufferAttribute, vertexBufferLayout );
  43723. }
  43724. const format = this._getVertexFormat( geometryAttribute );
  43725. const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0;
  43726. vertexBufferLayout.attributes.push( {
  43727. shaderLocation: slot,
  43728. offset,
  43729. format
  43730. } );
  43731. }
  43732. return Array.from( vertexBuffers.values() );
  43733. }
  43734. destroyAttribute( attribute ) {
  43735. const backend = this.backend;
  43736. const data = backend.get( this._getBufferAttribute( attribute ) );
  43737. data.buffer.destroy();
  43738. backend.delete( attribute );
  43739. }
  43740. async getArrayBufferAsync( attribute ) {
  43741. const backend = this.backend;
  43742. const device = backend.device;
  43743. const data = backend.get( this._getBufferAttribute( attribute ) );
  43744. const bufferGPU = data.buffer;
  43745. const size = bufferGPU.size;
  43746. let readBufferGPU = data.readBuffer;
  43747. let needsUnmap = true;
  43748. if ( readBufferGPU === undefined ) {
  43749. readBufferGPU = device.createBuffer( {
  43750. label: attribute.name,
  43751. size,
  43752. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  43753. } );
  43754. needsUnmap = false;
  43755. data.readBuffer = readBufferGPU;
  43756. }
  43757. const cmdEncoder = device.createCommandEncoder( {} );
  43758. cmdEncoder.copyBufferToBuffer(
  43759. bufferGPU,
  43760. 0,
  43761. readBufferGPU,
  43762. 0,
  43763. size
  43764. );
  43765. if ( needsUnmap ) readBufferGPU.unmap();
  43766. const gpuCommands = cmdEncoder.finish();
  43767. device.queue.submit( [ gpuCommands ] );
  43768. await readBufferGPU.mapAsync( GPUMapMode.READ );
  43769. const arrayBuffer = readBufferGPU.getMappedRange();
  43770. return arrayBuffer;
  43771. }
  43772. _getVertexFormat( geometryAttribute ) {
  43773. const { itemSize, normalized } = geometryAttribute;
  43774. const ArrayType = geometryAttribute.array.constructor;
  43775. const AttributeType = geometryAttribute.constructor;
  43776. let format;
  43777. if ( itemSize == 1 ) {
  43778. format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType );
  43779. } else {
  43780. const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType );
  43781. const prefix = prefixOptions[ normalized ? 1 : 0 ];
  43782. if ( prefix ) {
  43783. const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize;
  43784. const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4;
  43785. const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT;
  43786. if ( paddedItemSize % 1 ) {
  43787. throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' );
  43788. }
  43789. format = `${prefix}x${paddedItemSize}`;
  43790. }
  43791. }
  43792. if ( ! format ) {
  43793. console.error( 'THREE.WebGPUAttributeUtils: Vertex format not supported yet.' );
  43794. }
  43795. return format;
  43796. }
  43797. _getBufferAttribute( attribute ) {
  43798. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  43799. return attribute;
  43800. }
  43801. }
  43802. class WebGPUBindingUtils {
  43803. constructor( backend ) {
  43804. this.backend = backend;
  43805. this.bindGroupLayoutCache = new WeakMap();
  43806. }
  43807. createBindingsLayout( bindGroup ) {
  43808. const backend = this.backend;
  43809. const device = backend.device;
  43810. const entries = [];
  43811. let index = 0;
  43812. for ( const binding of bindGroup.bindings ) {
  43813. const bindingGPU = {
  43814. binding: index ++,
  43815. visibility: binding.visibility
  43816. };
  43817. if ( binding.isUniformBuffer || binding.isStorageBuffer ) {
  43818. const buffer = {}; // GPUBufferBindingLayout
  43819. if ( binding.isStorageBuffer ) {
  43820. buffer.type = binding.access;
  43821. }
  43822. bindingGPU.buffer = buffer;
  43823. } else if ( binding.isSampler ) {
  43824. const sampler = {}; // GPUSamplerBindingLayout
  43825. if ( binding.texture.isDepthTexture ) {
  43826. if ( binding.texture.compareFunction !== null ) {
  43827. sampler.type = 'comparison';
  43828. }
  43829. }
  43830. bindingGPU.sampler = sampler;
  43831. } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) {
  43832. bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout
  43833. } else if ( binding.isSampledTexture && binding.store ) {
  43834. const format = this.backend.get( binding.texture ).texture.format;
  43835. const access = binding.access;
  43836. bindingGPU.storageTexture = { format, access }; // GPUStorageTextureBindingLayout
  43837. } else if ( binding.isSampledTexture ) {
  43838. const texture = {}; // GPUTextureBindingLayout
  43839. if ( binding.texture.isMultisampleRenderTargetTexture === true ) {
  43840. texture.multisampled = true;
  43841. }
  43842. if ( binding.texture.isDepthTexture ) {
  43843. texture.sampleType = GPUTextureSampleType.Depth;
  43844. } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) {
  43845. const type = binding.texture.type;
  43846. if ( type === IntType ) {
  43847. texture.sampleType = GPUTextureSampleType.SInt;
  43848. } else if ( type === UnsignedIntType ) {
  43849. texture.sampleType = GPUTextureSampleType.UInt;
  43850. } else if ( type === FloatType ) {
  43851. if ( this.backend.hasFeature( 'float32-filterable' ) ) {
  43852. texture.sampleType = GPUTextureSampleType.Float;
  43853. } else {
  43854. texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
  43855. }
  43856. }
  43857. }
  43858. if ( binding.isSampledCubeTexture ) {
  43859. texture.viewDimension = GPUTextureViewDimension.Cube;
  43860. } else if ( binding.texture.isDataArrayTexture ) {
  43861. texture.viewDimension = GPUTextureViewDimension.TwoDArray;
  43862. } else if ( binding.isSampledTexture3D ) {
  43863. texture.viewDimension = GPUTextureViewDimension.ThreeD;
  43864. }
  43865. bindingGPU.texture = texture;
  43866. } else {
  43867. console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` );
  43868. }
  43869. entries.push( bindingGPU );
  43870. }
  43871. return device.createBindGroupLayout( { entries } );
  43872. }
  43873. createBindings( bindGroup ) {
  43874. const { backend, bindGroupLayoutCache } = this;
  43875. const bindingsData = backend.get( bindGroup );
  43876. // setup (static) binding layout and (dynamic) binding group
  43877. let bindLayoutGPU = bindGroupLayoutCache.get( bindGroup.bindingsReference );
  43878. if ( bindLayoutGPU === undefined ) {
  43879. bindLayoutGPU = this.createBindingsLayout( bindGroup );
  43880. bindGroupLayoutCache.set( bindGroup.bindingsReference, bindLayoutGPU );
  43881. }
  43882. const bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU );
  43883. bindingsData.layout = bindLayoutGPU;
  43884. bindingsData.group = bindGroupGPU;
  43885. }
  43886. updateBinding( binding ) {
  43887. const backend = this.backend;
  43888. const device = backend.device;
  43889. const buffer = binding.buffer;
  43890. const bufferGPU = backend.get( binding ).buffer;
  43891. device.queue.writeBuffer( bufferGPU, 0, buffer, 0 );
  43892. }
  43893. createBindGroup( bindGroup, layoutGPU ) {
  43894. const backend = this.backend;
  43895. const device = backend.device;
  43896. let bindingPoint = 0;
  43897. const entriesGPU = [];
  43898. for ( const binding of bindGroup.bindings ) {
  43899. if ( binding.isUniformBuffer ) {
  43900. const bindingData = backend.get( binding );
  43901. if ( bindingData.buffer === undefined ) {
  43902. const byteLength = binding.byteLength;
  43903. const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
  43904. const bufferGPU = device.createBuffer( {
  43905. label: 'bindingBuffer_' + binding.name,
  43906. size: byteLength,
  43907. usage: usage
  43908. } );
  43909. bindingData.buffer = bufferGPU;
  43910. }
  43911. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  43912. } else if ( binding.isStorageBuffer ) {
  43913. const bindingData = backend.get( binding );
  43914. if ( bindingData.buffer === undefined ) {
  43915. const attribute = binding.attribute;
  43916. //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST;
  43917. //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer
  43918. bindingData.buffer = backend.get( attribute ).buffer;
  43919. }
  43920. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  43921. } else if ( binding.isSampler ) {
  43922. const textureGPU = backend.get( binding.texture );
  43923. entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } );
  43924. } else if ( binding.isSampledTexture ) {
  43925. const textureData = backend.get( binding.texture );
  43926. let dimensionViewGPU;
  43927. if ( binding.isSampledCubeTexture ) {
  43928. dimensionViewGPU = GPUTextureViewDimension.Cube;
  43929. } else if ( binding.isSampledTexture3D ) {
  43930. dimensionViewGPU = GPUTextureViewDimension.ThreeD;
  43931. } else if ( binding.texture.isDataArrayTexture ) {
  43932. dimensionViewGPU = GPUTextureViewDimension.TwoDArray;
  43933. } else {
  43934. dimensionViewGPU = GPUTextureViewDimension.TwoD;
  43935. }
  43936. let resourceGPU;
  43937. if ( textureData.externalTexture !== undefined ) {
  43938. resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } );
  43939. } else {
  43940. const aspectGPU = GPUTextureAspect.All;
  43941. resourceGPU = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount: binding.store ? 1 : textureData.mipLevelCount } );
  43942. }
  43943. entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } );
  43944. }
  43945. bindingPoint ++;
  43946. }
  43947. return device.createBindGroup( {
  43948. label: 'bindGroup_' + bindGroup.name,
  43949. layout: layoutGPU,
  43950. entries: entriesGPU
  43951. } );
  43952. }
  43953. }
  43954. class WebGPUPipelineUtils {
  43955. constructor( backend ) {
  43956. this.backend = backend;
  43957. }
  43958. _getSampleCount( renderObjectContext ) {
  43959. return this.backend.utils.getSampleCountRenderContext( renderObjectContext );
  43960. }
  43961. createRenderPipeline( renderObject, promises ) {
  43962. const { object, material, geometry, pipeline } = renderObject;
  43963. const { vertexProgram, fragmentProgram } = pipeline;
  43964. const backend = this.backend;
  43965. const device = backend.device;
  43966. const utils = backend.utils;
  43967. const pipelineData = backend.get( pipeline );
  43968. // bind group layouts
  43969. const bindGroupLayouts = [];
  43970. for ( const bindGroup of renderObject.getBindings() ) {
  43971. const bindingsData = backend.get( bindGroup );
  43972. bindGroupLayouts.push( bindingsData.layout );
  43973. }
  43974. // vertex buffers
  43975. const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject );
  43976. // blending
  43977. let blending;
  43978. if ( material.transparent === true && material.blending !== NoBlending ) {
  43979. blending = this._getBlending( material );
  43980. }
  43981. // stencil
  43982. let stencilFront = {};
  43983. if ( material.stencilWrite === true ) {
  43984. stencilFront = {
  43985. compare: this._getStencilCompare( material ),
  43986. failOp: this._getStencilOperation( material.stencilFail ),
  43987. depthFailOp: this._getStencilOperation( material.stencilZFail ),
  43988. passOp: this._getStencilOperation( material.stencilZPass )
  43989. };
  43990. }
  43991. const colorWriteMask = this._getColorWriteMask( material );
  43992. const targets = [];
  43993. if ( renderObject.context.textures !== null ) {
  43994. const textures = renderObject.context.textures;
  43995. for ( let i = 0; i < textures.length; i ++ ) {
  43996. const colorFormat = utils.getTextureFormatGPU( textures[ i ] );
  43997. targets.push( {
  43998. format: colorFormat,
  43999. blend: blending,
  44000. writeMask: colorWriteMask
  44001. } );
  44002. }
  44003. } else {
  44004. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  44005. targets.push( {
  44006. format: colorFormat,
  44007. blend: blending,
  44008. writeMask: colorWriteMask
  44009. } );
  44010. }
  44011. const vertexModule = backend.get( vertexProgram ).module;
  44012. const fragmentModule = backend.get( fragmentProgram ).module;
  44013. const primitiveState = this._getPrimitiveState( object, geometry, material );
  44014. const depthCompare = this._getDepthCompare( material );
  44015. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  44016. const sampleCount = this._getSampleCount( renderObject.context );
  44017. const pipelineDescriptor = {
  44018. label: `renderPipeline_${ material.name || material.type }_${ material.id }`,
  44019. vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ),
  44020. fragment: Object.assign( {}, fragmentModule, { targets } ),
  44021. primitive: primitiveState,
  44022. depthStencil: {
  44023. format: depthStencilFormat,
  44024. depthWriteEnabled: material.depthWrite,
  44025. depthCompare: depthCompare,
  44026. stencilFront: stencilFront,
  44027. stencilBack: {}, // three.js does not provide an API to configure the back function (gl.stencilFuncSeparate() was never used)
  44028. stencilReadMask: material.stencilFuncMask,
  44029. stencilWriteMask: material.stencilWriteMask
  44030. },
  44031. multisample: {
  44032. count: sampleCount,
  44033. alphaToCoverageEnabled: material.alphaToCoverage
  44034. },
  44035. layout: device.createPipelineLayout( {
  44036. bindGroupLayouts
  44037. } )
  44038. };
  44039. if ( promises === null ) {
  44040. pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor );
  44041. } else {
  44042. const p = new Promise( ( resolve /*, reject*/ ) => {
  44043. device.createRenderPipelineAsync( pipelineDescriptor ).then( pipeline => {
  44044. pipelineData.pipeline = pipeline;
  44045. resolve();
  44046. } );
  44047. } );
  44048. promises.push( p );
  44049. }
  44050. }
  44051. createBundleEncoder( renderContext, renderObject ) {
  44052. const backend = this.backend;
  44053. const { utils, device } = backend;
  44054. const renderContextData = backend.get( renderContext );
  44055. const renderObjectData = backend.get( renderObject );
  44056. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext );
  44057. const colorFormat = utils.getCurrentColorFormat( renderContext );
  44058. const sampleCount = this._getSampleCount( renderObject.context );
  44059. const descriptor = {
  44060. label: 'renderBundleEncoder',
  44061. colorFormats: [ colorFormat ],
  44062. depthStencilFormat,
  44063. sampleCount
  44064. };
  44065. const bundleEncoder = device.createRenderBundleEncoder( descriptor );
  44066. renderObjectData.bundleEncoder = bundleEncoder;
  44067. renderContextData.currentSets = { attributes: {} };
  44068. renderContextData._renderBundleViewport = renderContext.width + '_' + renderContext.height;
  44069. return bundleEncoder;
  44070. }
  44071. createComputePipeline( pipeline, bindings ) {
  44072. const backend = this.backend;
  44073. const device = backend.device;
  44074. const computeProgram = backend.get( pipeline.computeProgram ).module;
  44075. const pipelineGPU = backend.get( pipeline );
  44076. // bind group layouts
  44077. const bindGroupLayouts = [];
  44078. for ( const bindingsGroup of bindings ) {
  44079. const bindingsData = backend.get( bindingsGroup );
  44080. bindGroupLayouts.push( bindingsData.layout );
  44081. }
  44082. pipelineGPU.pipeline = device.createComputePipeline( {
  44083. compute: computeProgram,
  44084. layout: device.createPipelineLayout( {
  44085. bindGroupLayouts
  44086. } )
  44087. } );
  44088. }
  44089. _getBlending( material ) {
  44090. let color, alpha;
  44091. const blending = material.blending;
  44092. const blendSrc = material.blendSrc;
  44093. const blendDst = material.blendDst;
  44094. const blendEquation = material.blendEquation;
  44095. if ( blending === CustomBlending ) {
  44096. const blendSrcAlpha = material.blendSrcAlpha !== null ? material.blendSrcAlpha : blendSrc;
  44097. const blendDstAlpha = material.blendDstAlpha !== null ? material.blendDstAlpha : blendDst;
  44098. const blendEquationAlpha = material.blendEquationAlpha !== null ? material.blendEquationAlpha : blendEquation;
  44099. color = {
  44100. srcFactor: this._getBlendFactor( blendSrc ),
  44101. dstFactor: this._getBlendFactor( blendDst ),
  44102. operation: this._getBlendOperation( blendEquation )
  44103. };
  44104. alpha = {
  44105. srcFactor: this._getBlendFactor( blendSrcAlpha ),
  44106. dstFactor: this._getBlendFactor( blendDstAlpha ),
  44107. operation: this._getBlendOperation( blendEquationAlpha )
  44108. };
  44109. } else {
  44110. const premultipliedAlpha = material.premultipliedAlpha;
  44111. const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => {
  44112. color = {
  44113. srcFactor: srcRGB,
  44114. dstFactor: dstRGB,
  44115. operation: GPUBlendOperation.Add
  44116. };
  44117. alpha = {
  44118. srcFactor: srcAlpha,
  44119. dstFactor: dstAlpha,
  44120. operation: GPUBlendOperation.Add
  44121. };
  44122. };
  44123. if ( premultipliedAlpha ) {
  44124. switch ( blending ) {
  44125. case NormalBlending:
  44126. setBlend( GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  44127. break;
  44128. case AdditiveBlending:
  44129. setBlend( GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
  44130. break;
  44131. case SubtractiveBlending:
  44132. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  44133. break;
  44134. case MultiplyBlending:
  44135. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.SrcAlpha );
  44136. break;
  44137. }
  44138. } else {
  44139. switch ( blending ) {
  44140. case NormalBlending:
  44141. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  44142. break;
  44143. case AdditiveBlending:
  44144. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.SrcAlpha, GPUBlendFactor.One );
  44145. break;
  44146. case SubtractiveBlending:
  44147. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  44148. break;
  44149. case MultiplyBlending:
  44150. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.Src );
  44151. break;
  44152. }
  44153. }
  44154. }
  44155. if ( color !== undefined && alpha !== undefined ) {
  44156. return { color, alpha };
  44157. } else {
  44158. console.error( 'THREE.WebGPURenderer: Invalid blending: ', blending );
  44159. }
  44160. }
  44161. _getBlendFactor( blend ) {
  44162. let blendFactor;
  44163. switch ( blend ) {
  44164. case ZeroFactor:
  44165. blendFactor = GPUBlendFactor.Zero;
  44166. break;
  44167. case OneFactor:
  44168. blendFactor = GPUBlendFactor.One;
  44169. break;
  44170. case SrcColorFactor:
  44171. blendFactor = GPUBlendFactor.Src;
  44172. break;
  44173. case OneMinusSrcColorFactor:
  44174. blendFactor = GPUBlendFactor.OneMinusSrc;
  44175. break;
  44176. case SrcAlphaFactor:
  44177. blendFactor = GPUBlendFactor.SrcAlpha;
  44178. break;
  44179. case OneMinusSrcAlphaFactor:
  44180. blendFactor = GPUBlendFactor.OneMinusSrcAlpha;
  44181. break;
  44182. case DstColorFactor:
  44183. blendFactor = GPUBlendFactor.Dst;
  44184. break;
  44185. case OneMinusDstColorFactor:
  44186. blendFactor = GPUBlendFactor.OneMinusDstColor;
  44187. break;
  44188. case DstAlphaFactor:
  44189. blendFactor = GPUBlendFactor.DstAlpha;
  44190. break;
  44191. case OneMinusDstAlphaFactor:
  44192. blendFactor = GPUBlendFactor.OneMinusDstAlpha;
  44193. break;
  44194. case SrcAlphaSaturateFactor:
  44195. blendFactor = GPUBlendFactor.SrcAlphaSaturated;
  44196. break;
  44197. case BlendColorFactor:
  44198. blendFactor = GPUBlendFactor.Constant;
  44199. break;
  44200. case OneMinusBlendColorFactor:
  44201. blendFactor = GPUBlendFactor.OneMinusConstant;
  44202. break;
  44203. default:
  44204. console.error( 'THREE.WebGPURenderer: Blend factor not supported.', blend );
  44205. }
  44206. return blendFactor;
  44207. }
  44208. _getStencilCompare( material ) {
  44209. let stencilCompare;
  44210. const stencilFunc = material.stencilFunc;
  44211. switch ( stencilFunc ) {
  44212. case NeverStencilFunc:
  44213. stencilCompare = GPUCompareFunction.Never;
  44214. break;
  44215. case AlwaysStencilFunc:
  44216. stencilCompare = GPUCompareFunction.Always;
  44217. break;
  44218. case LessStencilFunc:
  44219. stencilCompare = GPUCompareFunction.Less;
  44220. break;
  44221. case LessEqualStencilFunc:
  44222. stencilCompare = GPUCompareFunction.LessEqual;
  44223. break;
  44224. case EqualStencilFunc:
  44225. stencilCompare = GPUCompareFunction.Equal;
  44226. break;
  44227. case GreaterEqualStencilFunc:
  44228. stencilCompare = GPUCompareFunction.GreaterEqual;
  44229. break;
  44230. case GreaterStencilFunc:
  44231. stencilCompare = GPUCompareFunction.Greater;
  44232. break;
  44233. case NotEqualStencilFunc:
  44234. stencilCompare = GPUCompareFunction.NotEqual;
  44235. break;
  44236. default:
  44237. console.error( 'THREE.WebGPURenderer: Invalid stencil function.', stencilFunc );
  44238. }
  44239. return stencilCompare;
  44240. }
  44241. _getStencilOperation( op ) {
  44242. let stencilOperation;
  44243. switch ( op ) {
  44244. case KeepStencilOp:
  44245. stencilOperation = GPUStencilOperation.Keep;
  44246. break;
  44247. case ZeroStencilOp:
  44248. stencilOperation = GPUStencilOperation.Zero;
  44249. break;
  44250. case ReplaceStencilOp:
  44251. stencilOperation = GPUStencilOperation.Replace;
  44252. break;
  44253. case InvertStencilOp:
  44254. stencilOperation = GPUStencilOperation.Invert;
  44255. break;
  44256. case IncrementStencilOp:
  44257. stencilOperation = GPUStencilOperation.IncrementClamp;
  44258. break;
  44259. case DecrementStencilOp:
  44260. stencilOperation = GPUStencilOperation.DecrementClamp;
  44261. break;
  44262. case IncrementWrapStencilOp:
  44263. stencilOperation = GPUStencilOperation.IncrementWrap;
  44264. break;
  44265. case DecrementWrapStencilOp:
  44266. stencilOperation = GPUStencilOperation.DecrementWrap;
  44267. break;
  44268. default:
  44269. console.error( 'THREE.WebGPURenderer: Invalid stencil operation.', stencilOperation );
  44270. }
  44271. return stencilOperation;
  44272. }
  44273. _getBlendOperation( blendEquation ) {
  44274. let blendOperation;
  44275. switch ( blendEquation ) {
  44276. case AddEquation:
  44277. blendOperation = GPUBlendOperation.Add;
  44278. break;
  44279. case SubtractEquation:
  44280. blendOperation = GPUBlendOperation.Subtract;
  44281. break;
  44282. case ReverseSubtractEquation:
  44283. blendOperation = GPUBlendOperation.ReverseSubtract;
  44284. break;
  44285. case MinEquation:
  44286. blendOperation = GPUBlendOperation.Min;
  44287. break;
  44288. case MaxEquation:
  44289. blendOperation = GPUBlendOperation.Max;
  44290. break;
  44291. default:
  44292. console.error( 'THREE.WebGPUPipelineUtils: Blend equation not supported.', blendEquation );
  44293. }
  44294. return blendOperation;
  44295. }
  44296. _getPrimitiveState( object, geometry, material ) {
  44297. const descriptor = {};
  44298. const utils = this.backend.utils;
  44299. descriptor.topology = utils.getPrimitiveTopology( object, material );
  44300. if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) {
  44301. descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  44302. }
  44303. switch ( material.side ) {
  44304. case FrontSide:
  44305. descriptor.frontFace = GPUFrontFace.CCW;
  44306. descriptor.cullMode = GPUCullMode.Back;
  44307. break;
  44308. case BackSide:
  44309. descriptor.frontFace = GPUFrontFace.CCW;
  44310. descriptor.cullMode = GPUCullMode.Front;
  44311. break;
  44312. case DoubleSide:
  44313. descriptor.frontFace = GPUFrontFace.CCW;
  44314. descriptor.cullMode = GPUCullMode.None;
  44315. break;
  44316. default:
  44317. console.error( 'THREE.WebGPUPipelineUtils: Unknown material.side value.', material.side );
  44318. break;
  44319. }
  44320. return descriptor;
  44321. }
  44322. _getColorWriteMask( material ) {
  44323. return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None;
  44324. }
  44325. _getDepthCompare( material ) {
  44326. let depthCompare;
  44327. if ( material.depthTest === false ) {
  44328. depthCompare = GPUCompareFunction.Always;
  44329. } else {
  44330. const depthFunc = material.depthFunc;
  44331. switch ( depthFunc ) {
  44332. case NeverDepth:
  44333. depthCompare = GPUCompareFunction.Never;
  44334. break;
  44335. case AlwaysDepth:
  44336. depthCompare = GPUCompareFunction.Always;
  44337. break;
  44338. case LessDepth:
  44339. depthCompare = GPUCompareFunction.Less;
  44340. break;
  44341. case LessEqualDepth:
  44342. depthCompare = GPUCompareFunction.LessEqual;
  44343. break;
  44344. case EqualDepth:
  44345. depthCompare = GPUCompareFunction.Equal;
  44346. break;
  44347. case GreaterEqualDepth:
  44348. depthCompare = GPUCompareFunction.GreaterEqual;
  44349. break;
  44350. case GreaterDepth:
  44351. depthCompare = GPUCompareFunction.Greater;
  44352. break;
  44353. case NotEqualDepth:
  44354. depthCompare = GPUCompareFunction.NotEqual;
  44355. break;
  44356. default:
  44357. console.error( 'THREE.WebGPUPipelineUtils: Invalid depth function.', depthFunc );
  44358. }
  44359. }
  44360. return depthCompare;
  44361. }
  44362. }
  44363. /*// debugger tools
  44364. import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
  44365. //*/
  44366. //
  44367. class WebGPUBackend extends Backend {
  44368. constructor( parameters = {} ) {
  44369. super( parameters );
  44370. this.isWebGPUBackend = true;
  44371. // some parameters require default values other than "undefined"
  44372. this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
  44373. this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
  44374. this.trackTimestamp = ( parameters.trackTimestamp === true );
  44375. this.device = null;
  44376. this.context = null;
  44377. this.colorBuffer = null;
  44378. this.defaultRenderPassdescriptor = null;
  44379. this.utils = new WebGPUUtils( this );
  44380. this.attributeUtils = new WebGPUAttributeUtils( this );
  44381. this.bindingUtils = new WebGPUBindingUtils( this );
  44382. this.pipelineUtils = new WebGPUPipelineUtils( this );
  44383. this.textureUtils = new WebGPUTextureUtils( this );
  44384. this.occludedResolveCache = new Map();
  44385. }
  44386. async init( renderer ) {
  44387. await super.init( renderer );
  44388. //
  44389. const parameters = this.parameters;
  44390. // create the device if it is not passed with parameters
  44391. let device;
  44392. if ( parameters.device === undefined ) {
  44393. const adapterOptions = {
  44394. powerPreference: parameters.powerPreference
  44395. };
  44396. const adapter = await navigator.gpu.requestAdapter( adapterOptions );
  44397. if ( adapter === null ) {
  44398. throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );
  44399. }
  44400. // feature support
  44401. const features = Object.values( GPUFeatureName );
  44402. const supportedFeatures = [];
  44403. for ( const name of features ) {
  44404. if ( adapter.features.has( name ) ) {
  44405. supportedFeatures.push( name );
  44406. }
  44407. }
  44408. const deviceDescriptor = {
  44409. requiredFeatures: supportedFeatures,
  44410. requiredLimits: parameters.requiredLimits
  44411. };
  44412. device = await adapter.requestDevice( deviceDescriptor );
  44413. } else {
  44414. device = parameters.device;
  44415. }
  44416. const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' );
  44417. this.device = device;
  44418. this.context = context;
  44419. const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
  44420. this.context.configure( {
  44421. device: this.device,
  44422. format: this.utils.getPreferredCanvasFormat(),
  44423. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
  44424. alphaMode: alphaMode
  44425. } );
  44426. this.updateSize();
  44427. }
  44428. get coordinateSystem() {
  44429. return WebGPUCoordinateSystem;
  44430. }
  44431. async getArrayBufferAsync( attribute ) {
  44432. return await this.attributeUtils.getArrayBufferAsync( attribute );
  44433. }
  44434. getContext() {
  44435. return this.context;
  44436. }
  44437. _getDefaultRenderPassDescriptor() {
  44438. let descriptor = this.defaultRenderPassdescriptor;
  44439. if ( descriptor === null ) {
  44440. const renderer = this.renderer;
  44441. descriptor = {
  44442. colorAttachments: [ {
  44443. view: null
  44444. } ],
  44445. depthStencilAttachment: {
  44446. view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
  44447. }
  44448. };
  44449. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44450. if ( this.renderer.samples > 0 ) {
  44451. colorAttachment.view = this.colorBuffer.createView();
  44452. } else {
  44453. colorAttachment.resolveTarget = undefined;
  44454. }
  44455. this.defaultRenderPassdescriptor = descriptor;
  44456. }
  44457. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44458. if ( this.renderer.samples > 0 ) {
  44459. colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
  44460. } else {
  44461. colorAttachment.view = this.context.getCurrentTexture().createView();
  44462. }
  44463. return descriptor;
  44464. }
  44465. _getRenderPassDescriptor( renderContext ) {
  44466. const renderTarget = renderContext.renderTarget;
  44467. const renderTargetData = this.get( renderTarget );
  44468. let descriptors = renderTargetData.descriptors;
  44469. if ( descriptors === undefined ||
  44470. renderTargetData.width !== renderTarget.width ||
  44471. renderTargetData.height !== renderTarget.height ||
  44472. renderTargetData.activeMipmapLevel !== renderTarget.activeMipmapLevel ||
  44473. renderTargetData.samples !== renderTarget.samples
  44474. ) {
  44475. descriptors = {};
  44476. renderTargetData.descriptors = descriptors;
  44477. // dispose
  44478. const onDispose = () => {
  44479. renderTarget.removeEventListener( 'dispose', onDispose );
  44480. this.delete( renderTarget );
  44481. };
  44482. renderTarget.addEventListener( 'dispose', onDispose );
  44483. }
  44484. const cacheKey = renderContext.getCacheKey();
  44485. let descriptor = descriptors[ cacheKey ];
  44486. if ( descriptor === undefined ) {
  44487. const textures = renderContext.textures;
  44488. const colorAttachments = [];
  44489. for ( let i = 0; i < textures.length; i ++ ) {
  44490. const textureData = this.get( textures[ i ] );
  44491. const textureView = textureData.texture.createView( {
  44492. baseMipLevel: renderContext.activeMipmapLevel,
  44493. mipLevelCount: 1,
  44494. baseArrayLayer: renderContext.activeCubeFace,
  44495. dimension: GPUTextureViewDimension.TwoD
  44496. } );
  44497. let view, resolveTarget;
  44498. if ( textureData.msaaTexture !== undefined ) {
  44499. view = textureData.msaaTexture.createView();
  44500. resolveTarget = textureView;
  44501. } else {
  44502. view = textureView;
  44503. resolveTarget = undefined;
  44504. }
  44505. colorAttachments.push( {
  44506. view,
  44507. resolveTarget,
  44508. loadOp: GPULoadOp.Load,
  44509. storeOp: GPUStoreOp.Store
  44510. } );
  44511. }
  44512. const depthTextureData = this.get( renderContext.depthTexture );
  44513. const depthStencilAttachment = {
  44514. view: depthTextureData.texture.createView()
  44515. };
  44516. descriptor = {
  44517. colorAttachments,
  44518. depthStencilAttachment
  44519. };
  44520. descriptors[ cacheKey ] = descriptor;
  44521. renderTargetData.width = renderTarget.width;
  44522. renderTargetData.height = renderTarget.height;
  44523. renderTargetData.samples = renderTarget.samples;
  44524. renderTargetData.activeMipmapLevel = renderTarget.activeMipmapLevel;
  44525. }
  44526. return descriptor;
  44527. }
  44528. beginRender( renderContext ) {
  44529. const renderContextData = this.get( renderContext );
  44530. const device = this.device;
  44531. const occlusionQueryCount = renderContext.occlusionQueryCount;
  44532. let occlusionQuerySet;
  44533. if ( occlusionQueryCount > 0 ) {
  44534. if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
  44535. if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
  44536. // Get a reference to the array of objects with queries. The renderContextData property
  44537. // can be changed by another render pass before the buffer.mapAsyc() completes.
  44538. renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
  44539. renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
  44540. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  44541. //
  44542. occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount } );
  44543. renderContextData.occlusionQuerySet = occlusionQuerySet;
  44544. renderContextData.occlusionQueryIndex = 0;
  44545. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  44546. renderContextData.lastOcclusionObject = null;
  44547. }
  44548. let descriptor;
  44549. if ( renderContext.textures === null ) {
  44550. descriptor = this._getDefaultRenderPassDescriptor();
  44551. } else {
  44552. descriptor = this._getRenderPassDescriptor( renderContext );
  44553. }
  44554. this.initTimestampQuery( renderContext, descriptor );
  44555. descriptor.occlusionQuerySet = occlusionQuerySet;
  44556. const depthStencilAttachment = descriptor.depthStencilAttachment;
  44557. if ( renderContext.textures !== null ) {
  44558. const colorAttachments = descriptor.colorAttachments;
  44559. for ( let i = 0; i < colorAttachments.length; i ++ ) {
  44560. const colorAttachment = colorAttachments[ i ];
  44561. if ( renderContext.clearColor ) {
  44562. colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
  44563. colorAttachment.loadOp = GPULoadOp.Clear;
  44564. colorAttachment.storeOp = GPUStoreOp.Store;
  44565. } else {
  44566. colorAttachment.loadOp = GPULoadOp.Load;
  44567. colorAttachment.storeOp = GPUStoreOp.Store;
  44568. }
  44569. }
  44570. } else {
  44571. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44572. if ( renderContext.clearColor ) {
  44573. colorAttachment.clearValue = renderContext.clearColorValue;
  44574. colorAttachment.loadOp = GPULoadOp.Clear;
  44575. colorAttachment.storeOp = GPUStoreOp.Store;
  44576. } else {
  44577. colorAttachment.loadOp = GPULoadOp.Load;
  44578. colorAttachment.storeOp = GPUStoreOp.Store;
  44579. }
  44580. }
  44581. //
  44582. if ( renderContext.depth ) {
  44583. if ( renderContext.clearDepth ) {
  44584. depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
  44585. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  44586. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44587. } else {
  44588. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  44589. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44590. }
  44591. }
  44592. if ( renderContext.stencil ) {
  44593. if ( renderContext.clearStencil ) {
  44594. depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
  44595. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  44596. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44597. } else {
  44598. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  44599. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44600. }
  44601. }
  44602. //
  44603. const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );
  44604. const currentPass = encoder.beginRenderPass( descriptor );
  44605. //
  44606. renderContextData.descriptor = descriptor;
  44607. renderContextData.encoder = encoder;
  44608. renderContextData.currentPass = currentPass;
  44609. renderContextData.currentSets = { attributes: {} };
  44610. //
  44611. if ( renderContext.viewport ) {
  44612. this.updateViewport( renderContext );
  44613. }
  44614. if ( renderContext.scissor ) {
  44615. const { x, y, width, height } = renderContext.scissorValue;
  44616. currentPass.setScissorRect( x, renderContext.height - height - y, width, height );
  44617. }
  44618. }
  44619. finishRender( renderContext ) {
  44620. const renderContextData = this.get( renderContext );
  44621. const occlusionQueryCount = renderContext.occlusionQueryCount;
  44622. if ( renderContextData.renderBundles !== undefined && renderContextData.renderBundles.length > 0 ) {
  44623. renderContextData.registerBundlesPhase = false;
  44624. renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
  44625. }
  44626. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  44627. renderContextData.currentPass.endOcclusionQuery();
  44628. }
  44629. renderContextData.currentPass.end();
  44630. if ( occlusionQueryCount > 0 ) {
  44631. const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
  44632. //
  44633. let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
  44634. if ( queryResolveBuffer === undefined ) {
  44635. queryResolveBuffer = this.device.createBuffer(
  44636. {
  44637. size: bufferSize,
  44638. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
  44639. }
  44640. );
  44641. this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
  44642. }
  44643. //
  44644. const readBuffer = this.device.createBuffer(
  44645. {
  44646. size: bufferSize,
  44647. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  44648. }
  44649. );
  44650. // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
  44651. renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
  44652. renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
  44653. renderContextData.occlusionQueryBuffer = readBuffer;
  44654. //
  44655. this.resolveOccludedAsync( renderContext );
  44656. }
  44657. this.prepareTimestampBuffer( renderContext, renderContextData.encoder );
  44658. this.device.queue.submit( [ renderContextData.encoder.finish() ] );
  44659. //
  44660. if ( renderContext.textures !== null ) {
  44661. const textures = renderContext.textures;
  44662. for ( let i = 0; i < textures.length; i ++ ) {
  44663. const texture = textures[ i ];
  44664. if ( texture.generateMipmaps === true ) {
  44665. this.textureUtils.generateMipmaps( texture );
  44666. }
  44667. }
  44668. }
  44669. }
  44670. isOccluded( renderContext, object ) {
  44671. const renderContextData = this.get( renderContext );
  44672. return renderContextData.occluded && renderContextData.occluded.has( object );
  44673. }
  44674. async resolveOccludedAsync( renderContext ) {
  44675. const renderContextData = this.get( renderContext );
  44676. // handle occlusion query results
  44677. const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
  44678. if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
  44679. const occluded = new WeakSet();
  44680. renderContextData.currentOcclusionQueryObjects = null;
  44681. renderContextData.currentOcclusionQueryBuffer = null;
  44682. await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
  44683. const buffer = currentOcclusionQueryBuffer.getMappedRange();
  44684. const results = new BigUint64Array( buffer );
  44685. for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
  44686. if ( results[ i ] !== BigInt( 0 ) ) {
  44687. occluded.add( currentOcclusionQueryObjects[ i ] );
  44688. }
  44689. }
  44690. currentOcclusionQueryBuffer.destroy();
  44691. renderContextData.occluded = occluded;
  44692. }
  44693. }
  44694. updateViewport( renderContext ) {
  44695. const { currentPass } = this.get( renderContext );
  44696. const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
  44697. currentPass.setViewport( x, renderContext.height - height - y, width, height, minDepth, maxDepth );
  44698. }
  44699. clear( color, depth, stencil, renderTargetData = null ) {
  44700. const device = this.device;
  44701. const renderer = this.renderer;
  44702. let colorAttachments = [];
  44703. let depthStencilAttachment;
  44704. let clearValue;
  44705. let supportsDepth;
  44706. let supportsStencil;
  44707. if ( color ) {
  44708. const clearColor = this.getClearColor();
  44709. if ( this.renderer.alpha === true ) {
  44710. // premultiply alpha
  44711. const a = clearColor.a;
  44712. clearValue = { r: clearColor.r * a, g: clearColor.g * a, b: clearColor.b * a, a: a };
  44713. } else {
  44714. clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };
  44715. }
  44716. }
  44717. if ( renderTargetData === null ) {
  44718. supportsDepth = renderer.depth;
  44719. supportsStencil = renderer.stencil;
  44720. const descriptor = this._getDefaultRenderPassDescriptor();
  44721. if ( color ) {
  44722. colorAttachments = descriptor.colorAttachments;
  44723. const colorAttachment = colorAttachments[ 0 ];
  44724. colorAttachment.clearValue = clearValue;
  44725. colorAttachment.loadOp = GPULoadOp.Clear;
  44726. colorAttachment.storeOp = GPUStoreOp.Store;
  44727. }
  44728. if ( supportsDepth || supportsStencil ) {
  44729. depthStencilAttachment = descriptor.depthStencilAttachment;
  44730. }
  44731. } else {
  44732. supportsDepth = renderTargetData.depth;
  44733. supportsStencil = renderTargetData.stencil;
  44734. if ( color ) {
  44735. for ( const texture of renderTargetData.textures ) {
  44736. const textureData = this.get( texture );
  44737. const textureView = textureData.texture.createView();
  44738. let view, resolveTarget;
  44739. if ( textureData.msaaTexture !== undefined ) {
  44740. view = textureData.msaaTexture.createView();
  44741. resolveTarget = textureView;
  44742. } else {
  44743. view = textureView;
  44744. resolveTarget = undefined;
  44745. }
  44746. colorAttachments.push( {
  44747. view,
  44748. resolveTarget,
  44749. clearValue,
  44750. loadOp: GPULoadOp.Clear,
  44751. storeOp: GPUStoreOp.Store
  44752. } );
  44753. }
  44754. }
  44755. if ( supportsDepth || supportsStencil ) {
  44756. const depthTextureData = this.get( renderTargetData.depthTexture );
  44757. depthStencilAttachment = {
  44758. view: depthTextureData.texture.createView()
  44759. };
  44760. }
  44761. }
  44762. //
  44763. if ( supportsDepth ) {
  44764. if ( depth ) {
  44765. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  44766. depthStencilAttachment.depthClearValue = renderer.getClearDepth();
  44767. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44768. } else {
  44769. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  44770. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44771. }
  44772. }
  44773. //
  44774. if ( supportsStencil ) {
  44775. if ( stencil ) {
  44776. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  44777. depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
  44778. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44779. } else {
  44780. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  44781. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44782. }
  44783. }
  44784. //
  44785. const encoder = device.createCommandEncoder( {} );
  44786. const currentPass = encoder.beginRenderPass( {
  44787. colorAttachments,
  44788. depthStencilAttachment
  44789. } );
  44790. currentPass.end();
  44791. device.queue.submit( [ encoder.finish() ] );
  44792. }
  44793. // compute
  44794. beginCompute( computeGroup ) {
  44795. const groupGPU = this.get( computeGroup );
  44796. const descriptor = {};
  44797. this.initTimestampQuery( computeGroup, descriptor );
  44798. groupGPU.cmdEncoderGPU = this.device.createCommandEncoder();
  44799. groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );
  44800. }
  44801. compute( computeGroup, computeNode, bindings, pipeline ) {
  44802. const { passEncoderGPU } = this.get( computeGroup );
  44803. // pipeline
  44804. const pipelineGPU = this.get( pipeline ).pipeline;
  44805. passEncoderGPU.setPipeline( pipelineGPU );
  44806. // bind groups
  44807. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  44808. const bindGroup = bindings[ i ];
  44809. const bindingsData = this.get( bindGroup );
  44810. passEncoderGPU.setBindGroup( i, bindingsData.group );
  44811. }
  44812. const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
  44813. const computeNodeData = this.get( computeNode );
  44814. if ( computeNodeData.dispatchSize === undefined ) computeNodeData.dispatchSize = { x: 0, y: 1, z: 1 };
  44815. const { dispatchSize } = computeNodeData;
  44816. if ( computeNode.dispatchCount > maxComputeWorkgroupsPerDimension ) {
  44817. dispatchSize.x = Math.min( computeNode.dispatchCount, maxComputeWorkgroupsPerDimension );
  44818. dispatchSize.y = Math.ceil( computeNode.dispatchCount / maxComputeWorkgroupsPerDimension );
  44819. } else {
  44820. dispatchSize.x = computeNode.dispatchCount;
  44821. }
  44822. passEncoderGPU.dispatchWorkgroups(
  44823. dispatchSize.x,
  44824. dispatchSize.y,
  44825. dispatchSize.z
  44826. );
  44827. }
  44828. finishCompute( computeGroup ) {
  44829. const groupData = this.get( computeGroup );
  44830. groupData.passEncoderGPU.end();
  44831. this.prepareTimestampBuffer( computeGroup, groupData.cmdEncoderGPU );
  44832. this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );
  44833. }
  44834. // render object
  44835. draw( renderObject, info ) {
  44836. const { object, geometry, context, pipeline } = renderObject;
  44837. const bindings = renderObject.getBindings();
  44838. const contextData = this.get( context );
  44839. const pipelineGPU = this.get( pipeline ).pipeline;
  44840. const currentSets = contextData.currentSets;
  44841. const renderObjectData = this.get( renderObject );
  44842. const { bundleEncoder, renderBundle, lastPipelineGPU } = renderObjectData;
  44843. const renderContextData = this.get( context );
  44844. if ( renderContextData.registerBundlesPhase === true && bundleEncoder !== undefined && lastPipelineGPU === pipelineGPU ) {
  44845. renderContextData.renderBundles.push( renderBundle );
  44846. return;
  44847. }
  44848. const passEncoderGPU = this.renderer._currentRenderBundle ? this.createBundleEncoder( context, renderObject ) : contextData.currentPass;
  44849. // pipeline
  44850. if ( currentSets.pipeline !== pipelineGPU ) {
  44851. passEncoderGPU.setPipeline( pipelineGPU );
  44852. currentSets.pipeline = pipelineGPU;
  44853. }
  44854. // bind groups
  44855. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  44856. const bindGroup = bindings[ i ];
  44857. const bindingsData = this.get( bindGroup );
  44858. passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
  44859. }
  44860. // attributes
  44861. const index = renderObject.getIndex();
  44862. const hasIndex = ( index !== null );
  44863. // index
  44864. if ( hasIndex === true ) {
  44865. if ( currentSets.index !== index ) {
  44866. const buffer = this.get( index ).buffer;
  44867. const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  44868. passEncoderGPU.setIndexBuffer( buffer, indexFormat );
  44869. currentSets.index = index;
  44870. }
  44871. }
  44872. // vertex buffers
  44873. const vertexBuffers = renderObject.getVertexBuffers();
  44874. for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
  44875. const vertexBuffer = vertexBuffers[ i ];
  44876. if ( currentSets.attributes[ i ] !== vertexBuffer ) {
  44877. const buffer = this.get( vertexBuffer ).buffer;
  44878. passEncoderGPU.setVertexBuffer( i, buffer );
  44879. currentSets.attributes[ i ] = vertexBuffer;
  44880. }
  44881. }
  44882. // occlusion queries - handle multiple consecutive draw calls for an object
  44883. if ( contextData.occlusionQuerySet !== undefined ) {
  44884. const lastObject = contextData.lastOcclusionObject;
  44885. if ( lastObject !== object ) {
  44886. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  44887. passEncoderGPU.endOcclusionQuery();
  44888. contextData.occlusionQueryIndex ++;
  44889. }
  44890. if ( object.occlusionTest === true ) {
  44891. passEncoderGPU.beginOcclusionQuery( contextData.occlusionQueryIndex );
  44892. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  44893. }
  44894. contextData.lastOcclusionObject = object;
  44895. }
  44896. }
  44897. // draw
  44898. const drawRange = renderObject.drawRange;
  44899. const firstVertex = drawRange.start;
  44900. const instanceCount = this.getInstanceCount( renderObject );
  44901. if ( instanceCount === 0 ) return;
  44902. if ( object.isBatchedMesh === true ) {
  44903. const starts = object._multiDrawStarts;
  44904. const counts = object._multiDrawCounts;
  44905. const drawCount = object._multiDrawCount;
  44906. const drawInstances = object._multiDrawInstances;
  44907. const bytesPerElement = hasIndex ? index.array.BYTES_PER_ELEMENT : 1;
  44908. for ( let i = 0; i < drawCount; i ++ ) {
  44909. const count = drawInstances ? drawInstances[ i ] : 1;
  44910. const firstInstance = count > 1 ? 0 : i;
  44911. passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / bytesPerElement, 0, firstInstance );
  44912. }
  44913. } else if ( hasIndex === true ) {
  44914. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  44915. passEncoderGPU.drawIndexed( indexCount, instanceCount, firstVertex, 0, 0 );
  44916. info.update( object, indexCount, instanceCount );
  44917. } else {
  44918. const positionAttribute = geometry.attributes.position;
  44919. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
  44920. passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
  44921. info.update( object, vertexCount, instanceCount );
  44922. }
  44923. if ( this.renderer._currentRenderBundle ) {
  44924. const renderBundle = passEncoderGPU.finish();
  44925. renderObjectData.lastPipelineGPU = pipelineGPU;
  44926. renderObjectData.renderBundle = renderBundle;
  44927. renderObjectData.bundleEncoder = passEncoderGPU;
  44928. }
  44929. }
  44930. // cache key
  44931. needsRenderUpdate( renderObject ) {
  44932. const data = this.get( renderObject );
  44933. const { object, material } = renderObject;
  44934. const utils = this.utils;
  44935. const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
  44936. const colorSpace = utils.getCurrentColorSpace( renderObject.context );
  44937. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  44938. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  44939. const primitiveTopology = utils.getPrimitiveTopology( object, material );
  44940. let needsUpdate = false;
  44941. if ( data.material !== material || data.materialVersion !== material.version ||
  44942. data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
  44943. data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
  44944. data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
  44945. data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
  44946. data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
  44947. data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
  44948. data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
  44949. data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
  44950. data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
  44951. data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
  44952. data.primitiveTopology !== primitiveTopology ||
  44953. data.clippingContextVersion !== renderObject.clippingContextVersion
  44954. ) {
  44955. data.material = material; data.materialVersion = material.version;
  44956. data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
  44957. data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
  44958. data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
  44959. data.colorWrite = material.colorWrite;
  44960. data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
  44961. data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
  44962. data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
  44963. data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
  44964. data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
  44965. data.sampleCount = sampleCount;
  44966. data.colorSpace = colorSpace;
  44967. data.colorFormat = colorFormat;
  44968. data.depthStencilFormat = depthStencilFormat;
  44969. data.primitiveTopology = primitiveTopology;
  44970. data.clippingContextVersion = renderObject.clippingContextVersion;
  44971. needsUpdate = true;
  44972. }
  44973. return needsUpdate;
  44974. }
  44975. getRenderCacheKey( renderObject ) {
  44976. const { object, material } = renderObject;
  44977. const utils = this.utils;
  44978. const renderContext = renderObject.context;
  44979. return [
  44980. material.transparent, material.blending, material.premultipliedAlpha,
  44981. material.blendSrc, material.blendDst, material.blendEquation,
  44982. material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
  44983. material.colorWrite,
  44984. material.depthWrite, material.depthTest, material.depthFunc,
  44985. material.stencilWrite, material.stencilFunc,
  44986. material.stencilFail, material.stencilZFail, material.stencilZPass,
  44987. material.stencilFuncMask, material.stencilWriteMask,
  44988. material.side,
  44989. utils.getSampleCountRenderContext( renderContext ),
  44990. utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
  44991. utils.getPrimitiveTopology( object, material ),
  44992. renderObject.clippingContextVersion
  44993. ].join();
  44994. }
  44995. // textures
  44996. createSampler( texture ) {
  44997. this.textureUtils.createSampler( texture );
  44998. }
  44999. destroySampler( texture ) {
  45000. this.textureUtils.destroySampler( texture );
  45001. }
  45002. createDefaultTexture( texture ) {
  45003. this.textureUtils.createDefaultTexture( texture );
  45004. }
  45005. createTexture( texture, options ) {
  45006. this.textureUtils.createTexture( texture, options );
  45007. }
  45008. updateTexture( texture, options ) {
  45009. this.textureUtils.updateTexture( texture, options );
  45010. }
  45011. generateMipmaps( texture ) {
  45012. this.textureUtils.generateMipmaps( texture );
  45013. }
  45014. destroyTexture( texture ) {
  45015. this.textureUtils.destroyTexture( texture );
  45016. }
  45017. copyTextureToBuffer( texture, x, y, width, height ) {
  45018. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  45019. }
  45020. initTimestampQuery( renderContext, descriptor ) {
  45021. if ( ! this.hasFeature( GPUFeatureName.TimestampQuery ) || ! this.trackTimestamp ) return;
  45022. const renderContextData = this.get( renderContext );
  45023. if ( ! renderContextData.timeStampQuerySet ) {
  45024. // Create a GPUQuerySet which holds 2 timestamp query results: one for the
  45025. // beginning and one for the end of compute pass execution.
  45026. const timeStampQuerySet = this.device.createQuerySet( { type: 'timestamp', count: 2 } );
  45027. const timestampWrites = {
  45028. querySet: timeStampQuerySet,
  45029. beginningOfPassWriteIndex: 0, // Write timestamp in index 0 when pass begins.
  45030. endOfPassWriteIndex: 1, // Write timestamp in index 1 when pass ends.
  45031. };
  45032. Object.assign( descriptor, {
  45033. timestampWrites,
  45034. } );
  45035. renderContextData.timeStampQuerySet = timeStampQuerySet;
  45036. }
  45037. }
  45038. // timestamp utils
  45039. prepareTimestampBuffer( renderContext, encoder ) {
  45040. if ( ! this.hasFeature( GPUFeatureName.TimestampQuery ) || ! this.trackTimestamp ) return;
  45041. const renderContextData = this.get( renderContext );
  45042. const size = 2 * BigInt64Array.BYTES_PER_ELEMENT;
  45043. if ( renderContextData.currentTimestampQueryBuffers === undefined ) {
  45044. renderContextData.currentTimestampQueryBuffers = {
  45045. resolveBuffer: this.device.createBuffer( {
  45046. label: 'timestamp resolve buffer',
  45047. size: size,
  45048. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,
  45049. } ),
  45050. resultBuffer: this.device.createBuffer( {
  45051. label: 'timestamp result buffer',
  45052. size: size,
  45053. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
  45054. } ),
  45055. isMappingPending: false,
  45056. };
  45057. }
  45058. const { resolveBuffer, resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  45059. if ( isMappingPending === true ) return;
  45060. encoder.resolveQuerySet( renderContextData.timeStampQuerySet, 0, 2, resolveBuffer, 0 );
  45061. encoder.copyBufferToBuffer( resolveBuffer, 0, resultBuffer, 0, size );
  45062. }
  45063. async resolveTimestampAsync( renderContext, type = 'render' ) {
  45064. if ( ! this.hasFeature( GPUFeatureName.TimestampQuery ) || ! this.trackTimestamp ) return;
  45065. const renderContextData = this.get( renderContext );
  45066. if ( renderContextData.currentTimestampQueryBuffers === undefined ) return;
  45067. const { resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  45068. if ( isMappingPending === true ) return;
  45069. renderContextData.currentTimestampQueryBuffers.isMappingPending = true;
  45070. resultBuffer.mapAsync( GPUMapMode.READ ).then( () => {
  45071. const times = new BigUint64Array( resultBuffer.getMappedRange() );
  45072. const duration = Number( times[ 1 ] - times[ 0 ] ) / 1000000;
  45073. this.renderer.info.updateTimestamp( type, duration );
  45074. resultBuffer.unmap();
  45075. renderContextData.currentTimestampQueryBuffers.isMappingPending = false;
  45076. } );
  45077. }
  45078. // node builder
  45079. createNodeBuilder( object, renderer ) {
  45080. return new WGSLNodeBuilder( object, renderer );
  45081. }
  45082. // program
  45083. createProgram( program ) {
  45084. const programGPU = this.get( program );
  45085. programGPU.module = {
  45086. module: this.device.createShaderModule( { code: program.code, label: program.stage } ),
  45087. entryPoint: 'main'
  45088. };
  45089. }
  45090. destroyProgram( program ) {
  45091. this.delete( program );
  45092. }
  45093. // pipelines
  45094. createRenderPipeline( renderObject, promises ) {
  45095. this.pipelineUtils.createRenderPipeline( renderObject, promises );
  45096. }
  45097. createComputePipeline( computePipeline, bindings ) {
  45098. this.pipelineUtils.createComputePipeline( computePipeline, bindings );
  45099. }
  45100. createBundleEncoder( renderContext, renderObject ) {
  45101. return this.pipelineUtils.createBundleEncoder( renderContext, renderObject );
  45102. }
  45103. // bindings
  45104. createBindings( bindGroup ) {
  45105. this.bindingUtils.createBindings( bindGroup );
  45106. }
  45107. updateBindings( bindGroup ) {
  45108. this.bindingUtils.createBindings( bindGroup );
  45109. }
  45110. updateBinding( binding ) {
  45111. this.bindingUtils.updateBinding( binding );
  45112. }
  45113. // attributes
  45114. createIndexAttribute( attribute ) {
  45115. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  45116. }
  45117. createAttribute( attribute ) {
  45118. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  45119. }
  45120. createStorageAttribute( attribute ) {
  45121. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  45122. }
  45123. updateAttribute( attribute ) {
  45124. this.attributeUtils.updateAttribute( attribute );
  45125. }
  45126. destroyAttribute( attribute ) {
  45127. this.attributeUtils.destroyAttribute( attribute );
  45128. }
  45129. // canvas
  45130. updateSize() {
  45131. this.colorBuffer = this.textureUtils.getColorBuffer();
  45132. this.defaultRenderPassdescriptor = null;
  45133. }
  45134. // utils public
  45135. getMaxAnisotropy() {
  45136. return 16;
  45137. }
  45138. hasFeature( name ) {
  45139. return this.device.features.has( name );
  45140. }
  45141. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  45142. let dstX = 0;
  45143. let dstY = 0;
  45144. let srcX = 0;
  45145. let srcY = 0;
  45146. let srcWidth = srcTexture.image.width;
  45147. let srcHeight = srcTexture.image.height;
  45148. if ( srcRegion !== null ) {
  45149. srcX = srcRegion.x;
  45150. srcY = srcRegion.y;
  45151. srcWidth = srcRegion.width;
  45152. srcHeight = srcRegion.height;
  45153. }
  45154. if ( dstPosition !== null ) {
  45155. dstX = dstPosition.x;
  45156. dstY = dstPosition.y;
  45157. }
  45158. const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );
  45159. const sourceGPU = this.get( srcTexture ).texture;
  45160. const destinationGPU = this.get( dstTexture ).texture;
  45161. encoder.copyTextureToTexture(
  45162. {
  45163. texture: sourceGPU,
  45164. mipLevel: level,
  45165. origin: { x: srcX, y: srcY, z: 0 }
  45166. },
  45167. {
  45168. texture: destinationGPU,
  45169. mipLevel: level,
  45170. origin: { x: dstX, y: dstY, z: 0 }
  45171. },
  45172. [
  45173. srcWidth,
  45174. srcHeight
  45175. ]
  45176. );
  45177. this.device.queue.submit( [ encoder.finish() ] );
  45178. }
  45179. copyFramebufferToTexture( texture, renderContext ) {
  45180. const renderContextData = this.get( renderContext );
  45181. const { encoder, descriptor } = renderContextData;
  45182. let sourceGPU = null;
  45183. if ( renderContext.renderTarget ) {
  45184. if ( texture.isDepthTexture ) {
  45185. sourceGPU = this.get( renderContext.depthTexture ).texture;
  45186. } else {
  45187. sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
  45188. }
  45189. } else {
  45190. if ( texture.isDepthTexture ) {
  45191. sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
  45192. } else {
  45193. sourceGPU = this.context.getCurrentTexture();
  45194. }
  45195. }
  45196. const destinationGPU = this.get( texture ).texture;
  45197. if ( sourceGPU.format !== destinationGPU.format ) {
  45198. console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
  45199. return;
  45200. }
  45201. renderContextData.currentPass.end();
  45202. encoder.copyTextureToTexture(
  45203. {
  45204. texture: sourceGPU,
  45205. origin: { x: 0, y: 0, z: 0 }
  45206. },
  45207. {
  45208. texture: destinationGPU
  45209. },
  45210. [
  45211. texture.image.width,
  45212. texture.image.height
  45213. ]
  45214. );
  45215. if ( texture.generateMipmaps ) this.textureUtils.generateMipmaps( texture );
  45216. for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
  45217. descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
  45218. }
  45219. if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45220. if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45221. renderContextData.currentPass = encoder.beginRenderPass( descriptor );
  45222. renderContextData.currentSets = { attributes: {} };
  45223. }
  45224. }
  45225. /*
  45226. const debugHandler = {
  45227. get: function ( target, name ) {
  45228. // Add |update
  45229. if ( /^(create|destroy)/.test( name ) ) console.log( 'WebGPUBackend.' + name );
  45230. return target[ name ];
  45231. }
  45232. };
  45233. */
  45234. class WebGPURenderer extends Renderer {
  45235. constructor( parameters = {} ) {
  45236. let BackendClass;
  45237. if ( parameters.forceWebGL ) {
  45238. BackendClass = WebGLBackend;
  45239. } else {
  45240. BackendClass = WebGPUBackend;
  45241. parameters.getFallback = () => {
  45242. console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );
  45243. return new WebGLBackend( parameters );
  45244. };
  45245. }
  45246. const backend = new BackendClass( parameters );
  45247. //super( new Proxy( backend, debugHandler ) );
  45248. super( backend, parameters );
  45249. this.isWebGPURenderer = true;
  45250. }
  45251. }
  45252. const _material = /*@__PURE__*/ new NodeMaterial();
  45253. const _quadMesh = /*@__PURE__*/ new QuadMesh( _material );
  45254. class PostProcessing {
  45255. constructor( renderer, outputNode = vec4( 0, 0, 1, 1 ) ) {
  45256. this.renderer = renderer;
  45257. this.outputNode = outputNode;
  45258. this.outputColorTransform = true;
  45259. this.needsUpdate = true;
  45260. _material.name = 'PostProcessing';
  45261. }
  45262. render() {
  45263. this.update();
  45264. const renderer = this.renderer;
  45265. const toneMapping = renderer.toneMapping;
  45266. const outputColorSpace = renderer.outputColorSpace;
  45267. renderer.toneMapping = NoToneMapping;
  45268. renderer.outputColorSpace = LinearSRGBColorSpace;
  45269. //
  45270. _quadMesh.render( renderer );
  45271. //
  45272. renderer.toneMapping = toneMapping;
  45273. renderer.outputColorSpace = outputColorSpace;
  45274. }
  45275. update() {
  45276. if ( this.needsUpdate === true ) {
  45277. const renderer = this.renderer;
  45278. const toneMapping = renderer.toneMapping;
  45279. const outputColorSpace = renderer.outputColorSpace;
  45280. _quadMesh.material.fragmentNode = this.outputColorTransform === true ? renderOutput( this.outputNode, toneMapping, outputColorSpace ) : this.outputNode.context( { toneMapping, outputColorSpace } );
  45281. _quadMesh.material.needsUpdate = true;
  45282. this.needsUpdate = false;
  45283. }
  45284. }
  45285. async renderAsync() {
  45286. this.update();
  45287. const renderer = this.renderer;
  45288. const toneMapping = renderer.toneMapping;
  45289. const outputColorSpace = renderer.outputColorSpace;
  45290. renderer.toneMapping = NoToneMapping;
  45291. renderer.outputColorSpace = LinearSRGBColorSpace;
  45292. //
  45293. await _quadMesh.renderAsync( renderer );
  45294. //
  45295. renderer.toneMapping = toneMapping;
  45296. renderer.outputColorSpace = outputColorSpace;
  45297. }
  45298. }
  45299. class StorageTexture extends Texture {
  45300. constructor( width = 1, height = 1 ) {
  45301. super();
  45302. this.image = { width, height };
  45303. this.magFilter = LinearFilter;
  45304. this.minFilter = LinearFilter;
  45305. this.isStorageTexture = true;
  45306. }
  45307. }
  45308. class StorageBufferAttribute extends BufferAttribute {
  45309. constructor( array, itemSize, typeClass = Float32Array ) {
  45310. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  45311. super( array, itemSize );
  45312. this.isStorageBufferAttribute = true;
  45313. }
  45314. }
  45315. class StorageInstancedBufferAttribute extends InstancedBufferAttribute {
  45316. constructor( array, itemSize, typeClass = Float32Array ) {
  45317. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  45318. super( array, itemSize );
  45319. this.isStorageInstancedBufferAttribute = true;
  45320. }
  45321. }
  45322. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  45323. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  45324. revision: REVISION,
  45325. } } ) );
  45326. }
  45327. if ( typeof window !== 'undefined' ) {
  45328. if ( window.__THREE__ ) {
  45329. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  45330. } else {
  45331. window.__THREE__ = REVISION;
  45332. }
  45333. }
  45334. export { ACESFilmicToneMapping, AONode, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AfterImageNode, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightNode, AnaglyphPassNode, AnalyticLightNode, AnamorphicNode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrayElementNode, ArrowHelper, AssignNode, AttachedBindMode, AttributeNode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BRDF_GGX, BRDF_Lambert, BackSide, BasicDepthPacking, BasicEnvironmentNode, BasicShadowMap$1 as BasicShadowMap, BatchNode, BatchedMesh, BloomNode, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, Break, BufferAttribute, BufferAttributeNode, BufferGeometry, BufferGeometryLoader, BufferNode, BumpMapNode, BypassNode, ByteType, Cache, CacheNode, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CheckerNode, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, CodeNode, Color, ColorKeyframeTrack, ColorManagement, ColorSpaceNode, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ComputeNode, CondNode, ConeGeometry, ConstNode, ConstantAlphaFactor, ConstantColorFactor, ContextNode, Continue, Controls, ConvertNode, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeTextureNode, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, DFGApprox, D_GGX, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DenoiseNode, DepthFormat, DepthOfFieldNode, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DirectionalLightNode, Discard, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronGeometry, DotScreenNode, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EPSILON, EdgesGeometry, EllipseCurve, EnvironmentNode, EqualCompare, EqualDepth, EqualStencilFunc, EquirectUVNode, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExpressionNode, ExtrudeGeometry, FXAANode, F_Schlick, FileLoader, FilmNode, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fn, Fog, FogExp2, FogExp2Node, FogNode, FogRangeNode, FramebufferTexture, FrontFacingNode, FrontSide, Frustum, FunctionCallNode, FunctionNode, FunctionOverloadingNode, GLBufferAttribute, GLSL1, GLSL3, GLSLNodeParser, GTAONode, GaussianBlurNode, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightNode, IESSpotLight, IESSpotLightNode, INFINITY, IcosahedronGeometry, If, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, IndexNode, InstanceNode, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, InstancedPointsNodeMaterial, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, IrradianceNode, JoinNode, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightNode, LightProbe, LightProbeNode, LightingContextNode, LightingModel, LightingNode, LightsNode, Line, Line2NodeMaterial, Line3, LineBasicMaterial, LineBasicNodeMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineDashedNodeMaterial, LineLoop, LineSegments, LinearDisplayP3ColorSpace, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, Loop, LoopNode, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, Lut3DNode, MOUSE, MRTNode, MatcapUVNode, Material, MaterialLoader, MaterialNode, MaterialReferenceNode, MathNode, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, MaxMipLevelNode, Mesh, MeshBasicMaterial, MeshBasicNodeMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshLambertNodeMaterial, MeshMatcapMaterial, MeshMatcapNodeMaterial, MeshNormalMaterial, MeshNormalNodeMaterial, MeshPhongMaterial, MeshPhongNodeMaterial, MeshPhysicalMaterial, MeshPhysicalNodeMaterial, MeshSSSNodeMaterial, MeshStandardMaterial, MeshStandardNodeMaterial, MeshToonMaterial, MeshToonNodeMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, ModelNode, ModelViewProjectionNode, MorphNode, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, Node, NodeAttribute, NodeBuilder, NodeCache, NodeCode, NodeFrame, NodeFunctionInput, NodeLoader, NodeMaterial, NodeMaterialLoader, NodeObjectLoader, NodeShaderStage, NodeType, NodeUniform, NodeUpdateType, NodeUtils, NodeVar, NodeVarying, NormalAnimationBlendMode, NormalBlending, NormalMapNode, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, Object3DNode, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OperatorNode, OrthographicCamera, OscNode, OutputStructNode, P3Primaries, PCFShadowMap$1 as PCFShadowMap, PCFSoftShadowMap$1 as PCFSoftShadowMap, PI, PI2, PMREMGenerator, PMREMNode, ParallaxBarrierPassNode, ParameterNode, PassNode, Path, PerspectiveCamera, PhongLightingModel, PhysicalLightingModel, PixelationPassNode, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, PointLightNode, PointUVNode, Points, PointsMaterial, PointsNodeMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PostProcessing, PosterizeNode, PropertyBinding, PropertyMixer, PropertyNode, QuadMesh, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGBShiftNode, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RTTNode, RangeNode, RawShaderMaterial, Ray, Raycaster, Rec709Primaries, RectAreaLight, RectAreaLightNode, RedFormat, RedIntegerFormat, ReferenceNode, ReflectorNode, ReinhardToneMapping, RemapNode, RenderOutputNode, RenderTarget, RendererReferenceNode, RepeatWrapping, ReplaceStencilOp, Return, ReverseSubtractEquation, RingGeometry, RotateNode, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, SSAAPassNode, Scene, SceneNode, Schlick_to_F0, ScriptableNode, ScriptableValueNode, SetNode, ShaderMaterial, ShaderNode, ShadowMaterial, ShadowNodeMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SkinningNode, SobelOperatorNode, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SplitNode, SpotLight, SpotLightHelper, SpotLightNode, Sprite, SpriteMaterial, SpriteNodeMaterial, SpriteSheetUVNode, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StackNode, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StereoPassNode, StorageArrayElementNode, StorageBufferAttribute, StorageBufferNode, StorageInstancedBufferAttribute, StorageTexture, StorageTextureNode, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TBNViewMatrix, TOUCH, TangentSpaceNormalMap, TempNode, TetrahedronGeometry, Texture, Texture3DNode, TextureBicubicNode, TextureLoader, TextureNode, TextureSizeNode, TimerNode, ToneMappingNode, TorusGeometry, TorusKnotGeometry, TransitionNode, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TriplanarTexturesNode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform$1 as Uniform, UniformArrayNode, UniformGroupNode, UniformNode, UniformsGroup$1 as UniformsGroup, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, UserDataNode, VSMShadowMap, V_GGX_SmithCorrelated, VarNode, VaryingNode, Vector2, Vector3, Vector4, VectorKeyframeTrack, VertexColorNode, VideoTexture, ViewportDepthNode, ViewportDepthTextureNode, ViewportNode, ViewportSharedTextureNode, ViewportTextureNode, VolumeNodeMaterial, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGPUCoordinateSystem, WebGPURenderer, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, abs, acos, add, addLightNode, addNodeClass, addNodeElement, addNodeMaterial, afterImage, all, alphaT, anaglyphPass, anamorphic, and, anisotropy, anisotropyB, anisotropyT, any, ao, append, arrayBuffer, asin, assign, atan, atan2, attribute, backgroundBlurriness, backgroundIntensity, batch, billboarding, bitAnd, bitNot, bitOr, bitXor, bitangentGeometry, bitangentLocal, bitangentView, bitangentWorld, bitcast, bleach, bloom, blur, bmat2, bmat3, bmat4, bool, buffer, bufferAttribute, bumpMap, burn, bvec2, bvec3, bvec4, bypass, cache, call, cameraFar, cameraLogDepth, cameraNear, cameraNormalMatrix, cameraPosition, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraWorldMatrix, cbrt, ceil, checker, clamp, clearcoat, clearcoatRoughness, code, color, colorSpaceToLinear, colorToDirection, compute, cond, context, convert, cos, createCanvasElement, createNodeFromType, createNodeMaterialFromType, cross, cubeTexture, dFdx, dFdy, dashSize, defaultBuildStages, defaultShaderStages, defined, degrees, denoise, densityFog, depth, depthPass, difference, diffuseColor, directionToColor, distance, div, dodge, dof, dot, dotScreen, drawIndex, dynamicBufferAttribute, element, emissive, equal, equals, equirectUV, exp, exp2, expression, faceDirection, faceForward, film, float, floor, fog, fract, frameGroup, frameId, frontFacing, fwidth, fxaa, gain, gapSize, gaussianBlur, getConstNodeType, getCurrentStack, getDirection, getDistanceAttenuation, getGeometryRoughness, getRoughness, global, glsl, glslFn, greaterThan, greaterThanEqual, hash, hue, imat2, imat3, imat4, instance, instanceIndex, instancedBufferAttribute, instancedDynamicBufferAttribute, int, inverseSqrt, invocationLocalIndex, iridescence, iridescenceIOR, iridescenceThickness, ivec2, ivec3, ivec4, js, label, length, lengthSq, lessThan, lessThanEqual, lightTargetDirection, lightingContext, lights, lightsNode, linearDepth, linearToColorSpace, linearTosRGB, log, log2, luminance, lut3D, mat2, mat3, mat4, matcapUV, materialAOMap, materialAlphaTest, materialAnisotropy, materialAnisotropyVector, materialClearcoat, materialClearcoatNormal, materialClearcoatRoughness, materialColor, materialDispersion, materialEmissive, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialLightMap, materialLineDashOffset, materialLineDashSize, materialLineGapSize, materialLineScale, materialLineWidth, materialMetalness, materialNormal, materialOpacity, materialPointWidth, materialReference, materialReflectivity, materialRefractionRatio, materialRotation, materialRoughness, materialSheen, materialSheenRoughness, materialShininess, materialSpecular, materialSpecularStrength, max$1 as max, maxMipLevel, metalness, min$1 as min, mix, mod, modInt, modelDirection, modelNormalMatrix, modelPosition, modelScale, modelViewMatrix, modelViewPosition, modelViewProjection, modelWorldMatrix, modelWorldMatrixInverse, morphReference, motionBlur, mrt, mul, mx_aastep, mx_cell_noise_float, mx_contrast, mx_fractal_noise_float, mx_fractal_noise_vec2, mx_fractal_noise_vec3, mx_fractal_noise_vec4, mx_hsvtorgb, mx_noise_float, mx_noise_vec3, mx_noise_vec4, mx_ramplr, mx_ramptb, mx_rgbtohsv, mx_safepower, mx_splitlr, mx_splittb, mx_srgb_texture_to_lin_rec709, mx_transform_uv, mx_worley_noise_float, mx_worley_noise_vec2, mx_worley_noise_vec3, negate, nodeArray, nodeImmutable, nodeObject, nodeObjects, nodeProxy, normalFlat, normalGeometry, normalLocal, normalMap, normalView, normalWorld, normalize, not, objectDirection, objectGroup, objectNormalMatrix, objectPosition, objectScale, objectViewMatrix, objectViewPosition, objectWorldMatrix, oneMinus, or, orthographicDepthToViewZ, oscSawtooth, oscSine, oscSquare, oscTriangle, output, outputStruct, overlay, overloadingFn, parabola, parallaxBarrierPass, parallaxDirection, parallaxUV, parameter, pass, passTexture, pcurve, perspectiveDepthToViewZ, pixelationPass, pmremTexture, pointUV, pointWidth, positionGeometry, positionLocal, positionPrevious, positionView, positionViewDirection, positionWorld, positionWorldDirection, posterize, pow, pow2, pow3, pow4, property, radians, rand, range, rangeFog, reciprocal, reference, referenceBuffer, reflect, reflectVector, reflectView, reflector, refract, refractVector, refractView, remainder, remap, remapClamp, renderGroup, renderOutput, rendererReference, rgbShift, rotate, rotateUV, roughness, round, rtt, sRGBToLinear, sampler, saturate, saturation, screen, scriptable, scriptableValue, select, sepia, setCurrentStack, shaderStages, sheen, sheenRoughness, shiftLeft, shiftRight, shininess, sign, sin, sinc, skinning, skinningReference, smoothstep, sobel, specularColor, spherizeUV, split, spritesheetUV, sqrt, ssaaPass, stack, step, stereoPass, storage, storageObject, storageTexture, string, sub, tan, tangentGeometry, tangentLocal, tangentView, tangentWorld, temp, texture, texture3D, textureBicubic, textureCubeUV, textureLoad, textureSize, textureStore, threshold, timerDelta, timerGlobal, timerLocal, toneMapping, transformDirection, transformedBentNormalView, transformedBitangentView, transformedBitangentWorld, transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld, transformedTangentView, transformedTangentWorld, transition, transpose, triNoise3D, triplanarTexture, triplanarTextures, trunc, tslFn, uint, umat2, umat3, umat4, uniform, uniformArray, uniformGroup, userData, uv, uvec2, uvec3, uvec4, varying, varyingProperty, vec2, vec3, vec4, vectorComponents, velocity, vertexColor, vertexIndex, vibrance, viewZToOrthographicDepth, viewZToPerspectiveDepth, viewport, viewportBottomLeft, viewportCoordinate, viewportDepthTexture, viewportLinearDepth, viewportMipTexture, viewportResolution, viewportSafeUV, viewportSharedTexture, viewportTexture, viewportTopLeft, viewportUV, wgsl, wgslFn, xor };
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