three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '103dev';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  102. var CullFaceNone = 0;
  103. var CullFaceBack = 1;
  104. var CullFaceFront = 2;
  105. var CullFaceFrontBack = 3;
  106. var FrontFaceDirectionCW = 0;
  107. var FrontFaceDirectionCCW = 1;
  108. var BasicShadowMap = 0;
  109. var PCFShadowMap = 1;
  110. var PCFSoftShadowMap = 2;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipMapLinearFilter = 1005;
  172. var LinearFilter = 1006;
  173. var LinearMipMapNearestFilter = 1007;
  174. var LinearMipMapLinearFilter = 1008;
  175. var UnsignedByteType = 1009;
  176. var ByteType = 1010;
  177. var ShortType = 1011;
  178. var UnsignedShortType = 1012;
  179. var IntType = 1013;
  180. var UnsignedIntType = 1014;
  181. var FloatType = 1015;
  182. var HalfFloatType = 1016;
  183. var UnsignedShort4444Type = 1017;
  184. var UnsignedShort5551Type = 1018;
  185. var UnsignedShort565Type = 1019;
  186. var UnsignedInt248Type = 1020;
  187. var AlphaFormat = 1021;
  188. var RGBFormat = 1022;
  189. var RGBAFormat = 1023;
  190. var LuminanceFormat = 1024;
  191. var LuminanceAlphaFormat = 1025;
  192. var RGBEFormat = RGBAFormat;
  193. var DepthFormat = 1026;
  194. var DepthStencilFormat = 1027;
  195. var RedFormat = 1028;
  196. var RGB_S3TC_DXT1_Format = 33776;
  197. var RGBA_S3TC_DXT1_Format = 33777;
  198. var RGBA_S3TC_DXT3_Format = 33778;
  199. var RGBA_S3TC_DXT5_Format = 33779;
  200. var RGB_PVRTC_4BPPV1_Format = 35840;
  201. var RGB_PVRTC_2BPPV1_Format = 35841;
  202. var RGBA_PVRTC_4BPPV1_Format = 35842;
  203. var RGBA_PVRTC_2BPPV1_Format = 35843;
  204. var RGB_ETC1_Format = 36196;
  205. var RGBA_ASTC_4x4_Format = 37808;
  206. var RGBA_ASTC_5x4_Format = 37809;
  207. var RGBA_ASTC_5x5_Format = 37810;
  208. var RGBA_ASTC_6x5_Format = 37811;
  209. var RGBA_ASTC_6x6_Format = 37812;
  210. var RGBA_ASTC_8x5_Format = 37813;
  211. var RGBA_ASTC_8x6_Format = 37814;
  212. var RGBA_ASTC_8x8_Format = 37815;
  213. var RGBA_ASTC_10x5_Format = 37816;
  214. var RGBA_ASTC_10x6_Format = 37817;
  215. var RGBA_ASTC_10x8_Format = 37818;
  216. var RGBA_ASTC_10x10_Format = 37819;
  217. var RGBA_ASTC_12x10_Format = 37820;
  218. var RGBA_ASTC_12x12_Format = 37821;
  219. var LoopOnce = 2200;
  220. var LoopRepeat = 2201;
  221. var LoopPingPong = 2202;
  222. var InterpolateDiscrete = 2300;
  223. var InterpolateLinear = 2301;
  224. var InterpolateSmooth = 2302;
  225. var ZeroCurvatureEnding = 2400;
  226. var ZeroSlopeEnding = 2401;
  227. var WrapAroundEnding = 2402;
  228. var TrianglesDrawMode = 0;
  229. var TriangleStripDrawMode = 1;
  230. var TriangleFanDrawMode = 2;
  231. var LinearEncoding = 3000;
  232. var sRGBEncoding = 3001;
  233. var GammaEncoding = 3007;
  234. var RGBEEncoding = 3002;
  235. var LogLuvEncoding = 3003;
  236. var RGBM7Encoding = 3004;
  237. var RGBM16Encoding = 3005;
  238. var RGBDEncoding = 3006;
  239. var BasicDepthPacking = 3200;
  240. var RGBADepthPacking = 3201;
  241. var TangentSpaceNormalMap = 0;
  242. var ObjectSpaceNormalMap = 1;
  243. /**
  244. * @author alteredq / http://alteredqualia.com/
  245. * @author mrdoob / http://mrdoob.com/
  246. */
  247. var _Math = {
  248. DEG2RAD: Math.PI / 180,
  249. RAD2DEG: 180 / Math.PI,
  250. generateUUID: ( function () {
  251. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  252. var lut = [];
  253. for ( var i = 0; i < 256; i ++ ) {
  254. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  255. }
  256. return function generateUUID() {
  257. var d0 = Math.random() * 0xffffffff | 0;
  258. var d1 = Math.random() * 0xffffffff | 0;
  259. var d2 = Math.random() * 0xffffffff | 0;
  260. var d3 = Math.random() * 0xffffffff | 0;
  261. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  262. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  263. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  264. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  265. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toUpperCase();
  267. };
  268. } )(),
  269. clamp: function ( value, min, max ) {
  270. return Math.max( min, Math.min( max, value ) );
  271. },
  272. // compute euclidian modulo of m % n
  273. // https://en.wikipedia.org/wiki/Modulo_operation
  274. euclideanModulo: function ( n, m ) {
  275. return ( ( n % m ) + m ) % m;
  276. },
  277. // Linear mapping from range <a1, a2> to range <b1, b2>
  278. mapLinear: function ( x, a1, a2, b1, b2 ) {
  279. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  280. },
  281. // https://en.wikipedia.org/wiki/Linear_interpolation
  282. lerp: function ( x, y, t ) {
  283. return ( 1 - t ) * x + t * y;
  284. },
  285. // http://en.wikipedia.org/wiki/Smoothstep
  286. smoothstep: function ( x, min, max ) {
  287. if ( x <= min ) return 0;
  288. if ( x >= max ) return 1;
  289. x = ( x - min ) / ( max - min );
  290. return x * x * ( 3 - 2 * x );
  291. },
  292. smootherstep: function ( x, min, max ) {
  293. if ( x <= min ) return 0;
  294. if ( x >= max ) return 1;
  295. x = ( x - min ) / ( max - min );
  296. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  297. },
  298. // Random integer from <low, high> interval
  299. randInt: function ( low, high ) {
  300. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  301. },
  302. // Random float from <low, high> interval
  303. randFloat: function ( low, high ) {
  304. return low + Math.random() * ( high - low );
  305. },
  306. // Random float from <-range/2, range/2> interval
  307. randFloatSpread: function ( range ) {
  308. return range * ( 0.5 - Math.random() );
  309. },
  310. degToRad: function ( degrees ) {
  311. return degrees * _Math.DEG2RAD;
  312. },
  313. radToDeg: function ( radians ) {
  314. return radians * _Math.RAD2DEG;
  315. },
  316. isPowerOfTwo: function ( value ) {
  317. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  318. },
  319. ceilPowerOfTwo: function ( value ) {
  320. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  321. },
  322. floorPowerOfTwo: function ( value ) {
  323. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  324. }
  325. };
  326. /**
  327. * @author mrdoob / http://mrdoob.com/
  328. * @author philogb / http://blog.thejit.org/
  329. * @author egraether / http://egraether.com/
  330. * @author zz85 / http://www.lab4games.net/zz85/blog
  331. */
  332. function Vector2( x, y ) {
  333. this.x = x || 0;
  334. this.y = y || 0;
  335. }
  336. Object.defineProperties( Vector2.prototype, {
  337. "width": {
  338. get: function () {
  339. return this.x;
  340. },
  341. set: function ( value ) {
  342. this.x = value;
  343. }
  344. },
  345. "height": {
  346. get: function () {
  347. return this.y;
  348. },
  349. set: function ( value ) {
  350. this.y = value;
  351. }
  352. }
  353. } );
  354. Object.assign( Vector2.prototype, {
  355. isVector2: true,
  356. set: function ( x, y ) {
  357. this.x = x;
  358. this.y = y;
  359. return this;
  360. },
  361. setScalar: function ( scalar ) {
  362. this.x = scalar;
  363. this.y = scalar;
  364. return this;
  365. },
  366. setX: function ( x ) {
  367. this.x = x;
  368. return this;
  369. },
  370. setY: function ( y ) {
  371. this.y = y;
  372. return this;
  373. },
  374. setComponent: function ( index, value ) {
  375. switch ( index ) {
  376. case 0: this.x = value; break;
  377. case 1: this.y = value; break;
  378. default: throw new Error( 'index is out of range: ' + index );
  379. }
  380. return this;
  381. },
  382. getComponent: function ( index ) {
  383. switch ( index ) {
  384. case 0: return this.x;
  385. case 1: return this.y;
  386. default: throw new Error( 'index is out of range: ' + index );
  387. }
  388. },
  389. clone: function () {
  390. return new this.constructor( this.x, this.y );
  391. },
  392. copy: function ( v ) {
  393. this.x = v.x;
  394. this.y = v.y;
  395. return this;
  396. },
  397. add: function ( v, w ) {
  398. if ( w !== undefined ) {
  399. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  400. return this.addVectors( v, w );
  401. }
  402. this.x += v.x;
  403. this.y += v.y;
  404. return this;
  405. },
  406. addScalar: function ( s ) {
  407. this.x += s;
  408. this.y += s;
  409. return this;
  410. },
  411. addVectors: function ( a, b ) {
  412. this.x = a.x + b.x;
  413. this.y = a.y + b.y;
  414. return this;
  415. },
  416. addScaledVector: function ( v, s ) {
  417. this.x += v.x * s;
  418. this.y += v.y * s;
  419. return this;
  420. },
  421. sub: function ( v, w ) {
  422. if ( w !== undefined ) {
  423. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  424. return this.subVectors( v, w );
  425. }
  426. this.x -= v.x;
  427. this.y -= v.y;
  428. return this;
  429. },
  430. subScalar: function ( s ) {
  431. this.x -= s;
  432. this.y -= s;
  433. return this;
  434. },
  435. subVectors: function ( a, b ) {
  436. this.x = a.x - b.x;
  437. this.y = a.y - b.y;
  438. return this;
  439. },
  440. multiply: function ( v ) {
  441. this.x *= v.x;
  442. this.y *= v.y;
  443. return this;
  444. },
  445. multiplyScalar: function ( scalar ) {
  446. this.x *= scalar;
  447. this.y *= scalar;
  448. return this;
  449. },
  450. divide: function ( v ) {
  451. this.x /= v.x;
  452. this.y /= v.y;
  453. return this;
  454. },
  455. divideScalar: function ( scalar ) {
  456. return this.multiplyScalar( 1 / scalar );
  457. },
  458. applyMatrix3: function ( m ) {
  459. var x = this.x, y = this.y;
  460. var e = m.elements;
  461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  463. return this;
  464. },
  465. min: function ( v ) {
  466. this.x = Math.min( this.x, v.x );
  467. this.y = Math.min( this.y, v.y );
  468. return this;
  469. },
  470. max: function ( v ) {
  471. this.x = Math.max( this.x, v.x );
  472. this.y = Math.max( this.y, v.y );
  473. return this;
  474. },
  475. clamp: function ( min, max ) {
  476. // assumes min < max, componentwise
  477. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  478. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  479. return this;
  480. },
  481. clampScalar: function () {
  482. var min = new Vector2();
  483. var max = new Vector2();
  484. return function clampScalar( minVal, maxVal ) {
  485. min.set( minVal, minVal );
  486. max.set( maxVal, maxVal );
  487. return this.clamp( min, max );
  488. };
  489. }(),
  490. clampLength: function ( min, max ) {
  491. var length = this.length();
  492. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  493. },
  494. floor: function () {
  495. this.x = Math.floor( this.x );
  496. this.y = Math.floor( this.y );
  497. return this;
  498. },
  499. ceil: function () {
  500. this.x = Math.ceil( this.x );
  501. this.y = Math.ceil( this.y );
  502. return this;
  503. },
  504. round: function () {
  505. this.x = Math.round( this.x );
  506. this.y = Math.round( this.y );
  507. return this;
  508. },
  509. roundToZero: function () {
  510. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  511. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  512. return this;
  513. },
  514. negate: function () {
  515. this.x = - this.x;
  516. this.y = - this.y;
  517. return this;
  518. },
  519. dot: function ( v ) {
  520. return this.x * v.x + this.y * v.y;
  521. },
  522. cross: function ( v ) {
  523. return this.x * v.y - this.y * v.x;
  524. },
  525. lengthSq: function () {
  526. return this.x * this.x + this.y * this.y;
  527. },
  528. length: function () {
  529. return Math.sqrt( this.x * this.x + this.y * this.y );
  530. },
  531. manhattanLength: function () {
  532. return Math.abs( this.x ) + Math.abs( this.y );
  533. },
  534. normalize: function () {
  535. return this.divideScalar( this.length() || 1 );
  536. },
  537. angle: function () {
  538. // computes the angle in radians with respect to the positive x-axis
  539. var angle = Math.atan2( this.y, this.x );
  540. if ( angle < 0 ) angle += 2 * Math.PI;
  541. return angle;
  542. },
  543. distanceTo: function ( v ) {
  544. return Math.sqrt( this.distanceToSquared( v ) );
  545. },
  546. distanceToSquared: function ( v ) {
  547. var dx = this.x - v.x, dy = this.y - v.y;
  548. return dx * dx + dy * dy;
  549. },
  550. manhattanDistanceTo: function ( v ) {
  551. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  552. },
  553. setLength: function ( length ) {
  554. return this.normalize().multiplyScalar( length );
  555. },
  556. lerp: function ( v, alpha ) {
  557. this.x += ( v.x - this.x ) * alpha;
  558. this.y += ( v.y - this.y ) * alpha;
  559. return this;
  560. },
  561. lerpVectors: function ( v1, v2, alpha ) {
  562. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  563. },
  564. equals: function ( v ) {
  565. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  566. },
  567. fromArray: function ( array, offset ) {
  568. if ( offset === undefined ) offset = 0;
  569. this.x = array[ offset ];
  570. this.y = array[ offset + 1 ];
  571. return this;
  572. },
  573. toArray: function ( array, offset ) {
  574. if ( array === undefined ) array = [];
  575. if ( offset === undefined ) offset = 0;
  576. array[ offset ] = this.x;
  577. array[ offset + 1 ] = this.y;
  578. return array;
  579. },
  580. fromBufferAttribute: function ( attribute, index, offset ) {
  581. if ( offset !== undefined ) {
  582. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  583. }
  584. this.x = attribute.getX( index );
  585. this.y = attribute.getY( index );
  586. return this;
  587. },
  588. rotateAround: function ( center, angle ) {
  589. var c = Math.cos( angle ), s = Math.sin( angle );
  590. var x = this.x - center.x;
  591. var y = this.y - center.y;
  592. this.x = x * c - y * s + center.x;
  593. this.y = x * s + y * c + center.y;
  594. return this;
  595. }
  596. } );
  597. /**
  598. * @author mikael emtinger / http://gomo.se/
  599. * @author alteredq / http://alteredqualia.com/
  600. * @author WestLangley / http://github.com/WestLangley
  601. * @author bhouston / http://clara.io
  602. */
  603. function Quaternion( x, y, z, w ) {
  604. this._x = x || 0;
  605. this._y = y || 0;
  606. this._z = z || 0;
  607. this._w = ( w !== undefined ) ? w : 1;
  608. }
  609. Object.assign( Quaternion, {
  610. slerp: function ( qa, qb, qm, t ) {
  611. return qm.copy( qa ).slerp( qb, t );
  612. },
  613. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  614. // fuzz-free, array-based Quaternion SLERP operation
  615. var x0 = src0[ srcOffset0 + 0 ],
  616. y0 = src0[ srcOffset0 + 1 ],
  617. z0 = src0[ srcOffset0 + 2 ],
  618. w0 = src0[ srcOffset0 + 3 ],
  619. x1 = src1[ srcOffset1 + 0 ],
  620. y1 = src1[ srcOffset1 + 1 ],
  621. z1 = src1[ srcOffset1 + 2 ],
  622. w1 = src1[ srcOffset1 + 3 ];
  623. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  624. var s = 1 - t,
  625. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  626. dir = ( cos >= 0 ? 1 : - 1 ),
  627. sqrSin = 1 - cos * cos;
  628. // Skip the Slerp for tiny steps to avoid numeric problems:
  629. if ( sqrSin > Number.EPSILON ) {
  630. var sin = Math.sqrt( sqrSin ),
  631. len = Math.atan2( sin, cos * dir );
  632. s = Math.sin( s * len ) / sin;
  633. t = Math.sin( t * len ) / sin;
  634. }
  635. var tDir = t * dir;
  636. x0 = x0 * s + x1 * tDir;
  637. y0 = y0 * s + y1 * tDir;
  638. z0 = z0 * s + z1 * tDir;
  639. w0 = w0 * s + w1 * tDir;
  640. // Normalize in case we just did a lerp:
  641. if ( s === 1 - t ) {
  642. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  643. x0 *= f;
  644. y0 *= f;
  645. z0 *= f;
  646. w0 *= f;
  647. }
  648. }
  649. dst[ dstOffset ] = x0;
  650. dst[ dstOffset + 1 ] = y0;
  651. dst[ dstOffset + 2 ] = z0;
  652. dst[ dstOffset + 3 ] = w0;
  653. }
  654. } );
  655. Object.defineProperties( Quaternion.prototype, {
  656. x: {
  657. get: function () {
  658. return this._x;
  659. },
  660. set: function ( value ) {
  661. this._x = value;
  662. this.onChangeCallback();
  663. }
  664. },
  665. y: {
  666. get: function () {
  667. return this._y;
  668. },
  669. set: function ( value ) {
  670. this._y = value;
  671. this.onChangeCallback();
  672. }
  673. },
  674. z: {
  675. get: function () {
  676. return this._z;
  677. },
  678. set: function ( value ) {
  679. this._z = value;
  680. this.onChangeCallback();
  681. }
  682. },
  683. w: {
  684. get: function () {
  685. return this._w;
  686. },
  687. set: function ( value ) {
  688. this._w = value;
  689. this.onChangeCallback();
  690. }
  691. }
  692. } );
  693. Object.assign( Quaternion.prototype, {
  694. isQuaternion: true,
  695. set: function ( x, y, z, w ) {
  696. this._x = x;
  697. this._y = y;
  698. this._z = z;
  699. this._w = w;
  700. this.onChangeCallback();
  701. return this;
  702. },
  703. clone: function () {
  704. return new this.constructor( this._x, this._y, this._z, this._w );
  705. },
  706. copy: function ( quaternion ) {
  707. this._x = quaternion.x;
  708. this._y = quaternion.y;
  709. this._z = quaternion.z;
  710. this._w = quaternion.w;
  711. this.onChangeCallback();
  712. return this;
  713. },
  714. setFromEuler: function ( euler, update ) {
  715. if ( ! ( euler && euler.isEuler ) ) {
  716. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  717. }
  718. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  719. // http://www.mathworks.com/matlabcentral/fileexchange/
  720. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  721. // content/SpinCalc.m
  722. var cos = Math.cos;
  723. var sin = Math.sin;
  724. var c1 = cos( x / 2 );
  725. var c2 = cos( y / 2 );
  726. var c3 = cos( z / 2 );
  727. var s1 = sin( x / 2 );
  728. var s2 = sin( y / 2 );
  729. var s3 = sin( z / 2 );
  730. if ( order === 'XYZ' ) {
  731. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  732. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  733. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  734. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  735. } else if ( order === 'YXZ' ) {
  736. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  737. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  738. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  739. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  740. } else if ( order === 'ZXY' ) {
  741. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  742. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  743. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  744. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  745. } else if ( order === 'ZYX' ) {
  746. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  747. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  748. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  749. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  750. } else if ( order === 'YZX' ) {
  751. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  752. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  753. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  754. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  755. } else if ( order === 'XZY' ) {
  756. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  757. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  758. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  759. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  760. }
  761. if ( update !== false ) this.onChangeCallback();
  762. return this;
  763. },
  764. setFromAxisAngle: function ( axis, angle ) {
  765. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  766. // assumes axis is normalized
  767. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  768. this._x = axis.x * s;
  769. this._y = axis.y * s;
  770. this._z = axis.z * s;
  771. this._w = Math.cos( halfAngle );
  772. this.onChangeCallback();
  773. return this;
  774. },
  775. setFromRotationMatrix: function ( m ) {
  776. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  777. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  778. var te = m.elements,
  779. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  780. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  781. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  782. trace = m11 + m22 + m33,
  783. s;
  784. if ( trace > 0 ) {
  785. s = 0.5 / Math.sqrt( trace + 1.0 );
  786. this._w = 0.25 / s;
  787. this._x = ( m32 - m23 ) * s;
  788. this._y = ( m13 - m31 ) * s;
  789. this._z = ( m21 - m12 ) * s;
  790. } else if ( m11 > m22 && m11 > m33 ) {
  791. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  792. this._w = ( m32 - m23 ) / s;
  793. this._x = 0.25 * s;
  794. this._y = ( m12 + m21 ) / s;
  795. this._z = ( m13 + m31 ) / s;
  796. } else if ( m22 > m33 ) {
  797. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  798. this._w = ( m13 - m31 ) / s;
  799. this._x = ( m12 + m21 ) / s;
  800. this._y = 0.25 * s;
  801. this._z = ( m23 + m32 ) / s;
  802. } else {
  803. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  804. this._w = ( m21 - m12 ) / s;
  805. this._x = ( m13 + m31 ) / s;
  806. this._y = ( m23 + m32 ) / s;
  807. this._z = 0.25 * s;
  808. }
  809. this.onChangeCallback();
  810. return this;
  811. },
  812. setFromUnitVectors: function ( vFrom, vTo ) {
  813. // assumes direction vectors vFrom and vTo are normalized
  814. var EPS = 0.000001;
  815. var r = vFrom.dot( vTo ) + 1;
  816. if ( r < EPS ) {
  817. r = 0;
  818. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  819. this._x = - vFrom.y;
  820. this._y = vFrom.x;
  821. this._z = 0;
  822. this._w = r;
  823. } else {
  824. this._x = 0;
  825. this._y = - vFrom.z;
  826. this._z = vFrom.y;
  827. this._w = r;
  828. }
  829. } else {
  830. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  831. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  832. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  833. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  834. this._w = r;
  835. }
  836. return this.normalize();
  837. },
  838. angleTo: function ( q ) {
  839. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  840. },
  841. rotateTowards: function ( q, step ) {
  842. var angle = this.angleTo( q );
  843. if ( angle === 0 ) return this;
  844. var t = Math.min( 1, step / angle );
  845. this.slerp( q, t );
  846. return this;
  847. },
  848. inverse: function () {
  849. // quaternion is assumed to have unit length
  850. return this.conjugate();
  851. },
  852. conjugate: function () {
  853. this._x *= - 1;
  854. this._y *= - 1;
  855. this._z *= - 1;
  856. this.onChangeCallback();
  857. return this;
  858. },
  859. dot: function ( v ) {
  860. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  861. },
  862. lengthSq: function () {
  863. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  864. },
  865. length: function () {
  866. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  867. },
  868. normalize: function () {
  869. var l = this.length();
  870. if ( l === 0 ) {
  871. this._x = 0;
  872. this._y = 0;
  873. this._z = 0;
  874. this._w = 1;
  875. } else {
  876. l = 1 / l;
  877. this._x = this._x * l;
  878. this._y = this._y * l;
  879. this._z = this._z * l;
  880. this._w = this._w * l;
  881. }
  882. this.onChangeCallback();
  883. return this;
  884. },
  885. multiply: function ( q, p ) {
  886. if ( p !== undefined ) {
  887. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  888. return this.multiplyQuaternions( q, p );
  889. }
  890. return this.multiplyQuaternions( this, q );
  891. },
  892. premultiply: function ( q ) {
  893. return this.multiplyQuaternions( q, this );
  894. },
  895. multiplyQuaternions: function ( a, b ) {
  896. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  897. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  898. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  899. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  900. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  901. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  902. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  903. this.onChangeCallback();
  904. return this;
  905. },
  906. slerp: function ( qb, t ) {
  907. if ( t === 0 ) return this;
  908. if ( t === 1 ) return this.copy( qb );
  909. var x = this._x, y = this._y, z = this._z, w = this._w;
  910. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  911. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  912. if ( cosHalfTheta < 0 ) {
  913. this._w = - qb._w;
  914. this._x = - qb._x;
  915. this._y = - qb._y;
  916. this._z = - qb._z;
  917. cosHalfTheta = - cosHalfTheta;
  918. } else {
  919. this.copy( qb );
  920. }
  921. if ( cosHalfTheta >= 1.0 ) {
  922. this._w = w;
  923. this._x = x;
  924. this._y = y;
  925. this._z = z;
  926. return this;
  927. }
  928. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  929. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  930. var s = 1 - t;
  931. this._w = s * w + t * this._w;
  932. this._x = s * x + t * this._x;
  933. this._y = s * y + t * this._y;
  934. this._z = s * z + t * this._z;
  935. return this.normalize();
  936. }
  937. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  938. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  939. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  940. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  941. this._w = ( w * ratioA + this._w * ratioB );
  942. this._x = ( x * ratioA + this._x * ratioB );
  943. this._y = ( y * ratioA + this._y * ratioB );
  944. this._z = ( z * ratioA + this._z * ratioB );
  945. this.onChangeCallback();
  946. return this;
  947. },
  948. equals: function ( quaternion ) {
  949. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  950. },
  951. fromArray: function ( array, offset ) {
  952. if ( offset === undefined ) offset = 0;
  953. this._x = array[ offset ];
  954. this._y = array[ offset + 1 ];
  955. this._z = array[ offset + 2 ];
  956. this._w = array[ offset + 3 ];
  957. this.onChangeCallback();
  958. return this;
  959. },
  960. toArray: function ( array, offset ) {
  961. if ( array === undefined ) array = [];
  962. if ( offset === undefined ) offset = 0;
  963. array[ offset ] = this._x;
  964. array[ offset + 1 ] = this._y;
  965. array[ offset + 2 ] = this._z;
  966. array[ offset + 3 ] = this._w;
  967. return array;
  968. },
  969. onChange: function ( callback ) {
  970. this.onChangeCallback = callback;
  971. return this;
  972. },
  973. onChangeCallback: function () {}
  974. } );
  975. /**
  976. * @author mrdoob / http://mrdoob.com/
  977. * @author kile / http://kile.stravaganza.org/
  978. * @author philogb / http://blog.thejit.org/
  979. * @author mikael emtinger / http://gomo.se/
  980. * @author egraether / http://egraether.com/
  981. * @author WestLangley / http://github.com/WestLangley
  982. */
  983. function Vector3( x, y, z ) {
  984. this.x = x || 0;
  985. this.y = y || 0;
  986. this.z = z || 0;
  987. }
  988. Object.assign( Vector3.prototype, {
  989. isVector3: true,
  990. set: function ( x, y, z ) {
  991. this.x = x;
  992. this.y = y;
  993. this.z = z;
  994. return this;
  995. },
  996. setScalar: function ( scalar ) {
  997. this.x = scalar;
  998. this.y = scalar;
  999. this.z = scalar;
  1000. return this;
  1001. },
  1002. setX: function ( x ) {
  1003. this.x = x;
  1004. return this;
  1005. },
  1006. setY: function ( y ) {
  1007. this.y = y;
  1008. return this;
  1009. },
  1010. setZ: function ( z ) {
  1011. this.z = z;
  1012. return this;
  1013. },
  1014. setComponent: function ( index, value ) {
  1015. switch ( index ) {
  1016. case 0: this.x = value; break;
  1017. case 1: this.y = value; break;
  1018. case 2: this.z = value; break;
  1019. default: throw new Error( 'index is out of range: ' + index );
  1020. }
  1021. return this;
  1022. },
  1023. getComponent: function ( index ) {
  1024. switch ( index ) {
  1025. case 0: return this.x;
  1026. case 1: return this.y;
  1027. case 2: return this.z;
  1028. default: throw new Error( 'index is out of range: ' + index );
  1029. }
  1030. },
  1031. clone: function () {
  1032. return new this.constructor( this.x, this.y, this.z );
  1033. },
  1034. copy: function ( v ) {
  1035. this.x = v.x;
  1036. this.y = v.y;
  1037. this.z = v.z;
  1038. return this;
  1039. },
  1040. add: function ( v, w ) {
  1041. if ( w !== undefined ) {
  1042. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1043. return this.addVectors( v, w );
  1044. }
  1045. this.x += v.x;
  1046. this.y += v.y;
  1047. this.z += v.z;
  1048. return this;
  1049. },
  1050. addScalar: function ( s ) {
  1051. this.x += s;
  1052. this.y += s;
  1053. this.z += s;
  1054. return this;
  1055. },
  1056. addVectors: function ( a, b ) {
  1057. this.x = a.x + b.x;
  1058. this.y = a.y + b.y;
  1059. this.z = a.z + b.z;
  1060. return this;
  1061. },
  1062. addScaledVector: function ( v, s ) {
  1063. this.x += v.x * s;
  1064. this.y += v.y * s;
  1065. this.z += v.z * s;
  1066. return this;
  1067. },
  1068. sub: function ( v, w ) {
  1069. if ( w !== undefined ) {
  1070. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1071. return this.subVectors( v, w );
  1072. }
  1073. this.x -= v.x;
  1074. this.y -= v.y;
  1075. this.z -= v.z;
  1076. return this;
  1077. },
  1078. subScalar: function ( s ) {
  1079. this.x -= s;
  1080. this.y -= s;
  1081. this.z -= s;
  1082. return this;
  1083. },
  1084. subVectors: function ( a, b ) {
  1085. this.x = a.x - b.x;
  1086. this.y = a.y - b.y;
  1087. this.z = a.z - b.z;
  1088. return this;
  1089. },
  1090. multiply: function ( v, w ) {
  1091. if ( w !== undefined ) {
  1092. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1093. return this.multiplyVectors( v, w );
  1094. }
  1095. this.x *= v.x;
  1096. this.y *= v.y;
  1097. this.z *= v.z;
  1098. return this;
  1099. },
  1100. multiplyScalar: function ( scalar ) {
  1101. this.x *= scalar;
  1102. this.y *= scalar;
  1103. this.z *= scalar;
  1104. return this;
  1105. },
  1106. multiplyVectors: function ( a, b ) {
  1107. this.x = a.x * b.x;
  1108. this.y = a.y * b.y;
  1109. this.z = a.z * b.z;
  1110. return this;
  1111. },
  1112. applyEuler: function () {
  1113. var quaternion = new Quaternion();
  1114. return function applyEuler( euler ) {
  1115. if ( ! ( euler && euler.isEuler ) ) {
  1116. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1117. }
  1118. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1119. };
  1120. }(),
  1121. applyAxisAngle: function () {
  1122. var quaternion = new Quaternion();
  1123. return function applyAxisAngle( axis, angle ) {
  1124. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1125. };
  1126. }(),
  1127. applyMatrix3: function ( m ) {
  1128. var x = this.x, y = this.y, z = this.z;
  1129. var e = m.elements;
  1130. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1131. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1132. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1133. return this;
  1134. },
  1135. applyMatrix4: function ( m ) {
  1136. var x = this.x, y = this.y, z = this.z;
  1137. var e = m.elements;
  1138. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1139. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1140. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1141. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1142. return this;
  1143. },
  1144. applyQuaternion: function ( q ) {
  1145. var x = this.x, y = this.y, z = this.z;
  1146. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1147. // calculate quat * vector
  1148. var ix = qw * x + qy * z - qz * y;
  1149. var iy = qw * y + qz * x - qx * z;
  1150. var iz = qw * z + qx * y - qy * x;
  1151. var iw = - qx * x - qy * y - qz * z;
  1152. // calculate result * inverse quat
  1153. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1154. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1155. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1156. return this;
  1157. },
  1158. project: function ( camera ) {
  1159. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1160. },
  1161. unproject: function ( camera ) {
  1162. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1163. },
  1164. transformDirection: function ( m ) {
  1165. // input: THREE.Matrix4 affine matrix
  1166. // vector interpreted as a direction
  1167. var x = this.x, y = this.y, z = this.z;
  1168. var e = m.elements;
  1169. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1170. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1171. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1172. return this.normalize();
  1173. },
  1174. divide: function ( v ) {
  1175. this.x /= v.x;
  1176. this.y /= v.y;
  1177. this.z /= v.z;
  1178. return this;
  1179. },
  1180. divideScalar: function ( scalar ) {
  1181. return this.multiplyScalar( 1 / scalar );
  1182. },
  1183. min: function ( v ) {
  1184. this.x = Math.min( this.x, v.x );
  1185. this.y = Math.min( this.y, v.y );
  1186. this.z = Math.min( this.z, v.z );
  1187. return this;
  1188. },
  1189. max: function ( v ) {
  1190. this.x = Math.max( this.x, v.x );
  1191. this.y = Math.max( this.y, v.y );
  1192. this.z = Math.max( this.z, v.z );
  1193. return this;
  1194. },
  1195. clamp: function ( min, max ) {
  1196. // assumes min < max, componentwise
  1197. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1198. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1199. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1200. return this;
  1201. },
  1202. clampScalar: function () {
  1203. var min = new Vector3();
  1204. var max = new Vector3();
  1205. return function clampScalar( minVal, maxVal ) {
  1206. min.set( minVal, minVal, minVal );
  1207. max.set( maxVal, maxVal, maxVal );
  1208. return this.clamp( min, max );
  1209. };
  1210. }(),
  1211. clampLength: function ( min, max ) {
  1212. var length = this.length();
  1213. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1214. },
  1215. floor: function () {
  1216. this.x = Math.floor( this.x );
  1217. this.y = Math.floor( this.y );
  1218. this.z = Math.floor( this.z );
  1219. return this;
  1220. },
  1221. ceil: function () {
  1222. this.x = Math.ceil( this.x );
  1223. this.y = Math.ceil( this.y );
  1224. this.z = Math.ceil( this.z );
  1225. return this;
  1226. },
  1227. round: function () {
  1228. this.x = Math.round( this.x );
  1229. this.y = Math.round( this.y );
  1230. this.z = Math.round( this.z );
  1231. return this;
  1232. },
  1233. roundToZero: function () {
  1234. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1235. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1236. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1237. return this;
  1238. },
  1239. negate: function () {
  1240. this.x = - this.x;
  1241. this.y = - this.y;
  1242. this.z = - this.z;
  1243. return this;
  1244. },
  1245. dot: function ( v ) {
  1246. return this.x * v.x + this.y * v.y + this.z * v.z;
  1247. },
  1248. // TODO lengthSquared?
  1249. lengthSq: function () {
  1250. return this.x * this.x + this.y * this.y + this.z * this.z;
  1251. },
  1252. length: function () {
  1253. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1254. },
  1255. manhattanLength: function () {
  1256. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1257. },
  1258. normalize: function () {
  1259. return this.divideScalar( this.length() || 1 );
  1260. },
  1261. setLength: function ( length ) {
  1262. return this.normalize().multiplyScalar( length );
  1263. },
  1264. lerp: function ( v, alpha ) {
  1265. this.x += ( v.x - this.x ) * alpha;
  1266. this.y += ( v.y - this.y ) * alpha;
  1267. this.z += ( v.z - this.z ) * alpha;
  1268. return this;
  1269. },
  1270. lerpVectors: function ( v1, v2, alpha ) {
  1271. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1272. },
  1273. cross: function ( v, w ) {
  1274. if ( w !== undefined ) {
  1275. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1276. return this.crossVectors( v, w );
  1277. }
  1278. return this.crossVectors( this, v );
  1279. },
  1280. crossVectors: function ( a, b ) {
  1281. var ax = a.x, ay = a.y, az = a.z;
  1282. var bx = b.x, by = b.y, bz = b.z;
  1283. this.x = ay * bz - az * by;
  1284. this.y = az * bx - ax * bz;
  1285. this.z = ax * by - ay * bx;
  1286. return this;
  1287. },
  1288. projectOnVector: function ( vector ) {
  1289. var scalar = vector.dot( this ) / vector.lengthSq();
  1290. return this.copy( vector ).multiplyScalar( scalar );
  1291. },
  1292. projectOnPlane: function () {
  1293. var v1 = new Vector3();
  1294. return function projectOnPlane( planeNormal ) {
  1295. v1.copy( this ).projectOnVector( planeNormal );
  1296. return this.sub( v1 );
  1297. };
  1298. }(),
  1299. reflect: function () {
  1300. // reflect incident vector off plane orthogonal to normal
  1301. // normal is assumed to have unit length
  1302. var v1 = new Vector3();
  1303. return function reflect( normal ) {
  1304. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1305. };
  1306. }(),
  1307. angleTo: function ( v ) {
  1308. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1309. // clamp, to handle numerical problems
  1310. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1311. },
  1312. distanceTo: function ( v ) {
  1313. return Math.sqrt( this.distanceToSquared( v ) );
  1314. },
  1315. distanceToSquared: function ( v ) {
  1316. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1317. return dx * dx + dy * dy + dz * dz;
  1318. },
  1319. manhattanDistanceTo: function ( v ) {
  1320. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1321. },
  1322. setFromSpherical: function ( s ) {
  1323. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1324. },
  1325. setFromSphericalCoords: function ( radius, phi, theta ) {
  1326. var sinPhiRadius = Math.sin( phi ) * radius;
  1327. this.x = sinPhiRadius * Math.sin( theta );
  1328. this.y = Math.cos( phi ) * radius;
  1329. this.z = sinPhiRadius * Math.cos( theta );
  1330. return this;
  1331. },
  1332. setFromCylindrical: function ( c ) {
  1333. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1334. },
  1335. setFromCylindricalCoords: function ( radius, theta, y ) {
  1336. this.x = radius * Math.sin( theta );
  1337. this.y = y;
  1338. this.z = radius * Math.cos( theta );
  1339. return this;
  1340. },
  1341. setFromMatrixPosition: function ( m ) {
  1342. var e = m.elements;
  1343. this.x = e[ 12 ];
  1344. this.y = e[ 13 ];
  1345. this.z = e[ 14 ];
  1346. return this;
  1347. },
  1348. setFromMatrixScale: function ( m ) {
  1349. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1350. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1351. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1352. this.x = sx;
  1353. this.y = sy;
  1354. this.z = sz;
  1355. return this;
  1356. },
  1357. setFromMatrixColumn: function ( m, index ) {
  1358. return this.fromArray( m.elements, index * 4 );
  1359. },
  1360. equals: function ( v ) {
  1361. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1362. },
  1363. fromArray: function ( array, offset ) {
  1364. if ( offset === undefined ) offset = 0;
  1365. this.x = array[ offset ];
  1366. this.y = array[ offset + 1 ];
  1367. this.z = array[ offset + 2 ];
  1368. return this;
  1369. },
  1370. toArray: function ( array, offset ) {
  1371. if ( array === undefined ) array = [];
  1372. if ( offset === undefined ) offset = 0;
  1373. array[ offset ] = this.x;
  1374. array[ offset + 1 ] = this.y;
  1375. array[ offset + 2 ] = this.z;
  1376. return array;
  1377. },
  1378. fromBufferAttribute: function ( attribute, index, offset ) {
  1379. if ( offset !== undefined ) {
  1380. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1381. }
  1382. this.x = attribute.getX( index );
  1383. this.y = attribute.getY( index );
  1384. this.z = attribute.getZ( index );
  1385. return this;
  1386. }
  1387. } );
  1388. /**
  1389. * @author alteredq / http://alteredqualia.com/
  1390. * @author WestLangley / http://github.com/WestLangley
  1391. * @author bhouston / http://clara.io
  1392. * @author tschw
  1393. */
  1394. function Matrix3() {
  1395. this.elements = [
  1396. 1, 0, 0,
  1397. 0, 1, 0,
  1398. 0, 0, 1
  1399. ];
  1400. if ( arguments.length > 0 ) {
  1401. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1402. }
  1403. }
  1404. Object.assign( Matrix3.prototype, {
  1405. isMatrix3: true,
  1406. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1407. var te = this.elements;
  1408. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1409. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1410. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1411. return this;
  1412. },
  1413. identity: function () {
  1414. this.set(
  1415. 1, 0, 0,
  1416. 0, 1, 0,
  1417. 0, 0, 1
  1418. );
  1419. return this;
  1420. },
  1421. clone: function () {
  1422. return new this.constructor().fromArray( this.elements );
  1423. },
  1424. copy: function ( m ) {
  1425. var te = this.elements;
  1426. var me = m.elements;
  1427. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1428. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1429. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1430. return this;
  1431. },
  1432. setFromMatrix4: function ( m ) {
  1433. var me = m.elements;
  1434. this.set(
  1435. me[ 0 ], me[ 4 ], me[ 8 ],
  1436. me[ 1 ], me[ 5 ], me[ 9 ],
  1437. me[ 2 ], me[ 6 ], me[ 10 ]
  1438. );
  1439. return this;
  1440. },
  1441. applyToBufferAttribute: function () {
  1442. var v1 = new Vector3();
  1443. return function applyToBufferAttribute( attribute ) {
  1444. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1445. v1.x = attribute.getX( i );
  1446. v1.y = attribute.getY( i );
  1447. v1.z = attribute.getZ( i );
  1448. v1.applyMatrix3( this );
  1449. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  1450. }
  1451. return attribute;
  1452. };
  1453. }(),
  1454. multiply: function ( m ) {
  1455. return this.multiplyMatrices( this, m );
  1456. },
  1457. premultiply: function ( m ) {
  1458. return this.multiplyMatrices( m, this );
  1459. },
  1460. multiplyMatrices: function ( a, b ) {
  1461. var ae = a.elements;
  1462. var be = b.elements;
  1463. var te = this.elements;
  1464. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1465. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1466. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1467. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1468. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1469. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1470. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1471. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1472. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1473. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1474. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1475. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1476. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1477. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1478. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1479. return this;
  1480. },
  1481. multiplyScalar: function ( s ) {
  1482. var te = this.elements;
  1483. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1484. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1485. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1486. return this;
  1487. },
  1488. determinant: function () {
  1489. var te = this.elements;
  1490. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1491. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1492. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1493. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1494. },
  1495. getInverse: function ( matrix, throwOnDegenerate ) {
  1496. if ( matrix && matrix.isMatrix4 ) {
  1497. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1498. }
  1499. var me = matrix.elements,
  1500. te = this.elements,
  1501. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1502. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1503. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1504. t11 = n33 * n22 - n32 * n23,
  1505. t12 = n32 * n13 - n33 * n12,
  1506. t13 = n23 * n12 - n22 * n13,
  1507. det = n11 * t11 + n21 * t12 + n31 * t13;
  1508. if ( det === 0 ) {
  1509. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1510. if ( throwOnDegenerate === true ) {
  1511. throw new Error( msg );
  1512. } else {
  1513. console.warn( msg );
  1514. }
  1515. return this.identity();
  1516. }
  1517. var detInv = 1 / det;
  1518. te[ 0 ] = t11 * detInv;
  1519. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1520. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1521. te[ 3 ] = t12 * detInv;
  1522. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1523. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1524. te[ 6 ] = t13 * detInv;
  1525. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1526. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1527. return this;
  1528. },
  1529. transpose: function () {
  1530. var tmp, m = this.elements;
  1531. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1532. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1533. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1534. return this;
  1535. },
  1536. getNormalMatrix: function ( matrix4 ) {
  1537. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1538. },
  1539. transposeIntoArray: function ( r ) {
  1540. var m = this.elements;
  1541. r[ 0 ] = m[ 0 ];
  1542. r[ 1 ] = m[ 3 ];
  1543. r[ 2 ] = m[ 6 ];
  1544. r[ 3 ] = m[ 1 ];
  1545. r[ 4 ] = m[ 4 ];
  1546. r[ 5 ] = m[ 7 ];
  1547. r[ 6 ] = m[ 2 ];
  1548. r[ 7 ] = m[ 5 ];
  1549. r[ 8 ] = m[ 8 ];
  1550. return this;
  1551. },
  1552. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1553. var c = Math.cos( rotation );
  1554. var s = Math.sin( rotation );
  1555. this.set(
  1556. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1557. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1558. 0, 0, 1
  1559. );
  1560. },
  1561. scale: function ( sx, sy ) {
  1562. var te = this.elements;
  1563. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1564. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1565. return this;
  1566. },
  1567. rotate: function ( theta ) {
  1568. var c = Math.cos( theta );
  1569. var s = Math.sin( theta );
  1570. var te = this.elements;
  1571. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1572. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1573. te[ 0 ] = c * a11 + s * a21;
  1574. te[ 3 ] = c * a12 + s * a22;
  1575. te[ 6 ] = c * a13 + s * a23;
  1576. te[ 1 ] = - s * a11 + c * a21;
  1577. te[ 4 ] = - s * a12 + c * a22;
  1578. te[ 7 ] = - s * a13 + c * a23;
  1579. return this;
  1580. },
  1581. translate: function ( tx, ty ) {
  1582. var te = this.elements;
  1583. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1584. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1585. return this;
  1586. },
  1587. equals: function ( matrix ) {
  1588. var te = this.elements;
  1589. var me = matrix.elements;
  1590. for ( var i = 0; i < 9; i ++ ) {
  1591. if ( te[ i ] !== me[ i ] ) return false;
  1592. }
  1593. return true;
  1594. },
  1595. fromArray: function ( array, offset ) {
  1596. if ( offset === undefined ) offset = 0;
  1597. for ( var i = 0; i < 9; i ++ ) {
  1598. this.elements[ i ] = array[ i + offset ];
  1599. }
  1600. return this;
  1601. },
  1602. toArray: function ( array, offset ) {
  1603. if ( array === undefined ) array = [];
  1604. if ( offset === undefined ) offset = 0;
  1605. var te = this.elements;
  1606. array[ offset ] = te[ 0 ];
  1607. array[ offset + 1 ] = te[ 1 ];
  1608. array[ offset + 2 ] = te[ 2 ];
  1609. array[ offset + 3 ] = te[ 3 ];
  1610. array[ offset + 4 ] = te[ 4 ];
  1611. array[ offset + 5 ] = te[ 5 ];
  1612. array[ offset + 6 ] = te[ 6 ];
  1613. array[ offset + 7 ] = te[ 7 ];
  1614. array[ offset + 8 ] = te[ 8 ];
  1615. return array;
  1616. }
  1617. } );
  1618. /**
  1619. * @author mrdoob / http://mrdoob.com/
  1620. * @author alteredq / http://alteredqualia.com/
  1621. * @author szimek / https://github.com/szimek/
  1622. */
  1623. var _canvas;
  1624. var ImageUtils = {
  1625. getDataURL: function ( image ) {
  1626. var canvas;
  1627. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1628. return image.src;
  1629. } else if ( image instanceof HTMLCanvasElement ) {
  1630. canvas = image;
  1631. } else {
  1632. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1633. _canvas.width = image.width;
  1634. _canvas.height = image.height;
  1635. var context = _canvas.getContext( '2d' );
  1636. if ( image instanceof ImageData ) {
  1637. context.putImageData( image, 0, 0 );
  1638. } else {
  1639. context.drawImage( image, 0, 0, image.width, image.height );
  1640. }
  1641. canvas = _canvas;
  1642. }
  1643. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1644. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1645. } else {
  1646. return canvas.toDataURL( 'image/png' );
  1647. }
  1648. }
  1649. };
  1650. /**
  1651. * @author mrdoob / http://mrdoob.com/
  1652. * @author alteredq / http://alteredqualia.com/
  1653. * @author szimek / https://github.com/szimek/
  1654. */
  1655. var textureId = 0;
  1656. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1657. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1658. this.uuid = _Math.generateUUID();
  1659. this.name = '';
  1660. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1661. this.mipmaps = [];
  1662. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1663. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1664. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1665. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1666. this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  1667. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1668. this.format = format !== undefined ? format : RGBAFormat;
  1669. this.type = type !== undefined ? type : UnsignedByteType;
  1670. this.offset = new Vector2( 0, 0 );
  1671. this.repeat = new Vector2( 1, 1 );
  1672. this.center = new Vector2( 0, 0 );
  1673. this.rotation = 0;
  1674. this.matrixAutoUpdate = true;
  1675. this.matrix = new Matrix3();
  1676. this.generateMipmaps = true;
  1677. this.premultiplyAlpha = false;
  1678. this.flipY = true;
  1679. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1680. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1681. //
  1682. // Also changing the encoding after already used by a Material will not automatically make the Material
  1683. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1684. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1685. this.version = 0;
  1686. this.onUpdate = null;
  1687. }
  1688. Texture.DEFAULT_IMAGE = undefined;
  1689. Texture.DEFAULT_MAPPING = UVMapping;
  1690. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1691. constructor: Texture,
  1692. isTexture: true,
  1693. updateMatrix: function () {
  1694. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1695. },
  1696. clone: function () {
  1697. return new this.constructor().copy( this );
  1698. },
  1699. copy: function ( source ) {
  1700. this.name = source.name;
  1701. this.image = source.image;
  1702. this.mipmaps = source.mipmaps.slice( 0 );
  1703. this.mapping = source.mapping;
  1704. this.wrapS = source.wrapS;
  1705. this.wrapT = source.wrapT;
  1706. this.magFilter = source.magFilter;
  1707. this.minFilter = source.minFilter;
  1708. this.anisotropy = source.anisotropy;
  1709. this.format = source.format;
  1710. this.type = source.type;
  1711. this.offset.copy( source.offset );
  1712. this.repeat.copy( source.repeat );
  1713. this.center.copy( source.center );
  1714. this.rotation = source.rotation;
  1715. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1716. this.matrix.copy( source.matrix );
  1717. this.generateMipmaps = source.generateMipmaps;
  1718. this.premultiplyAlpha = source.premultiplyAlpha;
  1719. this.flipY = source.flipY;
  1720. this.unpackAlignment = source.unpackAlignment;
  1721. this.encoding = source.encoding;
  1722. return this;
  1723. },
  1724. toJSON: function ( meta ) {
  1725. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1726. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1727. return meta.textures[ this.uuid ];
  1728. }
  1729. var output = {
  1730. metadata: {
  1731. version: 4.5,
  1732. type: 'Texture',
  1733. generator: 'Texture.toJSON'
  1734. },
  1735. uuid: this.uuid,
  1736. name: this.name,
  1737. mapping: this.mapping,
  1738. repeat: [ this.repeat.x, this.repeat.y ],
  1739. offset: [ this.offset.x, this.offset.y ],
  1740. center: [ this.center.x, this.center.y ],
  1741. rotation: this.rotation,
  1742. wrap: [ this.wrapS, this.wrapT ],
  1743. format: this.format,
  1744. type: this.type,
  1745. encoding: this.encoding,
  1746. minFilter: this.minFilter,
  1747. magFilter: this.magFilter,
  1748. anisotropy: this.anisotropy,
  1749. flipY: this.flipY,
  1750. premultiplyAlpha: this.premultiplyAlpha,
  1751. unpackAlignment: this.unpackAlignment
  1752. };
  1753. if ( this.image !== undefined ) {
  1754. // TODO: Move to THREE.Image
  1755. var image = this.image;
  1756. if ( image.uuid === undefined ) {
  1757. image.uuid = _Math.generateUUID(); // UGH
  1758. }
  1759. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1760. var url;
  1761. if ( Array.isArray( image ) ) {
  1762. // process array of images e.g. CubeTexture
  1763. url = [];
  1764. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1765. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1766. }
  1767. } else {
  1768. // process single image
  1769. url = ImageUtils.getDataURL( image );
  1770. }
  1771. meta.images[ image.uuid ] = {
  1772. uuid: image.uuid,
  1773. url: url
  1774. };
  1775. }
  1776. output.image = image.uuid;
  1777. }
  1778. if ( ! isRootObject ) {
  1779. meta.textures[ this.uuid ] = output;
  1780. }
  1781. return output;
  1782. },
  1783. dispose: function () {
  1784. this.dispatchEvent( { type: 'dispose' } );
  1785. },
  1786. transformUv: function ( uv ) {
  1787. if ( this.mapping !== UVMapping ) return uv;
  1788. uv.applyMatrix3( this.matrix );
  1789. if ( uv.x < 0 || uv.x > 1 ) {
  1790. switch ( this.wrapS ) {
  1791. case RepeatWrapping:
  1792. uv.x = uv.x - Math.floor( uv.x );
  1793. break;
  1794. case ClampToEdgeWrapping:
  1795. uv.x = uv.x < 0 ? 0 : 1;
  1796. break;
  1797. case MirroredRepeatWrapping:
  1798. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1799. uv.x = Math.ceil( uv.x ) - uv.x;
  1800. } else {
  1801. uv.x = uv.x - Math.floor( uv.x );
  1802. }
  1803. break;
  1804. }
  1805. }
  1806. if ( uv.y < 0 || uv.y > 1 ) {
  1807. switch ( this.wrapT ) {
  1808. case RepeatWrapping:
  1809. uv.y = uv.y - Math.floor( uv.y );
  1810. break;
  1811. case ClampToEdgeWrapping:
  1812. uv.y = uv.y < 0 ? 0 : 1;
  1813. break;
  1814. case MirroredRepeatWrapping:
  1815. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1816. uv.y = Math.ceil( uv.y ) - uv.y;
  1817. } else {
  1818. uv.y = uv.y - Math.floor( uv.y );
  1819. }
  1820. break;
  1821. }
  1822. }
  1823. if ( this.flipY ) {
  1824. uv.y = 1 - uv.y;
  1825. }
  1826. return uv;
  1827. }
  1828. } );
  1829. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1830. set: function ( value ) {
  1831. if ( value === true ) this.version ++;
  1832. }
  1833. } );
  1834. /**
  1835. * @author supereggbert / http://www.paulbrunt.co.uk/
  1836. * @author philogb / http://blog.thejit.org/
  1837. * @author mikael emtinger / http://gomo.se/
  1838. * @author egraether / http://egraether.com/
  1839. * @author WestLangley / http://github.com/WestLangley
  1840. */
  1841. function Vector4( x, y, z, w ) {
  1842. this.x = x || 0;
  1843. this.y = y || 0;
  1844. this.z = z || 0;
  1845. this.w = ( w !== undefined ) ? w : 1;
  1846. }
  1847. Object.assign( Vector4.prototype, {
  1848. isVector4: true,
  1849. set: function ( x, y, z, w ) {
  1850. this.x = x;
  1851. this.y = y;
  1852. this.z = z;
  1853. this.w = w;
  1854. return this;
  1855. },
  1856. setScalar: function ( scalar ) {
  1857. this.x = scalar;
  1858. this.y = scalar;
  1859. this.z = scalar;
  1860. this.w = scalar;
  1861. return this;
  1862. },
  1863. setX: function ( x ) {
  1864. this.x = x;
  1865. return this;
  1866. },
  1867. setY: function ( y ) {
  1868. this.y = y;
  1869. return this;
  1870. },
  1871. setZ: function ( z ) {
  1872. this.z = z;
  1873. return this;
  1874. },
  1875. setW: function ( w ) {
  1876. this.w = w;
  1877. return this;
  1878. },
  1879. setComponent: function ( index, value ) {
  1880. switch ( index ) {
  1881. case 0: this.x = value; break;
  1882. case 1: this.y = value; break;
  1883. case 2: this.z = value; break;
  1884. case 3: this.w = value; break;
  1885. default: throw new Error( 'index is out of range: ' + index );
  1886. }
  1887. return this;
  1888. },
  1889. getComponent: function ( index ) {
  1890. switch ( index ) {
  1891. case 0: return this.x;
  1892. case 1: return this.y;
  1893. case 2: return this.z;
  1894. case 3: return this.w;
  1895. default: throw new Error( 'index is out of range: ' + index );
  1896. }
  1897. },
  1898. clone: function () {
  1899. return new this.constructor( this.x, this.y, this.z, this.w );
  1900. },
  1901. copy: function ( v ) {
  1902. this.x = v.x;
  1903. this.y = v.y;
  1904. this.z = v.z;
  1905. this.w = ( v.w !== undefined ) ? v.w : 1;
  1906. return this;
  1907. },
  1908. add: function ( v, w ) {
  1909. if ( w !== undefined ) {
  1910. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1911. return this.addVectors( v, w );
  1912. }
  1913. this.x += v.x;
  1914. this.y += v.y;
  1915. this.z += v.z;
  1916. this.w += v.w;
  1917. return this;
  1918. },
  1919. addScalar: function ( s ) {
  1920. this.x += s;
  1921. this.y += s;
  1922. this.z += s;
  1923. this.w += s;
  1924. return this;
  1925. },
  1926. addVectors: function ( a, b ) {
  1927. this.x = a.x + b.x;
  1928. this.y = a.y + b.y;
  1929. this.z = a.z + b.z;
  1930. this.w = a.w + b.w;
  1931. return this;
  1932. },
  1933. addScaledVector: function ( v, s ) {
  1934. this.x += v.x * s;
  1935. this.y += v.y * s;
  1936. this.z += v.z * s;
  1937. this.w += v.w * s;
  1938. return this;
  1939. },
  1940. sub: function ( v, w ) {
  1941. if ( w !== undefined ) {
  1942. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1943. return this.subVectors( v, w );
  1944. }
  1945. this.x -= v.x;
  1946. this.y -= v.y;
  1947. this.z -= v.z;
  1948. this.w -= v.w;
  1949. return this;
  1950. },
  1951. subScalar: function ( s ) {
  1952. this.x -= s;
  1953. this.y -= s;
  1954. this.z -= s;
  1955. this.w -= s;
  1956. return this;
  1957. },
  1958. subVectors: function ( a, b ) {
  1959. this.x = a.x - b.x;
  1960. this.y = a.y - b.y;
  1961. this.z = a.z - b.z;
  1962. this.w = a.w - b.w;
  1963. return this;
  1964. },
  1965. multiplyScalar: function ( scalar ) {
  1966. this.x *= scalar;
  1967. this.y *= scalar;
  1968. this.z *= scalar;
  1969. this.w *= scalar;
  1970. return this;
  1971. },
  1972. applyMatrix4: function ( m ) {
  1973. var x = this.x, y = this.y, z = this.z, w = this.w;
  1974. var e = m.elements;
  1975. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1976. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1977. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1978. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1979. return this;
  1980. },
  1981. divideScalar: function ( scalar ) {
  1982. return this.multiplyScalar( 1 / scalar );
  1983. },
  1984. setAxisAngleFromQuaternion: function ( q ) {
  1985. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1986. // q is assumed to be normalized
  1987. this.w = 2 * Math.acos( q.w );
  1988. var s = Math.sqrt( 1 - q.w * q.w );
  1989. if ( s < 0.0001 ) {
  1990. this.x = 1;
  1991. this.y = 0;
  1992. this.z = 0;
  1993. } else {
  1994. this.x = q.x / s;
  1995. this.y = q.y / s;
  1996. this.z = q.z / s;
  1997. }
  1998. return this;
  1999. },
  2000. setAxisAngleFromRotationMatrix: function ( m ) {
  2001. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2002. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2003. var angle, x, y, z, // variables for result
  2004. epsilon = 0.01, // margin to allow for rounding errors
  2005. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2006. te = m.elements,
  2007. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2008. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2009. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2010. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2011. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2012. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2013. // singularity found
  2014. // first check for identity matrix which must have +1 for all terms
  2015. // in leading diagonal and zero in other terms
  2016. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2017. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2018. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2019. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2020. // this singularity is identity matrix so angle = 0
  2021. this.set( 1, 0, 0, 0 );
  2022. return this; // zero angle, arbitrary axis
  2023. }
  2024. // otherwise this singularity is angle = 180
  2025. angle = Math.PI;
  2026. var xx = ( m11 + 1 ) / 2;
  2027. var yy = ( m22 + 1 ) / 2;
  2028. var zz = ( m33 + 1 ) / 2;
  2029. var xy = ( m12 + m21 ) / 4;
  2030. var xz = ( m13 + m31 ) / 4;
  2031. var yz = ( m23 + m32 ) / 4;
  2032. if ( ( xx > yy ) && ( xx > zz ) ) {
  2033. // m11 is the largest diagonal term
  2034. if ( xx < epsilon ) {
  2035. x = 0;
  2036. y = 0.707106781;
  2037. z = 0.707106781;
  2038. } else {
  2039. x = Math.sqrt( xx );
  2040. y = xy / x;
  2041. z = xz / x;
  2042. }
  2043. } else if ( yy > zz ) {
  2044. // m22 is the largest diagonal term
  2045. if ( yy < epsilon ) {
  2046. x = 0.707106781;
  2047. y = 0;
  2048. z = 0.707106781;
  2049. } else {
  2050. y = Math.sqrt( yy );
  2051. x = xy / y;
  2052. z = yz / y;
  2053. }
  2054. } else {
  2055. // m33 is the largest diagonal term so base result on this
  2056. if ( zz < epsilon ) {
  2057. x = 0.707106781;
  2058. y = 0.707106781;
  2059. z = 0;
  2060. } else {
  2061. z = Math.sqrt( zz );
  2062. x = xz / z;
  2063. y = yz / z;
  2064. }
  2065. }
  2066. this.set( x, y, z, angle );
  2067. return this; // return 180 deg rotation
  2068. }
  2069. // as we have reached here there are no singularities so we can handle normally
  2070. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2071. ( m13 - m31 ) * ( m13 - m31 ) +
  2072. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2073. if ( Math.abs( s ) < 0.001 ) s = 1;
  2074. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2075. // caught by singularity test above, but I've left it in just in case
  2076. this.x = ( m32 - m23 ) / s;
  2077. this.y = ( m13 - m31 ) / s;
  2078. this.z = ( m21 - m12 ) / s;
  2079. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2080. return this;
  2081. },
  2082. min: function ( v ) {
  2083. this.x = Math.min( this.x, v.x );
  2084. this.y = Math.min( this.y, v.y );
  2085. this.z = Math.min( this.z, v.z );
  2086. this.w = Math.min( this.w, v.w );
  2087. return this;
  2088. },
  2089. max: function ( v ) {
  2090. this.x = Math.max( this.x, v.x );
  2091. this.y = Math.max( this.y, v.y );
  2092. this.z = Math.max( this.z, v.z );
  2093. this.w = Math.max( this.w, v.w );
  2094. return this;
  2095. },
  2096. clamp: function ( min, max ) {
  2097. // assumes min < max, componentwise
  2098. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2099. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2100. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2101. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2102. return this;
  2103. },
  2104. clampScalar: function () {
  2105. var min, max;
  2106. return function clampScalar( minVal, maxVal ) {
  2107. if ( min === undefined ) {
  2108. min = new Vector4();
  2109. max = new Vector4();
  2110. }
  2111. min.set( minVal, minVal, minVal, minVal );
  2112. max.set( maxVal, maxVal, maxVal, maxVal );
  2113. return this.clamp( min, max );
  2114. };
  2115. }(),
  2116. clampLength: function ( min, max ) {
  2117. var length = this.length();
  2118. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2119. },
  2120. floor: function () {
  2121. this.x = Math.floor( this.x );
  2122. this.y = Math.floor( this.y );
  2123. this.z = Math.floor( this.z );
  2124. this.w = Math.floor( this.w );
  2125. return this;
  2126. },
  2127. ceil: function () {
  2128. this.x = Math.ceil( this.x );
  2129. this.y = Math.ceil( this.y );
  2130. this.z = Math.ceil( this.z );
  2131. this.w = Math.ceil( this.w );
  2132. return this;
  2133. },
  2134. round: function () {
  2135. this.x = Math.round( this.x );
  2136. this.y = Math.round( this.y );
  2137. this.z = Math.round( this.z );
  2138. this.w = Math.round( this.w );
  2139. return this;
  2140. },
  2141. roundToZero: function () {
  2142. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2143. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2144. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2145. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2146. return this;
  2147. },
  2148. negate: function () {
  2149. this.x = - this.x;
  2150. this.y = - this.y;
  2151. this.z = - this.z;
  2152. this.w = - this.w;
  2153. return this;
  2154. },
  2155. dot: function ( v ) {
  2156. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2157. },
  2158. lengthSq: function () {
  2159. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2160. },
  2161. length: function () {
  2162. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2163. },
  2164. manhattanLength: function () {
  2165. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2166. },
  2167. normalize: function () {
  2168. return this.divideScalar( this.length() || 1 );
  2169. },
  2170. setLength: function ( length ) {
  2171. return this.normalize().multiplyScalar( length );
  2172. },
  2173. lerp: function ( v, alpha ) {
  2174. this.x += ( v.x - this.x ) * alpha;
  2175. this.y += ( v.y - this.y ) * alpha;
  2176. this.z += ( v.z - this.z ) * alpha;
  2177. this.w += ( v.w - this.w ) * alpha;
  2178. return this;
  2179. },
  2180. lerpVectors: function ( v1, v2, alpha ) {
  2181. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2182. },
  2183. equals: function ( v ) {
  2184. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2185. },
  2186. fromArray: function ( array, offset ) {
  2187. if ( offset === undefined ) offset = 0;
  2188. this.x = array[ offset ];
  2189. this.y = array[ offset + 1 ];
  2190. this.z = array[ offset + 2 ];
  2191. this.w = array[ offset + 3 ];
  2192. return this;
  2193. },
  2194. toArray: function ( array, offset ) {
  2195. if ( array === undefined ) array = [];
  2196. if ( offset === undefined ) offset = 0;
  2197. array[ offset ] = this.x;
  2198. array[ offset + 1 ] = this.y;
  2199. array[ offset + 2 ] = this.z;
  2200. array[ offset + 3 ] = this.w;
  2201. return array;
  2202. },
  2203. fromBufferAttribute: function ( attribute, index, offset ) {
  2204. if ( offset !== undefined ) {
  2205. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2206. }
  2207. this.x = attribute.getX( index );
  2208. this.y = attribute.getY( index );
  2209. this.z = attribute.getZ( index );
  2210. this.w = attribute.getW( index );
  2211. return this;
  2212. }
  2213. } );
  2214. /**
  2215. * @author szimek / https://github.com/szimek/
  2216. * @author alteredq / http://alteredqualia.com/
  2217. * @author Marius Kintel / https://github.com/kintel
  2218. */
  2219. /*
  2220. In options, we can specify:
  2221. * Texture parameters for an auto-generated target texture
  2222. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2223. */
  2224. function WebGLRenderTarget( width, height, options ) {
  2225. this.width = width;
  2226. this.height = height;
  2227. this.scissor = new Vector4( 0, 0, width, height );
  2228. this.scissorTest = false;
  2229. this.viewport = new Vector4( 0, 0, width, height );
  2230. options = options || {};
  2231. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2232. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2233. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2234. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2235. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2236. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2237. }
  2238. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2239. constructor: WebGLRenderTarget,
  2240. isWebGLRenderTarget: true,
  2241. setSize: function ( width, height ) {
  2242. if ( this.width !== width || this.height !== height ) {
  2243. this.width = width;
  2244. this.height = height;
  2245. this.dispose();
  2246. }
  2247. this.viewport.set( 0, 0, width, height );
  2248. this.scissor.set( 0, 0, width, height );
  2249. },
  2250. clone: function () {
  2251. return new this.constructor().copy( this );
  2252. },
  2253. copy: function ( source ) {
  2254. this.width = source.width;
  2255. this.height = source.height;
  2256. this.viewport.copy( source.viewport );
  2257. this.texture = source.texture.clone();
  2258. this.depthBuffer = source.depthBuffer;
  2259. this.stencilBuffer = source.stencilBuffer;
  2260. this.depthTexture = source.depthTexture;
  2261. return this;
  2262. },
  2263. dispose: function () {
  2264. this.dispatchEvent( { type: 'dispose' } );
  2265. }
  2266. } );
  2267. /**
  2268. * @author Mugen87 / https://github.com/Mugen87
  2269. * @author Matt DesLauriers / @mattdesl
  2270. */
  2271. function WebGLMultisampleRenderTarget( width, height, options ) {
  2272. WebGLRenderTarget.call( this, width, height, options );
  2273. this.samples = 4;
  2274. }
  2275. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2276. constructor: WebGLMultisampleRenderTarget,
  2277. isWebGLMultisampleRenderTarget: true,
  2278. copy: function ( source ) {
  2279. WebGLRenderTarget.prototype.copy.call( this, source );
  2280. this.samples = source.samples;
  2281. return this;
  2282. }
  2283. } );
  2284. /**
  2285. * @author alteredq / http://alteredqualia.com
  2286. */
  2287. function WebGLRenderTargetCube( width, height, options ) {
  2288. WebGLRenderTarget.call( this, width, height, options );
  2289. }
  2290. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  2291. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  2292. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  2293. /**
  2294. * @author alteredq / http://alteredqualia.com/
  2295. */
  2296. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  2297. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  2298. this.image = { data: data, width: width, height: height };
  2299. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  2300. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  2301. this.generateMipmaps = false;
  2302. this.flipY = false;
  2303. this.unpackAlignment = 1;
  2304. }
  2305. DataTexture.prototype = Object.create( Texture.prototype );
  2306. DataTexture.prototype.constructor = DataTexture;
  2307. DataTexture.prototype.isDataTexture = true;
  2308. /**
  2309. * @author bhouston / http://clara.io
  2310. * @author WestLangley / http://github.com/WestLangley
  2311. */
  2312. function Box3( min, max ) {
  2313. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  2314. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  2315. }
  2316. Object.assign( Box3.prototype, {
  2317. isBox3: true,
  2318. set: function ( min, max ) {
  2319. this.min.copy( min );
  2320. this.max.copy( max );
  2321. return this;
  2322. },
  2323. setFromArray: function ( array ) {
  2324. var minX = + Infinity;
  2325. var minY = + Infinity;
  2326. var minZ = + Infinity;
  2327. var maxX = - Infinity;
  2328. var maxY = - Infinity;
  2329. var maxZ = - Infinity;
  2330. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  2331. var x = array[ i ];
  2332. var y = array[ i + 1 ];
  2333. var z = array[ i + 2 ];
  2334. if ( x < minX ) minX = x;
  2335. if ( y < minY ) minY = y;
  2336. if ( z < minZ ) minZ = z;
  2337. if ( x > maxX ) maxX = x;
  2338. if ( y > maxY ) maxY = y;
  2339. if ( z > maxZ ) maxZ = z;
  2340. }
  2341. this.min.set( minX, minY, minZ );
  2342. this.max.set( maxX, maxY, maxZ );
  2343. return this;
  2344. },
  2345. setFromBufferAttribute: function ( attribute ) {
  2346. var minX = + Infinity;
  2347. var minY = + Infinity;
  2348. var minZ = + Infinity;
  2349. var maxX = - Infinity;
  2350. var maxY = - Infinity;
  2351. var maxZ = - Infinity;
  2352. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2353. var x = attribute.getX( i );
  2354. var y = attribute.getY( i );
  2355. var z = attribute.getZ( i );
  2356. if ( x < minX ) minX = x;
  2357. if ( y < minY ) minY = y;
  2358. if ( z < minZ ) minZ = z;
  2359. if ( x > maxX ) maxX = x;
  2360. if ( y > maxY ) maxY = y;
  2361. if ( z > maxZ ) maxZ = z;
  2362. }
  2363. this.min.set( minX, minY, minZ );
  2364. this.max.set( maxX, maxY, maxZ );
  2365. return this;
  2366. },
  2367. setFromPoints: function ( points ) {
  2368. this.makeEmpty();
  2369. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2370. this.expandByPoint( points[ i ] );
  2371. }
  2372. return this;
  2373. },
  2374. setFromCenterAndSize: function () {
  2375. var v1 = new Vector3();
  2376. return function setFromCenterAndSize( center, size ) {
  2377. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2378. this.min.copy( center ).sub( halfSize );
  2379. this.max.copy( center ).add( halfSize );
  2380. return this;
  2381. };
  2382. }(),
  2383. setFromObject: function ( object ) {
  2384. this.makeEmpty();
  2385. return this.expandByObject( object );
  2386. },
  2387. clone: function () {
  2388. return new this.constructor().copy( this );
  2389. },
  2390. copy: function ( box ) {
  2391. this.min.copy( box.min );
  2392. this.max.copy( box.max );
  2393. return this;
  2394. },
  2395. makeEmpty: function () {
  2396. this.min.x = this.min.y = this.min.z = + Infinity;
  2397. this.max.x = this.max.y = this.max.z = - Infinity;
  2398. return this;
  2399. },
  2400. isEmpty: function () {
  2401. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2402. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2403. },
  2404. getCenter: function ( target ) {
  2405. if ( target === undefined ) {
  2406. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  2407. target = new Vector3();
  2408. }
  2409. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2410. },
  2411. getSize: function ( target ) {
  2412. if ( target === undefined ) {
  2413. console.warn( 'THREE.Box3: .getSize() target is now required' );
  2414. target = new Vector3();
  2415. }
  2416. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  2417. },
  2418. expandByPoint: function ( point ) {
  2419. this.min.min( point );
  2420. this.max.max( point );
  2421. return this;
  2422. },
  2423. expandByVector: function ( vector ) {
  2424. this.min.sub( vector );
  2425. this.max.add( vector );
  2426. return this;
  2427. },
  2428. expandByScalar: function ( scalar ) {
  2429. this.min.addScalar( - scalar );
  2430. this.max.addScalar( scalar );
  2431. return this;
  2432. },
  2433. expandByObject: function () {
  2434. // Computes the world-axis-aligned bounding box of an object (including its children),
  2435. // accounting for both the object's, and children's, world transforms
  2436. var scope, i, l;
  2437. var v1 = new Vector3();
  2438. function traverse( node ) {
  2439. var geometry = node.geometry;
  2440. if ( geometry !== undefined ) {
  2441. if ( geometry.isGeometry ) {
  2442. var vertices = geometry.vertices;
  2443. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  2444. v1.copy( vertices[ i ] );
  2445. v1.applyMatrix4( node.matrixWorld );
  2446. scope.expandByPoint( v1 );
  2447. }
  2448. } else if ( geometry.isBufferGeometry ) {
  2449. var attribute = geometry.attributes.position;
  2450. if ( attribute !== undefined ) {
  2451. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  2452. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  2453. scope.expandByPoint( v1 );
  2454. }
  2455. }
  2456. }
  2457. }
  2458. }
  2459. return function expandByObject( object ) {
  2460. scope = this;
  2461. object.updateMatrixWorld( true );
  2462. object.traverse( traverse );
  2463. return this;
  2464. };
  2465. }(),
  2466. containsPoint: function ( point ) {
  2467. return point.x < this.min.x || point.x > this.max.x ||
  2468. point.y < this.min.y || point.y > this.max.y ||
  2469. point.z < this.min.z || point.z > this.max.z ? false : true;
  2470. },
  2471. containsBox: function ( box ) {
  2472. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  2473. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  2474. this.min.z <= box.min.z && box.max.z <= this.max.z;
  2475. },
  2476. getParameter: function ( point, target ) {
  2477. // This can potentially have a divide by zero if the box
  2478. // has a size dimension of 0.
  2479. if ( target === undefined ) {
  2480. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  2481. target = new Vector3();
  2482. }
  2483. return target.set(
  2484. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2485. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2486. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2487. );
  2488. },
  2489. intersectsBox: function ( box ) {
  2490. // using 6 splitting planes to rule out intersections.
  2491. return box.max.x < this.min.x || box.min.x > this.max.x ||
  2492. box.max.y < this.min.y || box.min.y > this.max.y ||
  2493. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2494. },
  2495. intersectsSphere: ( function () {
  2496. var closestPoint = new Vector3();
  2497. return function intersectsSphere( sphere ) {
  2498. // Find the point on the AABB closest to the sphere center.
  2499. this.clampPoint( sphere.center, closestPoint );
  2500. // If that point is inside the sphere, the AABB and sphere intersect.
  2501. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  2502. };
  2503. } )(),
  2504. intersectsPlane: function ( plane ) {
  2505. // We compute the minimum and maximum dot product values. If those values
  2506. // are on the same side (back or front) of the plane, then there is no intersection.
  2507. var min, max;
  2508. if ( plane.normal.x > 0 ) {
  2509. min = plane.normal.x * this.min.x;
  2510. max = plane.normal.x * this.max.x;
  2511. } else {
  2512. min = plane.normal.x * this.max.x;
  2513. max = plane.normal.x * this.min.x;
  2514. }
  2515. if ( plane.normal.y > 0 ) {
  2516. min += plane.normal.y * this.min.y;
  2517. max += plane.normal.y * this.max.y;
  2518. } else {
  2519. min += plane.normal.y * this.max.y;
  2520. max += plane.normal.y * this.min.y;
  2521. }
  2522. if ( plane.normal.z > 0 ) {
  2523. min += plane.normal.z * this.min.z;
  2524. max += plane.normal.z * this.max.z;
  2525. } else {
  2526. min += plane.normal.z * this.max.z;
  2527. max += plane.normal.z * this.min.z;
  2528. }
  2529. return ( min <= - plane.constant && max >= - plane.constant );
  2530. },
  2531. intersectsTriangle: ( function () {
  2532. // triangle centered vertices
  2533. var v0 = new Vector3();
  2534. var v1 = new Vector3();
  2535. var v2 = new Vector3();
  2536. // triangle edge vectors
  2537. var f0 = new Vector3();
  2538. var f1 = new Vector3();
  2539. var f2 = new Vector3();
  2540. var testAxis = new Vector3();
  2541. var center = new Vector3();
  2542. var extents = new Vector3();
  2543. var triangleNormal = new Vector3();
  2544. function satForAxes( axes ) {
  2545. var i, j;
  2546. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  2547. testAxis.fromArray( axes, i );
  2548. // project the aabb onto the seperating axis
  2549. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  2550. // project all 3 vertices of the triangle onto the seperating axis
  2551. var p0 = v0.dot( testAxis );
  2552. var p1 = v1.dot( testAxis );
  2553. var p2 = v2.dot( testAxis );
  2554. // actual test, basically see if either of the most extreme of the triangle points intersects r
  2555. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  2556. // points of the projected triangle are outside the projected half-length of the aabb
  2557. // the axis is seperating and we can exit
  2558. return false;
  2559. }
  2560. }
  2561. return true;
  2562. }
  2563. return function intersectsTriangle( triangle ) {
  2564. if ( this.isEmpty() ) {
  2565. return false;
  2566. }
  2567. // compute box center and extents
  2568. this.getCenter( center );
  2569. extents.subVectors( this.max, center );
  2570. // translate triangle to aabb origin
  2571. v0.subVectors( triangle.a, center );
  2572. v1.subVectors( triangle.b, center );
  2573. v2.subVectors( triangle.c, center );
  2574. // compute edge vectors for triangle
  2575. f0.subVectors( v1, v0 );
  2576. f1.subVectors( v2, v1 );
  2577. f2.subVectors( v0, v2 );
  2578. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2579. // 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
  2580. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2581. var axes = [
  2582. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  2583. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  2584. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  2585. ];
  2586. if ( ! satForAxes( axes ) ) {
  2587. return false;
  2588. }
  2589. // test 3 face normals from the aabb
  2590. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  2591. if ( ! satForAxes( axes ) ) {
  2592. return false;
  2593. }
  2594. // finally testing the face normal of the triangle
  2595. // use already existing triangle edge vectors here
  2596. triangleNormal.crossVectors( f0, f1 );
  2597. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  2598. return satForAxes( axes );
  2599. };
  2600. } )(),
  2601. clampPoint: function ( point, target ) {
  2602. if ( target === undefined ) {
  2603. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  2604. target = new Vector3();
  2605. }
  2606. return target.copy( point ).clamp( this.min, this.max );
  2607. },
  2608. distanceToPoint: function () {
  2609. var v1 = new Vector3();
  2610. return function distanceToPoint( point ) {
  2611. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2612. return clampedPoint.sub( point ).length();
  2613. };
  2614. }(),
  2615. getBoundingSphere: function () {
  2616. var v1 = new Vector3();
  2617. return function getBoundingSphere( target ) {
  2618. if ( target === undefined ) {
  2619. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  2620. //target = new Sphere(); // removed to avoid cyclic dependency
  2621. }
  2622. this.getCenter( target.center );
  2623. target.radius = this.getSize( v1 ).length() * 0.5;
  2624. return target;
  2625. };
  2626. }(),
  2627. intersect: function ( box ) {
  2628. this.min.max( box.min );
  2629. this.max.min( box.max );
  2630. // 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.
  2631. if ( this.isEmpty() ) this.makeEmpty();
  2632. return this;
  2633. },
  2634. union: function ( box ) {
  2635. this.min.min( box.min );
  2636. this.max.max( box.max );
  2637. return this;
  2638. },
  2639. applyMatrix4: function () {
  2640. var points = [
  2641. new Vector3(),
  2642. new Vector3(),
  2643. new Vector3(),
  2644. new Vector3(),
  2645. new Vector3(),
  2646. new Vector3(),
  2647. new Vector3(),
  2648. new Vector3()
  2649. ];
  2650. return function applyMatrix4( matrix ) {
  2651. // transform of empty box is an empty box.
  2652. if ( this.isEmpty() ) return this;
  2653. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2654. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2655. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2656. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2657. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2658. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2659. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2660. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2661. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2662. this.setFromPoints( points );
  2663. return this;
  2664. };
  2665. }(),
  2666. translate: function ( offset ) {
  2667. this.min.add( offset );
  2668. this.max.add( offset );
  2669. return this;
  2670. },
  2671. equals: function ( box ) {
  2672. return box.min.equals( this.min ) && box.max.equals( this.max );
  2673. }
  2674. } );
  2675. /**
  2676. * @author bhouston / http://clara.io
  2677. * @author mrdoob / http://mrdoob.com/
  2678. */
  2679. function Sphere( center, radius ) {
  2680. this.center = ( center !== undefined ) ? center : new Vector3();
  2681. this.radius = ( radius !== undefined ) ? radius : 0;
  2682. }
  2683. Object.assign( Sphere.prototype, {
  2684. set: function ( center, radius ) {
  2685. this.center.copy( center );
  2686. this.radius = radius;
  2687. return this;
  2688. },
  2689. setFromPoints: function () {
  2690. var box = new Box3();
  2691. return function setFromPoints( points, optionalCenter ) {
  2692. var center = this.center;
  2693. if ( optionalCenter !== undefined ) {
  2694. center.copy( optionalCenter );
  2695. } else {
  2696. box.setFromPoints( points ).getCenter( center );
  2697. }
  2698. var maxRadiusSq = 0;
  2699. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2700. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  2701. }
  2702. this.radius = Math.sqrt( maxRadiusSq );
  2703. return this;
  2704. };
  2705. }(),
  2706. clone: function () {
  2707. return new this.constructor().copy( this );
  2708. },
  2709. copy: function ( sphere ) {
  2710. this.center.copy( sphere.center );
  2711. this.radius = sphere.radius;
  2712. return this;
  2713. },
  2714. empty: function () {
  2715. return ( this.radius <= 0 );
  2716. },
  2717. containsPoint: function ( point ) {
  2718. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  2719. },
  2720. distanceToPoint: function ( point ) {
  2721. return ( point.distanceTo( this.center ) - this.radius );
  2722. },
  2723. intersectsSphere: function ( sphere ) {
  2724. var radiusSum = this.radius + sphere.radius;
  2725. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  2726. },
  2727. intersectsBox: function ( box ) {
  2728. return box.intersectsSphere( this );
  2729. },
  2730. intersectsPlane: function ( plane ) {
  2731. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  2732. },
  2733. clampPoint: function ( point, target ) {
  2734. var deltaLengthSq = this.center.distanceToSquared( point );
  2735. if ( target === undefined ) {
  2736. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  2737. target = new Vector3();
  2738. }
  2739. target.copy( point );
  2740. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  2741. target.sub( this.center ).normalize();
  2742. target.multiplyScalar( this.radius ).add( this.center );
  2743. }
  2744. return target;
  2745. },
  2746. getBoundingBox: function ( target ) {
  2747. if ( target === undefined ) {
  2748. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  2749. target = new Box3();
  2750. }
  2751. target.set( this.center, this.center );
  2752. target.expandByScalar( this.radius );
  2753. return target;
  2754. },
  2755. applyMatrix4: function ( matrix ) {
  2756. this.center.applyMatrix4( matrix );
  2757. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  2758. return this;
  2759. },
  2760. translate: function ( offset ) {
  2761. this.center.add( offset );
  2762. return this;
  2763. },
  2764. equals: function ( sphere ) {
  2765. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  2766. }
  2767. } );
  2768. /**
  2769. * @author bhouston / http://clara.io
  2770. */
  2771. function Plane( normal, constant ) {
  2772. // normal is assumed to be normalized
  2773. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  2774. this.constant = ( constant !== undefined ) ? constant : 0;
  2775. }
  2776. Object.assign( Plane.prototype, {
  2777. set: function ( normal, constant ) {
  2778. this.normal.copy( normal );
  2779. this.constant = constant;
  2780. return this;
  2781. },
  2782. setComponents: function ( x, y, z, w ) {
  2783. this.normal.set( x, y, z );
  2784. this.constant = w;
  2785. return this;
  2786. },
  2787. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  2788. this.normal.copy( normal );
  2789. this.constant = - point.dot( this.normal );
  2790. return this;
  2791. },
  2792. setFromCoplanarPoints: function () {
  2793. var v1 = new Vector3();
  2794. var v2 = new Vector3();
  2795. return function setFromCoplanarPoints( a, b, c ) {
  2796. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  2797. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  2798. this.setFromNormalAndCoplanarPoint( normal, a );
  2799. return this;
  2800. };
  2801. }(),
  2802. clone: function () {
  2803. return new this.constructor().copy( this );
  2804. },
  2805. copy: function ( plane ) {
  2806. this.normal.copy( plane.normal );
  2807. this.constant = plane.constant;
  2808. return this;
  2809. },
  2810. normalize: function () {
  2811. // Note: will lead to a divide by zero if the plane is invalid.
  2812. var inverseNormalLength = 1.0 / this.normal.length();
  2813. this.normal.multiplyScalar( inverseNormalLength );
  2814. this.constant *= inverseNormalLength;
  2815. return this;
  2816. },
  2817. negate: function () {
  2818. this.constant *= - 1;
  2819. this.normal.negate();
  2820. return this;
  2821. },
  2822. distanceToPoint: function ( point ) {
  2823. return this.normal.dot( point ) + this.constant;
  2824. },
  2825. distanceToSphere: function ( sphere ) {
  2826. return this.distanceToPoint( sphere.center ) - sphere.radius;
  2827. },
  2828. projectPoint: function ( point, target ) {
  2829. if ( target === undefined ) {
  2830. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  2831. target = new Vector3();
  2832. }
  2833. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  2834. },
  2835. intersectLine: function () {
  2836. var v1 = new Vector3();
  2837. return function intersectLine( line, target ) {
  2838. if ( target === undefined ) {
  2839. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  2840. target = new Vector3();
  2841. }
  2842. var direction = line.delta( v1 );
  2843. var denominator = this.normal.dot( direction );
  2844. if ( denominator === 0 ) {
  2845. // line is coplanar, return origin
  2846. if ( this.distanceToPoint( line.start ) === 0 ) {
  2847. return target.copy( line.start );
  2848. }
  2849. // Unsure if this is the correct method to handle this case.
  2850. return undefined;
  2851. }
  2852. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  2853. if ( t < 0 || t > 1 ) {
  2854. return undefined;
  2855. }
  2856. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  2857. };
  2858. }(),
  2859. intersectsLine: function ( line ) {
  2860. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  2861. var startSign = this.distanceToPoint( line.start );
  2862. var endSign = this.distanceToPoint( line.end );
  2863. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  2864. },
  2865. intersectsBox: function ( box ) {
  2866. return box.intersectsPlane( this );
  2867. },
  2868. intersectsSphere: function ( sphere ) {
  2869. return sphere.intersectsPlane( this );
  2870. },
  2871. coplanarPoint: function ( target ) {
  2872. if ( target === undefined ) {
  2873. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  2874. target = new Vector3();
  2875. }
  2876. return target.copy( this.normal ).multiplyScalar( - this.constant );
  2877. },
  2878. applyMatrix4: function () {
  2879. var v1 = new Vector3();
  2880. var m1 = new Matrix3();
  2881. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  2882. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  2883. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  2884. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  2885. this.constant = - referencePoint.dot( normal );
  2886. return this;
  2887. };
  2888. }(),
  2889. translate: function ( offset ) {
  2890. this.constant -= offset.dot( this.normal );
  2891. return this;
  2892. },
  2893. equals: function ( plane ) {
  2894. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  2895. }
  2896. } );
  2897. /**
  2898. * @author mrdoob / http://mrdoob.com/
  2899. * @author alteredq / http://alteredqualia.com/
  2900. * @author bhouston / http://clara.io
  2901. */
  2902. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  2903. this.planes = [
  2904. ( p0 !== undefined ) ? p0 : new Plane(),
  2905. ( p1 !== undefined ) ? p1 : new Plane(),
  2906. ( p2 !== undefined ) ? p2 : new Plane(),
  2907. ( p3 !== undefined ) ? p3 : new Plane(),
  2908. ( p4 !== undefined ) ? p4 : new Plane(),
  2909. ( p5 !== undefined ) ? p5 : new Plane()
  2910. ];
  2911. }
  2912. Object.assign( Frustum.prototype, {
  2913. set: function ( p0, p1, p2, p3, p4, p5 ) {
  2914. var planes = this.planes;
  2915. planes[ 0 ].copy( p0 );
  2916. planes[ 1 ].copy( p1 );
  2917. planes[ 2 ].copy( p2 );
  2918. planes[ 3 ].copy( p3 );
  2919. planes[ 4 ].copy( p4 );
  2920. planes[ 5 ].copy( p5 );
  2921. return this;
  2922. },
  2923. clone: function () {
  2924. return new this.constructor().copy( this );
  2925. },
  2926. copy: function ( frustum ) {
  2927. var planes = this.planes;
  2928. for ( var i = 0; i < 6; i ++ ) {
  2929. planes[ i ].copy( frustum.planes[ i ] );
  2930. }
  2931. return this;
  2932. },
  2933. setFromMatrix: function ( m ) {
  2934. var planes = this.planes;
  2935. var me = m.elements;
  2936. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  2937. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  2938. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  2939. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  2940. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  2941. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  2942. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  2943. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  2944. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  2945. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  2946. return this;
  2947. },
  2948. intersectsObject: function () {
  2949. var sphere = new Sphere();
  2950. return function intersectsObject( object ) {
  2951. var geometry = object.geometry;
  2952. if ( geometry.boundingSphere === null )
  2953. geometry.computeBoundingSphere();
  2954. sphere.copy( geometry.boundingSphere )
  2955. .applyMatrix4( object.matrixWorld );
  2956. return this.intersectsSphere( sphere );
  2957. };
  2958. }(),
  2959. intersectsSprite: function () {
  2960. var sphere = new Sphere();
  2961. return function intersectsSprite( sprite ) {
  2962. sphere.center.set( 0, 0, 0 );
  2963. sphere.radius = 0.7071067811865476;
  2964. sphere.applyMatrix4( sprite.matrixWorld );
  2965. return this.intersectsSphere( sphere );
  2966. };
  2967. }(),
  2968. intersectsSphere: function ( sphere ) {
  2969. var planes = this.planes;
  2970. var center = sphere.center;
  2971. var negRadius = - sphere.radius;
  2972. for ( var i = 0; i < 6; i ++ ) {
  2973. var distance = planes[ i ].distanceToPoint( center );
  2974. if ( distance < negRadius ) {
  2975. return false;
  2976. }
  2977. }
  2978. return true;
  2979. },
  2980. intersectsBox: function () {
  2981. var p = new Vector3();
  2982. return function intersectsBox( box ) {
  2983. var planes = this.planes;
  2984. for ( var i = 0; i < 6; i ++ ) {
  2985. var plane = planes[ i ];
  2986. // corner at max distance
  2987. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  2988. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  2989. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  2990. if ( plane.distanceToPoint( p ) < 0 ) {
  2991. return false;
  2992. }
  2993. }
  2994. return true;
  2995. };
  2996. }(),
  2997. containsPoint: function ( point ) {
  2998. var planes = this.planes;
  2999. for ( var i = 0; i < 6; i ++ ) {
  3000. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3001. return false;
  3002. }
  3003. }
  3004. return true;
  3005. }
  3006. } );
  3007. /**
  3008. * @author mrdoob / http://mrdoob.com/
  3009. * @author supereggbert / http://www.paulbrunt.co.uk/
  3010. * @author philogb / http://blog.thejit.org/
  3011. * @author jordi_ros / http://plattsoft.com
  3012. * @author D1plo1d / http://github.com/D1plo1d
  3013. * @author alteredq / http://alteredqualia.com/
  3014. * @author mikael emtinger / http://gomo.se/
  3015. * @author timknip / http://www.floorplanner.com/
  3016. * @author bhouston / http://clara.io
  3017. * @author WestLangley / http://github.com/WestLangley
  3018. */
  3019. function Matrix4() {
  3020. this.elements = [
  3021. 1, 0, 0, 0,
  3022. 0, 1, 0, 0,
  3023. 0, 0, 1, 0,
  3024. 0, 0, 0, 1
  3025. ];
  3026. if ( arguments.length > 0 ) {
  3027. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  3028. }
  3029. }
  3030. Object.assign( Matrix4.prototype, {
  3031. isMatrix4: true,
  3032. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3033. var te = this.elements;
  3034. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  3035. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  3036. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  3037. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  3038. return this;
  3039. },
  3040. identity: function () {
  3041. this.set(
  3042. 1, 0, 0, 0,
  3043. 0, 1, 0, 0,
  3044. 0, 0, 1, 0,
  3045. 0, 0, 0, 1
  3046. );
  3047. return this;
  3048. },
  3049. clone: function () {
  3050. return new Matrix4().fromArray( this.elements );
  3051. },
  3052. copy: function ( m ) {
  3053. var te = this.elements;
  3054. var me = m.elements;
  3055. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  3056. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  3057. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  3058. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  3059. return this;
  3060. },
  3061. copyPosition: function ( m ) {
  3062. var te = this.elements, me = m.elements;
  3063. te[ 12 ] = me[ 12 ];
  3064. te[ 13 ] = me[ 13 ];
  3065. te[ 14 ] = me[ 14 ];
  3066. return this;
  3067. },
  3068. extractBasis: function ( xAxis, yAxis, zAxis ) {
  3069. xAxis.setFromMatrixColumn( this, 0 );
  3070. yAxis.setFromMatrixColumn( this, 1 );
  3071. zAxis.setFromMatrixColumn( this, 2 );
  3072. return this;
  3073. },
  3074. makeBasis: function ( xAxis, yAxis, zAxis ) {
  3075. this.set(
  3076. xAxis.x, yAxis.x, zAxis.x, 0,
  3077. xAxis.y, yAxis.y, zAxis.y, 0,
  3078. xAxis.z, yAxis.z, zAxis.z, 0,
  3079. 0, 0, 0, 1
  3080. );
  3081. return this;
  3082. },
  3083. extractRotation: function () {
  3084. var v1 = new Vector3();
  3085. return function extractRotation( m ) {
  3086. // this method does not support reflection matrices
  3087. var te = this.elements;
  3088. var me = m.elements;
  3089. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  3090. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  3091. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  3092. te[ 0 ] = me[ 0 ] * scaleX;
  3093. te[ 1 ] = me[ 1 ] * scaleX;
  3094. te[ 2 ] = me[ 2 ] * scaleX;
  3095. te[ 3 ] = 0;
  3096. te[ 4 ] = me[ 4 ] * scaleY;
  3097. te[ 5 ] = me[ 5 ] * scaleY;
  3098. te[ 6 ] = me[ 6 ] * scaleY;
  3099. te[ 7 ] = 0;
  3100. te[ 8 ] = me[ 8 ] * scaleZ;
  3101. te[ 9 ] = me[ 9 ] * scaleZ;
  3102. te[ 10 ] = me[ 10 ] * scaleZ;
  3103. te[ 11 ] = 0;
  3104. te[ 12 ] = 0;
  3105. te[ 13 ] = 0;
  3106. te[ 14 ] = 0;
  3107. te[ 15 ] = 1;
  3108. return this;
  3109. };
  3110. }(),
  3111. makeRotationFromEuler: function ( euler ) {
  3112. if ( ! ( euler && euler.isEuler ) ) {
  3113. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  3114. }
  3115. var te = this.elements;
  3116. var x = euler.x, y = euler.y, z = euler.z;
  3117. var a = Math.cos( x ), b = Math.sin( x );
  3118. var c = Math.cos( y ), d = Math.sin( y );
  3119. var e = Math.cos( z ), f = Math.sin( z );
  3120. if ( euler.order === 'XYZ' ) {
  3121. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  3122. te[ 0 ] = c * e;
  3123. te[ 4 ] = - c * f;
  3124. te[ 8 ] = d;
  3125. te[ 1 ] = af + be * d;
  3126. te[ 5 ] = ae - bf * d;
  3127. te[ 9 ] = - b * c;
  3128. te[ 2 ] = bf - ae * d;
  3129. te[ 6 ] = be + af * d;
  3130. te[ 10 ] = a * c;
  3131. } else if ( euler.order === 'YXZ' ) {
  3132. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  3133. te[ 0 ] = ce + df * b;
  3134. te[ 4 ] = de * b - cf;
  3135. te[ 8 ] = a * d;
  3136. te[ 1 ] = a * f;
  3137. te[ 5 ] = a * e;
  3138. te[ 9 ] = - b;
  3139. te[ 2 ] = cf * b - de;
  3140. te[ 6 ] = df + ce * b;
  3141. te[ 10 ] = a * c;
  3142. } else if ( euler.order === 'ZXY' ) {
  3143. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  3144. te[ 0 ] = ce - df * b;
  3145. te[ 4 ] = - a * f;
  3146. te[ 8 ] = de + cf * b;
  3147. te[ 1 ] = cf + de * b;
  3148. te[ 5 ] = a * e;
  3149. te[ 9 ] = df - ce * b;
  3150. te[ 2 ] = - a * d;
  3151. te[ 6 ] = b;
  3152. te[ 10 ] = a * c;
  3153. } else if ( euler.order === 'ZYX' ) {
  3154. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  3155. te[ 0 ] = c * e;
  3156. te[ 4 ] = be * d - af;
  3157. te[ 8 ] = ae * d + bf;
  3158. te[ 1 ] = c * f;
  3159. te[ 5 ] = bf * d + ae;
  3160. te[ 9 ] = af * d - be;
  3161. te[ 2 ] = - d;
  3162. te[ 6 ] = b * c;
  3163. te[ 10 ] = a * c;
  3164. } else if ( euler.order === 'YZX' ) {
  3165. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3166. te[ 0 ] = c * e;
  3167. te[ 4 ] = bd - ac * f;
  3168. te[ 8 ] = bc * f + ad;
  3169. te[ 1 ] = f;
  3170. te[ 5 ] = a * e;
  3171. te[ 9 ] = - b * e;
  3172. te[ 2 ] = - d * e;
  3173. te[ 6 ] = ad * f + bc;
  3174. te[ 10 ] = ac - bd * f;
  3175. } else if ( euler.order === 'XZY' ) {
  3176. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3177. te[ 0 ] = c * e;
  3178. te[ 4 ] = - f;
  3179. te[ 8 ] = d * e;
  3180. te[ 1 ] = ac * f + bd;
  3181. te[ 5 ] = a * e;
  3182. te[ 9 ] = ad * f - bc;
  3183. te[ 2 ] = bc * f - ad;
  3184. te[ 6 ] = b * e;
  3185. te[ 10 ] = bd * f + ac;
  3186. }
  3187. // bottom row
  3188. te[ 3 ] = 0;
  3189. te[ 7 ] = 0;
  3190. te[ 11 ] = 0;
  3191. // last column
  3192. te[ 12 ] = 0;
  3193. te[ 13 ] = 0;
  3194. te[ 14 ] = 0;
  3195. te[ 15 ] = 1;
  3196. return this;
  3197. },
  3198. makeRotationFromQuaternion: function () {
  3199. var zero = new Vector3( 0, 0, 0 );
  3200. var one = new Vector3( 1, 1, 1 );
  3201. return function makeRotationFromQuaternion( q ) {
  3202. return this.compose( zero, q, one );
  3203. };
  3204. }(),
  3205. lookAt: function () {
  3206. var x = new Vector3();
  3207. var y = new Vector3();
  3208. var z = new Vector3();
  3209. return function lookAt( eye, target, up ) {
  3210. var te = this.elements;
  3211. z.subVectors( eye, target );
  3212. if ( z.lengthSq() === 0 ) {
  3213. // eye and target are in the same position
  3214. z.z = 1;
  3215. }
  3216. z.normalize();
  3217. x.crossVectors( up, z );
  3218. if ( x.lengthSq() === 0 ) {
  3219. // up and z are parallel
  3220. if ( Math.abs( up.z ) === 1 ) {
  3221. z.x += 0.0001;
  3222. } else {
  3223. z.z += 0.0001;
  3224. }
  3225. z.normalize();
  3226. x.crossVectors( up, z );
  3227. }
  3228. x.normalize();
  3229. y.crossVectors( z, x );
  3230. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  3231. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  3232. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  3233. return this;
  3234. };
  3235. }(),
  3236. multiply: function ( m, n ) {
  3237. if ( n !== undefined ) {
  3238. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  3239. return this.multiplyMatrices( m, n );
  3240. }
  3241. return this.multiplyMatrices( this, m );
  3242. },
  3243. premultiply: function ( m ) {
  3244. return this.multiplyMatrices( m, this );
  3245. },
  3246. multiplyMatrices: function ( a, b ) {
  3247. var ae = a.elements;
  3248. var be = b.elements;
  3249. var te = this.elements;
  3250. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  3251. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  3252. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  3253. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  3254. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  3255. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  3256. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  3257. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  3258. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3259. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3260. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3261. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3262. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3263. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3264. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3265. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3266. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3267. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3268. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3269. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3270. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3271. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3272. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3273. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3274. return this;
  3275. },
  3276. multiplyScalar: function ( s ) {
  3277. var te = this.elements;
  3278. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  3279. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  3280. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  3281. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  3282. return this;
  3283. },
  3284. applyToBufferAttribute: function () {
  3285. var v1 = new Vector3();
  3286. return function applyToBufferAttribute( attribute ) {
  3287. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3288. v1.x = attribute.getX( i );
  3289. v1.y = attribute.getY( i );
  3290. v1.z = attribute.getZ( i );
  3291. v1.applyMatrix4( this );
  3292. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  3293. }
  3294. return attribute;
  3295. };
  3296. }(),
  3297. determinant: function () {
  3298. var te = this.elements;
  3299. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  3300. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  3301. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  3302. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  3303. //TODO: make this more efficient
  3304. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3305. return (
  3306. n41 * (
  3307. + n14 * n23 * n32
  3308. - n13 * n24 * n32
  3309. - n14 * n22 * n33
  3310. + n12 * n24 * n33
  3311. + n13 * n22 * n34
  3312. - n12 * n23 * n34
  3313. ) +
  3314. n42 * (
  3315. + n11 * n23 * n34
  3316. - n11 * n24 * n33
  3317. + n14 * n21 * n33
  3318. - n13 * n21 * n34
  3319. + n13 * n24 * n31
  3320. - n14 * n23 * n31
  3321. ) +
  3322. n43 * (
  3323. + n11 * n24 * n32
  3324. - n11 * n22 * n34
  3325. - n14 * n21 * n32
  3326. + n12 * n21 * n34
  3327. + n14 * n22 * n31
  3328. - n12 * n24 * n31
  3329. ) +
  3330. n44 * (
  3331. - n13 * n22 * n31
  3332. - n11 * n23 * n32
  3333. + n11 * n22 * n33
  3334. + n13 * n21 * n32
  3335. - n12 * n21 * n33
  3336. + n12 * n23 * n31
  3337. )
  3338. );
  3339. },
  3340. transpose: function () {
  3341. var te = this.elements;
  3342. var tmp;
  3343. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  3344. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  3345. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  3346. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  3347. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  3348. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  3349. return this;
  3350. },
  3351. setPosition: function ( v ) {
  3352. var te = this.elements;
  3353. te[ 12 ] = v.x;
  3354. te[ 13 ] = v.y;
  3355. te[ 14 ] = v.z;
  3356. return this;
  3357. },
  3358. getInverse: function ( m, throwOnDegenerate ) {
  3359. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3360. var te = this.elements,
  3361. me = m.elements,
  3362. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  3363. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  3364. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  3365. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  3366. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3367. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3368. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3369. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3370. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3371. if ( det === 0 ) {
  3372. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  3373. if ( throwOnDegenerate === true ) {
  3374. throw new Error( msg );
  3375. } else {
  3376. console.warn( msg );
  3377. }
  3378. return this.identity();
  3379. }
  3380. var detInv = 1 / det;
  3381. te[ 0 ] = t11 * detInv;
  3382. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  3383. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  3384. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  3385. te[ 4 ] = t12 * detInv;
  3386. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  3387. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  3388. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  3389. te[ 8 ] = t13 * detInv;
  3390. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  3391. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  3392. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  3393. te[ 12 ] = t14 * detInv;
  3394. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  3395. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  3396. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  3397. return this;
  3398. },
  3399. scale: function ( v ) {
  3400. var te = this.elements;
  3401. var x = v.x, y = v.y, z = v.z;
  3402. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3403. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3404. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3405. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3406. return this;
  3407. },
  3408. getMaxScaleOnAxis: function () {
  3409. var te = this.elements;
  3410. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3411. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3412. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3413. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  3414. },
  3415. makeTranslation: function ( x, y, z ) {
  3416. this.set(
  3417. 1, 0, 0, x,
  3418. 0, 1, 0, y,
  3419. 0, 0, 1, z,
  3420. 0, 0, 0, 1
  3421. );
  3422. return this;
  3423. },
  3424. makeRotationX: function ( theta ) {
  3425. var c = Math.cos( theta ), s = Math.sin( theta );
  3426. this.set(
  3427. 1, 0, 0, 0,
  3428. 0, c, - s, 0,
  3429. 0, s, c, 0,
  3430. 0, 0, 0, 1
  3431. );
  3432. return this;
  3433. },
  3434. makeRotationY: function ( theta ) {
  3435. var c = Math.cos( theta ), s = Math.sin( theta );
  3436. this.set(
  3437. c, 0, s, 0,
  3438. 0, 1, 0, 0,
  3439. - s, 0, c, 0,
  3440. 0, 0, 0, 1
  3441. );
  3442. return this;
  3443. },
  3444. makeRotationZ: function ( theta ) {
  3445. var c = Math.cos( theta ), s = Math.sin( theta );
  3446. this.set(
  3447. c, - s, 0, 0,
  3448. s, c, 0, 0,
  3449. 0, 0, 1, 0,
  3450. 0, 0, 0, 1
  3451. );
  3452. return this;
  3453. },
  3454. makeRotationAxis: function ( axis, angle ) {
  3455. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3456. var c = Math.cos( angle );
  3457. var s = Math.sin( angle );
  3458. var t = 1 - c;
  3459. var x = axis.x, y = axis.y, z = axis.z;
  3460. var tx = t * x, ty = t * y;
  3461. this.set(
  3462. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3463. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3464. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3465. 0, 0, 0, 1
  3466. );
  3467. return this;
  3468. },
  3469. makeScale: function ( x, y, z ) {
  3470. this.set(
  3471. x, 0, 0, 0,
  3472. 0, y, 0, 0,
  3473. 0, 0, z, 0,
  3474. 0, 0, 0, 1
  3475. );
  3476. return this;
  3477. },
  3478. makeShear: function ( x, y, z ) {
  3479. this.set(
  3480. 1, y, z, 0,
  3481. x, 1, z, 0,
  3482. x, y, 1, 0,
  3483. 0, 0, 0, 1
  3484. );
  3485. return this;
  3486. },
  3487. compose: function ( position, quaternion, scale ) {
  3488. var te = this.elements;
  3489. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  3490. var x2 = x + x, y2 = y + y, z2 = z + z;
  3491. var xx = x * x2, xy = x * y2, xz = x * z2;
  3492. var yy = y * y2, yz = y * z2, zz = z * z2;
  3493. var wx = w * x2, wy = w * y2, wz = w * z2;
  3494. var sx = scale.x, sy = scale.y, sz = scale.z;
  3495. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  3496. te[ 1 ] = ( xy + wz ) * sx;
  3497. te[ 2 ] = ( xz - wy ) * sx;
  3498. te[ 3 ] = 0;
  3499. te[ 4 ] = ( xy - wz ) * sy;
  3500. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  3501. te[ 6 ] = ( yz + wx ) * sy;
  3502. te[ 7 ] = 0;
  3503. te[ 8 ] = ( xz + wy ) * sz;
  3504. te[ 9 ] = ( yz - wx ) * sz;
  3505. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  3506. te[ 11 ] = 0;
  3507. te[ 12 ] = position.x;
  3508. te[ 13 ] = position.y;
  3509. te[ 14 ] = position.z;
  3510. te[ 15 ] = 1;
  3511. return this;
  3512. },
  3513. decompose: function () {
  3514. var vector = new Vector3();
  3515. var matrix = new Matrix4();
  3516. return function decompose( position, quaternion, scale ) {
  3517. var te = this.elements;
  3518. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3519. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3520. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3521. // if determine is negative, we need to invert one scale
  3522. var det = this.determinant();
  3523. if ( det < 0 ) sx = - sx;
  3524. position.x = te[ 12 ];
  3525. position.y = te[ 13 ];
  3526. position.z = te[ 14 ];
  3527. // scale the rotation part
  3528. matrix.copy( this );
  3529. var invSX = 1 / sx;
  3530. var invSY = 1 / sy;
  3531. var invSZ = 1 / sz;
  3532. matrix.elements[ 0 ] *= invSX;
  3533. matrix.elements[ 1 ] *= invSX;
  3534. matrix.elements[ 2 ] *= invSX;
  3535. matrix.elements[ 4 ] *= invSY;
  3536. matrix.elements[ 5 ] *= invSY;
  3537. matrix.elements[ 6 ] *= invSY;
  3538. matrix.elements[ 8 ] *= invSZ;
  3539. matrix.elements[ 9 ] *= invSZ;
  3540. matrix.elements[ 10 ] *= invSZ;
  3541. quaternion.setFromRotationMatrix( matrix );
  3542. scale.x = sx;
  3543. scale.y = sy;
  3544. scale.z = sz;
  3545. return this;
  3546. };
  3547. }(),
  3548. makePerspective: function ( left, right, top, bottom, near, far ) {
  3549. if ( far === undefined ) {
  3550. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  3551. }
  3552. var te = this.elements;
  3553. var x = 2 * near / ( right - left );
  3554. var y = 2 * near / ( top - bottom );
  3555. var a = ( right + left ) / ( right - left );
  3556. var b = ( top + bottom ) / ( top - bottom );
  3557. var c = - ( far + near ) / ( far - near );
  3558. var d = - 2 * far * near / ( far - near );
  3559. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3560. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3561. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3562. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3563. return this;
  3564. },
  3565. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3566. var te = this.elements;
  3567. var w = 1.0 / ( right - left );
  3568. var h = 1.0 / ( top - bottom );
  3569. var p = 1.0 / ( far - near );
  3570. var x = ( right + left ) * w;
  3571. var y = ( top + bottom ) * h;
  3572. var z = ( far + near ) * p;
  3573. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3574. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  3575. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  3576. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3577. return this;
  3578. },
  3579. equals: function ( matrix ) {
  3580. var te = this.elements;
  3581. var me = matrix.elements;
  3582. for ( var i = 0; i < 16; i ++ ) {
  3583. if ( te[ i ] !== me[ i ] ) return false;
  3584. }
  3585. return true;
  3586. },
  3587. fromArray: function ( array, offset ) {
  3588. if ( offset === undefined ) offset = 0;
  3589. for ( var i = 0; i < 16; i ++ ) {
  3590. this.elements[ i ] = array[ i + offset ];
  3591. }
  3592. return this;
  3593. },
  3594. toArray: function ( array, offset ) {
  3595. if ( array === undefined ) array = [];
  3596. if ( offset === undefined ) offset = 0;
  3597. var te = this.elements;
  3598. array[ offset ] = te[ 0 ];
  3599. array[ offset + 1 ] = te[ 1 ];
  3600. array[ offset + 2 ] = te[ 2 ];
  3601. array[ offset + 3 ] = te[ 3 ];
  3602. array[ offset + 4 ] = te[ 4 ];
  3603. array[ offset + 5 ] = te[ 5 ];
  3604. array[ offset + 6 ] = te[ 6 ];
  3605. array[ offset + 7 ] = te[ 7 ];
  3606. array[ offset + 8 ] = te[ 8 ];
  3607. array[ offset + 9 ] = te[ 9 ];
  3608. array[ offset + 10 ] = te[ 10 ];
  3609. array[ offset + 11 ] = te[ 11 ];
  3610. array[ offset + 12 ] = te[ 12 ];
  3611. array[ offset + 13 ] = te[ 13 ];
  3612. array[ offset + 14 ] = te[ 14 ];
  3613. array[ offset + 15 ] = te[ 15 ];
  3614. return array;
  3615. }
  3616. } );
  3617. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  3618. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  3619. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  3620. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  3621. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  3622. var begin_vertex = "vec3 transformed = vec3( position );";
  3623. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  3624. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick( specularColor, dotNV );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}";
  3625. var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
  3626. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  3627. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  3628. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  3629. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  3630. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  3631. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3632. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3633. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  3634. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}";
  3635. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  3636. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  3637. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  3638. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  3639. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  3640. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  3641. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  3642. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  3643. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  3644. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  3645. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  3646. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  3647. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  3648. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  3649. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  3650. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
  3651. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  3652. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  3653. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  3654. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  3655. var lights_pars_begin = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  3656. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  3657. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  3658. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  3659. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  3660. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#endif\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 singleScattering = vec3( 0.0 );\n\t\tvec3 multiScattering = vec3( 0.0 );\n\t\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\t\tvec3 diffuse = material.diffuseColor;\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\t\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\t\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#else\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#endif\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  3661. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  3662. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  3663. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  3664. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  3665. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  3666. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  3667. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  3668. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  3669. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  3670. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  3671. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  3672. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  3673. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  3674. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  3675. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  3676. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  3677. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif";
  3678. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  3679. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
  3680. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  3681. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  3682. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  3683. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  3684. var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  3685. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  3686. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  3687. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  3688. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif";
  3689. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  3690. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  3691. var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
  3692. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  3693. var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
  3694. var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
  3695. var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
  3696. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  3697. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  3698. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  3699. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  3700. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  3701. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  3702. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  3703. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  3704. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  3705. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  3706. var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3707. var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
  3708. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3709. var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
  3710. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  3711. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  3712. var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  3713. var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
  3714. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3715. var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  3716. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3717. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  3718. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3719. var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  3720. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3721. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  3722. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3723. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  3724. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3725. var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  3726. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3727. var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  3728. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  3729. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  3730. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3731. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  3732. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  3733. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  3734. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3735. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  3736. var ShaderChunk = {
  3737. alphamap_fragment: alphamap_fragment,
  3738. alphamap_pars_fragment: alphamap_pars_fragment,
  3739. alphatest_fragment: alphatest_fragment,
  3740. aomap_fragment: aomap_fragment,
  3741. aomap_pars_fragment: aomap_pars_fragment,
  3742. begin_vertex: begin_vertex,
  3743. beginnormal_vertex: beginnormal_vertex,
  3744. bsdfs: bsdfs,
  3745. bumpmap_pars_fragment: bumpmap_pars_fragment,
  3746. clipping_planes_fragment: clipping_planes_fragment,
  3747. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  3748. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  3749. clipping_planes_vertex: clipping_planes_vertex,
  3750. color_fragment: color_fragment,
  3751. color_pars_fragment: color_pars_fragment,
  3752. color_pars_vertex: color_pars_vertex,
  3753. color_vertex: color_vertex,
  3754. common: common,
  3755. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  3756. defaultnormal_vertex: defaultnormal_vertex,
  3757. displacementmap_pars_vertex: displacementmap_pars_vertex,
  3758. displacementmap_vertex: displacementmap_vertex,
  3759. emissivemap_fragment: emissivemap_fragment,
  3760. emissivemap_pars_fragment: emissivemap_pars_fragment,
  3761. encodings_fragment: encodings_fragment,
  3762. encodings_pars_fragment: encodings_pars_fragment,
  3763. envmap_fragment: envmap_fragment,
  3764. envmap_pars_fragment: envmap_pars_fragment,
  3765. envmap_pars_vertex: envmap_pars_vertex,
  3766. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  3767. envmap_vertex: envmap_vertex,
  3768. fog_vertex: fog_vertex,
  3769. fog_pars_vertex: fog_pars_vertex,
  3770. fog_fragment: fog_fragment,
  3771. fog_pars_fragment: fog_pars_fragment,
  3772. gradientmap_pars_fragment: gradientmap_pars_fragment,
  3773. lightmap_fragment: lightmap_fragment,
  3774. lightmap_pars_fragment: lightmap_pars_fragment,
  3775. lights_lambert_vertex: lights_lambert_vertex,
  3776. lights_pars_begin: lights_pars_begin,
  3777. lights_phong_fragment: lights_phong_fragment,
  3778. lights_phong_pars_fragment: lights_phong_pars_fragment,
  3779. lights_physical_fragment: lights_physical_fragment,
  3780. lights_physical_pars_fragment: lights_physical_pars_fragment,
  3781. lights_fragment_begin: lights_fragment_begin,
  3782. lights_fragment_maps: lights_fragment_maps,
  3783. lights_fragment_end: lights_fragment_end,
  3784. logdepthbuf_fragment: logdepthbuf_fragment,
  3785. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  3786. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  3787. logdepthbuf_vertex: logdepthbuf_vertex,
  3788. map_fragment: map_fragment,
  3789. map_pars_fragment: map_pars_fragment,
  3790. map_particle_fragment: map_particle_fragment,
  3791. map_particle_pars_fragment: map_particle_pars_fragment,
  3792. metalnessmap_fragment: metalnessmap_fragment,
  3793. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  3794. morphnormal_vertex: morphnormal_vertex,
  3795. morphtarget_pars_vertex: morphtarget_pars_vertex,
  3796. morphtarget_vertex: morphtarget_vertex,
  3797. normal_fragment_begin: normal_fragment_begin,
  3798. normal_fragment_maps: normal_fragment_maps,
  3799. normalmap_pars_fragment: normalmap_pars_fragment,
  3800. packing: packing,
  3801. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  3802. project_vertex: project_vertex,
  3803. dithering_fragment: dithering_fragment,
  3804. dithering_pars_fragment: dithering_pars_fragment,
  3805. roughnessmap_fragment: roughnessmap_fragment,
  3806. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  3807. shadowmap_pars_fragment: shadowmap_pars_fragment,
  3808. shadowmap_pars_vertex: shadowmap_pars_vertex,
  3809. shadowmap_vertex: shadowmap_vertex,
  3810. shadowmask_pars_fragment: shadowmask_pars_fragment,
  3811. skinbase_vertex: skinbase_vertex,
  3812. skinning_pars_vertex: skinning_pars_vertex,
  3813. skinning_vertex: skinning_vertex,
  3814. skinnormal_vertex: skinnormal_vertex,
  3815. specularmap_fragment: specularmap_fragment,
  3816. specularmap_pars_fragment: specularmap_pars_fragment,
  3817. tonemapping_fragment: tonemapping_fragment,
  3818. tonemapping_pars_fragment: tonemapping_pars_fragment,
  3819. uv_pars_fragment: uv_pars_fragment,
  3820. uv_pars_vertex: uv_pars_vertex,
  3821. uv_vertex: uv_vertex,
  3822. uv2_pars_fragment: uv2_pars_fragment,
  3823. uv2_pars_vertex: uv2_pars_vertex,
  3824. uv2_vertex: uv2_vertex,
  3825. worldpos_vertex: worldpos_vertex,
  3826. background_frag: background_frag,
  3827. background_vert: background_vert,
  3828. cube_frag: cube_frag,
  3829. cube_vert: cube_vert,
  3830. depth_frag: depth_frag,
  3831. depth_vert: depth_vert,
  3832. distanceRGBA_frag: distanceRGBA_frag,
  3833. distanceRGBA_vert: distanceRGBA_vert,
  3834. equirect_frag: equirect_frag,
  3835. equirect_vert: equirect_vert,
  3836. linedashed_frag: linedashed_frag,
  3837. linedashed_vert: linedashed_vert,
  3838. meshbasic_frag: meshbasic_frag,
  3839. meshbasic_vert: meshbasic_vert,
  3840. meshlambert_frag: meshlambert_frag,
  3841. meshlambert_vert: meshlambert_vert,
  3842. meshmatcap_frag: meshmatcap_frag,
  3843. meshmatcap_vert: meshmatcap_vert,
  3844. meshphong_frag: meshphong_frag,
  3845. meshphong_vert: meshphong_vert,
  3846. meshphysical_frag: meshphysical_frag,
  3847. meshphysical_vert: meshphysical_vert,
  3848. normal_frag: normal_frag,
  3849. normal_vert: normal_vert,
  3850. points_frag: points_frag,
  3851. points_vert: points_vert,
  3852. shadow_frag: shadow_frag,
  3853. shadow_vert: shadow_vert,
  3854. sprite_frag: sprite_frag,
  3855. sprite_vert: sprite_vert
  3856. };
  3857. /**
  3858. * Uniform Utilities
  3859. */
  3860. function cloneUniforms( src ) {
  3861. var dst = {};
  3862. for ( var u in src ) {
  3863. dst[ u ] = {};
  3864. for ( var p in src[ u ] ) {
  3865. var property = src[ u ][ p ];
  3866. if ( property && ( property.isColor ||
  3867. property.isMatrix3 || property.isMatrix4 ||
  3868. property.isVector2 || property.isVector3 || property.isVector4 ||
  3869. property.isTexture ) ) {
  3870. dst[ u ][ p ] = property.clone();
  3871. } else if ( Array.isArray( property ) ) {
  3872. dst[ u ][ p ] = property.slice();
  3873. } else {
  3874. dst[ u ][ p ] = property;
  3875. }
  3876. }
  3877. }
  3878. return dst;
  3879. }
  3880. function mergeUniforms( uniforms ) {
  3881. var merged = {};
  3882. for ( var u = 0; u < uniforms.length; u ++ ) {
  3883. var tmp = cloneUniforms( uniforms[ u ] );
  3884. for ( var p in tmp ) {
  3885. merged[ p ] = tmp[ p ];
  3886. }
  3887. }
  3888. return merged;
  3889. }
  3890. // Legacy
  3891. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  3892. /**
  3893. * @author mrdoob / http://mrdoob.com/
  3894. */
  3895. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  3896. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  3897. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  3898. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  3899. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  3900. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  3901. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  3902. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  3903. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  3904. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  3905. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  3906. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  3907. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  3908. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  3909. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  3910. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  3911. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  3912. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  3913. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  3914. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  3915. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  3916. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  3917. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  3918. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  3919. function Color( r, g, b ) {
  3920. if ( g === undefined && b === undefined ) {
  3921. // r is THREE.Color, hex or string
  3922. return this.set( r );
  3923. }
  3924. return this.setRGB( r, g, b );
  3925. }
  3926. Object.assign( Color.prototype, {
  3927. isColor: true,
  3928. r: 1, g: 1, b: 1,
  3929. set: function ( value ) {
  3930. if ( value && value.isColor ) {
  3931. this.copy( value );
  3932. } else if ( typeof value === 'number' ) {
  3933. this.setHex( value );
  3934. } else if ( typeof value === 'string' ) {
  3935. this.setStyle( value );
  3936. }
  3937. return this;
  3938. },
  3939. setScalar: function ( scalar ) {
  3940. this.r = scalar;
  3941. this.g = scalar;
  3942. this.b = scalar;
  3943. return this;
  3944. },
  3945. setHex: function ( hex ) {
  3946. hex = Math.floor( hex );
  3947. this.r = ( hex >> 16 & 255 ) / 255;
  3948. this.g = ( hex >> 8 & 255 ) / 255;
  3949. this.b = ( hex & 255 ) / 255;
  3950. return this;
  3951. },
  3952. setRGB: function ( r, g, b ) {
  3953. this.r = r;
  3954. this.g = g;
  3955. this.b = b;
  3956. return this;
  3957. },
  3958. setHSL: function () {
  3959. function hue2rgb( p, q, t ) {
  3960. if ( t < 0 ) t += 1;
  3961. if ( t > 1 ) t -= 1;
  3962. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  3963. if ( t < 1 / 2 ) return q;
  3964. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  3965. return p;
  3966. }
  3967. return function setHSL( h, s, l ) {
  3968. // h,s,l ranges are in 0.0 - 1.0
  3969. h = _Math.euclideanModulo( h, 1 );
  3970. s = _Math.clamp( s, 0, 1 );
  3971. l = _Math.clamp( l, 0, 1 );
  3972. if ( s === 0 ) {
  3973. this.r = this.g = this.b = l;
  3974. } else {
  3975. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  3976. var q = ( 2 * l ) - p;
  3977. this.r = hue2rgb( q, p, h + 1 / 3 );
  3978. this.g = hue2rgb( q, p, h );
  3979. this.b = hue2rgb( q, p, h - 1 / 3 );
  3980. }
  3981. return this;
  3982. };
  3983. }(),
  3984. setStyle: function ( style ) {
  3985. function handleAlpha( string ) {
  3986. if ( string === undefined ) return;
  3987. if ( parseFloat( string ) < 1 ) {
  3988. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  3989. }
  3990. }
  3991. var m;
  3992. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  3993. // rgb / hsl
  3994. var color;
  3995. var name = m[ 1 ];
  3996. var components = m[ 2 ];
  3997. switch ( name ) {
  3998. case 'rgb':
  3999. case 'rgba':
  4000. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4001. // rgb(255,0,0) rgba(255,0,0,0.5)
  4002. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4003. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4004. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4005. handleAlpha( color[ 5 ] );
  4006. return this;
  4007. }
  4008. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4009. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4010. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4011. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4012. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4013. handleAlpha( color[ 5 ] );
  4014. return this;
  4015. }
  4016. break;
  4017. case 'hsl':
  4018. case 'hsla':
  4019. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4020. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4021. var h = parseFloat( color[ 1 ] ) / 360;
  4022. var s = parseInt( color[ 2 ], 10 ) / 100;
  4023. var l = parseInt( color[ 3 ], 10 ) / 100;
  4024. handleAlpha( color[ 5 ] );
  4025. return this.setHSL( h, s, l );
  4026. }
  4027. break;
  4028. }
  4029. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4030. // hex color
  4031. var hex = m[ 1 ];
  4032. var size = hex.length;
  4033. if ( size === 3 ) {
  4034. // #ff0
  4035. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4036. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4037. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4038. return this;
  4039. } else if ( size === 6 ) {
  4040. // #ff0000
  4041. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4042. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4043. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4044. return this;
  4045. }
  4046. }
  4047. if ( style && style.length > 0 ) {
  4048. // color keywords
  4049. var hex = ColorKeywords[ style ];
  4050. if ( hex !== undefined ) {
  4051. // red
  4052. this.setHex( hex );
  4053. } else {
  4054. // unknown color
  4055. console.warn( 'THREE.Color: Unknown color ' + style );
  4056. }
  4057. }
  4058. return this;
  4059. },
  4060. clone: function () {
  4061. return new this.constructor( this.r, this.g, this.b );
  4062. },
  4063. copy: function ( color ) {
  4064. this.r = color.r;
  4065. this.g = color.g;
  4066. this.b = color.b;
  4067. return this;
  4068. },
  4069. copyGammaToLinear: function ( color, gammaFactor ) {
  4070. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4071. this.r = Math.pow( color.r, gammaFactor );
  4072. this.g = Math.pow( color.g, gammaFactor );
  4073. this.b = Math.pow( color.b, gammaFactor );
  4074. return this;
  4075. },
  4076. copyLinearToGamma: function ( color, gammaFactor ) {
  4077. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4078. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4079. this.r = Math.pow( color.r, safeInverse );
  4080. this.g = Math.pow( color.g, safeInverse );
  4081. this.b = Math.pow( color.b, safeInverse );
  4082. return this;
  4083. },
  4084. convertGammaToLinear: function ( gammaFactor ) {
  4085. this.copyGammaToLinear( this, gammaFactor );
  4086. return this;
  4087. },
  4088. convertLinearToGamma: function ( gammaFactor ) {
  4089. this.copyLinearToGamma( this, gammaFactor );
  4090. return this;
  4091. },
  4092. copySRGBToLinear: function () {
  4093. function SRGBToLinear( c ) {
  4094. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4095. }
  4096. return function copySRGBToLinear( color ) {
  4097. this.r = SRGBToLinear( color.r );
  4098. this.g = SRGBToLinear( color.g );
  4099. this.b = SRGBToLinear( color.b );
  4100. return this;
  4101. };
  4102. }(),
  4103. copyLinearToSRGB: function () {
  4104. function LinearToSRGB( c ) {
  4105. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4106. }
  4107. return function copyLinearToSRGB( color ) {
  4108. this.r = LinearToSRGB( color.r );
  4109. this.g = LinearToSRGB( color.g );
  4110. this.b = LinearToSRGB( color.b );
  4111. return this;
  4112. };
  4113. }(),
  4114. convertSRGBToLinear: function () {
  4115. this.copySRGBToLinear( this );
  4116. return this;
  4117. },
  4118. convertLinearToSRGB: function () {
  4119. this.copyLinearToSRGB( this );
  4120. return this;
  4121. },
  4122. getHex: function () {
  4123. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4124. },
  4125. getHexString: function () {
  4126. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4127. },
  4128. getHSL: function ( target ) {
  4129. // h,s,l ranges are in 0.0 - 1.0
  4130. if ( target === undefined ) {
  4131. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4132. target = { h: 0, s: 0, l: 0 };
  4133. }
  4134. var r = this.r, g = this.g, b = this.b;
  4135. var max = Math.max( r, g, b );
  4136. var min = Math.min( r, g, b );
  4137. var hue, saturation;
  4138. var lightness = ( min + max ) / 2.0;
  4139. if ( min === max ) {
  4140. hue = 0;
  4141. saturation = 0;
  4142. } else {
  4143. var delta = max - min;
  4144. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4145. switch ( max ) {
  4146. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4147. case g: hue = ( b - r ) / delta + 2; break;
  4148. case b: hue = ( r - g ) / delta + 4; break;
  4149. }
  4150. hue /= 6;
  4151. }
  4152. target.h = hue;
  4153. target.s = saturation;
  4154. target.l = lightness;
  4155. return target;
  4156. },
  4157. getStyle: function () {
  4158. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4159. },
  4160. offsetHSL: function () {
  4161. var hsl = {};
  4162. return function ( h, s, l ) {
  4163. this.getHSL( hsl );
  4164. hsl.h += h; hsl.s += s; hsl.l += l;
  4165. this.setHSL( hsl.h, hsl.s, hsl.l );
  4166. return this;
  4167. };
  4168. }(),
  4169. add: function ( color ) {
  4170. this.r += color.r;
  4171. this.g += color.g;
  4172. this.b += color.b;
  4173. return this;
  4174. },
  4175. addColors: function ( color1, color2 ) {
  4176. this.r = color1.r + color2.r;
  4177. this.g = color1.g + color2.g;
  4178. this.b = color1.b + color2.b;
  4179. return this;
  4180. },
  4181. addScalar: function ( s ) {
  4182. this.r += s;
  4183. this.g += s;
  4184. this.b += s;
  4185. return this;
  4186. },
  4187. sub: function ( color ) {
  4188. this.r = Math.max( 0, this.r - color.r );
  4189. this.g = Math.max( 0, this.g - color.g );
  4190. this.b = Math.max( 0, this.b - color.b );
  4191. return this;
  4192. },
  4193. multiply: function ( color ) {
  4194. this.r *= color.r;
  4195. this.g *= color.g;
  4196. this.b *= color.b;
  4197. return this;
  4198. },
  4199. multiplyScalar: function ( s ) {
  4200. this.r *= s;
  4201. this.g *= s;
  4202. this.b *= s;
  4203. return this;
  4204. },
  4205. lerp: function ( color, alpha ) {
  4206. this.r += ( color.r - this.r ) * alpha;
  4207. this.g += ( color.g - this.g ) * alpha;
  4208. this.b += ( color.b - this.b ) * alpha;
  4209. return this;
  4210. },
  4211. lerpHSL: function () {
  4212. var hslA = { h: 0, s: 0, l: 0 };
  4213. var hslB = { h: 0, s: 0, l: 0 };
  4214. return function lerpHSL( color, alpha ) {
  4215. this.getHSL( hslA );
  4216. color.getHSL( hslB );
  4217. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  4218. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  4219. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  4220. this.setHSL( h, s, l );
  4221. return this;
  4222. };
  4223. }(),
  4224. equals: function ( c ) {
  4225. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4226. },
  4227. fromArray: function ( array, offset ) {
  4228. if ( offset === undefined ) offset = 0;
  4229. this.r = array[ offset ];
  4230. this.g = array[ offset + 1 ];
  4231. this.b = array[ offset + 2 ];
  4232. return this;
  4233. },
  4234. toArray: function ( array, offset ) {
  4235. if ( array === undefined ) array = [];
  4236. if ( offset === undefined ) offset = 0;
  4237. array[ offset ] = this.r;
  4238. array[ offset + 1 ] = this.g;
  4239. array[ offset + 2 ] = this.b;
  4240. return array;
  4241. },
  4242. toJSON: function () {
  4243. return this.getHex();
  4244. }
  4245. } );
  4246. /**
  4247. * Uniforms library for shared webgl shaders
  4248. */
  4249. var UniformsLib = {
  4250. common: {
  4251. diffuse: { value: new Color( 0xeeeeee ) },
  4252. opacity: { value: 1.0 },
  4253. map: { value: null },
  4254. uvTransform: { value: new Matrix3() },
  4255. alphaMap: { value: null },
  4256. },
  4257. specularmap: {
  4258. specularMap: { value: null },
  4259. },
  4260. envmap: {
  4261. envMap: { value: null },
  4262. flipEnvMap: { value: - 1 },
  4263. reflectivity: { value: 1.0 },
  4264. refractionRatio: { value: 0.98 },
  4265. maxMipLevel: { value: 0 }
  4266. },
  4267. aomap: {
  4268. aoMap: { value: null },
  4269. aoMapIntensity: { value: 1 }
  4270. },
  4271. lightmap: {
  4272. lightMap: { value: null },
  4273. lightMapIntensity: { value: 1 }
  4274. },
  4275. emissivemap: {
  4276. emissiveMap: { value: null }
  4277. },
  4278. bumpmap: {
  4279. bumpMap: { value: null },
  4280. bumpScale: { value: 1 }
  4281. },
  4282. normalmap: {
  4283. normalMap: { value: null },
  4284. normalScale: { value: new Vector2( 1, 1 ) }
  4285. },
  4286. displacementmap: {
  4287. displacementMap: { value: null },
  4288. displacementScale: { value: 1 },
  4289. displacementBias: { value: 0 }
  4290. },
  4291. roughnessmap: {
  4292. roughnessMap: { value: null }
  4293. },
  4294. metalnessmap: {
  4295. metalnessMap: { value: null }
  4296. },
  4297. gradientmap: {
  4298. gradientMap: { value: null }
  4299. },
  4300. fog: {
  4301. fogDensity: { value: 0.00025 },
  4302. fogNear: { value: 1 },
  4303. fogFar: { value: 2000 },
  4304. fogColor: { value: new Color( 0xffffff ) }
  4305. },
  4306. lights: {
  4307. ambientLightColor: { value: [] },
  4308. directionalLights: { value: [], properties: {
  4309. direction: {},
  4310. color: {},
  4311. shadow: {},
  4312. shadowBias: {},
  4313. shadowRadius: {},
  4314. shadowMapSize: {}
  4315. } },
  4316. directionalShadowMap: { value: [] },
  4317. directionalShadowMatrix: { value: [] },
  4318. spotLights: { value: [], properties: {
  4319. color: {},
  4320. position: {},
  4321. direction: {},
  4322. distance: {},
  4323. coneCos: {},
  4324. penumbraCos: {},
  4325. decay: {},
  4326. shadow: {},
  4327. shadowBias: {},
  4328. shadowRadius: {},
  4329. shadowMapSize: {}
  4330. } },
  4331. spotShadowMap: { value: [] },
  4332. spotShadowMatrix: { value: [] },
  4333. pointLights: { value: [], properties: {
  4334. color: {},
  4335. position: {},
  4336. decay: {},
  4337. distance: {},
  4338. shadow: {},
  4339. shadowBias: {},
  4340. shadowRadius: {},
  4341. shadowMapSize: {},
  4342. shadowCameraNear: {},
  4343. shadowCameraFar: {}
  4344. } },
  4345. pointShadowMap: { value: [] },
  4346. pointShadowMatrix: { value: [] },
  4347. hemisphereLights: { value: [], properties: {
  4348. direction: {},
  4349. skyColor: {},
  4350. groundColor: {}
  4351. } },
  4352. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  4353. rectAreaLights: { value: [], properties: {
  4354. color: {},
  4355. position: {},
  4356. width: {},
  4357. height: {}
  4358. } }
  4359. },
  4360. points: {
  4361. diffuse: { value: new Color( 0xeeeeee ) },
  4362. opacity: { value: 1.0 },
  4363. size: { value: 1.0 },
  4364. scale: { value: 1.0 },
  4365. map: { value: null },
  4366. uvTransform: { value: new Matrix3() }
  4367. },
  4368. sprite: {
  4369. diffuse: { value: new Color( 0xeeeeee ) },
  4370. opacity: { value: 1.0 },
  4371. center: { value: new Vector2( 0.5, 0.5 ) },
  4372. rotation: { value: 0.0 },
  4373. map: { value: null },
  4374. uvTransform: { value: new Matrix3() }
  4375. }
  4376. };
  4377. /**
  4378. * @author alteredq / http://alteredqualia.com/
  4379. * @author mrdoob / http://mrdoob.com/
  4380. * @author mikael emtinger / http://gomo.se/
  4381. */
  4382. var ShaderLib = {
  4383. basic: {
  4384. uniforms: mergeUniforms( [
  4385. UniformsLib.common,
  4386. UniformsLib.specularmap,
  4387. UniformsLib.envmap,
  4388. UniformsLib.aomap,
  4389. UniformsLib.lightmap,
  4390. UniformsLib.fog
  4391. ] ),
  4392. vertexShader: ShaderChunk.meshbasic_vert,
  4393. fragmentShader: ShaderChunk.meshbasic_frag
  4394. },
  4395. lambert: {
  4396. uniforms: mergeUniforms( [
  4397. UniformsLib.common,
  4398. UniformsLib.specularmap,
  4399. UniformsLib.envmap,
  4400. UniformsLib.aomap,
  4401. UniformsLib.lightmap,
  4402. UniformsLib.emissivemap,
  4403. UniformsLib.fog,
  4404. UniformsLib.lights,
  4405. {
  4406. emissive: { value: new Color( 0x000000 ) }
  4407. }
  4408. ] ),
  4409. vertexShader: ShaderChunk.meshlambert_vert,
  4410. fragmentShader: ShaderChunk.meshlambert_frag
  4411. },
  4412. phong: {
  4413. uniforms: mergeUniforms( [
  4414. UniformsLib.common,
  4415. UniformsLib.specularmap,
  4416. UniformsLib.envmap,
  4417. UniformsLib.aomap,
  4418. UniformsLib.lightmap,
  4419. UniformsLib.emissivemap,
  4420. UniformsLib.bumpmap,
  4421. UniformsLib.normalmap,
  4422. UniformsLib.displacementmap,
  4423. UniformsLib.gradientmap,
  4424. UniformsLib.fog,
  4425. UniformsLib.lights,
  4426. {
  4427. emissive: { value: new Color( 0x000000 ) },
  4428. specular: { value: new Color( 0x111111 ) },
  4429. shininess: { value: 30 }
  4430. }
  4431. ] ),
  4432. vertexShader: ShaderChunk.meshphong_vert,
  4433. fragmentShader: ShaderChunk.meshphong_frag
  4434. },
  4435. standard: {
  4436. uniforms: mergeUniforms( [
  4437. UniformsLib.common,
  4438. UniformsLib.envmap,
  4439. UniformsLib.aomap,
  4440. UniformsLib.lightmap,
  4441. UniformsLib.emissivemap,
  4442. UniformsLib.bumpmap,
  4443. UniformsLib.normalmap,
  4444. UniformsLib.displacementmap,
  4445. UniformsLib.roughnessmap,
  4446. UniformsLib.metalnessmap,
  4447. UniformsLib.fog,
  4448. UniformsLib.lights,
  4449. {
  4450. emissive: { value: new Color( 0x000000 ) },
  4451. roughness: { value: 0.5 },
  4452. metalness: { value: 0.5 },
  4453. envMapIntensity: { value: 1 } // temporary
  4454. }
  4455. ] ),
  4456. vertexShader: ShaderChunk.meshphysical_vert,
  4457. fragmentShader: ShaderChunk.meshphysical_frag
  4458. },
  4459. matcap: {
  4460. uniforms: mergeUniforms( [
  4461. UniformsLib.common,
  4462. UniformsLib.bumpmap,
  4463. UniformsLib.normalmap,
  4464. UniformsLib.displacementmap,
  4465. UniformsLib.fog,
  4466. {
  4467. matcap: { value: null }
  4468. }
  4469. ] ),
  4470. vertexShader: ShaderChunk.meshmatcap_vert,
  4471. fragmentShader: ShaderChunk.meshmatcap_frag
  4472. },
  4473. points: {
  4474. uniforms: mergeUniforms( [
  4475. UniformsLib.points,
  4476. UniformsLib.fog
  4477. ] ),
  4478. vertexShader: ShaderChunk.points_vert,
  4479. fragmentShader: ShaderChunk.points_frag
  4480. },
  4481. dashed: {
  4482. uniforms: mergeUniforms( [
  4483. UniformsLib.common,
  4484. UniformsLib.fog,
  4485. {
  4486. scale: { value: 1 },
  4487. dashSize: { value: 1 },
  4488. totalSize: { value: 2 }
  4489. }
  4490. ] ),
  4491. vertexShader: ShaderChunk.linedashed_vert,
  4492. fragmentShader: ShaderChunk.linedashed_frag
  4493. },
  4494. depth: {
  4495. uniforms: mergeUniforms( [
  4496. UniformsLib.common,
  4497. UniformsLib.displacementmap
  4498. ] ),
  4499. vertexShader: ShaderChunk.depth_vert,
  4500. fragmentShader: ShaderChunk.depth_frag
  4501. },
  4502. normal: {
  4503. uniforms: mergeUniforms( [
  4504. UniformsLib.common,
  4505. UniformsLib.bumpmap,
  4506. UniformsLib.normalmap,
  4507. UniformsLib.displacementmap,
  4508. {
  4509. opacity: { value: 1.0 }
  4510. }
  4511. ] ),
  4512. vertexShader: ShaderChunk.normal_vert,
  4513. fragmentShader: ShaderChunk.normal_frag
  4514. },
  4515. sprite: {
  4516. uniforms: mergeUniforms( [
  4517. UniformsLib.sprite,
  4518. UniformsLib.fog
  4519. ] ),
  4520. vertexShader: ShaderChunk.sprite_vert,
  4521. fragmentShader: ShaderChunk.sprite_frag
  4522. },
  4523. background: {
  4524. uniforms: {
  4525. uvTransform: { value: new Matrix3() },
  4526. t2D: { value: null },
  4527. },
  4528. vertexShader: ShaderChunk.background_vert,
  4529. fragmentShader: ShaderChunk.background_frag
  4530. },
  4531. /* -------------------------------------------------------------------------
  4532. // Cube map shader
  4533. ------------------------------------------------------------------------- */
  4534. cube: {
  4535. uniforms: {
  4536. tCube: { value: null },
  4537. tFlip: { value: - 1 },
  4538. opacity: { value: 1.0 }
  4539. },
  4540. vertexShader: ShaderChunk.cube_vert,
  4541. fragmentShader: ShaderChunk.cube_frag
  4542. },
  4543. equirect: {
  4544. uniforms: {
  4545. tEquirect: { value: null },
  4546. },
  4547. vertexShader: ShaderChunk.equirect_vert,
  4548. fragmentShader: ShaderChunk.equirect_frag
  4549. },
  4550. distanceRGBA: {
  4551. uniforms: mergeUniforms( [
  4552. UniformsLib.common,
  4553. UniformsLib.displacementmap,
  4554. {
  4555. referencePosition: { value: new Vector3() },
  4556. nearDistance: { value: 1 },
  4557. farDistance: { value: 1000 }
  4558. }
  4559. ] ),
  4560. vertexShader: ShaderChunk.distanceRGBA_vert,
  4561. fragmentShader: ShaderChunk.distanceRGBA_frag
  4562. },
  4563. shadow: {
  4564. uniforms: mergeUniforms( [
  4565. UniformsLib.lights,
  4566. UniformsLib.fog,
  4567. {
  4568. color: { value: new Color( 0x00000 ) },
  4569. opacity: { value: 1.0 }
  4570. },
  4571. ] ),
  4572. vertexShader: ShaderChunk.shadow_vert,
  4573. fragmentShader: ShaderChunk.shadow_frag
  4574. }
  4575. };
  4576. ShaderLib.physical = {
  4577. uniforms: mergeUniforms( [
  4578. ShaderLib.standard.uniforms,
  4579. {
  4580. clearCoat: { value: 0 },
  4581. clearCoatRoughness: { value: 0 }
  4582. }
  4583. ] ),
  4584. vertexShader: ShaderChunk.meshphysical_vert,
  4585. fragmentShader: ShaderChunk.meshphysical_frag
  4586. };
  4587. /**
  4588. * @author mrdoob / http://mrdoob.com/
  4589. */
  4590. function WebGLAnimation() {
  4591. var context = null;
  4592. var isAnimating = false;
  4593. var animationLoop = null;
  4594. function onAnimationFrame( time, frame ) {
  4595. if ( isAnimating === false ) return;
  4596. animationLoop( time, frame );
  4597. context.requestAnimationFrame( onAnimationFrame );
  4598. }
  4599. return {
  4600. start: function () {
  4601. if ( isAnimating === true ) return;
  4602. if ( animationLoop === null ) return;
  4603. context.requestAnimationFrame( onAnimationFrame );
  4604. isAnimating = true;
  4605. },
  4606. stop: function () {
  4607. isAnimating = false;
  4608. },
  4609. setAnimationLoop: function ( callback ) {
  4610. animationLoop = callback;
  4611. },
  4612. setContext: function ( value ) {
  4613. context = value;
  4614. }
  4615. };
  4616. }
  4617. /**
  4618. * @author mrdoob / http://mrdoob.com/
  4619. */
  4620. function WebGLAttributes( gl ) {
  4621. var buffers = new WeakMap();
  4622. function createBuffer( attribute, bufferType ) {
  4623. var array = attribute.array;
  4624. var usage = attribute.dynamic ? 35048 : 35044;
  4625. var buffer = gl.createBuffer();
  4626. gl.bindBuffer( bufferType, buffer );
  4627. gl.bufferData( bufferType, array, usage );
  4628. attribute.onUploadCallback();
  4629. var type = 5126;
  4630. if ( array instanceof Float32Array ) {
  4631. type = 5126;
  4632. } else if ( array instanceof Float64Array ) {
  4633. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  4634. } else if ( array instanceof Uint16Array ) {
  4635. type = 5123;
  4636. } else if ( array instanceof Int16Array ) {
  4637. type = 5122;
  4638. } else if ( array instanceof Uint32Array ) {
  4639. type = 5125;
  4640. } else if ( array instanceof Int32Array ) {
  4641. type = 5124;
  4642. } else if ( array instanceof Int8Array ) {
  4643. type = 5120;
  4644. } else if ( array instanceof Uint8Array ) {
  4645. type = 5121;
  4646. }
  4647. return {
  4648. buffer: buffer,
  4649. type: type,
  4650. bytesPerElement: array.BYTES_PER_ELEMENT,
  4651. version: attribute.version
  4652. };
  4653. }
  4654. function updateBuffer( buffer, attribute, bufferType ) {
  4655. var array = attribute.array;
  4656. var updateRange = attribute.updateRange;
  4657. gl.bindBuffer( bufferType, buffer );
  4658. if ( attribute.dynamic === false ) {
  4659. gl.bufferData( bufferType, array, 35044 );
  4660. } else if ( updateRange.count === - 1 ) {
  4661. // Not using update ranges
  4662. gl.bufferSubData( bufferType, 0, array );
  4663. } else if ( updateRange.count === 0 ) {
  4664. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  4665. } else {
  4666. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  4667. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  4668. updateRange.count = - 1; // reset range
  4669. }
  4670. }
  4671. //
  4672. function get( attribute ) {
  4673. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4674. return buffers.get( attribute );
  4675. }
  4676. function remove( attribute ) {
  4677. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4678. var data = buffers.get( attribute );
  4679. if ( data ) {
  4680. gl.deleteBuffer( data.buffer );
  4681. buffers.delete( attribute );
  4682. }
  4683. }
  4684. function update( attribute, bufferType ) {
  4685. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4686. var data = buffers.get( attribute );
  4687. if ( data === undefined ) {
  4688. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  4689. } else if ( data.version < attribute.version ) {
  4690. updateBuffer( data.buffer, attribute, bufferType );
  4691. data.version = attribute.version;
  4692. }
  4693. }
  4694. return {
  4695. get: get,
  4696. remove: remove,
  4697. update: update
  4698. };
  4699. }
  4700. /**
  4701. * @author mrdoob / http://mrdoob.com/
  4702. * @author alteredq / http://alteredqualia.com/
  4703. */
  4704. function Face3( a, b, c, normal, color, materialIndex ) {
  4705. this.a = a;
  4706. this.b = b;
  4707. this.c = c;
  4708. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4709. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4710. this.color = ( color && color.isColor ) ? color : new Color();
  4711. this.vertexColors = Array.isArray( color ) ? color : [];
  4712. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4713. }
  4714. Object.assign( Face3.prototype, {
  4715. clone: function () {
  4716. return new this.constructor().copy( this );
  4717. },
  4718. copy: function ( source ) {
  4719. this.a = source.a;
  4720. this.b = source.b;
  4721. this.c = source.c;
  4722. this.normal.copy( source.normal );
  4723. this.color.copy( source.color );
  4724. this.materialIndex = source.materialIndex;
  4725. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4726. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4727. }
  4728. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4729. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4730. }
  4731. return this;
  4732. }
  4733. } );
  4734. /**
  4735. * @author mrdoob / http://mrdoob.com/
  4736. * @author WestLangley / http://github.com/WestLangley
  4737. * @author bhouston / http://clara.io
  4738. */
  4739. function Euler( x, y, z, order ) {
  4740. this._x = x || 0;
  4741. this._y = y || 0;
  4742. this._z = z || 0;
  4743. this._order = order || Euler.DefaultOrder;
  4744. }
  4745. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  4746. Euler.DefaultOrder = 'XYZ';
  4747. Object.defineProperties( Euler.prototype, {
  4748. x: {
  4749. get: function () {
  4750. return this._x;
  4751. },
  4752. set: function ( value ) {
  4753. this._x = value;
  4754. this.onChangeCallback();
  4755. }
  4756. },
  4757. y: {
  4758. get: function () {
  4759. return this._y;
  4760. },
  4761. set: function ( value ) {
  4762. this._y = value;
  4763. this.onChangeCallback();
  4764. }
  4765. },
  4766. z: {
  4767. get: function () {
  4768. return this._z;
  4769. },
  4770. set: function ( value ) {
  4771. this._z = value;
  4772. this.onChangeCallback();
  4773. }
  4774. },
  4775. order: {
  4776. get: function () {
  4777. return this._order;
  4778. },
  4779. set: function ( value ) {
  4780. this._order = value;
  4781. this.onChangeCallback();
  4782. }
  4783. }
  4784. } );
  4785. Object.assign( Euler.prototype, {
  4786. isEuler: true,
  4787. set: function ( x, y, z, order ) {
  4788. this._x = x;
  4789. this._y = y;
  4790. this._z = z;
  4791. this._order = order || this._order;
  4792. this.onChangeCallback();
  4793. return this;
  4794. },
  4795. clone: function () {
  4796. return new this.constructor( this._x, this._y, this._z, this._order );
  4797. },
  4798. copy: function ( euler ) {
  4799. this._x = euler._x;
  4800. this._y = euler._y;
  4801. this._z = euler._z;
  4802. this._order = euler._order;
  4803. this.onChangeCallback();
  4804. return this;
  4805. },
  4806. setFromRotationMatrix: function ( m, order, update ) {
  4807. var clamp = _Math.clamp;
  4808. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4809. var te = m.elements;
  4810. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4811. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4812. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4813. order = order || this._order;
  4814. if ( order === 'XYZ' ) {
  4815. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  4816. if ( Math.abs( m13 ) < 0.99999 ) {
  4817. this._x = Math.atan2( - m23, m33 );
  4818. this._z = Math.atan2( - m12, m11 );
  4819. } else {
  4820. this._x = Math.atan2( m32, m22 );
  4821. this._z = 0;
  4822. }
  4823. } else if ( order === 'YXZ' ) {
  4824. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  4825. if ( Math.abs( m23 ) < 0.99999 ) {
  4826. this._y = Math.atan2( m13, m33 );
  4827. this._z = Math.atan2( m21, m22 );
  4828. } else {
  4829. this._y = Math.atan2( - m31, m11 );
  4830. this._z = 0;
  4831. }
  4832. } else if ( order === 'ZXY' ) {
  4833. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  4834. if ( Math.abs( m32 ) < 0.99999 ) {
  4835. this._y = Math.atan2( - m31, m33 );
  4836. this._z = Math.atan2( - m12, m22 );
  4837. } else {
  4838. this._y = 0;
  4839. this._z = Math.atan2( m21, m11 );
  4840. }
  4841. } else if ( order === 'ZYX' ) {
  4842. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  4843. if ( Math.abs( m31 ) < 0.99999 ) {
  4844. this._x = Math.atan2( m32, m33 );
  4845. this._z = Math.atan2( m21, m11 );
  4846. } else {
  4847. this._x = 0;
  4848. this._z = Math.atan2( - m12, m22 );
  4849. }
  4850. } else if ( order === 'YZX' ) {
  4851. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  4852. if ( Math.abs( m21 ) < 0.99999 ) {
  4853. this._x = Math.atan2( - m23, m22 );
  4854. this._y = Math.atan2( - m31, m11 );
  4855. } else {
  4856. this._x = 0;
  4857. this._y = Math.atan2( m13, m33 );
  4858. }
  4859. } else if ( order === 'XZY' ) {
  4860. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  4861. if ( Math.abs( m12 ) < 0.99999 ) {
  4862. this._x = Math.atan2( m32, m22 );
  4863. this._y = Math.atan2( m13, m11 );
  4864. } else {
  4865. this._x = Math.atan2( - m23, m33 );
  4866. this._y = 0;
  4867. }
  4868. } else {
  4869. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  4870. }
  4871. this._order = order;
  4872. if ( update !== false ) this.onChangeCallback();
  4873. return this;
  4874. },
  4875. setFromQuaternion: function () {
  4876. var matrix = new Matrix4();
  4877. return function setFromQuaternion( q, order, update ) {
  4878. matrix.makeRotationFromQuaternion( q );
  4879. return this.setFromRotationMatrix( matrix, order, update );
  4880. };
  4881. }(),
  4882. setFromVector3: function ( v, order ) {
  4883. return this.set( v.x, v.y, v.z, order || this._order );
  4884. },
  4885. reorder: function () {
  4886. // WARNING: this discards revolution information -bhouston
  4887. var q = new Quaternion();
  4888. return function reorder( newOrder ) {
  4889. q.setFromEuler( this );
  4890. return this.setFromQuaternion( q, newOrder );
  4891. };
  4892. }(),
  4893. equals: function ( euler ) {
  4894. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4895. },
  4896. fromArray: function ( array ) {
  4897. this._x = array[ 0 ];
  4898. this._y = array[ 1 ];
  4899. this._z = array[ 2 ];
  4900. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4901. this.onChangeCallback();
  4902. return this;
  4903. },
  4904. toArray: function ( array, offset ) {
  4905. if ( array === undefined ) array = [];
  4906. if ( offset === undefined ) offset = 0;
  4907. array[ offset ] = this._x;
  4908. array[ offset + 1 ] = this._y;
  4909. array[ offset + 2 ] = this._z;
  4910. array[ offset + 3 ] = this._order;
  4911. return array;
  4912. },
  4913. toVector3: function ( optionalResult ) {
  4914. if ( optionalResult ) {
  4915. return optionalResult.set( this._x, this._y, this._z );
  4916. } else {
  4917. return new Vector3( this._x, this._y, this._z );
  4918. }
  4919. },
  4920. onChange: function ( callback ) {
  4921. this.onChangeCallback = callback;
  4922. return this;
  4923. },
  4924. onChangeCallback: function () {}
  4925. } );
  4926. /**
  4927. * @author mrdoob / http://mrdoob.com/
  4928. */
  4929. function Layers() {
  4930. this.mask = 1 | 0;
  4931. }
  4932. Object.assign( Layers.prototype, {
  4933. set: function ( channel ) {
  4934. this.mask = 1 << channel | 0;
  4935. },
  4936. enable: function ( channel ) {
  4937. this.mask |= 1 << channel | 0;
  4938. },
  4939. toggle: function ( channel ) {
  4940. this.mask ^= 1 << channel | 0;
  4941. },
  4942. disable: function ( channel ) {
  4943. this.mask &= ~ ( 1 << channel | 0 );
  4944. },
  4945. test: function ( layers ) {
  4946. return ( this.mask & layers.mask ) !== 0;
  4947. }
  4948. } );
  4949. /**
  4950. * @author mrdoob / http://mrdoob.com/
  4951. * @author mikael emtinger / http://gomo.se/
  4952. * @author alteredq / http://alteredqualia.com/
  4953. * @author WestLangley / http://github.com/WestLangley
  4954. * @author elephantatwork / www.elephantatwork.ch
  4955. */
  4956. var object3DId = 0;
  4957. function Object3D() {
  4958. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  4959. this.uuid = _Math.generateUUID();
  4960. this.name = '';
  4961. this.type = 'Object3D';
  4962. this.parent = null;
  4963. this.children = [];
  4964. this.up = Object3D.DefaultUp.clone();
  4965. var position = new Vector3();
  4966. var rotation = new Euler();
  4967. var quaternion = new Quaternion();
  4968. var scale = new Vector3( 1, 1, 1 );
  4969. function onRotationChange() {
  4970. quaternion.setFromEuler( rotation, false );
  4971. }
  4972. function onQuaternionChange() {
  4973. rotation.setFromQuaternion( quaternion, undefined, false );
  4974. }
  4975. rotation.onChange( onRotationChange );
  4976. quaternion.onChange( onQuaternionChange );
  4977. Object.defineProperties( this, {
  4978. position: {
  4979. configurable: true,
  4980. enumerable: true,
  4981. value: position
  4982. },
  4983. rotation: {
  4984. configurable: true,
  4985. enumerable: true,
  4986. value: rotation
  4987. },
  4988. quaternion: {
  4989. configurable: true,
  4990. enumerable: true,
  4991. value: quaternion
  4992. },
  4993. scale: {
  4994. configurable: true,
  4995. enumerable: true,
  4996. value: scale
  4997. },
  4998. modelViewMatrix: {
  4999. value: new Matrix4()
  5000. },
  5001. normalMatrix: {
  5002. value: new Matrix3()
  5003. }
  5004. } );
  5005. this.matrix = new Matrix4();
  5006. this.matrixWorld = new Matrix4();
  5007. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  5008. this.matrixWorldNeedsUpdate = false;
  5009. this.layers = new Layers();
  5010. this.visible = true;
  5011. this.castShadow = false;
  5012. this.receiveShadow = false;
  5013. this.frustumCulled = true;
  5014. this.renderOrder = 0;
  5015. this.userData = {};
  5016. }
  5017. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  5018. Object3D.DefaultMatrixAutoUpdate = true;
  5019. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5020. constructor: Object3D,
  5021. isObject3D: true,
  5022. onBeforeRender: function () {},
  5023. onAfterRender: function () {},
  5024. applyMatrix: function ( matrix ) {
  5025. this.matrix.multiplyMatrices( matrix, this.matrix );
  5026. this.matrix.decompose( this.position, this.quaternion, this.scale );
  5027. },
  5028. applyQuaternion: function ( q ) {
  5029. this.quaternion.premultiply( q );
  5030. return this;
  5031. },
  5032. setRotationFromAxisAngle: function ( axis, angle ) {
  5033. // assumes axis is normalized
  5034. this.quaternion.setFromAxisAngle( axis, angle );
  5035. },
  5036. setRotationFromEuler: function ( euler ) {
  5037. this.quaternion.setFromEuler( euler, true );
  5038. },
  5039. setRotationFromMatrix: function ( m ) {
  5040. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5041. this.quaternion.setFromRotationMatrix( m );
  5042. },
  5043. setRotationFromQuaternion: function ( q ) {
  5044. // assumes q is normalized
  5045. this.quaternion.copy( q );
  5046. },
  5047. rotateOnAxis: function () {
  5048. // rotate object on axis in object space
  5049. // axis is assumed to be normalized
  5050. var q1 = new Quaternion();
  5051. return function rotateOnAxis( axis, angle ) {
  5052. q1.setFromAxisAngle( axis, angle );
  5053. this.quaternion.multiply( q1 );
  5054. return this;
  5055. };
  5056. }(),
  5057. rotateOnWorldAxis: function () {
  5058. // rotate object on axis in world space
  5059. // axis is assumed to be normalized
  5060. // method assumes no rotated parent
  5061. var q1 = new Quaternion();
  5062. return function rotateOnWorldAxis( axis, angle ) {
  5063. q1.setFromAxisAngle( axis, angle );
  5064. this.quaternion.premultiply( q1 );
  5065. return this;
  5066. };
  5067. }(),
  5068. rotateX: function () {
  5069. var v1 = new Vector3( 1, 0, 0 );
  5070. return function rotateX( angle ) {
  5071. return this.rotateOnAxis( v1, angle );
  5072. };
  5073. }(),
  5074. rotateY: function () {
  5075. var v1 = new Vector3( 0, 1, 0 );
  5076. return function rotateY( angle ) {
  5077. return this.rotateOnAxis( v1, angle );
  5078. };
  5079. }(),
  5080. rotateZ: function () {
  5081. var v1 = new Vector3( 0, 0, 1 );
  5082. return function rotateZ( angle ) {
  5083. return this.rotateOnAxis( v1, angle );
  5084. };
  5085. }(),
  5086. translateOnAxis: function () {
  5087. // translate object by distance along axis in object space
  5088. // axis is assumed to be normalized
  5089. var v1 = new Vector3();
  5090. return function translateOnAxis( axis, distance ) {
  5091. v1.copy( axis ).applyQuaternion( this.quaternion );
  5092. this.position.add( v1.multiplyScalar( distance ) );
  5093. return this;
  5094. };
  5095. }(),
  5096. translateX: function () {
  5097. var v1 = new Vector3( 1, 0, 0 );
  5098. return function translateX( distance ) {
  5099. return this.translateOnAxis( v1, distance );
  5100. };
  5101. }(),
  5102. translateY: function () {
  5103. var v1 = new Vector3( 0, 1, 0 );
  5104. return function translateY( distance ) {
  5105. return this.translateOnAxis( v1, distance );
  5106. };
  5107. }(),
  5108. translateZ: function () {
  5109. var v1 = new Vector3( 0, 0, 1 );
  5110. return function translateZ( distance ) {
  5111. return this.translateOnAxis( v1, distance );
  5112. };
  5113. }(),
  5114. localToWorld: function ( vector ) {
  5115. return vector.applyMatrix4( this.matrixWorld );
  5116. },
  5117. worldToLocal: function () {
  5118. var m1 = new Matrix4();
  5119. return function worldToLocal( vector ) {
  5120. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  5121. };
  5122. }(),
  5123. lookAt: function () {
  5124. // This method does not support objects having non-uniformly-scaled parent(s)
  5125. var q1 = new Quaternion();
  5126. var m1 = new Matrix4();
  5127. var target = new Vector3();
  5128. var position = new Vector3();
  5129. return function lookAt( x, y, z ) {
  5130. if ( x.isVector3 ) {
  5131. target.copy( x );
  5132. } else {
  5133. target.set( x, y, z );
  5134. }
  5135. var parent = this.parent;
  5136. this.updateWorldMatrix( true, false );
  5137. position.setFromMatrixPosition( this.matrixWorld );
  5138. if ( this.isCamera || this.isLight ) {
  5139. m1.lookAt( position, target, this.up );
  5140. } else {
  5141. m1.lookAt( target, position, this.up );
  5142. }
  5143. this.quaternion.setFromRotationMatrix( m1 );
  5144. if ( parent ) {
  5145. m1.extractRotation( parent.matrixWorld );
  5146. q1.setFromRotationMatrix( m1 );
  5147. this.quaternion.premultiply( q1.inverse() );
  5148. }
  5149. };
  5150. }(),
  5151. add: function ( object ) {
  5152. if ( arguments.length > 1 ) {
  5153. for ( var i = 0; i < arguments.length; i ++ ) {
  5154. this.add( arguments[ i ] );
  5155. }
  5156. return this;
  5157. }
  5158. if ( object === this ) {
  5159. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  5160. return this;
  5161. }
  5162. if ( ( object && object.isObject3D ) ) {
  5163. if ( object.parent !== null ) {
  5164. object.parent.remove( object );
  5165. }
  5166. object.parent = this;
  5167. object.dispatchEvent( { type: 'added' } );
  5168. this.children.push( object );
  5169. } else {
  5170. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  5171. }
  5172. return this;
  5173. },
  5174. remove: function ( object ) {
  5175. if ( arguments.length > 1 ) {
  5176. for ( var i = 0; i < arguments.length; i ++ ) {
  5177. this.remove( arguments[ i ] );
  5178. }
  5179. return this;
  5180. }
  5181. var index = this.children.indexOf( object );
  5182. if ( index !== - 1 ) {
  5183. object.parent = null;
  5184. object.dispatchEvent( { type: 'removed' } );
  5185. this.children.splice( index, 1 );
  5186. }
  5187. return this;
  5188. },
  5189. getObjectById: function ( id ) {
  5190. return this.getObjectByProperty( 'id', id );
  5191. },
  5192. getObjectByName: function ( name ) {
  5193. return this.getObjectByProperty( 'name', name );
  5194. },
  5195. getObjectByProperty: function ( name, value ) {
  5196. if ( this[ name ] === value ) return this;
  5197. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  5198. var child = this.children[ i ];
  5199. var object = child.getObjectByProperty( name, value );
  5200. if ( object !== undefined ) {
  5201. return object;
  5202. }
  5203. }
  5204. return undefined;
  5205. },
  5206. getWorldPosition: function ( target ) {
  5207. if ( target === undefined ) {
  5208. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  5209. target = new Vector3();
  5210. }
  5211. this.updateMatrixWorld( true );
  5212. return target.setFromMatrixPosition( this.matrixWorld );
  5213. },
  5214. getWorldQuaternion: function () {
  5215. var position = new Vector3();
  5216. var scale = new Vector3();
  5217. return function getWorldQuaternion( target ) {
  5218. if ( target === undefined ) {
  5219. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  5220. target = new Quaternion();
  5221. }
  5222. this.updateMatrixWorld( true );
  5223. this.matrixWorld.decompose( position, target, scale );
  5224. return target;
  5225. };
  5226. }(),
  5227. getWorldScale: function () {
  5228. var position = new Vector3();
  5229. var quaternion = new Quaternion();
  5230. return function getWorldScale( target ) {
  5231. if ( target === undefined ) {
  5232. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  5233. target = new Vector3();
  5234. }
  5235. this.updateMatrixWorld( true );
  5236. this.matrixWorld.decompose( position, quaternion, target );
  5237. return target;
  5238. };
  5239. }(),
  5240. getWorldDirection: function ( target ) {
  5241. if ( target === undefined ) {
  5242. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  5243. target = new Vector3();
  5244. }
  5245. this.updateMatrixWorld( true );
  5246. var e = this.matrixWorld.elements;
  5247. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  5248. },
  5249. raycast: function () {},
  5250. traverse: function ( callback ) {
  5251. callback( this );
  5252. var children = this.children;
  5253. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5254. children[ i ].traverse( callback );
  5255. }
  5256. },
  5257. traverseVisible: function ( callback ) {
  5258. if ( this.visible === false ) return;
  5259. callback( this );
  5260. var children = this.children;
  5261. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5262. children[ i ].traverseVisible( callback );
  5263. }
  5264. },
  5265. traverseAncestors: function ( callback ) {
  5266. var parent = this.parent;
  5267. if ( parent !== null ) {
  5268. callback( parent );
  5269. parent.traverseAncestors( callback );
  5270. }
  5271. },
  5272. updateMatrix: function () {
  5273. this.matrix.compose( this.position, this.quaternion, this.scale );
  5274. this.matrixWorldNeedsUpdate = true;
  5275. },
  5276. updateMatrixWorld: function ( force ) {
  5277. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5278. if ( this.matrixWorldNeedsUpdate || force ) {
  5279. if ( this.parent === null ) {
  5280. this.matrixWorld.copy( this.matrix );
  5281. } else {
  5282. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5283. }
  5284. this.matrixWorldNeedsUpdate = false;
  5285. force = true;
  5286. }
  5287. // update children
  5288. var children = this.children;
  5289. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5290. children[ i ].updateMatrixWorld( force );
  5291. }
  5292. },
  5293. updateWorldMatrix: function ( updateParents, updateChildren ) {
  5294. var parent = this.parent;
  5295. if ( updateParents === true && parent !== null ) {
  5296. parent.updateWorldMatrix( true, false );
  5297. }
  5298. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5299. if ( this.parent === null ) {
  5300. this.matrixWorld.copy( this.matrix );
  5301. } else {
  5302. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5303. }
  5304. // update children
  5305. if ( updateChildren === true ) {
  5306. var children = this.children;
  5307. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5308. children[ i ].updateWorldMatrix( false, true );
  5309. }
  5310. }
  5311. },
  5312. toJSON: function ( meta ) {
  5313. // meta is a string when called from JSON.stringify
  5314. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  5315. var output = {};
  5316. // meta is a hash used to collect geometries, materials.
  5317. // not providing it implies that this is the root object
  5318. // being serialized.
  5319. if ( isRootObject ) {
  5320. // initialize meta obj
  5321. meta = {
  5322. geometries: {},
  5323. materials: {},
  5324. textures: {},
  5325. images: {},
  5326. shapes: {}
  5327. };
  5328. output.metadata = {
  5329. version: 4.5,
  5330. type: 'Object',
  5331. generator: 'Object3D.toJSON'
  5332. };
  5333. }
  5334. // standard Object3D serialization
  5335. var object = {};
  5336. object.uuid = this.uuid;
  5337. object.type = this.type;
  5338. if ( this.name !== '' ) object.name = this.name;
  5339. if ( this.castShadow === true ) object.castShadow = true;
  5340. if ( this.receiveShadow === true ) object.receiveShadow = true;
  5341. if ( this.visible === false ) object.visible = false;
  5342. if ( this.frustumCulled === false ) object.frustumCulled = false;
  5343. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  5344. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  5345. object.layers = this.layers.mask;
  5346. object.matrix = this.matrix.toArray();
  5347. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  5348. // object specific properties
  5349. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  5350. //
  5351. function serialize( library, element ) {
  5352. if ( library[ element.uuid ] === undefined ) {
  5353. library[ element.uuid ] = element.toJSON( meta );
  5354. }
  5355. return element.uuid;
  5356. }
  5357. if ( this.isMesh || this.isLine || this.isPoints ) {
  5358. object.geometry = serialize( meta.geometries, this.geometry );
  5359. var parameters = this.geometry.parameters;
  5360. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  5361. var shapes = parameters.shapes;
  5362. if ( Array.isArray( shapes ) ) {
  5363. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  5364. var shape = shapes[ i ];
  5365. serialize( meta.shapes, shape );
  5366. }
  5367. } else {
  5368. serialize( meta.shapes, shapes );
  5369. }
  5370. }
  5371. }
  5372. if ( this.material !== undefined ) {
  5373. if ( Array.isArray( this.material ) ) {
  5374. var uuids = [];
  5375. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  5376. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  5377. }
  5378. object.material = uuids;
  5379. } else {
  5380. object.material = serialize( meta.materials, this.material );
  5381. }
  5382. }
  5383. //
  5384. if ( this.children.length > 0 ) {
  5385. object.children = [];
  5386. for ( var i = 0; i < this.children.length; i ++ ) {
  5387. object.children.push( this.children[ i ].toJSON( meta ).object );
  5388. }
  5389. }
  5390. if ( isRootObject ) {
  5391. var geometries = extractFromCache( meta.geometries );
  5392. var materials = extractFromCache( meta.materials );
  5393. var textures = extractFromCache( meta.textures );
  5394. var images = extractFromCache( meta.images );
  5395. var shapes = extractFromCache( meta.shapes );
  5396. if ( geometries.length > 0 ) output.geometries = geometries;
  5397. if ( materials.length > 0 ) output.materials = materials;
  5398. if ( textures.length > 0 ) output.textures = textures;
  5399. if ( images.length > 0 ) output.images = images;
  5400. if ( shapes.length > 0 ) output.shapes = shapes;
  5401. }
  5402. output.object = object;
  5403. return output;
  5404. // extract data from the cache hash
  5405. // remove metadata on each item
  5406. // and return as array
  5407. function extractFromCache( cache ) {
  5408. var values = [];
  5409. for ( var key in cache ) {
  5410. var data = cache[ key ];
  5411. delete data.metadata;
  5412. values.push( data );
  5413. }
  5414. return values;
  5415. }
  5416. },
  5417. clone: function ( recursive ) {
  5418. return new this.constructor().copy( this, recursive );
  5419. },
  5420. copy: function ( source, recursive ) {
  5421. if ( recursive === undefined ) recursive = true;
  5422. this.name = source.name;
  5423. this.up.copy( source.up );
  5424. this.position.copy( source.position );
  5425. this.quaternion.copy( source.quaternion );
  5426. this.scale.copy( source.scale );
  5427. this.matrix.copy( source.matrix );
  5428. this.matrixWorld.copy( source.matrixWorld );
  5429. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5430. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  5431. this.layers.mask = source.layers.mask;
  5432. this.visible = source.visible;
  5433. this.castShadow = source.castShadow;
  5434. this.receiveShadow = source.receiveShadow;
  5435. this.frustumCulled = source.frustumCulled;
  5436. this.renderOrder = source.renderOrder;
  5437. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5438. if ( recursive === true ) {
  5439. for ( var i = 0; i < source.children.length; i ++ ) {
  5440. var child = source.children[ i ];
  5441. this.add( child.clone() );
  5442. }
  5443. }
  5444. return this;
  5445. }
  5446. } );
  5447. /**
  5448. * @author mrdoob / http://mrdoob.com/
  5449. * @author kile / http://kile.stravaganza.org/
  5450. * @author alteredq / http://alteredqualia.com/
  5451. * @author mikael emtinger / http://gomo.se/
  5452. * @author zz85 / http://www.lab4games.net/zz85/blog
  5453. * @author bhouston / http://clara.io
  5454. */
  5455. var geometryId = 0; // Geometry uses even numbers as Id
  5456. function Geometry() {
  5457. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  5458. this.uuid = _Math.generateUUID();
  5459. this.name = '';
  5460. this.type = 'Geometry';
  5461. this.vertices = [];
  5462. this.colors = [];
  5463. this.faces = [];
  5464. this.faceVertexUvs = [[]];
  5465. this.morphTargets = [];
  5466. this.morphNormals = [];
  5467. this.skinWeights = [];
  5468. this.skinIndices = [];
  5469. this.lineDistances = [];
  5470. this.boundingBox = null;
  5471. this.boundingSphere = null;
  5472. // update flags
  5473. this.elementsNeedUpdate = false;
  5474. this.verticesNeedUpdate = false;
  5475. this.uvsNeedUpdate = false;
  5476. this.normalsNeedUpdate = false;
  5477. this.colorsNeedUpdate = false;
  5478. this.lineDistancesNeedUpdate = false;
  5479. this.groupsNeedUpdate = false;
  5480. }
  5481. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5482. constructor: Geometry,
  5483. isGeometry: true,
  5484. applyMatrix: function ( matrix ) {
  5485. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5486. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5487. var vertex = this.vertices[ i ];
  5488. vertex.applyMatrix4( matrix );
  5489. }
  5490. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5491. var face = this.faces[ i ];
  5492. face.normal.applyMatrix3( normalMatrix ).normalize();
  5493. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5494. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5495. }
  5496. }
  5497. if ( this.boundingBox !== null ) {
  5498. this.computeBoundingBox();
  5499. }
  5500. if ( this.boundingSphere !== null ) {
  5501. this.computeBoundingSphere();
  5502. }
  5503. this.verticesNeedUpdate = true;
  5504. this.normalsNeedUpdate = true;
  5505. return this;
  5506. },
  5507. rotateX: function () {
  5508. // rotate geometry around world x-axis
  5509. var m1 = new Matrix4();
  5510. return function rotateX( angle ) {
  5511. m1.makeRotationX( angle );
  5512. this.applyMatrix( m1 );
  5513. return this;
  5514. };
  5515. }(),
  5516. rotateY: function () {
  5517. // rotate geometry around world y-axis
  5518. var m1 = new Matrix4();
  5519. return function rotateY( angle ) {
  5520. m1.makeRotationY( angle );
  5521. this.applyMatrix( m1 );
  5522. return this;
  5523. };
  5524. }(),
  5525. rotateZ: function () {
  5526. // rotate geometry around world z-axis
  5527. var m1 = new Matrix4();
  5528. return function rotateZ( angle ) {
  5529. m1.makeRotationZ( angle );
  5530. this.applyMatrix( m1 );
  5531. return this;
  5532. };
  5533. }(),
  5534. translate: function () {
  5535. // translate geometry
  5536. var m1 = new Matrix4();
  5537. return function translate( x, y, z ) {
  5538. m1.makeTranslation( x, y, z );
  5539. this.applyMatrix( m1 );
  5540. return this;
  5541. };
  5542. }(),
  5543. scale: function () {
  5544. // scale geometry
  5545. var m1 = new Matrix4();
  5546. return function scale( x, y, z ) {
  5547. m1.makeScale( x, y, z );
  5548. this.applyMatrix( m1 );
  5549. return this;
  5550. };
  5551. }(),
  5552. lookAt: function () {
  5553. var obj = new Object3D();
  5554. return function lookAt( vector ) {
  5555. obj.lookAt( vector );
  5556. obj.updateMatrix();
  5557. this.applyMatrix( obj.matrix );
  5558. };
  5559. }(),
  5560. fromBufferGeometry: function ( geometry ) {
  5561. var scope = this;
  5562. var indices = geometry.index !== null ? geometry.index.array : undefined;
  5563. var attributes = geometry.attributes;
  5564. var positions = attributes.position.array;
  5565. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5566. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5567. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5568. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  5569. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  5570. for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  5571. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  5572. if ( colors !== undefined ) {
  5573. scope.colors.push( new Color().fromArray( colors, i ) );
  5574. }
  5575. }
  5576. function addFace( a, b, c, materialIndex ) {
  5577. var vertexColors = ( colors === undefined ) ? [] : [
  5578. scope.colors[ a ].clone(),
  5579. scope.colors[ b ].clone(),
  5580. scope.colors[ c ].clone() ];
  5581. var vertexNormals = ( normals === undefined ) ? [] : [
  5582. new Vector3().fromArray( normals, a * 3 ),
  5583. new Vector3().fromArray( normals, b * 3 ),
  5584. new Vector3().fromArray( normals, c * 3 )
  5585. ];
  5586. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  5587. scope.faces.push( face );
  5588. if ( uvs !== undefined ) {
  5589. scope.faceVertexUvs[ 0 ].push( [
  5590. new Vector2().fromArray( uvs, a * 2 ),
  5591. new Vector2().fromArray( uvs, b * 2 ),
  5592. new Vector2().fromArray( uvs, c * 2 )
  5593. ] );
  5594. }
  5595. if ( uvs2 !== undefined ) {
  5596. scope.faceVertexUvs[ 1 ].push( [
  5597. new Vector2().fromArray( uvs2, a * 2 ),
  5598. new Vector2().fromArray( uvs2, b * 2 ),
  5599. new Vector2().fromArray( uvs2, c * 2 )
  5600. ] );
  5601. }
  5602. }
  5603. var groups = geometry.groups;
  5604. if ( groups.length > 0 ) {
  5605. for ( var i = 0; i < groups.length; i ++ ) {
  5606. var group = groups[ i ];
  5607. var start = group.start;
  5608. var count = group.count;
  5609. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  5610. if ( indices !== undefined ) {
  5611. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  5612. } else {
  5613. addFace( j, j + 1, j + 2, group.materialIndex );
  5614. }
  5615. }
  5616. }
  5617. } else {
  5618. if ( indices !== undefined ) {
  5619. for ( var i = 0; i < indices.length; i += 3 ) {
  5620. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5621. }
  5622. } else {
  5623. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  5624. addFace( i, i + 1, i + 2 );
  5625. }
  5626. }
  5627. }
  5628. this.computeFaceNormals();
  5629. if ( geometry.boundingBox !== null ) {
  5630. this.boundingBox = geometry.boundingBox.clone();
  5631. }
  5632. if ( geometry.boundingSphere !== null ) {
  5633. this.boundingSphere = geometry.boundingSphere.clone();
  5634. }
  5635. return this;
  5636. },
  5637. center: function () {
  5638. var offset = new Vector3();
  5639. return function center() {
  5640. this.computeBoundingBox();
  5641. this.boundingBox.getCenter( offset ).negate();
  5642. this.translate( offset.x, offset.y, offset.z );
  5643. return this;
  5644. };
  5645. }(),
  5646. normalize: function () {
  5647. this.computeBoundingSphere();
  5648. var center = this.boundingSphere.center;
  5649. var radius = this.boundingSphere.radius;
  5650. var s = radius === 0 ? 1 : 1.0 / radius;
  5651. var matrix = new Matrix4();
  5652. matrix.set(
  5653. s, 0, 0, - s * center.x,
  5654. 0, s, 0, - s * center.y,
  5655. 0, 0, s, - s * center.z,
  5656. 0, 0, 0, 1
  5657. );
  5658. this.applyMatrix( matrix );
  5659. return this;
  5660. },
  5661. computeFaceNormals: function () {
  5662. var cb = new Vector3(), ab = new Vector3();
  5663. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5664. var face = this.faces[ f ];
  5665. var vA = this.vertices[ face.a ];
  5666. var vB = this.vertices[ face.b ];
  5667. var vC = this.vertices[ face.c ];
  5668. cb.subVectors( vC, vB );
  5669. ab.subVectors( vA, vB );
  5670. cb.cross( ab );
  5671. cb.normalize();
  5672. face.normal.copy( cb );
  5673. }
  5674. },
  5675. computeVertexNormals: function ( areaWeighted ) {
  5676. if ( areaWeighted === undefined ) areaWeighted = true;
  5677. var v, vl, f, fl, face, vertices;
  5678. vertices = new Array( this.vertices.length );
  5679. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5680. vertices[ v ] = new Vector3();
  5681. }
  5682. if ( areaWeighted ) {
  5683. // vertex normals weighted by triangle areas
  5684. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5685. var vA, vB, vC;
  5686. var cb = new Vector3(), ab = new Vector3();
  5687. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5688. face = this.faces[ f ];
  5689. vA = this.vertices[ face.a ];
  5690. vB = this.vertices[ face.b ];
  5691. vC = this.vertices[ face.c ];
  5692. cb.subVectors( vC, vB );
  5693. ab.subVectors( vA, vB );
  5694. cb.cross( ab );
  5695. vertices[ face.a ].add( cb );
  5696. vertices[ face.b ].add( cb );
  5697. vertices[ face.c ].add( cb );
  5698. }
  5699. } else {
  5700. this.computeFaceNormals();
  5701. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5702. face = this.faces[ f ];
  5703. vertices[ face.a ].add( face.normal );
  5704. vertices[ face.b ].add( face.normal );
  5705. vertices[ face.c ].add( face.normal );
  5706. }
  5707. }
  5708. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5709. vertices[ v ].normalize();
  5710. }
  5711. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5712. face = this.faces[ f ];
  5713. var vertexNormals = face.vertexNormals;
  5714. if ( vertexNormals.length === 3 ) {
  5715. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  5716. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  5717. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  5718. } else {
  5719. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5720. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5721. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5722. }
  5723. }
  5724. if ( this.faces.length > 0 ) {
  5725. this.normalsNeedUpdate = true;
  5726. }
  5727. },
  5728. computeFlatVertexNormals: function () {
  5729. var f, fl, face;
  5730. this.computeFaceNormals();
  5731. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5732. face = this.faces[ f ];
  5733. var vertexNormals = face.vertexNormals;
  5734. if ( vertexNormals.length === 3 ) {
  5735. vertexNormals[ 0 ].copy( face.normal );
  5736. vertexNormals[ 1 ].copy( face.normal );
  5737. vertexNormals[ 2 ].copy( face.normal );
  5738. } else {
  5739. vertexNormals[ 0 ] = face.normal.clone();
  5740. vertexNormals[ 1 ] = face.normal.clone();
  5741. vertexNormals[ 2 ] = face.normal.clone();
  5742. }
  5743. }
  5744. if ( this.faces.length > 0 ) {
  5745. this.normalsNeedUpdate = true;
  5746. }
  5747. },
  5748. computeMorphNormals: function () {
  5749. var i, il, f, fl, face;
  5750. // save original normals
  5751. // - create temp variables on first access
  5752. // otherwise just copy (for faster repeated calls)
  5753. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5754. face = this.faces[ f ];
  5755. if ( ! face.__originalFaceNormal ) {
  5756. face.__originalFaceNormal = face.normal.clone();
  5757. } else {
  5758. face.__originalFaceNormal.copy( face.normal );
  5759. }
  5760. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5761. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5762. if ( ! face.__originalVertexNormals[ i ] ) {
  5763. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5764. } else {
  5765. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5766. }
  5767. }
  5768. }
  5769. // use temp geometry to compute face and vertex normals for each morph
  5770. var tmpGeo = new Geometry();
  5771. tmpGeo.faces = this.faces;
  5772. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5773. // create on first access
  5774. if ( ! this.morphNormals[ i ] ) {
  5775. this.morphNormals[ i ] = {};
  5776. this.morphNormals[ i ].faceNormals = [];
  5777. this.morphNormals[ i ].vertexNormals = [];
  5778. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5779. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5780. var faceNormal, vertexNormals;
  5781. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5782. faceNormal = new Vector3();
  5783. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  5784. dstNormalsFace.push( faceNormal );
  5785. dstNormalsVertex.push( vertexNormals );
  5786. }
  5787. }
  5788. var morphNormals = this.morphNormals[ i ];
  5789. // set vertices to morph target
  5790. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5791. // compute morph normals
  5792. tmpGeo.computeFaceNormals();
  5793. tmpGeo.computeVertexNormals();
  5794. // store morph normals
  5795. var faceNormal, vertexNormals;
  5796. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5797. face = this.faces[ f ];
  5798. faceNormal = morphNormals.faceNormals[ f ];
  5799. vertexNormals = morphNormals.vertexNormals[ f ];
  5800. faceNormal.copy( face.normal );
  5801. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5802. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5803. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5804. }
  5805. }
  5806. // restore original normals
  5807. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5808. face = this.faces[ f ];
  5809. face.normal = face.__originalFaceNormal;
  5810. face.vertexNormals = face.__originalVertexNormals;
  5811. }
  5812. },
  5813. computeBoundingBox: function () {
  5814. if ( this.boundingBox === null ) {
  5815. this.boundingBox = new Box3();
  5816. }
  5817. this.boundingBox.setFromPoints( this.vertices );
  5818. },
  5819. computeBoundingSphere: function () {
  5820. if ( this.boundingSphere === null ) {
  5821. this.boundingSphere = new Sphere();
  5822. }
  5823. this.boundingSphere.setFromPoints( this.vertices );
  5824. },
  5825. merge: function ( geometry, matrix, materialIndexOffset ) {
  5826. if ( ! ( geometry && geometry.isGeometry ) ) {
  5827. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5828. return;
  5829. }
  5830. var normalMatrix,
  5831. vertexOffset = this.vertices.length,
  5832. vertices1 = this.vertices,
  5833. vertices2 = geometry.vertices,
  5834. faces1 = this.faces,
  5835. faces2 = geometry.faces,
  5836. uvs1 = this.faceVertexUvs[ 0 ],
  5837. uvs2 = geometry.faceVertexUvs[ 0 ],
  5838. colors1 = this.colors,
  5839. colors2 = geometry.colors;
  5840. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5841. if ( matrix !== undefined ) {
  5842. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5843. }
  5844. // vertices
  5845. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5846. var vertex = vertices2[ i ];
  5847. var vertexCopy = vertex.clone();
  5848. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5849. vertices1.push( vertexCopy );
  5850. }
  5851. // colors
  5852. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  5853. colors1.push( colors2[ i ].clone() );
  5854. }
  5855. // faces
  5856. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5857. var face = faces2[ i ], faceCopy, normal, color,
  5858. faceVertexNormals = face.vertexNormals,
  5859. faceVertexColors = face.vertexColors;
  5860. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5861. faceCopy.normal.copy( face.normal );
  5862. if ( normalMatrix !== undefined ) {
  5863. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5864. }
  5865. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5866. normal = faceVertexNormals[ j ].clone();
  5867. if ( normalMatrix !== undefined ) {
  5868. normal.applyMatrix3( normalMatrix ).normalize();
  5869. }
  5870. faceCopy.vertexNormals.push( normal );
  5871. }
  5872. faceCopy.color.copy( face.color );
  5873. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5874. color = faceVertexColors[ j ];
  5875. faceCopy.vertexColors.push( color.clone() );
  5876. }
  5877. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5878. faces1.push( faceCopy );
  5879. }
  5880. // uvs
  5881. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5882. var uv = uvs2[ i ], uvCopy = [];
  5883. if ( uv === undefined ) {
  5884. continue;
  5885. }
  5886. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5887. uvCopy.push( uv[ j ].clone() );
  5888. }
  5889. uvs1.push( uvCopy );
  5890. }
  5891. },
  5892. mergeMesh: function ( mesh ) {
  5893. if ( ! ( mesh && mesh.isMesh ) ) {
  5894. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  5895. return;
  5896. }
  5897. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  5898. this.merge( mesh.geometry, mesh.matrix );
  5899. },
  5900. /*
  5901. * Checks for duplicate vertices with hashmap.
  5902. * Duplicated vertices are removed
  5903. * and faces' vertices are updated.
  5904. */
  5905. mergeVertices: function () {
  5906. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  5907. var unique = [], changes = [];
  5908. var v, key;
  5909. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  5910. var precision = Math.pow( 10, precisionPoints );
  5911. var i, il, face;
  5912. var indices, j, jl;
  5913. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5914. v = this.vertices[ i ];
  5915. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5916. if ( verticesMap[ key ] === undefined ) {
  5917. verticesMap[ key ] = i;
  5918. unique.push( this.vertices[ i ] );
  5919. changes[ i ] = unique.length - 1;
  5920. } else {
  5921. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5922. changes[ i ] = changes[ verticesMap[ key ] ];
  5923. }
  5924. }
  5925. // if faces are completely degenerate after merging vertices, we
  5926. // have to remove them from the geometry.
  5927. var faceIndicesToRemove = [];
  5928. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5929. face = this.faces[ i ];
  5930. face.a = changes[ face.a ];
  5931. face.b = changes[ face.b ];
  5932. face.c = changes[ face.c ];
  5933. indices = [ face.a, face.b, face.c ];
  5934. // if any duplicate vertices are found in a Face3
  5935. // we have to remove the face as nothing can be saved
  5936. for ( var n = 0; n < 3; n ++ ) {
  5937. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  5938. faceIndicesToRemove.push( i );
  5939. break;
  5940. }
  5941. }
  5942. }
  5943. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5944. var idx = faceIndicesToRemove[ i ];
  5945. this.faces.splice( idx, 1 );
  5946. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5947. this.faceVertexUvs[ j ].splice( idx, 1 );
  5948. }
  5949. }
  5950. // Use unique set of vertices
  5951. var diff = this.vertices.length - unique.length;
  5952. this.vertices = unique;
  5953. return diff;
  5954. },
  5955. setFromPoints: function ( points ) {
  5956. this.vertices = [];
  5957. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5958. var point = points[ i ];
  5959. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  5960. }
  5961. return this;
  5962. },
  5963. sortFacesByMaterialIndex: function () {
  5964. var faces = this.faces;
  5965. var length = faces.length;
  5966. // tag faces
  5967. for ( var i = 0; i < length; i ++ ) {
  5968. faces[ i ]._id = i;
  5969. }
  5970. // sort faces
  5971. function materialIndexSort( a, b ) {
  5972. return a.materialIndex - b.materialIndex;
  5973. }
  5974. faces.sort( materialIndexSort );
  5975. // sort uvs
  5976. var uvs1 = this.faceVertexUvs[ 0 ];
  5977. var uvs2 = this.faceVertexUvs[ 1 ];
  5978. var newUvs1, newUvs2;
  5979. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  5980. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  5981. for ( var i = 0; i < length; i ++ ) {
  5982. var id = faces[ i ]._id;
  5983. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  5984. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  5985. }
  5986. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  5987. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  5988. },
  5989. toJSON: function () {
  5990. var data = {
  5991. metadata: {
  5992. version: 4.5,
  5993. type: 'Geometry',
  5994. generator: 'Geometry.toJSON'
  5995. }
  5996. };
  5997. // standard Geometry serialization
  5998. data.uuid = this.uuid;
  5999. data.type = this.type;
  6000. if ( this.name !== '' ) data.name = this.name;
  6001. if ( this.parameters !== undefined ) {
  6002. var parameters = this.parameters;
  6003. for ( var key in parameters ) {
  6004. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6005. }
  6006. return data;
  6007. }
  6008. var vertices = [];
  6009. for ( var i = 0; i < this.vertices.length; i ++ ) {
  6010. var vertex = this.vertices[ i ];
  6011. vertices.push( vertex.x, vertex.y, vertex.z );
  6012. }
  6013. var faces = [];
  6014. var normals = [];
  6015. var normalsHash = {};
  6016. var colors = [];
  6017. var colorsHash = {};
  6018. var uvs = [];
  6019. var uvsHash = {};
  6020. for ( var i = 0; i < this.faces.length; i ++ ) {
  6021. var face = this.faces[ i ];
  6022. var hasMaterial = true;
  6023. var hasFaceUv = false; // deprecated
  6024. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  6025. var hasFaceNormal = face.normal.length() > 0;
  6026. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  6027. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  6028. var hasFaceVertexColor = face.vertexColors.length > 0;
  6029. var faceType = 0;
  6030. faceType = setBit( faceType, 0, 0 ); // isQuad
  6031. faceType = setBit( faceType, 1, hasMaterial );
  6032. faceType = setBit( faceType, 2, hasFaceUv );
  6033. faceType = setBit( faceType, 3, hasFaceVertexUv );
  6034. faceType = setBit( faceType, 4, hasFaceNormal );
  6035. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  6036. faceType = setBit( faceType, 6, hasFaceColor );
  6037. faceType = setBit( faceType, 7, hasFaceVertexColor );
  6038. faces.push( faceType );
  6039. faces.push( face.a, face.b, face.c );
  6040. faces.push( face.materialIndex );
  6041. if ( hasFaceVertexUv ) {
  6042. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  6043. faces.push(
  6044. getUvIndex( faceVertexUvs[ 0 ] ),
  6045. getUvIndex( faceVertexUvs[ 1 ] ),
  6046. getUvIndex( faceVertexUvs[ 2 ] )
  6047. );
  6048. }
  6049. if ( hasFaceNormal ) {
  6050. faces.push( getNormalIndex( face.normal ) );
  6051. }
  6052. if ( hasFaceVertexNormal ) {
  6053. var vertexNormals = face.vertexNormals;
  6054. faces.push(
  6055. getNormalIndex( vertexNormals[ 0 ] ),
  6056. getNormalIndex( vertexNormals[ 1 ] ),
  6057. getNormalIndex( vertexNormals[ 2 ] )
  6058. );
  6059. }
  6060. if ( hasFaceColor ) {
  6061. faces.push( getColorIndex( face.color ) );
  6062. }
  6063. if ( hasFaceVertexColor ) {
  6064. var vertexColors = face.vertexColors;
  6065. faces.push(
  6066. getColorIndex( vertexColors[ 0 ] ),
  6067. getColorIndex( vertexColors[ 1 ] ),
  6068. getColorIndex( vertexColors[ 2 ] )
  6069. );
  6070. }
  6071. }
  6072. function setBit( value, position, enabled ) {
  6073. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  6074. }
  6075. function getNormalIndex( normal ) {
  6076. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  6077. if ( normalsHash[ hash ] !== undefined ) {
  6078. return normalsHash[ hash ];
  6079. }
  6080. normalsHash[ hash ] = normals.length / 3;
  6081. normals.push( normal.x, normal.y, normal.z );
  6082. return normalsHash[ hash ];
  6083. }
  6084. function getColorIndex( color ) {
  6085. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  6086. if ( colorsHash[ hash ] !== undefined ) {
  6087. return colorsHash[ hash ];
  6088. }
  6089. colorsHash[ hash ] = colors.length;
  6090. colors.push( color.getHex() );
  6091. return colorsHash[ hash ];
  6092. }
  6093. function getUvIndex( uv ) {
  6094. var hash = uv.x.toString() + uv.y.toString();
  6095. if ( uvsHash[ hash ] !== undefined ) {
  6096. return uvsHash[ hash ];
  6097. }
  6098. uvsHash[ hash ] = uvs.length / 2;
  6099. uvs.push( uv.x, uv.y );
  6100. return uvsHash[ hash ];
  6101. }
  6102. data.data = {};
  6103. data.data.vertices = vertices;
  6104. data.data.normals = normals;
  6105. if ( colors.length > 0 ) data.data.colors = colors;
  6106. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  6107. data.data.faces = faces;
  6108. return data;
  6109. },
  6110. clone: function () {
  6111. /*
  6112. // Handle primitives
  6113. var parameters = this.parameters;
  6114. if ( parameters !== undefined ) {
  6115. var values = [];
  6116. for ( var key in parameters ) {
  6117. values.push( parameters[ key ] );
  6118. }
  6119. var geometry = Object.create( this.constructor.prototype );
  6120. this.constructor.apply( geometry, values );
  6121. return geometry;
  6122. }
  6123. return new this.constructor().copy( this );
  6124. */
  6125. return new Geometry().copy( this );
  6126. },
  6127. copy: function ( source ) {
  6128. var i, il, j, jl, k, kl;
  6129. // reset
  6130. this.vertices = [];
  6131. this.colors = [];
  6132. this.faces = [];
  6133. this.faceVertexUvs = [[]];
  6134. this.morphTargets = [];
  6135. this.morphNormals = [];
  6136. this.skinWeights = [];
  6137. this.skinIndices = [];
  6138. this.lineDistances = [];
  6139. this.boundingBox = null;
  6140. this.boundingSphere = null;
  6141. // name
  6142. this.name = source.name;
  6143. // vertices
  6144. var vertices = source.vertices;
  6145. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  6146. this.vertices.push( vertices[ i ].clone() );
  6147. }
  6148. // colors
  6149. var colors = source.colors;
  6150. for ( i = 0, il = colors.length; i < il; i ++ ) {
  6151. this.colors.push( colors[ i ].clone() );
  6152. }
  6153. // faces
  6154. var faces = source.faces;
  6155. for ( i = 0, il = faces.length; i < il; i ++ ) {
  6156. this.faces.push( faces[ i ].clone() );
  6157. }
  6158. // face vertex uvs
  6159. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  6160. var faceVertexUvs = source.faceVertexUvs[ i ];
  6161. if ( this.faceVertexUvs[ i ] === undefined ) {
  6162. this.faceVertexUvs[ i ] = [];
  6163. }
  6164. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  6165. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  6166. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  6167. var uv = uvs[ k ];
  6168. uvsCopy.push( uv.clone() );
  6169. }
  6170. this.faceVertexUvs[ i ].push( uvsCopy );
  6171. }
  6172. }
  6173. // morph targets
  6174. var morphTargets = source.morphTargets;
  6175. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  6176. var morphTarget = {};
  6177. morphTarget.name = morphTargets[ i ].name;
  6178. // vertices
  6179. if ( morphTargets[ i ].vertices !== undefined ) {
  6180. morphTarget.vertices = [];
  6181. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  6182. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  6183. }
  6184. }
  6185. // normals
  6186. if ( morphTargets[ i ].normals !== undefined ) {
  6187. morphTarget.normals = [];
  6188. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  6189. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  6190. }
  6191. }
  6192. this.morphTargets.push( morphTarget );
  6193. }
  6194. // morph normals
  6195. var morphNormals = source.morphNormals;
  6196. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  6197. var morphNormal = {};
  6198. // vertex normals
  6199. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  6200. morphNormal.vertexNormals = [];
  6201. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  6202. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  6203. var destVertexNormal = {};
  6204. destVertexNormal.a = srcVertexNormal.a.clone();
  6205. destVertexNormal.b = srcVertexNormal.b.clone();
  6206. destVertexNormal.c = srcVertexNormal.c.clone();
  6207. morphNormal.vertexNormals.push( destVertexNormal );
  6208. }
  6209. }
  6210. // face normals
  6211. if ( morphNormals[ i ].faceNormals !== undefined ) {
  6212. morphNormal.faceNormals = [];
  6213. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  6214. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  6215. }
  6216. }
  6217. this.morphNormals.push( morphNormal );
  6218. }
  6219. // skin weights
  6220. var skinWeights = source.skinWeights;
  6221. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  6222. this.skinWeights.push( skinWeights[ i ].clone() );
  6223. }
  6224. // skin indices
  6225. var skinIndices = source.skinIndices;
  6226. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  6227. this.skinIndices.push( skinIndices[ i ].clone() );
  6228. }
  6229. // line distances
  6230. var lineDistances = source.lineDistances;
  6231. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  6232. this.lineDistances.push( lineDistances[ i ] );
  6233. }
  6234. // bounding box
  6235. var boundingBox = source.boundingBox;
  6236. if ( boundingBox !== null ) {
  6237. this.boundingBox = boundingBox.clone();
  6238. }
  6239. // bounding sphere
  6240. var boundingSphere = source.boundingSphere;
  6241. if ( boundingSphere !== null ) {
  6242. this.boundingSphere = boundingSphere.clone();
  6243. }
  6244. // update flags
  6245. this.elementsNeedUpdate = source.elementsNeedUpdate;
  6246. this.verticesNeedUpdate = source.verticesNeedUpdate;
  6247. this.uvsNeedUpdate = source.uvsNeedUpdate;
  6248. this.normalsNeedUpdate = source.normalsNeedUpdate;
  6249. this.colorsNeedUpdate = source.colorsNeedUpdate;
  6250. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  6251. this.groupsNeedUpdate = source.groupsNeedUpdate;
  6252. return this;
  6253. },
  6254. dispose: function () {
  6255. this.dispatchEvent( { type: 'dispose' } );
  6256. }
  6257. } );
  6258. /**
  6259. * @author mrdoob / http://mrdoob.com/
  6260. */
  6261. function BufferAttribute( array, itemSize, normalized ) {
  6262. if ( Array.isArray( array ) ) {
  6263. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6264. }
  6265. this.name = '';
  6266. this.array = array;
  6267. this.itemSize = itemSize;
  6268. this.count = array !== undefined ? array.length / itemSize : 0;
  6269. this.normalized = normalized === true;
  6270. this.dynamic = false;
  6271. this.updateRange = { offset: 0, count: - 1 };
  6272. this.version = 0;
  6273. }
  6274. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  6275. set: function ( value ) {
  6276. if ( value === true ) this.version ++;
  6277. }
  6278. } );
  6279. Object.assign( BufferAttribute.prototype, {
  6280. isBufferAttribute: true,
  6281. onUploadCallback: function () {},
  6282. setArray: function ( array ) {
  6283. if ( Array.isArray( array ) ) {
  6284. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6285. }
  6286. this.count = array !== undefined ? array.length / this.itemSize : 0;
  6287. this.array = array;
  6288. return this;
  6289. },
  6290. setDynamic: function ( value ) {
  6291. this.dynamic = value;
  6292. return this;
  6293. },
  6294. copy: function ( source ) {
  6295. this.name = source.name;
  6296. this.array = new source.array.constructor( source.array );
  6297. this.itemSize = source.itemSize;
  6298. this.count = source.count;
  6299. this.normalized = source.normalized;
  6300. this.dynamic = source.dynamic;
  6301. return this;
  6302. },
  6303. copyAt: function ( index1, attribute, index2 ) {
  6304. index1 *= this.itemSize;
  6305. index2 *= attribute.itemSize;
  6306. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  6307. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6308. }
  6309. return this;
  6310. },
  6311. copyArray: function ( array ) {
  6312. this.array.set( array );
  6313. return this;
  6314. },
  6315. copyColorsArray: function ( colors ) {
  6316. var array = this.array, offset = 0;
  6317. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  6318. var color = colors[ i ];
  6319. if ( color === undefined ) {
  6320. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  6321. color = new Color();
  6322. }
  6323. array[ offset ++ ] = color.r;
  6324. array[ offset ++ ] = color.g;
  6325. array[ offset ++ ] = color.b;
  6326. }
  6327. return this;
  6328. },
  6329. copyVector2sArray: function ( vectors ) {
  6330. var array = this.array, offset = 0;
  6331. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6332. var vector = vectors[ i ];
  6333. if ( vector === undefined ) {
  6334. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  6335. vector = new Vector2();
  6336. }
  6337. array[ offset ++ ] = vector.x;
  6338. array[ offset ++ ] = vector.y;
  6339. }
  6340. return this;
  6341. },
  6342. copyVector3sArray: function ( vectors ) {
  6343. var array = this.array, offset = 0;
  6344. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6345. var vector = vectors[ i ];
  6346. if ( vector === undefined ) {
  6347. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  6348. vector = new Vector3();
  6349. }
  6350. array[ offset ++ ] = vector.x;
  6351. array[ offset ++ ] = vector.y;
  6352. array[ offset ++ ] = vector.z;
  6353. }
  6354. return this;
  6355. },
  6356. copyVector4sArray: function ( vectors ) {
  6357. var array = this.array, offset = 0;
  6358. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6359. var vector = vectors[ i ];
  6360. if ( vector === undefined ) {
  6361. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  6362. vector = new Vector4();
  6363. }
  6364. array[ offset ++ ] = vector.x;
  6365. array[ offset ++ ] = vector.y;
  6366. array[ offset ++ ] = vector.z;
  6367. array[ offset ++ ] = vector.w;
  6368. }
  6369. return this;
  6370. },
  6371. set: function ( value, offset ) {
  6372. if ( offset === undefined ) offset = 0;
  6373. this.array.set( value, offset );
  6374. return this;
  6375. },
  6376. getX: function ( index ) {
  6377. return this.array[ index * this.itemSize ];
  6378. },
  6379. setX: function ( index, x ) {
  6380. this.array[ index * this.itemSize ] = x;
  6381. return this;
  6382. },
  6383. getY: function ( index ) {
  6384. return this.array[ index * this.itemSize + 1 ];
  6385. },
  6386. setY: function ( index, y ) {
  6387. this.array[ index * this.itemSize + 1 ] = y;
  6388. return this;
  6389. },
  6390. getZ: function ( index ) {
  6391. return this.array[ index * this.itemSize + 2 ];
  6392. },
  6393. setZ: function ( index, z ) {
  6394. this.array[ index * this.itemSize + 2 ] = z;
  6395. return this;
  6396. },
  6397. getW: function ( index ) {
  6398. return this.array[ index * this.itemSize + 3 ];
  6399. },
  6400. setW: function ( index, w ) {
  6401. this.array[ index * this.itemSize + 3 ] = w;
  6402. return this;
  6403. },
  6404. setXY: function ( index, x, y ) {
  6405. index *= this.itemSize;
  6406. this.array[ index + 0 ] = x;
  6407. this.array[ index + 1 ] = y;
  6408. return this;
  6409. },
  6410. setXYZ: function ( index, x, y, z ) {
  6411. index *= this.itemSize;
  6412. this.array[ index + 0 ] = x;
  6413. this.array[ index + 1 ] = y;
  6414. this.array[ index + 2 ] = z;
  6415. return this;
  6416. },
  6417. setXYZW: function ( index, x, y, z, w ) {
  6418. index *= this.itemSize;
  6419. this.array[ index + 0 ] = x;
  6420. this.array[ index + 1 ] = y;
  6421. this.array[ index + 2 ] = z;
  6422. this.array[ index + 3 ] = w;
  6423. return this;
  6424. },
  6425. onUpload: function ( callback ) {
  6426. this.onUploadCallback = callback;
  6427. return this;
  6428. },
  6429. clone: function () {
  6430. return new this.constructor( this.array, this.itemSize ).copy( this );
  6431. }
  6432. } );
  6433. //
  6434. function Int8BufferAttribute( array, itemSize, normalized ) {
  6435. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  6436. }
  6437. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6438. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6439. function Uint8BufferAttribute( array, itemSize, normalized ) {
  6440. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  6441. }
  6442. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6443. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6444. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  6445. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  6446. }
  6447. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6448. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6449. function Int16BufferAttribute( array, itemSize, normalized ) {
  6450. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  6451. }
  6452. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6453. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6454. function Uint16BufferAttribute( array, itemSize, normalized ) {
  6455. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  6456. }
  6457. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6458. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6459. function Int32BufferAttribute( array, itemSize, normalized ) {
  6460. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  6461. }
  6462. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6463. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6464. function Uint32BufferAttribute( array, itemSize, normalized ) {
  6465. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  6466. }
  6467. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6468. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6469. function Float32BufferAttribute( array, itemSize, normalized ) {
  6470. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  6471. }
  6472. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6473. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6474. function Float64BufferAttribute( array, itemSize, normalized ) {
  6475. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  6476. }
  6477. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6478. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  6479. /**
  6480. * @author mrdoob / http://mrdoob.com/
  6481. */
  6482. function DirectGeometry() {
  6483. this.vertices = [];
  6484. this.normals = [];
  6485. this.colors = [];
  6486. this.uvs = [];
  6487. this.uvs2 = [];
  6488. this.groups = [];
  6489. this.morphTargets = {};
  6490. this.skinWeights = [];
  6491. this.skinIndices = [];
  6492. // this.lineDistances = [];
  6493. this.boundingBox = null;
  6494. this.boundingSphere = null;
  6495. // update flags
  6496. this.verticesNeedUpdate = false;
  6497. this.normalsNeedUpdate = false;
  6498. this.colorsNeedUpdate = false;
  6499. this.uvsNeedUpdate = false;
  6500. this.groupsNeedUpdate = false;
  6501. }
  6502. Object.assign( DirectGeometry.prototype, {
  6503. computeGroups: function ( geometry ) {
  6504. var group;
  6505. var groups = [];
  6506. var materialIndex = undefined;
  6507. var faces = geometry.faces;
  6508. for ( var i = 0; i < faces.length; i ++ ) {
  6509. var face = faces[ i ];
  6510. // materials
  6511. if ( face.materialIndex !== materialIndex ) {
  6512. materialIndex = face.materialIndex;
  6513. if ( group !== undefined ) {
  6514. group.count = ( i * 3 ) - group.start;
  6515. groups.push( group );
  6516. }
  6517. group = {
  6518. start: i * 3,
  6519. materialIndex: materialIndex
  6520. };
  6521. }
  6522. }
  6523. if ( group !== undefined ) {
  6524. group.count = ( i * 3 ) - group.start;
  6525. groups.push( group );
  6526. }
  6527. this.groups = groups;
  6528. },
  6529. fromGeometry: function ( geometry ) {
  6530. var faces = geometry.faces;
  6531. var vertices = geometry.vertices;
  6532. var faceVertexUvs = geometry.faceVertexUvs;
  6533. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  6534. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  6535. // morphs
  6536. var morphTargets = geometry.morphTargets;
  6537. var morphTargetsLength = morphTargets.length;
  6538. var morphTargetsPosition;
  6539. if ( morphTargetsLength > 0 ) {
  6540. morphTargetsPosition = [];
  6541. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  6542. morphTargetsPosition[ i ] = {
  6543. name: morphTargets[ i ].name,
  6544. data: []
  6545. };
  6546. }
  6547. this.morphTargets.position = morphTargetsPosition;
  6548. }
  6549. var morphNormals = geometry.morphNormals;
  6550. var morphNormalsLength = morphNormals.length;
  6551. var morphTargetsNormal;
  6552. if ( morphNormalsLength > 0 ) {
  6553. morphTargetsNormal = [];
  6554. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  6555. morphTargetsNormal[ i ] = {
  6556. name: morphNormals[ i ].name,
  6557. data: []
  6558. };
  6559. }
  6560. this.morphTargets.normal = morphTargetsNormal;
  6561. }
  6562. // skins
  6563. var skinIndices = geometry.skinIndices;
  6564. var skinWeights = geometry.skinWeights;
  6565. var hasSkinIndices = skinIndices.length === vertices.length;
  6566. var hasSkinWeights = skinWeights.length === vertices.length;
  6567. //
  6568. if ( vertices.length > 0 && faces.length === 0 ) {
  6569. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  6570. }
  6571. for ( var i = 0; i < faces.length; i ++ ) {
  6572. var face = faces[ i ];
  6573. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  6574. var vertexNormals = face.vertexNormals;
  6575. if ( vertexNormals.length === 3 ) {
  6576. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  6577. } else {
  6578. var normal = face.normal;
  6579. this.normals.push( normal, normal, normal );
  6580. }
  6581. var vertexColors = face.vertexColors;
  6582. if ( vertexColors.length === 3 ) {
  6583. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  6584. } else {
  6585. var color = face.color;
  6586. this.colors.push( color, color, color );
  6587. }
  6588. if ( hasFaceVertexUv === true ) {
  6589. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  6590. if ( vertexUvs !== undefined ) {
  6591. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6592. } else {
  6593. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  6594. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6595. }
  6596. }
  6597. if ( hasFaceVertexUv2 === true ) {
  6598. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  6599. if ( vertexUvs !== undefined ) {
  6600. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6601. } else {
  6602. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  6603. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6604. }
  6605. }
  6606. // morphs
  6607. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6608. var morphTarget = morphTargets[ j ].vertices;
  6609. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6610. }
  6611. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  6612. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  6613. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6614. }
  6615. // skins
  6616. if ( hasSkinIndices ) {
  6617. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6618. }
  6619. if ( hasSkinWeights ) {
  6620. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6621. }
  6622. }
  6623. this.computeGroups( geometry );
  6624. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6625. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6626. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6627. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6628. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6629. return this;
  6630. }
  6631. } );
  6632. /**
  6633. * @author mrdoob / http://mrdoob.com/
  6634. */
  6635. function arrayMax( array ) {
  6636. if ( array.length === 0 ) return - Infinity;
  6637. var max = array[ 0 ];
  6638. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6639. if ( array[ i ] > max ) max = array[ i ];
  6640. }
  6641. return max;
  6642. }
  6643. /**
  6644. * @author alteredq / http://alteredqualia.com/
  6645. * @author mrdoob / http://mrdoob.com/
  6646. */
  6647. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6648. function BufferGeometry() {
  6649. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  6650. this.uuid = _Math.generateUUID();
  6651. this.name = '';
  6652. this.type = 'BufferGeometry';
  6653. this.index = null;
  6654. this.attributes = {};
  6655. this.morphAttributes = {};
  6656. this.groups = [];
  6657. this.boundingBox = null;
  6658. this.boundingSphere = null;
  6659. this.drawRange = { start: 0, count: Infinity };
  6660. this.userData = {};
  6661. }
  6662. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6663. constructor: BufferGeometry,
  6664. isBufferGeometry: true,
  6665. getIndex: function () {
  6666. return this.index;
  6667. },
  6668. setIndex: function ( index ) {
  6669. if ( Array.isArray( index ) ) {
  6670. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6671. } else {
  6672. this.index = index;
  6673. }
  6674. },
  6675. addAttribute: function ( name, attribute ) {
  6676. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  6677. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  6678. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  6679. }
  6680. if ( name === 'index' ) {
  6681. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  6682. this.setIndex( attribute );
  6683. return this;
  6684. }
  6685. this.attributes[ name ] = attribute;
  6686. return this;
  6687. },
  6688. getAttribute: function ( name ) {
  6689. return this.attributes[ name ];
  6690. },
  6691. removeAttribute: function ( name ) {
  6692. delete this.attributes[ name ];
  6693. return this;
  6694. },
  6695. addGroup: function ( start, count, materialIndex ) {
  6696. this.groups.push( {
  6697. start: start,
  6698. count: count,
  6699. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6700. } );
  6701. },
  6702. clearGroups: function () {
  6703. this.groups = [];
  6704. },
  6705. setDrawRange: function ( start, count ) {
  6706. this.drawRange.start = start;
  6707. this.drawRange.count = count;
  6708. },
  6709. applyMatrix: function ( matrix ) {
  6710. var position = this.attributes.position;
  6711. if ( position !== undefined ) {
  6712. matrix.applyToBufferAttribute( position );
  6713. position.needsUpdate = true;
  6714. }
  6715. var normal = this.attributes.normal;
  6716. if ( normal !== undefined ) {
  6717. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6718. normalMatrix.applyToBufferAttribute( normal );
  6719. normal.needsUpdate = true;
  6720. }
  6721. var tangent = this.attributes.tangent;
  6722. if ( tangent !== undefined ) {
  6723. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6724. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  6725. normalMatrix.applyToBufferAttribute( tangent );
  6726. tangent.needsUpdate = true;
  6727. }
  6728. if ( this.boundingBox !== null ) {
  6729. this.computeBoundingBox();
  6730. }
  6731. if ( this.boundingSphere !== null ) {
  6732. this.computeBoundingSphere();
  6733. }
  6734. return this;
  6735. },
  6736. rotateX: function () {
  6737. // rotate geometry around world x-axis
  6738. var m1 = new Matrix4();
  6739. return function rotateX( angle ) {
  6740. m1.makeRotationX( angle );
  6741. this.applyMatrix( m1 );
  6742. return this;
  6743. };
  6744. }(),
  6745. rotateY: function () {
  6746. // rotate geometry around world y-axis
  6747. var m1 = new Matrix4();
  6748. return function rotateY( angle ) {
  6749. m1.makeRotationY( angle );
  6750. this.applyMatrix( m1 );
  6751. return this;
  6752. };
  6753. }(),
  6754. rotateZ: function () {
  6755. // rotate geometry around world z-axis
  6756. var m1 = new Matrix4();
  6757. return function rotateZ( angle ) {
  6758. m1.makeRotationZ( angle );
  6759. this.applyMatrix( m1 );
  6760. return this;
  6761. };
  6762. }(),
  6763. translate: function () {
  6764. // translate geometry
  6765. var m1 = new Matrix4();
  6766. return function translate( x, y, z ) {
  6767. m1.makeTranslation( x, y, z );
  6768. this.applyMatrix( m1 );
  6769. return this;
  6770. };
  6771. }(),
  6772. scale: function () {
  6773. // scale geometry
  6774. var m1 = new Matrix4();
  6775. return function scale( x, y, z ) {
  6776. m1.makeScale( x, y, z );
  6777. this.applyMatrix( m1 );
  6778. return this;
  6779. };
  6780. }(),
  6781. lookAt: function () {
  6782. var obj = new Object3D();
  6783. return function lookAt( vector ) {
  6784. obj.lookAt( vector );
  6785. obj.updateMatrix();
  6786. this.applyMatrix( obj.matrix );
  6787. };
  6788. }(),
  6789. center: function () {
  6790. var offset = new Vector3();
  6791. return function center() {
  6792. this.computeBoundingBox();
  6793. this.boundingBox.getCenter( offset ).negate();
  6794. this.translate( offset.x, offset.y, offset.z );
  6795. return this;
  6796. };
  6797. }(),
  6798. setFromObject: function ( object ) {
  6799. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6800. var geometry = object.geometry;
  6801. if ( object.isPoints || object.isLine ) {
  6802. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6803. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6804. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6805. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6806. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6807. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6808. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6809. }
  6810. if ( geometry.boundingSphere !== null ) {
  6811. this.boundingSphere = geometry.boundingSphere.clone();
  6812. }
  6813. if ( geometry.boundingBox !== null ) {
  6814. this.boundingBox = geometry.boundingBox.clone();
  6815. }
  6816. } else if ( object.isMesh ) {
  6817. if ( geometry && geometry.isGeometry ) {
  6818. this.fromGeometry( geometry );
  6819. }
  6820. }
  6821. return this;
  6822. },
  6823. setFromPoints: function ( points ) {
  6824. var position = [];
  6825. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6826. var point = points[ i ];
  6827. position.push( point.x, point.y, point.z || 0 );
  6828. }
  6829. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6830. return this;
  6831. },
  6832. updateFromObject: function ( object ) {
  6833. var geometry = object.geometry;
  6834. if ( object.isMesh ) {
  6835. var direct = geometry.__directGeometry;
  6836. if ( geometry.elementsNeedUpdate === true ) {
  6837. direct = undefined;
  6838. geometry.elementsNeedUpdate = false;
  6839. }
  6840. if ( direct === undefined ) {
  6841. return this.fromGeometry( geometry );
  6842. }
  6843. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6844. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6845. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6846. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6847. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6848. geometry.verticesNeedUpdate = false;
  6849. geometry.normalsNeedUpdate = false;
  6850. geometry.colorsNeedUpdate = false;
  6851. geometry.uvsNeedUpdate = false;
  6852. geometry.groupsNeedUpdate = false;
  6853. geometry = direct;
  6854. }
  6855. var attribute;
  6856. if ( geometry.verticesNeedUpdate === true ) {
  6857. attribute = this.attributes.position;
  6858. if ( attribute !== undefined ) {
  6859. attribute.copyVector3sArray( geometry.vertices );
  6860. attribute.needsUpdate = true;
  6861. }
  6862. geometry.verticesNeedUpdate = false;
  6863. }
  6864. if ( geometry.normalsNeedUpdate === true ) {
  6865. attribute = this.attributes.normal;
  6866. if ( attribute !== undefined ) {
  6867. attribute.copyVector3sArray( geometry.normals );
  6868. attribute.needsUpdate = true;
  6869. }
  6870. geometry.normalsNeedUpdate = false;
  6871. }
  6872. if ( geometry.colorsNeedUpdate === true ) {
  6873. attribute = this.attributes.color;
  6874. if ( attribute !== undefined ) {
  6875. attribute.copyColorsArray( geometry.colors );
  6876. attribute.needsUpdate = true;
  6877. }
  6878. geometry.colorsNeedUpdate = false;
  6879. }
  6880. if ( geometry.uvsNeedUpdate ) {
  6881. attribute = this.attributes.uv;
  6882. if ( attribute !== undefined ) {
  6883. attribute.copyVector2sArray( geometry.uvs );
  6884. attribute.needsUpdate = true;
  6885. }
  6886. geometry.uvsNeedUpdate = false;
  6887. }
  6888. if ( geometry.lineDistancesNeedUpdate ) {
  6889. attribute = this.attributes.lineDistance;
  6890. if ( attribute !== undefined ) {
  6891. attribute.copyArray( geometry.lineDistances );
  6892. attribute.needsUpdate = true;
  6893. }
  6894. geometry.lineDistancesNeedUpdate = false;
  6895. }
  6896. if ( geometry.groupsNeedUpdate ) {
  6897. geometry.computeGroups( object.geometry );
  6898. this.groups = geometry.groups;
  6899. geometry.groupsNeedUpdate = false;
  6900. }
  6901. return this;
  6902. },
  6903. fromGeometry: function ( geometry ) {
  6904. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6905. return this.fromDirectGeometry( geometry.__directGeometry );
  6906. },
  6907. fromDirectGeometry: function ( geometry ) {
  6908. var positions = new Float32Array( geometry.vertices.length * 3 );
  6909. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6910. if ( geometry.normals.length > 0 ) {
  6911. var normals = new Float32Array( geometry.normals.length * 3 );
  6912. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6913. }
  6914. if ( geometry.colors.length > 0 ) {
  6915. var colors = new Float32Array( geometry.colors.length * 3 );
  6916. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6917. }
  6918. if ( geometry.uvs.length > 0 ) {
  6919. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6920. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6921. }
  6922. if ( geometry.uvs2.length > 0 ) {
  6923. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6924. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6925. }
  6926. // groups
  6927. this.groups = geometry.groups;
  6928. // morphs
  6929. for ( var name in geometry.morphTargets ) {
  6930. var array = [];
  6931. var morphTargets = geometry.morphTargets[ name ];
  6932. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6933. var morphTarget = morphTargets[ i ];
  6934. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6935. attribute.name = morphTarget.name;
  6936. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6937. }
  6938. this.morphAttributes[ name ] = array;
  6939. }
  6940. // skinning
  6941. if ( geometry.skinIndices.length > 0 ) {
  6942. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6943. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6944. }
  6945. if ( geometry.skinWeights.length > 0 ) {
  6946. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6947. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6948. }
  6949. //
  6950. if ( geometry.boundingSphere !== null ) {
  6951. this.boundingSphere = geometry.boundingSphere.clone();
  6952. }
  6953. if ( geometry.boundingBox !== null ) {
  6954. this.boundingBox = geometry.boundingBox.clone();
  6955. }
  6956. return this;
  6957. },
  6958. computeBoundingBox: function () {
  6959. var box = new Box3();
  6960. return function computeBoundingBox() {
  6961. if ( this.boundingBox === null ) {
  6962. this.boundingBox = new Box3();
  6963. }
  6964. var position = this.attributes.position;
  6965. var morphAttributesPosition = this.morphAttributes.position;
  6966. if ( position !== undefined ) {
  6967. this.boundingBox.setFromBufferAttribute( position );
  6968. // process morph attributes if present
  6969. if ( morphAttributesPosition ) {
  6970. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6971. var morphAttribute = morphAttributesPosition[ i ];
  6972. box.setFromBufferAttribute( morphAttribute );
  6973. this.boundingBox.expandByPoint( box.min );
  6974. this.boundingBox.expandByPoint( box.max );
  6975. }
  6976. }
  6977. } else {
  6978. this.boundingBox.makeEmpty();
  6979. }
  6980. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6981. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6982. }
  6983. };
  6984. }(),
  6985. computeBoundingSphere: function () {
  6986. var box = new Box3();
  6987. var boxMorphTargets = new Box3();
  6988. var vector = new Vector3();
  6989. return function computeBoundingSphere() {
  6990. if ( this.boundingSphere === null ) {
  6991. this.boundingSphere = new Sphere();
  6992. }
  6993. var position = this.attributes.position;
  6994. var morphAttributesPosition = this.morphAttributes.position;
  6995. if ( position ) {
  6996. // first, find the center of the bounding sphere
  6997. var center = this.boundingSphere.center;
  6998. box.setFromBufferAttribute( position );
  6999. // process morph attributes if present
  7000. if ( morphAttributesPosition ) {
  7001. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  7002. var morphAttribute = morphAttributesPosition[ i ];
  7003. boxMorphTargets.setFromBufferAttribute( morphAttribute );
  7004. box.expandByPoint( boxMorphTargets.min );
  7005. box.expandByPoint( boxMorphTargets.max );
  7006. }
  7007. }
  7008. box.getCenter( center );
  7009. // second, try to find a boundingSphere with a radius smaller than the
  7010. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  7011. var maxRadiusSq = 0;
  7012. for ( var i = 0, il = position.count; i < il; i ++ ) {
  7013. vector.fromBufferAttribute( position, i );
  7014. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  7015. }
  7016. // process morph attributes if present
  7017. if ( morphAttributesPosition ) {
  7018. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  7019. var morphAttribute = morphAttributesPosition[ i ];
  7020. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  7021. vector.fromBufferAttribute( morphAttribute, i );
  7022. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  7023. }
  7024. }
  7025. }
  7026. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  7027. if ( isNaN( this.boundingSphere.radius ) ) {
  7028. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  7029. }
  7030. }
  7031. };
  7032. }(),
  7033. computeFaceNormals: function () {
  7034. // backwards compatibility
  7035. },
  7036. computeVertexNormals: function () {
  7037. var index = this.index;
  7038. var attributes = this.attributes;
  7039. if ( attributes.position ) {
  7040. var positions = attributes.position.array;
  7041. if ( attributes.normal === undefined ) {
  7042. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  7043. } else {
  7044. // reset existing normals to zero
  7045. var array = attributes.normal.array;
  7046. for ( var i = 0, il = array.length; i < il; i ++ ) {
  7047. array[ i ] = 0;
  7048. }
  7049. }
  7050. var normals = attributes.normal.array;
  7051. var vA, vB, vC;
  7052. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  7053. var cb = new Vector3(), ab = new Vector3();
  7054. // indexed elements
  7055. if ( index ) {
  7056. var indices = index.array;
  7057. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  7058. vA = indices[ i + 0 ] * 3;
  7059. vB = indices[ i + 1 ] * 3;
  7060. vC = indices[ i + 2 ] * 3;
  7061. pA.fromArray( positions, vA );
  7062. pB.fromArray( positions, vB );
  7063. pC.fromArray( positions, vC );
  7064. cb.subVectors( pC, pB );
  7065. ab.subVectors( pA, pB );
  7066. cb.cross( ab );
  7067. normals[ vA ] += cb.x;
  7068. normals[ vA + 1 ] += cb.y;
  7069. normals[ vA + 2 ] += cb.z;
  7070. normals[ vB ] += cb.x;
  7071. normals[ vB + 1 ] += cb.y;
  7072. normals[ vB + 2 ] += cb.z;
  7073. normals[ vC ] += cb.x;
  7074. normals[ vC + 1 ] += cb.y;
  7075. normals[ vC + 2 ] += cb.z;
  7076. }
  7077. } else {
  7078. // non-indexed elements (unconnected triangle soup)
  7079. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  7080. pA.fromArray( positions, i );
  7081. pB.fromArray( positions, i + 3 );
  7082. pC.fromArray( positions, i + 6 );
  7083. cb.subVectors( pC, pB );
  7084. ab.subVectors( pA, pB );
  7085. cb.cross( ab );
  7086. normals[ i ] = cb.x;
  7087. normals[ i + 1 ] = cb.y;
  7088. normals[ i + 2 ] = cb.z;
  7089. normals[ i + 3 ] = cb.x;
  7090. normals[ i + 4 ] = cb.y;
  7091. normals[ i + 5 ] = cb.z;
  7092. normals[ i + 6 ] = cb.x;
  7093. normals[ i + 7 ] = cb.y;
  7094. normals[ i + 8 ] = cb.z;
  7095. }
  7096. }
  7097. this.normalizeNormals();
  7098. attributes.normal.needsUpdate = true;
  7099. }
  7100. },
  7101. merge: function ( geometry, offset ) {
  7102. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  7103. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  7104. return;
  7105. }
  7106. if ( offset === undefined ) {
  7107. offset = 0;
  7108. console.warn(
  7109. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  7110. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  7111. );
  7112. }
  7113. var attributes = this.attributes;
  7114. for ( var key in attributes ) {
  7115. if ( geometry.attributes[ key ] === undefined ) continue;
  7116. var attribute1 = attributes[ key ];
  7117. var attributeArray1 = attribute1.array;
  7118. var attribute2 = geometry.attributes[ key ];
  7119. var attributeArray2 = attribute2.array;
  7120. var attributeSize = attribute2.itemSize;
  7121. for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  7122. attributeArray1[ j ] = attributeArray2[ i ];
  7123. }
  7124. }
  7125. return this;
  7126. },
  7127. normalizeNormals: function () {
  7128. var vector = new Vector3();
  7129. return function normalizeNormals() {
  7130. var normals = this.attributes.normal;
  7131. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  7132. vector.x = normals.getX( i );
  7133. vector.y = normals.getY( i );
  7134. vector.z = normals.getZ( i );
  7135. vector.normalize();
  7136. normals.setXYZ( i, vector.x, vector.y, vector.z );
  7137. }
  7138. };
  7139. }(),
  7140. toNonIndexed: function () {
  7141. function convertBufferAttribute( attribute, indices ) {
  7142. var array = attribute.array;
  7143. var itemSize = attribute.itemSize;
  7144. var array2 = new array.constructor( indices.length * itemSize );
  7145. var index = 0, index2 = 0;
  7146. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  7147. index = indices[ i ] * itemSize;
  7148. for ( var j = 0; j < itemSize; j ++ ) {
  7149. array2[ index2 ++ ] = array[ index ++ ];
  7150. }
  7151. }
  7152. return new BufferAttribute( array2, itemSize );
  7153. }
  7154. //
  7155. if ( this.index === null ) {
  7156. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  7157. return this;
  7158. }
  7159. var geometry2 = new BufferGeometry();
  7160. var indices = this.index.array;
  7161. var attributes = this.attributes;
  7162. // attributes
  7163. for ( var name in attributes ) {
  7164. var attribute = attributes[ name ];
  7165. var newAttribute = convertBufferAttribute( attribute, indices );
  7166. geometry2.addAttribute( name, newAttribute );
  7167. }
  7168. // morph attributes
  7169. var morphAttributes = this.morphAttributes;
  7170. for ( name in morphAttributes ) {
  7171. var morphArray = [];
  7172. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7173. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  7174. var attribute = morphAttribute[ i ];
  7175. var newAttribute = convertBufferAttribute( attribute, indices );
  7176. morphArray.push( newAttribute );
  7177. }
  7178. geometry2.morphAttributes[ name ] = morphArray;
  7179. }
  7180. // groups
  7181. var groups = this.groups;
  7182. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  7183. var group = groups[ i ];
  7184. geometry2.addGroup( group.start, group.count, group.materialIndex );
  7185. }
  7186. return geometry2;
  7187. },
  7188. toJSON: function () {
  7189. var data = {
  7190. metadata: {
  7191. version: 4.5,
  7192. type: 'BufferGeometry',
  7193. generator: 'BufferGeometry.toJSON'
  7194. }
  7195. };
  7196. // standard BufferGeometry serialization
  7197. data.uuid = this.uuid;
  7198. data.type = this.type;
  7199. if ( this.name !== '' ) data.name = this.name;
  7200. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  7201. if ( this.parameters !== undefined ) {
  7202. var parameters = this.parameters;
  7203. for ( var key in parameters ) {
  7204. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7205. }
  7206. return data;
  7207. }
  7208. data.data = { attributes: {} };
  7209. var index = this.index;
  7210. if ( index !== null ) {
  7211. data.data.index = {
  7212. type: index.array.constructor.name,
  7213. array: Array.prototype.slice.call( index.array )
  7214. };
  7215. }
  7216. var attributes = this.attributes;
  7217. for ( var key in attributes ) {
  7218. var attribute = attributes[ key ];
  7219. var attributeData = {
  7220. itemSize: attribute.itemSize,
  7221. type: attribute.array.constructor.name,
  7222. array: Array.prototype.slice.call( attribute.array ),
  7223. normalized: attribute.normalized
  7224. };
  7225. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7226. data.data.attributes[ key ] = attributeData;
  7227. }
  7228. var morphAttributes = {};
  7229. var hasMorphAttributes = false;
  7230. for ( var key in this.morphAttributes ) {
  7231. var attributeArray = this.morphAttributes[ key ];
  7232. var array = [];
  7233. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  7234. var attribute = attributeArray[ i ];
  7235. var attributeData = {
  7236. itemSize: attribute.itemSize,
  7237. type: attribute.array.constructor.name,
  7238. array: Array.prototype.slice.call( attribute.array ),
  7239. normalized: attribute.normalized
  7240. };
  7241. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7242. array.push( attributeData );
  7243. }
  7244. if ( array.length > 0 ) {
  7245. morphAttributes[ key ] = array;
  7246. hasMorphAttributes = true;
  7247. }
  7248. }
  7249. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  7250. var groups = this.groups;
  7251. if ( groups.length > 0 ) {
  7252. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  7253. }
  7254. var boundingSphere = this.boundingSphere;
  7255. if ( boundingSphere !== null ) {
  7256. data.data.boundingSphere = {
  7257. center: boundingSphere.center.toArray(),
  7258. radius: boundingSphere.radius
  7259. };
  7260. }
  7261. return data;
  7262. },
  7263. clone: function () {
  7264. /*
  7265. // Handle primitives
  7266. var parameters = this.parameters;
  7267. if ( parameters !== undefined ) {
  7268. var values = [];
  7269. for ( var key in parameters ) {
  7270. values.push( parameters[ key ] );
  7271. }
  7272. var geometry = Object.create( this.constructor.prototype );
  7273. this.constructor.apply( geometry, values );
  7274. return geometry;
  7275. }
  7276. return new this.constructor().copy( this );
  7277. */
  7278. return new BufferGeometry().copy( this );
  7279. },
  7280. copy: function ( source ) {
  7281. var name, i, l;
  7282. // reset
  7283. this.index = null;
  7284. this.attributes = {};
  7285. this.morphAttributes = {};
  7286. this.groups = [];
  7287. this.boundingBox = null;
  7288. this.boundingSphere = null;
  7289. // name
  7290. this.name = source.name;
  7291. // index
  7292. var index = source.index;
  7293. if ( index !== null ) {
  7294. this.setIndex( index.clone() );
  7295. }
  7296. // attributes
  7297. var attributes = source.attributes;
  7298. for ( name in attributes ) {
  7299. var attribute = attributes[ name ];
  7300. this.addAttribute( name, attribute.clone() );
  7301. }
  7302. // morph attributes
  7303. var morphAttributes = source.morphAttributes;
  7304. for ( name in morphAttributes ) {
  7305. var array = [];
  7306. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7307. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  7308. array.push( morphAttribute[ i ].clone() );
  7309. }
  7310. this.morphAttributes[ name ] = array;
  7311. }
  7312. // groups
  7313. var groups = source.groups;
  7314. for ( i = 0, l = groups.length; i < l; i ++ ) {
  7315. var group = groups[ i ];
  7316. this.addGroup( group.start, group.count, group.materialIndex );
  7317. }
  7318. // bounding box
  7319. var boundingBox = source.boundingBox;
  7320. if ( boundingBox !== null ) {
  7321. this.boundingBox = boundingBox.clone();
  7322. }
  7323. // bounding sphere
  7324. var boundingSphere = source.boundingSphere;
  7325. if ( boundingSphere !== null ) {
  7326. this.boundingSphere = boundingSphere.clone();
  7327. }
  7328. // draw range
  7329. this.drawRange.start = source.drawRange.start;
  7330. this.drawRange.count = source.drawRange.count;
  7331. // user data
  7332. this.userData = source.userData;
  7333. return this;
  7334. },
  7335. dispose: function () {
  7336. this.dispatchEvent( { type: 'dispose' } );
  7337. }
  7338. } );
  7339. /**
  7340. * @author mrdoob / http://mrdoob.com/
  7341. * @author Mugen87 / https://github.com/Mugen87
  7342. */
  7343. // BoxGeometry
  7344. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7345. Geometry.call( this );
  7346. this.type = 'BoxGeometry';
  7347. this.parameters = {
  7348. width: width,
  7349. height: height,
  7350. depth: depth,
  7351. widthSegments: widthSegments,
  7352. heightSegments: heightSegments,
  7353. depthSegments: depthSegments
  7354. };
  7355. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7356. this.mergeVertices();
  7357. }
  7358. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7359. BoxGeometry.prototype.constructor = BoxGeometry;
  7360. // BoxBufferGeometry
  7361. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7362. BufferGeometry.call( this );
  7363. this.type = 'BoxBufferGeometry';
  7364. this.parameters = {
  7365. width: width,
  7366. height: height,
  7367. depth: depth,
  7368. widthSegments: widthSegments,
  7369. heightSegments: heightSegments,
  7370. depthSegments: depthSegments
  7371. };
  7372. var scope = this;
  7373. width = width || 1;
  7374. height = height || 1;
  7375. depth = depth || 1;
  7376. // segments
  7377. widthSegments = Math.floor( widthSegments ) || 1;
  7378. heightSegments = Math.floor( heightSegments ) || 1;
  7379. depthSegments = Math.floor( depthSegments ) || 1;
  7380. // buffers
  7381. var indices = [];
  7382. var vertices = [];
  7383. var normals = [];
  7384. var uvs = [];
  7385. // helper variables
  7386. var numberOfVertices = 0;
  7387. var groupStart = 0;
  7388. // build each side of the box geometry
  7389. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7390. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7391. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7392. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7393. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7394. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7395. // build geometry
  7396. this.setIndex( indices );
  7397. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7398. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7399. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7400. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7401. var segmentWidth = width / gridX;
  7402. var segmentHeight = height / gridY;
  7403. var widthHalf = width / 2;
  7404. var heightHalf = height / 2;
  7405. var depthHalf = depth / 2;
  7406. var gridX1 = gridX + 1;
  7407. var gridY1 = gridY + 1;
  7408. var vertexCounter = 0;
  7409. var groupCount = 0;
  7410. var ix, iy;
  7411. var vector = new Vector3();
  7412. // generate vertices, normals and uvs
  7413. for ( iy = 0; iy < gridY1; iy ++ ) {
  7414. var y = iy * segmentHeight - heightHalf;
  7415. for ( ix = 0; ix < gridX1; ix ++ ) {
  7416. var x = ix * segmentWidth - widthHalf;
  7417. // set values to correct vector component
  7418. vector[ u ] = x * udir;
  7419. vector[ v ] = y * vdir;
  7420. vector[ w ] = depthHalf;
  7421. // now apply vector to vertex buffer
  7422. vertices.push( vector.x, vector.y, vector.z );
  7423. // set values to correct vector component
  7424. vector[ u ] = 0;
  7425. vector[ v ] = 0;
  7426. vector[ w ] = depth > 0 ? 1 : - 1;
  7427. // now apply vector to normal buffer
  7428. normals.push( vector.x, vector.y, vector.z );
  7429. // uvs
  7430. uvs.push( ix / gridX );
  7431. uvs.push( 1 - ( iy / gridY ) );
  7432. // counters
  7433. vertexCounter += 1;
  7434. }
  7435. }
  7436. // indices
  7437. // 1. you need three indices to draw a single face
  7438. // 2. a single segment consists of two faces
  7439. // 3. so we need to generate six (2*3) indices per segment
  7440. for ( iy = 0; iy < gridY; iy ++ ) {
  7441. for ( ix = 0; ix < gridX; ix ++ ) {
  7442. var a = numberOfVertices + ix + gridX1 * iy;
  7443. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7444. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7445. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7446. // faces
  7447. indices.push( a, b, d );
  7448. indices.push( b, c, d );
  7449. // increase counter
  7450. groupCount += 6;
  7451. }
  7452. }
  7453. // add a group to the geometry. this will ensure multi material support
  7454. scope.addGroup( groupStart, groupCount, materialIndex );
  7455. // calculate new start value for groups
  7456. groupStart += groupCount;
  7457. // update total number of vertices
  7458. numberOfVertices += vertexCounter;
  7459. }
  7460. }
  7461. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7462. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7463. /**
  7464. * @author mrdoob / http://mrdoob.com/
  7465. * @author Mugen87 / https://github.com/Mugen87
  7466. */
  7467. // PlaneGeometry
  7468. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  7469. Geometry.call( this );
  7470. this.type = 'PlaneGeometry';
  7471. this.parameters = {
  7472. width: width,
  7473. height: height,
  7474. widthSegments: widthSegments,
  7475. heightSegments: heightSegments
  7476. };
  7477. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  7478. this.mergeVertices();
  7479. }
  7480. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  7481. PlaneGeometry.prototype.constructor = PlaneGeometry;
  7482. // PlaneBufferGeometry
  7483. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  7484. BufferGeometry.call( this );
  7485. this.type = 'PlaneBufferGeometry';
  7486. this.parameters = {
  7487. width: width,
  7488. height: height,
  7489. widthSegments: widthSegments,
  7490. heightSegments: heightSegments
  7491. };
  7492. width = width || 1;
  7493. height = height || 1;
  7494. var width_half = width / 2;
  7495. var height_half = height / 2;
  7496. var gridX = Math.floor( widthSegments ) || 1;
  7497. var gridY = Math.floor( heightSegments ) || 1;
  7498. var gridX1 = gridX + 1;
  7499. var gridY1 = gridY + 1;
  7500. var segment_width = width / gridX;
  7501. var segment_height = height / gridY;
  7502. var ix, iy;
  7503. // buffers
  7504. var indices = [];
  7505. var vertices = [];
  7506. var normals = [];
  7507. var uvs = [];
  7508. // generate vertices, normals and uvs
  7509. for ( iy = 0; iy < gridY1; iy ++ ) {
  7510. var y = iy * segment_height - height_half;
  7511. for ( ix = 0; ix < gridX1; ix ++ ) {
  7512. var x = ix * segment_width - width_half;
  7513. vertices.push( x, - y, 0 );
  7514. normals.push( 0, 0, 1 );
  7515. uvs.push( ix / gridX );
  7516. uvs.push( 1 - ( iy / gridY ) );
  7517. }
  7518. }
  7519. // indices
  7520. for ( iy = 0; iy < gridY; iy ++ ) {
  7521. for ( ix = 0; ix < gridX; ix ++ ) {
  7522. var a = ix + gridX1 * iy;
  7523. var b = ix + gridX1 * ( iy + 1 );
  7524. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  7525. var d = ( ix + 1 ) + gridX1 * iy;
  7526. // faces
  7527. indices.push( a, b, d );
  7528. indices.push( b, c, d );
  7529. }
  7530. }
  7531. // build geometry
  7532. this.setIndex( indices );
  7533. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7534. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7535. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7536. }
  7537. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7538. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  7539. /**
  7540. * @author mrdoob / http://mrdoob.com/
  7541. * @author alteredq / http://alteredqualia.com/
  7542. */
  7543. var materialId = 0;
  7544. function Material() {
  7545. Object.defineProperty( this, 'id', { value: materialId ++ } );
  7546. this.uuid = _Math.generateUUID();
  7547. this.name = '';
  7548. this.type = 'Material';
  7549. this.fog = true;
  7550. this.lights = true;
  7551. this.blending = NormalBlending;
  7552. this.side = FrontSide;
  7553. this.flatShading = false;
  7554. this.vertexTangents = false;
  7555. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  7556. this.opacity = 1;
  7557. this.transparent = false;
  7558. this.blendSrc = SrcAlphaFactor;
  7559. this.blendDst = OneMinusSrcAlphaFactor;
  7560. this.blendEquation = AddEquation;
  7561. this.blendSrcAlpha = null;
  7562. this.blendDstAlpha = null;
  7563. this.blendEquationAlpha = null;
  7564. this.depthFunc = LessEqualDepth;
  7565. this.depthTest = true;
  7566. this.depthWrite = true;
  7567. this.clippingPlanes = null;
  7568. this.clipIntersection = false;
  7569. this.clipShadows = false;
  7570. this.shadowSide = null;
  7571. this.colorWrite = true;
  7572. this.precision = null; // override the renderer's default precision for this material
  7573. this.polygonOffset = false;
  7574. this.polygonOffsetFactor = 0;
  7575. this.polygonOffsetUnits = 0;
  7576. this.dithering = false;
  7577. this.alphaTest = 0;
  7578. this.premultipliedAlpha = false;
  7579. this.visible = true;
  7580. this.userData = {};
  7581. this.needsUpdate = true;
  7582. }
  7583. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7584. constructor: Material,
  7585. isMaterial: true,
  7586. onBeforeCompile: function () {},
  7587. setValues: function ( values ) {
  7588. if ( values === undefined ) return;
  7589. for ( var key in values ) {
  7590. var newValue = values[ key ];
  7591. if ( newValue === undefined ) {
  7592. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7593. continue;
  7594. }
  7595. // for backward compatability if shading is set in the constructor
  7596. if ( key === 'shading' ) {
  7597. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  7598. this.flatShading = ( newValue === FlatShading ) ? true : false;
  7599. continue;
  7600. }
  7601. var currentValue = this[ key ];
  7602. if ( currentValue === undefined ) {
  7603. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  7604. continue;
  7605. }
  7606. if ( currentValue && currentValue.isColor ) {
  7607. currentValue.set( newValue );
  7608. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  7609. currentValue.copy( newValue );
  7610. } else {
  7611. this[ key ] = newValue;
  7612. }
  7613. }
  7614. },
  7615. toJSON: function ( meta ) {
  7616. var isRoot = ( meta === undefined || typeof meta === 'string' );
  7617. if ( isRoot ) {
  7618. meta = {
  7619. textures: {},
  7620. images: {}
  7621. };
  7622. }
  7623. var data = {
  7624. metadata: {
  7625. version: 4.5,
  7626. type: 'Material',
  7627. generator: 'Material.toJSON'
  7628. }
  7629. };
  7630. // standard Material serialization
  7631. data.uuid = this.uuid;
  7632. data.type = this.type;
  7633. if ( this.name !== '' ) data.name = this.name;
  7634. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  7635. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  7636. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  7637. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  7638. if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  7639. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  7640. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  7641. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  7642. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  7643. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  7644. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  7645. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  7646. if ( this.aoMap && this.aoMap.isTexture ) {
  7647. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  7648. data.aoMapIntensity = this.aoMapIntensity;
  7649. }
  7650. if ( this.bumpMap && this.bumpMap.isTexture ) {
  7651. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  7652. data.bumpScale = this.bumpScale;
  7653. }
  7654. if ( this.normalMap && this.normalMap.isTexture ) {
  7655. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  7656. data.normalMapType = this.normalMapType;
  7657. data.normalScale = this.normalScale.toArray();
  7658. }
  7659. if ( this.displacementMap && this.displacementMap.isTexture ) {
  7660. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  7661. data.displacementScale = this.displacementScale;
  7662. data.displacementBias = this.displacementBias;
  7663. }
  7664. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  7665. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  7666. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  7667. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  7668. if ( this.envMap && this.envMap.isTexture ) {
  7669. data.envMap = this.envMap.toJSON( meta ).uuid;
  7670. data.reflectivity = this.reflectivity; // Scale behind envMap
  7671. if ( this.combine !== undefined ) data.combine = this.combine;
  7672. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  7673. }
  7674. if ( this.gradientMap && this.gradientMap.isTexture ) {
  7675. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  7676. }
  7677. if ( this.size !== undefined ) data.size = this.size;
  7678. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  7679. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  7680. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  7681. if ( this.side !== FrontSide ) data.side = this.side;
  7682. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  7683. if ( this.opacity < 1 ) data.opacity = this.opacity;
  7684. if ( this.transparent === true ) data.transparent = this.transparent;
  7685. data.depthFunc = this.depthFunc;
  7686. data.depthTest = this.depthTest;
  7687. data.depthWrite = this.depthWrite;
  7688. // rotation (SpriteMaterial)
  7689. if ( this.rotation !== 0 ) data.rotation = this.rotation;
  7690. if ( this.polygonOffset === true ) data.polygonOffset = true;
  7691. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  7692. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  7693. if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  7694. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  7695. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  7696. if ( this.scale !== undefined ) data.scale = this.scale;
  7697. if ( this.dithering === true ) data.dithering = true;
  7698. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  7699. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  7700. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  7701. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  7702. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  7703. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  7704. if ( this.morphTargets === true ) data.morphTargets = true;
  7705. if ( this.skinning === true ) data.skinning = true;
  7706. if ( this.visible === false ) data.visible = false;
  7707. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  7708. // TODO: Copied from Object3D.toJSON
  7709. function extractFromCache( cache ) {
  7710. var values = [];
  7711. for ( var key in cache ) {
  7712. var data = cache[ key ];
  7713. delete data.metadata;
  7714. values.push( data );
  7715. }
  7716. return values;
  7717. }
  7718. if ( isRoot ) {
  7719. var textures = extractFromCache( meta.textures );
  7720. var images = extractFromCache( meta.images );
  7721. if ( textures.length > 0 ) data.textures = textures;
  7722. if ( images.length > 0 ) data.images = images;
  7723. }
  7724. return data;
  7725. },
  7726. clone: function () {
  7727. return new this.constructor().copy( this );
  7728. },
  7729. copy: function ( source ) {
  7730. this.name = source.name;
  7731. this.fog = source.fog;
  7732. this.lights = source.lights;
  7733. this.blending = source.blending;
  7734. this.side = source.side;
  7735. this.flatShading = source.flatShading;
  7736. this.vertexColors = source.vertexColors;
  7737. this.opacity = source.opacity;
  7738. this.transparent = source.transparent;
  7739. this.blendSrc = source.blendSrc;
  7740. this.blendDst = source.blendDst;
  7741. this.blendEquation = source.blendEquation;
  7742. this.blendSrcAlpha = source.blendSrcAlpha;
  7743. this.blendDstAlpha = source.blendDstAlpha;
  7744. this.blendEquationAlpha = source.blendEquationAlpha;
  7745. this.depthFunc = source.depthFunc;
  7746. this.depthTest = source.depthTest;
  7747. this.depthWrite = source.depthWrite;
  7748. this.colorWrite = source.colorWrite;
  7749. this.precision = source.precision;
  7750. this.polygonOffset = source.polygonOffset;
  7751. this.polygonOffsetFactor = source.polygonOffsetFactor;
  7752. this.polygonOffsetUnits = source.polygonOffsetUnits;
  7753. this.dithering = source.dithering;
  7754. this.alphaTest = source.alphaTest;
  7755. this.premultipliedAlpha = source.premultipliedAlpha;
  7756. this.visible = source.visible;
  7757. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  7758. this.clipShadows = source.clipShadows;
  7759. this.clipIntersection = source.clipIntersection;
  7760. var srcPlanes = source.clippingPlanes,
  7761. dstPlanes = null;
  7762. if ( srcPlanes !== null ) {
  7763. var n = srcPlanes.length;
  7764. dstPlanes = new Array( n );
  7765. for ( var i = 0; i !== n; ++ i )
  7766. dstPlanes[ i ] = srcPlanes[ i ].clone();
  7767. }
  7768. this.clippingPlanes = dstPlanes;
  7769. this.shadowSide = source.shadowSide;
  7770. return this;
  7771. },
  7772. dispose: function () {
  7773. this.dispatchEvent( { type: 'dispose' } );
  7774. }
  7775. } );
  7776. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7777. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7778. /**
  7779. * @author alteredq / http://alteredqualia.com/
  7780. *
  7781. * parameters = {
  7782. * defines: { "label" : "value" },
  7783. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7784. *
  7785. * fragmentShader: <string>,
  7786. * vertexShader: <string>,
  7787. *
  7788. * wireframe: <boolean>,
  7789. * wireframeLinewidth: <float>,
  7790. *
  7791. * lights: <bool>,
  7792. *
  7793. * skinning: <bool>,
  7794. * morphTargets: <bool>,
  7795. * morphNormals: <bool>
  7796. * }
  7797. */
  7798. function ShaderMaterial( parameters ) {
  7799. Material.call( this );
  7800. this.type = 'ShaderMaterial';
  7801. this.defines = {};
  7802. this.uniforms = {};
  7803. this.vertexShader = default_vertex;
  7804. this.fragmentShader = default_fragment;
  7805. this.linewidth = 1;
  7806. this.wireframe = false;
  7807. this.wireframeLinewidth = 1;
  7808. this.fog = false; // set to use scene fog
  7809. this.lights = false; // set to use scene lights
  7810. this.clipping = false; // set to use user-defined clipping planes
  7811. this.skinning = false; // set to use skinning attribute streams
  7812. this.morphTargets = false; // set to use morph targets
  7813. this.morphNormals = false; // set to use morph normals
  7814. this.extensions = {
  7815. derivatives: false, // set to use derivatives
  7816. fragDepth: false, // set to use fragment depth values
  7817. drawBuffers: false, // set to use draw buffers
  7818. shaderTextureLOD: false // set to use shader texture LOD
  7819. };
  7820. // When rendered geometry doesn't include these attributes but the material does,
  7821. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7822. this.defaultAttributeValues = {
  7823. 'color': [ 1, 1, 1 ],
  7824. 'uv': [ 0, 0 ],
  7825. 'uv2': [ 0, 0 ]
  7826. };
  7827. this.index0AttributeName = undefined;
  7828. this.uniformsNeedUpdate = false;
  7829. if ( parameters !== undefined ) {
  7830. if ( parameters.attributes !== undefined ) {
  7831. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7832. }
  7833. this.setValues( parameters );
  7834. }
  7835. }
  7836. ShaderMaterial.prototype = Object.create( Material.prototype );
  7837. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7838. ShaderMaterial.prototype.isShaderMaterial = true;
  7839. ShaderMaterial.prototype.copy = function ( source ) {
  7840. Material.prototype.copy.call( this, source );
  7841. this.fragmentShader = source.fragmentShader;
  7842. this.vertexShader = source.vertexShader;
  7843. this.uniforms = cloneUniforms( source.uniforms );
  7844. this.defines = Object.assign( {}, source.defines );
  7845. this.wireframe = source.wireframe;
  7846. this.wireframeLinewidth = source.wireframeLinewidth;
  7847. this.lights = source.lights;
  7848. this.clipping = source.clipping;
  7849. this.skinning = source.skinning;
  7850. this.morphTargets = source.morphTargets;
  7851. this.morphNormals = source.morphNormals;
  7852. this.extensions = source.extensions;
  7853. return this;
  7854. };
  7855. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7856. var data = Material.prototype.toJSON.call( this, meta );
  7857. data.uniforms = {};
  7858. for ( var name in this.uniforms ) {
  7859. var uniform = this.uniforms[ name ];
  7860. var value = uniform.value;
  7861. if ( value && value.isTexture ) {
  7862. data.uniforms[ name ] = {
  7863. type: 't',
  7864. value: value.toJSON( meta ).uuid
  7865. };
  7866. } else if ( value && value.isColor ) {
  7867. data.uniforms[ name ] = {
  7868. type: 'c',
  7869. value: value.getHex()
  7870. };
  7871. } else if ( value && value.isVector2 ) {
  7872. data.uniforms[ name ] = {
  7873. type: 'v2',
  7874. value: value.toArray()
  7875. };
  7876. } else if ( value && value.isVector3 ) {
  7877. data.uniforms[ name ] = {
  7878. type: 'v3',
  7879. value: value.toArray()
  7880. };
  7881. } else if ( value && value.isVector4 ) {
  7882. data.uniforms[ name ] = {
  7883. type: 'v4',
  7884. value: value.toArray()
  7885. };
  7886. } else if ( value && value.isMatrix3 ) {
  7887. data.uniforms[ name ] = {
  7888. type: 'm3',
  7889. value: value.toArray()
  7890. };
  7891. } else if ( value && value.isMatrix4 ) {
  7892. data.uniforms[ name ] = {
  7893. type: 'm4',
  7894. value: value.toArray()
  7895. };
  7896. } else {
  7897. data.uniforms[ name ] = {
  7898. value: value
  7899. };
  7900. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7901. }
  7902. }
  7903. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7904. data.vertexShader = this.vertexShader;
  7905. data.fragmentShader = this.fragmentShader;
  7906. var extensions = {};
  7907. for ( var key in this.extensions ) {
  7908. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7909. }
  7910. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7911. return data;
  7912. };
  7913. /**
  7914. * @author bhouston / http://clara.io
  7915. */
  7916. function Ray( origin, direction ) {
  7917. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  7918. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  7919. }
  7920. Object.assign( Ray.prototype, {
  7921. set: function ( origin, direction ) {
  7922. this.origin.copy( origin );
  7923. this.direction.copy( direction );
  7924. return this;
  7925. },
  7926. clone: function () {
  7927. return new this.constructor().copy( this );
  7928. },
  7929. copy: function ( ray ) {
  7930. this.origin.copy( ray.origin );
  7931. this.direction.copy( ray.direction );
  7932. return this;
  7933. },
  7934. at: function ( t, target ) {
  7935. if ( target === undefined ) {
  7936. console.warn( 'THREE.Ray: .at() target is now required' );
  7937. target = new Vector3();
  7938. }
  7939. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  7940. },
  7941. lookAt: function ( v ) {
  7942. this.direction.copy( v ).sub( this.origin ).normalize();
  7943. return this;
  7944. },
  7945. recast: function () {
  7946. var v1 = new Vector3();
  7947. return function recast( t ) {
  7948. this.origin.copy( this.at( t, v1 ) );
  7949. return this;
  7950. };
  7951. }(),
  7952. closestPointToPoint: function ( point, target ) {
  7953. if ( target === undefined ) {
  7954. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  7955. target = new Vector3();
  7956. }
  7957. target.subVectors( point, this.origin );
  7958. var directionDistance = target.dot( this.direction );
  7959. if ( directionDistance < 0 ) {
  7960. return target.copy( this.origin );
  7961. }
  7962. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7963. },
  7964. distanceToPoint: function ( point ) {
  7965. return Math.sqrt( this.distanceSqToPoint( point ) );
  7966. },
  7967. distanceSqToPoint: function () {
  7968. var v1 = new Vector3();
  7969. return function distanceSqToPoint( point ) {
  7970. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  7971. // point behind the ray
  7972. if ( directionDistance < 0 ) {
  7973. return this.origin.distanceToSquared( point );
  7974. }
  7975. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7976. return v1.distanceToSquared( point );
  7977. };
  7978. }(),
  7979. distanceSqToSegment: function () {
  7980. var segCenter = new Vector3();
  7981. var segDir = new Vector3();
  7982. var diff = new Vector3();
  7983. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  7984. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  7985. // It returns the min distance between the ray and the segment
  7986. // defined by v0 and v1
  7987. // It can also set two optional targets :
  7988. // - The closest point on the ray
  7989. // - The closest point on the segment
  7990. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  7991. segDir.copy( v1 ).sub( v0 ).normalize();
  7992. diff.copy( this.origin ).sub( segCenter );
  7993. var segExtent = v0.distanceTo( v1 ) * 0.5;
  7994. var a01 = - this.direction.dot( segDir );
  7995. var b0 = diff.dot( this.direction );
  7996. var b1 = - diff.dot( segDir );
  7997. var c = diff.lengthSq();
  7998. var det = Math.abs( 1 - a01 * a01 );
  7999. var s0, s1, sqrDist, extDet;
  8000. if ( det > 0 ) {
  8001. // The ray and segment are not parallel.
  8002. s0 = a01 * b1 - b0;
  8003. s1 = a01 * b0 - b1;
  8004. extDet = segExtent * det;
  8005. if ( s0 >= 0 ) {
  8006. if ( s1 >= - extDet ) {
  8007. if ( s1 <= extDet ) {
  8008. // region 0
  8009. // Minimum at interior points of ray and segment.
  8010. var invDet = 1 / det;
  8011. s0 *= invDet;
  8012. s1 *= invDet;
  8013. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8014. } else {
  8015. // region 1
  8016. s1 = segExtent;
  8017. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8018. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8019. }
  8020. } else {
  8021. // region 5
  8022. s1 = - segExtent;
  8023. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8024. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8025. }
  8026. } else {
  8027. if ( s1 <= - extDet ) {
  8028. // region 4
  8029. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8030. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8031. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8032. } else if ( s1 <= extDet ) {
  8033. // region 3
  8034. s0 = 0;
  8035. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8036. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8037. } else {
  8038. // region 2
  8039. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8040. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8041. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8042. }
  8043. }
  8044. } else {
  8045. // Ray and segment are parallel.
  8046. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8047. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8048. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8049. }
  8050. if ( optionalPointOnRay ) {
  8051. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  8052. }
  8053. if ( optionalPointOnSegment ) {
  8054. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  8055. }
  8056. return sqrDist;
  8057. };
  8058. }(),
  8059. intersectSphere: function () {
  8060. var v1 = new Vector3();
  8061. return function intersectSphere( sphere, target ) {
  8062. v1.subVectors( sphere.center, this.origin );
  8063. var tca = v1.dot( this.direction );
  8064. var d2 = v1.dot( v1 ) - tca * tca;
  8065. var radius2 = sphere.radius * sphere.radius;
  8066. if ( d2 > radius2 ) return null;
  8067. var thc = Math.sqrt( radius2 - d2 );
  8068. // t0 = first intersect point - entrance on front of sphere
  8069. var t0 = tca - thc;
  8070. // t1 = second intersect point - exit point on back of sphere
  8071. var t1 = tca + thc;
  8072. // test to see if both t0 and t1 are behind the ray - if so, return null
  8073. if ( t0 < 0 && t1 < 0 ) return null;
  8074. // test to see if t0 is behind the ray:
  8075. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8076. // in order to always return an intersect point that is in front of the ray.
  8077. if ( t0 < 0 ) return this.at( t1, target );
  8078. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8079. return this.at( t0, target );
  8080. };
  8081. }(),
  8082. intersectsSphere: function ( sphere ) {
  8083. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8084. },
  8085. distanceToPlane: function ( plane ) {
  8086. var denominator = plane.normal.dot( this.direction );
  8087. if ( denominator === 0 ) {
  8088. // line is coplanar, return origin
  8089. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8090. return 0;
  8091. }
  8092. // Null is preferable to undefined since undefined means.... it is undefined
  8093. return null;
  8094. }
  8095. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8096. // Return if the ray never intersects the plane
  8097. return t >= 0 ? t : null;
  8098. },
  8099. intersectPlane: function ( plane, target ) {
  8100. var t = this.distanceToPlane( plane );
  8101. if ( t === null ) {
  8102. return null;
  8103. }
  8104. return this.at( t, target );
  8105. },
  8106. intersectsPlane: function ( plane ) {
  8107. // check if the ray lies on the plane first
  8108. var distToPoint = plane.distanceToPoint( this.origin );
  8109. if ( distToPoint === 0 ) {
  8110. return true;
  8111. }
  8112. var denominator = plane.normal.dot( this.direction );
  8113. if ( denominator * distToPoint < 0 ) {
  8114. return true;
  8115. }
  8116. // ray origin is behind the plane (and is pointing behind it)
  8117. return false;
  8118. },
  8119. intersectBox: function ( box, target ) {
  8120. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  8121. var invdirx = 1 / this.direction.x,
  8122. invdiry = 1 / this.direction.y,
  8123. invdirz = 1 / this.direction.z;
  8124. var origin = this.origin;
  8125. if ( invdirx >= 0 ) {
  8126. tmin = ( box.min.x - origin.x ) * invdirx;
  8127. tmax = ( box.max.x - origin.x ) * invdirx;
  8128. } else {
  8129. tmin = ( box.max.x - origin.x ) * invdirx;
  8130. tmax = ( box.min.x - origin.x ) * invdirx;
  8131. }
  8132. if ( invdiry >= 0 ) {
  8133. tymin = ( box.min.y - origin.y ) * invdiry;
  8134. tymax = ( box.max.y - origin.y ) * invdiry;
  8135. } else {
  8136. tymin = ( box.max.y - origin.y ) * invdiry;
  8137. tymax = ( box.min.y - origin.y ) * invdiry;
  8138. }
  8139. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8140. // These lines also handle the case where tmin or tmax is NaN
  8141. // (result of 0 * Infinity). x !== x returns true if x is NaN
  8142. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  8143. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  8144. if ( invdirz >= 0 ) {
  8145. tzmin = ( box.min.z - origin.z ) * invdirz;
  8146. tzmax = ( box.max.z - origin.z ) * invdirz;
  8147. } else {
  8148. tzmin = ( box.max.z - origin.z ) * invdirz;
  8149. tzmax = ( box.min.z - origin.z ) * invdirz;
  8150. }
  8151. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8152. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8153. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8154. //return point closest to the ray (positive side)
  8155. if ( tmax < 0 ) return null;
  8156. return this.at( tmin >= 0 ? tmin : tmax, target );
  8157. },
  8158. intersectsBox: ( function () {
  8159. var v = new Vector3();
  8160. return function intersectsBox( box ) {
  8161. return this.intersectBox( box, v ) !== null;
  8162. };
  8163. } )(),
  8164. intersectTriangle: function () {
  8165. // Compute the offset origin, edges, and normal.
  8166. var diff = new Vector3();
  8167. var edge1 = new Vector3();
  8168. var edge2 = new Vector3();
  8169. var normal = new Vector3();
  8170. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  8171. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8172. edge1.subVectors( b, a );
  8173. edge2.subVectors( c, a );
  8174. normal.crossVectors( edge1, edge2 );
  8175. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8176. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8177. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8178. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8179. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8180. var DdN = this.direction.dot( normal );
  8181. var sign;
  8182. if ( DdN > 0 ) {
  8183. if ( backfaceCulling ) return null;
  8184. sign = 1;
  8185. } else if ( DdN < 0 ) {
  8186. sign = - 1;
  8187. DdN = - DdN;
  8188. } else {
  8189. return null;
  8190. }
  8191. diff.subVectors( this.origin, a );
  8192. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  8193. // b1 < 0, no intersection
  8194. if ( DdQxE2 < 0 ) {
  8195. return null;
  8196. }
  8197. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  8198. // b2 < 0, no intersection
  8199. if ( DdE1xQ < 0 ) {
  8200. return null;
  8201. }
  8202. // b1+b2 > 1, no intersection
  8203. if ( DdQxE2 + DdE1xQ > DdN ) {
  8204. return null;
  8205. }
  8206. // Line intersects triangle, check if ray does.
  8207. var QdN = - sign * diff.dot( normal );
  8208. // t < 0, no intersection
  8209. if ( QdN < 0 ) {
  8210. return null;
  8211. }
  8212. // Ray intersects triangle.
  8213. return this.at( QdN / DdN, target );
  8214. };
  8215. }(),
  8216. applyMatrix4: function ( matrix4 ) {
  8217. this.origin.applyMatrix4( matrix4 );
  8218. this.direction.transformDirection( matrix4 );
  8219. return this;
  8220. },
  8221. equals: function ( ray ) {
  8222. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8223. }
  8224. } );
  8225. /**
  8226. * @author bhouston / http://clara.io
  8227. * @author mrdoob / http://mrdoob.com/
  8228. */
  8229. function Triangle( a, b, c ) {
  8230. this.a = ( a !== undefined ) ? a : new Vector3();
  8231. this.b = ( b !== undefined ) ? b : new Vector3();
  8232. this.c = ( c !== undefined ) ? c : new Vector3();
  8233. }
  8234. Object.assign( Triangle, {
  8235. getNormal: function () {
  8236. var v0 = new Vector3();
  8237. return function getNormal( a, b, c, target ) {
  8238. if ( target === undefined ) {
  8239. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  8240. target = new Vector3();
  8241. }
  8242. target.subVectors( c, b );
  8243. v0.subVectors( a, b );
  8244. target.cross( v0 );
  8245. var targetLengthSq = target.lengthSq();
  8246. if ( targetLengthSq > 0 ) {
  8247. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  8248. }
  8249. return target.set( 0, 0, 0 );
  8250. };
  8251. }(),
  8252. // static/instance method to calculate barycentric coordinates
  8253. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  8254. getBarycoord: function () {
  8255. var v0 = new Vector3();
  8256. var v1 = new Vector3();
  8257. var v2 = new Vector3();
  8258. return function getBarycoord( point, a, b, c, target ) {
  8259. v0.subVectors( c, a );
  8260. v1.subVectors( b, a );
  8261. v2.subVectors( point, a );
  8262. var dot00 = v0.dot( v0 );
  8263. var dot01 = v0.dot( v1 );
  8264. var dot02 = v0.dot( v2 );
  8265. var dot11 = v1.dot( v1 );
  8266. var dot12 = v1.dot( v2 );
  8267. var denom = ( dot00 * dot11 - dot01 * dot01 );
  8268. if ( target === undefined ) {
  8269. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  8270. target = new Vector3();
  8271. }
  8272. // collinear or singular triangle
  8273. if ( denom === 0 ) {
  8274. // arbitrary location outside of triangle?
  8275. // not sure if this is the best idea, maybe should be returning undefined
  8276. return target.set( - 2, - 1, - 1 );
  8277. }
  8278. var invDenom = 1 / denom;
  8279. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  8280. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  8281. // barycentric coordinates must always sum to 1
  8282. return target.set( 1 - u - v, v, u );
  8283. };
  8284. }(),
  8285. containsPoint: function () {
  8286. var v1 = new Vector3();
  8287. return function containsPoint( point, a, b, c ) {
  8288. Triangle.getBarycoord( point, a, b, c, v1 );
  8289. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  8290. };
  8291. }(),
  8292. getUV: function () {
  8293. var barycoord = new Vector3();
  8294. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  8295. this.getBarycoord( point, p1, p2, p3, barycoord );
  8296. target.set( 0, 0 );
  8297. target.addScaledVector( uv1, barycoord.x );
  8298. target.addScaledVector( uv2, barycoord.y );
  8299. target.addScaledVector( uv3, barycoord.z );
  8300. return target;
  8301. };
  8302. }()
  8303. } );
  8304. Object.assign( Triangle.prototype, {
  8305. set: function ( a, b, c ) {
  8306. this.a.copy( a );
  8307. this.b.copy( b );
  8308. this.c.copy( c );
  8309. return this;
  8310. },
  8311. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  8312. this.a.copy( points[ i0 ] );
  8313. this.b.copy( points[ i1 ] );
  8314. this.c.copy( points[ i2 ] );
  8315. return this;
  8316. },
  8317. clone: function () {
  8318. return new this.constructor().copy( this );
  8319. },
  8320. copy: function ( triangle ) {
  8321. this.a.copy( triangle.a );
  8322. this.b.copy( triangle.b );
  8323. this.c.copy( triangle.c );
  8324. return this;
  8325. },
  8326. getArea: function () {
  8327. var v0 = new Vector3();
  8328. var v1 = new Vector3();
  8329. return function getArea() {
  8330. v0.subVectors( this.c, this.b );
  8331. v1.subVectors( this.a, this.b );
  8332. return v0.cross( v1 ).length() * 0.5;
  8333. };
  8334. }(),
  8335. getMidpoint: function ( target ) {
  8336. if ( target === undefined ) {
  8337. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  8338. target = new Vector3();
  8339. }
  8340. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  8341. },
  8342. getNormal: function ( target ) {
  8343. return Triangle.getNormal( this.a, this.b, this.c, target );
  8344. },
  8345. getPlane: function ( target ) {
  8346. if ( target === undefined ) {
  8347. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  8348. target = new Vector3();
  8349. }
  8350. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  8351. },
  8352. getBarycoord: function ( point, target ) {
  8353. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  8354. },
  8355. containsPoint: function ( point ) {
  8356. return Triangle.containsPoint( point, this.a, this.b, this.c );
  8357. },
  8358. getUV: function ( point, uv1, uv2, uv3, result ) {
  8359. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
  8360. },
  8361. intersectsBox: function ( box ) {
  8362. return box.intersectsTriangle( this );
  8363. },
  8364. closestPointToPoint: function () {
  8365. var vab = new Vector3();
  8366. var vac = new Vector3();
  8367. var vbc = new Vector3();
  8368. var vap = new Vector3();
  8369. var vbp = new Vector3();
  8370. var vcp = new Vector3();
  8371. return function closestPointToPoint( p, target ) {
  8372. if ( target === undefined ) {
  8373. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  8374. target = new Vector3();
  8375. }
  8376. var a = this.a, b = this.b, c = this.c;
  8377. var v, w;
  8378. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  8379. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  8380. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  8381. // basically, we're distinguishing which of the voronoi regions of the triangle
  8382. // the point lies in with the minimum amount of redundant computation.
  8383. vab.subVectors( b, a );
  8384. vac.subVectors( c, a );
  8385. vap.subVectors( p, a );
  8386. var d1 = vab.dot( vap );
  8387. var d2 = vac.dot( vap );
  8388. if ( d1 <= 0 && d2 <= 0 ) {
  8389. // vertex region of A; barycentric coords (1, 0, 0)
  8390. return target.copy( a );
  8391. }
  8392. vbp.subVectors( p, b );
  8393. var d3 = vab.dot( vbp );
  8394. var d4 = vac.dot( vbp );
  8395. if ( d3 >= 0 && d4 <= d3 ) {
  8396. // vertex region of B; barycentric coords (0, 1, 0)
  8397. return target.copy( b );
  8398. }
  8399. var vc = d1 * d4 - d3 * d2;
  8400. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  8401. v = d1 / ( d1 - d3 );
  8402. // edge region of AB; barycentric coords (1-v, v, 0)
  8403. return target.copy( a ).addScaledVector( vab, v );
  8404. }
  8405. vcp.subVectors( p, c );
  8406. var d5 = vab.dot( vcp );
  8407. var d6 = vac.dot( vcp );
  8408. if ( d6 >= 0 && d5 <= d6 ) {
  8409. // vertex region of C; barycentric coords (0, 0, 1)
  8410. return target.copy( c );
  8411. }
  8412. var vb = d5 * d2 - d1 * d6;
  8413. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  8414. w = d2 / ( d2 - d6 );
  8415. // edge region of AC; barycentric coords (1-w, 0, w)
  8416. return target.copy( a ).addScaledVector( vac, w );
  8417. }
  8418. var va = d3 * d6 - d5 * d4;
  8419. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  8420. vbc.subVectors( c, b );
  8421. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  8422. // edge region of BC; barycentric coords (0, 1-w, w)
  8423. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  8424. }
  8425. // face region
  8426. var denom = 1 / ( va + vb + vc );
  8427. // u = va * denom
  8428. v = vb * denom;
  8429. w = vc * denom;
  8430. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  8431. };
  8432. }(),
  8433. equals: function ( triangle ) {
  8434. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  8435. }
  8436. } );
  8437. /**
  8438. * @author mrdoob / http://mrdoob.com/
  8439. * @author alteredq / http://alteredqualia.com/
  8440. *
  8441. * parameters = {
  8442. * color: <hex>,
  8443. * opacity: <float>,
  8444. * map: new THREE.Texture( <Image> ),
  8445. *
  8446. * lightMap: new THREE.Texture( <Image> ),
  8447. * lightMapIntensity: <float>
  8448. *
  8449. * aoMap: new THREE.Texture( <Image> ),
  8450. * aoMapIntensity: <float>
  8451. *
  8452. * specularMap: new THREE.Texture( <Image> ),
  8453. *
  8454. * alphaMap: new THREE.Texture( <Image> ),
  8455. *
  8456. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  8457. * combine: THREE.Multiply,
  8458. * reflectivity: <float>,
  8459. * refractionRatio: <float>,
  8460. *
  8461. * depthTest: <bool>,
  8462. * depthWrite: <bool>,
  8463. *
  8464. * wireframe: <boolean>,
  8465. * wireframeLinewidth: <float>,
  8466. *
  8467. * skinning: <bool>,
  8468. * morphTargets: <bool>
  8469. * }
  8470. */
  8471. function MeshBasicMaterial( parameters ) {
  8472. Material.call( this );
  8473. this.type = 'MeshBasicMaterial';
  8474. this.color = new Color( 0xffffff ); // emissive
  8475. this.map = null;
  8476. this.lightMap = null;
  8477. this.lightMapIntensity = 1.0;
  8478. this.aoMap = null;
  8479. this.aoMapIntensity = 1.0;
  8480. this.specularMap = null;
  8481. this.alphaMap = null;
  8482. this.envMap = null;
  8483. this.combine = MultiplyOperation;
  8484. this.reflectivity = 1;
  8485. this.refractionRatio = 0.98;
  8486. this.wireframe = false;
  8487. this.wireframeLinewidth = 1;
  8488. this.wireframeLinecap = 'round';
  8489. this.wireframeLinejoin = 'round';
  8490. this.skinning = false;
  8491. this.morphTargets = false;
  8492. this.lights = false;
  8493. this.setValues( parameters );
  8494. }
  8495. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  8496. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  8497. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  8498. MeshBasicMaterial.prototype.copy = function ( source ) {
  8499. Material.prototype.copy.call( this, source );
  8500. this.color.copy( source.color );
  8501. this.map = source.map;
  8502. this.lightMap = source.lightMap;
  8503. this.lightMapIntensity = source.lightMapIntensity;
  8504. this.aoMap = source.aoMap;
  8505. this.aoMapIntensity = source.aoMapIntensity;
  8506. this.specularMap = source.specularMap;
  8507. this.alphaMap = source.alphaMap;
  8508. this.envMap = source.envMap;
  8509. this.combine = source.combine;
  8510. this.reflectivity = source.reflectivity;
  8511. this.refractionRatio = source.refractionRatio;
  8512. this.wireframe = source.wireframe;
  8513. this.wireframeLinewidth = source.wireframeLinewidth;
  8514. this.wireframeLinecap = source.wireframeLinecap;
  8515. this.wireframeLinejoin = source.wireframeLinejoin;
  8516. this.skinning = source.skinning;
  8517. this.morphTargets = source.morphTargets;
  8518. return this;
  8519. };
  8520. /**
  8521. * @author mrdoob / http://mrdoob.com/
  8522. * @author alteredq / http://alteredqualia.com/
  8523. * @author mikael emtinger / http://gomo.se/
  8524. * @author jonobr1 / http://jonobr1.com/
  8525. */
  8526. function Mesh( geometry, material ) {
  8527. Object3D.call( this );
  8528. this.type = 'Mesh';
  8529. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  8530. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8531. this.drawMode = TrianglesDrawMode;
  8532. this.updateMorphTargets();
  8533. }
  8534. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8535. constructor: Mesh,
  8536. isMesh: true,
  8537. setDrawMode: function ( value ) {
  8538. this.drawMode = value;
  8539. },
  8540. copy: function ( source ) {
  8541. Object3D.prototype.copy.call( this, source );
  8542. this.drawMode = source.drawMode;
  8543. if ( source.morphTargetInfluences !== undefined ) {
  8544. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  8545. }
  8546. if ( source.morphTargetDictionary !== undefined ) {
  8547. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  8548. }
  8549. return this;
  8550. },
  8551. updateMorphTargets: function () {
  8552. var geometry = this.geometry;
  8553. var m, ml, name;
  8554. if ( geometry.isBufferGeometry ) {
  8555. var morphAttributes = geometry.morphAttributes;
  8556. var keys = Object.keys( morphAttributes );
  8557. if ( keys.length > 0 ) {
  8558. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  8559. if ( morphAttribute !== undefined ) {
  8560. this.morphTargetInfluences = [];
  8561. this.morphTargetDictionary = {};
  8562. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  8563. name = morphAttribute[ m ].name || String( m );
  8564. this.morphTargetInfluences.push( 0 );
  8565. this.morphTargetDictionary[ name ] = m;
  8566. }
  8567. }
  8568. }
  8569. } else {
  8570. var morphTargets = geometry.morphTargets;
  8571. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  8572. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  8573. }
  8574. }
  8575. },
  8576. raycast: ( function () {
  8577. var inverseMatrix = new Matrix4();
  8578. var ray = new Ray();
  8579. var sphere = new Sphere();
  8580. var vA = new Vector3();
  8581. var vB = new Vector3();
  8582. var vC = new Vector3();
  8583. var tempA = new Vector3();
  8584. var tempB = new Vector3();
  8585. var tempC = new Vector3();
  8586. var morphA = new Vector3();
  8587. var morphB = new Vector3();
  8588. var morphC = new Vector3();
  8589. var uvA = new Vector2();
  8590. var uvB = new Vector2();
  8591. var uvC = new Vector2();
  8592. var intersectionPoint = new Vector3();
  8593. var intersectionPointWorld = new Vector3();
  8594. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  8595. var intersect;
  8596. if ( material.side === BackSide ) {
  8597. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  8598. } else {
  8599. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  8600. }
  8601. if ( intersect === null ) return null;
  8602. intersectionPointWorld.copy( point );
  8603. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  8604. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  8605. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  8606. return {
  8607. distance: distance,
  8608. point: intersectionPointWorld.clone(),
  8609. object: object
  8610. };
  8611. }
  8612. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, a, b, c ) {
  8613. vA.fromBufferAttribute( position, a );
  8614. vB.fromBufferAttribute( position, b );
  8615. vC.fromBufferAttribute( position, c );
  8616. var morphInfluences = object.morphTargetInfluences;
  8617. if ( material.morphTargets && morphPosition && morphInfluences ) {
  8618. morphA.set( 0, 0, 0 );
  8619. morphB.set( 0, 0, 0 );
  8620. morphC.set( 0, 0, 0 );
  8621. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  8622. var influence = morphInfluences[ i ];
  8623. var morphAttribute = morphPosition[ i ];
  8624. if ( influence === 0 ) continue;
  8625. tempA.fromBufferAttribute( morphAttribute, a );
  8626. tempB.fromBufferAttribute( morphAttribute, b );
  8627. tempC.fromBufferAttribute( morphAttribute, c );
  8628. morphA.addScaledVector( tempA.sub( vA ), influence );
  8629. morphB.addScaledVector( tempB.sub( vB ), influence );
  8630. morphC.addScaledVector( tempC.sub( vC ), influence );
  8631. }
  8632. vA.add( morphA );
  8633. vB.add( morphB );
  8634. vC.add( morphC );
  8635. }
  8636. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  8637. if ( intersection ) {
  8638. if ( uv ) {
  8639. uvA.fromBufferAttribute( uv, a );
  8640. uvB.fromBufferAttribute( uv, b );
  8641. uvC.fromBufferAttribute( uv, c );
  8642. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  8643. }
  8644. var face = new Face3( a, b, c );
  8645. Triangle.getNormal( vA, vB, vC, face.normal );
  8646. intersection.face = face;
  8647. }
  8648. return intersection;
  8649. }
  8650. return function raycast( raycaster, intersects ) {
  8651. var geometry = this.geometry;
  8652. var material = this.material;
  8653. var matrixWorld = this.matrixWorld;
  8654. if ( material === undefined ) return;
  8655. // Checking boundingSphere distance to ray
  8656. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8657. sphere.copy( geometry.boundingSphere );
  8658. sphere.applyMatrix4( matrixWorld );
  8659. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  8660. //
  8661. inverseMatrix.getInverse( matrixWorld );
  8662. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8663. // Check boundingBox before continuing
  8664. if ( geometry.boundingBox !== null ) {
  8665. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  8666. }
  8667. var intersection;
  8668. if ( geometry.isBufferGeometry ) {
  8669. var a, b, c;
  8670. var index = geometry.index;
  8671. var position = geometry.attributes.position;
  8672. var morphPosition = geometry.morphAttributes.position;
  8673. var uv = geometry.attributes.uv;
  8674. var groups = geometry.groups;
  8675. var drawRange = geometry.drawRange;
  8676. var i, j, il, jl;
  8677. var group, groupMaterial;
  8678. var start, end;
  8679. if ( index !== null ) {
  8680. // indexed buffer geometry
  8681. if ( Array.isArray( material ) ) {
  8682. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8683. group = groups[ i ];
  8684. groupMaterial = material[ group.materialIndex ];
  8685. start = Math.max( group.start, drawRange.start );
  8686. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8687. for ( j = start, jl = end; j < jl; j += 3 ) {
  8688. a = index.getX( j );
  8689. b = index.getX( j + 1 );
  8690. c = index.getX( j + 2 );
  8691. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  8692. if ( intersection ) {
  8693. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  8694. intersection.face.materialIndex = group.materialIndex;
  8695. intersects.push( intersection );
  8696. }
  8697. }
  8698. }
  8699. } else {
  8700. start = Math.max( 0, drawRange.start );
  8701. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  8702. for ( i = start, il = end; i < il; i += 3 ) {
  8703. a = index.getX( i );
  8704. b = index.getX( i + 1 );
  8705. c = index.getX( i + 2 );
  8706. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  8707. if ( intersection ) {
  8708. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  8709. intersects.push( intersection );
  8710. }
  8711. }
  8712. }
  8713. } else if ( position !== undefined ) {
  8714. // non-indexed buffer geometry
  8715. if ( Array.isArray( material ) ) {
  8716. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8717. group = groups[ i ];
  8718. groupMaterial = material[ group.materialIndex ];
  8719. start = Math.max( group.start, drawRange.start );
  8720. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8721. for ( j = start, jl = end; j < jl; j += 3 ) {
  8722. a = j;
  8723. b = j + 1;
  8724. c = j + 2;
  8725. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  8726. if ( intersection ) {
  8727. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  8728. intersection.face.materialIndex = group.materialIndex;
  8729. intersects.push( intersection );
  8730. }
  8731. }
  8732. }
  8733. } else {
  8734. start = Math.max( 0, drawRange.start );
  8735. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  8736. for ( i = start, il = end; i < il; i += 3 ) {
  8737. a = i;
  8738. b = i + 1;
  8739. c = i + 2;
  8740. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  8741. if ( intersection ) {
  8742. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  8743. intersects.push( intersection );
  8744. }
  8745. }
  8746. }
  8747. }
  8748. } else if ( geometry.isGeometry ) {
  8749. var fvA, fvB, fvC;
  8750. var isMultiMaterial = Array.isArray( material );
  8751. var vertices = geometry.vertices;
  8752. var faces = geometry.faces;
  8753. var uvs;
  8754. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  8755. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  8756. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  8757. var face = faces[ f ];
  8758. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  8759. if ( faceMaterial === undefined ) continue;
  8760. fvA = vertices[ face.a ];
  8761. fvB = vertices[ face.b ];
  8762. fvC = vertices[ face.c ];
  8763. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  8764. if ( intersection ) {
  8765. if ( uvs && uvs[ f ] ) {
  8766. var uvs_f = uvs[ f ];
  8767. uvA.copy( uvs_f[ 0 ] );
  8768. uvB.copy( uvs_f[ 1 ] );
  8769. uvC.copy( uvs_f[ 2 ] );
  8770. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  8771. }
  8772. intersection.face = face;
  8773. intersection.faceIndex = f;
  8774. intersects.push( intersection );
  8775. }
  8776. }
  8777. }
  8778. };
  8779. }() ),
  8780. clone: function () {
  8781. return new this.constructor( this.geometry, this.material ).copy( this );
  8782. }
  8783. } );
  8784. /**
  8785. * @author mrdoob / http://mrdoob.com/
  8786. */
  8787. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  8788. var clearColor = new Color( 0x000000 );
  8789. var clearAlpha = 0;
  8790. var planeMesh;
  8791. var boxMesh;
  8792. // Store the current background texture and its `version`
  8793. // so we can recompile the material accordingly.
  8794. var currentBackground = null;
  8795. var currentBackgroundVersion = 0;
  8796. function render( renderList, scene, camera, forceClear ) {
  8797. var background = scene.background;
  8798. // Ignore background in AR
  8799. // TODO: Reconsider this.
  8800. var vr = renderer.vr;
  8801. var session = vr.getSession && vr.getSession();
  8802. if ( session && session.environmentBlendMode === 'additive' ) {
  8803. background = null;
  8804. }
  8805. if ( background === null ) {
  8806. setClear( clearColor, clearAlpha );
  8807. currentBackground = null;
  8808. currentBackgroundVersion = 0;
  8809. } else if ( background && background.isColor ) {
  8810. setClear( background, 1 );
  8811. forceClear = true;
  8812. currentBackground = null;
  8813. currentBackgroundVersion = 0;
  8814. }
  8815. if ( renderer.autoClear || forceClear ) {
  8816. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  8817. }
  8818. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  8819. if ( boxMesh === undefined ) {
  8820. boxMesh = new Mesh(
  8821. new BoxBufferGeometry( 1, 1, 1 ),
  8822. new ShaderMaterial( {
  8823. type: 'BackgroundCubeMaterial',
  8824. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  8825. vertexShader: ShaderLib.cube.vertexShader,
  8826. fragmentShader: ShaderLib.cube.fragmentShader,
  8827. side: BackSide,
  8828. depthTest: false,
  8829. depthWrite: false,
  8830. fog: false
  8831. } )
  8832. );
  8833. boxMesh.geometry.removeAttribute( 'normal' );
  8834. boxMesh.geometry.removeAttribute( 'uv' );
  8835. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  8836. this.matrixWorld.copyPosition( camera.matrixWorld );
  8837. };
  8838. // enable code injection for non-built-in material
  8839. Object.defineProperty( boxMesh.material, 'map', {
  8840. get: function () {
  8841. return this.uniforms.tCube.value;
  8842. }
  8843. } );
  8844. objects.update( boxMesh );
  8845. }
  8846. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  8847. boxMesh.material.uniforms.tCube.value = texture;
  8848. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  8849. if ( currentBackground !== background ||
  8850. currentBackgroundVersion !== texture.version ) {
  8851. boxMesh.material.needsUpdate = true;
  8852. currentBackground = background;
  8853. currentBackgroundVersion = texture.version;
  8854. }
  8855. // push to the pre-sorted opaque render list
  8856. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  8857. } else if ( background && background.isTexture ) {
  8858. if ( planeMesh === undefined ) {
  8859. planeMesh = new Mesh(
  8860. new PlaneBufferGeometry( 2, 2 ),
  8861. new ShaderMaterial( {
  8862. type: 'BackgroundMaterial',
  8863. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  8864. vertexShader: ShaderLib.background.vertexShader,
  8865. fragmentShader: ShaderLib.background.fragmentShader,
  8866. side: FrontSide,
  8867. depthTest: false,
  8868. depthWrite: false,
  8869. fog: false
  8870. } )
  8871. );
  8872. planeMesh.geometry.removeAttribute( 'normal' );
  8873. // enable code injection for non-built-in material
  8874. Object.defineProperty( planeMesh.material, 'map', {
  8875. get: function () {
  8876. return this.uniforms.t2D.value;
  8877. }
  8878. } );
  8879. objects.update( planeMesh );
  8880. }
  8881. planeMesh.material.uniforms.t2D.value = background;
  8882. if ( background.matrixAutoUpdate === true ) {
  8883. background.updateMatrix();
  8884. }
  8885. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  8886. if ( currentBackground !== background ||
  8887. currentBackgroundVersion !== background.version ) {
  8888. planeMesh.material.needsUpdate = true;
  8889. currentBackground = background;
  8890. currentBackgroundVersion = background.version;
  8891. }
  8892. // push to the pre-sorted opaque render list
  8893. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  8894. }
  8895. }
  8896. function setClear( color, alpha ) {
  8897. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  8898. }
  8899. return {
  8900. getClearColor: function () {
  8901. return clearColor;
  8902. },
  8903. setClearColor: function ( color, alpha ) {
  8904. clearColor.set( color );
  8905. clearAlpha = alpha !== undefined ? alpha : 1;
  8906. setClear( clearColor, clearAlpha );
  8907. },
  8908. getClearAlpha: function () {
  8909. return clearAlpha;
  8910. },
  8911. setClearAlpha: function ( alpha ) {
  8912. clearAlpha = alpha;
  8913. setClear( clearColor, clearAlpha );
  8914. },
  8915. render: render
  8916. };
  8917. }
  8918. /**
  8919. * @author mrdoob / http://mrdoob.com/
  8920. */
  8921. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  8922. var mode;
  8923. function setMode( value ) {
  8924. mode = value;
  8925. }
  8926. function render( start, count ) {
  8927. gl.drawArrays( mode, start, count );
  8928. info.update( count, mode );
  8929. }
  8930. function renderInstances( geometry, start, count ) {
  8931. var extension;
  8932. if ( capabilities.isWebGL2 ) {
  8933. extension = gl;
  8934. } else {
  8935. extension = extensions.get( 'ANGLE_instanced_arrays' );
  8936. if ( extension === null ) {
  8937. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  8938. return;
  8939. }
  8940. }
  8941. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  8942. info.update( count, mode, geometry.maxInstancedCount );
  8943. }
  8944. //
  8945. this.setMode = setMode;
  8946. this.render = render;
  8947. this.renderInstances = renderInstances;
  8948. }
  8949. /**
  8950. * @author mrdoob / http://mrdoob.com/
  8951. */
  8952. function WebGLCapabilities( gl, extensions, parameters ) {
  8953. var maxAnisotropy;
  8954. function getMaxAnisotropy() {
  8955. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  8956. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  8957. if ( extension !== null ) {
  8958. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  8959. } else {
  8960. maxAnisotropy = 0;
  8961. }
  8962. return maxAnisotropy;
  8963. }
  8964. function getMaxPrecision( precision ) {
  8965. if ( precision === 'highp' ) {
  8966. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  8967. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  8968. return 'highp';
  8969. }
  8970. precision = 'mediump';
  8971. }
  8972. if ( precision === 'mediump' ) {
  8973. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  8974. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  8975. return 'mediump';
  8976. }
  8977. }
  8978. return 'lowp';
  8979. }
  8980. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  8981. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  8982. var maxPrecision = getMaxPrecision( precision );
  8983. if ( maxPrecision !== precision ) {
  8984. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  8985. precision = maxPrecision;
  8986. }
  8987. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  8988. var maxTextures = gl.getParameter( 34930 );
  8989. var maxVertexTextures = gl.getParameter( 35660 );
  8990. var maxTextureSize = gl.getParameter( 3379 );
  8991. var maxCubemapSize = gl.getParameter( 34076 );
  8992. var maxAttributes = gl.getParameter( 34921 );
  8993. var maxVertexUniforms = gl.getParameter( 36347 );
  8994. var maxVaryings = gl.getParameter( 36348 );
  8995. var maxFragmentUniforms = gl.getParameter( 36349 );
  8996. var vertexTextures = maxVertexTextures > 0;
  8997. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  8998. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  8999. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9000. return {
  9001. isWebGL2: isWebGL2,
  9002. getMaxAnisotropy: getMaxAnisotropy,
  9003. getMaxPrecision: getMaxPrecision,
  9004. precision: precision,
  9005. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9006. maxTextures: maxTextures,
  9007. maxVertexTextures: maxVertexTextures,
  9008. maxTextureSize: maxTextureSize,
  9009. maxCubemapSize: maxCubemapSize,
  9010. maxAttributes: maxAttributes,
  9011. maxVertexUniforms: maxVertexUniforms,
  9012. maxVaryings: maxVaryings,
  9013. maxFragmentUniforms: maxFragmentUniforms,
  9014. vertexTextures: vertexTextures,
  9015. floatFragmentTextures: floatFragmentTextures,
  9016. floatVertexTextures: floatVertexTextures,
  9017. maxSamples: maxSamples
  9018. };
  9019. }
  9020. /**
  9021. * @author tschw
  9022. */
  9023. function WebGLClipping() {
  9024. var scope = this,
  9025. globalState = null,
  9026. numGlobalPlanes = 0,
  9027. localClippingEnabled = false,
  9028. renderingShadows = false,
  9029. plane = new Plane(),
  9030. viewNormalMatrix = new Matrix3(),
  9031. uniform = { value: null, needsUpdate: false };
  9032. this.uniform = uniform;
  9033. this.numPlanes = 0;
  9034. this.numIntersection = 0;
  9035. this.init = function ( planes, enableLocalClipping, camera ) {
  9036. var enabled =
  9037. planes.length !== 0 ||
  9038. enableLocalClipping ||
  9039. // enable state of previous frame - the clipping code has to
  9040. // run another frame in order to reset the state:
  9041. numGlobalPlanes !== 0 ||
  9042. localClippingEnabled;
  9043. localClippingEnabled = enableLocalClipping;
  9044. globalState = projectPlanes( planes, camera, 0 );
  9045. numGlobalPlanes = planes.length;
  9046. return enabled;
  9047. };
  9048. this.beginShadows = function () {
  9049. renderingShadows = true;
  9050. projectPlanes( null );
  9051. };
  9052. this.endShadows = function () {
  9053. renderingShadows = false;
  9054. resetGlobalState();
  9055. };
  9056. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9057. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9058. // there's no local clipping
  9059. if ( renderingShadows ) {
  9060. // there's no global clipping
  9061. projectPlanes( null );
  9062. } else {
  9063. resetGlobalState();
  9064. }
  9065. } else {
  9066. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9067. lGlobal = nGlobal * 4,
  9068. dstArray = cache.clippingState || null;
  9069. uniform.value = dstArray; // ensure unique state
  9070. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9071. for ( var i = 0; i !== lGlobal; ++ i ) {
  9072. dstArray[ i ] = globalState[ i ];
  9073. }
  9074. cache.clippingState = dstArray;
  9075. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9076. this.numPlanes += nGlobal;
  9077. }
  9078. };
  9079. function resetGlobalState() {
  9080. if ( uniform.value !== globalState ) {
  9081. uniform.value = globalState;
  9082. uniform.needsUpdate = numGlobalPlanes > 0;
  9083. }
  9084. scope.numPlanes = numGlobalPlanes;
  9085. scope.numIntersection = 0;
  9086. }
  9087. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9088. var nPlanes = planes !== null ? planes.length : 0,
  9089. dstArray = null;
  9090. if ( nPlanes !== 0 ) {
  9091. dstArray = uniform.value;
  9092. if ( skipTransform !== true || dstArray === null ) {
  9093. var flatSize = dstOffset + nPlanes * 4,
  9094. viewMatrix = camera.matrixWorldInverse;
  9095. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9096. if ( dstArray === null || dstArray.length < flatSize ) {
  9097. dstArray = new Float32Array( flatSize );
  9098. }
  9099. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9100. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9101. plane.normal.toArray( dstArray, i4 );
  9102. dstArray[ i4 + 3 ] = plane.constant;
  9103. }
  9104. }
  9105. uniform.value = dstArray;
  9106. uniform.needsUpdate = true;
  9107. }
  9108. scope.numPlanes = nPlanes;
  9109. return dstArray;
  9110. }
  9111. }
  9112. /**
  9113. * @author mrdoob / http://mrdoob.com/
  9114. */
  9115. function WebGLExtensions( gl ) {
  9116. var extensions = {};
  9117. return {
  9118. get: function ( name ) {
  9119. if ( extensions[ name ] !== undefined ) {
  9120. return extensions[ name ];
  9121. }
  9122. var extension;
  9123. switch ( name ) {
  9124. case 'WEBGL_depth_texture':
  9125. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9126. break;
  9127. case 'EXT_texture_filter_anisotropic':
  9128. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9129. break;
  9130. case 'WEBGL_compressed_texture_s3tc':
  9131. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9132. break;
  9133. case 'WEBGL_compressed_texture_pvrtc':
  9134. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9135. break;
  9136. default:
  9137. extension = gl.getExtension( name );
  9138. }
  9139. if ( extension === null ) {
  9140. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9141. }
  9142. extensions[ name ] = extension;
  9143. return extension;
  9144. }
  9145. };
  9146. }
  9147. /**
  9148. * @author mrdoob / http://mrdoob.com/
  9149. */
  9150. function WebGLGeometries( gl, attributes, info ) {
  9151. var geometries = {};
  9152. var wireframeAttributes = {};
  9153. function onGeometryDispose( event ) {
  9154. var geometry = event.target;
  9155. var buffergeometry = geometries[ geometry.id ];
  9156. if ( buffergeometry.index !== null ) {
  9157. attributes.remove( buffergeometry.index );
  9158. }
  9159. for ( var name in buffergeometry.attributes ) {
  9160. attributes.remove( buffergeometry.attributes[ name ] );
  9161. }
  9162. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9163. delete geometries[ geometry.id ];
  9164. var attribute = wireframeAttributes[ buffergeometry.id ];
  9165. if ( attribute ) {
  9166. attributes.remove( attribute );
  9167. delete wireframeAttributes[ buffergeometry.id ];
  9168. }
  9169. //
  9170. info.memory.geometries --;
  9171. }
  9172. function get( object, geometry ) {
  9173. var buffergeometry = geometries[ geometry.id ];
  9174. if ( buffergeometry ) return buffergeometry;
  9175. geometry.addEventListener( 'dispose', onGeometryDispose );
  9176. if ( geometry.isBufferGeometry ) {
  9177. buffergeometry = geometry;
  9178. } else if ( geometry.isGeometry ) {
  9179. if ( geometry._bufferGeometry === undefined ) {
  9180. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9181. }
  9182. buffergeometry = geometry._bufferGeometry;
  9183. }
  9184. geometries[ geometry.id ] = buffergeometry;
  9185. info.memory.geometries ++;
  9186. return buffergeometry;
  9187. }
  9188. function update( geometry ) {
  9189. var index = geometry.index;
  9190. var geometryAttributes = geometry.attributes;
  9191. if ( index !== null ) {
  9192. attributes.update( index, 34963 );
  9193. }
  9194. for ( var name in geometryAttributes ) {
  9195. attributes.update( geometryAttributes[ name ], 34962 );
  9196. }
  9197. // morph targets
  9198. var morphAttributes = geometry.morphAttributes;
  9199. for ( var name in morphAttributes ) {
  9200. var array = morphAttributes[ name ];
  9201. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9202. attributes.update( array[ i ], 34962 );
  9203. }
  9204. }
  9205. }
  9206. function getWireframeAttribute( geometry ) {
  9207. var attribute = wireframeAttributes[ geometry.id ];
  9208. if ( attribute ) return attribute;
  9209. var indices = [];
  9210. var geometryIndex = geometry.index;
  9211. var geometryAttributes = geometry.attributes;
  9212. // console.time( 'wireframe' );
  9213. if ( geometryIndex !== null ) {
  9214. var array = geometryIndex.array;
  9215. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9216. var a = array[ i + 0 ];
  9217. var b = array[ i + 1 ];
  9218. var c = array[ i + 2 ];
  9219. indices.push( a, b, b, c, c, a );
  9220. }
  9221. } else {
  9222. var array = geometryAttributes.position.array;
  9223. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9224. var a = i + 0;
  9225. var b = i + 1;
  9226. var c = i + 2;
  9227. indices.push( a, b, b, c, c, a );
  9228. }
  9229. }
  9230. // console.timeEnd( 'wireframe' );
  9231. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9232. attributes.update( attribute, 34963 );
  9233. wireframeAttributes[ geometry.id ] = attribute;
  9234. return attribute;
  9235. }
  9236. return {
  9237. get: get,
  9238. update: update,
  9239. getWireframeAttribute: getWireframeAttribute
  9240. };
  9241. }
  9242. /**
  9243. * @author mrdoob / http://mrdoob.com/
  9244. */
  9245. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9246. var mode;
  9247. function setMode( value ) {
  9248. mode = value;
  9249. }
  9250. var type, bytesPerElement;
  9251. function setIndex( value ) {
  9252. type = value.type;
  9253. bytesPerElement = value.bytesPerElement;
  9254. }
  9255. function render( start, count ) {
  9256. gl.drawElements( mode, count, type, start * bytesPerElement );
  9257. info.update( count, mode );
  9258. }
  9259. function renderInstances( geometry, start, count ) {
  9260. var extension;
  9261. if ( capabilities.isWebGL2 ) {
  9262. extension = gl;
  9263. } else {
  9264. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9265. if ( extension === null ) {
  9266. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9267. return;
  9268. }
  9269. }
  9270. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9271. info.update( count, mode, geometry.maxInstancedCount );
  9272. }
  9273. //
  9274. this.setMode = setMode;
  9275. this.setIndex = setIndex;
  9276. this.render = render;
  9277. this.renderInstances = renderInstances;
  9278. }
  9279. /**
  9280. * @author Mugen87 / https://github.com/Mugen87
  9281. */
  9282. function WebGLInfo( gl ) {
  9283. var memory = {
  9284. geometries: 0,
  9285. textures: 0
  9286. };
  9287. var render = {
  9288. frame: 0,
  9289. calls: 0,
  9290. triangles: 0,
  9291. points: 0,
  9292. lines: 0
  9293. };
  9294. function update( count, mode, instanceCount ) {
  9295. instanceCount = instanceCount || 1;
  9296. render.calls ++;
  9297. switch ( mode ) {
  9298. case 4:
  9299. render.triangles += instanceCount * ( count / 3 );
  9300. break;
  9301. case 5:
  9302. case 6:
  9303. render.triangles += instanceCount * ( count - 2 );
  9304. break;
  9305. case 1:
  9306. render.lines += instanceCount * ( count / 2 );
  9307. break;
  9308. case 3:
  9309. render.lines += instanceCount * ( count - 1 );
  9310. break;
  9311. case 2:
  9312. render.lines += instanceCount * count;
  9313. break;
  9314. case 0:
  9315. render.points += instanceCount * count;
  9316. break;
  9317. default:
  9318. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9319. break;
  9320. }
  9321. }
  9322. function reset() {
  9323. render.frame ++;
  9324. render.calls = 0;
  9325. render.triangles = 0;
  9326. render.points = 0;
  9327. render.lines = 0;
  9328. }
  9329. return {
  9330. memory: memory,
  9331. render: render,
  9332. programs: null,
  9333. autoReset: true,
  9334. reset: reset,
  9335. update: update
  9336. };
  9337. }
  9338. /**
  9339. * @author mrdoob / http://mrdoob.com/
  9340. */
  9341. function absNumericalSort( a, b ) {
  9342. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9343. }
  9344. function WebGLMorphtargets( gl ) {
  9345. var influencesList = {};
  9346. var morphInfluences = new Float32Array( 8 );
  9347. function update( object, geometry, material, program ) {
  9348. var objectInfluences = object.morphTargetInfluences;
  9349. var length = objectInfluences.length;
  9350. var influences = influencesList[ geometry.id ];
  9351. if ( influences === undefined ) {
  9352. // initialise list
  9353. influences = [];
  9354. for ( var i = 0; i < length; i ++ ) {
  9355. influences[ i ] = [ i, 0 ];
  9356. }
  9357. influencesList[ geometry.id ] = influences;
  9358. }
  9359. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9360. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9361. // Remove current morphAttributes
  9362. for ( var i = 0; i < length; i ++ ) {
  9363. var influence = influences[ i ];
  9364. if ( influence[ 1 ] !== 0 ) {
  9365. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9366. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9367. }
  9368. }
  9369. // Collect influences
  9370. for ( var i = 0; i < length; i ++ ) {
  9371. var influence = influences[ i ];
  9372. influence[ 0 ] = i;
  9373. influence[ 1 ] = objectInfluences[ i ];
  9374. }
  9375. influences.sort( absNumericalSort );
  9376. // Add morphAttributes
  9377. for ( var i = 0; i < 8; i ++ ) {
  9378. var influence = influences[ i ];
  9379. if ( influence ) {
  9380. var index = influence[ 0 ];
  9381. var value = influence[ 1 ];
  9382. if ( value ) {
  9383. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9384. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9385. morphInfluences[ i ] = value;
  9386. continue;
  9387. }
  9388. }
  9389. morphInfluences[ i ] = 0;
  9390. }
  9391. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9392. }
  9393. return {
  9394. update: update
  9395. };
  9396. }
  9397. /**
  9398. * @author mrdoob / http://mrdoob.com/
  9399. */
  9400. function WebGLObjects( geometries, info ) {
  9401. var updateList = {};
  9402. function update( object ) {
  9403. var frame = info.render.frame;
  9404. var geometry = object.geometry;
  9405. var buffergeometry = geometries.get( object, geometry );
  9406. // Update once per frame
  9407. if ( updateList[ buffergeometry.id ] !== frame ) {
  9408. if ( geometry.isGeometry ) {
  9409. buffergeometry.updateFromObject( object );
  9410. }
  9411. geometries.update( buffergeometry );
  9412. updateList[ buffergeometry.id ] = frame;
  9413. }
  9414. return buffergeometry;
  9415. }
  9416. function dispose() {
  9417. updateList = {};
  9418. }
  9419. return {
  9420. update: update,
  9421. dispose: dispose
  9422. };
  9423. }
  9424. /**
  9425. * @author mrdoob / http://mrdoob.com/
  9426. */
  9427. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9428. images = images !== undefined ? images : [];
  9429. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9430. format = format !== undefined ? format : RGBFormat;
  9431. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9432. this.flipY = false;
  9433. }
  9434. CubeTexture.prototype = Object.create( Texture.prototype );
  9435. CubeTexture.prototype.constructor = CubeTexture;
  9436. CubeTexture.prototype.isCubeTexture = true;
  9437. Object.defineProperty( CubeTexture.prototype, 'images', {
  9438. get: function () {
  9439. return this.image;
  9440. },
  9441. set: function ( value ) {
  9442. this.image = value;
  9443. }
  9444. } );
  9445. /**
  9446. * @author Takahiro https://github.com/takahirox
  9447. */
  9448. function DataTexture2DArray( data, width, height, depth ) {
  9449. Texture.call( this, null );
  9450. this.image = { data: data, width: width, height: height, depth: depth };
  9451. this.magFilter = NearestFilter;
  9452. this.minFilter = NearestFilter;
  9453. this.wrapR = ClampToEdgeWrapping;
  9454. this.generateMipmaps = false;
  9455. this.flipY = false;
  9456. }
  9457. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9458. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9459. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9460. /**
  9461. * @author Artur Trzesiok
  9462. */
  9463. function DataTexture3D( data, width, height, depth ) {
  9464. // We're going to add .setXXX() methods for setting properties later.
  9465. // Users can still set in DataTexture3D directly.
  9466. //
  9467. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9468. // texture.anisotropy = 16;
  9469. //
  9470. // See #14839
  9471. Texture.call( this, null );
  9472. this.image = { data: data, width: width, height: height, depth: depth };
  9473. this.magFilter = NearestFilter;
  9474. this.minFilter = NearestFilter;
  9475. this.wrapR = ClampToEdgeWrapping;
  9476. this.generateMipmaps = false;
  9477. this.flipY = false;
  9478. }
  9479. DataTexture3D.prototype = Object.create( Texture.prototype );
  9480. DataTexture3D.prototype.constructor = DataTexture3D;
  9481. DataTexture3D.prototype.isDataTexture3D = true;
  9482. /**
  9483. * @author tschw
  9484. * @author Mugen87 / https://github.com/Mugen87
  9485. * @author mrdoob / http://mrdoob.com/
  9486. *
  9487. * Uniforms of a program.
  9488. * Those form a tree structure with a special top-level container for the root,
  9489. * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
  9490. *
  9491. *
  9492. * Properties of inner nodes including the top-level container:
  9493. *
  9494. * .seq - array of nested uniforms
  9495. * .map - nested uniforms by name
  9496. *
  9497. *
  9498. * Methods of all nodes except the top-level container:
  9499. *
  9500. * .setValue( gl, value, [renderer] )
  9501. *
  9502. * uploads a uniform value(s)
  9503. * the 'renderer' parameter is needed for sampler uniforms
  9504. *
  9505. *
  9506. * Static methods of the top-level container (renderer factorizations):
  9507. *
  9508. * .upload( gl, seq, values, renderer )
  9509. *
  9510. * sets uniforms in 'seq' to 'values[id].value'
  9511. *
  9512. * .seqWithValue( seq, values ) : filteredSeq
  9513. *
  9514. * filters 'seq' entries with corresponding entry in values
  9515. *
  9516. *
  9517. * Methods of the top-level container (renderer factorizations):
  9518. *
  9519. * .setValue( gl, name, value )
  9520. *
  9521. * sets uniform with name 'name' to 'value'
  9522. *
  9523. * .set( gl, obj, prop )
  9524. *
  9525. * sets uniform from object and property with same name than uniform
  9526. *
  9527. * .setOptional( gl, obj, prop )
  9528. *
  9529. * like .set for an optional property of the object
  9530. *
  9531. */
  9532. var emptyTexture = new Texture();
  9533. var emptyTexture2dArray = new DataTexture2DArray();
  9534. var emptyTexture3d = new DataTexture3D();
  9535. var emptyCubeTexture = new CubeTexture();
  9536. // --- Base for inner nodes (including the root) ---
  9537. function UniformContainer() {
  9538. this.seq = [];
  9539. this.map = {};
  9540. }
  9541. // --- Utilities ---
  9542. // Array Caches (provide typed arrays for temporary by size)
  9543. var arrayCacheF32 = [];
  9544. var arrayCacheI32 = [];
  9545. // Float32Array caches used for uploading Matrix uniforms
  9546. var mat4array = new Float32Array( 16 );
  9547. var mat3array = new Float32Array( 9 );
  9548. var mat2array = new Float32Array( 4 );
  9549. // Flattening for arrays of vectors and matrices
  9550. function flatten( array, nBlocks, blockSize ) {
  9551. var firstElem = array[ 0 ];
  9552. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9553. // unoptimized: ! isNaN( firstElem )
  9554. // see http://jacksondunstan.com/articles/983
  9555. var n = nBlocks * blockSize,
  9556. r = arrayCacheF32[ n ];
  9557. if ( r === undefined ) {
  9558. r = new Float32Array( n );
  9559. arrayCacheF32[ n ] = r;
  9560. }
  9561. if ( nBlocks !== 0 ) {
  9562. firstElem.toArray( r, 0 );
  9563. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9564. offset += blockSize;
  9565. array[ i ].toArray( r, offset );
  9566. }
  9567. }
  9568. return r;
  9569. }
  9570. function arraysEqual( a, b ) {
  9571. if ( a.length !== b.length ) return false;
  9572. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9573. if ( a[ i ] !== b[ i ] ) return false;
  9574. }
  9575. return true;
  9576. }
  9577. function copyArray( a, b ) {
  9578. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9579. a[ i ] = b[ i ];
  9580. }
  9581. }
  9582. // Texture unit allocation
  9583. function allocTexUnits( renderer, n ) {
  9584. var r = arrayCacheI32[ n ];
  9585. if ( r === undefined ) {
  9586. r = new Int32Array( n );
  9587. arrayCacheI32[ n ] = r;
  9588. }
  9589. for ( var i = 0; i !== n; ++ i )
  9590. r[ i ] = renderer.allocTextureUnit();
  9591. return r;
  9592. }
  9593. // --- Setters ---
  9594. // Note: Defining these methods externally, because they come in a bunch
  9595. // and this way their names minify.
  9596. // Single scalar
  9597. function setValue1f( gl, v ) {
  9598. var cache = this.cache;
  9599. if ( cache[ 0 ] === v ) return;
  9600. gl.uniform1f( this.addr, v );
  9601. cache[ 0 ] = v;
  9602. }
  9603. function setValue1i( gl, v ) {
  9604. var cache = this.cache;
  9605. if ( cache[ 0 ] === v ) return;
  9606. gl.uniform1i( this.addr, v );
  9607. cache[ 0 ] = v;
  9608. }
  9609. // Single float vector (from flat array or THREE.VectorN)
  9610. function setValue2fv( gl, v ) {
  9611. var cache = this.cache;
  9612. if ( v.x !== undefined ) {
  9613. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9614. gl.uniform2f( this.addr, v.x, v.y );
  9615. cache[ 0 ] = v.x;
  9616. cache[ 1 ] = v.y;
  9617. }
  9618. } else {
  9619. if ( arraysEqual( cache, v ) ) return;
  9620. gl.uniform2fv( this.addr, v );
  9621. copyArray( cache, v );
  9622. }
  9623. }
  9624. function setValue3fv( gl, v ) {
  9625. var cache = this.cache;
  9626. if ( v.x !== undefined ) {
  9627. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9628. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9629. cache[ 0 ] = v.x;
  9630. cache[ 1 ] = v.y;
  9631. cache[ 2 ] = v.z;
  9632. }
  9633. } else if ( v.r !== undefined ) {
  9634. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9635. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9636. cache[ 0 ] = v.r;
  9637. cache[ 1 ] = v.g;
  9638. cache[ 2 ] = v.b;
  9639. }
  9640. } else {
  9641. if ( arraysEqual( cache, v ) ) return;
  9642. gl.uniform3fv( this.addr, v );
  9643. copyArray( cache, v );
  9644. }
  9645. }
  9646. function setValue4fv( gl, v ) {
  9647. var cache = this.cache;
  9648. if ( v.x !== undefined ) {
  9649. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9650. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9651. cache[ 0 ] = v.x;
  9652. cache[ 1 ] = v.y;
  9653. cache[ 2 ] = v.z;
  9654. cache[ 3 ] = v.w;
  9655. }
  9656. } else {
  9657. if ( arraysEqual( cache, v ) ) return;
  9658. gl.uniform4fv( this.addr, v );
  9659. copyArray( cache, v );
  9660. }
  9661. }
  9662. // Single matrix (from flat array or MatrixN)
  9663. function setValue2fm( gl, v ) {
  9664. var cache = this.cache;
  9665. var elements = v.elements;
  9666. if ( elements === undefined ) {
  9667. if ( arraysEqual( cache, v ) ) return;
  9668. gl.uniformMatrix2fv( this.addr, false, v );
  9669. copyArray( cache, v );
  9670. } else {
  9671. if ( arraysEqual( cache, elements ) ) return;
  9672. mat2array.set( elements );
  9673. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9674. copyArray( cache, elements );
  9675. }
  9676. }
  9677. function setValue3fm( gl, v ) {
  9678. var cache = this.cache;
  9679. var elements = v.elements;
  9680. if ( elements === undefined ) {
  9681. if ( arraysEqual( cache, v ) ) return;
  9682. gl.uniformMatrix3fv( this.addr, false, v );
  9683. copyArray( cache, v );
  9684. } else {
  9685. if ( arraysEqual( cache, elements ) ) return;
  9686. mat3array.set( elements );
  9687. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9688. copyArray( cache, elements );
  9689. }
  9690. }
  9691. function setValue4fm( gl, v ) {
  9692. var cache = this.cache;
  9693. var elements = v.elements;
  9694. if ( elements === undefined ) {
  9695. if ( arraysEqual( cache, v ) ) return;
  9696. gl.uniformMatrix4fv( this.addr, false, v );
  9697. copyArray( cache, v );
  9698. } else {
  9699. if ( arraysEqual( cache, elements ) ) return;
  9700. mat4array.set( elements );
  9701. gl.uniformMatrix4fv( this.addr, false, mat4array );
  9702. copyArray( cache, elements );
  9703. }
  9704. }
  9705. // Single texture (2D / Cube)
  9706. function setValueT1( gl, v, renderer ) {
  9707. var cache = this.cache;
  9708. var unit = renderer.allocTextureUnit();
  9709. if ( cache[ 0 ] !== unit ) {
  9710. gl.uniform1i( this.addr, unit );
  9711. cache[ 0 ] = unit;
  9712. }
  9713. renderer.setTexture2D( v || emptyTexture, unit );
  9714. }
  9715. function setValueT2DArray1( gl, v, renderer ) {
  9716. var cache = this.cache;
  9717. var unit = renderer.allocTextureUnit();
  9718. if ( cache[ 0 ] !== unit ) {
  9719. gl.uniform1i( this.addr, unit );
  9720. cache[ 0 ] = unit;
  9721. }
  9722. renderer.setTexture2DArray( v || emptyTexture2dArray, unit );
  9723. }
  9724. function setValueT3D1( gl, v, renderer ) {
  9725. var cache = this.cache;
  9726. var unit = renderer.allocTextureUnit();
  9727. if ( cache[ 0 ] !== unit ) {
  9728. gl.uniform1i( this.addr, unit );
  9729. cache[ 0 ] = unit;
  9730. }
  9731. renderer.setTexture3D( v || emptyTexture3d, unit );
  9732. }
  9733. function setValueT6( gl, v, renderer ) {
  9734. var cache = this.cache;
  9735. var unit = renderer.allocTextureUnit();
  9736. if ( cache[ 0 ] !== unit ) {
  9737. gl.uniform1i( this.addr, unit );
  9738. cache[ 0 ] = unit;
  9739. }
  9740. renderer.setTextureCube( v || emptyCubeTexture, unit );
  9741. }
  9742. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  9743. function setValue2iv( gl, v ) {
  9744. var cache = this.cache;
  9745. if ( arraysEqual( cache, v ) ) return;
  9746. gl.uniform2iv( this.addr, v );
  9747. copyArray( cache, v );
  9748. }
  9749. function setValue3iv( gl, v ) {
  9750. var cache = this.cache;
  9751. if ( arraysEqual( cache, v ) ) return;
  9752. gl.uniform3iv( this.addr, v );
  9753. copyArray( cache, v );
  9754. }
  9755. function setValue4iv( gl, v ) {
  9756. var cache = this.cache;
  9757. if ( arraysEqual( cache, v ) ) return;
  9758. gl.uniform4iv( this.addr, v );
  9759. copyArray( cache, v );
  9760. }
  9761. // Helper to pick the right setter for the singular case
  9762. function getSingularSetter( type ) {
  9763. switch ( type ) {
  9764. case 0x1406: return setValue1f; // FLOAT
  9765. case 0x8b50: return setValue2fv; // _VEC2
  9766. case 0x8b51: return setValue3fv; // _VEC3
  9767. case 0x8b52: return setValue4fv; // _VEC4
  9768. case 0x8b5a: return setValue2fm; // _MAT2
  9769. case 0x8b5b: return setValue3fm; // _MAT3
  9770. case 0x8b5c: return setValue4fm; // _MAT4
  9771. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  9772. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  9773. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  9774. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  9775. case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
  9776. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9777. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9778. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9779. }
  9780. }
  9781. // Array of scalars
  9782. function setValue1fv( gl, v ) {
  9783. var cache = this.cache;
  9784. if ( arraysEqual( cache, v ) ) return;
  9785. gl.uniform1fv( this.addr, v );
  9786. copyArray( cache, v );
  9787. }
  9788. function setValue1iv( gl, v ) {
  9789. var cache = this.cache;
  9790. if ( arraysEqual( cache, v ) ) return;
  9791. gl.uniform1iv( this.addr, v );
  9792. copyArray( cache, v );
  9793. }
  9794. // Array of vectors (flat or from THREE classes)
  9795. function setValueV2a( gl, v ) {
  9796. var cache = this.cache;
  9797. var data = flatten( v, this.size, 2 );
  9798. if ( arraysEqual( cache, data ) ) return;
  9799. gl.uniform2fv( this.addr, data );
  9800. this.updateCache( data );
  9801. }
  9802. function setValueV3a( gl, v ) {
  9803. var cache = this.cache;
  9804. var data = flatten( v, this.size, 3 );
  9805. if ( arraysEqual( cache, data ) ) return;
  9806. gl.uniform3fv( this.addr, data );
  9807. this.updateCache( data );
  9808. }
  9809. function setValueV4a( gl, v ) {
  9810. var cache = this.cache;
  9811. var data = flatten( v, this.size, 4 );
  9812. if ( arraysEqual( cache, data ) ) return;
  9813. gl.uniform4fv( this.addr, data );
  9814. this.updateCache( data );
  9815. }
  9816. // Array of matrices (flat or from THREE clases)
  9817. function setValueM2a( gl, v ) {
  9818. var cache = this.cache;
  9819. var data = flatten( v, this.size, 4 );
  9820. if ( arraysEqual( cache, data ) ) return;
  9821. gl.uniformMatrix2fv( this.addr, false, data );
  9822. this.updateCache( data );
  9823. }
  9824. function setValueM3a( gl, v ) {
  9825. var cache = this.cache;
  9826. var data = flatten( v, this.size, 9 );
  9827. if ( arraysEqual( cache, data ) ) return;
  9828. gl.uniformMatrix3fv( this.addr, false, data );
  9829. this.updateCache( data );
  9830. }
  9831. function setValueM4a( gl, v ) {
  9832. var cache = this.cache;
  9833. var data = flatten( v, this.size, 16 );
  9834. if ( arraysEqual( cache, data ) ) return;
  9835. gl.uniformMatrix4fv( this.addr, false, data );
  9836. this.updateCache( data );
  9837. }
  9838. // Array of textures (2D / Cube)
  9839. function setValueT1a( gl, v, renderer ) {
  9840. var cache = this.cache;
  9841. var n = v.length;
  9842. var units = allocTexUnits( renderer, n );
  9843. if ( arraysEqual( cache, units ) === false ) {
  9844. gl.uniform1iv( this.addr, units );
  9845. copyArray( cache, units );
  9846. }
  9847. for ( var i = 0; i !== n; ++ i ) {
  9848. renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
  9849. }
  9850. }
  9851. function setValueT6a( gl, v, renderer ) {
  9852. var cache = this.cache;
  9853. var n = v.length;
  9854. var units = allocTexUnits( renderer, n );
  9855. if ( arraysEqual( cache, units ) === false ) {
  9856. gl.uniform1iv( this.addr, units );
  9857. copyArray( cache, units );
  9858. }
  9859. for ( var i = 0; i !== n; ++ i ) {
  9860. renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  9861. }
  9862. }
  9863. // Helper to pick the right setter for a pure (bottom-level) array
  9864. function getPureArraySetter( type ) {
  9865. switch ( type ) {
  9866. case 0x1406: return setValue1fv; // FLOAT
  9867. case 0x8b50: return setValueV2a; // _VEC2
  9868. case 0x8b51: return setValueV3a; // _VEC3
  9869. case 0x8b52: return setValueV4a; // _VEC4
  9870. case 0x8b5a: return setValueM2a; // _MAT2
  9871. case 0x8b5b: return setValueM3a; // _MAT3
  9872. case 0x8b5c: return setValueM4a; // _MAT4
  9873. case 0x8b5e: return setValueT1a; // SAMPLER_2D
  9874. case 0x8b60: return setValueT6a; // SAMPLER_CUBE
  9875. case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
  9876. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9877. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9878. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9879. }
  9880. }
  9881. // --- Uniform Classes ---
  9882. function SingleUniform( id, activeInfo, addr ) {
  9883. this.id = id;
  9884. this.addr = addr;
  9885. this.cache = [];
  9886. this.setValue = getSingularSetter( activeInfo.type );
  9887. // this.path = activeInfo.name; // DEBUG
  9888. }
  9889. function PureArrayUniform( id, activeInfo, addr ) {
  9890. this.id = id;
  9891. this.addr = addr;
  9892. this.cache = [];
  9893. this.size = activeInfo.size;
  9894. this.setValue = getPureArraySetter( activeInfo.type );
  9895. // this.path = activeInfo.name; // DEBUG
  9896. }
  9897. PureArrayUniform.prototype.updateCache = function ( data ) {
  9898. var cache = this.cache;
  9899. if ( data instanceof Float32Array && cache.length !== data.length ) {
  9900. this.cache = new Float32Array( data.length );
  9901. }
  9902. copyArray( cache, data );
  9903. };
  9904. function StructuredUniform( id ) {
  9905. this.id = id;
  9906. UniformContainer.call( this ); // mix-in
  9907. }
  9908. StructuredUniform.prototype.setValue = function ( gl, value, renderer ) {
  9909. var seq = this.seq;
  9910. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9911. var u = seq[ i ];
  9912. u.setValue( gl, value[ u.id ], renderer );
  9913. }
  9914. };
  9915. // --- Top-level ---
  9916. // Parser - builds up the property tree from the path strings
  9917. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  9918. // extracts
  9919. // - the identifier (member name or array index)
  9920. // - followed by an optional right bracket (found when array index)
  9921. // - followed by an optional left bracket or dot (type of subscript)
  9922. //
  9923. // Note: These portions can be read in a non-overlapping fashion and
  9924. // allow straightforward parsing of the hierarchy that WebGL encodes
  9925. // in the uniform names.
  9926. function addUniform( container, uniformObject ) {
  9927. container.seq.push( uniformObject );
  9928. container.map[ uniformObject.id ] = uniformObject;
  9929. }
  9930. function parseUniform( activeInfo, addr, container ) {
  9931. var path = activeInfo.name,
  9932. pathLength = path.length;
  9933. // reset RegExp object, because of the early exit of a previous run
  9934. RePathPart.lastIndex = 0;
  9935. while ( true ) {
  9936. var match = RePathPart.exec( path ),
  9937. matchEnd = RePathPart.lastIndex,
  9938. id = match[ 1 ],
  9939. idIsIndex = match[ 2 ] === ']',
  9940. subscript = match[ 3 ];
  9941. if ( idIsIndex ) id = id | 0; // convert to integer
  9942. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  9943. // bare name or "pure" bottom-level array "[0]" suffix
  9944. addUniform( container, subscript === undefined ?
  9945. new SingleUniform( id, activeInfo, addr ) :
  9946. new PureArrayUniform( id, activeInfo, addr ) );
  9947. break;
  9948. } else {
  9949. // step into inner node / create it in case it doesn't exist
  9950. var map = container.map, next = map[ id ];
  9951. if ( next === undefined ) {
  9952. next = new StructuredUniform( id );
  9953. addUniform( container, next );
  9954. }
  9955. container = next;
  9956. }
  9957. }
  9958. }
  9959. // Root Container
  9960. function WebGLUniforms( gl, program, renderer ) {
  9961. UniformContainer.call( this );
  9962. this.renderer = renderer;
  9963. var n = gl.getProgramParameter( program, 35718 );
  9964. for ( var i = 0; i < n; ++ i ) {
  9965. var info = gl.getActiveUniform( program, i ),
  9966. addr = gl.getUniformLocation( program, info.name );
  9967. parseUniform( info, addr, this );
  9968. }
  9969. }
  9970. WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
  9971. var u = this.map[ name ];
  9972. if ( u !== undefined ) u.setValue( gl, value, this.renderer );
  9973. };
  9974. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  9975. var v = object[ name ];
  9976. if ( v !== undefined ) this.setValue( gl, name, v );
  9977. };
  9978. // Static interface
  9979. WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
  9980. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9981. var u = seq[ i ],
  9982. v = values[ u.id ];
  9983. if ( v.needsUpdate !== false ) {
  9984. // note: always updating when .needsUpdate is undefined
  9985. u.setValue( gl, v.value, renderer );
  9986. }
  9987. }
  9988. };
  9989. WebGLUniforms.seqWithValue = function ( seq, values ) {
  9990. var r = [];
  9991. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9992. var u = seq[ i ];
  9993. if ( u.id in values ) r.push( u );
  9994. }
  9995. return r;
  9996. };
  9997. /**
  9998. * @author mrdoob / http://mrdoob.com/
  9999. */
  10000. function addLineNumbers( string ) {
  10001. var lines = string.split( '\n' );
  10002. for ( var i = 0; i < lines.length; i ++ ) {
  10003. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10004. }
  10005. return lines.join( '\n' );
  10006. }
  10007. function WebGLShader( gl, type, string ) {
  10008. var shader = gl.createShader( type );
  10009. gl.shaderSource( shader, string );
  10010. gl.compileShader( shader );
  10011. if ( gl.getShaderParameter( shader, 35713 ) === false ) {
  10012. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  10013. }
  10014. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  10015. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === 35633 ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
  10016. }
  10017. // --enable-privileged-webgl-extension
  10018. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10019. return shader;
  10020. }
  10021. /**
  10022. * @author mrdoob / http://mrdoob.com/
  10023. */
  10024. var programIdCount = 0;
  10025. function getEncodingComponents( encoding ) {
  10026. switch ( encoding ) {
  10027. case LinearEncoding:
  10028. return [ 'Linear', '( value )' ];
  10029. case sRGBEncoding:
  10030. return [ 'sRGB', '( value )' ];
  10031. case RGBEEncoding:
  10032. return [ 'RGBE', '( value )' ];
  10033. case RGBM7Encoding:
  10034. return [ 'RGBM', '( value, 7.0 )' ];
  10035. case RGBM16Encoding:
  10036. return [ 'RGBM', '( value, 16.0 )' ];
  10037. case RGBDEncoding:
  10038. return [ 'RGBD', '( value, 256.0 )' ];
  10039. case GammaEncoding:
  10040. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10041. default:
  10042. throw new Error( 'unsupported encoding: ' + encoding );
  10043. }
  10044. }
  10045. function getTexelDecodingFunction( functionName, encoding ) {
  10046. var components = getEncodingComponents( encoding );
  10047. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10048. }
  10049. function getTexelEncodingFunction( functionName, encoding ) {
  10050. var components = getEncodingComponents( encoding );
  10051. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10052. }
  10053. function getToneMappingFunction( functionName, toneMapping ) {
  10054. var toneMappingName;
  10055. switch ( toneMapping ) {
  10056. case LinearToneMapping:
  10057. toneMappingName = 'Linear';
  10058. break;
  10059. case ReinhardToneMapping:
  10060. toneMappingName = 'Reinhard';
  10061. break;
  10062. case Uncharted2ToneMapping:
  10063. toneMappingName = 'Uncharted2';
  10064. break;
  10065. case CineonToneMapping:
  10066. toneMappingName = 'OptimizedCineon';
  10067. break;
  10068. case ACESFilmicToneMapping:
  10069. toneMappingName = 'ACESFilmic';
  10070. break;
  10071. default:
  10072. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10073. }
  10074. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10075. }
  10076. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10077. extensions = extensions || {};
  10078. var chunks = [
  10079. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10080. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10081. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10082. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10083. ];
  10084. return chunks.filter( filterEmptyLine ).join( '\n' );
  10085. }
  10086. function generateDefines( defines ) {
  10087. var chunks = [];
  10088. for ( var name in defines ) {
  10089. var value = defines[ name ];
  10090. if ( value === false ) continue;
  10091. chunks.push( '#define ' + name + ' ' + value );
  10092. }
  10093. return chunks.join( '\n' );
  10094. }
  10095. function fetchAttributeLocations( gl, program ) {
  10096. var attributes = {};
  10097. var n = gl.getProgramParameter( program, 35721 );
  10098. for ( var i = 0; i < n; i ++ ) {
  10099. var info = gl.getActiveAttrib( program, i );
  10100. var name = info.name;
  10101. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10102. attributes[ name ] = gl.getAttribLocation( program, name );
  10103. }
  10104. return attributes;
  10105. }
  10106. function filterEmptyLine( string ) {
  10107. return string !== '';
  10108. }
  10109. function replaceLightNums( string, parameters ) {
  10110. return string
  10111. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10112. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10113. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10114. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10115. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10116. }
  10117. function replaceClippingPlaneNums( string, parameters ) {
  10118. return string
  10119. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10120. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10121. }
  10122. function parseIncludes( string ) {
  10123. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10124. function replace( match, include ) {
  10125. var replace = ShaderChunk[ include ];
  10126. if ( replace === undefined ) {
  10127. throw new Error( 'Can not resolve #include <' + include + '>' );
  10128. }
  10129. return parseIncludes( replace );
  10130. }
  10131. return string.replace( pattern, replace );
  10132. }
  10133. function unrollLoops( string ) {
  10134. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10135. function replace( match, start, end, snippet ) {
  10136. var unroll = '';
  10137. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10138. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10139. }
  10140. return unroll;
  10141. }
  10142. return string.replace( pattern, replace );
  10143. }
  10144. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10145. var gl = renderer.context;
  10146. var defines = material.defines;
  10147. var vertexShader = shader.vertexShader;
  10148. var fragmentShader = shader.fragmentShader;
  10149. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10150. if ( parameters.shadowMapType === PCFShadowMap ) {
  10151. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10152. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10153. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10154. }
  10155. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10156. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10157. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10158. if ( parameters.envMap ) {
  10159. switch ( material.envMap.mapping ) {
  10160. case CubeReflectionMapping:
  10161. case CubeRefractionMapping:
  10162. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10163. break;
  10164. case CubeUVReflectionMapping:
  10165. case CubeUVRefractionMapping:
  10166. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10167. break;
  10168. case EquirectangularReflectionMapping:
  10169. case EquirectangularRefractionMapping:
  10170. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10171. break;
  10172. case SphericalReflectionMapping:
  10173. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10174. break;
  10175. }
  10176. switch ( material.envMap.mapping ) {
  10177. case CubeRefractionMapping:
  10178. case EquirectangularRefractionMapping:
  10179. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10180. break;
  10181. }
  10182. switch ( material.combine ) {
  10183. case MultiplyOperation:
  10184. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10185. break;
  10186. case MixOperation:
  10187. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10188. break;
  10189. case AddOperation:
  10190. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10191. break;
  10192. }
  10193. }
  10194. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10195. // console.log( 'building new program ' );
  10196. //
  10197. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10198. var customDefines = generateDefines( defines );
  10199. //
  10200. var program = gl.createProgram();
  10201. var prefixVertex, prefixFragment;
  10202. if ( material.isRawShaderMaterial ) {
  10203. prefixVertex = [
  10204. customDefines
  10205. ].filter( filterEmptyLine ).join( '\n' );
  10206. if ( prefixVertex.length > 0 ) {
  10207. prefixVertex += '\n';
  10208. }
  10209. prefixFragment = [
  10210. customExtensions,
  10211. customDefines
  10212. ].filter( filterEmptyLine ).join( '\n' );
  10213. if ( prefixFragment.length > 0 ) {
  10214. prefixFragment += '\n';
  10215. }
  10216. } else {
  10217. prefixVertex = [
  10218. 'precision ' + parameters.precision + ' float;',
  10219. 'precision ' + parameters.precision + ' int;',
  10220. '#define SHADER_NAME ' + shader.name,
  10221. customDefines,
  10222. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10223. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10224. '#define MAX_BONES ' + parameters.maxBones,
  10225. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10226. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10227. parameters.map ? '#define USE_MAP' : '',
  10228. parameters.envMap ? '#define USE_ENVMAP' : '',
  10229. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10230. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10231. parameters.aoMap ? '#define USE_AOMAP' : '',
  10232. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10233. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10234. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10235. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10236. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10237. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10238. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10239. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10240. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10241. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10242. parameters.vertexColors ? '#define USE_COLOR' : '',
  10243. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10244. parameters.skinning ? '#define USE_SKINNING' : '',
  10245. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10246. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10247. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10248. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10249. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10250. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10251. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10252. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10253. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10254. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10255. 'uniform mat4 modelMatrix;',
  10256. 'uniform mat4 modelViewMatrix;',
  10257. 'uniform mat4 projectionMatrix;',
  10258. 'uniform mat4 viewMatrix;',
  10259. 'uniform mat3 normalMatrix;',
  10260. 'uniform vec3 cameraPosition;',
  10261. 'attribute vec3 position;',
  10262. 'attribute vec3 normal;',
  10263. 'attribute vec2 uv;',
  10264. '#ifdef USE_TANGENT',
  10265. ' attribute vec4 tangent;',
  10266. '#endif',
  10267. '#ifdef USE_COLOR',
  10268. ' attribute vec3 color;',
  10269. '#endif',
  10270. '#ifdef USE_MORPHTARGETS',
  10271. ' attribute vec3 morphTarget0;',
  10272. ' attribute vec3 morphTarget1;',
  10273. ' attribute vec3 morphTarget2;',
  10274. ' attribute vec3 morphTarget3;',
  10275. ' #ifdef USE_MORPHNORMALS',
  10276. ' attribute vec3 morphNormal0;',
  10277. ' attribute vec3 morphNormal1;',
  10278. ' attribute vec3 morphNormal2;',
  10279. ' attribute vec3 morphNormal3;',
  10280. ' #else',
  10281. ' attribute vec3 morphTarget4;',
  10282. ' attribute vec3 morphTarget5;',
  10283. ' attribute vec3 morphTarget6;',
  10284. ' attribute vec3 morphTarget7;',
  10285. ' #endif',
  10286. '#endif',
  10287. '#ifdef USE_SKINNING',
  10288. ' attribute vec4 skinIndex;',
  10289. ' attribute vec4 skinWeight;',
  10290. '#endif',
  10291. '\n'
  10292. ].filter( filterEmptyLine ).join( '\n' );
  10293. prefixFragment = [
  10294. customExtensions,
  10295. 'precision ' + parameters.precision + ' float;',
  10296. 'precision ' + parameters.precision + ' int;',
  10297. '#define SHADER_NAME ' + shader.name,
  10298. customDefines,
  10299. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10300. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10301. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10302. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10303. parameters.map ? '#define USE_MAP' : '',
  10304. parameters.matcap ? '#define USE_MATCAP' : '',
  10305. parameters.envMap ? '#define USE_ENVMAP' : '',
  10306. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10307. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10308. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10309. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10310. parameters.aoMap ? '#define USE_AOMAP' : '',
  10311. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10312. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10313. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10314. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10315. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10316. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10317. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10318. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10319. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10320. parameters.vertexColors ? '#define USE_COLOR' : '',
  10321. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10322. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10323. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10324. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10325. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10326. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10327. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10328. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10329. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10330. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10331. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10332. 'uniform mat4 viewMatrix;',
  10333. 'uniform vec3 cameraPosition;',
  10334. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10335. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10336. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10337. parameters.dithering ? '#define DITHERING' : '',
  10338. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10339. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10340. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10341. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10342. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10343. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10344. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10345. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10346. '\n'
  10347. ].filter( filterEmptyLine ).join( '\n' );
  10348. }
  10349. vertexShader = parseIncludes( vertexShader );
  10350. vertexShader = replaceLightNums( vertexShader, parameters );
  10351. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10352. fragmentShader = parseIncludes( fragmentShader );
  10353. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10354. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10355. vertexShader = unrollLoops( vertexShader );
  10356. fragmentShader = unrollLoops( fragmentShader );
  10357. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10358. var isGLSL3ShaderMaterial = false;
  10359. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10360. if ( material.isShaderMaterial &&
  10361. vertexShader.match( versionRegex ) !== null &&
  10362. fragmentShader.match( versionRegex ) !== null ) {
  10363. isGLSL3ShaderMaterial = true;
  10364. vertexShader = vertexShader.replace( versionRegex, '' );
  10365. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10366. }
  10367. // GLSL 3.0 conversion
  10368. prefixVertex = [
  10369. '#version 300 es\n',
  10370. '#define attribute in',
  10371. '#define varying out',
  10372. '#define texture2D texture'
  10373. ].join( '\n' ) + '\n' + prefixVertex;
  10374. prefixFragment = [
  10375. '#version 300 es\n',
  10376. '#define varying in',
  10377. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10378. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10379. '#define gl_FragDepthEXT gl_FragDepth',
  10380. '#define texture2D texture',
  10381. '#define textureCube texture',
  10382. '#define texture2DProj textureProj',
  10383. '#define texture2DLodEXT textureLod',
  10384. '#define texture2DProjLodEXT textureProjLod',
  10385. '#define textureCubeLodEXT textureLod',
  10386. '#define texture2DGradEXT textureGrad',
  10387. '#define texture2DProjGradEXT textureProjGrad',
  10388. '#define textureCubeGradEXT textureGrad'
  10389. ].join( '\n' ) + '\n' + prefixFragment;
  10390. }
  10391. var vertexGlsl = prefixVertex + vertexShader;
  10392. var fragmentGlsl = prefixFragment + fragmentShader;
  10393. // console.log( '*VERTEX*', vertexGlsl );
  10394. // console.log( '*FRAGMENT*', fragmentGlsl );
  10395. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10396. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10397. gl.attachShader( program, glVertexShader );
  10398. gl.attachShader( program, glFragmentShader );
  10399. // Force a particular attribute to index 0.
  10400. if ( material.index0AttributeName !== undefined ) {
  10401. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10402. } else if ( parameters.morphTargets === true ) {
  10403. // programs with morphTargets displace position out of attribute 0
  10404. gl.bindAttribLocation( program, 0, 'position' );
  10405. }
  10406. gl.linkProgram( program );
  10407. var programLog = gl.getProgramInfoLog( program ).trim();
  10408. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10409. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10410. var runnable = true;
  10411. var haveDiagnostics = true;
  10412. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  10413. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  10414. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10415. runnable = false;
  10416. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  10417. } else if ( programLog !== '' ) {
  10418. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10419. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10420. haveDiagnostics = false;
  10421. }
  10422. if ( haveDiagnostics ) {
  10423. this.diagnostics = {
  10424. runnable: runnable,
  10425. material: material,
  10426. programLog: programLog,
  10427. vertexShader: {
  10428. log: vertexLog,
  10429. prefix: prefixVertex
  10430. },
  10431. fragmentShader: {
  10432. log: fragmentLog,
  10433. prefix: prefixFragment
  10434. }
  10435. };
  10436. }
  10437. // clean up
  10438. gl.deleteShader( glVertexShader );
  10439. gl.deleteShader( glFragmentShader );
  10440. // set up caching for uniform locations
  10441. var cachedUniforms;
  10442. this.getUniforms = function () {
  10443. if ( cachedUniforms === undefined ) {
  10444. cachedUniforms = new WebGLUniforms( gl, program, renderer );
  10445. }
  10446. return cachedUniforms;
  10447. };
  10448. // set up caching for attribute locations
  10449. var cachedAttributes;
  10450. this.getAttributes = function () {
  10451. if ( cachedAttributes === undefined ) {
  10452. cachedAttributes = fetchAttributeLocations( gl, program );
  10453. }
  10454. return cachedAttributes;
  10455. };
  10456. // free resource
  10457. this.destroy = function () {
  10458. gl.deleteProgram( program );
  10459. this.program = undefined;
  10460. };
  10461. // DEPRECATED
  10462. Object.defineProperties( this, {
  10463. uniforms: {
  10464. get: function () {
  10465. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  10466. return this.getUniforms();
  10467. }
  10468. },
  10469. attributes: {
  10470. get: function () {
  10471. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  10472. return this.getAttributes();
  10473. }
  10474. }
  10475. } );
  10476. //
  10477. this.name = shader.name;
  10478. this.id = programIdCount ++;
  10479. this.code = code;
  10480. this.usedTimes = 1;
  10481. this.program = program;
  10482. this.vertexShader = glVertexShader;
  10483. this.fragmentShader = glFragmentShader;
  10484. return this;
  10485. }
  10486. /**
  10487. * @author mrdoob / http://mrdoob.com/
  10488. */
  10489. function WebGLPrograms( renderer, extensions, capabilities ) {
  10490. var programs = [];
  10491. var shaderIDs = {
  10492. MeshDepthMaterial: 'depth',
  10493. MeshDistanceMaterial: 'distanceRGBA',
  10494. MeshNormalMaterial: 'normal',
  10495. MeshBasicMaterial: 'basic',
  10496. MeshLambertMaterial: 'lambert',
  10497. MeshPhongMaterial: 'phong',
  10498. MeshToonMaterial: 'phong',
  10499. MeshStandardMaterial: 'physical',
  10500. MeshPhysicalMaterial: 'physical',
  10501. MeshMatcapMaterial: 'matcap',
  10502. LineBasicMaterial: 'basic',
  10503. LineDashedMaterial: 'dashed',
  10504. PointsMaterial: 'points',
  10505. ShadowMaterial: 'shadow',
  10506. SpriteMaterial: 'sprite'
  10507. };
  10508. var parameterNames = [
  10509. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10510. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10511. "roughnessMap", "metalnessMap", "gradientMap",
  10512. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10513. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10514. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10515. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10516. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10517. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10518. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10519. ];
  10520. function allocateBones( object ) {
  10521. var skeleton = object.skeleton;
  10522. var bones = skeleton.bones;
  10523. if ( capabilities.floatVertexTextures ) {
  10524. return 1024;
  10525. } else {
  10526. // default for when object is not specified
  10527. // ( for example when prebuilding shader to be used with multiple objects )
  10528. //
  10529. // - leave some extra space for other uniforms
  10530. // - limit here is ANGLE's 254 max uniform vectors
  10531. // (up to 54 should be safe)
  10532. var nVertexUniforms = capabilities.maxVertexUniforms;
  10533. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10534. var maxBones = Math.min( nVertexMatrices, bones.length );
  10535. if ( maxBones < bones.length ) {
  10536. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10537. return 0;
  10538. }
  10539. return maxBones;
  10540. }
  10541. }
  10542. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10543. var encoding;
  10544. if ( ! map ) {
  10545. encoding = LinearEncoding;
  10546. } else if ( map.isTexture ) {
  10547. encoding = map.encoding;
  10548. } else if ( map.isWebGLRenderTarget ) {
  10549. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10550. encoding = map.texture.encoding;
  10551. }
  10552. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10553. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10554. encoding = GammaEncoding;
  10555. }
  10556. return encoding;
  10557. }
  10558. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10559. var shaderID = shaderIDs[ material.type ];
  10560. // heuristics to create shader parameters according to lights in the scene
  10561. // (not to blow over maxLights budget)
  10562. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10563. var precision = capabilities.precision;
  10564. if ( material.precision !== null ) {
  10565. precision = capabilities.getMaxPrecision( material.precision );
  10566. if ( precision !== material.precision ) {
  10567. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10568. }
  10569. }
  10570. var currentRenderTarget = renderer.getRenderTarget();
  10571. var parameters = {
  10572. shaderID: shaderID,
  10573. precision: precision,
  10574. supportsVertexTextures: capabilities.vertexTextures,
  10575. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10576. map: !! material.map,
  10577. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10578. matcap: !! material.matcap,
  10579. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10580. envMap: !! material.envMap,
  10581. envMapMode: material.envMap && material.envMap.mapping,
  10582. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10583. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10584. lightMap: !! material.lightMap,
  10585. aoMap: !! material.aoMap,
  10586. emissiveMap: !! material.emissiveMap,
  10587. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10588. bumpMap: !! material.bumpMap,
  10589. normalMap: !! material.normalMap,
  10590. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10591. displacementMap: !! material.displacementMap,
  10592. roughnessMap: !! material.roughnessMap,
  10593. metalnessMap: !! material.metalnessMap,
  10594. specularMap: !! material.specularMap,
  10595. alphaMap: !! material.alphaMap,
  10596. gradientMap: !! material.gradientMap,
  10597. combine: material.combine,
  10598. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10599. vertexColors: material.vertexColors,
  10600. fog: !! fog,
  10601. useFog: material.fog,
  10602. fogExp: ( fog && fog.isFogExp2 ),
  10603. flatShading: material.flatShading,
  10604. sizeAttenuation: material.sizeAttenuation,
  10605. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10606. skinning: material.skinning && maxBones > 0,
  10607. maxBones: maxBones,
  10608. useVertexTexture: capabilities.floatVertexTextures,
  10609. morphTargets: material.morphTargets,
  10610. morphNormals: material.morphNormals,
  10611. maxMorphTargets: renderer.maxMorphTargets,
  10612. maxMorphNormals: renderer.maxMorphNormals,
  10613. numDirLights: lights.directional.length,
  10614. numPointLights: lights.point.length,
  10615. numSpotLights: lights.spot.length,
  10616. numRectAreaLights: lights.rectArea.length,
  10617. numHemiLights: lights.hemi.length,
  10618. numClippingPlanes: nClipPlanes,
  10619. numClipIntersection: nClipIntersection,
  10620. dithering: material.dithering,
  10621. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10622. shadowMapType: renderer.shadowMap.type,
  10623. toneMapping: renderer.toneMapping,
  10624. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10625. premultipliedAlpha: material.premultipliedAlpha,
  10626. alphaTest: material.alphaTest,
  10627. doubleSided: material.side === DoubleSide,
  10628. flipSided: material.side === BackSide,
  10629. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10630. };
  10631. return parameters;
  10632. };
  10633. this.getProgramCode = function ( material, parameters ) {
  10634. var array = [];
  10635. if ( parameters.shaderID ) {
  10636. array.push( parameters.shaderID );
  10637. } else {
  10638. array.push( material.fragmentShader );
  10639. array.push( material.vertexShader );
  10640. }
  10641. if ( material.defines !== undefined ) {
  10642. for ( var name in material.defines ) {
  10643. array.push( name );
  10644. array.push( material.defines[ name ] );
  10645. }
  10646. }
  10647. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10648. array.push( parameters[ parameterNames[ i ] ] );
  10649. }
  10650. array.push( material.onBeforeCompile.toString() );
  10651. array.push( renderer.gammaOutput );
  10652. array.push( renderer.gammaFactor );
  10653. return array.join();
  10654. };
  10655. this.acquireProgram = function ( material, shader, parameters, code ) {
  10656. var program;
  10657. // Check if code has been already compiled
  10658. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10659. var programInfo = programs[ p ];
  10660. if ( programInfo.code === code ) {
  10661. program = programInfo;
  10662. ++ program.usedTimes;
  10663. break;
  10664. }
  10665. }
  10666. if ( program === undefined ) {
  10667. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10668. programs.push( program );
  10669. }
  10670. return program;
  10671. };
  10672. this.releaseProgram = function ( program ) {
  10673. if ( -- program.usedTimes === 0 ) {
  10674. // Remove from unordered set
  10675. var i = programs.indexOf( program );
  10676. programs[ i ] = programs[ programs.length - 1 ];
  10677. programs.pop();
  10678. // Free WebGL resources
  10679. program.destroy();
  10680. }
  10681. };
  10682. // Exposed for resource monitoring & error feedback via renderer.info:
  10683. this.programs = programs;
  10684. }
  10685. /**
  10686. * @author fordacious / fordacious.github.io
  10687. */
  10688. function WebGLProperties() {
  10689. var properties = new WeakMap();
  10690. function get( object ) {
  10691. var map = properties.get( object );
  10692. if ( map === undefined ) {
  10693. map = {};
  10694. properties.set( object, map );
  10695. }
  10696. return map;
  10697. }
  10698. function remove( object ) {
  10699. properties.delete( object );
  10700. }
  10701. function update( object, key, value ) {
  10702. properties.get( object )[ key ] = value;
  10703. }
  10704. function dispose() {
  10705. properties = new WeakMap();
  10706. }
  10707. return {
  10708. get: get,
  10709. remove: remove,
  10710. update: update,
  10711. dispose: dispose
  10712. };
  10713. }
  10714. /**
  10715. * @author mrdoob / http://mrdoob.com/
  10716. */
  10717. function painterSortStable( a, b ) {
  10718. if ( a.groupOrder !== b.groupOrder ) {
  10719. return a.groupOrder - b.groupOrder;
  10720. } else if ( a.renderOrder !== b.renderOrder ) {
  10721. return a.renderOrder - b.renderOrder;
  10722. } else if ( a.program !== b.program ) {
  10723. return a.program.id - b.program.id;
  10724. } else if ( a.material.id !== b.material.id ) {
  10725. return a.material.id - b.material.id;
  10726. } else if ( a.z !== b.z ) {
  10727. return a.z - b.z;
  10728. } else {
  10729. return a.id - b.id;
  10730. }
  10731. }
  10732. function reversePainterSortStable( a, b ) {
  10733. if ( a.groupOrder !== b.groupOrder ) {
  10734. return a.groupOrder - b.groupOrder;
  10735. } else if ( a.renderOrder !== b.renderOrder ) {
  10736. return a.renderOrder - b.renderOrder;
  10737. } else if ( a.z !== b.z ) {
  10738. return b.z - a.z;
  10739. } else {
  10740. return a.id - b.id;
  10741. }
  10742. }
  10743. function WebGLRenderList() {
  10744. var renderItems = [];
  10745. var renderItemsIndex = 0;
  10746. var opaque = [];
  10747. var transparent = [];
  10748. var defaultProgram = { id: - 1 };
  10749. function init() {
  10750. renderItemsIndex = 0;
  10751. opaque.length = 0;
  10752. transparent.length = 0;
  10753. }
  10754. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  10755. var renderItem = renderItems[ renderItemsIndex ];
  10756. if ( renderItem === undefined ) {
  10757. renderItem = {
  10758. id: object.id,
  10759. object: object,
  10760. geometry: geometry,
  10761. material: material,
  10762. program: material.program || defaultProgram,
  10763. groupOrder: groupOrder,
  10764. renderOrder: object.renderOrder,
  10765. z: z,
  10766. group: group
  10767. };
  10768. renderItems[ renderItemsIndex ] = renderItem;
  10769. } else {
  10770. renderItem.id = object.id;
  10771. renderItem.object = object;
  10772. renderItem.geometry = geometry;
  10773. renderItem.material = material;
  10774. renderItem.program = material.program || defaultProgram;
  10775. renderItem.groupOrder = groupOrder;
  10776. renderItem.renderOrder = object.renderOrder;
  10777. renderItem.z = z;
  10778. renderItem.group = group;
  10779. }
  10780. renderItemsIndex ++;
  10781. return renderItem;
  10782. }
  10783. function push( object, geometry, material, groupOrder, z, group ) {
  10784. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10785. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  10786. }
  10787. function unshift( object, geometry, material, groupOrder, z, group ) {
  10788. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10789. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  10790. }
  10791. function sort() {
  10792. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  10793. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  10794. }
  10795. return {
  10796. opaque: opaque,
  10797. transparent: transparent,
  10798. init: init,
  10799. push: push,
  10800. unshift: unshift,
  10801. sort: sort
  10802. };
  10803. }
  10804. function WebGLRenderLists() {
  10805. var lists = {};
  10806. function onSceneDispose( event ) {
  10807. var scene = event.target;
  10808. scene.removeEventListener( 'dispose', onSceneDispose );
  10809. delete lists[ scene.id ];
  10810. }
  10811. function get( scene, camera ) {
  10812. var cameras = lists[ scene.id ];
  10813. var list;
  10814. if ( cameras === undefined ) {
  10815. list = new WebGLRenderList();
  10816. lists[ scene.id ] = {};
  10817. lists[ scene.id ][ camera.id ] = list;
  10818. scene.addEventListener( 'dispose', onSceneDispose );
  10819. } else {
  10820. list = cameras[ camera.id ];
  10821. if ( list === undefined ) {
  10822. list = new WebGLRenderList();
  10823. cameras[ camera.id ] = list;
  10824. }
  10825. }
  10826. return list;
  10827. }
  10828. function dispose() {
  10829. lists = {};
  10830. }
  10831. return {
  10832. get: get,
  10833. dispose: dispose
  10834. };
  10835. }
  10836. /**
  10837. * @author mrdoob / http://mrdoob.com/
  10838. */
  10839. function UniformsCache() {
  10840. var lights = {};
  10841. return {
  10842. get: function ( light ) {
  10843. if ( lights[ light.id ] !== undefined ) {
  10844. return lights[ light.id ];
  10845. }
  10846. var uniforms;
  10847. switch ( light.type ) {
  10848. case 'DirectionalLight':
  10849. uniforms = {
  10850. direction: new Vector3(),
  10851. color: new Color(),
  10852. shadow: false,
  10853. shadowBias: 0,
  10854. shadowRadius: 1,
  10855. shadowMapSize: new Vector2()
  10856. };
  10857. break;
  10858. case 'SpotLight':
  10859. uniforms = {
  10860. position: new Vector3(),
  10861. direction: new Vector3(),
  10862. color: new Color(),
  10863. distance: 0,
  10864. coneCos: 0,
  10865. penumbraCos: 0,
  10866. decay: 0,
  10867. shadow: false,
  10868. shadowBias: 0,
  10869. shadowRadius: 1,
  10870. shadowMapSize: new Vector2()
  10871. };
  10872. break;
  10873. case 'PointLight':
  10874. uniforms = {
  10875. position: new Vector3(),
  10876. color: new Color(),
  10877. distance: 0,
  10878. decay: 0,
  10879. shadow: false,
  10880. shadowBias: 0,
  10881. shadowRadius: 1,
  10882. shadowMapSize: new Vector2(),
  10883. shadowCameraNear: 1,
  10884. shadowCameraFar: 1000
  10885. };
  10886. break;
  10887. case 'HemisphereLight':
  10888. uniforms = {
  10889. direction: new Vector3(),
  10890. skyColor: new Color(),
  10891. groundColor: new Color()
  10892. };
  10893. break;
  10894. case 'RectAreaLight':
  10895. uniforms = {
  10896. color: new Color(),
  10897. position: new Vector3(),
  10898. halfWidth: new Vector3(),
  10899. halfHeight: new Vector3()
  10900. // TODO (abelnation): set RectAreaLight shadow uniforms
  10901. };
  10902. break;
  10903. }
  10904. lights[ light.id ] = uniforms;
  10905. return uniforms;
  10906. }
  10907. };
  10908. }
  10909. var count = 0;
  10910. function WebGLLights() {
  10911. var cache = new UniformsCache();
  10912. var state = {
  10913. id: count ++,
  10914. hash: {
  10915. stateID: - 1,
  10916. directionalLength: - 1,
  10917. pointLength: - 1,
  10918. spotLength: - 1,
  10919. rectAreaLength: - 1,
  10920. hemiLength: - 1,
  10921. shadowsLength: - 1
  10922. },
  10923. ambient: [ 0, 0, 0 ],
  10924. directional: [],
  10925. directionalShadowMap: [],
  10926. directionalShadowMatrix: [],
  10927. spot: [],
  10928. spotShadowMap: [],
  10929. spotShadowMatrix: [],
  10930. rectArea: [],
  10931. point: [],
  10932. pointShadowMap: [],
  10933. pointShadowMatrix: [],
  10934. hemi: []
  10935. };
  10936. var vector3 = new Vector3();
  10937. var matrix4 = new Matrix4();
  10938. var matrix42 = new Matrix4();
  10939. function setup( lights, shadows, camera ) {
  10940. var r = 0, g = 0, b = 0;
  10941. var directionalLength = 0;
  10942. var pointLength = 0;
  10943. var spotLength = 0;
  10944. var rectAreaLength = 0;
  10945. var hemiLength = 0;
  10946. var viewMatrix = camera.matrixWorldInverse;
  10947. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  10948. var light = lights[ i ];
  10949. var color = light.color;
  10950. var intensity = light.intensity;
  10951. var distance = light.distance;
  10952. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  10953. if ( light.isAmbientLight ) {
  10954. r += color.r * intensity;
  10955. g += color.g * intensity;
  10956. b += color.b * intensity;
  10957. } else if ( light.isDirectionalLight ) {
  10958. var uniforms = cache.get( light );
  10959. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10960. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10961. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10962. uniforms.direction.sub( vector3 );
  10963. uniforms.direction.transformDirection( viewMatrix );
  10964. uniforms.shadow = light.castShadow;
  10965. if ( light.castShadow ) {
  10966. var shadow = light.shadow;
  10967. uniforms.shadowBias = shadow.bias;
  10968. uniforms.shadowRadius = shadow.radius;
  10969. uniforms.shadowMapSize = shadow.mapSize;
  10970. }
  10971. state.directionalShadowMap[ directionalLength ] = shadowMap;
  10972. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  10973. state.directional[ directionalLength ] = uniforms;
  10974. directionalLength ++;
  10975. } else if ( light.isSpotLight ) {
  10976. var uniforms = cache.get( light );
  10977. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10978. uniforms.position.applyMatrix4( viewMatrix );
  10979. uniforms.color.copy( color ).multiplyScalar( intensity );
  10980. uniforms.distance = distance;
  10981. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10982. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10983. uniforms.direction.sub( vector3 );
  10984. uniforms.direction.transformDirection( viewMatrix );
  10985. uniforms.coneCos = Math.cos( light.angle );
  10986. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  10987. uniforms.decay = light.decay;
  10988. uniforms.shadow = light.castShadow;
  10989. if ( light.castShadow ) {
  10990. var shadow = light.shadow;
  10991. uniforms.shadowBias = shadow.bias;
  10992. uniforms.shadowRadius = shadow.radius;
  10993. uniforms.shadowMapSize = shadow.mapSize;
  10994. }
  10995. state.spotShadowMap[ spotLength ] = shadowMap;
  10996. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  10997. state.spot[ spotLength ] = uniforms;
  10998. spotLength ++;
  10999. } else if ( light.isRectAreaLight ) {
  11000. var uniforms = cache.get( light );
  11001. // (a) intensity is the total visible light emitted
  11002. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11003. // (b) intensity is the brightness of the light
  11004. uniforms.color.copy( color ).multiplyScalar( intensity );
  11005. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11006. uniforms.position.applyMatrix4( viewMatrix );
  11007. // extract local rotation of light to derive width/height half vectors
  11008. matrix42.identity();
  11009. matrix4.copy( light.matrixWorld );
  11010. matrix4.premultiply( viewMatrix );
  11011. matrix42.extractRotation( matrix4 );
  11012. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11013. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11014. uniforms.halfWidth.applyMatrix4( matrix42 );
  11015. uniforms.halfHeight.applyMatrix4( matrix42 );
  11016. // TODO (abelnation): RectAreaLight distance?
  11017. // uniforms.distance = distance;
  11018. state.rectArea[ rectAreaLength ] = uniforms;
  11019. rectAreaLength ++;
  11020. } else if ( light.isPointLight ) {
  11021. var uniforms = cache.get( light );
  11022. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11023. uniforms.position.applyMatrix4( viewMatrix );
  11024. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11025. uniforms.distance = light.distance;
  11026. uniforms.decay = light.decay;
  11027. uniforms.shadow = light.castShadow;
  11028. if ( light.castShadow ) {
  11029. var shadow = light.shadow;
  11030. uniforms.shadowBias = shadow.bias;
  11031. uniforms.shadowRadius = shadow.radius;
  11032. uniforms.shadowMapSize = shadow.mapSize;
  11033. uniforms.shadowCameraNear = shadow.camera.near;
  11034. uniforms.shadowCameraFar = shadow.camera.far;
  11035. }
  11036. state.pointShadowMap[ pointLength ] = shadowMap;
  11037. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11038. state.point[ pointLength ] = uniforms;
  11039. pointLength ++;
  11040. } else if ( light.isHemisphereLight ) {
  11041. var uniforms = cache.get( light );
  11042. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11043. uniforms.direction.transformDirection( viewMatrix );
  11044. uniforms.direction.normalize();
  11045. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11046. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11047. state.hemi[ hemiLength ] = uniforms;
  11048. hemiLength ++;
  11049. }
  11050. }
  11051. state.ambient[ 0 ] = r;
  11052. state.ambient[ 1 ] = g;
  11053. state.ambient[ 2 ] = b;
  11054. state.directional.length = directionalLength;
  11055. state.spot.length = spotLength;
  11056. state.rectArea.length = rectAreaLength;
  11057. state.point.length = pointLength;
  11058. state.hemi.length = hemiLength;
  11059. state.hash.stateID = state.id;
  11060. state.hash.directionalLength = directionalLength;
  11061. state.hash.pointLength = pointLength;
  11062. state.hash.spotLength = spotLength;
  11063. state.hash.rectAreaLength = rectAreaLength;
  11064. state.hash.hemiLength = hemiLength;
  11065. state.hash.shadowsLength = shadows.length;
  11066. }
  11067. return {
  11068. setup: setup,
  11069. state: state
  11070. };
  11071. }
  11072. /**
  11073. * @author Mugen87 / https://github.com/Mugen87
  11074. */
  11075. function WebGLRenderState() {
  11076. var lights = new WebGLLights();
  11077. var lightsArray = [];
  11078. var shadowsArray = [];
  11079. function init() {
  11080. lightsArray.length = 0;
  11081. shadowsArray.length = 0;
  11082. }
  11083. function pushLight( light ) {
  11084. lightsArray.push( light );
  11085. }
  11086. function pushShadow( shadowLight ) {
  11087. shadowsArray.push( shadowLight );
  11088. }
  11089. function setupLights( camera ) {
  11090. lights.setup( lightsArray, shadowsArray, camera );
  11091. }
  11092. var state = {
  11093. lightsArray: lightsArray,
  11094. shadowsArray: shadowsArray,
  11095. lights: lights
  11096. };
  11097. return {
  11098. init: init,
  11099. state: state,
  11100. setupLights: setupLights,
  11101. pushLight: pushLight,
  11102. pushShadow: pushShadow
  11103. };
  11104. }
  11105. function WebGLRenderStates() {
  11106. var renderStates = {};
  11107. function onSceneDispose( event ) {
  11108. var scene = event.target;
  11109. scene.removeEventListener( 'dispose', onSceneDispose );
  11110. delete renderStates[ scene.id ];
  11111. }
  11112. function get( scene, camera ) {
  11113. var renderState;
  11114. if ( renderStates[ scene.id ] === undefined ) {
  11115. renderState = new WebGLRenderState();
  11116. renderStates[ scene.id ] = {};
  11117. renderStates[ scene.id ][ camera.id ] = renderState;
  11118. scene.addEventListener( 'dispose', onSceneDispose );
  11119. } else {
  11120. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11121. renderState = new WebGLRenderState();
  11122. renderStates[ scene.id ][ camera.id ] = renderState;
  11123. } else {
  11124. renderState = renderStates[ scene.id ][ camera.id ];
  11125. }
  11126. }
  11127. return renderState;
  11128. }
  11129. function dispose() {
  11130. renderStates = {};
  11131. }
  11132. return {
  11133. get: get,
  11134. dispose: dispose
  11135. };
  11136. }
  11137. /**
  11138. * @author mrdoob / http://mrdoob.com/
  11139. * @author alteredq / http://alteredqualia.com/
  11140. * @author bhouston / https://clara.io
  11141. * @author WestLangley / http://github.com/WestLangley
  11142. *
  11143. * parameters = {
  11144. *
  11145. * opacity: <float>,
  11146. *
  11147. * map: new THREE.Texture( <Image> ),
  11148. *
  11149. * alphaMap: new THREE.Texture( <Image> ),
  11150. *
  11151. * displacementMap: new THREE.Texture( <Image> ),
  11152. * displacementScale: <float>,
  11153. * displacementBias: <float>,
  11154. *
  11155. * wireframe: <boolean>,
  11156. * wireframeLinewidth: <float>
  11157. * }
  11158. */
  11159. function MeshDepthMaterial( parameters ) {
  11160. Material.call( this );
  11161. this.type = 'MeshDepthMaterial';
  11162. this.depthPacking = BasicDepthPacking;
  11163. this.skinning = false;
  11164. this.morphTargets = false;
  11165. this.map = null;
  11166. this.alphaMap = null;
  11167. this.displacementMap = null;
  11168. this.displacementScale = 1;
  11169. this.displacementBias = 0;
  11170. this.wireframe = false;
  11171. this.wireframeLinewidth = 1;
  11172. this.fog = false;
  11173. this.lights = false;
  11174. this.setValues( parameters );
  11175. }
  11176. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11177. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11178. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11179. MeshDepthMaterial.prototype.copy = function ( source ) {
  11180. Material.prototype.copy.call( this, source );
  11181. this.depthPacking = source.depthPacking;
  11182. this.skinning = source.skinning;
  11183. this.morphTargets = source.morphTargets;
  11184. this.map = source.map;
  11185. this.alphaMap = source.alphaMap;
  11186. this.displacementMap = source.displacementMap;
  11187. this.displacementScale = source.displacementScale;
  11188. this.displacementBias = source.displacementBias;
  11189. this.wireframe = source.wireframe;
  11190. this.wireframeLinewidth = source.wireframeLinewidth;
  11191. return this;
  11192. };
  11193. /**
  11194. * @author WestLangley / http://github.com/WestLangley
  11195. *
  11196. * parameters = {
  11197. *
  11198. * referencePosition: <float>,
  11199. * nearDistance: <float>,
  11200. * farDistance: <float>,
  11201. *
  11202. * skinning: <bool>,
  11203. * morphTargets: <bool>,
  11204. *
  11205. * map: new THREE.Texture( <Image> ),
  11206. *
  11207. * alphaMap: new THREE.Texture( <Image> ),
  11208. *
  11209. * displacementMap: new THREE.Texture( <Image> ),
  11210. * displacementScale: <float>,
  11211. * displacementBias: <float>
  11212. *
  11213. * }
  11214. */
  11215. function MeshDistanceMaterial( parameters ) {
  11216. Material.call( this );
  11217. this.type = 'MeshDistanceMaterial';
  11218. this.referencePosition = new Vector3();
  11219. this.nearDistance = 1;
  11220. this.farDistance = 1000;
  11221. this.skinning = false;
  11222. this.morphTargets = false;
  11223. this.map = null;
  11224. this.alphaMap = null;
  11225. this.displacementMap = null;
  11226. this.displacementScale = 1;
  11227. this.displacementBias = 0;
  11228. this.fog = false;
  11229. this.lights = false;
  11230. this.setValues( parameters );
  11231. }
  11232. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11233. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11234. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11235. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11236. Material.prototype.copy.call( this, source );
  11237. this.referencePosition.copy( source.referencePosition );
  11238. this.nearDistance = source.nearDistance;
  11239. this.farDistance = source.farDistance;
  11240. this.skinning = source.skinning;
  11241. this.morphTargets = source.morphTargets;
  11242. this.map = source.map;
  11243. this.alphaMap = source.alphaMap;
  11244. this.displacementMap = source.displacementMap;
  11245. this.displacementScale = source.displacementScale;
  11246. this.displacementBias = source.displacementBias;
  11247. return this;
  11248. };
  11249. /**
  11250. * @author alteredq / http://alteredqualia.com/
  11251. * @author mrdoob / http://mrdoob.com/
  11252. */
  11253. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11254. var _frustum = new Frustum(),
  11255. _projScreenMatrix = new Matrix4(),
  11256. _shadowMapSize = new Vector2(),
  11257. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11258. _lookTarget = new Vector3(),
  11259. _lightPositionWorld = new Vector3(),
  11260. _MorphingFlag = 1,
  11261. _SkinningFlag = 2,
  11262. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11263. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11264. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11265. _materialCache = {};
  11266. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11267. var cubeDirections = [
  11268. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11269. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11270. ];
  11271. var cubeUps = [
  11272. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11273. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11274. ];
  11275. var cube2DViewPorts = [
  11276. new Vector4(), new Vector4(), new Vector4(),
  11277. new Vector4(), new Vector4(), new Vector4()
  11278. ];
  11279. // init
  11280. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11281. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11282. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11283. var depthMaterial = new MeshDepthMaterial( {
  11284. depthPacking: RGBADepthPacking,
  11285. morphTargets: useMorphing,
  11286. skinning: useSkinning
  11287. } );
  11288. _depthMaterials[ i ] = depthMaterial;
  11289. //
  11290. var distanceMaterial = new MeshDistanceMaterial( {
  11291. morphTargets: useMorphing,
  11292. skinning: useSkinning
  11293. } );
  11294. _distanceMaterials[ i ] = distanceMaterial;
  11295. }
  11296. //
  11297. var scope = this;
  11298. this.enabled = false;
  11299. this.autoUpdate = true;
  11300. this.needsUpdate = false;
  11301. this.type = PCFShadowMap;
  11302. this.render = function ( lights, scene, camera ) {
  11303. if ( scope.enabled === false ) return;
  11304. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11305. if ( lights.length === 0 ) return;
  11306. var currentRenderTarget = _renderer.getRenderTarget();
  11307. var _state = _renderer.state;
  11308. // Set GL state for depth map.
  11309. _state.setBlending( NoBlending );
  11310. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11311. _state.buffers.depth.setTest( true );
  11312. _state.setScissorTest( false );
  11313. // render depth map
  11314. var faceCount;
  11315. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11316. var light = lights[ i ];
  11317. var shadow = light.shadow;
  11318. var isPointLight = light && light.isPointLight;
  11319. if ( shadow === undefined ) {
  11320. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11321. continue;
  11322. }
  11323. var shadowCamera = shadow.camera;
  11324. _shadowMapSize.copy( shadow.mapSize );
  11325. _shadowMapSize.min( _maxShadowMapSize );
  11326. if ( isPointLight ) {
  11327. var vpWidth = _shadowMapSize.x;
  11328. var vpHeight = _shadowMapSize.y;
  11329. // These viewports map a cube-map onto a 2D texture with the
  11330. // following orientation:
  11331. //
  11332. // xzXZ
  11333. // y Y
  11334. //
  11335. // X - Positive x direction
  11336. // x - Negative x direction
  11337. // Y - Positive y direction
  11338. // y - Negative y direction
  11339. // Z - Positive z direction
  11340. // z - Negative z direction
  11341. // positive X
  11342. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11343. // negative X
  11344. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11345. // positive Z
  11346. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11347. // negative Z
  11348. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11349. // positive Y
  11350. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11351. // negative Y
  11352. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11353. _shadowMapSize.x *= 4.0;
  11354. _shadowMapSize.y *= 2.0;
  11355. }
  11356. if ( shadow.map === null ) {
  11357. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11358. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11359. shadow.map.texture.name = light.name + ".shadowMap";
  11360. shadowCamera.updateProjectionMatrix();
  11361. }
  11362. if ( shadow.isSpotLightShadow ) {
  11363. shadow.update( light );
  11364. }
  11365. var shadowMap = shadow.map;
  11366. var shadowMatrix = shadow.matrix;
  11367. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11368. shadowCamera.position.copy( _lightPositionWorld );
  11369. if ( isPointLight ) {
  11370. faceCount = 6;
  11371. // for point lights we set the shadow matrix to be a translation-only matrix
  11372. // equal to inverse of the light's position
  11373. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11374. } else {
  11375. faceCount = 1;
  11376. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11377. shadowCamera.lookAt( _lookTarget );
  11378. shadowCamera.updateMatrixWorld();
  11379. // compute shadow matrix
  11380. shadowMatrix.set(
  11381. 0.5, 0.0, 0.0, 0.5,
  11382. 0.0, 0.5, 0.0, 0.5,
  11383. 0.0, 0.0, 0.5, 0.5,
  11384. 0.0, 0.0, 0.0, 1.0
  11385. );
  11386. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11387. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11388. }
  11389. _renderer.setRenderTarget( shadowMap );
  11390. _renderer.clear();
  11391. // render shadow map for each cube face (if omni-directional) or
  11392. // run a single pass if not
  11393. for ( var face = 0; face < faceCount; face ++ ) {
  11394. if ( isPointLight ) {
  11395. _lookTarget.copy( shadowCamera.position );
  11396. _lookTarget.add( cubeDirections[ face ] );
  11397. shadowCamera.up.copy( cubeUps[ face ] );
  11398. shadowCamera.lookAt( _lookTarget );
  11399. shadowCamera.updateMatrixWorld();
  11400. var vpDimensions = cube2DViewPorts[ face ];
  11401. _state.viewport( vpDimensions );
  11402. }
  11403. // update camera matrices and frustum
  11404. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11405. _frustum.setFromMatrix( _projScreenMatrix );
  11406. // set object matrices & frustum culling
  11407. renderObject( scene, camera, shadowCamera, isPointLight );
  11408. }
  11409. }
  11410. scope.needsUpdate = false;
  11411. _renderer.setRenderTarget( currentRenderTarget );
  11412. };
  11413. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11414. var geometry = object.geometry;
  11415. var result = null;
  11416. var materialVariants = _depthMaterials;
  11417. var customMaterial = object.customDepthMaterial;
  11418. if ( isPointLight ) {
  11419. materialVariants = _distanceMaterials;
  11420. customMaterial = object.customDistanceMaterial;
  11421. }
  11422. if ( ! customMaterial ) {
  11423. var useMorphing = false;
  11424. if ( material.morphTargets ) {
  11425. if ( geometry && geometry.isBufferGeometry ) {
  11426. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11427. } else if ( geometry && geometry.isGeometry ) {
  11428. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11429. }
  11430. }
  11431. if ( object.isSkinnedMesh && material.skinning === false ) {
  11432. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11433. }
  11434. var useSkinning = object.isSkinnedMesh && material.skinning;
  11435. var variantIndex = 0;
  11436. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11437. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11438. result = materialVariants[ variantIndex ];
  11439. } else {
  11440. result = customMaterial;
  11441. }
  11442. if ( _renderer.localClippingEnabled &&
  11443. material.clipShadows === true &&
  11444. material.clippingPlanes.length !== 0 ) {
  11445. // in this case we need a unique material instance reflecting the
  11446. // appropriate state
  11447. var keyA = result.uuid, keyB = material.uuid;
  11448. var materialsForVariant = _materialCache[ keyA ];
  11449. if ( materialsForVariant === undefined ) {
  11450. materialsForVariant = {};
  11451. _materialCache[ keyA ] = materialsForVariant;
  11452. }
  11453. var cachedMaterial = materialsForVariant[ keyB ];
  11454. if ( cachedMaterial === undefined ) {
  11455. cachedMaterial = result.clone();
  11456. materialsForVariant[ keyB ] = cachedMaterial;
  11457. }
  11458. result = cachedMaterial;
  11459. }
  11460. result.visible = material.visible;
  11461. result.wireframe = material.wireframe;
  11462. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11463. result.clipShadows = material.clipShadows;
  11464. result.clippingPlanes = material.clippingPlanes;
  11465. result.clipIntersection = material.clipIntersection;
  11466. result.wireframeLinewidth = material.wireframeLinewidth;
  11467. result.linewidth = material.linewidth;
  11468. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11469. result.referencePosition.copy( lightPositionWorld );
  11470. result.nearDistance = shadowCameraNear;
  11471. result.farDistance = shadowCameraFar;
  11472. }
  11473. return result;
  11474. }
  11475. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11476. if ( object.visible === false ) return;
  11477. var visible = object.layers.test( camera.layers );
  11478. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11479. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11480. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11481. var geometry = _objects.update( object );
  11482. var material = object.material;
  11483. if ( Array.isArray( material ) ) {
  11484. var groups = geometry.groups;
  11485. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11486. var group = groups[ k ];
  11487. var groupMaterial = material[ group.materialIndex ];
  11488. if ( groupMaterial && groupMaterial.visible ) {
  11489. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11490. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11491. }
  11492. }
  11493. } else if ( material.visible ) {
  11494. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11495. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11496. }
  11497. }
  11498. }
  11499. var children = object.children;
  11500. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11501. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11502. }
  11503. }
  11504. }
  11505. /**
  11506. * @author mrdoob / http://mrdoob.com/
  11507. */
  11508. function WebGLState( gl, extensions, utils, capabilities ) {
  11509. function ColorBuffer() {
  11510. var locked = false;
  11511. var color = new Vector4();
  11512. var currentColorMask = null;
  11513. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11514. return {
  11515. setMask: function ( colorMask ) {
  11516. if ( currentColorMask !== colorMask && ! locked ) {
  11517. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11518. currentColorMask = colorMask;
  11519. }
  11520. },
  11521. setLocked: function ( lock ) {
  11522. locked = lock;
  11523. },
  11524. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11525. if ( premultipliedAlpha === true ) {
  11526. r *= a; g *= a; b *= a;
  11527. }
  11528. color.set( r, g, b, a );
  11529. if ( currentColorClear.equals( color ) === false ) {
  11530. gl.clearColor( r, g, b, a );
  11531. currentColorClear.copy( color );
  11532. }
  11533. },
  11534. reset: function () {
  11535. locked = false;
  11536. currentColorMask = null;
  11537. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11538. }
  11539. };
  11540. }
  11541. function DepthBuffer() {
  11542. var locked = false;
  11543. var currentDepthMask = null;
  11544. var currentDepthFunc = null;
  11545. var currentDepthClear = null;
  11546. return {
  11547. setTest: function ( depthTest ) {
  11548. if ( depthTest ) {
  11549. enable( 2929 );
  11550. } else {
  11551. disable( 2929 );
  11552. }
  11553. },
  11554. setMask: function ( depthMask ) {
  11555. if ( currentDepthMask !== depthMask && ! locked ) {
  11556. gl.depthMask( depthMask );
  11557. currentDepthMask = depthMask;
  11558. }
  11559. },
  11560. setFunc: function ( depthFunc ) {
  11561. if ( currentDepthFunc !== depthFunc ) {
  11562. if ( depthFunc ) {
  11563. switch ( depthFunc ) {
  11564. case NeverDepth:
  11565. gl.depthFunc( 512 );
  11566. break;
  11567. case AlwaysDepth:
  11568. gl.depthFunc( 519 );
  11569. break;
  11570. case LessDepth:
  11571. gl.depthFunc( 513 );
  11572. break;
  11573. case LessEqualDepth:
  11574. gl.depthFunc( 515 );
  11575. break;
  11576. case EqualDepth:
  11577. gl.depthFunc( 514 );
  11578. break;
  11579. case GreaterEqualDepth:
  11580. gl.depthFunc( 518 );
  11581. break;
  11582. case GreaterDepth:
  11583. gl.depthFunc( 516 );
  11584. break;
  11585. case NotEqualDepth:
  11586. gl.depthFunc( 517 );
  11587. break;
  11588. default:
  11589. gl.depthFunc( 515 );
  11590. }
  11591. } else {
  11592. gl.depthFunc( 515 );
  11593. }
  11594. currentDepthFunc = depthFunc;
  11595. }
  11596. },
  11597. setLocked: function ( lock ) {
  11598. locked = lock;
  11599. },
  11600. setClear: function ( depth ) {
  11601. if ( currentDepthClear !== depth ) {
  11602. gl.clearDepth( depth );
  11603. currentDepthClear = depth;
  11604. }
  11605. },
  11606. reset: function () {
  11607. locked = false;
  11608. currentDepthMask = null;
  11609. currentDepthFunc = null;
  11610. currentDepthClear = null;
  11611. }
  11612. };
  11613. }
  11614. function StencilBuffer() {
  11615. var locked = false;
  11616. var currentStencilMask = null;
  11617. var currentStencilFunc = null;
  11618. var currentStencilRef = null;
  11619. var currentStencilFuncMask = null;
  11620. var currentStencilFail = null;
  11621. var currentStencilZFail = null;
  11622. var currentStencilZPass = null;
  11623. var currentStencilClear = null;
  11624. return {
  11625. setTest: function ( stencilTest ) {
  11626. if ( stencilTest ) {
  11627. enable( 2960 );
  11628. } else {
  11629. disable( 2960 );
  11630. }
  11631. },
  11632. setMask: function ( stencilMask ) {
  11633. if ( currentStencilMask !== stencilMask && ! locked ) {
  11634. gl.stencilMask( stencilMask );
  11635. currentStencilMask = stencilMask;
  11636. }
  11637. },
  11638. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11639. if ( currentStencilFunc !== stencilFunc ||
  11640. currentStencilRef !== stencilRef ||
  11641. currentStencilFuncMask !== stencilMask ) {
  11642. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11643. currentStencilFunc = stencilFunc;
  11644. currentStencilRef = stencilRef;
  11645. currentStencilFuncMask = stencilMask;
  11646. }
  11647. },
  11648. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11649. if ( currentStencilFail !== stencilFail ||
  11650. currentStencilZFail !== stencilZFail ||
  11651. currentStencilZPass !== stencilZPass ) {
  11652. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11653. currentStencilFail = stencilFail;
  11654. currentStencilZFail = stencilZFail;
  11655. currentStencilZPass = stencilZPass;
  11656. }
  11657. },
  11658. setLocked: function ( lock ) {
  11659. locked = lock;
  11660. },
  11661. setClear: function ( stencil ) {
  11662. if ( currentStencilClear !== stencil ) {
  11663. gl.clearStencil( stencil );
  11664. currentStencilClear = stencil;
  11665. }
  11666. },
  11667. reset: function () {
  11668. locked = false;
  11669. currentStencilMask = null;
  11670. currentStencilFunc = null;
  11671. currentStencilRef = null;
  11672. currentStencilFuncMask = null;
  11673. currentStencilFail = null;
  11674. currentStencilZFail = null;
  11675. currentStencilZPass = null;
  11676. currentStencilClear = null;
  11677. }
  11678. };
  11679. }
  11680. //
  11681. var colorBuffer = new ColorBuffer();
  11682. var depthBuffer = new DepthBuffer();
  11683. var stencilBuffer = new StencilBuffer();
  11684. var maxVertexAttributes = gl.getParameter( 34921 );
  11685. var newAttributes = new Uint8Array( maxVertexAttributes );
  11686. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  11687. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  11688. var enabledCapabilities = {};
  11689. var compressedTextureFormats = null;
  11690. var currentProgram = null;
  11691. var currentBlendingEnabled = null;
  11692. var currentBlending = null;
  11693. var currentBlendEquation = null;
  11694. var currentBlendSrc = null;
  11695. var currentBlendDst = null;
  11696. var currentBlendEquationAlpha = null;
  11697. var currentBlendSrcAlpha = null;
  11698. var currentBlendDstAlpha = null;
  11699. var currentPremultipledAlpha = false;
  11700. var currentFlipSided = null;
  11701. var currentCullFace = null;
  11702. var currentLineWidth = null;
  11703. var currentPolygonOffsetFactor = null;
  11704. var currentPolygonOffsetUnits = null;
  11705. var maxTextures = gl.getParameter( 35661 );
  11706. var lineWidthAvailable = false;
  11707. var version = 0;
  11708. var glVersion = gl.getParameter( 7938 );
  11709. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  11710. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  11711. lineWidthAvailable = ( version >= 1.0 );
  11712. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  11713. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  11714. lineWidthAvailable = ( version >= 2.0 );
  11715. }
  11716. var currentTextureSlot = null;
  11717. var currentBoundTextures = {};
  11718. var currentScissor = new Vector4();
  11719. var currentViewport = new Vector4();
  11720. function createTexture( type, target, count ) {
  11721. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  11722. var texture = gl.createTexture();
  11723. gl.bindTexture( type, texture );
  11724. gl.texParameteri( type, 10241, 9728 );
  11725. gl.texParameteri( type, 10240, 9728 );
  11726. for ( var i = 0; i < count; i ++ ) {
  11727. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  11728. }
  11729. return texture;
  11730. }
  11731. var emptyTextures = {};
  11732. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  11733. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  11734. // init
  11735. colorBuffer.setClear( 0, 0, 0, 1 );
  11736. depthBuffer.setClear( 1 );
  11737. stencilBuffer.setClear( 0 );
  11738. enable( 2929 );
  11739. depthBuffer.setFunc( LessEqualDepth );
  11740. setFlipSided( false );
  11741. setCullFace( CullFaceBack );
  11742. enable( 2884 );
  11743. setBlending( NoBlending );
  11744. //
  11745. function initAttributes() {
  11746. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  11747. newAttributes[ i ] = 0;
  11748. }
  11749. }
  11750. function enableAttribute( attribute ) {
  11751. enableAttributeAndDivisor( attribute, 0 );
  11752. }
  11753. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  11754. newAttributes[ attribute ] = 1;
  11755. if ( enabledAttributes[ attribute ] === 0 ) {
  11756. gl.enableVertexAttribArray( attribute );
  11757. enabledAttributes[ attribute ] = 1;
  11758. }
  11759. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  11760. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  11761. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  11762. attributeDivisors[ attribute ] = meshPerAttribute;
  11763. }
  11764. }
  11765. function disableUnusedAttributes() {
  11766. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  11767. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  11768. gl.disableVertexAttribArray( i );
  11769. enabledAttributes[ i ] = 0;
  11770. }
  11771. }
  11772. }
  11773. function enable( id ) {
  11774. if ( enabledCapabilities[ id ] !== true ) {
  11775. gl.enable( id );
  11776. enabledCapabilities[ id ] = true;
  11777. }
  11778. }
  11779. function disable( id ) {
  11780. if ( enabledCapabilities[ id ] !== false ) {
  11781. gl.disable( id );
  11782. enabledCapabilities[ id ] = false;
  11783. }
  11784. }
  11785. function getCompressedTextureFormats() {
  11786. if ( compressedTextureFormats === null ) {
  11787. compressedTextureFormats = [];
  11788. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  11789. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  11790. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  11791. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  11792. var formats = gl.getParameter( 34467 );
  11793. for ( var i = 0; i < formats.length; i ++ ) {
  11794. compressedTextureFormats.push( formats[ i ] );
  11795. }
  11796. }
  11797. }
  11798. return compressedTextureFormats;
  11799. }
  11800. function useProgram( program ) {
  11801. if ( currentProgram !== program ) {
  11802. gl.useProgram( program );
  11803. currentProgram = program;
  11804. return true;
  11805. }
  11806. return false;
  11807. }
  11808. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  11809. if ( blending === NoBlending ) {
  11810. if ( currentBlendingEnabled ) {
  11811. disable( 3042 );
  11812. currentBlendingEnabled = false;
  11813. }
  11814. return;
  11815. }
  11816. if ( ! currentBlendingEnabled ) {
  11817. enable( 3042 );
  11818. currentBlendingEnabled = true;
  11819. }
  11820. if ( blending !== CustomBlending ) {
  11821. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  11822. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  11823. gl.blendEquation( 32774 );
  11824. currentBlendEquation = AddEquation;
  11825. currentBlendEquationAlpha = AddEquation;
  11826. }
  11827. if ( premultipliedAlpha ) {
  11828. switch ( blending ) {
  11829. case NormalBlending:
  11830. gl.blendFuncSeparate( 1, 771, 1, 771 );
  11831. break;
  11832. case AdditiveBlending:
  11833. gl.blendFunc( 1, 1 );
  11834. break;
  11835. case SubtractiveBlending:
  11836. gl.blendFuncSeparate( 0, 0, 769, 771 );
  11837. break;
  11838. case MultiplyBlending:
  11839. gl.blendFuncSeparate( 0, 768, 0, 770 );
  11840. break;
  11841. default:
  11842. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11843. break;
  11844. }
  11845. } else {
  11846. switch ( blending ) {
  11847. case NormalBlending:
  11848. gl.blendFuncSeparate( 770, 771, 1, 771 );
  11849. break;
  11850. case AdditiveBlending:
  11851. gl.blendFunc( 770, 1 );
  11852. break;
  11853. case SubtractiveBlending:
  11854. gl.blendFunc( 0, 769 );
  11855. break;
  11856. case MultiplyBlending:
  11857. gl.blendFunc( 0, 768 );
  11858. break;
  11859. default:
  11860. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11861. break;
  11862. }
  11863. }
  11864. currentBlendSrc = null;
  11865. currentBlendDst = null;
  11866. currentBlendSrcAlpha = null;
  11867. currentBlendDstAlpha = null;
  11868. currentBlending = blending;
  11869. currentPremultipledAlpha = premultipliedAlpha;
  11870. }
  11871. return;
  11872. }
  11873. // custom blending
  11874. blendEquationAlpha = blendEquationAlpha || blendEquation;
  11875. blendSrcAlpha = blendSrcAlpha || blendSrc;
  11876. blendDstAlpha = blendDstAlpha || blendDst;
  11877. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  11878. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  11879. currentBlendEquation = blendEquation;
  11880. currentBlendEquationAlpha = blendEquationAlpha;
  11881. }
  11882. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  11883. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  11884. currentBlendSrc = blendSrc;
  11885. currentBlendDst = blendDst;
  11886. currentBlendSrcAlpha = blendSrcAlpha;
  11887. currentBlendDstAlpha = blendDstAlpha;
  11888. }
  11889. currentBlending = blending;
  11890. currentPremultipledAlpha = null;
  11891. }
  11892. function setMaterial( material, frontFaceCW ) {
  11893. material.side === DoubleSide
  11894. ? disable( 2884 )
  11895. : enable( 2884 );
  11896. var flipSided = ( material.side === BackSide );
  11897. if ( frontFaceCW ) flipSided = ! flipSided;
  11898. setFlipSided( flipSided );
  11899. ( material.blending === NormalBlending && material.transparent === false )
  11900. ? setBlending( NoBlending )
  11901. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  11902. depthBuffer.setFunc( material.depthFunc );
  11903. depthBuffer.setTest( material.depthTest );
  11904. depthBuffer.setMask( material.depthWrite );
  11905. colorBuffer.setMask( material.colorWrite );
  11906. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  11907. }
  11908. //
  11909. function setFlipSided( flipSided ) {
  11910. if ( currentFlipSided !== flipSided ) {
  11911. if ( flipSided ) {
  11912. gl.frontFace( 2304 );
  11913. } else {
  11914. gl.frontFace( 2305 );
  11915. }
  11916. currentFlipSided = flipSided;
  11917. }
  11918. }
  11919. function setCullFace( cullFace ) {
  11920. if ( cullFace !== CullFaceNone ) {
  11921. enable( 2884 );
  11922. if ( cullFace !== currentCullFace ) {
  11923. if ( cullFace === CullFaceBack ) {
  11924. gl.cullFace( 1029 );
  11925. } else if ( cullFace === CullFaceFront ) {
  11926. gl.cullFace( 1028 );
  11927. } else {
  11928. gl.cullFace( 1032 );
  11929. }
  11930. }
  11931. } else {
  11932. disable( 2884 );
  11933. }
  11934. currentCullFace = cullFace;
  11935. }
  11936. function setLineWidth( width ) {
  11937. if ( width !== currentLineWidth ) {
  11938. if ( lineWidthAvailable ) gl.lineWidth( width );
  11939. currentLineWidth = width;
  11940. }
  11941. }
  11942. function setPolygonOffset( polygonOffset, factor, units ) {
  11943. if ( polygonOffset ) {
  11944. enable( 32823 );
  11945. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  11946. gl.polygonOffset( factor, units );
  11947. currentPolygonOffsetFactor = factor;
  11948. currentPolygonOffsetUnits = units;
  11949. }
  11950. } else {
  11951. disable( 32823 );
  11952. }
  11953. }
  11954. function setScissorTest( scissorTest ) {
  11955. if ( scissorTest ) {
  11956. enable( 3089 );
  11957. } else {
  11958. disable( 3089 );
  11959. }
  11960. }
  11961. // texture
  11962. function activeTexture( webglSlot ) {
  11963. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  11964. if ( currentTextureSlot !== webglSlot ) {
  11965. gl.activeTexture( webglSlot );
  11966. currentTextureSlot = webglSlot;
  11967. }
  11968. }
  11969. function bindTexture( webglType, webglTexture ) {
  11970. if ( currentTextureSlot === null ) {
  11971. activeTexture();
  11972. }
  11973. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  11974. if ( boundTexture === undefined ) {
  11975. boundTexture = { type: undefined, texture: undefined };
  11976. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  11977. }
  11978. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  11979. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  11980. boundTexture.type = webglType;
  11981. boundTexture.texture = webglTexture;
  11982. }
  11983. }
  11984. function compressedTexImage2D() {
  11985. try {
  11986. gl.compressedTexImage2D.apply( gl, arguments );
  11987. } catch ( error ) {
  11988. console.error( 'THREE.WebGLState:', error );
  11989. }
  11990. }
  11991. function texImage2D() {
  11992. try {
  11993. gl.texImage2D.apply( gl, arguments );
  11994. } catch ( error ) {
  11995. console.error( 'THREE.WebGLState:', error );
  11996. }
  11997. }
  11998. function texImage3D() {
  11999. try {
  12000. gl.texImage3D.apply( gl, arguments );
  12001. } catch ( error ) {
  12002. console.error( 'THREE.WebGLState:', error );
  12003. }
  12004. }
  12005. //
  12006. function scissor( scissor ) {
  12007. if ( currentScissor.equals( scissor ) === false ) {
  12008. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12009. currentScissor.copy( scissor );
  12010. }
  12011. }
  12012. function viewport( viewport ) {
  12013. if ( currentViewport.equals( viewport ) === false ) {
  12014. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12015. currentViewport.copy( viewport );
  12016. }
  12017. }
  12018. //
  12019. function reset() {
  12020. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12021. if ( enabledAttributes[ i ] === 1 ) {
  12022. gl.disableVertexAttribArray( i );
  12023. enabledAttributes[ i ] = 0;
  12024. }
  12025. }
  12026. enabledCapabilities = {};
  12027. compressedTextureFormats = null;
  12028. currentTextureSlot = null;
  12029. currentBoundTextures = {};
  12030. currentProgram = null;
  12031. currentBlending = null;
  12032. currentFlipSided = null;
  12033. currentCullFace = null;
  12034. colorBuffer.reset();
  12035. depthBuffer.reset();
  12036. stencilBuffer.reset();
  12037. }
  12038. return {
  12039. buffers: {
  12040. color: colorBuffer,
  12041. depth: depthBuffer,
  12042. stencil: stencilBuffer
  12043. },
  12044. initAttributes: initAttributes,
  12045. enableAttribute: enableAttribute,
  12046. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12047. disableUnusedAttributes: disableUnusedAttributes,
  12048. enable: enable,
  12049. disable: disable,
  12050. getCompressedTextureFormats: getCompressedTextureFormats,
  12051. useProgram: useProgram,
  12052. setBlending: setBlending,
  12053. setMaterial: setMaterial,
  12054. setFlipSided: setFlipSided,
  12055. setCullFace: setCullFace,
  12056. setLineWidth: setLineWidth,
  12057. setPolygonOffset: setPolygonOffset,
  12058. setScissorTest: setScissorTest,
  12059. activeTexture: activeTexture,
  12060. bindTexture: bindTexture,
  12061. compressedTexImage2D: compressedTexImage2D,
  12062. texImage2D: texImage2D,
  12063. texImage3D: texImage3D,
  12064. scissor: scissor,
  12065. viewport: viewport,
  12066. reset: reset
  12067. };
  12068. }
  12069. /**
  12070. * @author mrdoob / http://mrdoob.com/
  12071. */
  12072. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12073. var _videoTextures = {};
  12074. var _canvas;
  12075. //
  12076. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12077. function createCanvas( width, height ) {
  12078. // Use OffscreenCanvas when available. Specially needed in web workers
  12079. return useOffscreenCanvas ?
  12080. new OffscreenCanvas( width, height ) :
  12081. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12082. }
  12083. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12084. var scale = 1;
  12085. // handle case if texture exceeds max size
  12086. if ( image.width > maxSize || image.height > maxSize ) {
  12087. scale = maxSize / Math.max( image.width, image.height );
  12088. }
  12089. // only perform resize if necessary
  12090. if ( scale < 1 || needsPowerOfTwo === true ) {
  12091. // only perform resize for certain image types
  12092. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12093. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12094. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12095. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12096. var width = floor( scale * image.width );
  12097. var height = floor( scale * image.height );
  12098. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12099. // cube textures can't reuse the same canvas
  12100. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12101. canvas.width = width;
  12102. canvas.height = height;
  12103. var context = canvas.getContext( '2d' );
  12104. context.drawImage( image, 0, 0, width, height );
  12105. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12106. return canvas;
  12107. } else {
  12108. if ( 'data' in image ) {
  12109. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12110. }
  12111. return image;
  12112. }
  12113. }
  12114. return image;
  12115. }
  12116. function isPowerOfTwo( image ) {
  12117. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12118. }
  12119. function textureNeedsPowerOfTwo( texture ) {
  12120. if ( capabilities.isWebGL2 ) return false;
  12121. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12122. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12123. }
  12124. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12125. return texture.generateMipmaps && supportsMips &&
  12126. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12127. }
  12128. function generateMipmap( target, texture, width, height ) {
  12129. _gl.generateMipmap( target );
  12130. var textureProperties = properties.get( texture );
  12131. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12132. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12133. }
  12134. function getInternalFormat( glFormat, glType ) {
  12135. if ( ! capabilities.isWebGL2 ) return glFormat;
  12136. var internalFormat = glFormat;
  12137. if ( glFormat === 6403 ) {
  12138. if ( glType === 5126 ) internalFormat = 33326;
  12139. if ( glType === 5131 ) internalFormat = 33325;
  12140. if ( glType === 5121 ) internalFormat = 33321;
  12141. }
  12142. if ( glFormat === 6407 ) {
  12143. if ( glType === 5126 ) internalFormat = 34837;
  12144. if ( glType === 5131 ) internalFormat = 34843;
  12145. if ( glType === 5121 ) internalFormat = 32849;
  12146. }
  12147. if ( glFormat === 6408 ) {
  12148. if ( glType === 5126 ) internalFormat = 34836;
  12149. if ( glType === 5131 ) internalFormat = 34842;
  12150. if ( glType === 5121 ) internalFormat = 32856;
  12151. }
  12152. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12153. internalFormat === 34842 || internalFormat === 34836 ) {
  12154. extensions.get( 'EXT_color_buffer_float' );
  12155. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12156. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12157. }
  12158. return internalFormat;
  12159. }
  12160. // Fallback filters for non-power-of-2 textures
  12161. function filterFallback( f ) {
  12162. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  12163. return 9728;
  12164. }
  12165. return 9729;
  12166. }
  12167. //
  12168. function onTextureDispose( event ) {
  12169. var texture = event.target;
  12170. texture.removeEventListener( 'dispose', onTextureDispose );
  12171. deallocateTexture( texture );
  12172. if ( texture.isVideoTexture ) {
  12173. delete _videoTextures[ texture.id ];
  12174. }
  12175. info.memory.textures --;
  12176. }
  12177. function onRenderTargetDispose( event ) {
  12178. var renderTarget = event.target;
  12179. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12180. deallocateRenderTarget( renderTarget );
  12181. info.memory.textures --;
  12182. }
  12183. //
  12184. function deallocateTexture( texture ) {
  12185. var textureProperties = properties.get( texture );
  12186. if ( textureProperties.__webglInit === undefined ) return;
  12187. _gl.deleteTexture( textureProperties.__webglTexture );
  12188. properties.remove( texture );
  12189. }
  12190. function deallocateRenderTarget( renderTarget ) {
  12191. var renderTargetProperties = properties.get( renderTarget );
  12192. var textureProperties = properties.get( renderTarget.texture );
  12193. if ( ! renderTarget ) return;
  12194. if ( textureProperties.__webglTexture !== undefined ) {
  12195. _gl.deleteTexture( textureProperties.__webglTexture );
  12196. }
  12197. if ( renderTarget.depthTexture ) {
  12198. renderTarget.depthTexture.dispose();
  12199. }
  12200. if ( renderTarget.isWebGLRenderTargetCube ) {
  12201. for ( var i = 0; i < 6; i ++ ) {
  12202. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12203. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12204. }
  12205. } else {
  12206. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12207. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12208. }
  12209. properties.remove( renderTarget.texture );
  12210. properties.remove( renderTarget );
  12211. }
  12212. //
  12213. function setTexture2D( texture, slot ) {
  12214. var textureProperties = properties.get( texture );
  12215. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12216. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12217. var image = texture.image;
  12218. if ( image === undefined ) {
  12219. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12220. } else if ( image.complete === false ) {
  12221. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12222. } else {
  12223. uploadTexture( textureProperties, texture, slot );
  12224. return;
  12225. }
  12226. }
  12227. state.activeTexture( 33984 + slot );
  12228. state.bindTexture( 3553, textureProperties.__webglTexture );
  12229. }
  12230. function setTexture2DArray( texture, slot ) {
  12231. var textureProperties = properties.get( texture );
  12232. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12233. uploadTexture( textureProperties, texture, slot );
  12234. return;
  12235. }
  12236. state.activeTexture( 33984 + slot );
  12237. state.bindTexture( 35866, textureProperties.__webglTexture );
  12238. }
  12239. function setTexture3D( texture, slot ) {
  12240. var textureProperties = properties.get( texture );
  12241. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12242. uploadTexture( textureProperties, texture, slot );
  12243. return;
  12244. }
  12245. state.activeTexture( 33984 + slot );
  12246. state.bindTexture( 32879, textureProperties.__webglTexture );
  12247. }
  12248. function setTextureCube( texture, slot ) {
  12249. var textureProperties = properties.get( texture );
  12250. if ( texture.image.length === 6 ) {
  12251. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12252. initTexture( textureProperties, texture );
  12253. state.activeTexture( 33984 + slot );
  12254. state.bindTexture( 34067, textureProperties.__webglTexture );
  12255. _gl.pixelStorei( 37440, texture.flipY );
  12256. var isCompressed = ( texture && texture.isCompressedTexture );
  12257. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12258. var cubeImage = [];
  12259. for ( var i = 0; i < 6; i ++ ) {
  12260. if ( ! isCompressed && ! isDataTexture ) {
  12261. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12262. } else {
  12263. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12264. }
  12265. }
  12266. var image = cubeImage[ 0 ],
  12267. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12268. glFormat = utils.convert( texture.format ),
  12269. glType = utils.convert( texture.type ),
  12270. glInternalFormat = getInternalFormat( glFormat, glType );
  12271. setTextureParameters( 34067, texture, supportsMips );
  12272. for ( var i = 0; i < 6; i ++ ) {
  12273. if ( ! isCompressed ) {
  12274. if ( isDataTexture ) {
  12275. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12276. } else {
  12277. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12278. }
  12279. } else {
  12280. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12281. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12282. mipmap = mipmaps[ j ];
  12283. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12284. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12285. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12286. } else {
  12287. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12288. }
  12289. } else {
  12290. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12291. }
  12292. }
  12293. }
  12294. }
  12295. if ( ! isCompressed ) {
  12296. textureProperties.__maxMipLevel = 0;
  12297. } else {
  12298. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12299. }
  12300. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12301. // We assume images for cube map have the same size.
  12302. generateMipmap( 34067, texture, image.width, image.height );
  12303. }
  12304. textureProperties.__version = texture.version;
  12305. if ( texture.onUpdate ) texture.onUpdate( texture );
  12306. } else {
  12307. state.activeTexture( 33984 + slot );
  12308. state.bindTexture( 34067, textureProperties.__webglTexture );
  12309. }
  12310. }
  12311. }
  12312. function setTextureCubeDynamic( texture, slot ) {
  12313. state.activeTexture( 33984 + slot );
  12314. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12315. }
  12316. function setTextureParameters( textureType, texture, supportsMips ) {
  12317. var extension;
  12318. if ( supportsMips ) {
  12319. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12320. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12321. if ( textureType === 32879 || textureType === 35866 ) {
  12322. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12323. }
  12324. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12325. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12326. } else {
  12327. _gl.texParameteri( textureType, 10242, 33071 );
  12328. _gl.texParameteri( textureType, 10243, 33071 );
  12329. if ( textureType === 32879 || textureType === 35866 ) {
  12330. _gl.texParameteri( textureType, 32882, 33071 );
  12331. }
  12332. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12333. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12334. }
  12335. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12336. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12337. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12338. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12339. }
  12340. }
  12341. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12342. if ( extension ) {
  12343. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12344. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12345. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12346. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12347. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12348. }
  12349. }
  12350. }
  12351. function initTexture( textureProperties, texture ) {
  12352. if ( textureProperties.__webglInit === undefined ) {
  12353. textureProperties.__webglInit = true;
  12354. texture.addEventListener( 'dispose', onTextureDispose );
  12355. textureProperties.__webglTexture = _gl.createTexture();
  12356. info.memory.textures ++;
  12357. }
  12358. }
  12359. function uploadTexture( textureProperties, texture, slot ) {
  12360. var textureType = 3553;
  12361. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12362. if ( texture.isDataTexture3D ) textureType = 32879;
  12363. initTexture( textureProperties, texture );
  12364. state.activeTexture( 33984 + slot );
  12365. state.bindTexture( textureType, textureProperties.__webglTexture );
  12366. _gl.pixelStorei( 37440, texture.flipY );
  12367. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12368. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12369. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12370. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12371. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12372. glFormat = utils.convert( texture.format ),
  12373. glType = utils.convert( texture.type ),
  12374. glInternalFormat = getInternalFormat( glFormat, glType );
  12375. setTextureParameters( textureType, texture, supportsMips );
  12376. var mipmap, mipmaps = texture.mipmaps;
  12377. if ( texture.isDepthTexture ) {
  12378. // populate depth texture with dummy data
  12379. glInternalFormat = 6402;
  12380. if ( texture.type === FloatType ) {
  12381. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12382. glInternalFormat = 36012;
  12383. } else if ( capabilities.isWebGL2 ) {
  12384. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12385. glInternalFormat = 33189;
  12386. }
  12387. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12388. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12389. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12390. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12391. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12392. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12393. texture.type = UnsignedShortType;
  12394. glType = utils.convert( texture.type );
  12395. }
  12396. }
  12397. // Depth stencil textures need the DEPTH_STENCIL internal format
  12398. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12399. if ( texture.format === DepthStencilFormat ) {
  12400. glInternalFormat = 34041;
  12401. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12402. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12403. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12404. if ( texture.type !== UnsignedInt248Type ) {
  12405. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12406. texture.type = UnsignedInt248Type;
  12407. glType = utils.convert( texture.type );
  12408. }
  12409. }
  12410. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12411. } else if ( texture.isDataTexture ) {
  12412. // use manually created mipmaps if available
  12413. // if there are no manual mipmaps
  12414. // set 0 level mipmap and then use GL to generate other mipmap levels
  12415. if ( mipmaps.length > 0 && supportsMips ) {
  12416. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12417. mipmap = mipmaps[ i ];
  12418. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12419. }
  12420. texture.generateMipmaps = false;
  12421. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12422. } else {
  12423. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12424. textureProperties.__maxMipLevel = 0;
  12425. }
  12426. } else if ( texture.isCompressedTexture ) {
  12427. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12428. mipmap = mipmaps[ i ];
  12429. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12430. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12431. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12432. } else {
  12433. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12434. }
  12435. } else {
  12436. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12437. }
  12438. }
  12439. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12440. } else if ( texture.isDataTexture2DArray ) {
  12441. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12442. textureProperties.__maxMipLevel = 0;
  12443. } else if ( texture.isDataTexture3D ) {
  12444. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12445. textureProperties.__maxMipLevel = 0;
  12446. } else {
  12447. // regular Texture (image, video, canvas)
  12448. // use manually created mipmaps if available
  12449. // if there are no manual mipmaps
  12450. // set 0 level mipmap and then use GL to generate other mipmap levels
  12451. if ( mipmaps.length > 0 && supportsMips ) {
  12452. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12453. mipmap = mipmaps[ i ];
  12454. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12455. }
  12456. texture.generateMipmaps = false;
  12457. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12458. } else {
  12459. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12460. textureProperties.__maxMipLevel = 0;
  12461. }
  12462. }
  12463. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12464. generateMipmap( 3553, texture, image.width, image.height );
  12465. }
  12466. textureProperties.__version = texture.version;
  12467. if ( texture.onUpdate ) texture.onUpdate( texture );
  12468. }
  12469. // Render targets
  12470. // Setup storage for target texture and bind it to correct framebuffer
  12471. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12472. var glFormat = utils.convert( renderTarget.texture.format );
  12473. var glType = utils.convert( renderTarget.texture.type );
  12474. var glInternalFormat = getInternalFormat( glFormat, glType );
  12475. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12476. _gl.bindFramebuffer( 36160, framebuffer );
  12477. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12478. _gl.bindFramebuffer( 36160, null );
  12479. }
  12480. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12481. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12482. _gl.bindRenderbuffer( 36161, renderbuffer );
  12483. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12484. if ( isMultisample ) {
  12485. var samples = getRenderTargetSamples( renderTarget );
  12486. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12487. } else {
  12488. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12489. }
  12490. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12491. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12492. if ( isMultisample ) {
  12493. var samples = getRenderTargetSamples( renderTarget );
  12494. _gl.renderbufferStorageMultisample( 36161, samples, 34041, renderTarget.width, renderTarget.height );
  12495. } else {
  12496. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12497. }
  12498. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12499. } else {
  12500. var glFormat = utils.convert( renderTarget.texture.format );
  12501. var glType = utils.convert( renderTarget.texture.type );
  12502. var glInternalFormat = getInternalFormat( glFormat, glType );
  12503. if ( isMultisample ) {
  12504. var samples = getRenderTargetSamples( renderTarget );
  12505. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12506. } else {
  12507. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12508. }
  12509. }
  12510. _gl.bindRenderbuffer( 36161, null );
  12511. }
  12512. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12513. function setupDepthTexture( framebuffer, renderTarget ) {
  12514. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12515. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12516. _gl.bindFramebuffer( 36160, framebuffer );
  12517. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12518. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12519. }
  12520. // upload an empty depth texture with framebuffer size
  12521. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12522. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12523. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12524. renderTarget.depthTexture.image.width = renderTarget.width;
  12525. renderTarget.depthTexture.image.height = renderTarget.height;
  12526. renderTarget.depthTexture.needsUpdate = true;
  12527. }
  12528. setTexture2D( renderTarget.depthTexture, 0 );
  12529. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12530. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12531. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12532. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12533. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12534. } else {
  12535. throw new Error( 'Unknown depthTexture format' );
  12536. }
  12537. }
  12538. // Setup GL resources for a non-texture depth buffer
  12539. function setupDepthRenderbuffer( renderTarget ) {
  12540. var renderTargetProperties = properties.get( renderTarget );
  12541. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12542. if ( renderTarget.depthTexture ) {
  12543. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12544. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12545. } else {
  12546. if ( isCube ) {
  12547. renderTargetProperties.__webglDepthbuffer = [];
  12548. for ( var i = 0; i < 6; i ++ ) {
  12549. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12550. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12551. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12552. }
  12553. } else {
  12554. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12555. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12556. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12557. }
  12558. }
  12559. _gl.bindFramebuffer( 36160, null );
  12560. }
  12561. // Set up GL resources for the render target
  12562. function setupRenderTarget( renderTarget ) {
  12563. var renderTargetProperties = properties.get( renderTarget );
  12564. var textureProperties = properties.get( renderTarget.texture );
  12565. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12566. textureProperties.__webglTexture = _gl.createTexture();
  12567. info.memory.textures ++;
  12568. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12569. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12570. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12571. // Setup framebuffer
  12572. if ( isCube ) {
  12573. renderTargetProperties.__webglFramebuffer = [];
  12574. for ( var i = 0; i < 6; i ++ ) {
  12575. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12576. }
  12577. } else {
  12578. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12579. if ( isMultisample ) {
  12580. if ( capabilities.isWebGL2 ) {
  12581. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12582. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12583. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12584. var glFormat = utils.convert( renderTarget.texture.format );
  12585. var glType = utils.convert( renderTarget.texture.type );
  12586. var glInternalFormat = getInternalFormat( glFormat, glType );
  12587. var samples = getRenderTargetSamples( renderTarget );
  12588. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12589. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12590. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12591. _gl.bindRenderbuffer( 36161, null );
  12592. if ( renderTarget.depthBuffer ) {
  12593. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12594. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12595. }
  12596. _gl.bindFramebuffer( 36160, null );
  12597. } else {
  12598. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12599. }
  12600. }
  12601. }
  12602. // Setup color buffer
  12603. if ( isCube ) {
  12604. state.bindTexture( 34067, textureProperties.__webglTexture );
  12605. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12606. for ( var i = 0; i < 6; i ++ ) {
  12607. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12608. }
  12609. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12610. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12611. }
  12612. state.bindTexture( 34067, null );
  12613. } else {
  12614. state.bindTexture( 3553, textureProperties.__webglTexture );
  12615. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12616. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12617. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12618. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12619. }
  12620. state.bindTexture( 3553, null );
  12621. }
  12622. // Setup depth and stencil buffers
  12623. if ( renderTarget.depthBuffer ) {
  12624. setupDepthRenderbuffer( renderTarget );
  12625. }
  12626. }
  12627. function updateRenderTargetMipmap( renderTarget ) {
  12628. var texture = renderTarget.texture;
  12629. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12630. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12631. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12632. var webglTexture = properties.get( texture ).__webglTexture;
  12633. state.bindTexture( target, webglTexture );
  12634. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12635. state.bindTexture( target, null );
  12636. }
  12637. }
  12638. function updateMultisampleRenderTarget( renderTarget ) {
  12639. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  12640. if ( capabilities.isWebGL2 ) {
  12641. var renderTargetProperties = properties.get( renderTarget );
  12642. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  12643. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  12644. var width = renderTarget.width;
  12645. var height = renderTarget.height;
  12646. var mask = 16384;
  12647. if ( renderTarget.depthBuffer ) mask |= 256;
  12648. if ( renderTarget.stencilBuffer ) mask |= 1024;
  12649. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  12650. } else {
  12651. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12652. }
  12653. }
  12654. }
  12655. function getRenderTargetSamples( renderTarget ) {
  12656. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  12657. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  12658. }
  12659. function updateVideoTexture( texture ) {
  12660. var id = texture.id;
  12661. var frame = info.render.frame;
  12662. // Check the last frame we updated the VideoTexture
  12663. if ( _videoTextures[ id ] !== frame ) {
  12664. _videoTextures[ id ] = frame;
  12665. texture.update();
  12666. }
  12667. }
  12668. this.setTexture2D = setTexture2D;
  12669. this.setTexture2DArray = setTexture2DArray;
  12670. this.setTexture3D = setTexture3D;
  12671. this.setTextureCube = setTextureCube;
  12672. this.setTextureCubeDynamic = setTextureCubeDynamic;
  12673. this.setupRenderTarget = setupRenderTarget;
  12674. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  12675. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  12676. }
  12677. /**
  12678. * @author thespite / http://www.twitter.com/thespite
  12679. */
  12680. function WebGLUtils( gl, extensions, capabilities ) {
  12681. function convert( p ) {
  12682. var extension;
  12683. if ( p === RepeatWrapping ) return 10497;
  12684. if ( p === ClampToEdgeWrapping ) return 33071;
  12685. if ( p === MirroredRepeatWrapping ) return 33648;
  12686. if ( p === NearestFilter ) return 9728;
  12687. if ( p === NearestMipMapNearestFilter ) return 9984;
  12688. if ( p === NearestMipMapLinearFilter ) return 9986;
  12689. if ( p === LinearFilter ) return 9729;
  12690. if ( p === LinearMipMapNearestFilter ) return 9985;
  12691. if ( p === LinearMipMapLinearFilter ) return 9987;
  12692. if ( p === UnsignedByteType ) return 5121;
  12693. if ( p === UnsignedShort4444Type ) return 32819;
  12694. if ( p === UnsignedShort5551Type ) return 32820;
  12695. if ( p === UnsignedShort565Type ) return 33635;
  12696. if ( p === ByteType ) return 5120;
  12697. if ( p === ShortType ) return 5122;
  12698. if ( p === UnsignedShortType ) return 5123;
  12699. if ( p === IntType ) return 5124;
  12700. if ( p === UnsignedIntType ) return 5125;
  12701. if ( p === FloatType ) return 5126;
  12702. if ( p === HalfFloatType ) {
  12703. if ( capabilities.isWebGL2 ) return 5131;
  12704. extension = extensions.get( 'OES_texture_half_float' );
  12705. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  12706. }
  12707. if ( p === AlphaFormat ) return 6406;
  12708. if ( p === RGBFormat ) return 6407;
  12709. if ( p === RGBAFormat ) return 6408;
  12710. if ( p === LuminanceFormat ) return 6409;
  12711. if ( p === LuminanceAlphaFormat ) return 6410;
  12712. if ( p === DepthFormat ) return 6402;
  12713. if ( p === DepthStencilFormat ) return 34041;
  12714. if ( p === RedFormat ) return 6403;
  12715. if ( p === AddEquation ) return 32774;
  12716. if ( p === SubtractEquation ) return 32778;
  12717. if ( p === ReverseSubtractEquation ) return 32779;
  12718. if ( p === ZeroFactor ) return 0;
  12719. if ( p === OneFactor ) return 1;
  12720. if ( p === SrcColorFactor ) return 768;
  12721. if ( p === OneMinusSrcColorFactor ) return 769;
  12722. if ( p === SrcAlphaFactor ) return 770;
  12723. if ( p === OneMinusSrcAlphaFactor ) return 771;
  12724. if ( p === DstAlphaFactor ) return 772;
  12725. if ( p === OneMinusDstAlphaFactor ) return 773;
  12726. if ( p === DstColorFactor ) return 774;
  12727. if ( p === OneMinusDstColorFactor ) return 775;
  12728. if ( p === SrcAlphaSaturateFactor ) return 776;
  12729. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  12730. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  12731. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  12732. if ( extension !== null ) {
  12733. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  12734. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  12735. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  12736. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  12737. }
  12738. }
  12739. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  12740. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  12741. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  12742. if ( extension !== null ) {
  12743. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  12744. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  12745. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  12746. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  12747. }
  12748. }
  12749. if ( p === RGB_ETC1_Format ) {
  12750. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  12751. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  12752. }
  12753. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  12754. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  12755. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  12756. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  12757. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  12758. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  12759. if ( extension !== null ) {
  12760. return p;
  12761. }
  12762. }
  12763. if ( p === MinEquation || p === MaxEquation ) {
  12764. if ( capabilities.isWebGL2 ) {
  12765. if ( p === MinEquation ) return 32775;
  12766. if ( p === MaxEquation ) return 32776;
  12767. }
  12768. extension = extensions.get( 'EXT_blend_minmax' );
  12769. if ( extension !== null ) {
  12770. if ( p === MinEquation ) return extension.MIN_EXT;
  12771. if ( p === MaxEquation ) return extension.MAX_EXT;
  12772. }
  12773. }
  12774. if ( p === UnsignedInt248Type ) {
  12775. if ( capabilities.isWebGL2 ) return 34042;
  12776. extension = extensions.get( 'WEBGL_depth_texture' );
  12777. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  12778. }
  12779. return 0;
  12780. }
  12781. return { convert: convert };
  12782. }
  12783. /**
  12784. * @author mrdoob / http://mrdoob.com/
  12785. */
  12786. function Group() {
  12787. Object3D.call( this );
  12788. this.type = 'Group';
  12789. }
  12790. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12791. constructor: Group,
  12792. isGroup: true
  12793. } );
  12794. /**
  12795. * @author mrdoob / http://mrdoob.com/
  12796. * @author mikael emtinger / http://gomo.se/
  12797. * @author WestLangley / http://github.com/WestLangley
  12798. */
  12799. function Camera() {
  12800. Object3D.call( this );
  12801. this.type = 'Camera';
  12802. this.matrixWorldInverse = new Matrix4();
  12803. this.projectionMatrix = new Matrix4();
  12804. this.projectionMatrixInverse = new Matrix4();
  12805. }
  12806. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12807. constructor: Camera,
  12808. isCamera: true,
  12809. copy: function ( source, recursive ) {
  12810. Object3D.prototype.copy.call( this, source, recursive );
  12811. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  12812. this.projectionMatrix.copy( source.projectionMatrix );
  12813. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  12814. return this;
  12815. },
  12816. getWorldDirection: function ( target ) {
  12817. if ( target === undefined ) {
  12818. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  12819. target = new Vector3();
  12820. }
  12821. this.updateMatrixWorld( true );
  12822. var e = this.matrixWorld.elements;
  12823. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  12824. },
  12825. updateMatrixWorld: function ( force ) {
  12826. Object3D.prototype.updateMatrixWorld.call( this, force );
  12827. this.matrixWorldInverse.getInverse( this.matrixWorld );
  12828. },
  12829. clone: function () {
  12830. return new this.constructor().copy( this );
  12831. }
  12832. } );
  12833. /**
  12834. * @author mrdoob / http://mrdoob.com/
  12835. * @author greggman / http://games.greggman.com/
  12836. * @author zz85 / http://www.lab4games.net/zz85/blog
  12837. * @author tschw
  12838. */
  12839. function PerspectiveCamera( fov, aspect, near, far ) {
  12840. Camera.call( this );
  12841. this.type = 'PerspectiveCamera';
  12842. this.fov = fov !== undefined ? fov : 50;
  12843. this.zoom = 1;
  12844. this.near = near !== undefined ? near : 0.1;
  12845. this.far = far !== undefined ? far : 2000;
  12846. this.focus = 10;
  12847. this.aspect = aspect !== undefined ? aspect : 1;
  12848. this.view = null;
  12849. this.filmGauge = 35; // width of the film (default in millimeters)
  12850. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  12851. this.updateProjectionMatrix();
  12852. }
  12853. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  12854. constructor: PerspectiveCamera,
  12855. isPerspectiveCamera: true,
  12856. copy: function ( source, recursive ) {
  12857. Camera.prototype.copy.call( this, source, recursive );
  12858. this.fov = source.fov;
  12859. this.zoom = source.zoom;
  12860. this.near = source.near;
  12861. this.far = source.far;
  12862. this.focus = source.focus;
  12863. this.aspect = source.aspect;
  12864. this.view = source.view === null ? null : Object.assign( {}, source.view );
  12865. this.filmGauge = source.filmGauge;
  12866. this.filmOffset = source.filmOffset;
  12867. return this;
  12868. },
  12869. /**
  12870. * Sets the FOV by focal length in respect to the current .filmGauge.
  12871. *
  12872. * The default film gauge is 35, so that the focal length can be specified for
  12873. * a 35mm (full frame) camera.
  12874. *
  12875. * Values for focal length and film gauge must have the same unit.
  12876. */
  12877. setFocalLength: function ( focalLength ) {
  12878. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  12879. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  12880. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  12881. this.updateProjectionMatrix();
  12882. },
  12883. /**
  12884. * Calculates the focal length from the current .fov and .filmGauge.
  12885. */
  12886. getFocalLength: function () {
  12887. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  12888. return 0.5 * this.getFilmHeight() / vExtentSlope;
  12889. },
  12890. getEffectiveFOV: function () {
  12891. return _Math.RAD2DEG * 2 * Math.atan(
  12892. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  12893. },
  12894. getFilmWidth: function () {
  12895. // film not completely covered in portrait format (aspect < 1)
  12896. return this.filmGauge * Math.min( this.aspect, 1 );
  12897. },
  12898. getFilmHeight: function () {
  12899. // film not completely covered in landscape format (aspect > 1)
  12900. return this.filmGauge / Math.max( this.aspect, 1 );
  12901. },
  12902. /**
  12903. * Sets an offset in a larger frustum. This is useful for multi-window or
  12904. * multi-monitor/multi-machine setups.
  12905. *
  12906. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  12907. * the monitors are in grid like this
  12908. *
  12909. * +---+---+---+
  12910. * | A | B | C |
  12911. * +---+---+---+
  12912. * | D | E | F |
  12913. * +---+---+---+
  12914. *
  12915. * then for each monitor you would call it like this
  12916. *
  12917. * var w = 1920;
  12918. * var h = 1080;
  12919. * var fullWidth = w * 3;
  12920. * var fullHeight = h * 2;
  12921. *
  12922. * --A--
  12923. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  12924. * --B--
  12925. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  12926. * --C--
  12927. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  12928. * --D--
  12929. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  12930. * --E--
  12931. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  12932. * --F--
  12933. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  12934. *
  12935. * Note there is no reason monitors have to be the same size or in a grid.
  12936. */
  12937. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  12938. this.aspect = fullWidth / fullHeight;
  12939. if ( this.view === null ) {
  12940. this.view = {
  12941. enabled: true,
  12942. fullWidth: 1,
  12943. fullHeight: 1,
  12944. offsetX: 0,
  12945. offsetY: 0,
  12946. width: 1,
  12947. height: 1
  12948. };
  12949. }
  12950. this.view.enabled = true;
  12951. this.view.fullWidth = fullWidth;
  12952. this.view.fullHeight = fullHeight;
  12953. this.view.offsetX = x;
  12954. this.view.offsetY = y;
  12955. this.view.width = width;
  12956. this.view.height = height;
  12957. this.updateProjectionMatrix();
  12958. },
  12959. clearViewOffset: function () {
  12960. if ( this.view !== null ) {
  12961. this.view.enabled = false;
  12962. }
  12963. this.updateProjectionMatrix();
  12964. },
  12965. updateProjectionMatrix: function () {
  12966. var near = this.near,
  12967. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  12968. height = 2 * top,
  12969. width = this.aspect * height,
  12970. left = - 0.5 * width,
  12971. view = this.view;
  12972. if ( this.view !== null && this.view.enabled ) {
  12973. var fullWidth = view.fullWidth,
  12974. fullHeight = view.fullHeight;
  12975. left += view.offsetX * width / fullWidth;
  12976. top -= view.offsetY * height / fullHeight;
  12977. width *= view.width / fullWidth;
  12978. height *= view.height / fullHeight;
  12979. }
  12980. var skew = this.filmOffset;
  12981. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  12982. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  12983. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  12984. },
  12985. toJSON: function ( meta ) {
  12986. var data = Object3D.prototype.toJSON.call( this, meta );
  12987. data.object.fov = this.fov;
  12988. data.object.zoom = this.zoom;
  12989. data.object.near = this.near;
  12990. data.object.far = this.far;
  12991. data.object.focus = this.focus;
  12992. data.object.aspect = this.aspect;
  12993. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  12994. data.object.filmGauge = this.filmGauge;
  12995. data.object.filmOffset = this.filmOffset;
  12996. return data;
  12997. }
  12998. } );
  12999. /**
  13000. * @author mrdoob / http://mrdoob.com/
  13001. */
  13002. function ArrayCamera( array ) {
  13003. PerspectiveCamera.call( this );
  13004. this.cameras = array || [];
  13005. }
  13006. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13007. constructor: ArrayCamera,
  13008. isArrayCamera: true
  13009. } );
  13010. /**
  13011. * @author jsantell / https://www.jsantell.com/
  13012. * @author mrdoob / http://mrdoob.com/
  13013. */
  13014. var cameraLPos = new Vector3();
  13015. var cameraRPos = new Vector3();
  13016. /**
  13017. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13018. * the cameras' projection and world matrices have already been set.
  13019. * And that near and far planes are identical for both cameras.
  13020. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13021. */
  13022. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13023. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13024. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13025. var ipd = cameraLPos.distanceTo( cameraRPos );
  13026. var projL = cameraL.projectionMatrix.elements;
  13027. var projR = cameraR.projectionMatrix.elements;
  13028. // VR systems will have identical far and near planes, and
  13029. // most likely identical top and bottom frustum extents.
  13030. // Use the left camera for these values.
  13031. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13032. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13033. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13034. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13035. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13036. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13037. var left = near * leftFov;
  13038. var right = near * rightFov;
  13039. // Calculate the new camera's position offset from the
  13040. // left camera. xOffset should be roughly half `ipd`.
  13041. var zOffset = ipd / ( - leftFov + rightFov );
  13042. var xOffset = zOffset * - leftFov;
  13043. // TODO: Better way to apply this offset?
  13044. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13045. camera.translateX( xOffset );
  13046. camera.translateZ( zOffset );
  13047. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13048. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13049. // Find the union of the frustum values of the cameras and scale
  13050. // the values so that the near plane's position does not change in world space,
  13051. // although must now be relative to the new union camera.
  13052. var near2 = near + zOffset;
  13053. var far2 = far + zOffset;
  13054. var left2 = left - xOffset;
  13055. var right2 = right + ( ipd - xOffset );
  13056. var top2 = topFov * far / far2 * near2;
  13057. var bottom2 = bottomFov * far / far2 * near2;
  13058. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13059. }
  13060. /**
  13061. * @author mrdoob / http://mrdoob.com/
  13062. */
  13063. function WebVRManager( renderer ) {
  13064. var scope = this;
  13065. var device = null;
  13066. var frameData = null;
  13067. var poseTarget = null;
  13068. var controllers = [];
  13069. var standingMatrix = new Matrix4();
  13070. var standingMatrixInverse = new Matrix4();
  13071. var framebufferScaleFactor = 1.0;
  13072. var frameOfReferenceType = 'stage';
  13073. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13074. frameData = new window.VRFrameData();
  13075. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13076. }
  13077. var matrixWorldInverse = new Matrix4();
  13078. var tempQuaternion = new Quaternion();
  13079. var tempPosition = new Vector3();
  13080. var cameraL = new PerspectiveCamera();
  13081. cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
  13082. cameraL.layers.enable( 1 );
  13083. var cameraR = new PerspectiveCamera();
  13084. cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
  13085. cameraR.layers.enable( 2 );
  13086. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13087. cameraVR.layers.enable( 1 );
  13088. cameraVR.layers.enable( 2 );
  13089. //
  13090. function isPresenting() {
  13091. return device !== null && device.isPresenting === true;
  13092. }
  13093. var currentSize = new Vector2(), currentPixelRatio;
  13094. function onVRDisplayPresentChange() {
  13095. if ( isPresenting() ) {
  13096. var eyeParameters = device.getEyeParameters( 'left' );
  13097. var renderWidth = eyeParameters.renderWidth * framebufferScaleFactor;
  13098. var renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13099. currentPixelRatio = renderer.getPixelRatio();
  13100. renderer.getSize( currentSize );
  13101. renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
  13102. animation.start();
  13103. } else {
  13104. if ( scope.enabled ) {
  13105. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13106. }
  13107. animation.stop();
  13108. }
  13109. }
  13110. //
  13111. var triggers = [];
  13112. function findGamepad( id ) {
  13113. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13114. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13115. var gamepad = gamepads[ i ];
  13116. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13117. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13118. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13119. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13120. if ( j === id ) return gamepad;
  13121. j ++;
  13122. }
  13123. }
  13124. }
  13125. function updateControllers() {
  13126. for ( var i = 0; i < controllers.length; i ++ ) {
  13127. var controller = controllers[ i ];
  13128. var gamepad = findGamepad( i );
  13129. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13130. if ( gamepad.pose === null ) return;
  13131. // Pose
  13132. var pose = gamepad.pose;
  13133. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13134. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13135. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13136. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13137. controller.matrix.premultiply( standingMatrix );
  13138. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13139. controller.matrixWorldNeedsUpdate = true;
  13140. controller.visible = true;
  13141. // Trigger
  13142. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13143. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13144. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13145. if ( triggers[ i ] === true ) {
  13146. controller.dispatchEvent( { type: 'selectstart' } );
  13147. } else {
  13148. controller.dispatchEvent( { type: 'selectend' } );
  13149. controller.dispatchEvent( { type: 'select' } );
  13150. }
  13151. }
  13152. } else {
  13153. controller.visible = false;
  13154. }
  13155. }
  13156. }
  13157. //
  13158. this.enabled = false;
  13159. this.getController = function ( id ) {
  13160. var controller = controllers[ id ];
  13161. if ( controller === undefined ) {
  13162. controller = new Group();
  13163. controller.matrixAutoUpdate = false;
  13164. controller.visible = false;
  13165. controllers[ id ] = controller;
  13166. }
  13167. return controller;
  13168. };
  13169. this.getDevice = function () {
  13170. return device;
  13171. };
  13172. this.setDevice = function ( value ) {
  13173. if ( value !== undefined ) device = value;
  13174. animation.setContext( value );
  13175. };
  13176. this.setFramebufferScaleFactor = function ( value ) {
  13177. framebufferScaleFactor = value;
  13178. };
  13179. this.setFrameOfReferenceType = function ( value ) {
  13180. frameOfReferenceType = value;
  13181. };
  13182. this.setPoseTarget = function ( object ) {
  13183. if ( object !== undefined ) poseTarget = object;
  13184. };
  13185. this.getCamera = function ( camera ) {
  13186. var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;
  13187. if ( isPresenting() === false ) {
  13188. camera.position.set( 0, userHeight, 0 );
  13189. camera.rotation.set( 0, 0, 0 );
  13190. return camera;
  13191. }
  13192. device.depthNear = camera.near;
  13193. device.depthFar = camera.far;
  13194. device.getFrameData( frameData );
  13195. //
  13196. if ( frameOfReferenceType === 'stage' ) {
  13197. var stageParameters = device.stageParameters;
  13198. if ( stageParameters ) {
  13199. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13200. } else {
  13201. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13202. }
  13203. }
  13204. var pose = frameData.pose;
  13205. var poseObject = poseTarget !== null ? poseTarget : camera;
  13206. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13207. poseObject.matrix.copy( standingMatrix );
  13208. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13209. if ( pose.orientation !== null ) {
  13210. tempQuaternion.fromArray( pose.orientation );
  13211. poseObject.quaternion.multiply( tempQuaternion );
  13212. }
  13213. if ( pose.position !== null ) {
  13214. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13215. tempPosition.fromArray( pose.position );
  13216. tempPosition.applyQuaternion( tempQuaternion );
  13217. poseObject.position.add( tempPosition );
  13218. }
  13219. poseObject.updateMatrixWorld();
  13220. //
  13221. cameraL.near = camera.near;
  13222. cameraR.near = camera.near;
  13223. cameraL.far = camera.far;
  13224. cameraR.far = camera.far;
  13225. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13226. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13227. // TODO (mrdoob) Double check this code
  13228. standingMatrixInverse.getInverse( standingMatrix );
  13229. if ( frameOfReferenceType === 'stage' ) {
  13230. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13231. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13232. }
  13233. var parent = poseObject.parent;
  13234. if ( parent !== null ) {
  13235. matrixWorldInverse.getInverse( parent.matrixWorld );
  13236. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13237. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13238. }
  13239. // envMap and Mirror needs camera.matrixWorld
  13240. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13241. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13242. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13243. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13244. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13245. //
  13246. var layers = device.getLayers();
  13247. if ( layers.length ) {
  13248. var layer = layers[ 0 ];
  13249. if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
  13250. cameraL.bounds.fromArray( layer.leftBounds );
  13251. }
  13252. if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
  13253. cameraR.bounds.fromArray( layer.rightBounds );
  13254. }
  13255. }
  13256. updateControllers();
  13257. return cameraVR;
  13258. };
  13259. this.getStandingMatrix = function () {
  13260. return standingMatrix;
  13261. };
  13262. this.isPresenting = isPresenting;
  13263. // Animation Loop
  13264. var animation = new WebGLAnimation();
  13265. this.setAnimationLoop = function ( callback ) {
  13266. animation.setAnimationLoop( callback );
  13267. if ( isPresenting() ) animation.start();
  13268. };
  13269. this.submitFrame = function () {
  13270. if ( isPresenting() ) device.submitFrame();
  13271. };
  13272. this.dispose = function () {
  13273. if ( typeof window !== 'undefined' ) {
  13274. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13275. }
  13276. };
  13277. }
  13278. /**
  13279. * @author mrdoob / http://mrdoob.com/
  13280. */
  13281. function WebXRManager( renderer ) {
  13282. var gl = renderer.context;
  13283. var device = null;
  13284. var session = null;
  13285. var framebufferScaleFactor = 1.0;
  13286. var frameOfReference = null;
  13287. var frameOfReferenceType = 'stage';
  13288. var pose = null;
  13289. var controllers = [];
  13290. var inputSources = [];
  13291. function isPresenting() {
  13292. return session !== null && frameOfReference !== null;
  13293. }
  13294. //
  13295. var cameraL = new PerspectiveCamera();
  13296. cameraL.layers.enable( 1 );
  13297. cameraL.viewport = new Vector4();
  13298. var cameraR = new PerspectiveCamera();
  13299. cameraR.layers.enable( 2 );
  13300. cameraR.viewport = new Vector4();
  13301. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13302. cameraVR.layers.enable( 1 );
  13303. cameraVR.layers.enable( 2 );
  13304. //
  13305. this.enabled = false;
  13306. this.getController = function ( id ) {
  13307. var controller = controllers[ id ];
  13308. if ( controller === undefined ) {
  13309. controller = new Group();
  13310. controller.matrixAutoUpdate = false;
  13311. controller.visible = false;
  13312. controllers[ id ] = controller;
  13313. }
  13314. return controller;
  13315. };
  13316. this.getDevice = function () {
  13317. return device;
  13318. };
  13319. this.setDevice = function ( value ) {
  13320. if ( value !== undefined ) device = value;
  13321. if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value );
  13322. };
  13323. //
  13324. function onSessionEvent( event ) {
  13325. var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
  13326. if ( controller ) controller.dispatchEvent( { type: event.type } );
  13327. }
  13328. function onSessionEnd() {
  13329. renderer.setFramebuffer( null );
  13330. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13331. animation.stop();
  13332. }
  13333. this.setFramebufferScaleFactor = function ( value ) {
  13334. framebufferScaleFactor = value;
  13335. };
  13336. this.setFrameOfReferenceType = function ( value ) {
  13337. frameOfReferenceType = value;
  13338. };
  13339. this.setSession = function ( value ) {
  13340. session = value;
  13341. if ( session !== null ) {
  13342. session.addEventListener( 'select', onSessionEvent );
  13343. session.addEventListener( 'selectstart', onSessionEvent );
  13344. session.addEventListener( 'selectend', onSessionEvent );
  13345. session.addEventListener( 'end', onSessionEnd );
  13346. session.baseLayer = new XRWebGLLayer( session, gl, { framebufferScaleFactor: framebufferScaleFactor } );
  13347. session.requestFrameOfReference( frameOfReferenceType ).then( function ( value ) {
  13348. frameOfReference = value;
  13349. renderer.setFramebuffer( session.baseLayer.framebuffer );
  13350. animation.setContext( session );
  13351. animation.start();
  13352. } );
  13353. //
  13354. inputSources = session.getInputSources();
  13355. session.addEventListener( 'inputsourceschange', function () {
  13356. inputSources = session.getInputSources();
  13357. console.log( inputSources );
  13358. for ( var i = 0; i < controllers.length; i ++ ) {
  13359. var controller = controllers[ i ];
  13360. controller.userData.inputSource = inputSources[ i ];
  13361. }
  13362. } );
  13363. }
  13364. };
  13365. function updateCamera( camera, parent ) {
  13366. if ( parent === null ) {
  13367. camera.matrixWorld.copy( camera.matrix );
  13368. } else {
  13369. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13370. }
  13371. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13372. }
  13373. this.getCamera = function ( camera ) {
  13374. if ( isPresenting() ) {
  13375. var parent = camera.parent;
  13376. var cameras = cameraVR.cameras;
  13377. updateCamera( cameraVR, parent );
  13378. for ( var i = 0; i < cameras.length; i ++ ) {
  13379. updateCamera( cameras[ i ], parent );
  13380. }
  13381. // update camera and its children
  13382. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13383. var children = camera.children;
  13384. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13385. children[ i ].updateMatrixWorld( true );
  13386. }
  13387. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13388. return cameraVR;
  13389. }
  13390. return camera;
  13391. };
  13392. this.isPresenting = isPresenting;
  13393. // Animation Loop
  13394. var onAnimationFrameCallback = null;
  13395. function onAnimationFrame( time, frame ) {
  13396. pose = frame.getDevicePose( frameOfReference );
  13397. if ( pose !== null ) {
  13398. var layer = session.baseLayer;
  13399. var views = frame.views;
  13400. for ( var i = 0; i < views.length; i ++ ) {
  13401. var view = views[ i ];
  13402. var viewport = layer.getViewport( view );
  13403. var viewMatrix = pose.getViewMatrix( view );
  13404. var camera = cameraVR.cameras[ i ];
  13405. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13406. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13407. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13408. if ( i === 0 ) {
  13409. cameraVR.matrix.copy( camera.matrix );
  13410. }
  13411. }
  13412. }
  13413. //
  13414. for ( var i = 0; i < controllers.length; i ++ ) {
  13415. var controller = controllers[ i ];
  13416. var inputSource = inputSources[ i ];
  13417. if ( inputSource ) {
  13418. var inputPose = frame.getInputPose( inputSource, frameOfReference );
  13419. if ( inputPose !== null ) {
  13420. if ( 'targetRay' in inputPose ) {
  13421. controller.matrix.elements = inputPose.targetRay.transformMatrix;
  13422. } else if ( 'pointerMatrix' in inputPose ) {
  13423. // DEPRECATED
  13424. controller.matrix.elements = inputPose.pointerMatrix;
  13425. }
  13426. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13427. controller.visible = true;
  13428. continue;
  13429. }
  13430. }
  13431. controller.visible = false;
  13432. }
  13433. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13434. }
  13435. var animation = new WebGLAnimation();
  13436. animation.setAnimationLoop( onAnimationFrame );
  13437. this.setAnimationLoop = function ( callback ) {
  13438. onAnimationFrameCallback = callback;
  13439. };
  13440. this.dispose = function () {};
  13441. // DEPRECATED
  13442. this.getStandingMatrix = function () {
  13443. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13444. return new Matrix4();
  13445. };
  13446. this.submitFrame = function () {};
  13447. }
  13448. /**
  13449. * @author supereggbert / http://www.paulbrunt.co.uk/
  13450. * @author mrdoob / http://mrdoob.com/
  13451. * @author alteredq / http://alteredqualia.com/
  13452. * @author szimek / https://github.com/szimek/
  13453. * @author tschw
  13454. */
  13455. function WebGLRenderer( parameters ) {
  13456. console.log( 'THREE.WebGLRenderer', REVISION );
  13457. parameters = parameters || {};
  13458. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13459. _context = parameters.context !== undefined ? parameters.context : null,
  13460. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13461. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13462. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13463. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13464. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13465. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13466. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
  13467. var currentRenderList = null;
  13468. var currentRenderState = null;
  13469. // public properties
  13470. this.domElement = _canvas;
  13471. this.context = null;
  13472. // clearing
  13473. this.autoClear = true;
  13474. this.autoClearColor = true;
  13475. this.autoClearDepth = true;
  13476. this.autoClearStencil = true;
  13477. // scene graph
  13478. this.sortObjects = true;
  13479. // user-defined clipping
  13480. this.clippingPlanes = [];
  13481. this.localClippingEnabled = false;
  13482. // physically based shading
  13483. this.gammaFactor = 2.0; // for backwards compatibility
  13484. this.gammaInput = false;
  13485. this.gammaOutput = false;
  13486. // physical lights
  13487. this.physicallyCorrectLights = false;
  13488. // tone mapping
  13489. this.toneMapping = LinearToneMapping;
  13490. this.toneMappingExposure = 1.0;
  13491. this.toneMappingWhitePoint = 1.0;
  13492. // morphs
  13493. this.maxMorphTargets = 8;
  13494. this.maxMorphNormals = 4;
  13495. // internal properties
  13496. var _this = this,
  13497. _isContextLost = false,
  13498. // internal state cache
  13499. _framebuffer = null,
  13500. _currentRenderTarget = null,
  13501. _currentFramebuffer = null,
  13502. _currentMaterialId = - 1,
  13503. // geometry and program caching
  13504. _currentGeometryProgram = {
  13505. geometry: null,
  13506. program: null,
  13507. wireframe: false
  13508. },
  13509. _currentCamera = null,
  13510. _currentArrayCamera = null,
  13511. _currentViewport = new Vector4(),
  13512. _currentScissor = new Vector4(),
  13513. _currentScissorTest = null,
  13514. //
  13515. _usedTextureUnits = 0,
  13516. //
  13517. _width = _canvas.width,
  13518. _height = _canvas.height,
  13519. _pixelRatio = 1,
  13520. _viewport = new Vector4( 0, 0, _width, _height ),
  13521. _scissor = new Vector4( 0, 0, _width, _height ),
  13522. _scissorTest = false,
  13523. // frustum
  13524. _frustum = new Frustum(),
  13525. // clipping
  13526. _clipping = new WebGLClipping(),
  13527. _clippingEnabled = false,
  13528. _localClippingEnabled = false,
  13529. // camera matrices cache
  13530. _projScreenMatrix = new Matrix4(),
  13531. _vector3 = new Vector3();
  13532. function getTargetPixelRatio() {
  13533. return _currentRenderTarget === null ? _pixelRatio : 1;
  13534. }
  13535. // initialize
  13536. var _gl;
  13537. try {
  13538. var contextAttributes = {
  13539. alpha: _alpha,
  13540. depth: _depth,
  13541. stencil: _stencil,
  13542. antialias: _antialias,
  13543. premultipliedAlpha: _premultipliedAlpha,
  13544. preserveDrawingBuffer: _preserveDrawingBuffer,
  13545. powerPreference: _powerPreference
  13546. };
  13547. // event listeners must be registered before WebGL context is created, see #12753
  13548. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13549. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13550. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13551. if ( _gl === null ) {
  13552. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13553. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13554. } else {
  13555. throw new Error( 'Error creating WebGL context.' );
  13556. }
  13557. }
  13558. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13559. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13560. _gl.getShaderPrecisionFormat = function () {
  13561. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13562. };
  13563. }
  13564. } catch ( error ) {
  13565. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13566. throw error;
  13567. }
  13568. var extensions, capabilities, state, info;
  13569. var properties, textures, attributes, geometries, objects;
  13570. var programCache, renderLists, renderStates;
  13571. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13572. var utils;
  13573. function initGLContext() {
  13574. extensions = new WebGLExtensions( _gl );
  13575. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13576. if ( ! capabilities.isWebGL2 ) {
  13577. extensions.get( 'WEBGL_depth_texture' );
  13578. extensions.get( 'OES_texture_float' );
  13579. extensions.get( 'OES_texture_half_float' );
  13580. extensions.get( 'OES_texture_half_float_linear' );
  13581. extensions.get( 'OES_standard_derivatives' );
  13582. extensions.get( 'OES_element_index_uint' );
  13583. extensions.get( 'ANGLE_instanced_arrays' );
  13584. }
  13585. extensions.get( 'OES_texture_float_linear' );
  13586. utils = new WebGLUtils( _gl, extensions, capabilities );
  13587. state = new WebGLState( _gl, extensions, utils, capabilities );
  13588. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13589. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13590. info = new WebGLInfo( _gl );
  13591. properties = new WebGLProperties();
  13592. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13593. attributes = new WebGLAttributes( _gl );
  13594. geometries = new WebGLGeometries( _gl, attributes, info );
  13595. objects = new WebGLObjects( geometries, info );
  13596. morphtargets = new WebGLMorphtargets( _gl );
  13597. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13598. renderLists = new WebGLRenderLists();
  13599. renderStates = new WebGLRenderStates();
  13600. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13601. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13602. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13603. info.programs = programCache.programs;
  13604. _this.context = _gl;
  13605. _this.capabilities = capabilities;
  13606. _this.extensions = extensions;
  13607. _this.properties = properties;
  13608. _this.renderLists = renderLists;
  13609. _this.state = state;
  13610. _this.info = info;
  13611. }
  13612. initGLContext();
  13613. // vr
  13614. var vr = null;
  13615. if ( typeof navigator !== 'undefined' ) {
  13616. vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13617. }
  13618. this.vr = vr;
  13619. // shadow map
  13620. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13621. this.shadowMap = shadowMap;
  13622. // API
  13623. this.getContext = function () {
  13624. return _gl;
  13625. };
  13626. this.getContextAttributes = function () {
  13627. return _gl.getContextAttributes();
  13628. };
  13629. this.forceContextLoss = function () {
  13630. var extension = extensions.get( 'WEBGL_lose_context' );
  13631. if ( extension ) extension.loseContext();
  13632. };
  13633. this.forceContextRestore = function () {
  13634. var extension = extensions.get( 'WEBGL_lose_context' );
  13635. if ( extension ) extension.restoreContext();
  13636. };
  13637. this.getPixelRatio = function () {
  13638. return _pixelRatio;
  13639. };
  13640. this.setPixelRatio = function ( value ) {
  13641. if ( value === undefined ) return;
  13642. _pixelRatio = value;
  13643. this.setSize( _width, _height, false );
  13644. };
  13645. this.getSize = function ( target ) {
  13646. if ( target === undefined ) {
  13647. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13648. target = new Vector2();
  13649. }
  13650. return target.set( _width, _height );
  13651. };
  13652. this.setSize = function ( width, height, updateStyle ) {
  13653. if ( vr.isPresenting() ) {
  13654. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13655. return;
  13656. }
  13657. _width = width;
  13658. _height = height;
  13659. _canvas.width = width * _pixelRatio;
  13660. _canvas.height = height * _pixelRatio;
  13661. if ( updateStyle !== false ) {
  13662. _canvas.style.width = width + 'px';
  13663. _canvas.style.height = height + 'px';
  13664. }
  13665. this.setViewport( 0, 0, width, height );
  13666. };
  13667. this.getDrawingBufferSize = function ( target ) {
  13668. if ( target === undefined ) {
  13669. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13670. target = new Vector2();
  13671. }
  13672. return target.set( _width * _pixelRatio, _height * _pixelRatio );
  13673. };
  13674. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13675. _width = width;
  13676. _height = height;
  13677. _pixelRatio = pixelRatio;
  13678. _canvas.width = width * pixelRatio;
  13679. _canvas.height = height * pixelRatio;
  13680. this.setViewport( 0, 0, width, height );
  13681. };
  13682. this.getCurrentViewport = function ( target ) {
  13683. if ( target === undefined ) {
  13684. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13685. target = new Vector4();
  13686. }
  13687. return target.copy( _currentViewport );
  13688. };
  13689. this.getViewport = function ( target ) {
  13690. return target.copy( _viewport );
  13691. };
  13692. this.setViewport = function ( x, y, width, height ) {
  13693. if ( x.isVector4 ) {
  13694. _viewport.set( x.x, x.y, x.z, x.w );
  13695. } else {
  13696. _viewport.set( x, y, width, height );
  13697. }
  13698. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13699. };
  13700. this.getScissor = function ( target ) {
  13701. return target.copy( _scissor );
  13702. };
  13703. this.setScissor = function ( x, y, width, height ) {
  13704. if ( x.isVector4 ) {
  13705. _scissor.set( x.x, x.y, x.z, x.w );
  13706. } else {
  13707. _scissor.set( x, y, width, height );
  13708. }
  13709. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13710. };
  13711. this.getScissorTest = function () {
  13712. return _scissorTest;
  13713. };
  13714. this.setScissorTest = function ( boolean ) {
  13715. state.setScissorTest( _scissorTest = boolean );
  13716. };
  13717. // Clearing
  13718. this.getClearColor = function () {
  13719. return background.getClearColor();
  13720. };
  13721. this.setClearColor = function () {
  13722. background.setClearColor.apply( background, arguments );
  13723. };
  13724. this.getClearAlpha = function () {
  13725. return background.getClearAlpha();
  13726. };
  13727. this.setClearAlpha = function () {
  13728. background.setClearAlpha.apply( background, arguments );
  13729. };
  13730. this.clear = function ( color, depth, stencil ) {
  13731. var bits = 0;
  13732. if ( color === undefined || color ) bits |= 16384;
  13733. if ( depth === undefined || depth ) bits |= 256;
  13734. if ( stencil === undefined || stencil ) bits |= 1024;
  13735. _gl.clear( bits );
  13736. };
  13737. this.clearColor = function () {
  13738. this.clear( true, false, false );
  13739. };
  13740. this.clearDepth = function () {
  13741. this.clear( false, true, false );
  13742. };
  13743. this.clearStencil = function () {
  13744. this.clear( false, false, true );
  13745. };
  13746. //
  13747. this.dispose = function () {
  13748. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13749. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13750. renderLists.dispose();
  13751. renderStates.dispose();
  13752. properties.dispose();
  13753. objects.dispose();
  13754. vr.dispose();
  13755. animation.stop();
  13756. };
  13757. // Events
  13758. function onContextLost( event ) {
  13759. event.preventDefault();
  13760. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13761. _isContextLost = true;
  13762. }
  13763. function onContextRestore( /* event */ ) {
  13764. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13765. _isContextLost = false;
  13766. initGLContext();
  13767. }
  13768. function onMaterialDispose( event ) {
  13769. var material = event.target;
  13770. material.removeEventListener( 'dispose', onMaterialDispose );
  13771. deallocateMaterial( material );
  13772. }
  13773. // Buffer deallocation
  13774. function deallocateMaterial( material ) {
  13775. releaseMaterialProgramReference( material );
  13776. properties.remove( material );
  13777. }
  13778. function releaseMaterialProgramReference( material ) {
  13779. var programInfo = properties.get( material ).program;
  13780. material.program = undefined;
  13781. if ( programInfo !== undefined ) {
  13782. programCache.releaseProgram( programInfo );
  13783. }
  13784. }
  13785. // Buffer rendering
  13786. function renderObjectImmediate( object, program ) {
  13787. object.render( function ( object ) {
  13788. _this.renderBufferImmediate( object, program );
  13789. } );
  13790. }
  13791. this.renderBufferImmediate = function ( object, program ) {
  13792. state.initAttributes();
  13793. var buffers = properties.get( object );
  13794. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  13795. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  13796. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  13797. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  13798. var programAttributes = program.getAttributes();
  13799. if ( object.hasPositions ) {
  13800. _gl.bindBuffer( 34962, buffers.position );
  13801. _gl.bufferData( 34962, object.positionArray, 35048 );
  13802. state.enableAttribute( programAttributes.position );
  13803. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  13804. }
  13805. if ( object.hasNormals ) {
  13806. _gl.bindBuffer( 34962, buffers.normal );
  13807. _gl.bufferData( 34962, object.normalArray, 35048 );
  13808. state.enableAttribute( programAttributes.normal );
  13809. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  13810. }
  13811. if ( object.hasUvs ) {
  13812. _gl.bindBuffer( 34962, buffers.uv );
  13813. _gl.bufferData( 34962, object.uvArray, 35048 );
  13814. state.enableAttribute( programAttributes.uv );
  13815. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  13816. }
  13817. if ( object.hasColors ) {
  13818. _gl.bindBuffer( 34962, buffers.color );
  13819. _gl.bufferData( 34962, object.colorArray, 35048 );
  13820. state.enableAttribute( programAttributes.color );
  13821. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  13822. }
  13823. state.disableUnusedAttributes();
  13824. _gl.drawArrays( 4, 0, object.count );
  13825. object.count = 0;
  13826. };
  13827. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  13828. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  13829. state.setMaterial( material, frontFaceCW );
  13830. var program = setProgram( camera, fog, material, object );
  13831. var updateBuffers = false;
  13832. if ( _currentGeometryProgram.geometry !== geometry.id ||
  13833. _currentGeometryProgram.program !== program.id ||
  13834. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  13835. _currentGeometryProgram.geometry = geometry.id;
  13836. _currentGeometryProgram.program = program.id;
  13837. _currentGeometryProgram.wireframe = material.wireframe === true;
  13838. updateBuffers = true;
  13839. }
  13840. if ( object.morphTargetInfluences ) {
  13841. morphtargets.update( object, geometry, material, program );
  13842. updateBuffers = true;
  13843. }
  13844. //
  13845. var index = geometry.index;
  13846. var position = geometry.attributes.position;
  13847. var rangeFactor = 1;
  13848. if ( material.wireframe === true ) {
  13849. index = geometries.getWireframeAttribute( geometry );
  13850. rangeFactor = 2;
  13851. }
  13852. var attribute;
  13853. var renderer = bufferRenderer;
  13854. if ( index !== null ) {
  13855. attribute = attributes.get( index );
  13856. renderer = indexedBufferRenderer;
  13857. renderer.setIndex( attribute );
  13858. }
  13859. if ( updateBuffers ) {
  13860. setupVertexAttributes( material, program, geometry );
  13861. if ( index !== null ) {
  13862. _gl.bindBuffer( 34963, attribute.buffer );
  13863. }
  13864. }
  13865. //
  13866. var dataCount = Infinity;
  13867. if ( index !== null ) {
  13868. dataCount = index.count;
  13869. } else if ( position !== undefined ) {
  13870. dataCount = position.count;
  13871. }
  13872. var rangeStart = geometry.drawRange.start * rangeFactor;
  13873. var rangeCount = geometry.drawRange.count * rangeFactor;
  13874. var groupStart = group !== null ? group.start * rangeFactor : 0;
  13875. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  13876. var drawStart = Math.max( rangeStart, groupStart );
  13877. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  13878. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  13879. if ( drawCount === 0 ) return;
  13880. //
  13881. if ( object.isMesh ) {
  13882. if ( material.wireframe === true ) {
  13883. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  13884. renderer.setMode( 1 );
  13885. } else {
  13886. switch ( object.drawMode ) {
  13887. case TrianglesDrawMode:
  13888. renderer.setMode( 4 );
  13889. break;
  13890. case TriangleStripDrawMode:
  13891. renderer.setMode( 5 );
  13892. break;
  13893. case TriangleFanDrawMode:
  13894. renderer.setMode( 6 );
  13895. break;
  13896. }
  13897. }
  13898. } else if ( object.isLine ) {
  13899. var lineWidth = material.linewidth;
  13900. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  13901. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  13902. if ( object.isLineSegments ) {
  13903. renderer.setMode( 1 );
  13904. } else if ( object.isLineLoop ) {
  13905. renderer.setMode( 2 );
  13906. } else {
  13907. renderer.setMode( 3 );
  13908. }
  13909. } else if ( object.isPoints ) {
  13910. renderer.setMode( 0 );
  13911. } else if ( object.isSprite ) {
  13912. renderer.setMode( 4 );
  13913. }
  13914. if ( geometry && geometry.isInstancedBufferGeometry ) {
  13915. if ( geometry.maxInstancedCount > 0 ) {
  13916. renderer.renderInstances( geometry, drawStart, drawCount );
  13917. }
  13918. } else {
  13919. renderer.render( drawStart, drawCount );
  13920. }
  13921. };
  13922. function setupVertexAttributes( material, program, geometry ) {
  13923. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  13924. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  13925. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  13926. return;
  13927. }
  13928. }
  13929. state.initAttributes();
  13930. var geometryAttributes = geometry.attributes;
  13931. var programAttributes = program.getAttributes();
  13932. var materialDefaultAttributeValues = material.defaultAttributeValues;
  13933. for ( var name in programAttributes ) {
  13934. var programAttribute = programAttributes[ name ];
  13935. if ( programAttribute >= 0 ) {
  13936. var geometryAttribute = geometryAttributes[ name ];
  13937. if ( geometryAttribute !== undefined ) {
  13938. var normalized = geometryAttribute.normalized;
  13939. var size = geometryAttribute.itemSize;
  13940. var attribute = attributes.get( geometryAttribute );
  13941. // TODO Attribute may not be available on context restore
  13942. if ( attribute === undefined ) continue;
  13943. var buffer = attribute.buffer;
  13944. var type = attribute.type;
  13945. var bytesPerElement = attribute.bytesPerElement;
  13946. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  13947. var data = geometryAttribute.data;
  13948. var stride = data.stride;
  13949. var offset = geometryAttribute.offset;
  13950. if ( data && data.isInstancedInterleavedBuffer ) {
  13951. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  13952. if ( geometry.maxInstancedCount === undefined ) {
  13953. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  13954. }
  13955. } else {
  13956. state.enableAttribute( programAttribute );
  13957. }
  13958. _gl.bindBuffer( 34962, buffer );
  13959. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  13960. } else {
  13961. if ( geometryAttribute.isInstancedBufferAttribute ) {
  13962. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  13963. if ( geometry.maxInstancedCount === undefined ) {
  13964. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  13965. }
  13966. } else {
  13967. state.enableAttribute( programAttribute );
  13968. }
  13969. _gl.bindBuffer( 34962, buffer );
  13970. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  13971. }
  13972. } else if ( materialDefaultAttributeValues !== undefined ) {
  13973. var value = materialDefaultAttributeValues[ name ];
  13974. if ( value !== undefined ) {
  13975. switch ( value.length ) {
  13976. case 2:
  13977. _gl.vertexAttrib2fv( programAttribute, value );
  13978. break;
  13979. case 3:
  13980. _gl.vertexAttrib3fv( programAttribute, value );
  13981. break;
  13982. case 4:
  13983. _gl.vertexAttrib4fv( programAttribute, value );
  13984. break;
  13985. default:
  13986. _gl.vertexAttrib1fv( programAttribute, value );
  13987. }
  13988. }
  13989. }
  13990. }
  13991. }
  13992. state.disableUnusedAttributes();
  13993. }
  13994. // Compile
  13995. this.compile = function ( scene, camera ) {
  13996. currentRenderState = renderStates.get( scene, camera );
  13997. currentRenderState.init();
  13998. scene.traverse( function ( object ) {
  13999. if ( object.isLight ) {
  14000. currentRenderState.pushLight( object );
  14001. if ( object.castShadow ) {
  14002. currentRenderState.pushShadow( object );
  14003. }
  14004. }
  14005. } );
  14006. currentRenderState.setupLights( camera );
  14007. scene.traverse( function ( object ) {
  14008. if ( object.material ) {
  14009. if ( Array.isArray( object.material ) ) {
  14010. for ( var i = 0; i < object.material.length; i ++ ) {
  14011. initMaterial( object.material[ i ], scene.fog, object );
  14012. }
  14013. } else {
  14014. initMaterial( object.material, scene.fog, object );
  14015. }
  14016. }
  14017. } );
  14018. };
  14019. // Animation Loop
  14020. var onAnimationFrameCallback = null;
  14021. function onAnimationFrame( time ) {
  14022. if ( vr.isPresenting() ) return;
  14023. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14024. }
  14025. var animation = new WebGLAnimation();
  14026. animation.setAnimationLoop( onAnimationFrame );
  14027. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14028. this.setAnimationLoop = function ( callback ) {
  14029. onAnimationFrameCallback = callback;
  14030. vr.setAnimationLoop( callback );
  14031. animation.start();
  14032. };
  14033. // Rendering
  14034. this.render = function ( scene, camera ) {
  14035. var renderTarget, forceClear;
  14036. if ( arguments[ 2 ] !== undefined ) {
  14037. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14038. renderTarget = arguments[ 2 ];
  14039. }
  14040. if ( arguments[ 3 ] !== undefined ) {
  14041. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14042. forceClear = arguments[ 3 ];
  14043. }
  14044. if ( ! ( camera && camera.isCamera ) ) {
  14045. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14046. return;
  14047. }
  14048. if ( _isContextLost ) return;
  14049. // reset caching for this frame
  14050. _currentGeometryProgram.geometry = null;
  14051. _currentGeometryProgram.program = null;
  14052. _currentGeometryProgram.wireframe = false;
  14053. _currentMaterialId = - 1;
  14054. _currentCamera = null;
  14055. // update scene graph
  14056. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14057. // update camera matrices and frustum
  14058. if ( camera.parent === null ) camera.updateMatrixWorld();
  14059. if ( vr.enabled ) {
  14060. camera = vr.getCamera( camera );
  14061. }
  14062. //
  14063. currentRenderState = renderStates.get( scene, camera );
  14064. currentRenderState.init();
  14065. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14066. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14067. _frustum.setFromMatrix( _projScreenMatrix );
  14068. _localClippingEnabled = this.localClippingEnabled;
  14069. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14070. currentRenderList = renderLists.get( scene, camera );
  14071. currentRenderList.init();
  14072. projectObject( scene, camera, 0, _this.sortObjects );
  14073. if ( _this.sortObjects === true ) {
  14074. currentRenderList.sort();
  14075. }
  14076. //
  14077. if ( _clippingEnabled ) _clipping.beginShadows();
  14078. var shadowsArray = currentRenderState.state.shadowsArray;
  14079. shadowMap.render( shadowsArray, scene, camera );
  14080. currentRenderState.setupLights( camera );
  14081. if ( _clippingEnabled ) _clipping.endShadows();
  14082. //
  14083. if ( this.info.autoReset ) this.info.reset();
  14084. if ( renderTarget !== undefined ) {
  14085. this.setRenderTarget( renderTarget );
  14086. }
  14087. //
  14088. background.render( currentRenderList, scene, camera, forceClear );
  14089. // render scene
  14090. var opaqueObjects = currentRenderList.opaque;
  14091. var transparentObjects = currentRenderList.transparent;
  14092. if ( scene.overrideMaterial ) {
  14093. var overrideMaterial = scene.overrideMaterial;
  14094. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14095. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14096. } else {
  14097. // opaque pass (front-to-back order)
  14098. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14099. // transparent pass (back-to-front order)
  14100. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14101. }
  14102. //
  14103. scene.onAfterRender( _this, scene, camera );
  14104. //
  14105. if ( _currentRenderTarget !== null ) {
  14106. // Generate mipmap if we're using any kind of mipmap filtering
  14107. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14108. // resolve multisample renderbuffers to a single-sample texture if necessary
  14109. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14110. }
  14111. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14112. state.buffers.depth.setTest( true );
  14113. state.buffers.depth.setMask( true );
  14114. state.buffers.color.setMask( true );
  14115. state.setPolygonOffset( false );
  14116. if ( vr.enabled ) {
  14117. vr.submitFrame();
  14118. }
  14119. // _gl.finish();
  14120. currentRenderList = null;
  14121. currentRenderState = null;
  14122. };
  14123. function projectObject( object, camera, groupOrder, sortObjects ) {
  14124. if ( object.visible === false ) return;
  14125. var visible = object.layers.test( camera.layers );
  14126. if ( visible ) {
  14127. if ( object.isGroup ) {
  14128. groupOrder = object.renderOrder;
  14129. } else if ( object.isLight ) {
  14130. currentRenderState.pushLight( object );
  14131. if ( object.castShadow ) {
  14132. currentRenderState.pushShadow( object );
  14133. }
  14134. } else if ( object.isSprite ) {
  14135. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14136. if ( sortObjects ) {
  14137. _vector3.setFromMatrixPosition( object.matrixWorld )
  14138. .applyMatrix4( _projScreenMatrix );
  14139. }
  14140. var geometry = objects.update( object );
  14141. var material = object.material;
  14142. if ( material.visible ) {
  14143. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14144. }
  14145. }
  14146. } else if ( object.isImmediateRenderObject ) {
  14147. if ( sortObjects ) {
  14148. _vector3.setFromMatrixPosition( object.matrixWorld )
  14149. .applyMatrix4( _projScreenMatrix );
  14150. }
  14151. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14152. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14153. if ( object.isSkinnedMesh ) {
  14154. object.skeleton.update();
  14155. }
  14156. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14157. if ( sortObjects ) {
  14158. _vector3.setFromMatrixPosition( object.matrixWorld )
  14159. .applyMatrix4( _projScreenMatrix );
  14160. }
  14161. var geometry = objects.update( object );
  14162. var material = object.material;
  14163. if ( Array.isArray( material ) ) {
  14164. var groups = geometry.groups;
  14165. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14166. var group = groups[ i ];
  14167. var groupMaterial = material[ group.materialIndex ];
  14168. if ( groupMaterial && groupMaterial.visible ) {
  14169. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14170. }
  14171. }
  14172. } else if ( material.visible ) {
  14173. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14174. }
  14175. }
  14176. }
  14177. }
  14178. var children = object.children;
  14179. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14180. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14181. }
  14182. }
  14183. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14184. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14185. var renderItem = renderList[ i ];
  14186. var object = renderItem.object;
  14187. var geometry = renderItem.geometry;
  14188. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14189. var group = renderItem.group;
  14190. if ( camera.isArrayCamera ) {
  14191. _currentArrayCamera = camera;
  14192. var cameras = camera.cameras;
  14193. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14194. var camera2 = cameras[ j ];
  14195. if ( object.layers.test( camera2.layers ) ) {
  14196. if ( 'viewport' in camera2 ) { // XR
  14197. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14198. } else {
  14199. var bounds = camera2.bounds;
  14200. var x = bounds.x * _width;
  14201. var y = bounds.y * _height;
  14202. var width = bounds.z * _width;
  14203. var height = bounds.w * _height;
  14204. state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
  14205. }
  14206. currentRenderState.setupLights( camera2 );
  14207. renderObject( object, scene, camera2, geometry, material, group );
  14208. }
  14209. }
  14210. } else {
  14211. _currentArrayCamera = null;
  14212. renderObject( object, scene, camera, geometry, material, group );
  14213. }
  14214. }
  14215. }
  14216. function renderObject( object, scene, camera, geometry, material, group ) {
  14217. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14218. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14219. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14220. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14221. if ( object.isImmediateRenderObject ) {
  14222. state.setMaterial( material );
  14223. var program = setProgram( camera, scene.fog, material, object );
  14224. _currentGeometryProgram.geometry = null;
  14225. _currentGeometryProgram.program = null;
  14226. _currentGeometryProgram.wireframe = false;
  14227. renderObjectImmediate( object, program );
  14228. } else {
  14229. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14230. }
  14231. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14232. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14233. }
  14234. function initMaterial( material, fog, object ) {
  14235. var materialProperties = properties.get( material );
  14236. var lights = currentRenderState.state.lights;
  14237. var shadowsArray = currentRenderState.state.shadowsArray;
  14238. var lightsHash = materialProperties.lightsHash;
  14239. var lightsStateHash = lights.state.hash;
  14240. var parameters = programCache.getParameters(
  14241. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14242. var code = programCache.getProgramCode( material, parameters );
  14243. var program = materialProperties.program;
  14244. var programChange = true;
  14245. if ( program === undefined ) {
  14246. // new material
  14247. material.addEventListener( 'dispose', onMaterialDispose );
  14248. } else if ( program.code !== code ) {
  14249. // changed glsl or parameters
  14250. releaseMaterialProgramReference( material );
  14251. } else if ( lightsHash.stateID !== lightsStateHash.stateID ||
  14252. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14253. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14254. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14255. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14256. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14257. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
  14258. lightsHash.stateID = lightsStateHash.stateID;
  14259. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14260. lightsHash.pointLength = lightsStateHash.pointLength;
  14261. lightsHash.spotLength = lightsStateHash.spotLength;
  14262. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14263. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14264. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14265. programChange = false;
  14266. } else if ( parameters.shaderID !== undefined ) {
  14267. // same glsl and uniform list
  14268. return;
  14269. } else {
  14270. // only rebuild uniform list
  14271. programChange = false;
  14272. }
  14273. if ( programChange ) {
  14274. if ( parameters.shaderID ) {
  14275. var shader = ShaderLib[ parameters.shaderID ];
  14276. materialProperties.shader = {
  14277. name: material.type,
  14278. uniforms: cloneUniforms( shader.uniforms ),
  14279. vertexShader: shader.vertexShader,
  14280. fragmentShader: shader.fragmentShader
  14281. };
  14282. } else {
  14283. materialProperties.shader = {
  14284. name: material.type,
  14285. uniforms: material.uniforms,
  14286. vertexShader: material.vertexShader,
  14287. fragmentShader: material.fragmentShader
  14288. };
  14289. }
  14290. material.onBeforeCompile( materialProperties.shader, _this );
  14291. // Computing code again as onBeforeCompile may have changed the shaders
  14292. code = programCache.getProgramCode( material, parameters );
  14293. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14294. materialProperties.program = program;
  14295. material.program = program;
  14296. }
  14297. var programAttributes = program.getAttributes();
  14298. if ( material.morphTargets ) {
  14299. material.numSupportedMorphTargets = 0;
  14300. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14301. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14302. material.numSupportedMorphTargets ++;
  14303. }
  14304. }
  14305. }
  14306. if ( material.morphNormals ) {
  14307. material.numSupportedMorphNormals = 0;
  14308. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14309. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14310. material.numSupportedMorphNormals ++;
  14311. }
  14312. }
  14313. }
  14314. var uniforms = materialProperties.shader.uniforms;
  14315. if ( ! material.isShaderMaterial &&
  14316. ! material.isRawShaderMaterial ||
  14317. material.clipping === true ) {
  14318. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14319. materialProperties.numIntersection = _clipping.numIntersection;
  14320. uniforms.clippingPlanes = _clipping.uniform;
  14321. }
  14322. materialProperties.fog = fog;
  14323. // store the light setup it was created for
  14324. if ( lightsHash === undefined ) {
  14325. materialProperties.lightsHash = lightsHash = {};
  14326. }
  14327. lightsHash.stateID = lightsStateHash.stateID;
  14328. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14329. lightsHash.pointLength = lightsStateHash.pointLength;
  14330. lightsHash.spotLength = lightsStateHash.spotLength;
  14331. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14332. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14333. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14334. if ( material.lights ) {
  14335. // wire up the material to this renderer's lighting state
  14336. uniforms.ambientLightColor.value = lights.state.ambient;
  14337. uniforms.directionalLights.value = lights.state.directional;
  14338. uniforms.spotLights.value = lights.state.spot;
  14339. uniforms.rectAreaLights.value = lights.state.rectArea;
  14340. uniforms.pointLights.value = lights.state.point;
  14341. uniforms.hemisphereLights.value = lights.state.hemi;
  14342. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14343. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14344. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14345. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14346. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14347. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14348. // TODO (abelnation): add area lights shadow info to uniforms
  14349. }
  14350. var progUniforms = materialProperties.program.getUniforms(),
  14351. uniformsList =
  14352. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14353. materialProperties.uniformsList = uniformsList;
  14354. }
  14355. function setProgram( camera, fog, material, object ) {
  14356. _usedTextureUnits = 0;
  14357. var materialProperties = properties.get( material );
  14358. var lights = currentRenderState.state.lights;
  14359. var lightsHash = materialProperties.lightsHash;
  14360. var lightsStateHash = lights.state.hash;
  14361. if ( _clippingEnabled ) {
  14362. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14363. var useCache =
  14364. camera === _currentCamera &&
  14365. material.id === _currentMaterialId;
  14366. // we might want to call this function with some ClippingGroup
  14367. // object instead of the material, once it becomes feasible
  14368. // (#8465, #8379)
  14369. _clipping.setState(
  14370. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14371. camera, materialProperties, useCache );
  14372. }
  14373. }
  14374. if ( material.needsUpdate === false ) {
  14375. if ( materialProperties.program === undefined ) {
  14376. material.needsUpdate = true;
  14377. } else if ( material.fog && materialProperties.fog !== fog ) {
  14378. material.needsUpdate = true;
  14379. } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
  14380. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14381. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14382. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14383. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14384. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14385. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
  14386. material.needsUpdate = true;
  14387. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14388. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14389. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14390. material.needsUpdate = true;
  14391. }
  14392. }
  14393. if ( material.needsUpdate ) {
  14394. initMaterial( material, fog, object );
  14395. material.needsUpdate = false;
  14396. }
  14397. var refreshProgram = false;
  14398. var refreshMaterial = false;
  14399. var refreshLights = false;
  14400. var program = materialProperties.program,
  14401. p_uniforms = program.getUniforms(),
  14402. m_uniforms = materialProperties.shader.uniforms;
  14403. if ( state.useProgram( program.program ) ) {
  14404. refreshProgram = true;
  14405. refreshMaterial = true;
  14406. refreshLights = true;
  14407. }
  14408. if ( material.id !== _currentMaterialId ) {
  14409. _currentMaterialId = material.id;
  14410. refreshMaterial = true;
  14411. }
  14412. if ( refreshProgram || _currentCamera !== camera ) {
  14413. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14414. if ( capabilities.logarithmicDepthBuffer ) {
  14415. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14416. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14417. }
  14418. if ( _currentCamera !== camera ) {
  14419. _currentCamera = camera;
  14420. // lighting uniforms depend on the camera so enforce an update
  14421. // now, in case this material supports lights - or later, when
  14422. // the next material that does gets activated:
  14423. refreshMaterial = true; // set to true on material change
  14424. refreshLights = true; // remains set until update done
  14425. }
  14426. // load material specific uniforms
  14427. // (shader material also gets them for the sake of genericity)
  14428. if ( material.isShaderMaterial ||
  14429. material.isMeshPhongMaterial ||
  14430. material.isMeshStandardMaterial ||
  14431. material.envMap ) {
  14432. var uCamPos = p_uniforms.map.cameraPosition;
  14433. if ( uCamPos !== undefined ) {
  14434. uCamPos.setValue( _gl,
  14435. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14436. }
  14437. }
  14438. if ( material.isMeshPhongMaterial ||
  14439. material.isMeshLambertMaterial ||
  14440. material.isMeshBasicMaterial ||
  14441. material.isMeshStandardMaterial ||
  14442. material.isShaderMaterial ||
  14443. material.skinning ) {
  14444. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14445. }
  14446. }
  14447. // skinning uniforms must be set even if material didn't change
  14448. // auto-setting of texture unit for bone texture must go before other textures
  14449. // not sure why, but otherwise weird things happen
  14450. if ( material.skinning ) {
  14451. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14452. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14453. var skeleton = object.skeleton;
  14454. if ( skeleton ) {
  14455. var bones = skeleton.bones;
  14456. if ( capabilities.floatVertexTextures ) {
  14457. if ( skeleton.boneTexture === undefined ) {
  14458. // layout (1 matrix = 4 pixels)
  14459. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14460. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14461. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14462. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14463. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14464. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14465. size = _Math.ceilPowerOfTwo( size );
  14466. size = Math.max( size, 4 );
  14467. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14468. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14469. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14470. boneTexture.needsUpdate = true;
  14471. skeleton.boneMatrices = boneMatrices;
  14472. skeleton.boneTexture = boneTexture;
  14473. skeleton.boneTextureSize = size;
  14474. }
  14475. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
  14476. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14477. } else {
  14478. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14479. }
  14480. }
  14481. }
  14482. if ( refreshMaterial ) {
  14483. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14484. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14485. if ( material.lights ) {
  14486. // the current material requires lighting info
  14487. // note: all lighting uniforms are always set correctly
  14488. // they simply reference the renderer's state for their
  14489. // values
  14490. //
  14491. // use the current material's .needsUpdate flags to set
  14492. // the GL state when required
  14493. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14494. }
  14495. // refresh uniforms common to several materials
  14496. if ( fog && material.fog ) {
  14497. refreshUniformsFog( m_uniforms, fog );
  14498. }
  14499. if ( material.isMeshBasicMaterial ) {
  14500. refreshUniformsCommon( m_uniforms, material );
  14501. } else if ( material.isMeshLambertMaterial ) {
  14502. refreshUniformsCommon( m_uniforms, material );
  14503. refreshUniformsLambert( m_uniforms, material );
  14504. } else if ( material.isMeshPhongMaterial ) {
  14505. refreshUniformsCommon( m_uniforms, material );
  14506. if ( material.isMeshToonMaterial ) {
  14507. refreshUniformsToon( m_uniforms, material );
  14508. } else {
  14509. refreshUniformsPhong( m_uniforms, material );
  14510. }
  14511. } else if ( material.isMeshStandardMaterial ) {
  14512. refreshUniformsCommon( m_uniforms, material );
  14513. if ( material.isMeshPhysicalMaterial ) {
  14514. refreshUniformsPhysical( m_uniforms, material );
  14515. } else {
  14516. refreshUniformsStandard( m_uniforms, material );
  14517. }
  14518. } else if ( material.isMeshMatcapMaterial ) {
  14519. refreshUniformsCommon( m_uniforms, material );
  14520. refreshUniformsMatcap( m_uniforms, material );
  14521. } else if ( material.isMeshDepthMaterial ) {
  14522. refreshUniformsCommon( m_uniforms, material );
  14523. refreshUniformsDepth( m_uniforms, material );
  14524. } else if ( material.isMeshDistanceMaterial ) {
  14525. refreshUniformsCommon( m_uniforms, material );
  14526. refreshUniformsDistance( m_uniforms, material );
  14527. } else if ( material.isMeshNormalMaterial ) {
  14528. refreshUniformsCommon( m_uniforms, material );
  14529. refreshUniformsNormal( m_uniforms, material );
  14530. } else if ( material.isLineBasicMaterial ) {
  14531. refreshUniformsLine( m_uniforms, material );
  14532. if ( material.isLineDashedMaterial ) {
  14533. refreshUniformsDash( m_uniforms, material );
  14534. }
  14535. } else if ( material.isPointsMaterial ) {
  14536. refreshUniformsPoints( m_uniforms, material );
  14537. } else if ( material.isSpriteMaterial ) {
  14538. refreshUniformsSprites( m_uniforms, material );
  14539. } else if ( material.isShadowMaterial ) {
  14540. m_uniforms.color.value = material.color;
  14541. m_uniforms.opacity.value = material.opacity;
  14542. }
  14543. // RectAreaLight Texture
  14544. // TODO (mrdoob): Find a nicer implementation
  14545. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14546. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14547. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14548. }
  14549. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14550. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14551. material.uniformsNeedUpdate = false;
  14552. }
  14553. if ( material.isSpriteMaterial ) {
  14554. p_uniforms.setValue( _gl, 'center', object.center );
  14555. }
  14556. // common matrices
  14557. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14558. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14559. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14560. return program;
  14561. }
  14562. // Uniforms (refresh uniforms objects)
  14563. function refreshUniformsCommon( uniforms, material ) {
  14564. uniforms.opacity.value = material.opacity;
  14565. if ( material.color ) {
  14566. uniforms.diffuse.value = material.color;
  14567. }
  14568. if ( material.emissive ) {
  14569. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14570. }
  14571. if ( material.map ) {
  14572. uniforms.map.value = material.map;
  14573. }
  14574. if ( material.alphaMap ) {
  14575. uniforms.alphaMap.value = material.alphaMap;
  14576. }
  14577. if ( material.specularMap ) {
  14578. uniforms.specularMap.value = material.specularMap;
  14579. }
  14580. if ( material.envMap ) {
  14581. uniforms.envMap.value = material.envMap;
  14582. // don't flip CubeTexture envMaps, flip everything else:
  14583. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14584. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14585. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14586. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14587. uniforms.reflectivity.value = material.reflectivity;
  14588. uniforms.refractionRatio.value = material.refractionRatio;
  14589. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14590. }
  14591. if ( material.lightMap ) {
  14592. uniforms.lightMap.value = material.lightMap;
  14593. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14594. }
  14595. if ( material.aoMap ) {
  14596. uniforms.aoMap.value = material.aoMap;
  14597. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14598. }
  14599. // uv repeat and offset setting priorities
  14600. // 1. color map
  14601. // 2. specular map
  14602. // 3. normal map
  14603. // 4. bump map
  14604. // 5. alpha map
  14605. // 6. emissive map
  14606. var uvScaleMap;
  14607. if ( material.map ) {
  14608. uvScaleMap = material.map;
  14609. } else if ( material.specularMap ) {
  14610. uvScaleMap = material.specularMap;
  14611. } else if ( material.displacementMap ) {
  14612. uvScaleMap = material.displacementMap;
  14613. } else if ( material.normalMap ) {
  14614. uvScaleMap = material.normalMap;
  14615. } else if ( material.bumpMap ) {
  14616. uvScaleMap = material.bumpMap;
  14617. } else if ( material.roughnessMap ) {
  14618. uvScaleMap = material.roughnessMap;
  14619. } else if ( material.metalnessMap ) {
  14620. uvScaleMap = material.metalnessMap;
  14621. } else if ( material.alphaMap ) {
  14622. uvScaleMap = material.alphaMap;
  14623. } else if ( material.emissiveMap ) {
  14624. uvScaleMap = material.emissiveMap;
  14625. }
  14626. if ( uvScaleMap !== undefined ) {
  14627. // backwards compatibility
  14628. if ( uvScaleMap.isWebGLRenderTarget ) {
  14629. uvScaleMap = uvScaleMap.texture;
  14630. }
  14631. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14632. uvScaleMap.updateMatrix();
  14633. }
  14634. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14635. }
  14636. }
  14637. function refreshUniformsLine( uniforms, material ) {
  14638. uniforms.diffuse.value = material.color;
  14639. uniforms.opacity.value = material.opacity;
  14640. }
  14641. function refreshUniformsDash( uniforms, material ) {
  14642. uniforms.dashSize.value = material.dashSize;
  14643. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14644. uniforms.scale.value = material.scale;
  14645. }
  14646. function refreshUniformsPoints( uniforms, material ) {
  14647. uniforms.diffuse.value = material.color;
  14648. uniforms.opacity.value = material.opacity;
  14649. uniforms.size.value = material.size * _pixelRatio;
  14650. uniforms.scale.value = _height * 0.5;
  14651. uniforms.map.value = material.map;
  14652. if ( material.map !== null ) {
  14653. if ( material.map.matrixAutoUpdate === true ) {
  14654. material.map.updateMatrix();
  14655. }
  14656. uniforms.uvTransform.value.copy( material.map.matrix );
  14657. }
  14658. }
  14659. function refreshUniformsSprites( uniforms, material ) {
  14660. uniforms.diffuse.value = material.color;
  14661. uniforms.opacity.value = material.opacity;
  14662. uniforms.rotation.value = material.rotation;
  14663. uniforms.map.value = material.map;
  14664. if ( material.map !== null ) {
  14665. if ( material.map.matrixAutoUpdate === true ) {
  14666. material.map.updateMatrix();
  14667. }
  14668. uniforms.uvTransform.value.copy( material.map.matrix );
  14669. }
  14670. }
  14671. function refreshUniformsFog( uniforms, fog ) {
  14672. uniforms.fogColor.value = fog.color;
  14673. if ( fog.isFog ) {
  14674. uniforms.fogNear.value = fog.near;
  14675. uniforms.fogFar.value = fog.far;
  14676. } else if ( fog.isFogExp2 ) {
  14677. uniforms.fogDensity.value = fog.density;
  14678. }
  14679. }
  14680. function refreshUniformsLambert( uniforms, material ) {
  14681. if ( material.emissiveMap ) {
  14682. uniforms.emissiveMap.value = material.emissiveMap;
  14683. }
  14684. }
  14685. function refreshUniformsPhong( uniforms, material ) {
  14686. uniforms.specular.value = material.specular;
  14687. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14688. if ( material.emissiveMap ) {
  14689. uniforms.emissiveMap.value = material.emissiveMap;
  14690. }
  14691. if ( material.bumpMap ) {
  14692. uniforms.bumpMap.value = material.bumpMap;
  14693. uniforms.bumpScale.value = material.bumpScale;
  14694. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14695. }
  14696. if ( material.normalMap ) {
  14697. uniforms.normalMap.value = material.normalMap;
  14698. uniforms.normalScale.value.copy( material.normalScale );
  14699. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14700. }
  14701. if ( material.displacementMap ) {
  14702. uniforms.displacementMap.value = material.displacementMap;
  14703. uniforms.displacementScale.value = material.displacementScale;
  14704. uniforms.displacementBias.value = material.displacementBias;
  14705. }
  14706. }
  14707. function refreshUniformsToon( uniforms, material ) {
  14708. refreshUniformsPhong( uniforms, material );
  14709. if ( material.gradientMap ) {
  14710. uniforms.gradientMap.value = material.gradientMap;
  14711. }
  14712. }
  14713. function refreshUniformsStandard( uniforms, material ) {
  14714. uniforms.roughness.value = material.roughness;
  14715. uniforms.metalness.value = material.metalness;
  14716. if ( material.roughnessMap ) {
  14717. uniforms.roughnessMap.value = material.roughnessMap;
  14718. }
  14719. if ( material.metalnessMap ) {
  14720. uniforms.metalnessMap.value = material.metalnessMap;
  14721. }
  14722. if ( material.emissiveMap ) {
  14723. uniforms.emissiveMap.value = material.emissiveMap;
  14724. }
  14725. if ( material.bumpMap ) {
  14726. uniforms.bumpMap.value = material.bumpMap;
  14727. uniforms.bumpScale.value = material.bumpScale;
  14728. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14729. }
  14730. if ( material.normalMap ) {
  14731. uniforms.normalMap.value = material.normalMap;
  14732. uniforms.normalScale.value.copy( material.normalScale );
  14733. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14734. }
  14735. if ( material.displacementMap ) {
  14736. uniforms.displacementMap.value = material.displacementMap;
  14737. uniforms.displacementScale.value = material.displacementScale;
  14738. uniforms.displacementBias.value = material.displacementBias;
  14739. }
  14740. if ( material.envMap ) {
  14741. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14742. uniforms.envMapIntensity.value = material.envMapIntensity;
  14743. }
  14744. }
  14745. function refreshUniformsPhysical( uniforms, material ) {
  14746. refreshUniformsStandard( uniforms, material );
  14747. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14748. uniforms.clearCoat.value = material.clearCoat;
  14749. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14750. }
  14751. function refreshUniformsMatcap( uniforms, material ) {
  14752. if ( material.matcap ) {
  14753. uniforms.matcap.value = material.matcap;
  14754. }
  14755. if ( material.bumpMap ) {
  14756. uniforms.bumpMap.value = material.bumpMap;
  14757. uniforms.bumpScale.value = material.bumpScale;
  14758. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14759. }
  14760. if ( material.normalMap ) {
  14761. uniforms.normalMap.value = material.normalMap;
  14762. uniforms.normalScale.value.copy( material.normalScale );
  14763. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14764. }
  14765. if ( material.displacementMap ) {
  14766. uniforms.displacementMap.value = material.displacementMap;
  14767. uniforms.displacementScale.value = material.displacementScale;
  14768. uniforms.displacementBias.value = material.displacementBias;
  14769. }
  14770. }
  14771. function refreshUniformsDepth( uniforms, material ) {
  14772. if ( material.displacementMap ) {
  14773. uniforms.displacementMap.value = material.displacementMap;
  14774. uniforms.displacementScale.value = material.displacementScale;
  14775. uniforms.displacementBias.value = material.displacementBias;
  14776. }
  14777. }
  14778. function refreshUniformsDistance( uniforms, material ) {
  14779. if ( material.displacementMap ) {
  14780. uniforms.displacementMap.value = material.displacementMap;
  14781. uniforms.displacementScale.value = material.displacementScale;
  14782. uniforms.displacementBias.value = material.displacementBias;
  14783. }
  14784. uniforms.referencePosition.value.copy( material.referencePosition );
  14785. uniforms.nearDistance.value = material.nearDistance;
  14786. uniforms.farDistance.value = material.farDistance;
  14787. }
  14788. function refreshUniformsNormal( uniforms, material ) {
  14789. if ( material.bumpMap ) {
  14790. uniforms.bumpMap.value = material.bumpMap;
  14791. uniforms.bumpScale.value = material.bumpScale;
  14792. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14793. }
  14794. if ( material.normalMap ) {
  14795. uniforms.normalMap.value = material.normalMap;
  14796. uniforms.normalScale.value.copy( material.normalScale );
  14797. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14798. }
  14799. if ( material.displacementMap ) {
  14800. uniforms.displacementMap.value = material.displacementMap;
  14801. uniforms.displacementScale.value = material.displacementScale;
  14802. uniforms.displacementBias.value = material.displacementBias;
  14803. }
  14804. }
  14805. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14806. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14807. uniforms.ambientLightColor.needsUpdate = value;
  14808. uniforms.directionalLights.needsUpdate = value;
  14809. uniforms.pointLights.needsUpdate = value;
  14810. uniforms.spotLights.needsUpdate = value;
  14811. uniforms.rectAreaLights.needsUpdate = value;
  14812. uniforms.hemisphereLights.needsUpdate = value;
  14813. }
  14814. // Textures
  14815. function allocTextureUnit() {
  14816. var textureUnit = _usedTextureUnits;
  14817. if ( textureUnit >= capabilities.maxTextures ) {
  14818. console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  14819. }
  14820. _usedTextureUnits += 1;
  14821. return textureUnit;
  14822. }
  14823. this.allocTextureUnit = allocTextureUnit;
  14824. // this.setTexture2D = setTexture2D;
  14825. this.setTexture2D = ( function () {
  14826. var warned = false;
  14827. // backwards compatibility: peel texture.texture
  14828. return function setTexture2D( texture, slot ) {
  14829. if ( texture && texture.isWebGLRenderTarget ) {
  14830. if ( ! warned ) {
  14831. console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
  14832. warned = true;
  14833. }
  14834. texture = texture.texture;
  14835. }
  14836. textures.setTexture2D( texture, slot );
  14837. };
  14838. }() );
  14839. this.setTexture2DArray = function ( texture, slot ) {
  14840. textures.setTexture2DArray( texture, slot );
  14841. };
  14842. this.setTexture3D = function ( texture, slot ) {
  14843. textures.setTexture3D( texture, slot );
  14844. };
  14845. this.setTexture = ( function () {
  14846. var warned = false;
  14847. return function setTexture( texture, slot ) {
  14848. if ( ! warned ) {
  14849. console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
  14850. warned = true;
  14851. }
  14852. textures.setTexture2D( texture, slot );
  14853. };
  14854. }() );
  14855. this.setTextureCube = ( function () {
  14856. var warned = false;
  14857. return function setTextureCube( texture, slot ) {
  14858. // backwards compatibility: peel texture.texture
  14859. if ( texture && texture.isWebGLRenderTargetCube ) {
  14860. if ( ! warned ) {
  14861. console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  14862. warned = true;
  14863. }
  14864. texture = texture.texture;
  14865. }
  14866. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  14867. // TODO: unify these code paths
  14868. if ( ( texture && texture.isCubeTexture ) ||
  14869. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  14870. // CompressedTexture can have Array in image :/
  14871. // this function alone should take care of cube textures
  14872. textures.setTextureCube( texture, slot );
  14873. } else {
  14874. // assumed: texture property of THREE.WebGLRenderTargetCube
  14875. textures.setTextureCubeDynamic( texture, slot );
  14876. }
  14877. };
  14878. }() );
  14879. //
  14880. this.setFramebuffer = function ( value ) {
  14881. _framebuffer = value;
  14882. };
  14883. this.getRenderTarget = function () {
  14884. return _currentRenderTarget;
  14885. };
  14886. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
  14887. _currentRenderTarget = renderTarget;
  14888. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  14889. textures.setupRenderTarget( renderTarget );
  14890. }
  14891. var framebuffer = _framebuffer;
  14892. var isCube = false;
  14893. if ( renderTarget ) {
  14894. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14895. if ( renderTarget.isWebGLRenderTargetCube ) {
  14896. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  14897. isCube = true;
  14898. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  14899. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  14900. } else {
  14901. framebuffer = __webglFramebuffer;
  14902. }
  14903. _currentViewport.copy( renderTarget.viewport );
  14904. _currentScissor.copy( renderTarget.scissor );
  14905. _currentScissorTest = renderTarget.scissorTest;
  14906. } else {
  14907. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  14908. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  14909. _currentScissorTest = _scissorTest;
  14910. }
  14911. if ( _currentFramebuffer !== framebuffer ) {
  14912. _gl.bindFramebuffer( 36160, framebuffer );
  14913. _currentFramebuffer = framebuffer;
  14914. }
  14915. state.viewport( _currentViewport );
  14916. state.scissor( _currentScissor );
  14917. state.setScissorTest( _currentScissorTest );
  14918. if ( isCube ) {
  14919. var textureProperties = properties.get( renderTarget.texture );
  14920. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
  14921. }
  14922. };
  14923. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  14924. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  14925. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  14926. return;
  14927. }
  14928. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14929. if ( framebuffer ) {
  14930. var restore = false;
  14931. if ( framebuffer !== _currentFramebuffer ) {
  14932. _gl.bindFramebuffer( 36160, framebuffer );
  14933. restore = true;
  14934. }
  14935. try {
  14936. var texture = renderTarget.texture;
  14937. var textureFormat = texture.format;
  14938. var textureType = texture.type;
  14939. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  14940. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  14941. return;
  14942. }
  14943. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  14944. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  14945. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  14946. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  14947. return;
  14948. }
  14949. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  14950. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  14951. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  14952. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  14953. }
  14954. } else {
  14955. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  14956. }
  14957. } finally {
  14958. if ( restore ) {
  14959. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  14960. }
  14961. }
  14962. }
  14963. };
  14964. this.copyFramebufferToTexture = function ( position, texture, level ) {
  14965. var width = texture.image.width;
  14966. var height = texture.image.height;
  14967. var glFormat = utils.convert( texture.format );
  14968. this.setTexture2D( texture, 0 );
  14969. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  14970. };
  14971. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  14972. var width = srcTexture.image.width;
  14973. var height = srcTexture.image.height;
  14974. var glFormat = utils.convert( dstTexture.format );
  14975. var glType = utils.convert( dstTexture.type );
  14976. this.setTexture2D( dstTexture, 0 );
  14977. if ( srcTexture.isDataTexture ) {
  14978. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  14979. } else {
  14980. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  14981. }
  14982. };
  14983. }
  14984. /**
  14985. * @author mrdoob / http://mrdoob.com/
  14986. * @author alteredq / http://alteredqualia.com/
  14987. */
  14988. function FogExp2( color, density ) {
  14989. this.name = '';
  14990. this.color = new Color( color );
  14991. this.density = ( density !== undefined ) ? density : 0.00025;
  14992. }
  14993. Object.assign( FogExp2.prototype, {
  14994. isFogExp2: true,
  14995. clone: function () {
  14996. return new FogExp2( this.color, this.density );
  14997. },
  14998. toJSON: function ( /* meta */ ) {
  14999. return {
  15000. type: 'FogExp2',
  15001. color: this.color.getHex(),
  15002. density: this.density
  15003. };
  15004. }
  15005. } );
  15006. /**
  15007. * @author mrdoob / http://mrdoob.com/
  15008. * @author alteredq / http://alteredqualia.com/
  15009. */
  15010. function Fog( color, near, far ) {
  15011. this.name = '';
  15012. this.color = new Color( color );
  15013. this.near = ( near !== undefined ) ? near : 1;
  15014. this.far = ( far !== undefined ) ? far : 1000;
  15015. }
  15016. Object.assign( Fog.prototype, {
  15017. isFog: true,
  15018. clone: function () {
  15019. return new Fog( this.color, this.near, this.far );
  15020. },
  15021. toJSON: function ( /* meta */ ) {
  15022. return {
  15023. type: 'Fog',
  15024. color: this.color.getHex(),
  15025. near: this.near,
  15026. far: this.far
  15027. };
  15028. }
  15029. } );
  15030. /**
  15031. * @author mrdoob / http://mrdoob.com/
  15032. */
  15033. function Scene() {
  15034. Object3D.call( this );
  15035. this.type = 'Scene';
  15036. this.background = null;
  15037. this.fog = null;
  15038. this.overrideMaterial = null;
  15039. this.autoUpdate = true; // checked by the renderer
  15040. }
  15041. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15042. constructor: Scene,
  15043. isScene: true,
  15044. copy: function ( source, recursive ) {
  15045. Object3D.prototype.copy.call( this, source, recursive );
  15046. if ( source.background !== null ) this.background = source.background.clone();
  15047. if ( source.fog !== null ) this.fog = source.fog.clone();
  15048. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  15049. this.autoUpdate = source.autoUpdate;
  15050. this.matrixAutoUpdate = source.matrixAutoUpdate;
  15051. return this;
  15052. },
  15053. toJSON: function ( meta ) {
  15054. var data = Object3D.prototype.toJSON.call( this, meta );
  15055. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  15056. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  15057. return data;
  15058. },
  15059. dispose: function () {
  15060. this.dispatchEvent( { type: 'dispose' } );
  15061. }
  15062. } );
  15063. /**
  15064. * @author benaadams / https://twitter.com/ben_a_adams
  15065. */
  15066. function InterleavedBuffer( array, stride ) {
  15067. this.array = array;
  15068. this.stride = stride;
  15069. this.count = array !== undefined ? array.length / stride : 0;
  15070. this.dynamic = false;
  15071. this.updateRange = { offset: 0, count: - 1 };
  15072. this.version = 0;
  15073. }
  15074. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15075. set: function ( value ) {
  15076. if ( value === true ) this.version ++;
  15077. }
  15078. } );
  15079. Object.assign( InterleavedBuffer.prototype, {
  15080. isInterleavedBuffer: true,
  15081. onUploadCallback: function () {},
  15082. setArray: function ( array ) {
  15083. if ( Array.isArray( array ) ) {
  15084. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15085. }
  15086. this.count = array !== undefined ? array.length / this.stride : 0;
  15087. this.array = array;
  15088. return this;
  15089. },
  15090. setDynamic: function ( value ) {
  15091. this.dynamic = value;
  15092. return this;
  15093. },
  15094. copy: function ( source ) {
  15095. this.array = new source.array.constructor( source.array );
  15096. this.count = source.count;
  15097. this.stride = source.stride;
  15098. this.dynamic = source.dynamic;
  15099. return this;
  15100. },
  15101. copyAt: function ( index1, attribute, index2 ) {
  15102. index1 *= this.stride;
  15103. index2 *= attribute.stride;
  15104. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15105. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15106. }
  15107. return this;
  15108. },
  15109. set: function ( value, offset ) {
  15110. if ( offset === undefined ) offset = 0;
  15111. this.array.set( value, offset );
  15112. return this;
  15113. },
  15114. clone: function () {
  15115. return new this.constructor().copy( this );
  15116. },
  15117. onUpload: function ( callback ) {
  15118. this.onUploadCallback = callback;
  15119. return this;
  15120. }
  15121. } );
  15122. /**
  15123. * @author benaadams / https://twitter.com/ben_a_adams
  15124. */
  15125. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15126. this.data = interleavedBuffer;
  15127. this.itemSize = itemSize;
  15128. this.offset = offset;
  15129. this.normalized = normalized === true;
  15130. }
  15131. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15132. count: {
  15133. get: function () {
  15134. return this.data.count;
  15135. }
  15136. },
  15137. array: {
  15138. get: function () {
  15139. return this.data.array;
  15140. }
  15141. }
  15142. } );
  15143. Object.assign( InterleavedBufferAttribute.prototype, {
  15144. isInterleavedBufferAttribute: true,
  15145. setX: function ( index, x ) {
  15146. this.data.array[ index * this.data.stride + this.offset ] = x;
  15147. return this;
  15148. },
  15149. setY: function ( index, y ) {
  15150. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15151. return this;
  15152. },
  15153. setZ: function ( index, z ) {
  15154. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15155. return this;
  15156. },
  15157. setW: function ( index, w ) {
  15158. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15159. return this;
  15160. },
  15161. getX: function ( index ) {
  15162. return this.data.array[ index * this.data.stride + this.offset ];
  15163. },
  15164. getY: function ( index ) {
  15165. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15166. },
  15167. getZ: function ( index ) {
  15168. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15169. },
  15170. getW: function ( index ) {
  15171. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15172. },
  15173. setXY: function ( index, x, y ) {
  15174. index = index * this.data.stride + this.offset;
  15175. this.data.array[ index + 0 ] = x;
  15176. this.data.array[ index + 1 ] = y;
  15177. return this;
  15178. },
  15179. setXYZ: function ( index, x, y, z ) {
  15180. index = index * this.data.stride + this.offset;
  15181. this.data.array[ index + 0 ] = x;
  15182. this.data.array[ index + 1 ] = y;
  15183. this.data.array[ index + 2 ] = z;
  15184. return this;
  15185. },
  15186. setXYZW: function ( index, x, y, z, w ) {
  15187. index = index * this.data.stride + this.offset;
  15188. this.data.array[ index + 0 ] = x;
  15189. this.data.array[ index + 1 ] = y;
  15190. this.data.array[ index + 2 ] = z;
  15191. this.data.array[ index + 3 ] = w;
  15192. return this;
  15193. }
  15194. } );
  15195. /**
  15196. * @author alteredq / http://alteredqualia.com/
  15197. *
  15198. * parameters = {
  15199. * color: <hex>,
  15200. * map: new THREE.Texture( <Image> ),
  15201. * rotation: <float>,
  15202. * sizeAttenuation: <bool>
  15203. * }
  15204. */
  15205. function SpriteMaterial( parameters ) {
  15206. Material.call( this );
  15207. this.type = 'SpriteMaterial';
  15208. this.color = new Color( 0xffffff );
  15209. this.map = null;
  15210. this.rotation = 0;
  15211. this.sizeAttenuation = true;
  15212. this.lights = false;
  15213. this.transparent = true;
  15214. this.setValues( parameters );
  15215. }
  15216. SpriteMaterial.prototype = Object.create( Material.prototype );
  15217. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15218. SpriteMaterial.prototype.isSpriteMaterial = true;
  15219. SpriteMaterial.prototype.copy = function ( source ) {
  15220. Material.prototype.copy.call( this, source );
  15221. this.color.copy( source.color );
  15222. this.map = source.map;
  15223. this.rotation = source.rotation;
  15224. this.sizeAttenuation = source.sizeAttenuation;
  15225. return this;
  15226. };
  15227. /**
  15228. * @author mikael emtinger / http://gomo.se/
  15229. * @author alteredq / http://alteredqualia.com/
  15230. */
  15231. var geometry;
  15232. function Sprite( material ) {
  15233. Object3D.call( this );
  15234. this.type = 'Sprite';
  15235. if ( geometry === undefined ) {
  15236. geometry = new BufferGeometry();
  15237. var float32Array = new Float32Array( [
  15238. - 0.5, - 0.5, 0, 0, 0,
  15239. 0.5, - 0.5, 0, 1, 0,
  15240. 0.5, 0.5, 0, 1, 1,
  15241. - 0.5, 0.5, 0, 0, 1
  15242. ] );
  15243. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15244. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15245. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15246. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15247. }
  15248. this.geometry = geometry;
  15249. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15250. this.center = new Vector2( 0.5, 0.5 );
  15251. }
  15252. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15253. constructor: Sprite,
  15254. isSprite: true,
  15255. raycast: ( function () {
  15256. var intersectPoint = new Vector3();
  15257. var worldScale = new Vector3();
  15258. var mvPosition = new Vector3();
  15259. var alignedPosition = new Vector2();
  15260. var rotatedPosition = new Vector2();
  15261. var viewWorldMatrix = new Matrix4();
  15262. var vA = new Vector3();
  15263. var vB = new Vector3();
  15264. var vC = new Vector3();
  15265. var uvA = new Vector2();
  15266. var uvB = new Vector2();
  15267. var uvC = new Vector2();
  15268. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15269. // compute position in camera space
  15270. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15271. // to check if rotation is not zero
  15272. if ( sin !== undefined ) {
  15273. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15274. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15275. } else {
  15276. rotatedPosition.copy( alignedPosition );
  15277. }
  15278. vertexPosition.copy( mvPosition );
  15279. vertexPosition.x += rotatedPosition.x;
  15280. vertexPosition.y += rotatedPosition.y;
  15281. // transform to world space
  15282. vertexPosition.applyMatrix4( viewWorldMatrix );
  15283. }
  15284. return function raycast( raycaster, intersects ) {
  15285. worldScale.setFromMatrixScale( this.matrixWorld );
  15286. viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
  15287. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15288. var rotation = this.material.rotation;
  15289. var sin, cos;
  15290. if ( rotation !== 0 ) {
  15291. cos = Math.cos( rotation );
  15292. sin = Math.sin( rotation );
  15293. }
  15294. var center = this.center;
  15295. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15296. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15297. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15298. uvA.set( 0, 0 );
  15299. uvB.set( 1, 0 );
  15300. uvC.set( 1, 1 );
  15301. // check first triangle
  15302. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15303. if ( intersect === null ) {
  15304. // check second triangle
  15305. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15306. uvB.set( 0, 1 );
  15307. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15308. if ( intersect === null ) {
  15309. return;
  15310. }
  15311. }
  15312. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15313. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15314. intersects.push( {
  15315. distance: distance,
  15316. point: intersectPoint.clone(),
  15317. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15318. face: null,
  15319. object: this
  15320. } );
  15321. };
  15322. }() ),
  15323. clone: function () {
  15324. return new this.constructor( this.material ).copy( this );
  15325. },
  15326. copy: function ( source ) {
  15327. Object3D.prototype.copy.call( this, source );
  15328. if ( source.center !== undefined ) this.center.copy( source.center );
  15329. return this;
  15330. }
  15331. } );
  15332. /**
  15333. * @author mikael emtinger / http://gomo.se/
  15334. * @author alteredq / http://alteredqualia.com/
  15335. * @author mrdoob / http://mrdoob.com/
  15336. */
  15337. function LOD() {
  15338. Object3D.call( this );
  15339. this.type = 'LOD';
  15340. Object.defineProperties( this, {
  15341. levels: {
  15342. enumerable: true,
  15343. value: []
  15344. }
  15345. } );
  15346. }
  15347. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15348. constructor: LOD,
  15349. copy: function ( source ) {
  15350. Object3D.prototype.copy.call( this, source, false );
  15351. var levels = source.levels;
  15352. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15353. var level = levels[ i ];
  15354. this.addLevel( level.object.clone(), level.distance );
  15355. }
  15356. return this;
  15357. },
  15358. addLevel: function ( object, distance ) {
  15359. if ( distance === undefined ) distance = 0;
  15360. distance = Math.abs( distance );
  15361. var levels = this.levels;
  15362. for ( var l = 0; l < levels.length; l ++ ) {
  15363. if ( distance < levels[ l ].distance ) {
  15364. break;
  15365. }
  15366. }
  15367. levels.splice( l, 0, { distance: distance, object: object } );
  15368. this.add( object );
  15369. },
  15370. getObjectForDistance: function ( distance ) {
  15371. var levels = this.levels;
  15372. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15373. if ( distance < levels[ i ].distance ) {
  15374. break;
  15375. }
  15376. }
  15377. return levels[ i - 1 ].object;
  15378. },
  15379. raycast: ( function () {
  15380. var matrixPosition = new Vector3();
  15381. return function raycast( raycaster, intersects ) {
  15382. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15383. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15384. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15385. };
  15386. }() ),
  15387. update: function () {
  15388. var v1 = new Vector3();
  15389. var v2 = new Vector3();
  15390. return function update( camera ) {
  15391. var levels = this.levels;
  15392. if ( levels.length > 1 ) {
  15393. v1.setFromMatrixPosition( camera.matrixWorld );
  15394. v2.setFromMatrixPosition( this.matrixWorld );
  15395. var distance = v1.distanceTo( v2 );
  15396. levels[ 0 ].object.visible = true;
  15397. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15398. if ( distance >= levels[ i ].distance ) {
  15399. levels[ i - 1 ].object.visible = false;
  15400. levels[ i ].object.visible = true;
  15401. } else {
  15402. break;
  15403. }
  15404. }
  15405. for ( ; i < l; i ++ ) {
  15406. levels[ i ].object.visible = false;
  15407. }
  15408. }
  15409. };
  15410. }(),
  15411. toJSON: function ( meta ) {
  15412. var data = Object3D.prototype.toJSON.call( this, meta );
  15413. data.object.levels = [];
  15414. var levels = this.levels;
  15415. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15416. var level = levels[ i ];
  15417. data.object.levels.push( {
  15418. object: level.object.uuid,
  15419. distance: level.distance
  15420. } );
  15421. }
  15422. return data;
  15423. }
  15424. } );
  15425. /**
  15426. * @author mikael emtinger / http://gomo.se/
  15427. * @author alteredq / http://alteredqualia.com/
  15428. * @author ikerr / http://verold.com
  15429. */
  15430. function SkinnedMesh( geometry, material ) {
  15431. if ( geometry && geometry.isGeometry ) {
  15432. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15433. }
  15434. Mesh.call( this, geometry, material );
  15435. this.type = 'SkinnedMesh';
  15436. this.bindMode = 'attached';
  15437. this.bindMatrix = new Matrix4();
  15438. this.bindMatrixInverse = new Matrix4();
  15439. }
  15440. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15441. constructor: SkinnedMesh,
  15442. isSkinnedMesh: true,
  15443. bind: function ( skeleton, bindMatrix ) {
  15444. this.skeleton = skeleton;
  15445. if ( bindMatrix === undefined ) {
  15446. this.updateMatrixWorld( true );
  15447. this.skeleton.calculateInverses();
  15448. bindMatrix = this.matrixWorld;
  15449. }
  15450. this.bindMatrix.copy( bindMatrix );
  15451. this.bindMatrixInverse.getInverse( bindMatrix );
  15452. },
  15453. pose: function () {
  15454. this.skeleton.pose();
  15455. },
  15456. normalizeSkinWeights: function () {
  15457. var vector = new Vector4();
  15458. var skinWeight = this.geometry.attributes.skinWeight;
  15459. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15460. vector.x = skinWeight.getX( i );
  15461. vector.y = skinWeight.getY( i );
  15462. vector.z = skinWeight.getZ( i );
  15463. vector.w = skinWeight.getW( i );
  15464. var scale = 1.0 / vector.manhattanLength();
  15465. if ( scale !== Infinity ) {
  15466. vector.multiplyScalar( scale );
  15467. } else {
  15468. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15469. }
  15470. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15471. }
  15472. },
  15473. updateMatrixWorld: function ( force ) {
  15474. Mesh.prototype.updateMatrixWorld.call( this, force );
  15475. if ( this.bindMode === 'attached' ) {
  15476. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15477. } else if ( this.bindMode === 'detached' ) {
  15478. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15479. } else {
  15480. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15481. }
  15482. },
  15483. clone: function () {
  15484. return new this.constructor( this.geometry, this.material ).copy( this );
  15485. }
  15486. } );
  15487. /**
  15488. * @author mikael emtinger / http://gomo.se/
  15489. * @author alteredq / http://alteredqualia.com/
  15490. * @author michael guerrero / http://realitymeltdown.com
  15491. * @author ikerr / http://verold.com
  15492. */
  15493. function Skeleton( bones, boneInverses ) {
  15494. // copy the bone array
  15495. bones = bones || [];
  15496. this.bones = bones.slice( 0 );
  15497. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15498. // use the supplied bone inverses or calculate the inverses
  15499. if ( boneInverses === undefined ) {
  15500. this.calculateInverses();
  15501. } else {
  15502. if ( this.bones.length === boneInverses.length ) {
  15503. this.boneInverses = boneInverses.slice( 0 );
  15504. } else {
  15505. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15506. this.boneInverses = [];
  15507. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15508. this.boneInverses.push( new Matrix4() );
  15509. }
  15510. }
  15511. }
  15512. }
  15513. Object.assign( Skeleton.prototype, {
  15514. calculateInverses: function () {
  15515. this.boneInverses = [];
  15516. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15517. var inverse = new Matrix4();
  15518. if ( this.bones[ i ] ) {
  15519. inverse.getInverse( this.bones[ i ].matrixWorld );
  15520. }
  15521. this.boneInverses.push( inverse );
  15522. }
  15523. },
  15524. pose: function () {
  15525. var bone, i, il;
  15526. // recover the bind-time world matrices
  15527. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15528. bone = this.bones[ i ];
  15529. if ( bone ) {
  15530. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15531. }
  15532. }
  15533. // compute the local matrices, positions, rotations and scales
  15534. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15535. bone = this.bones[ i ];
  15536. if ( bone ) {
  15537. if ( bone.parent && bone.parent.isBone ) {
  15538. bone.matrix.getInverse( bone.parent.matrixWorld );
  15539. bone.matrix.multiply( bone.matrixWorld );
  15540. } else {
  15541. bone.matrix.copy( bone.matrixWorld );
  15542. }
  15543. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15544. }
  15545. }
  15546. },
  15547. update: ( function () {
  15548. var offsetMatrix = new Matrix4();
  15549. var identityMatrix = new Matrix4();
  15550. return function update() {
  15551. var bones = this.bones;
  15552. var boneInverses = this.boneInverses;
  15553. var boneMatrices = this.boneMatrices;
  15554. var boneTexture = this.boneTexture;
  15555. // flatten bone matrices to array
  15556. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15557. // compute the offset between the current and the original transform
  15558. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15559. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15560. offsetMatrix.toArray( boneMatrices, i * 16 );
  15561. }
  15562. if ( boneTexture !== undefined ) {
  15563. boneTexture.needsUpdate = true;
  15564. }
  15565. };
  15566. } )(),
  15567. clone: function () {
  15568. return new Skeleton( this.bones, this.boneInverses );
  15569. },
  15570. getBoneByName: function ( name ) {
  15571. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15572. var bone = this.bones[ i ];
  15573. if ( bone.name === name ) {
  15574. return bone;
  15575. }
  15576. }
  15577. return undefined;
  15578. }
  15579. } );
  15580. /**
  15581. * @author mikael emtinger / http://gomo.se/
  15582. * @author alteredq / http://alteredqualia.com/
  15583. * @author ikerr / http://verold.com
  15584. */
  15585. function Bone() {
  15586. Object3D.call( this );
  15587. this.type = 'Bone';
  15588. }
  15589. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15590. constructor: Bone,
  15591. isBone: true
  15592. } );
  15593. /**
  15594. * @author mrdoob / http://mrdoob.com/
  15595. * @author alteredq / http://alteredqualia.com/
  15596. *
  15597. * parameters = {
  15598. * color: <hex>,
  15599. * opacity: <float>,
  15600. *
  15601. * linewidth: <float>,
  15602. * linecap: "round",
  15603. * linejoin: "round"
  15604. * }
  15605. */
  15606. function LineBasicMaterial( parameters ) {
  15607. Material.call( this );
  15608. this.type = 'LineBasicMaterial';
  15609. this.color = new Color( 0xffffff );
  15610. this.linewidth = 1;
  15611. this.linecap = 'round';
  15612. this.linejoin = 'round';
  15613. this.lights = false;
  15614. this.setValues( parameters );
  15615. }
  15616. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15617. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15618. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15619. LineBasicMaterial.prototype.copy = function ( source ) {
  15620. Material.prototype.copy.call( this, source );
  15621. this.color.copy( source.color );
  15622. this.linewidth = source.linewidth;
  15623. this.linecap = source.linecap;
  15624. this.linejoin = source.linejoin;
  15625. return this;
  15626. };
  15627. /**
  15628. * @author mrdoob / http://mrdoob.com/
  15629. */
  15630. function Line( geometry, material, mode ) {
  15631. if ( mode === 1 ) {
  15632. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15633. }
  15634. Object3D.call( this );
  15635. this.type = 'Line';
  15636. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15637. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15638. }
  15639. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15640. constructor: Line,
  15641. isLine: true,
  15642. computeLineDistances: ( function () {
  15643. var start = new Vector3();
  15644. var end = new Vector3();
  15645. return function computeLineDistances() {
  15646. var geometry = this.geometry;
  15647. if ( geometry.isBufferGeometry ) {
  15648. // we assume non-indexed geometry
  15649. if ( geometry.index === null ) {
  15650. var positionAttribute = geometry.attributes.position;
  15651. var lineDistances = [ 0 ];
  15652. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15653. start.fromBufferAttribute( positionAttribute, i - 1 );
  15654. end.fromBufferAttribute( positionAttribute, i );
  15655. lineDistances[ i ] = lineDistances[ i - 1 ];
  15656. lineDistances[ i ] += start.distanceTo( end );
  15657. }
  15658. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15659. } else {
  15660. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15661. }
  15662. } else if ( geometry.isGeometry ) {
  15663. var vertices = geometry.vertices;
  15664. var lineDistances = geometry.lineDistances;
  15665. lineDistances[ 0 ] = 0;
  15666. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15667. lineDistances[ i ] = lineDistances[ i - 1 ];
  15668. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15669. }
  15670. }
  15671. return this;
  15672. };
  15673. }() ),
  15674. raycast: ( function () {
  15675. var inverseMatrix = new Matrix4();
  15676. var ray = new Ray();
  15677. var sphere = new Sphere();
  15678. return function raycast( raycaster, intersects ) {
  15679. var precision = raycaster.linePrecision;
  15680. var geometry = this.geometry;
  15681. var matrixWorld = this.matrixWorld;
  15682. // Checking boundingSphere distance to ray
  15683. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15684. sphere.copy( geometry.boundingSphere );
  15685. sphere.applyMatrix4( matrixWorld );
  15686. sphere.radius += precision;
  15687. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15688. //
  15689. inverseMatrix.getInverse( matrixWorld );
  15690. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15691. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15692. var localPrecisionSq = localPrecision * localPrecision;
  15693. var vStart = new Vector3();
  15694. var vEnd = new Vector3();
  15695. var interSegment = new Vector3();
  15696. var interRay = new Vector3();
  15697. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15698. if ( geometry.isBufferGeometry ) {
  15699. var index = geometry.index;
  15700. var attributes = geometry.attributes;
  15701. var positions = attributes.position.array;
  15702. if ( index !== null ) {
  15703. var indices = index.array;
  15704. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15705. var a = indices[ i ];
  15706. var b = indices[ i + 1 ];
  15707. vStart.fromArray( positions, a * 3 );
  15708. vEnd.fromArray( positions, b * 3 );
  15709. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15710. if ( distSq > localPrecisionSq ) continue;
  15711. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15712. var distance = raycaster.ray.origin.distanceTo( interRay );
  15713. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15714. intersects.push( {
  15715. distance: distance,
  15716. // What do we want? intersection point on the ray or on the segment??
  15717. // point: raycaster.ray.at( distance ),
  15718. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15719. index: i,
  15720. face: null,
  15721. faceIndex: null,
  15722. object: this
  15723. } );
  15724. }
  15725. } else {
  15726. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15727. vStart.fromArray( positions, 3 * i );
  15728. vEnd.fromArray( positions, 3 * i + 3 );
  15729. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15730. if ( distSq > localPrecisionSq ) continue;
  15731. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15732. var distance = raycaster.ray.origin.distanceTo( interRay );
  15733. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15734. intersects.push( {
  15735. distance: distance,
  15736. // What do we want? intersection point on the ray or on the segment??
  15737. // point: raycaster.ray.at( distance ),
  15738. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15739. index: i,
  15740. face: null,
  15741. faceIndex: null,
  15742. object: this
  15743. } );
  15744. }
  15745. }
  15746. } else if ( geometry.isGeometry ) {
  15747. var vertices = geometry.vertices;
  15748. var nbVertices = vertices.length;
  15749. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15750. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15751. if ( distSq > localPrecisionSq ) continue;
  15752. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15753. var distance = raycaster.ray.origin.distanceTo( interRay );
  15754. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15755. intersects.push( {
  15756. distance: distance,
  15757. // What do we want? intersection point on the ray or on the segment??
  15758. // point: raycaster.ray.at( distance ),
  15759. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15760. index: i,
  15761. face: null,
  15762. faceIndex: null,
  15763. object: this
  15764. } );
  15765. }
  15766. }
  15767. };
  15768. }() ),
  15769. clone: function () {
  15770. return new this.constructor( this.geometry, this.material ).copy( this );
  15771. }
  15772. } );
  15773. /**
  15774. * @author mrdoob / http://mrdoob.com/
  15775. */
  15776. function LineSegments( geometry, material ) {
  15777. Line.call( this, geometry, material );
  15778. this.type = 'LineSegments';
  15779. }
  15780. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15781. constructor: LineSegments,
  15782. isLineSegments: true,
  15783. computeLineDistances: ( function () {
  15784. var start = new Vector3();
  15785. var end = new Vector3();
  15786. return function computeLineDistances() {
  15787. var geometry = this.geometry;
  15788. if ( geometry.isBufferGeometry ) {
  15789. // we assume non-indexed geometry
  15790. if ( geometry.index === null ) {
  15791. var positionAttribute = geometry.attributes.position;
  15792. var lineDistances = [];
  15793. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15794. start.fromBufferAttribute( positionAttribute, i );
  15795. end.fromBufferAttribute( positionAttribute, i + 1 );
  15796. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15797. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15798. }
  15799. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15800. } else {
  15801. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15802. }
  15803. } else if ( geometry.isGeometry ) {
  15804. var vertices = geometry.vertices;
  15805. var lineDistances = geometry.lineDistances;
  15806. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15807. start.copy( vertices[ i ] );
  15808. end.copy( vertices[ i + 1 ] );
  15809. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15810. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15811. }
  15812. }
  15813. return this;
  15814. };
  15815. }() )
  15816. } );
  15817. /**
  15818. * @author mgreter / http://github.com/mgreter
  15819. */
  15820. function LineLoop( geometry, material ) {
  15821. Line.call( this, geometry, material );
  15822. this.type = 'LineLoop';
  15823. }
  15824. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15825. constructor: LineLoop,
  15826. isLineLoop: true,
  15827. } );
  15828. /**
  15829. * @author mrdoob / http://mrdoob.com/
  15830. * @author alteredq / http://alteredqualia.com/
  15831. *
  15832. * parameters = {
  15833. * color: <hex>,
  15834. * opacity: <float>,
  15835. * map: new THREE.Texture( <Image> ),
  15836. *
  15837. * size: <float>,
  15838. * sizeAttenuation: <bool>
  15839. *
  15840. * morphTargets: <bool>
  15841. * }
  15842. */
  15843. function PointsMaterial( parameters ) {
  15844. Material.call( this );
  15845. this.type = 'PointsMaterial';
  15846. this.color = new Color( 0xffffff );
  15847. this.map = null;
  15848. this.size = 1;
  15849. this.sizeAttenuation = true;
  15850. this.morphTargets = false;
  15851. this.lights = false;
  15852. this.setValues( parameters );
  15853. }
  15854. PointsMaterial.prototype = Object.create( Material.prototype );
  15855. PointsMaterial.prototype.constructor = PointsMaterial;
  15856. PointsMaterial.prototype.isPointsMaterial = true;
  15857. PointsMaterial.prototype.copy = function ( source ) {
  15858. Material.prototype.copy.call( this, source );
  15859. this.color.copy( source.color );
  15860. this.map = source.map;
  15861. this.size = source.size;
  15862. this.sizeAttenuation = source.sizeAttenuation;
  15863. this.morphTargets = source.morphTargets;
  15864. return this;
  15865. };
  15866. /**
  15867. * @author alteredq / http://alteredqualia.com/
  15868. */
  15869. function Points( geometry, material ) {
  15870. Object3D.call( this );
  15871. this.type = 'Points';
  15872. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15873. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15874. }
  15875. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15876. constructor: Points,
  15877. isPoints: true,
  15878. raycast: ( function () {
  15879. var inverseMatrix = new Matrix4();
  15880. var ray = new Ray();
  15881. var sphere = new Sphere();
  15882. return function raycast( raycaster, intersects ) {
  15883. var object = this;
  15884. var geometry = this.geometry;
  15885. var matrixWorld = this.matrixWorld;
  15886. var threshold = raycaster.params.Points.threshold;
  15887. // Checking boundingSphere distance to ray
  15888. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15889. sphere.copy( geometry.boundingSphere );
  15890. sphere.applyMatrix4( matrixWorld );
  15891. sphere.radius += threshold;
  15892. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15893. //
  15894. inverseMatrix.getInverse( matrixWorld );
  15895. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15896. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15897. var localThresholdSq = localThreshold * localThreshold;
  15898. var position = new Vector3();
  15899. var intersectPoint = new Vector3();
  15900. function testPoint( point, index ) {
  15901. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  15902. if ( rayPointDistanceSq < localThresholdSq ) {
  15903. ray.closestPointToPoint( point, intersectPoint );
  15904. intersectPoint.applyMatrix4( matrixWorld );
  15905. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15906. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15907. intersects.push( {
  15908. distance: distance,
  15909. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  15910. point: intersectPoint.clone(),
  15911. index: index,
  15912. face: null,
  15913. object: object
  15914. } );
  15915. }
  15916. }
  15917. if ( geometry.isBufferGeometry ) {
  15918. var index = geometry.index;
  15919. var attributes = geometry.attributes;
  15920. var positions = attributes.position.array;
  15921. if ( index !== null ) {
  15922. var indices = index.array;
  15923. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  15924. var a = indices[ i ];
  15925. position.fromArray( positions, a * 3 );
  15926. testPoint( position, a );
  15927. }
  15928. } else {
  15929. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  15930. position.fromArray( positions, i * 3 );
  15931. testPoint( position, i );
  15932. }
  15933. }
  15934. } else {
  15935. var vertices = geometry.vertices;
  15936. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  15937. testPoint( vertices[ i ], i );
  15938. }
  15939. }
  15940. };
  15941. }() ),
  15942. clone: function () {
  15943. return new this.constructor( this.geometry, this.material ).copy( this );
  15944. }
  15945. } );
  15946. /**
  15947. * @author mrdoob / http://mrdoob.com/
  15948. */
  15949. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15950. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15951. this.format = format !== undefined ? format : RGBFormat;
  15952. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  15953. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  15954. this.generateMipmaps = false;
  15955. }
  15956. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  15957. constructor: VideoTexture,
  15958. isVideoTexture: true,
  15959. update: function () {
  15960. var video = this.image;
  15961. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  15962. this.needsUpdate = true;
  15963. }
  15964. }
  15965. } );
  15966. /**
  15967. * @author alteredq / http://alteredqualia.com/
  15968. */
  15969. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  15970. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  15971. this.image = { width: width, height: height };
  15972. this.mipmaps = mipmaps;
  15973. // no flipping for cube textures
  15974. // (also flipping doesn't work for compressed textures )
  15975. this.flipY = false;
  15976. // can't generate mipmaps for compressed textures
  15977. // mips must be embedded in DDS files
  15978. this.generateMipmaps = false;
  15979. }
  15980. CompressedTexture.prototype = Object.create( Texture.prototype );
  15981. CompressedTexture.prototype.constructor = CompressedTexture;
  15982. CompressedTexture.prototype.isCompressedTexture = true;
  15983. /**
  15984. * @author mrdoob / http://mrdoob.com/
  15985. */
  15986. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15987. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15988. this.needsUpdate = true;
  15989. }
  15990. CanvasTexture.prototype = Object.create( Texture.prototype );
  15991. CanvasTexture.prototype.constructor = CanvasTexture;
  15992. CanvasTexture.prototype.isCanvasTexture = true;
  15993. /**
  15994. * @author Matt DesLauriers / @mattdesl
  15995. * @author atix / arthursilber.de
  15996. */
  15997. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  15998. format = format !== undefined ? format : DepthFormat;
  15999. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16000. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16001. }
  16002. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16003. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16004. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16005. this.image = { width: width, height: height };
  16006. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16007. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16008. this.flipY = false;
  16009. this.generateMipmaps = false;
  16010. }
  16011. DepthTexture.prototype = Object.create( Texture.prototype );
  16012. DepthTexture.prototype.constructor = DepthTexture;
  16013. DepthTexture.prototype.isDepthTexture = true;
  16014. /**
  16015. * @author mrdoob / http://mrdoob.com/
  16016. * @author Mugen87 / https://github.com/Mugen87
  16017. */
  16018. function WireframeGeometry( geometry ) {
  16019. BufferGeometry.call( this );
  16020. this.type = 'WireframeGeometry';
  16021. // buffer
  16022. var vertices = [];
  16023. // helper variables
  16024. var i, j, l, o, ol;
  16025. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16026. var key, keys = [ 'a', 'b', 'c' ];
  16027. var vertex;
  16028. // different logic for Geometry and BufferGeometry
  16029. if ( geometry && geometry.isGeometry ) {
  16030. // create a data structure that contains all edges without duplicates
  16031. var faces = geometry.faces;
  16032. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16033. var face = faces[ i ];
  16034. for ( j = 0; j < 3; j ++ ) {
  16035. edge1 = face[ keys[ j ] ];
  16036. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16037. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16038. edge[ 1 ] = Math.max( edge1, edge2 );
  16039. key = edge[ 0 ] + ',' + edge[ 1 ];
  16040. if ( edges[ key ] === undefined ) {
  16041. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16042. }
  16043. }
  16044. }
  16045. // generate vertices
  16046. for ( key in edges ) {
  16047. e = edges[ key ];
  16048. vertex = geometry.vertices[ e.index1 ];
  16049. vertices.push( vertex.x, vertex.y, vertex.z );
  16050. vertex = geometry.vertices[ e.index2 ];
  16051. vertices.push( vertex.x, vertex.y, vertex.z );
  16052. }
  16053. } else if ( geometry && geometry.isBufferGeometry ) {
  16054. var position, indices, groups;
  16055. var group, start, count;
  16056. var index1, index2;
  16057. vertex = new Vector3();
  16058. if ( geometry.index !== null ) {
  16059. // indexed BufferGeometry
  16060. position = geometry.attributes.position;
  16061. indices = geometry.index;
  16062. groups = geometry.groups;
  16063. if ( groups.length === 0 ) {
  16064. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16065. }
  16066. // create a data structure that contains all eges without duplicates
  16067. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16068. group = groups[ o ];
  16069. start = group.start;
  16070. count = group.count;
  16071. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16072. for ( j = 0; j < 3; j ++ ) {
  16073. edge1 = indices.getX( i + j );
  16074. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16075. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16076. edge[ 1 ] = Math.max( edge1, edge2 );
  16077. key = edge[ 0 ] + ',' + edge[ 1 ];
  16078. if ( edges[ key ] === undefined ) {
  16079. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16080. }
  16081. }
  16082. }
  16083. }
  16084. // generate vertices
  16085. for ( key in edges ) {
  16086. e = edges[ key ];
  16087. vertex.fromBufferAttribute( position, e.index1 );
  16088. vertices.push( vertex.x, vertex.y, vertex.z );
  16089. vertex.fromBufferAttribute( position, e.index2 );
  16090. vertices.push( vertex.x, vertex.y, vertex.z );
  16091. }
  16092. } else {
  16093. // non-indexed BufferGeometry
  16094. position = geometry.attributes.position;
  16095. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16096. for ( j = 0; j < 3; j ++ ) {
  16097. // three edges per triangle, an edge is represented as (index1, index2)
  16098. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16099. index1 = 3 * i + j;
  16100. vertex.fromBufferAttribute( position, index1 );
  16101. vertices.push( vertex.x, vertex.y, vertex.z );
  16102. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16103. vertex.fromBufferAttribute( position, index2 );
  16104. vertices.push( vertex.x, vertex.y, vertex.z );
  16105. }
  16106. }
  16107. }
  16108. }
  16109. // build geometry
  16110. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16111. }
  16112. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16113. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16114. /**
  16115. * @author zz85 / https://github.com/zz85
  16116. * @author Mugen87 / https://github.com/Mugen87
  16117. *
  16118. * Parametric Surfaces Geometry
  16119. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16120. */
  16121. // ParametricGeometry
  16122. function ParametricGeometry( func, slices, stacks ) {
  16123. Geometry.call( this );
  16124. this.type = 'ParametricGeometry';
  16125. this.parameters = {
  16126. func: func,
  16127. slices: slices,
  16128. stacks: stacks
  16129. };
  16130. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16131. this.mergeVertices();
  16132. }
  16133. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16134. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16135. // ParametricBufferGeometry
  16136. function ParametricBufferGeometry( func, slices, stacks ) {
  16137. BufferGeometry.call( this );
  16138. this.type = 'ParametricBufferGeometry';
  16139. this.parameters = {
  16140. func: func,
  16141. slices: slices,
  16142. stacks: stacks
  16143. };
  16144. // buffers
  16145. var indices = [];
  16146. var vertices = [];
  16147. var normals = [];
  16148. var uvs = [];
  16149. var EPS = 0.00001;
  16150. var normal = new Vector3();
  16151. var p0 = new Vector3(), p1 = new Vector3();
  16152. var pu = new Vector3(), pv = new Vector3();
  16153. var i, j;
  16154. if ( func.length < 3 ) {
  16155. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16156. }
  16157. // generate vertices, normals and uvs
  16158. var sliceCount = slices + 1;
  16159. for ( i = 0; i <= stacks; i ++ ) {
  16160. var v = i / stacks;
  16161. for ( j = 0; j <= slices; j ++ ) {
  16162. var u = j / slices;
  16163. // vertex
  16164. func( u, v, p0 );
  16165. vertices.push( p0.x, p0.y, p0.z );
  16166. // normal
  16167. // approximate tangent vectors via finite differences
  16168. if ( u - EPS >= 0 ) {
  16169. func( u - EPS, v, p1 );
  16170. pu.subVectors( p0, p1 );
  16171. } else {
  16172. func( u + EPS, v, p1 );
  16173. pu.subVectors( p1, p0 );
  16174. }
  16175. if ( v - EPS >= 0 ) {
  16176. func( u, v - EPS, p1 );
  16177. pv.subVectors( p0, p1 );
  16178. } else {
  16179. func( u, v + EPS, p1 );
  16180. pv.subVectors( p1, p0 );
  16181. }
  16182. // cross product of tangent vectors returns surface normal
  16183. normal.crossVectors( pu, pv ).normalize();
  16184. normals.push( normal.x, normal.y, normal.z );
  16185. // uv
  16186. uvs.push( u, v );
  16187. }
  16188. }
  16189. // generate indices
  16190. for ( i = 0; i < stacks; i ++ ) {
  16191. for ( j = 0; j < slices; j ++ ) {
  16192. var a = i * sliceCount + j;
  16193. var b = i * sliceCount + j + 1;
  16194. var c = ( i + 1 ) * sliceCount + j + 1;
  16195. var d = ( i + 1 ) * sliceCount + j;
  16196. // faces one and two
  16197. indices.push( a, b, d );
  16198. indices.push( b, c, d );
  16199. }
  16200. }
  16201. // build geometry
  16202. this.setIndex( indices );
  16203. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16204. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16205. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16206. }
  16207. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16208. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16209. /**
  16210. * @author clockworkgeek / https://github.com/clockworkgeek
  16211. * @author timothypratley / https://github.com/timothypratley
  16212. * @author WestLangley / http://github.com/WestLangley
  16213. * @author Mugen87 / https://github.com/Mugen87
  16214. */
  16215. // PolyhedronGeometry
  16216. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16217. Geometry.call( this );
  16218. this.type = 'PolyhedronGeometry';
  16219. this.parameters = {
  16220. vertices: vertices,
  16221. indices: indices,
  16222. radius: radius,
  16223. detail: detail
  16224. };
  16225. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16226. this.mergeVertices();
  16227. }
  16228. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16229. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16230. // PolyhedronBufferGeometry
  16231. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16232. BufferGeometry.call( this );
  16233. this.type = 'PolyhedronBufferGeometry';
  16234. this.parameters = {
  16235. vertices: vertices,
  16236. indices: indices,
  16237. radius: radius,
  16238. detail: detail
  16239. };
  16240. radius = radius || 1;
  16241. detail = detail || 0;
  16242. // default buffer data
  16243. var vertexBuffer = [];
  16244. var uvBuffer = [];
  16245. // the subdivision creates the vertex buffer data
  16246. subdivide( detail );
  16247. // all vertices should lie on a conceptual sphere with a given radius
  16248. appplyRadius( radius );
  16249. // finally, create the uv data
  16250. generateUVs();
  16251. // build non-indexed geometry
  16252. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16253. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16254. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16255. if ( detail === 0 ) {
  16256. this.computeVertexNormals(); // flat normals
  16257. } else {
  16258. this.normalizeNormals(); // smooth normals
  16259. }
  16260. // helper functions
  16261. function subdivide( detail ) {
  16262. var a = new Vector3();
  16263. var b = new Vector3();
  16264. var c = new Vector3();
  16265. // iterate over all faces and apply a subdivison with the given detail value
  16266. for ( var i = 0; i < indices.length; i += 3 ) {
  16267. // get the vertices of the face
  16268. getVertexByIndex( indices[ i + 0 ], a );
  16269. getVertexByIndex( indices[ i + 1 ], b );
  16270. getVertexByIndex( indices[ i + 2 ], c );
  16271. // perform subdivision
  16272. subdivideFace( a, b, c, detail );
  16273. }
  16274. }
  16275. function subdivideFace( a, b, c, detail ) {
  16276. var cols = Math.pow( 2, detail );
  16277. // we use this multidimensional array as a data structure for creating the subdivision
  16278. var v = [];
  16279. var i, j;
  16280. // construct all of the vertices for this subdivision
  16281. for ( i = 0; i <= cols; i ++ ) {
  16282. v[ i ] = [];
  16283. var aj = a.clone().lerp( c, i / cols );
  16284. var bj = b.clone().lerp( c, i / cols );
  16285. var rows = cols - i;
  16286. for ( j = 0; j <= rows; j ++ ) {
  16287. if ( j === 0 && i === cols ) {
  16288. v[ i ][ j ] = aj;
  16289. } else {
  16290. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16291. }
  16292. }
  16293. }
  16294. // construct all of the faces
  16295. for ( i = 0; i < cols; i ++ ) {
  16296. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16297. var k = Math.floor( j / 2 );
  16298. if ( j % 2 === 0 ) {
  16299. pushVertex( v[ i ][ k + 1 ] );
  16300. pushVertex( v[ i + 1 ][ k ] );
  16301. pushVertex( v[ i ][ k ] );
  16302. } else {
  16303. pushVertex( v[ i ][ k + 1 ] );
  16304. pushVertex( v[ i + 1 ][ k + 1 ] );
  16305. pushVertex( v[ i + 1 ][ k ] );
  16306. }
  16307. }
  16308. }
  16309. }
  16310. function appplyRadius( radius ) {
  16311. var vertex = new Vector3();
  16312. // iterate over the entire buffer and apply the radius to each vertex
  16313. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16314. vertex.x = vertexBuffer[ i + 0 ];
  16315. vertex.y = vertexBuffer[ i + 1 ];
  16316. vertex.z = vertexBuffer[ i + 2 ];
  16317. vertex.normalize().multiplyScalar( radius );
  16318. vertexBuffer[ i + 0 ] = vertex.x;
  16319. vertexBuffer[ i + 1 ] = vertex.y;
  16320. vertexBuffer[ i + 2 ] = vertex.z;
  16321. }
  16322. }
  16323. function generateUVs() {
  16324. var vertex = new Vector3();
  16325. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16326. vertex.x = vertexBuffer[ i + 0 ];
  16327. vertex.y = vertexBuffer[ i + 1 ];
  16328. vertex.z = vertexBuffer[ i + 2 ];
  16329. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16330. var v = inclination( vertex ) / Math.PI + 0.5;
  16331. uvBuffer.push( u, 1 - v );
  16332. }
  16333. correctUVs();
  16334. correctSeam();
  16335. }
  16336. function correctSeam() {
  16337. // handle case when face straddles the seam, see #3269
  16338. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16339. // uv data of a single face
  16340. var x0 = uvBuffer[ i + 0 ];
  16341. var x1 = uvBuffer[ i + 2 ];
  16342. var x2 = uvBuffer[ i + 4 ];
  16343. var max = Math.max( x0, x1, x2 );
  16344. var min = Math.min( x0, x1, x2 );
  16345. // 0.9 is somewhat arbitrary
  16346. if ( max > 0.9 && min < 0.1 ) {
  16347. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16348. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16349. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16350. }
  16351. }
  16352. }
  16353. function pushVertex( vertex ) {
  16354. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16355. }
  16356. function getVertexByIndex( index, vertex ) {
  16357. var stride = index * 3;
  16358. vertex.x = vertices[ stride + 0 ];
  16359. vertex.y = vertices[ stride + 1 ];
  16360. vertex.z = vertices[ stride + 2 ];
  16361. }
  16362. function correctUVs() {
  16363. var a = new Vector3();
  16364. var b = new Vector3();
  16365. var c = new Vector3();
  16366. var centroid = new Vector3();
  16367. var uvA = new Vector2();
  16368. var uvB = new Vector2();
  16369. var uvC = new Vector2();
  16370. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16371. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16372. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16373. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16374. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16375. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16376. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16377. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16378. var azi = azimuth( centroid );
  16379. correctUV( uvA, j + 0, a, azi );
  16380. correctUV( uvB, j + 2, b, azi );
  16381. correctUV( uvC, j + 4, c, azi );
  16382. }
  16383. }
  16384. function correctUV( uv, stride, vector, azimuth ) {
  16385. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16386. uvBuffer[ stride ] = uv.x - 1;
  16387. }
  16388. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16389. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16390. }
  16391. }
  16392. // Angle around the Y axis, counter-clockwise when looking from above.
  16393. function azimuth( vector ) {
  16394. return Math.atan2( vector.z, - vector.x );
  16395. }
  16396. // Angle above the XZ plane.
  16397. function inclination( vector ) {
  16398. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16399. }
  16400. }
  16401. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16402. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16403. /**
  16404. * @author timothypratley / https://github.com/timothypratley
  16405. * @author Mugen87 / https://github.com/Mugen87
  16406. */
  16407. // TetrahedronGeometry
  16408. function TetrahedronGeometry( radius, detail ) {
  16409. Geometry.call( this );
  16410. this.type = 'TetrahedronGeometry';
  16411. this.parameters = {
  16412. radius: radius,
  16413. detail: detail
  16414. };
  16415. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16416. this.mergeVertices();
  16417. }
  16418. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16419. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16420. // TetrahedronBufferGeometry
  16421. function TetrahedronBufferGeometry( radius, detail ) {
  16422. var vertices = [
  16423. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16424. ];
  16425. var indices = [
  16426. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16427. ];
  16428. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16429. this.type = 'TetrahedronBufferGeometry';
  16430. this.parameters = {
  16431. radius: radius,
  16432. detail: detail
  16433. };
  16434. }
  16435. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16436. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16437. /**
  16438. * @author timothypratley / https://github.com/timothypratley
  16439. * @author Mugen87 / https://github.com/Mugen87
  16440. */
  16441. // OctahedronGeometry
  16442. function OctahedronGeometry( radius, detail ) {
  16443. Geometry.call( this );
  16444. this.type = 'OctahedronGeometry';
  16445. this.parameters = {
  16446. radius: radius,
  16447. detail: detail
  16448. };
  16449. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16450. this.mergeVertices();
  16451. }
  16452. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16453. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16454. // OctahedronBufferGeometry
  16455. function OctahedronBufferGeometry( radius, detail ) {
  16456. var vertices = [
  16457. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16458. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16459. ];
  16460. var indices = [
  16461. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16462. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16463. 1, 3, 4, 1, 4, 2
  16464. ];
  16465. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16466. this.type = 'OctahedronBufferGeometry';
  16467. this.parameters = {
  16468. radius: radius,
  16469. detail: detail
  16470. };
  16471. }
  16472. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16473. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16474. /**
  16475. * @author timothypratley / https://github.com/timothypratley
  16476. * @author Mugen87 / https://github.com/Mugen87
  16477. */
  16478. // IcosahedronGeometry
  16479. function IcosahedronGeometry( radius, detail ) {
  16480. Geometry.call( this );
  16481. this.type = 'IcosahedronGeometry';
  16482. this.parameters = {
  16483. radius: radius,
  16484. detail: detail
  16485. };
  16486. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16487. this.mergeVertices();
  16488. }
  16489. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16490. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16491. // IcosahedronBufferGeometry
  16492. function IcosahedronBufferGeometry( radius, detail ) {
  16493. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16494. var vertices = [
  16495. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16496. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16497. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16498. ];
  16499. var indices = [
  16500. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16501. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16502. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16503. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16504. ];
  16505. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16506. this.type = 'IcosahedronBufferGeometry';
  16507. this.parameters = {
  16508. radius: radius,
  16509. detail: detail
  16510. };
  16511. }
  16512. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16513. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16514. /**
  16515. * @author Abe Pazos / https://hamoid.com
  16516. * @author Mugen87 / https://github.com/Mugen87
  16517. */
  16518. // DodecahedronGeometry
  16519. function DodecahedronGeometry( radius, detail ) {
  16520. Geometry.call( this );
  16521. this.type = 'DodecahedronGeometry';
  16522. this.parameters = {
  16523. radius: radius,
  16524. detail: detail
  16525. };
  16526. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16527. this.mergeVertices();
  16528. }
  16529. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16530. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16531. // DodecahedronBufferGeometry
  16532. function DodecahedronBufferGeometry( radius, detail ) {
  16533. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16534. var r = 1 / t;
  16535. var vertices = [
  16536. // (±1, ±1, ±1)
  16537. - 1, - 1, - 1, - 1, - 1, 1,
  16538. - 1, 1, - 1, - 1, 1, 1,
  16539. 1, - 1, - 1, 1, - 1, 1,
  16540. 1, 1, - 1, 1, 1, 1,
  16541. // (0, ±1/φ, ±φ)
  16542. 0, - r, - t, 0, - r, t,
  16543. 0, r, - t, 0, r, t,
  16544. // (±1/φ, ±φ, 0)
  16545. - r, - t, 0, - r, t, 0,
  16546. r, - t, 0, r, t, 0,
  16547. // (±φ, 0, ±1/φ)
  16548. - t, 0, - r, t, 0, - r,
  16549. - t, 0, r, t, 0, r
  16550. ];
  16551. var indices = [
  16552. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16553. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16554. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16555. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16556. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16557. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16558. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16559. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16560. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16561. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16562. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16563. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16564. ];
  16565. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16566. this.type = 'DodecahedronBufferGeometry';
  16567. this.parameters = {
  16568. radius: radius,
  16569. detail: detail
  16570. };
  16571. }
  16572. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16573. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16574. /**
  16575. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16576. * @author WestLangley / https://github.com/WestLangley
  16577. * @author zz85 / https://github.com/zz85
  16578. * @author miningold / https://github.com/miningold
  16579. * @author jonobr1 / https://github.com/jonobr1
  16580. * @author Mugen87 / https://github.com/Mugen87
  16581. *
  16582. */
  16583. // TubeGeometry
  16584. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16585. Geometry.call( this );
  16586. this.type = 'TubeGeometry';
  16587. this.parameters = {
  16588. path: path,
  16589. tubularSegments: tubularSegments,
  16590. radius: radius,
  16591. radialSegments: radialSegments,
  16592. closed: closed
  16593. };
  16594. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16595. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16596. // expose internals
  16597. this.tangents = bufferGeometry.tangents;
  16598. this.normals = bufferGeometry.normals;
  16599. this.binormals = bufferGeometry.binormals;
  16600. // create geometry
  16601. this.fromBufferGeometry( bufferGeometry );
  16602. this.mergeVertices();
  16603. }
  16604. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16605. TubeGeometry.prototype.constructor = TubeGeometry;
  16606. // TubeBufferGeometry
  16607. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16608. BufferGeometry.call( this );
  16609. this.type = 'TubeBufferGeometry';
  16610. this.parameters = {
  16611. path: path,
  16612. tubularSegments: tubularSegments,
  16613. radius: radius,
  16614. radialSegments: radialSegments,
  16615. closed: closed
  16616. };
  16617. tubularSegments = tubularSegments || 64;
  16618. radius = radius || 1;
  16619. radialSegments = radialSegments || 8;
  16620. closed = closed || false;
  16621. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16622. // expose internals
  16623. this.tangents = frames.tangents;
  16624. this.normals = frames.normals;
  16625. this.binormals = frames.binormals;
  16626. // helper variables
  16627. var vertex = new Vector3();
  16628. var normal = new Vector3();
  16629. var uv = new Vector2();
  16630. var P = new Vector3();
  16631. var i, j;
  16632. // buffer
  16633. var vertices = [];
  16634. var normals = [];
  16635. var uvs = [];
  16636. var indices = [];
  16637. // create buffer data
  16638. generateBufferData();
  16639. // build geometry
  16640. this.setIndex( indices );
  16641. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16642. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16643. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16644. // functions
  16645. function generateBufferData() {
  16646. for ( i = 0; i < tubularSegments; i ++ ) {
  16647. generateSegment( i );
  16648. }
  16649. // if the geometry is not closed, generate the last row of vertices and normals
  16650. // at the regular position on the given path
  16651. //
  16652. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16653. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16654. // uvs are generated in a separate function.
  16655. // this makes it easy compute correct values for closed geometries
  16656. generateUVs();
  16657. // finally create faces
  16658. generateIndices();
  16659. }
  16660. function generateSegment( i ) {
  16661. // we use getPointAt to sample evenly distributed points from the given path
  16662. P = path.getPointAt( i / tubularSegments, P );
  16663. // retrieve corresponding normal and binormal
  16664. var N = frames.normals[ i ];
  16665. var B = frames.binormals[ i ];
  16666. // generate normals and vertices for the current segment
  16667. for ( j = 0; j <= radialSegments; j ++ ) {
  16668. var v = j / radialSegments * Math.PI * 2;
  16669. var sin = Math.sin( v );
  16670. var cos = - Math.cos( v );
  16671. // normal
  16672. normal.x = ( cos * N.x + sin * B.x );
  16673. normal.y = ( cos * N.y + sin * B.y );
  16674. normal.z = ( cos * N.z + sin * B.z );
  16675. normal.normalize();
  16676. normals.push( normal.x, normal.y, normal.z );
  16677. // vertex
  16678. vertex.x = P.x + radius * normal.x;
  16679. vertex.y = P.y + radius * normal.y;
  16680. vertex.z = P.z + radius * normal.z;
  16681. vertices.push( vertex.x, vertex.y, vertex.z );
  16682. }
  16683. }
  16684. function generateIndices() {
  16685. for ( j = 1; j <= tubularSegments; j ++ ) {
  16686. for ( i = 1; i <= radialSegments; i ++ ) {
  16687. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16688. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16689. var c = ( radialSegments + 1 ) * j + i;
  16690. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16691. // faces
  16692. indices.push( a, b, d );
  16693. indices.push( b, c, d );
  16694. }
  16695. }
  16696. }
  16697. function generateUVs() {
  16698. for ( i = 0; i <= tubularSegments; i ++ ) {
  16699. for ( j = 0; j <= radialSegments; j ++ ) {
  16700. uv.x = i / tubularSegments;
  16701. uv.y = j / radialSegments;
  16702. uvs.push( uv.x, uv.y );
  16703. }
  16704. }
  16705. }
  16706. }
  16707. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16708. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16709. TubeBufferGeometry.prototype.toJSON = function () {
  16710. var data = BufferGeometry.prototype.toJSON.call( this );
  16711. data.path = this.parameters.path.toJSON();
  16712. return data;
  16713. };
  16714. /**
  16715. * @author oosmoxiecode
  16716. * @author Mugen87 / https://github.com/Mugen87
  16717. *
  16718. * based on http://www.blackpawn.com/texts/pqtorus/
  16719. */
  16720. // TorusKnotGeometry
  16721. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16722. Geometry.call( this );
  16723. this.type = 'TorusKnotGeometry';
  16724. this.parameters = {
  16725. radius: radius,
  16726. tube: tube,
  16727. tubularSegments: tubularSegments,
  16728. radialSegments: radialSegments,
  16729. p: p,
  16730. q: q
  16731. };
  16732. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16733. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16734. this.mergeVertices();
  16735. }
  16736. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16737. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16738. // TorusKnotBufferGeometry
  16739. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16740. BufferGeometry.call( this );
  16741. this.type = 'TorusKnotBufferGeometry';
  16742. this.parameters = {
  16743. radius: radius,
  16744. tube: tube,
  16745. tubularSegments: tubularSegments,
  16746. radialSegments: radialSegments,
  16747. p: p,
  16748. q: q
  16749. };
  16750. radius = radius || 1;
  16751. tube = tube || 0.4;
  16752. tubularSegments = Math.floor( tubularSegments ) || 64;
  16753. radialSegments = Math.floor( radialSegments ) || 8;
  16754. p = p || 2;
  16755. q = q || 3;
  16756. // buffers
  16757. var indices = [];
  16758. var vertices = [];
  16759. var normals = [];
  16760. var uvs = [];
  16761. // helper variables
  16762. var i, j;
  16763. var vertex = new Vector3();
  16764. var normal = new Vector3();
  16765. var P1 = new Vector3();
  16766. var P2 = new Vector3();
  16767. var B = new Vector3();
  16768. var T = new Vector3();
  16769. var N = new Vector3();
  16770. // generate vertices, normals and uvs
  16771. for ( i = 0; i <= tubularSegments; ++ i ) {
  16772. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16773. var u = i / tubularSegments * p * Math.PI * 2;
  16774. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16775. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16776. calculatePositionOnCurve( u, p, q, radius, P1 );
  16777. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16778. // calculate orthonormal basis
  16779. T.subVectors( P2, P1 );
  16780. N.addVectors( P2, P1 );
  16781. B.crossVectors( T, N );
  16782. N.crossVectors( B, T );
  16783. // normalize B, N. T can be ignored, we don't use it
  16784. B.normalize();
  16785. N.normalize();
  16786. for ( j = 0; j <= radialSegments; ++ j ) {
  16787. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16788. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16789. var v = j / radialSegments * Math.PI * 2;
  16790. var cx = - tube * Math.cos( v );
  16791. var cy = tube * Math.sin( v );
  16792. // now calculate the final vertex position.
  16793. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16794. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16795. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16796. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16797. vertices.push( vertex.x, vertex.y, vertex.z );
  16798. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16799. normal.subVectors( vertex, P1 ).normalize();
  16800. normals.push( normal.x, normal.y, normal.z );
  16801. // uv
  16802. uvs.push( i / tubularSegments );
  16803. uvs.push( j / radialSegments );
  16804. }
  16805. }
  16806. // generate indices
  16807. for ( j = 1; j <= tubularSegments; j ++ ) {
  16808. for ( i = 1; i <= radialSegments; i ++ ) {
  16809. // indices
  16810. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16811. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16812. var c = ( radialSegments + 1 ) * j + i;
  16813. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16814. // faces
  16815. indices.push( a, b, d );
  16816. indices.push( b, c, d );
  16817. }
  16818. }
  16819. // build geometry
  16820. this.setIndex( indices );
  16821. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16822. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16823. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16824. // this function calculates the current position on the torus curve
  16825. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16826. var cu = Math.cos( u );
  16827. var su = Math.sin( u );
  16828. var quOverP = q / p * u;
  16829. var cs = Math.cos( quOverP );
  16830. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16831. position.y = radius * ( 2 + cs ) * su * 0.5;
  16832. position.z = radius * Math.sin( quOverP ) * 0.5;
  16833. }
  16834. }
  16835. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16836. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16837. /**
  16838. * @author oosmoxiecode
  16839. * @author mrdoob / http://mrdoob.com/
  16840. * @author Mugen87 / https://github.com/Mugen87
  16841. */
  16842. // TorusGeometry
  16843. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16844. Geometry.call( this );
  16845. this.type = 'TorusGeometry';
  16846. this.parameters = {
  16847. radius: radius,
  16848. tube: tube,
  16849. radialSegments: radialSegments,
  16850. tubularSegments: tubularSegments,
  16851. arc: arc
  16852. };
  16853. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16854. this.mergeVertices();
  16855. }
  16856. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16857. TorusGeometry.prototype.constructor = TorusGeometry;
  16858. // TorusBufferGeometry
  16859. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16860. BufferGeometry.call( this );
  16861. this.type = 'TorusBufferGeometry';
  16862. this.parameters = {
  16863. radius: radius,
  16864. tube: tube,
  16865. radialSegments: radialSegments,
  16866. tubularSegments: tubularSegments,
  16867. arc: arc
  16868. };
  16869. radius = radius || 1;
  16870. tube = tube || 0.4;
  16871. radialSegments = Math.floor( radialSegments ) || 8;
  16872. tubularSegments = Math.floor( tubularSegments ) || 6;
  16873. arc = arc || Math.PI * 2;
  16874. // buffers
  16875. var indices = [];
  16876. var vertices = [];
  16877. var normals = [];
  16878. var uvs = [];
  16879. // helper variables
  16880. var center = new Vector3();
  16881. var vertex = new Vector3();
  16882. var normal = new Vector3();
  16883. var j, i;
  16884. // generate vertices, normals and uvs
  16885. for ( j = 0; j <= radialSegments; j ++ ) {
  16886. for ( i = 0; i <= tubularSegments; i ++ ) {
  16887. var u = i / tubularSegments * arc;
  16888. var v = j / radialSegments * Math.PI * 2;
  16889. // vertex
  16890. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  16891. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  16892. vertex.z = tube * Math.sin( v );
  16893. vertices.push( vertex.x, vertex.y, vertex.z );
  16894. // normal
  16895. center.x = radius * Math.cos( u );
  16896. center.y = radius * Math.sin( u );
  16897. normal.subVectors( vertex, center ).normalize();
  16898. normals.push( normal.x, normal.y, normal.z );
  16899. // uv
  16900. uvs.push( i / tubularSegments );
  16901. uvs.push( j / radialSegments );
  16902. }
  16903. }
  16904. // generate indices
  16905. for ( j = 1; j <= radialSegments; j ++ ) {
  16906. for ( i = 1; i <= tubularSegments; i ++ ) {
  16907. // indices
  16908. var a = ( tubularSegments + 1 ) * j + i - 1;
  16909. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  16910. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  16911. var d = ( tubularSegments + 1 ) * j + i;
  16912. // faces
  16913. indices.push( a, b, d );
  16914. indices.push( b, c, d );
  16915. }
  16916. }
  16917. // build geometry
  16918. this.setIndex( indices );
  16919. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16920. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16921. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16922. }
  16923. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16924. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  16925. /**
  16926. * @author Mugen87 / https://github.com/Mugen87
  16927. * Port from https://github.com/mapbox/earcut (v2.1.2)
  16928. */
  16929. var Earcut = {
  16930. triangulate: function ( data, holeIndices, dim ) {
  16931. dim = dim || 2;
  16932. var hasHoles = holeIndices && holeIndices.length,
  16933. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  16934. outerNode = linkedList( data, 0, outerLen, dim, true ),
  16935. triangles = [];
  16936. if ( ! outerNode ) return triangles;
  16937. var minX, minY, maxX, maxY, x, y, invSize;
  16938. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  16939. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  16940. if ( data.length > 80 * dim ) {
  16941. minX = maxX = data[ 0 ];
  16942. minY = maxY = data[ 1 ];
  16943. for ( var i = dim; i < outerLen; i += dim ) {
  16944. x = data[ i ];
  16945. y = data[ i + 1 ];
  16946. if ( x < minX ) minX = x;
  16947. if ( y < minY ) minY = y;
  16948. if ( x > maxX ) maxX = x;
  16949. if ( y > maxY ) maxY = y;
  16950. }
  16951. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  16952. invSize = Math.max( maxX - minX, maxY - minY );
  16953. invSize = invSize !== 0 ? 1 / invSize : 0;
  16954. }
  16955. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  16956. return triangles;
  16957. }
  16958. };
  16959. // create a circular doubly linked list from polygon points in the specified winding order
  16960. function linkedList( data, start, end, dim, clockwise ) {
  16961. var i, last;
  16962. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  16963. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16964. } else {
  16965. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16966. }
  16967. if ( last && equals( last, last.next ) ) {
  16968. removeNode( last );
  16969. last = last.next;
  16970. }
  16971. return last;
  16972. }
  16973. // eliminate colinear or duplicate points
  16974. function filterPoints( start, end ) {
  16975. if ( ! start ) return start;
  16976. if ( ! end ) end = start;
  16977. var p = start, again;
  16978. do {
  16979. again = false;
  16980. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  16981. removeNode( p );
  16982. p = end = p.prev;
  16983. if ( p === p.next ) break;
  16984. again = true;
  16985. } else {
  16986. p = p.next;
  16987. }
  16988. } while ( again || p !== end );
  16989. return end;
  16990. }
  16991. // main ear slicing loop which triangulates a polygon (given as a linked list)
  16992. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  16993. if ( ! ear ) return;
  16994. // interlink polygon nodes in z-order
  16995. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  16996. var stop = ear, prev, next;
  16997. // iterate through ears, slicing them one by one
  16998. while ( ear.prev !== ear.next ) {
  16999. prev = ear.prev;
  17000. next = ear.next;
  17001. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17002. // cut off the triangle
  17003. triangles.push( prev.i / dim );
  17004. triangles.push( ear.i / dim );
  17005. triangles.push( next.i / dim );
  17006. removeNode( ear );
  17007. // skipping the next vertice leads to less sliver triangles
  17008. ear = next.next;
  17009. stop = next.next;
  17010. continue;
  17011. }
  17012. ear = next;
  17013. // if we looped through the whole remaining polygon and can't find any more ears
  17014. if ( ear === stop ) {
  17015. // try filtering points and slicing again
  17016. if ( ! pass ) {
  17017. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17018. // if this didn't work, try curing all small self-intersections locally
  17019. } else if ( pass === 1 ) {
  17020. ear = cureLocalIntersections( ear, triangles, dim );
  17021. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17022. // as a last resort, try splitting the remaining polygon into two
  17023. } else if ( pass === 2 ) {
  17024. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17025. }
  17026. break;
  17027. }
  17028. }
  17029. }
  17030. // check whether a polygon node forms a valid ear with adjacent nodes
  17031. function isEar( ear ) {
  17032. var a = ear.prev,
  17033. b = ear,
  17034. c = ear.next;
  17035. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17036. // now make sure we don't have other points inside the potential ear
  17037. var p = ear.next.next;
  17038. while ( p !== ear.prev ) {
  17039. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
  17040. return false;
  17041. }
  17042. p = p.next;
  17043. }
  17044. return true;
  17045. }
  17046. function isEarHashed( ear, minX, minY, invSize ) {
  17047. var a = ear.prev,
  17048. b = ear,
  17049. c = ear.next;
  17050. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17051. // triangle bbox; min & max are calculated like this for speed
  17052. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17053. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17054. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17055. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17056. // z-order range for the current triangle bbox;
  17057. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17058. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17059. // first look for points inside the triangle in increasing z-order
  17060. var p = ear.nextZ;
  17061. while ( p && p.z <= maxZ ) {
  17062. if ( p !== ear.prev && p !== ear.next &&
  17063. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17064. area( p.prev, p, p.next ) >= 0 ) return false;
  17065. p = p.nextZ;
  17066. }
  17067. // then look for points in decreasing z-order
  17068. p = ear.prevZ;
  17069. while ( p && p.z >= minZ ) {
  17070. if ( p !== ear.prev && p !== ear.next &&
  17071. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17072. area( p.prev, p, p.next ) >= 0 ) return false;
  17073. p = p.prevZ;
  17074. }
  17075. return true;
  17076. }
  17077. // go through all polygon nodes and cure small local self-intersections
  17078. function cureLocalIntersections( start, triangles, dim ) {
  17079. var p = start;
  17080. do {
  17081. var a = p.prev, b = p.next.next;
  17082. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17083. triangles.push( a.i / dim );
  17084. triangles.push( p.i / dim );
  17085. triangles.push( b.i / dim );
  17086. // remove two nodes involved
  17087. removeNode( p );
  17088. removeNode( p.next );
  17089. p = start = b;
  17090. }
  17091. p = p.next;
  17092. } while ( p !== start );
  17093. return p;
  17094. }
  17095. // try splitting polygon into two and triangulate them independently
  17096. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17097. // look for a valid diagonal that divides the polygon into two
  17098. var a = start;
  17099. do {
  17100. var b = a.next.next;
  17101. while ( b !== a.prev ) {
  17102. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17103. // split the polygon in two by the diagonal
  17104. var c = splitPolygon( a, b );
  17105. // filter colinear points around the cuts
  17106. a = filterPoints( a, a.next );
  17107. c = filterPoints( c, c.next );
  17108. // run earcut on each half
  17109. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17110. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17111. return;
  17112. }
  17113. b = b.next;
  17114. }
  17115. a = a.next;
  17116. } while ( a !== start );
  17117. }
  17118. // link every hole into the outer loop, producing a single-ring polygon without holes
  17119. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17120. var queue = [], i, len, start, end, list;
  17121. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17122. start = holeIndices[ i ] * dim;
  17123. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17124. list = linkedList( data, start, end, dim, false );
  17125. if ( list === list.next ) list.steiner = true;
  17126. queue.push( getLeftmost( list ) );
  17127. }
  17128. queue.sort( compareX );
  17129. // process holes from left to right
  17130. for ( i = 0; i < queue.length; i ++ ) {
  17131. eliminateHole( queue[ i ], outerNode );
  17132. outerNode = filterPoints( outerNode, outerNode.next );
  17133. }
  17134. return outerNode;
  17135. }
  17136. function compareX( a, b ) {
  17137. return a.x - b.x;
  17138. }
  17139. // find a bridge between vertices that connects hole with an outer ring and and link it
  17140. function eliminateHole( hole, outerNode ) {
  17141. outerNode = findHoleBridge( hole, outerNode );
  17142. if ( outerNode ) {
  17143. var b = splitPolygon( outerNode, hole );
  17144. filterPoints( b, b.next );
  17145. }
  17146. }
  17147. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17148. function findHoleBridge( hole, outerNode ) {
  17149. var p = outerNode,
  17150. hx = hole.x,
  17151. hy = hole.y,
  17152. qx = - Infinity,
  17153. m;
  17154. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17155. // segment's endpoint with lesser x will be potential connection point
  17156. do {
  17157. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17158. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17159. if ( x <= hx && x > qx ) {
  17160. qx = x;
  17161. if ( x === hx ) {
  17162. if ( hy === p.y ) return p;
  17163. if ( hy === p.next.y ) return p.next;
  17164. }
  17165. m = p.x < p.next.x ? p : p.next;
  17166. }
  17167. }
  17168. p = p.next;
  17169. } while ( p !== outerNode );
  17170. if ( ! m ) return null;
  17171. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17172. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17173. // if there are no points found, we have a valid connection;
  17174. // otherwise choose the point of the minimum angle with the ray as connection point
  17175. var stop = m,
  17176. mx = m.x,
  17177. my = m.y,
  17178. tanMin = Infinity,
  17179. tan;
  17180. p = m.next;
  17181. while ( p !== stop ) {
  17182. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17183. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17184. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17185. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17186. m = p;
  17187. tanMin = tan;
  17188. }
  17189. }
  17190. p = p.next;
  17191. }
  17192. return m;
  17193. }
  17194. // interlink polygon nodes in z-order
  17195. function indexCurve( start, minX, minY, invSize ) {
  17196. var p = start;
  17197. do {
  17198. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17199. p.prevZ = p.prev;
  17200. p.nextZ = p.next;
  17201. p = p.next;
  17202. } while ( p !== start );
  17203. p.prevZ.nextZ = null;
  17204. p.prevZ = null;
  17205. sortLinked( p );
  17206. }
  17207. // Simon Tatham's linked list merge sort algorithm
  17208. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17209. function sortLinked( list ) {
  17210. var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  17211. do {
  17212. p = list;
  17213. list = null;
  17214. tail = null;
  17215. numMerges = 0;
  17216. while ( p ) {
  17217. numMerges ++;
  17218. q = p;
  17219. pSize = 0;
  17220. for ( i = 0; i < inSize; i ++ ) {
  17221. pSize ++;
  17222. q = q.nextZ;
  17223. if ( ! q ) break;
  17224. }
  17225. qSize = inSize;
  17226. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17227. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17228. e = p;
  17229. p = p.nextZ;
  17230. pSize --;
  17231. } else {
  17232. e = q;
  17233. q = q.nextZ;
  17234. qSize --;
  17235. }
  17236. if ( tail ) tail.nextZ = e;
  17237. else list = e;
  17238. e.prevZ = tail;
  17239. tail = e;
  17240. }
  17241. p = q;
  17242. }
  17243. tail.nextZ = null;
  17244. inSize *= 2;
  17245. } while ( numMerges > 1 );
  17246. return list;
  17247. }
  17248. // z-order of a point given coords and inverse of the longer side of data bbox
  17249. function zOrder( x, y, minX, minY, invSize ) {
  17250. // coords are transformed into non-negative 15-bit integer range
  17251. x = 32767 * ( x - minX ) * invSize;
  17252. y = 32767 * ( y - minY ) * invSize;
  17253. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17254. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17255. x = ( x | ( x << 2 ) ) & 0x33333333;
  17256. x = ( x | ( x << 1 ) ) & 0x55555555;
  17257. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17258. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17259. y = ( y | ( y << 2 ) ) & 0x33333333;
  17260. y = ( y | ( y << 1 ) ) & 0x55555555;
  17261. return x | ( y << 1 );
  17262. }
  17263. // find the leftmost node of a polygon ring
  17264. function getLeftmost( start ) {
  17265. var p = start, leftmost = start;
  17266. do {
  17267. if ( p.x < leftmost.x ) leftmost = p;
  17268. p = p.next;
  17269. } while ( p !== start );
  17270. return leftmost;
  17271. }
  17272. // check if a point lies within a convex triangle
  17273. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17274. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17275. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17276. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17277. }
  17278. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17279. function isValidDiagonal( a, b ) {
  17280. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17281. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17282. }
  17283. // signed area of a triangle
  17284. function area( p, q, r ) {
  17285. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17286. }
  17287. // check if two points are equal
  17288. function equals( p1, p2 ) {
  17289. return p1.x === p2.x && p1.y === p2.y;
  17290. }
  17291. // check if two segments intersect
  17292. function intersects( p1, q1, p2, q2 ) {
  17293. if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  17294. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17295. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17296. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17297. }
  17298. // check if a polygon diagonal intersects any polygon segments
  17299. function intersectsPolygon( a, b ) {
  17300. var p = a;
  17301. do {
  17302. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17303. intersects( p, p.next, a, b ) ) {
  17304. return true;
  17305. }
  17306. p = p.next;
  17307. } while ( p !== a );
  17308. return false;
  17309. }
  17310. // check if a polygon diagonal is locally inside the polygon
  17311. function locallyInside( a, b ) {
  17312. return area( a.prev, a, a.next ) < 0 ?
  17313. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17314. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17315. }
  17316. // check if the middle point of a polygon diagonal is inside the polygon
  17317. function middleInside( a, b ) {
  17318. var p = a,
  17319. inside = false,
  17320. px = ( a.x + b.x ) / 2,
  17321. py = ( a.y + b.y ) / 2;
  17322. do {
  17323. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17324. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  17325. inside = ! inside;
  17326. }
  17327. p = p.next;
  17328. } while ( p !== a );
  17329. return inside;
  17330. }
  17331. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17332. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17333. function splitPolygon( a, b ) {
  17334. var a2 = new Node( a.i, a.x, a.y ),
  17335. b2 = new Node( b.i, b.x, b.y ),
  17336. an = a.next,
  17337. bp = b.prev;
  17338. a.next = b;
  17339. b.prev = a;
  17340. a2.next = an;
  17341. an.prev = a2;
  17342. b2.next = a2;
  17343. a2.prev = b2;
  17344. bp.next = b2;
  17345. b2.prev = bp;
  17346. return b2;
  17347. }
  17348. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17349. function insertNode( i, x, y, last ) {
  17350. var p = new Node( i, x, y );
  17351. if ( ! last ) {
  17352. p.prev = p;
  17353. p.next = p;
  17354. } else {
  17355. p.next = last.next;
  17356. p.prev = last;
  17357. last.next.prev = p;
  17358. last.next = p;
  17359. }
  17360. return p;
  17361. }
  17362. function removeNode( p ) {
  17363. p.next.prev = p.prev;
  17364. p.prev.next = p.next;
  17365. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17366. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17367. }
  17368. function Node( i, x, y ) {
  17369. // vertice index in coordinates array
  17370. this.i = i;
  17371. // vertex coordinates
  17372. this.x = x;
  17373. this.y = y;
  17374. // previous and next vertice nodes in a polygon ring
  17375. this.prev = null;
  17376. this.next = null;
  17377. // z-order curve value
  17378. this.z = null;
  17379. // previous and next nodes in z-order
  17380. this.prevZ = null;
  17381. this.nextZ = null;
  17382. // indicates whether this is a steiner point
  17383. this.steiner = false;
  17384. }
  17385. function signedArea( data, start, end, dim ) {
  17386. var sum = 0;
  17387. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17388. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17389. j = i;
  17390. }
  17391. return sum;
  17392. }
  17393. /**
  17394. * @author zz85 / http://www.lab4games.net/zz85/blog
  17395. */
  17396. var ShapeUtils = {
  17397. // calculate area of the contour polygon
  17398. area: function ( contour ) {
  17399. var n = contour.length;
  17400. var a = 0.0;
  17401. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17402. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17403. }
  17404. return a * 0.5;
  17405. },
  17406. isClockWise: function ( pts ) {
  17407. return ShapeUtils.area( pts ) < 0;
  17408. },
  17409. triangulateShape: function ( contour, holes ) {
  17410. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17411. var holeIndices = []; // array of hole indices
  17412. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17413. removeDupEndPts( contour );
  17414. addContour( vertices, contour );
  17415. //
  17416. var holeIndex = contour.length;
  17417. holes.forEach( removeDupEndPts );
  17418. for ( var i = 0; i < holes.length; i ++ ) {
  17419. holeIndices.push( holeIndex );
  17420. holeIndex += holes[ i ].length;
  17421. addContour( vertices, holes[ i ] );
  17422. }
  17423. //
  17424. var triangles = Earcut.triangulate( vertices, holeIndices );
  17425. //
  17426. for ( var i = 0; i < triangles.length; i += 3 ) {
  17427. faces.push( triangles.slice( i, i + 3 ) );
  17428. }
  17429. return faces;
  17430. }
  17431. };
  17432. function removeDupEndPts( points ) {
  17433. var l = points.length;
  17434. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17435. points.pop();
  17436. }
  17437. }
  17438. function addContour( vertices, contour ) {
  17439. for ( var i = 0; i < contour.length; i ++ ) {
  17440. vertices.push( contour[ i ].x );
  17441. vertices.push( contour[ i ].y );
  17442. }
  17443. }
  17444. /**
  17445. * @author zz85 / http://www.lab4games.net/zz85/blog
  17446. *
  17447. * Creates extruded geometry from a path shape.
  17448. *
  17449. * parameters = {
  17450. *
  17451. * curveSegments: <int>, // number of points on the curves
  17452. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17453. * depth: <float>, // Depth to extrude the shape
  17454. *
  17455. * bevelEnabled: <bool>, // turn on bevel
  17456. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17457. * bevelSize: <float>, // how far from shape outline is bevel
  17458. * bevelSegments: <int>, // number of bevel layers
  17459. *
  17460. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17461. *
  17462. * UVGenerator: <Object> // object that provides UV generator functions
  17463. *
  17464. * }
  17465. */
  17466. // ExtrudeGeometry
  17467. function ExtrudeGeometry( shapes, options ) {
  17468. Geometry.call( this );
  17469. this.type = 'ExtrudeGeometry';
  17470. this.parameters = {
  17471. shapes: shapes,
  17472. options: options
  17473. };
  17474. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17475. this.mergeVertices();
  17476. }
  17477. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17478. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17479. ExtrudeGeometry.prototype.toJSON = function () {
  17480. var data = Geometry.prototype.toJSON.call( this );
  17481. var shapes = this.parameters.shapes;
  17482. var options = this.parameters.options;
  17483. return toJSON( shapes, options, data );
  17484. };
  17485. // ExtrudeBufferGeometry
  17486. function ExtrudeBufferGeometry( shapes, options ) {
  17487. BufferGeometry.call( this );
  17488. this.type = 'ExtrudeBufferGeometry';
  17489. this.parameters = {
  17490. shapes: shapes,
  17491. options: options
  17492. };
  17493. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17494. var scope = this;
  17495. var verticesArray = [];
  17496. var uvArray = [];
  17497. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17498. var shape = shapes[ i ];
  17499. addShape( shape );
  17500. }
  17501. // build geometry
  17502. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17503. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17504. this.computeVertexNormals();
  17505. // functions
  17506. function addShape( shape ) {
  17507. var placeholder = [];
  17508. // options
  17509. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17510. var steps = options.steps !== undefined ? options.steps : 1;
  17511. var depth = options.depth !== undefined ? options.depth : 100;
  17512. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17513. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17514. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17515. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17516. var extrudePath = options.extrudePath;
  17517. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17518. // deprecated options
  17519. if ( options.amount !== undefined ) {
  17520. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17521. depth = options.amount;
  17522. }
  17523. //
  17524. var extrudePts, extrudeByPath = false;
  17525. var splineTube, binormal, normal, position2;
  17526. if ( extrudePath ) {
  17527. extrudePts = extrudePath.getSpacedPoints( steps );
  17528. extrudeByPath = true;
  17529. bevelEnabled = false; // bevels not supported for path extrusion
  17530. // SETUP TNB variables
  17531. // TODO1 - have a .isClosed in spline?
  17532. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17533. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17534. binormal = new Vector3();
  17535. normal = new Vector3();
  17536. position2 = new Vector3();
  17537. }
  17538. // Safeguards if bevels are not enabled
  17539. if ( ! bevelEnabled ) {
  17540. bevelSegments = 0;
  17541. bevelThickness = 0;
  17542. bevelSize = 0;
  17543. }
  17544. // Variables initialization
  17545. var ahole, h, hl; // looping of holes
  17546. var shapePoints = shape.extractPoints( curveSegments );
  17547. var vertices = shapePoints.shape;
  17548. var holes = shapePoints.holes;
  17549. var reverse = ! ShapeUtils.isClockWise( vertices );
  17550. if ( reverse ) {
  17551. vertices = vertices.reverse();
  17552. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17553. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17554. ahole = holes[ h ];
  17555. if ( ShapeUtils.isClockWise( ahole ) ) {
  17556. holes[ h ] = ahole.reverse();
  17557. }
  17558. }
  17559. }
  17560. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17561. /* Vertices */
  17562. var contour = vertices; // vertices has all points but contour has only points of circumference
  17563. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17564. ahole = holes[ h ];
  17565. vertices = vertices.concat( ahole );
  17566. }
  17567. function scalePt2( pt, vec, size ) {
  17568. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17569. return vec.clone().multiplyScalar( size ).add( pt );
  17570. }
  17571. var b, bs, t, z,
  17572. vert, vlen = vertices.length,
  17573. face, flen = faces.length;
  17574. // Find directions for point movement
  17575. function getBevelVec( inPt, inPrev, inNext ) {
  17576. // computes for inPt the corresponding point inPt' on a new contour
  17577. // shifted by 1 unit (length of normalized vector) to the left
  17578. // if we walk along contour clockwise, this new contour is outside the old one
  17579. //
  17580. // inPt' is the intersection of the two lines parallel to the two
  17581. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17582. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17583. // good reading for geometry algorithms (here: line-line intersection)
  17584. // http://geomalgorithms.com/a05-_intersect-1.html
  17585. var v_prev_x = inPt.x - inPrev.x,
  17586. v_prev_y = inPt.y - inPrev.y;
  17587. var v_next_x = inNext.x - inPt.x,
  17588. v_next_y = inNext.y - inPt.y;
  17589. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17590. // check for collinear edges
  17591. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17592. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17593. // not collinear
  17594. // length of vectors for normalizing
  17595. var v_prev_len = Math.sqrt( v_prev_lensq );
  17596. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17597. // shift adjacent points by unit vectors to the left
  17598. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17599. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17600. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17601. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17602. // scaling factor for v_prev to intersection point
  17603. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17604. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17605. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17606. // vector from inPt to intersection point
  17607. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17608. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17609. // Don't normalize!, otherwise sharp corners become ugly
  17610. // but prevent crazy spikes
  17611. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17612. if ( v_trans_lensq <= 2 ) {
  17613. return new Vector2( v_trans_x, v_trans_y );
  17614. } else {
  17615. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17616. }
  17617. } else {
  17618. // handle special case of collinear edges
  17619. var direction_eq = false; // assumes: opposite
  17620. if ( v_prev_x > Number.EPSILON ) {
  17621. if ( v_next_x > Number.EPSILON ) {
  17622. direction_eq = true;
  17623. }
  17624. } else {
  17625. if ( v_prev_x < - Number.EPSILON ) {
  17626. if ( v_next_x < - Number.EPSILON ) {
  17627. direction_eq = true;
  17628. }
  17629. } else {
  17630. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17631. direction_eq = true;
  17632. }
  17633. }
  17634. }
  17635. if ( direction_eq ) {
  17636. // console.log("Warning: lines are a straight sequence");
  17637. v_trans_x = - v_prev_y;
  17638. v_trans_y = v_prev_x;
  17639. shrink_by = Math.sqrt( v_prev_lensq );
  17640. } else {
  17641. // console.log("Warning: lines are a straight spike");
  17642. v_trans_x = v_prev_x;
  17643. v_trans_y = v_prev_y;
  17644. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17645. }
  17646. }
  17647. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17648. }
  17649. var contourMovements = [];
  17650. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17651. if ( j === il ) j = 0;
  17652. if ( k === il ) k = 0;
  17653. // (j)---(i)---(k)
  17654. // console.log('i,j,k', i, j , k)
  17655. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17656. }
  17657. var holesMovements = [],
  17658. oneHoleMovements, verticesMovements = contourMovements.concat();
  17659. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17660. ahole = holes[ h ];
  17661. oneHoleMovements = [];
  17662. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17663. if ( j === il ) j = 0;
  17664. if ( k === il ) k = 0;
  17665. // (j)---(i)---(k)
  17666. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17667. }
  17668. holesMovements.push( oneHoleMovements );
  17669. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17670. }
  17671. // Loop bevelSegments, 1 for the front, 1 for the back
  17672. for ( b = 0; b < bevelSegments; b ++ ) {
  17673. //for ( b = bevelSegments; b > 0; b -- ) {
  17674. t = b / bevelSegments;
  17675. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17676. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17677. // contract shape
  17678. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17679. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17680. v( vert.x, vert.y, - z );
  17681. }
  17682. // expand holes
  17683. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17684. ahole = holes[ h ];
  17685. oneHoleMovements = holesMovements[ h ];
  17686. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17687. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17688. v( vert.x, vert.y, - z );
  17689. }
  17690. }
  17691. }
  17692. bs = bevelSize;
  17693. // Back facing vertices
  17694. for ( i = 0; i < vlen; i ++ ) {
  17695. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17696. if ( ! extrudeByPath ) {
  17697. v( vert.x, vert.y, 0 );
  17698. } else {
  17699. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17700. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17701. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17702. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17703. v( position2.x, position2.y, position2.z );
  17704. }
  17705. }
  17706. // Add stepped vertices...
  17707. // Including front facing vertices
  17708. var s;
  17709. for ( s = 1; s <= steps; s ++ ) {
  17710. for ( i = 0; i < vlen; i ++ ) {
  17711. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17712. if ( ! extrudeByPath ) {
  17713. v( vert.x, vert.y, depth / steps * s );
  17714. } else {
  17715. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17716. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17717. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17718. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17719. v( position2.x, position2.y, position2.z );
  17720. }
  17721. }
  17722. }
  17723. // Add bevel segments planes
  17724. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17725. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17726. t = b / bevelSegments;
  17727. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17728. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17729. // contract shape
  17730. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17731. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17732. v( vert.x, vert.y, depth + z );
  17733. }
  17734. // expand holes
  17735. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17736. ahole = holes[ h ];
  17737. oneHoleMovements = holesMovements[ h ];
  17738. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17739. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17740. if ( ! extrudeByPath ) {
  17741. v( vert.x, vert.y, depth + z );
  17742. } else {
  17743. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17744. }
  17745. }
  17746. }
  17747. }
  17748. /* Faces */
  17749. // Top and bottom faces
  17750. buildLidFaces();
  17751. // Sides faces
  17752. buildSideFaces();
  17753. ///// Internal functions
  17754. function buildLidFaces() {
  17755. var start = verticesArray.length / 3;
  17756. if ( bevelEnabled ) {
  17757. var layer = 0; // steps + 1
  17758. var offset = vlen * layer;
  17759. // Bottom faces
  17760. for ( i = 0; i < flen; i ++ ) {
  17761. face = faces[ i ];
  17762. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17763. }
  17764. layer = steps + bevelSegments * 2;
  17765. offset = vlen * layer;
  17766. // Top faces
  17767. for ( i = 0; i < flen; i ++ ) {
  17768. face = faces[ i ];
  17769. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17770. }
  17771. } else {
  17772. // Bottom faces
  17773. for ( i = 0; i < flen; i ++ ) {
  17774. face = faces[ i ];
  17775. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17776. }
  17777. // Top faces
  17778. for ( i = 0; i < flen; i ++ ) {
  17779. face = faces[ i ];
  17780. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17781. }
  17782. }
  17783. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17784. }
  17785. // Create faces for the z-sides of the shape
  17786. function buildSideFaces() {
  17787. var start = verticesArray.length / 3;
  17788. var layeroffset = 0;
  17789. sidewalls( contour, layeroffset );
  17790. layeroffset += contour.length;
  17791. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17792. ahole = holes[ h ];
  17793. sidewalls( ahole, layeroffset );
  17794. //, true
  17795. layeroffset += ahole.length;
  17796. }
  17797. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17798. }
  17799. function sidewalls( contour, layeroffset ) {
  17800. var j, k;
  17801. i = contour.length;
  17802. while ( -- i >= 0 ) {
  17803. j = i;
  17804. k = i - 1;
  17805. if ( k < 0 ) k = contour.length - 1;
  17806. //console.log('b', i,j, i-1, k,vertices.length);
  17807. var s = 0,
  17808. sl = steps + bevelSegments * 2;
  17809. for ( s = 0; s < sl; s ++ ) {
  17810. var slen1 = vlen * s;
  17811. var slen2 = vlen * ( s + 1 );
  17812. var a = layeroffset + j + slen1,
  17813. b = layeroffset + k + slen1,
  17814. c = layeroffset + k + slen2,
  17815. d = layeroffset + j + slen2;
  17816. f4( a, b, c, d );
  17817. }
  17818. }
  17819. }
  17820. function v( x, y, z ) {
  17821. placeholder.push( x );
  17822. placeholder.push( y );
  17823. placeholder.push( z );
  17824. }
  17825. function f3( a, b, c ) {
  17826. addVertex( a );
  17827. addVertex( b );
  17828. addVertex( c );
  17829. var nextIndex = verticesArray.length / 3;
  17830. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17831. addUV( uvs[ 0 ] );
  17832. addUV( uvs[ 1 ] );
  17833. addUV( uvs[ 2 ] );
  17834. }
  17835. function f4( a, b, c, d ) {
  17836. addVertex( a );
  17837. addVertex( b );
  17838. addVertex( d );
  17839. addVertex( b );
  17840. addVertex( c );
  17841. addVertex( d );
  17842. var nextIndex = verticesArray.length / 3;
  17843. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17844. addUV( uvs[ 0 ] );
  17845. addUV( uvs[ 1 ] );
  17846. addUV( uvs[ 3 ] );
  17847. addUV( uvs[ 1 ] );
  17848. addUV( uvs[ 2 ] );
  17849. addUV( uvs[ 3 ] );
  17850. }
  17851. function addVertex( index ) {
  17852. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17853. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17854. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17855. }
  17856. function addUV( vector2 ) {
  17857. uvArray.push( vector2.x );
  17858. uvArray.push( vector2.y );
  17859. }
  17860. }
  17861. }
  17862. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17863. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  17864. ExtrudeBufferGeometry.prototype.toJSON = function () {
  17865. var data = BufferGeometry.prototype.toJSON.call( this );
  17866. var shapes = this.parameters.shapes;
  17867. var options = this.parameters.options;
  17868. return toJSON( shapes, options, data );
  17869. };
  17870. //
  17871. var WorldUVGenerator = {
  17872. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  17873. var a_x = vertices[ indexA * 3 ];
  17874. var a_y = vertices[ indexA * 3 + 1 ];
  17875. var b_x = vertices[ indexB * 3 ];
  17876. var b_y = vertices[ indexB * 3 + 1 ];
  17877. var c_x = vertices[ indexC * 3 ];
  17878. var c_y = vertices[ indexC * 3 + 1 ];
  17879. return [
  17880. new Vector2( a_x, a_y ),
  17881. new Vector2( b_x, b_y ),
  17882. new Vector2( c_x, c_y )
  17883. ];
  17884. },
  17885. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  17886. var a_x = vertices[ indexA * 3 ];
  17887. var a_y = vertices[ indexA * 3 + 1 ];
  17888. var a_z = vertices[ indexA * 3 + 2 ];
  17889. var b_x = vertices[ indexB * 3 ];
  17890. var b_y = vertices[ indexB * 3 + 1 ];
  17891. var b_z = vertices[ indexB * 3 + 2 ];
  17892. var c_x = vertices[ indexC * 3 ];
  17893. var c_y = vertices[ indexC * 3 + 1 ];
  17894. var c_z = vertices[ indexC * 3 + 2 ];
  17895. var d_x = vertices[ indexD * 3 ];
  17896. var d_y = vertices[ indexD * 3 + 1 ];
  17897. var d_z = vertices[ indexD * 3 + 2 ];
  17898. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  17899. return [
  17900. new Vector2( a_x, 1 - a_z ),
  17901. new Vector2( b_x, 1 - b_z ),
  17902. new Vector2( c_x, 1 - c_z ),
  17903. new Vector2( d_x, 1 - d_z )
  17904. ];
  17905. } else {
  17906. return [
  17907. new Vector2( a_y, 1 - a_z ),
  17908. new Vector2( b_y, 1 - b_z ),
  17909. new Vector2( c_y, 1 - c_z ),
  17910. new Vector2( d_y, 1 - d_z )
  17911. ];
  17912. }
  17913. }
  17914. };
  17915. function toJSON( shapes, options, data ) {
  17916. //
  17917. data.shapes = [];
  17918. if ( Array.isArray( shapes ) ) {
  17919. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17920. var shape = shapes[ i ];
  17921. data.shapes.push( shape.uuid );
  17922. }
  17923. } else {
  17924. data.shapes.push( shapes.uuid );
  17925. }
  17926. //
  17927. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  17928. return data;
  17929. }
  17930. /**
  17931. * @author zz85 / http://www.lab4games.net/zz85/blog
  17932. * @author alteredq / http://alteredqualia.com/
  17933. *
  17934. * Text = 3D Text
  17935. *
  17936. * parameters = {
  17937. * font: <THREE.Font>, // font
  17938. *
  17939. * size: <float>, // size of the text
  17940. * height: <float>, // thickness to extrude text
  17941. * curveSegments: <int>, // number of points on the curves
  17942. *
  17943. * bevelEnabled: <bool>, // turn on bevel
  17944. * bevelThickness: <float>, // how deep into text bevel goes
  17945. * bevelSize: <float> // how far from text outline is bevel
  17946. * }
  17947. */
  17948. // TextGeometry
  17949. function TextGeometry( text, parameters ) {
  17950. Geometry.call( this );
  17951. this.type = 'TextGeometry';
  17952. this.parameters = {
  17953. text: text,
  17954. parameters: parameters
  17955. };
  17956. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  17957. this.mergeVertices();
  17958. }
  17959. TextGeometry.prototype = Object.create( Geometry.prototype );
  17960. TextGeometry.prototype.constructor = TextGeometry;
  17961. // TextBufferGeometry
  17962. function TextBufferGeometry( text, parameters ) {
  17963. parameters = parameters || {};
  17964. var font = parameters.font;
  17965. if ( ! ( font && font.isFont ) ) {
  17966. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  17967. return new Geometry();
  17968. }
  17969. var shapes = font.generateShapes( text, parameters.size );
  17970. // translate parameters to ExtrudeGeometry API
  17971. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  17972. // defaults
  17973. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  17974. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  17975. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  17976. ExtrudeBufferGeometry.call( this, shapes, parameters );
  17977. this.type = 'TextBufferGeometry';
  17978. }
  17979. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  17980. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  17981. /**
  17982. * @author mrdoob / http://mrdoob.com/
  17983. * @author benaadams / https://twitter.com/ben_a_adams
  17984. * @author Mugen87 / https://github.com/Mugen87
  17985. */
  17986. // SphereGeometry
  17987. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17988. Geometry.call( this );
  17989. this.type = 'SphereGeometry';
  17990. this.parameters = {
  17991. radius: radius,
  17992. widthSegments: widthSegments,
  17993. heightSegments: heightSegments,
  17994. phiStart: phiStart,
  17995. phiLength: phiLength,
  17996. thetaStart: thetaStart,
  17997. thetaLength: thetaLength
  17998. };
  17999. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18000. this.mergeVertices();
  18001. }
  18002. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18003. SphereGeometry.prototype.constructor = SphereGeometry;
  18004. // SphereBufferGeometry
  18005. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18006. BufferGeometry.call( this );
  18007. this.type = 'SphereBufferGeometry';
  18008. this.parameters = {
  18009. radius: radius,
  18010. widthSegments: widthSegments,
  18011. heightSegments: heightSegments,
  18012. phiStart: phiStart,
  18013. phiLength: phiLength,
  18014. thetaStart: thetaStart,
  18015. thetaLength: thetaLength
  18016. };
  18017. radius = radius || 1;
  18018. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18019. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18020. phiStart = phiStart !== undefined ? phiStart : 0;
  18021. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18022. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18023. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18024. var thetaEnd = thetaStart + thetaLength;
  18025. var ix, iy;
  18026. var index = 0;
  18027. var grid = [];
  18028. var vertex = new Vector3();
  18029. var normal = new Vector3();
  18030. // buffers
  18031. var indices = [];
  18032. var vertices = [];
  18033. var normals = [];
  18034. var uvs = [];
  18035. // generate vertices, normals and uvs
  18036. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18037. var verticesRow = [];
  18038. var v = iy / heightSegments;
  18039. // special case for the poles
  18040. var uOffset = ( iy == 0 ) ? 0.5 / widthSegments : ( ( iy == heightSegments ) ? - 0.5 / widthSegments : 0 );
  18041. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18042. var u = ix / widthSegments;
  18043. // vertex
  18044. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18045. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18046. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18047. vertices.push( vertex.x, vertex.y, vertex.z );
  18048. // normal
  18049. normal.copy( vertex ).normalize();
  18050. normals.push( normal.x, normal.y, normal.z );
  18051. // uv
  18052. uvs.push( u + uOffset, 1 - v );
  18053. verticesRow.push( index ++ );
  18054. }
  18055. grid.push( verticesRow );
  18056. }
  18057. // indices
  18058. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18059. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18060. var a = grid[ iy ][ ix + 1 ];
  18061. var b = grid[ iy ][ ix ];
  18062. var c = grid[ iy + 1 ][ ix ];
  18063. var d = grid[ iy + 1 ][ ix + 1 ];
  18064. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18065. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18066. }
  18067. }
  18068. // build geometry
  18069. this.setIndex( indices );
  18070. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18071. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18072. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18073. }
  18074. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18075. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18076. /**
  18077. * @author Kaleb Murphy
  18078. * @author Mugen87 / https://github.com/Mugen87
  18079. */
  18080. // RingGeometry
  18081. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18082. Geometry.call( this );
  18083. this.type = 'RingGeometry';
  18084. this.parameters = {
  18085. innerRadius: innerRadius,
  18086. outerRadius: outerRadius,
  18087. thetaSegments: thetaSegments,
  18088. phiSegments: phiSegments,
  18089. thetaStart: thetaStart,
  18090. thetaLength: thetaLength
  18091. };
  18092. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18093. this.mergeVertices();
  18094. }
  18095. RingGeometry.prototype = Object.create( Geometry.prototype );
  18096. RingGeometry.prototype.constructor = RingGeometry;
  18097. // RingBufferGeometry
  18098. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18099. BufferGeometry.call( this );
  18100. this.type = 'RingBufferGeometry';
  18101. this.parameters = {
  18102. innerRadius: innerRadius,
  18103. outerRadius: outerRadius,
  18104. thetaSegments: thetaSegments,
  18105. phiSegments: phiSegments,
  18106. thetaStart: thetaStart,
  18107. thetaLength: thetaLength
  18108. };
  18109. innerRadius = innerRadius || 0.5;
  18110. outerRadius = outerRadius || 1;
  18111. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18112. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18113. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18114. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18115. // buffers
  18116. var indices = [];
  18117. var vertices = [];
  18118. var normals = [];
  18119. var uvs = [];
  18120. // some helper variables
  18121. var segment;
  18122. var radius = innerRadius;
  18123. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18124. var vertex = new Vector3();
  18125. var uv = new Vector2();
  18126. var j, i;
  18127. // generate vertices, normals and uvs
  18128. for ( j = 0; j <= phiSegments; j ++ ) {
  18129. for ( i = 0; i <= thetaSegments; i ++ ) {
  18130. // values are generate from the inside of the ring to the outside
  18131. segment = thetaStart + i / thetaSegments * thetaLength;
  18132. // vertex
  18133. vertex.x = radius * Math.cos( segment );
  18134. vertex.y = radius * Math.sin( segment );
  18135. vertices.push( vertex.x, vertex.y, vertex.z );
  18136. // normal
  18137. normals.push( 0, 0, 1 );
  18138. // uv
  18139. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18140. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18141. uvs.push( uv.x, uv.y );
  18142. }
  18143. // increase the radius for next row of vertices
  18144. radius += radiusStep;
  18145. }
  18146. // indices
  18147. for ( j = 0; j < phiSegments; j ++ ) {
  18148. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18149. for ( i = 0; i < thetaSegments; i ++ ) {
  18150. segment = i + thetaSegmentLevel;
  18151. var a = segment;
  18152. var b = segment + thetaSegments + 1;
  18153. var c = segment + thetaSegments + 2;
  18154. var d = segment + 1;
  18155. // faces
  18156. indices.push( a, b, d );
  18157. indices.push( b, c, d );
  18158. }
  18159. }
  18160. // build geometry
  18161. this.setIndex( indices );
  18162. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18163. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18164. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18165. }
  18166. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18167. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18168. /**
  18169. * @author zz85 / https://github.com/zz85
  18170. * @author bhouston / http://clara.io
  18171. * @author Mugen87 / https://github.com/Mugen87
  18172. */
  18173. // LatheGeometry
  18174. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18175. Geometry.call( this );
  18176. this.type = 'LatheGeometry';
  18177. this.parameters = {
  18178. points: points,
  18179. segments: segments,
  18180. phiStart: phiStart,
  18181. phiLength: phiLength
  18182. };
  18183. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18184. this.mergeVertices();
  18185. }
  18186. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18187. LatheGeometry.prototype.constructor = LatheGeometry;
  18188. // LatheBufferGeometry
  18189. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18190. BufferGeometry.call( this );
  18191. this.type = 'LatheBufferGeometry';
  18192. this.parameters = {
  18193. points: points,
  18194. segments: segments,
  18195. phiStart: phiStart,
  18196. phiLength: phiLength
  18197. };
  18198. segments = Math.floor( segments ) || 12;
  18199. phiStart = phiStart || 0;
  18200. phiLength = phiLength || Math.PI * 2;
  18201. // clamp phiLength so it's in range of [ 0, 2PI ]
  18202. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18203. // buffers
  18204. var indices = [];
  18205. var vertices = [];
  18206. var uvs = [];
  18207. // helper variables
  18208. var base;
  18209. var inverseSegments = 1.0 / segments;
  18210. var vertex = new Vector3();
  18211. var uv = new Vector2();
  18212. var i, j;
  18213. // generate vertices and uvs
  18214. for ( i = 0; i <= segments; i ++ ) {
  18215. var phi = phiStart + i * inverseSegments * phiLength;
  18216. var sin = Math.sin( phi );
  18217. var cos = Math.cos( phi );
  18218. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18219. // vertex
  18220. vertex.x = points[ j ].x * sin;
  18221. vertex.y = points[ j ].y;
  18222. vertex.z = points[ j ].x * cos;
  18223. vertices.push( vertex.x, vertex.y, vertex.z );
  18224. // uv
  18225. uv.x = i / segments;
  18226. uv.y = j / ( points.length - 1 );
  18227. uvs.push( uv.x, uv.y );
  18228. }
  18229. }
  18230. // indices
  18231. for ( i = 0; i < segments; i ++ ) {
  18232. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18233. base = j + i * points.length;
  18234. var a = base;
  18235. var b = base + points.length;
  18236. var c = base + points.length + 1;
  18237. var d = base + 1;
  18238. // faces
  18239. indices.push( a, b, d );
  18240. indices.push( b, c, d );
  18241. }
  18242. }
  18243. // build geometry
  18244. this.setIndex( indices );
  18245. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18246. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18247. // generate normals
  18248. this.computeVertexNormals();
  18249. // if the geometry is closed, we need to average the normals along the seam.
  18250. // because the corresponding vertices are identical (but still have different UVs).
  18251. if ( phiLength === Math.PI * 2 ) {
  18252. var normals = this.attributes.normal.array;
  18253. var n1 = new Vector3();
  18254. var n2 = new Vector3();
  18255. var n = new Vector3();
  18256. // this is the buffer offset for the last line of vertices
  18257. base = segments * points.length * 3;
  18258. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18259. // select the normal of the vertex in the first line
  18260. n1.x = normals[ j + 0 ];
  18261. n1.y = normals[ j + 1 ];
  18262. n1.z = normals[ j + 2 ];
  18263. // select the normal of the vertex in the last line
  18264. n2.x = normals[ base + j + 0 ];
  18265. n2.y = normals[ base + j + 1 ];
  18266. n2.z = normals[ base + j + 2 ];
  18267. // average normals
  18268. n.addVectors( n1, n2 ).normalize();
  18269. // assign the new values to both normals
  18270. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18271. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18272. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18273. }
  18274. }
  18275. }
  18276. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18277. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18278. /**
  18279. * @author jonobr1 / http://jonobr1.com
  18280. * @author Mugen87 / https://github.com/Mugen87
  18281. */
  18282. // ShapeGeometry
  18283. function ShapeGeometry( shapes, curveSegments ) {
  18284. Geometry.call( this );
  18285. this.type = 'ShapeGeometry';
  18286. if ( typeof curveSegments === 'object' ) {
  18287. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18288. curveSegments = curveSegments.curveSegments;
  18289. }
  18290. this.parameters = {
  18291. shapes: shapes,
  18292. curveSegments: curveSegments
  18293. };
  18294. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18295. this.mergeVertices();
  18296. }
  18297. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18298. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18299. ShapeGeometry.prototype.toJSON = function () {
  18300. var data = Geometry.prototype.toJSON.call( this );
  18301. var shapes = this.parameters.shapes;
  18302. return toJSON$1( shapes, data );
  18303. };
  18304. // ShapeBufferGeometry
  18305. function ShapeBufferGeometry( shapes, curveSegments ) {
  18306. BufferGeometry.call( this );
  18307. this.type = 'ShapeBufferGeometry';
  18308. this.parameters = {
  18309. shapes: shapes,
  18310. curveSegments: curveSegments
  18311. };
  18312. curveSegments = curveSegments || 12;
  18313. // buffers
  18314. var indices = [];
  18315. var vertices = [];
  18316. var normals = [];
  18317. var uvs = [];
  18318. // helper variables
  18319. var groupStart = 0;
  18320. var groupCount = 0;
  18321. // allow single and array values for "shapes" parameter
  18322. if ( Array.isArray( shapes ) === false ) {
  18323. addShape( shapes );
  18324. } else {
  18325. for ( var i = 0; i < shapes.length; i ++ ) {
  18326. addShape( shapes[ i ] );
  18327. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18328. groupStart += groupCount;
  18329. groupCount = 0;
  18330. }
  18331. }
  18332. // build geometry
  18333. this.setIndex( indices );
  18334. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18335. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18336. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18337. // helper functions
  18338. function addShape( shape ) {
  18339. var i, l, shapeHole;
  18340. var indexOffset = vertices.length / 3;
  18341. var points = shape.extractPoints( curveSegments );
  18342. var shapeVertices = points.shape;
  18343. var shapeHoles = points.holes;
  18344. // check direction of vertices
  18345. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18346. shapeVertices = shapeVertices.reverse();
  18347. }
  18348. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18349. shapeHole = shapeHoles[ i ];
  18350. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18351. shapeHoles[ i ] = shapeHole.reverse();
  18352. }
  18353. }
  18354. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18355. // join vertices of inner and outer paths to a single array
  18356. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18357. shapeHole = shapeHoles[ i ];
  18358. shapeVertices = shapeVertices.concat( shapeHole );
  18359. }
  18360. // vertices, normals, uvs
  18361. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18362. var vertex = shapeVertices[ i ];
  18363. vertices.push( vertex.x, vertex.y, 0 );
  18364. normals.push( 0, 0, 1 );
  18365. uvs.push( vertex.x, vertex.y ); // world uvs
  18366. }
  18367. // incides
  18368. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18369. var face = faces[ i ];
  18370. var a = face[ 0 ] + indexOffset;
  18371. var b = face[ 1 ] + indexOffset;
  18372. var c = face[ 2 ] + indexOffset;
  18373. indices.push( a, b, c );
  18374. groupCount += 3;
  18375. }
  18376. }
  18377. }
  18378. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18379. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18380. ShapeBufferGeometry.prototype.toJSON = function () {
  18381. var data = BufferGeometry.prototype.toJSON.call( this );
  18382. var shapes = this.parameters.shapes;
  18383. return toJSON$1( shapes, data );
  18384. };
  18385. //
  18386. function toJSON$1( shapes, data ) {
  18387. data.shapes = [];
  18388. if ( Array.isArray( shapes ) ) {
  18389. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18390. var shape = shapes[ i ];
  18391. data.shapes.push( shape.uuid );
  18392. }
  18393. } else {
  18394. data.shapes.push( shapes.uuid );
  18395. }
  18396. return data;
  18397. }
  18398. /**
  18399. * @author WestLangley / http://github.com/WestLangley
  18400. * @author Mugen87 / https://github.com/Mugen87
  18401. */
  18402. function EdgesGeometry( geometry, thresholdAngle ) {
  18403. BufferGeometry.call( this );
  18404. this.type = 'EdgesGeometry';
  18405. this.parameters = {
  18406. thresholdAngle: thresholdAngle
  18407. };
  18408. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18409. // buffer
  18410. var vertices = [];
  18411. // helper variables
  18412. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18413. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18414. var key, keys = [ 'a', 'b', 'c' ];
  18415. // prepare source geometry
  18416. var geometry2;
  18417. if ( geometry.isBufferGeometry ) {
  18418. geometry2 = new Geometry();
  18419. geometry2.fromBufferGeometry( geometry );
  18420. } else {
  18421. geometry2 = geometry.clone();
  18422. }
  18423. geometry2.mergeVertices();
  18424. geometry2.computeFaceNormals();
  18425. var sourceVertices = geometry2.vertices;
  18426. var faces = geometry2.faces;
  18427. // now create a data structure where each entry represents an edge with its adjoining faces
  18428. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18429. var face = faces[ i ];
  18430. for ( var j = 0; j < 3; j ++ ) {
  18431. edge1 = face[ keys[ j ] ];
  18432. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18433. edge[ 0 ] = Math.min( edge1, edge2 );
  18434. edge[ 1 ] = Math.max( edge1, edge2 );
  18435. key = edge[ 0 ] + ',' + edge[ 1 ];
  18436. if ( edges[ key ] === undefined ) {
  18437. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18438. } else {
  18439. edges[ key ].face2 = i;
  18440. }
  18441. }
  18442. }
  18443. // generate vertices
  18444. for ( key in edges ) {
  18445. var e = edges[ key ];
  18446. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18447. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18448. var vertex = sourceVertices[ e.index1 ];
  18449. vertices.push( vertex.x, vertex.y, vertex.z );
  18450. vertex = sourceVertices[ e.index2 ];
  18451. vertices.push( vertex.x, vertex.y, vertex.z );
  18452. }
  18453. }
  18454. // build geometry
  18455. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18456. }
  18457. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18458. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18459. /**
  18460. * @author mrdoob / http://mrdoob.com/
  18461. * @author Mugen87 / https://github.com/Mugen87
  18462. */
  18463. // CylinderGeometry
  18464. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18465. Geometry.call( this );
  18466. this.type = 'CylinderGeometry';
  18467. this.parameters = {
  18468. radiusTop: radiusTop,
  18469. radiusBottom: radiusBottom,
  18470. height: height,
  18471. radialSegments: radialSegments,
  18472. heightSegments: heightSegments,
  18473. openEnded: openEnded,
  18474. thetaStart: thetaStart,
  18475. thetaLength: thetaLength
  18476. };
  18477. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18478. this.mergeVertices();
  18479. }
  18480. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18481. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18482. // CylinderBufferGeometry
  18483. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18484. BufferGeometry.call( this );
  18485. this.type = 'CylinderBufferGeometry';
  18486. this.parameters = {
  18487. radiusTop: radiusTop,
  18488. radiusBottom: radiusBottom,
  18489. height: height,
  18490. radialSegments: radialSegments,
  18491. heightSegments: heightSegments,
  18492. openEnded: openEnded,
  18493. thetaStart: thetaStart,
  18494. thetaLength: thetaLength
  18495. };
  18496. var scope = this;
  18497. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18498. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18499. height = height || 1;
  18500. radialSegments = Math.floor( radialSegments ) || 8;
  18501. heightSegments = Math.floor( heightSegments ) || 1;
  18502. openEnded = openEnded !== undefined ? openEnded : false;
  18503. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18504. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18505. // buffers
  18506. var indices = [];
  18507. var vertices = [];
  18508. var normals = [];
  18509. var uvs = [];
  18510. // helper variables
  18511. var index = 0;
  18512. var indexArray = [];
  18513. var halfHeight = height / 2;
  18514. var groupStart = 0;
  18515. // generate geometry
  18516. generateTorso();
  18517. if ( openEnded === false ) {
  18518. if ( radiusTop > 0 ) generateCap( true );
  18519. if ( radiusBottom > 0 ) generateCap( false );
  18520. }
  18521. // build geometry
  18522. this.setIndex( indices );
  18523. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18524. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18525. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18526. function generateTorso() {
  18527. var x, y;
  18528. var normal = new Vector3();
  18529. var vertex = new Vector3();
  18530. var groupCount = 0;
  18531. // this will be used to calculate the normal
  18532. var slope = ( radiusBottom - radiusTop ) / height;
  18533. // generate vertices, normals and uvs
  18534. for ( y = 0; y <= heightSegments; y ++ ) {
  18535. var indexRow = [];
  18536. var v = y / heightSegments;
  18537. // calculate the radius of the current row
  18538. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18539. for ( x = 0; x <= radialSegments; x ++ ) {
  18540. var u = x / radialSegments;
  18541. var theta = u * thetaLength + thetaStart;
  18542. var sinTheta = Math.sin( theta );
  18543. var cosTheta = Math.cos( theta );
  18544. // vertex
  18545. vertex.x = radius * sinTheta;
  18546. vertex.y = - v * height + halfHeight;
  18547. vertex.z = radius * cosTheta;
  18548. vertices.push( vertex.x, vertex.y, vertex.z );
  18549. // normal
  18550. normal.set( sinTheta, slope, cosTheta ).normalize();
  18551. normals.push( normal.x, normal.y, normal.z );
  18552. // uv
  18553. uvs.push( u, 1 - v );
  18554. // save index of vertex in respective row
  18555. indexRow.push( index ++ );
  18556. }
  18557. // now save vertices of the row in our index array
  18558. indexArray.push( indexRow );
  18559. }
  18560. // generate indices
  18561. for ( x = 0; x < radialSegments; x ++ ) {
  18562. for ( y = 0; y < heightSegments; y ++ ) {
  18563. // we use the index array to access the correct indices
  18564. var a = indexArray[ y ][ x ];
  18565. var b = indexArray[ y + 1 ][ x ];
  18566. var c = indexArray[ y + 1 ][ x + 1 ];
  18567. var d = indexArray[ y ][ x + 1 ];
  18568. // faces
  18569. indices.push( a, b, d );
  18570. indices.push( b, c, d );
  18571. // update group counter
  18572. groupCount += 6;
  18573. }
  18574. }
  18575. // add a group to the geometry. this will ensure multi material support
  18576. scope.addGroup( groupStart, groupCount, 0 );
  18577. // calculate new start value for groups
  18578. groupStart += groupCount;
  18579. }
  18580. function generateCap( top ) {
  18581. var x, centerIndexStart, centerIndexEnd;
  18582. var uv = new Vector2();
  18583. var vertex = new Vector3();
  18584. var groupCount = 0;
  18585. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18586. var sign = ( top === true ) ? 1 : - 1;
  18587. // save the index of the first center vertex
  18588. centerIndexStart = index;
  18589. // first we generate the center vertex data of the cap.
  18590. // because the geometry needs one set of uvs per face,
  18591. // we must generate a center vertex per face/segment
  18592. for ( x = 1; x <= radialSegments; x ++ ) {
  18593. // vertex
  18594. vertices.push( 0, halfHeight * sign, 0 );
  18595. // normal
  18596. normals.push( 0, sign, 0 );
  18597. // uv
  18598. uvs.push( 0.5, 0.5 );
  18599. // increase index
  18600. index ++;
  18601. }
  18602. // save the index of the last center vertex
  18603. centerIndexEnd = index;
  18604. // now we generate the surrounding vertices, normals and uvs
  18605. for ( x = 0; x <= radialSegments; x ++ ) {
  18606. var u = x / radialSegments;
  18607. var theta = u * thetaLength + thetaStart;
  18608. var cosTheta = Math.cos( theta );
  18609. var sinTheta = Math.sin( theta );
  18610. // vertex
  18611. vertex.x = radius * sinTheta;
  18612. vertex.y = halfHeight * sign;
  18613. vertex.z = radius * cosTheta;
  18614. vertices.push( vertex.x, vertex.y, vertex.z );
  18615. // normal
  18616. normals.push( 0, sign, 0 );
  18617. // uv
  18618. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18619. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18620. uvs.push( uv.x, uv.y );
  18621. // increase index
  18622. index ++;
  18623. }
  18624. // generate indices
  18625. for ( x = 0; x < radialSegments; x ++ ) {
  18626. var c = centerIndexStart + x;
  18627. var i = centerIndexEnd + x;
  18628. if ( top === true ) {
  18629. // face top
  18630. indices.push( i, i + 1, c );
  18631. } else {
  18632. // face bottom
  18633. indices.push( i + 1, i, c );
  18634. }
  18635. groupCount += 3;
  18636. }
  18637. // add a group to the geometry. this will ensure multi material support
  18638. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18639. // calculate new start value for groups
  18640. groupStart += groupCount;
  18641. }
  18642. }
  18643. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18644. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18645. /**
  18646. * @author abelnation / http://github.com/abelnation
  18647. */
  18648. // ConeGeometry
  18649. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18650. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18651. this.type = 'ConeGeometry';
  18652. this.parameters = {
  18653. radius: radius,
  18654. height: height,
  18655. radialSegments: radialSegments,
  18656. heightSegments: heightSegments,
  18657. openEnded: openEnded,
  18658. thetaStart: thetaStart,
  18659. thetaLength: thetaLength
  18660. };
  18661. }
  18662. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18663. ConeGeometry.prototype.constructor = ConeGeometry;
  18664. // ConeBufferGeometry
  18665. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18666. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18667. this.type = 'ConeBufferGeometry';
  18668. this.parameters = {
  18669. radius: radius,
  18670. height: height,
  18671. radialSegments: radialSegments,
  18672. heightSegments: heightSegments,
  18673. openEnded: openEnded,
  18674. thetaStart: thetaStart,
  18675. thetaLength: thetaLength
  18676. };
  18677. }
  18678. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18679. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18680. /**
  18681. * @author benaadams / https://twitter.com/ben_a_adams
  18682. * @author Mugen87 / https://github.com/Mugen87
  18683. * @author hughes
  18684. */
  18685. // CircleGeometry
  18686. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18687. Geometry.call( this );
  18688. this.type = 'CircleGeometry';
  18689. this.parameters = {
  18690. radius: radius,
  18691. segments: segments,
  18692. thetaStart: thetaStart,
  18693. thetaLength: thetaLength
  18694. };
  18695. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18696. this.mergeVertices();
  18697. }
  18698. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18699. CircleGeometry.prototype.constructor = CircleGeometry;
  18700. // CircleBufferGeometry
  18701. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18702. BufferGeometry.call( this );
  18703. this.type = 'CircleBufferGeometry';
  18704. this.parameters = {
  18705. radius: radius,
  18706. segments: segments,
  18707. thetaStart: thetaStart,
  18708. thetaLength: thetaLength
  18709. };
  18710. radius = radius || 1;
  18711. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18712. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18713. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18714. // buffers
  18715. var indices = [];
  18716. var vertices = [];
  18717. var normals = [];
  18718. var uvs = [];
  18719. // helper variables
  18720. var i, s;
  18721. var vertex = new Vector3();
  18722. var uv = new Vector2();
  18723. // center point
  18724. vertices.push( 0, 0, 0 );
  18725. normals.push( 0, 0, 1 );
  18726. uvs.push( 0.5, 0.5 );
  18727. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18728. var segment = thetaStart + s / segments * thetaLength;
  18729. // vertex
  18730. vertex.x = radius * Math.cos( segment );
  18731. vertex.y = radius * Math.sin( segment );
  18732. vertices.push( vertex.x, vertex.y, vertex.z );
  18733. // normal
  18734. normals.push( 0, 0, 1 );
  18735. // uvs
  18736. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18737. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18738. uvs.push( uv.x, uv.y );
  18739. }
  18740. // indices
  18741. for ( i = 1; i <= segments; i ++ ) {
  18742. indices.push( i, i + 1, 0 );
  18743. }
  18744. // build geometry
  18745. this.setIndex( indices );
  18746. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18747. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18748. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18749. }
  18750. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18751. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18752. var Geometries = /*#__PURE__*/Object.freeze({
  18753. WireframeGeometry: WireframeGeometry,
  18754. ParametricGeometry: ParametricGeometry,
  18755. ParametricBufferGeometry: ParametricBufferGeometry,
  18756. TetrahedronGeometry: TetrahedronGeometry,
  18757. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18758. OctahedronGeometry: OctahedronGeometry,
  18759. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18760. IcosahedronGeometry: IcosahedronGeometry,
  18761. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18762. DodecahedronGeometry: DodecahedronGeometry,
  18763. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18764. PolyhedronGeometry: PolyhedronGeometry,
  18765. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18766. TubeGeometry: TubeGeometry,
  18767. TubeBufferGeometry: TubeBufferGeometry,
  18768. TorusKnotGeometry: TorusKnotGeometry,
  18769. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18770. TorusGeometry: TorusGeometry,
  18771. TorusBufferGeometry: TorusBufferGeometry,
  18772. TextGeometry: TextGeometry,
  18773. TextBufferGeometry: TextBufferGeometry,
  18774. SphereGeometry: SphereGeometry,
  18775. SphereBufferGeometry: SphereBufferGeometry,
  18776. RingGeometry: RingGeometry,
  18777. RingBufferGeometry: RingBufferGeometry,
  18778. PlaneGeometry: PlaneGeometry,
  18779. PlaneBufferGeometry: PlaneBufferGeometry,
  18780. LatheGeometry: LatheGeometry,
  18781. LatheBufferGeometry: LatheBufferGeometry,
  18782. ShapeGeometry: ShapeGeometry,
  18783. ShapeBufferGeometry: ShapeBufferGeometry,
  18784. ExtrudeGeometry: ExtrudeGeometry,
  18785. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18786. EdgesGeometry: EdgesGeometry,
  18787. ConeGeometry: ConeGeometry,
  18788. ConeBufferGeometry: ConeBufferGeometry,
  18789. CylinderGeometry: CylinderGeometry,
  18790. CylinderBufferGeometry: CylinderBufferGeometry,
  18791. CircleGeometry: CircleGeometry,
  18792. CircleBufferGeometry: CircleBufferGeometry,
  18793. BoxGeometry: BoxGeometry,
  18794. BoxBufferGeometry: BoxBufferGeometry
  18795. });
  18796. /**
  18797. * @author mrdoob / http://mrdoob.com/
  18798. *
  18799. * parameters = {
  18800. * color: <THREE.Color>
  18801. * }
  18802. */
  18803. function ShadowMaterial( parameters ) {
  18804. Material.call( this );
  18805. this.type = 'ShadowMaterial';
  18806. this.color = new Color( 0x000000 );
  18807. this.transparent = true;
  18808. this.setValues( parameters );
  18809. }
  18810. ShadowMaterial.prototype = Object.create( Material.prototype );
  18811. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18812. ShadowMaterial.prototype.isShadowMaterial = true;
  18813. ShadowMaterial.prototype.copy = function ( source ) {
  18814. Material.prototype.copy.call( this, source );
  18815. this.color.copy( source.color );
  18816. return this;
  18817. };
  18818. /**
  18819. * @author mrdoob / http://mrdoob.com/
  18820. */
  18821. function RawShaderMaterial( parameters ) {
  18822. ShaderMaterial.call( this, parameters );
  18823. this.type = 'RawShaderMaterial';
  18824. }
  18825. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18826. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18827. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18828. /**
  18829. * @author WestLangley / http://github.com/WestLangley
  18830. *
  18831. * parameters = {
  18832. * color: <hex>,
  18833. * roughness: <float>,
  18834. * metalness: <float>,
  18835. * opacity: <float>,
  18836. *
  18837. * map: new THREE.Texture( <Image> ),
  18838. *
  18839. * lightMap: new THREE.Texture( <Image> ),
  18840. * lightMapIntensity: <float>
  18841. *
  18842. * aoMap: new THREE.Texture( <Image> ),
  18843. * aoMapIntensity: <float>
  18844. *
  18845. * emissive: <hex>,
  18846. * emissiveIntensity: <float>
  18847. * emissiveMap: new THREE.Texture( <Image> ),
  18848. *
  18849. * bumpMap: new THREE.Texture( <Image> ),
  18850. * bumpScale: <float>,
  18851. *
  18852. * normalMap: new THREE.Texture( <Image> ),
  18853. * normalMapType: THREE.TangentSpaceNormalMap,
  18854. * normalScale: <Vector2>,
  18855. *
  18856. * displacementMap: new THREE.Texture( <Image> ),
  18857. * displacementScale: <float>,
  18858. * displacementBias: <float>,
  18859. *
  18860. * roughnessMap: new THREE.Texture( <Image> ),
  18861. *
  18862. * metalnessMap: new THREE.Texture( <Image> ),
  18863. *
  18864. * alphaMap: new THREE.Texture( <Image> ),
  18865. *
  18866. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18867. * envMapIntensity: <float>
  18868. *
  18869. * refractionRatio: <float>,
  18870. *
  18871. * wireframe: <boolean>,
  18872. * wireframeLinewidth: <float>,
  18873. *
  18874. * skinning: <bool>,
  18875. * morphTargets: <bool>,
  18876. * morphNormals: <bool>
  18877. * }
  18878. */
  18879. function MeshStandardMaterial( parameters ) {
  18880. Material.call( this );
  18881. this.defines = { 'STANDARD': '' };
  18882. this.type = 'MeshStandardMaterial';
  18883. this.color = new Color( 0xffffff ); // diffuse
  18884. this.roughness = 0.5;
  18885. this.metalness = 0.5;
  18886. this.map = null;
  18887. this.lightMap = null;
  18888. this.lightMapIntensity = 1.0;
  18889. this.aoMap = null;
  18890. this.aoMapIntensity = 1.0;
  18891. this.emissive = new Color( 0x000000 );
  18892. this.emissiveIntensity = 1.0;
  18893. this.emissiveMap = null;
  18894. this.bumpMap = null;
  18895. this.bumpScale = 1;
  18896. this.normalMap = null;
  18897. this.normalMapType = TangentSpaceNormalMap;
  18898. this.normalScale = new Vector2( 1, 1 );
  18899. this.displacementMap = null;
  18900. this.displacementScale = 1;
  18901. this.displacementBias = 0;
  18902. this.roughnessMap = null;
  18903. this.metalnessMap = null;
  18904. this.alphaMap = null;
  18905. this.envMap = null;
  18906. this.envMapIntensity = 1.0;
  18907. this.refractionRatio = 0.98;
  18908. this.wireframe = false;
  18909. this.wireframeLinewidth = 1;
  18910. this.wireframeLinecap = 'round';
  18911. this.wireframeLinejoin = 'round';
  18912. this.skinning = false;
  18913. this.morphTargets = false;
  18914. this.morphNormals = false;
  18915. this.setValues( parameters );
  18916. }
  18917. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  18918. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  18919. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  18920. MeshStandardMaterial.prototype.copy = function ( source ) {
  18921. Material.prototype.copy.call( this, source );
  18922. this.defines = { 'STANDARD': '' };
  18923. this.color.copy( source.color );
  18924. this.roughness = source.roughness;
  18925. this.metalness = source.metalness;
  18926. this.map = source.map;
  18927. this.lightMap = source.lightMap;
  18928. this.lightMapIntensity = source.lightMapIntensity;
  18929. this.aoMap = source.aoMap;
  18930. this.aoMapIntensity = source.aoMapIntensity;
  18931. this.emissive.copy( source.emissive );
  18932. this.emissiveMap = source.emissiveMap;
  18933. this.emissiveIntensity = source.emissiveIntensity;
  18934. this.bumpMap = source.bumpMap;
  18935. this.bumpScale = source.bumpScale;
  18936. this.normalMap = source.normalMap;
  18937. this.normalMapType = source.normalMapType;
  18938. this.normalScale.copy( source.normalScale );
  18939. this.displacementMap = source.displacementMap;
  18940. this.displacementScale = source.displacementScale;
  18941. this.displacementBias = source.displacementBias;
  18942. this.roughnessMap = source.roughnessMap;
  18943. this.metalnessMap = source.metalnessMap;
  18944. this.alphaMap = source.alphaMap;
  18945. this.envMap = source.envMap;
  18946. this.envMapIntensity = source.envMapIntensity;
  18947. this.refractionRatio = source.refractionRatio;
  18948. this.wireframe = source.wireframe;
  18949. this.wireframeLinewidth = source.wireframeLinewidth;
  18950. this.wireframeLinecap = source.wireframeLinecap;
  18951. this.wireframeLinejoin = source.wireframeLinejoin;
  18952. this.skinning = source.skinning;
  18953. this.morphTargets = source.morphTargets;
  18954. this.morphNormals = source.morphNormals;
  18955. return this;
  18956. };
  18957. /**
  18958. * @author WestLangley / http://github.com/WestLangley
  18959. *
  18960. * parameters = {
  18961. * reflectivity: <float>
  18962. * clearCoat: <float>
  18963. * clearCoatRoughness: <float>
  18964. * }
  18965. */
  18966. function MeshPhysicalMaterial( parameters ) {
  18967. MeshStandardMaterial.call( this );
  18968. this.defines = { 'PHYSICAL': '' };
  18969. this.type = 'MeshPhysicalMaterial';
  18970. this.reflectivity = 0.5; // maps to F0 = 0.04
  18971. this.clearCoat = 0.0;
  18972. this.clearCoatRoughness = 0.0;
  18973. this.setValues( parameters );
  18974. }
  18975. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  18976. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  18977. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  18978. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  18979. MeshStandardMaterial.prototype.copy.call( this, source );
  18980. this.defines = { 'PHYSICAL': '' };
  18981. this.reflectivity = source.reflectivity;
  18982. this.clearCoat = source.clearCoat;
  18983. this.clearCoatRoughness = source.clearCoatRoughness;
  18984. return this;
  18985. };
  18986. /**
  18987. * @author mrdoob / http://mrdoob.com/
  18988. * @author alteredq / http://alteredqualia.com/
  18989. *
  18990. * parameters = {
  18991. * color: <hex>,
  18992. * specular: <hex>,
  18993. * shininess: <float>,
  18994. * opacity: <float>,
  18995. *
  18996. * map: new THREE.Texture( <Image> ),
  18997. *
  18998. * lightMap: new THREE.Texture( <Image> ),
  18999. * lightMapIntensity: <float>
  19000. *
  19001. * aoMap: new THREE.Texture( <Image> ),
  19002. * aoMapIntensity: <float>
  19003. *
  19004. * emissive: <hex>,
  19005. * emissiveIntensity: <float>
  19006. * emissiveMap: new THREE.Texture( <Image> ),
  19007. *
  19008. * bumpMap: new THREE.Texture( <Image> ),
  19009. * bumpScale: <float>,
  19010. *
  19011. * normalMap: new THREE.Texture( <Image> ),
  19012. * normalMapType: THREE.TangentSpaceNormalMap,
  19013. * normalScale: <Vector2>,
  19014. *
  19015. * displacementMap: new THREE.Texture( <Image> ),
  19016. * displacementScale: <float>,
  19017. * displacementBias: <float>,
  19018. *
  19019. * specularMap: new THREE.Texture( <Image> ),
  19020. *
  19021. * alphaMap: new THREE.Texture( <Image> ),
  19022. *
  19023. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19024. * combine: THREE.Multiply,
  19025. * reflectivity: <float>,
  19026. * refractionRatio: <float>,
  19027. *
  19028. * wireframe: <boolean>,
  19029. * wireframeLinewidth: <float>,
  19030. *
  19031. * skinning: <bool>,
  19032. * morphTargets: <bool>,
  19033. * morphNormals: <bool>
  19034. * }
  19035. */
  19036. function MeshPhongMaterial( parameters ) {
  19037. Material.call( this );
  19038. this.type = 'MeshPhongMaterial';
  19039. this.color = new Color( 0xffffff ); // diffuse
  19040. this.specular = new Color( 0x111111 );
  19041. this.shininess = 30;
  19042. this.map = null;
  19043. this.lightMap = null;
  19044. this.lightMapIntensity = 1.0;
  19045. this.aoMap = null;
  19046. this.aoMapIntensity = 1.0;
  19047. this.emissive = new Color( 0x000000 );
  19048. this.emissiveIntensity = 1.0;
  19049. this.emissiveMap = null;
  19050. this.bumpMap = null;
  19051. this.bumpScale = 1;
  19052. this.normalMap = null;
  19053. this.normalMapType = TangentSpaceNormalMap;
  19054. this.normalScale = new Vector2( 1, 1 );
  19055. this.displacementMap = null;
  19056. this.displacementScale = 1;
  19057. this.displacementBias = 0;
  19058. this.specularMap = null;
  19059. this.alphaMap = null;
  19060. this.envMap = null;
  19061. this.combine = MultiplyOperation;
  19062. this.reflectivity = 1;
  19063. this.refractionRatio = 0.98;
  19064. this.wireframe = false;
  19065. this.wireframeLinewidth = 1;
  19066. this.wireframeLinecap = 'round';
  19067. this.wireframeLinejoin = 'round';
  19068. this.skinning = false;
  19069. this.morphTargets = false;
  19070. this.morphNormals = false;
  19071. this.setValues( parameters );
  19072. }
  19073. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19074. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19075. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19076. MeshPhongMaterial.prototype.copy = function ( source ) {
  19077. Material.prototype.copy.call( this, source );
  19078. this.color.copy( source.color );
  19079. this.specular.copy( source.specular );
  19080. this.shininess = source.shininess;
  19081. this.map = source.map;
  19082. this.lightMap = source.lightMap;
  19083. this.lightMapIntensity = source.lightMapIntensity;
  19084. this.aoMap = source.aoMap;
  19085. this.aoMapIntensity = source.aoMapIntensity;
  19086. this.emissive.copy( source.emissive );
  19087. this.emissiveMap = source.emissiveMap;
  19088. this.emissiveIntensity = source.emissiveIntensity;
  19089. this.bumpMap = source.bumpMap;
  19090. this.bumpScale = source.bumpScale;
  19091. this.normalMap = source.normalMap;
  19092. this.normalMapType = source.normalMapType;
  19093. this.normalScale.copy( source.normalScale );
  19094. this.displacementMap = source.displacementMap;
  19095. this.displacementScale = source.displacementScale;
  19096. this.displacementBias = source.displacementBias;
  19097. this.specularMap = source.specularMap;
  19098. this.alphaMap = source.alphaMap;
  19099. this.envMap = source.envMap;
  19100. this.combine = source.combine;
  19101. this.reflectivity = source.reflectivity;
  19102. this.refractionRatio = source.refractionRatio;
  19103. this.wireframe = source.wireframe;
  19104. this.wireframeLinewidth = source.wireframeLinewidth;
  19105. this.wireframeLinecap = source.wireframeLinecap;
  19106. this.wireframeLinejoin = source.wireframeLinejoin;
  19107. this.skinning = source.skinning;
  19108. this.morphTargets = source.morphTargets;
  19109. this.morphNormals = source.morphNormals;
  19110. return this;
  19111. };
  19112. /**
  19113. * @author takahirox / http://github.com/takahirox
  19114. *
  19115. * parameters = {
  19116. * gradientMap: new THREE.Texture( <Image> )
  19117. * }
  19118. */
  19119. function MeshToonMaterial( parameters ) {
  19120. MeshPhongMaterial.call( this );
  19121. this.defines = { 'TOON': '' };
  19122. this.type = 'MeshToonMaterial';
  19123. this.gradientMap = null;
  19124. this.setValues( parameters );
  19125. }
  19126. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19127. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19128. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19129. MeshToonMaterial.prototype.copy = function ( source ) {
  19130. MeshPhongMaterial.prototype.copy.call( this, source );
  19131. this.gradientMap = source.gradientMap;
  19132. return this;
  19133. };
  19134. /**
  19135. * @author mrdoob / http://mrdoob.com/
  19136. * @author WestLangley / http://github.com/WestLangley
  19137. *
  19138. * parameters = {
  19139. * opacity: <float>,
  19140. *
  19141. * bumpMap: new THREE.Texture( <Image> ),
  19142. * bumpScale: <float>,
  19143. *
  19144. * normalMap: new THREE.Texture( <Image> ),
  19145. * normalMapType: THREE.TangentSpaceNormalMap,
  19146. * normalScale: <Vector2>,
  19147. *
  19148. * displacementMap: new THREE.Texture( <Image> ),
  19149. * displacementScale: <float>,
  19150. * displacementBias: <float>,
  19151. *
  19152. * wireframe: <boolean>,
  19153. * wireframeLinewidth: <float>
  19154. *
  19155. * skinning: <bool>,
  19156. * morphTargets: <bool>,
  19157. * morphNormals: <bool>
  19158. * }
  19159. */
  19160. function MeshNormalMaterial( parameters ) {
  19161. Material.call( this );
  19162. this.type = 'MeshNormalMaterial';
  19163. this.bumpMap = null;
  19164. this.bumpScale = 1;
  19165. this.normalMap = null;
  19166. this.normalMapType = TangentSpaceNormalMap;
  19167. this.normalScale = new Vector2( 1, 1 );
  19168. this.displacementMap = null;
  19169. this.displacementScale = 1;
  19170. this.displacementBias = 0;
  19171. this.wireframe = false;
  19172. this.wireframeLinewidth = 1;
  19173. this.fog = false;
  19174. this.lights = false;
  19175. this.skinning = false;
  19176. this.morphTargets = false;
  19177. this.morphNormals = false;
  19178. this.setValues( parameters );
  19179. }
  19180. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19181. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19182. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19183. MeshNormalMaterial.prototype.copy = function ( source ) {
  19184. Material.prototype.copy.call( this, source );
  19185. this.bumpMap = source.bumpMap;
  19186. this.bumpScale = source.bumpScale;
  19187. this.normalMap = source.normalMap;
  19188. this.normalMapType = source.normalMapType;
  19189. this.normalScale.copy( source.normalScale );
  19190. this.displacementMap = source.displacementMap;
  19191. this.displacementScale = source.displacementScale;
  19192. this.displacementBias = source.displacementBias;
  19193. this.wireframe = source.wireframe;
  19194. this.wireframeLinewidth = source.wireframeLinewidth;
  19195. this.skinning = source.skinning;
  19196. this.morphTargets = source.morphTargets;
  19197. this.morphNormals = source.morphNormals;
  19198. return this;
  19199. };
  19200. /**
  19201. * @author mrdoob / http://mrdoob.com/
  19202. * @author alteredq / http://alteredqualia.com/
  19203. *
  19204. * parameters = {
  19205. * color: <hex>,
  19206. * opacity: <float>,
  19207. *
  19208. * map: new THREE.Texture( <Image> ),
  19209. *
  19210. * lightMap: new THREE.Texture( <Image> ),
  19211. * lightMapIntensity: <float>
  19212. *
  19213. * aoMap: new THREE.Texture( <Image> ),
  19214. * aoMapIntensity: <float>
  19215. *
  19216. * emissive: <hex>,
  19217. * emissiveIntensity: <float>
  19218. * emissiveMap: new THREE.Texture( <Image> ),
  19219. *
  19220. * specularMap: new THREE.Texture( <Image> ),
  19221. *
  19222. * alphaMap: new THREE.Texture( <Image> ),
  19223. *
  19224. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19225. * combine: THREE.Multiply,
  19226. * reflectivity: <float>,
  19227. * refractionRatio: <float>,
  19228. *
  19229. * wireframe: <boolean>,
  19230. * wireframeLinewidth: <float>,
  19231. *
  19232. * skinning: <bool>,
  19233. * morphTargets: <bool>,
  19234. * morphNormals: <bool>
  19235. * }
  19236. */
  19237. function MeshLambertMaterial( parameters ) {
  19238. Material.call( this );
  19239. this.type = 'MeshLambertMaterial';
  19240. this.color = new Color( 0xffffff ); // diffuse
  19241. this.map = null;
  19242. this.lightMap = null;
  19243. this.lightMapIntensity = 1.0;
  19244. this.aoMap = null;
  19245. this.aoMapIntensity = 1.0;
  19246. this.emissive = new Color( 0x000000 );
  19247. this.emissiveIntensity = 1.0;
  19248. this.emissiveMap = null;
  19249. this.specularMap = null;
  19250. this.alphaMap = null;
  19251. this.envMap = null;
  19252. this.combine = MultiplyOperation;
  19253. this.reflectivity = 1;
  19254. this.refractionRatio = 0.98;
  19255. this.wireframe = false;
  19256. this.wireframeLinewidth = 1;
  19257. this.wireframeLinecap = 'round';
  19258. this.wireframeLinejoin = 'round';
  19259. this.skinning = false;
  19260. this.morphTargets = false;
  19261. this.morphNormals = false;
  19262. this.setValues( parameters );
  19263. }
  19264. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19265. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19266. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19267. MeshLambertMaterial.prototype.copy = function ( source ) {
  19268. Material.prototype.copy.call( this, source );
  19269. this.color.copy( source.color );
  19270. this.map = source.map;
  19271. this.lightMap = source.lightMap;
  19272. this.lightMapIntensity = source.lightMapIntensity;
  19273. this.aoMap = source.aoMap;
  19274. this.aoMapIntensity = source.aoMapIntensity;
  19275. this.emissive.copy( source.emissive );
  19276. this.emissiveMap = source.emissiveMap;
  19277. this.emissiveIntensity = source.emissiveIntensity;
  19278. this.specularMap = source.specularMap;
  19279. this.alphaMap = source.alphaMap;
  19280. this.envMap = source.envMap;
  19281. this.combine = source.combine;
  19282. this.reflectivity = source.reflectivity;
  19283. this.refractionRatio = source.refractionRatio;
  19284. this.wireframe = source.wireframe;
  19285. this.wireframeLinewidth = source.wireframeLinewidth;
  19286. this.wireframeLinecap = source.wireframeLinecap;
  19287. this.wireframeLinejoin = source.wireframeLinejoin;
  19288. this.skinning = source.skinning;
  19289. this.morphTargets = source.morphTargets;
  19290. this.morphNormals = source.morphNormals;
  19291. return this;
  19292. };
  19293. /**
  19294. * @author WestLangley / http://github.com/WestLangley
  19295. *
  19296. * parameters = {
  19297. * color: <hex>,
  19298. * opacity: <float>,
  19299. *
  19300. * matcap: new THREE.Texture( <Image> ),
  19301. *
  19302. * map: new THREE.Texture( <Image> ),
  19303. *
  19304. * bumpMap: new THREE.Texture( <Image> ),
  19305. * bumpScale: <float>,
  19306. *
  19307. * normalMap: new THREE.Texture( <Image> ),
  19308. * normalMapType: THREE.TangentSpaceNormalMap,
  19309. * normalScale: <Vector2>,
  19310. *
  19311. * displacementMap: new THREE.Texture( <Image> ),
  19312. * displacementScale: <float>,
  19313. * displacementBias: <float>,
  19314. *
  19315. * alphaMap: new THREE.Texture( <Image> ),
  19316. *
  19317. * skinning: <bool>,
  19318. * morphTargets: <bool>,
  19319. * morphNormals: <bool>
  19320. * }
  19321. */
  19322. function MeshMatcapMaterial( parameters ) {
  19323. Material.call( this );
  19324. this.defines = { 'MATCAP': '' };
  19325. this.type = 'MeshMatcapMaterial';
  19326. this.color = new Color( 0xffffff ); // diffuse
  19327. this.matcap = null;
  19328. this.map = null;
  19329. this.bumpMap = null;
  19330. this.bumpScale = 1;
  19331. this.normalMap = null;
  19332. this.normalMapType = TangentSpaceNormalMap;
  19333. this.normalScale = new Vector2( 1, 1 );
  19334. this.displacementMap = null;
  19335. this.displacementScale = 1;
  19336. this.displacementBias = 0;
  19337. this.alphaMap = null;
  19338. this.skinning = false;
  19339. this.morphTargets = false;
  19340. this.morphNormals = false;
  19341. this.lights = false;
  19342. this.setValues( parameters );
  19343. }
  19344. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19345. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19346. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19347. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19348. Material.prototype.copy.call( this, source );
  19349. this.defines = { 'MATCAP': '' };
  19350. this.color.copy( source.color );
  19351. this.matcap = source.matcap;
  19352. this.map = source.map;
  19353. this.bumpMap = source.bumpMap;
  19354. this.bumpScale = source.bumpScale;
  19355. this.normalMap = source.normalMap;
  19356. this.normalMapType = source.normalMapType;
  19357. this.normalScale.copy( source.normalScale );
  19358. this.displacementMap = source.displacementMap;
  19359. this.displacementScale = source.displacementScale;
  19360. this.displacementBias = source.displacementBias;
  19361. this.alphaMap = source.alphaMap;
  19362. this.skinning = source.skinning;
  19363. this.morphTargets = source.morphTargets;
  19364. this.morphNormals = source.morphNormals;
  19365. return this;
  19366. };
  19367. /**
  19368. * @author alteredq / http://alteredqualia.com/
  19369. *
  19370. * parameters = {
  19371. * color: <hex>,
  19372. * opacity: <float>,
  19373. *
  19374. * linewidth: <float>,
  19375. *
  19376. * scale: <float>,
  19377. * dashSize: <float>,
  19378. * gapSize: <float>
  19379. * }
  19380. */
  19381. function LineDashedMaterial( parameters ) {
  19382. LineBasicMaterial.call( this );
  19383. this.type = 'LineDashedMaterial';
  19384. this.scale = 1;
  19385. this.dashSize = 3;
  19386. this.gapSize = 1;
  19387. this.setValues( parameters );
  19388. }
  19389. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19390. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19391. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19392. LineDashedMaterial.prototype.copy = function ( source ) {
  19393. LineBasicMaterial.prototype.copy.call( this, source );
  19394. this.scale = source.scale;
  19395. this.dashSize = source.dashSize;
  19396. this.gapSize = source.gapSize;
  19397. return this;
  19398. };
  19399. var Materials = /*#__PURE__*/Object.freeze({
  19400. ShadowMaterial: ShadowMaterial,
  19401. SpriteMaterial: SpriteMaterial,
  19402. RawShaderMaterial: RawShaderMaterial,
  19403. ShaderMaterial: ShaderMaterial,
  19404. PointsMaterial: PointsMaterial,
  19405. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19406. MeshStandardMaterial: MeshStandardMaterial,
  19407. MeshPhongMaterial: MeshPhongMaterial,
  19408. MeshToonMaterial: MeshToonMaterial,
  19409. MeshNormalMaterial: MeshNormalMaterial,
  19410. MeshLambertMaterial: MeshLambertMaterial,
  19411. MeshDepthMaterial: MeshDepthMaterial,
  19412. MeshDistanceMaterial: MeshDistanceMaterial,
  19413. MeshBasicMaterial: MeshBasicMaterial,
  19414. MeshMatcapMaterial: MeshMatcapMaterial,
  19415. LineDashedMaterial: LineDashedMaterial,
  19416. LineBasicMaterial: LineBasicMaterial,
  19417. Material: Material
  19418. });
  19419. /**
  19420. * @author tschw
  19421. * @author Ben Houston / http://clara.io/
  19422. * @author David Sarno / http://lighthaus.us/
  19423. */
  19424. var AnimationUtils = {
  19425. // same as Array.prototype.slice, but also works on typed arrays
  19426. arraySlice: function ( array, from, to ) {
  19427. if ( AnimationUtils.isTypedArray( array ) ) {
  19428. // in ios9 array.subarray(from, undefined) will return empty array
  19429. // but array.subarray(from) or array.subarray(from, len) is correct
  19430. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19431. }
  19432. return array.slice( from, to );
  19433. },
  19434. // converts an array to a specific type
  19435. convertArray: function ( array, type, forceClone ) {
  19436. if ( ! array || // let 'undefined' and 'null' pass
  19437. ! forceClone && array.constructor === type ) return array;
  19438. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19439. return new type( array ); // create typed array
  19440. }
  19441. return Array.prototype.slice.call( array ); // create Array
  19442. },
  19443. isTypedArray: function ( object ) {
  19444. return ArrayBuffer.isView( object ) &&
  19445. ! ( object instanceof DataView );
  19446. },
  19447. // returns an array by which times and values can be sorted
  19448. getKeyframeOrder: function ( times ) {
  19449. function compareTime( i, j ) {
  19450. return times[ i ] - times[ j ];
  19451. }
  19452. var n = times.length;
  19453. var result = new Array( n );
  19454. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19455. result.sort( compareTime );
  19456. return result;
  19457. },
  19458. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19459. sortedArray: function ( values, stride, order ) {
  19460. var nValues = values.length;
  19461. var result = new values.constructor( nValues );
  19462. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19463. var srcOffset = order[ i ] * stride;
  19464. for ( var j = 0; j !== stride; ++ j ) {
  19465. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19466. }
  19467. }
  19468. return result;
  19469. },
  19470. // function for parsing AOS keyframe formats
  19471. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19472. var i = 1, key = jsonKeys[ 0 ];
  19473. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19474. key = jsonKeys[ i ++ ];
  19475. }
  19476. if ( key === undefined ) return; // no data
  19477. var value = key[ valuePropertyName ];
  19478. if ( value === undefined ) return; // no data
  19479. if ( Array.isArray( value ) ) {
  19480. do {
  19481. value = key[ valuePropertyName ];
  19482. if ( value !== undefined ) {
  19483. times.push( key.time );
  19484. values.push.apply( values, value ); // push all elements
  19485. }
  19486. key = jsonKeys[ i ++ ];
  19487. } while ( key !== undefined );
  19488. } else if ( value.toArray !== undefined ) {
  19489. // ...assume THREE.Math-ish
  19490. do {
  19491. value = key[ valuePropertyName ];
  19492. if ( value !== undefined ) {
  19493. times.push( key.time );
  19494. value.toArray( values, values.length );
  19495. }
  19496. key = jsonKeys[ i ++ ];
  19497. } while ( key !== undefined );
  19498. } else {
  19499. // otherwise push as-is
  19500. do {
  19501. value = key[ valuePropertyName ];
  19502. if ( value !== undefined ) {
  19503. times.push( key.time );
  19504. values.push( value );
  19505. }
  19506. key = jsonKeys[ i ++ ];
  19507. } while ( key !== undefined );
  19508. }
  19509. }
  19510. };
  19511. /**
  19512. * Abstract base class of interpolants over parametric samples.
  19513. *
  19514. * The parameter domain is one dimensional, typically the time or a path
  19515. * along a curve defined by the data.
  19516. *
  19517. * The sample values can have any dimensionality and derived classes may
  19518. * apply special interpretations to the data.
  19519. *
  19520. * This class provides the interval seek in a Template Method, deferring
  19521. * the actual interpolation to derived classes.
  19522. *
  19523. * Time complexity is O(1) for linear access crossing at most two points
  19524. * and O(log N) for random access, where N is the number of positions.
  19525. *
  19526. * References:
  19527. *
  19528. * http://www.oodesign.com/template-method-pattern.html
  19529. *
  19530. * @author tschw
  19531. */
  19532. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19533. this.parameterPositions = parameterPositions;
  19534. this._cachedIndex = 0;
  19535. this.resultBuffer = resultBuffer !== undefined ?
  19536. resultBuffer : new sampleValues.constructor( sampleSize );
  19537. this.sampleValues = sampleValues;
  19538. this.valueSize = sampleSize;
  19539. }
  19540. Object.assign( Interpolant.prototype, {
  19541. evaluate: function ( t ) {
  19542. var pp = this.parameterPositions,
  19543. i1 = this._cachedIndex,
  19544. t1 = pp[ i1 ],
  19545. t0 = pp[ i1 - 1 ];
  19546. validate_interval: {
  19547. seek: {
  19548. var right;
  19549. linear_scan: {
  19550. //- See http://jsperf.com/comparison-to-undefined/3
  19551. //- slower code:
  19552. //-
  19553. //- if ( t >= t1 || t1 === undefined ) {
  19554. forward_scan: if ( ! ( t < t1 ) ) {
  19555. for ( var giveUpAt = i1 + 2; ; ) {
  19556. if ( t1 === undefined ) {
  19557. if ( t < t0 ) break forward_scan;
  19558. // after end
  19559. i1 = pp.length;
  19560. this._cachedIndex = i1;
  19561. return this.afterEnd_( i1 - 1, t, t0 );
  19562. }
  19563. if ( i1 === giveUpAt ) break; // this loop
  19564. t0 = t1;
  19565. t1 = pp[ ++ i1 ];
  19566. if ( t < t1 ) {
  19567. // we have arrived at the sought interval
  19568. break seek;
  19569. }
  19570. }
  19571. // prepare binary search on the right side of the index
  19572. right = pp.length;
  19573. break linear_scan;
  19574. }
  19575. //- slower code:
  19576. //- if ( t < t0 || t0 === undefined ) {
  19577. if ( ! ( t >= t0 ) ) {
  19578. // looping?
  19579. var t1global = pp[ 1 ];
  19580. if ( t < t1global ) {
  19581. i1 = 2; // + 1, using the scan for the details
  19582. t0 = t1global;
  19583. }
  19584. // linear reverse scan
  19585. for ( var giveUpAt = i1 - 2; ; ) {
  19586. if ( t0 === undefined ) {
  19587. // before start
  19588. this._cachedIndex = 0;
  19589. return this.beforeStart_( 0, t, t1 );
  19590. }
  19591. if ( i1 === giveUpAt ) break; // this loop
  19592. t1 = t0;
  19593. t0 = pp[ -- i1 - 1 ];
  19594. if ( t >= t0 ) {
  19595. // we have arrived at the sought interval
  19596. break seek;
  19597. }
  19598. }
  19599. // prepare binary search on the left side of the index
  19600. right = i1;
  19601. i1 = 0;
  19602. break linear_scan;
  19603. }
  19604. // the interval is valid
  19605. break validate_interval;
  19606. } // linear scan
  19607. // binary search
  19608. while ( i1 < right ) {
  19609. var mid = ( i1 + right ) >>> 1;
  19610. if ( t < pp[ mid ] ) {
  19611. right = mid;
  19612. } else {
  19613. i1 = mid + 1;
  19614. }
  19615. }
  19616. t1 = pp[ i1 ];
  19617. t0 = pp[ i1 - 1 ];
  19618. // check boundary cases, again
  19619. if ( t0 === undefined ) {
  19620. this._cachedIndex = 0;
  19621. return this.beforeStart_( 0, t, t1 );
  19622. }
  19623. if ( t1 === undefined ) {
  19624. i1 = pp.length;
  19625. this._cachedIndex = i1;
  19626. return this.afterEnd_( i1 - 1, t0, t );
  19627. }
  19628. } // seek
  19629. this._cachedIndex = i1;
  19630. this.intervalChanged_( i1, t0, t1 );
  19631. } // validate_interval
  19632. return this.interpolate_( i1, t0, t, t1 );
  19633. },
  19634. settings: null, // optional, subclass-specific settings structure
  19635. // Note: The indirection allows central control of many interpolants.
  19636. // --- Protected interface
  19637. DefaultSettings_: {},
  19638. getSettings_: function () {
  19639. return this.settings || this.DefaultSettings_;
  19640. },
  19641. copySampleValue_: function ( index ) {
  19642. // copies a sample value to the result buffer
  19643. var result = this.resultBuffer,
  19644. values = this.sampleValues,
  19645. stride = this.valueSize,
  19646. offset = index * stride;
  19647. for ( var i = 0; i !== stride; ++ i ) {
  19648. result[ i ] = values[ offset + i ];
  19649. }
  19650. return result;
  19651. },
  19652. // Template methods for derived classes:
  19653. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19654. throw new Error( 'call to abstract method' );
  19655. // implementations shall return this.resultBuffer
  19656. },
  19657. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19658. // empty
  19659. }
  19660. } );
  19661. //!\ DECLARE ALIAS AFTER assign prototype !
  19662. Object.assign( Interpolant.prototype, {
  19663. //( 0, t, t0 ), returns this.resultBuffer
  19664. beforeStart_: Interpolant.prototype.copySampleValue_,
  19665. //( N-1, tN-1, t ), returns this.resultBuffer
  19666. afterEnd_: Interpolant.prototype.copySampleValue_,
  19667. } );
  19668. /**
  19669. * Fast and simple cubic spline interpolant.
  19670. *
  19671. * It was derived from a Hermitian construction setting the first derivative
  19672. * at each sample position to the linear slope between neighboring positions
  19673. * over their parameter interval.
  19674. *
  19675. * @author tschw
  19676. */
  19677. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19678. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19679. this._weightPrev = - 0;
  19680. this._offsetPrev = - 0;
  19681. this._weightNext = - 0;
  19682. this._offsetNext = - 0;
  19683. }
  19684. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19685. constructor: CubicInterpolant,
  19686. DefaultSettings_: {
  19687. endingStart: ZeroCurvatureEnding,
  19688. endingEnd: ZeroCurvatureEnding
  19689. },
  19690. intervalChanged_: function ( i1, t0, t1 ) {
  19691. var pp = this.parameterPositions,
  19692. iPrev = i1 - 2,
  19693. iNext = i1 + 1,
  19694. tPrev = pp[ iPrev ],
  19695. tNext = pp[ iNext ];
  19696. if ( tPrev === undefined ) {
  19697. switch ( this.getSettings_().endingStart ) {
  19698. case ZeroSlopeEnding:
  19699. // f'(t0) = 0
  19700. iPrev = i1;
  19701. tPrev = 2 * t0 - t1;
  19702. break;
  19703. case WrapAroundEnding:
  19704. // use the other end of the curve
  19705. iPrev = pp.length - 2;
  19706. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19707. break;
  19708. default: // ZeroCurvatureEnding
  19709. // f''(t0) = 0 a.k.a. Natural Spline
  19710. iPrev = i1;
  19711. tPrev = t1;
  19712. }
  19713. }
  19714. if ( tNext === undefined ) {
  19715. switch ( this.getSettings_().endingEnd ) {
  19716. case ZeroSlopeEnding:
  19717. // f'(tN) = 0
  19718. iNext = i1;
  19719. tNext = 2 * t1 - t0;
  19720. break;
  19721. case WrapAroundEnding:
  19722. // use the other end of the curve
  19723. iNext = 1;
  19724. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19725. break;
  19726. default: // ZeroCurvatureEnding
  19727. // f''(tN) = 0, a.k.a. Natural Spline
  19728. iNext = i1 - 1;
  19729. tNext = t0;
  19730. }
  19731. }
  19732. var halfDt = ( t1 - t0 ) * 0.5,
  19733. stride = this.valueSize;
  19734. this._weightPrev = halfDt / ( t0 - tPrev );
  19735. this._weightNext = halfDt / ( tNext - t1 );
  19736. this._offsetPrev = iPrev * stride;
  19737. this._offsetNext = iNext * stride;
  19738. },
  19739. interpolate_: function ( i1, t0, t, t1 ) {
  19740. var result = this.resultBuffer,
  19741. values = this.sampleValues,
  19742. stride = this.valueSize,
  19743. o1 = i1 * stride, o0 = o1 - stride,
  19744. oP = this._offsetPrev, oN = this._offsetNext,
  19745. wP = this._weightPrev, wN = this._weightNext,
  19746. p = ( t - t0 ) / ( t1 - t0 ),
  19747. pp = p * p,
  19748. ppp = pp * p;
  19749. // evaluate polynomials
  19750. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19751. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19752. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19753. var sN = wN * ppp - wN * pp;
  19754. // combine data linearly
  19755. for ( var i = 0; i !== stride; ++ i ) {
  19756. result[ i ] =
  19757. sP * values[ oP + i ] +
  19758. s0 * values[ o0 + i ] +
  19759. s1 * values[ o1 + i ] +
  19760. sN * values[ oN + i ];
  19761. }
  19762. return result;
  19763. }
  19764. } );
  19765. /**
  19766. * @author tschw
  19767. */
  19768. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19769. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19770. }
  19771. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19772. constructor: LinearInterpolant,
  19773. interpolate_: function ( i1, t0, t, t1 ) {
  19774. var result = this.resultBuffer,
  19775. values = this.sampleValues,
  19776. stride = this.valueSize,
  19777. offset1 = i1 * stride,
  19778. offset0 = offset1 - stride,
  19779. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19780. weight0 = 1 - weight1;
  19781. for ( var i = 0; i !== stride; ++ i ) {
  19782. result[ i ] =
  19783. values[ offset0 + i ] * weight0 +
  19784. values[ offset1 + i ] * weight1;
  19785. }
  19786. return result;
  19787. }
  19788. } );
  19789. /**
  19790. *
  19791. * Interpolant that evaluates to the sample value at the position preceeding
  19792. * the parameter.
  19793. *
  19794. * @author tschw
  19795. */
  19796. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19797. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19798. }
  19799. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19800. constructor: DiscreteInterpolant,
  19801. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19802. return this.copySampleValue_( i1 - 1 );
  19803. }
  19804. } );
  19805. /**
  19806. *
  19807. * A timed sequence of keyframes for a specific property.
  19808. *
  19809. *
  19810. * @author Ben Houston / http://clara.io/
  19811. * @author David Sarno / http://lighthaus.us/
  19812. * @author tschw
  19813. */
  19814. function KeyframeTrack( name, times, values, interpolation ) {
  19815. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19816. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19817. this.name = name;
  19818. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19819. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19820. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19821. }
  19822. // Static methods
  19823. Object.assign( KeyframeTrack, {
  19824. // Serialization (in static context, because of constructor invocation
  19825. // and automatic invocation of .toJSON):
  19826. toJSON: function ( track ) {
  19827. var trackType = track.constructor;
  19828. var json;
  19829. // derived classes can define a static toJSON method
  19830. if ( trackType.toJSON !== undefined ) {
  19831. json = trackType.toJSON( track );
  19832. } else {
  19833. // by default, we assume the data can be serialized as-is
  19834. json = {
  19835. 'name': track.name,
  19836. 'times': AnimationUtils.convertArray( track.times, Array ),
  19837. 'values': AnimationUtils.convertArray( track.values, Array )
  19838. };
  19839. var interpolation = track.getInterpolation();
  19840. if ( interpolation !== track.DefaultInterpolation ) {
  19841. json.interpolation = interpolation;
  19842. }
  19843. }
  19844. json.type = track.ValueTypeName; // mandatory
  19845. return json;
  19846. }
  19847. } );
  19848. Object.assign( KeyframeTrack.prototype, {
  19849. constructor: KeyframeTrack,
  19850. TimeBufferType: Float32Array,
  19851. ValueBufferType: Float32Array,
  19852. DefaultInterpolation: InterpolateLinear,
  19853. InterpolantFactoryMethodDiscrete: function ( result ) {
  19854. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  19855. },
  19856. InterpolantFactoryMethodLinear: function ( result ) {
  19857. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19858. },
  19859. InterpolantFactoryMethodSmooth: function ( result ) {
  19860. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  19861. },
  19862. setInterpolation: function ( interpolation ) {
  19863. var factoryMethod;
  19864. switch ( interpolation ) {
  19865. case InterpolateDiscrete:
  19866. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19867. break;
  19868. case InterpolateLinear:
  19869. factoryMethod = this.InterpolantFactoryMethodLinear;
  19870. break;
  19871. case InterpolateSmooth:
  19872. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19873. break;
  19874. }
  19875. if ( factoryMethod === undefined ) {
  19876. var message = "unsupported interpolation for " +
  19877. this.ValueTypeName + " keyframe track named " + this.name;
  19878. if ( this.createInterpolant === undefined ) {
  19879. // fall back to default, unless the default itself is messed up
  19880. if ( interpolation !== this.DefaultInterpolation ) {
  19881. this.setInterpolation( this.DefaultInterpolation );
  19882. } else {
  19883. throw new Error( message ); // fatal, in this case
  19884. }
  19885. }
  19886. console.warn( 'THREE.KeyframeTrack:', message );
  19887. return this;
  19888. }
  19889. this.createInterpolant = factoryMethod;
  19890. return this;
  19891. },
  19892. getInterpolation: function () {
  19893. switch ( this.createInterpolant ) {
  19894. case this.InterpolantFactoryMethodDiscrete:
  19895. return InterpolateDiscrete;
  19896. case this.InterpolantFactoryMethodLinear:
  19897. return InterpolateLinear;
  19898. case this.InterpolantFactoryMethodSmooth:
  19899. return InterpolateSmooth;
  19900. }
  19901. },
  19902. getValueSize: function () {
  19903. return this.values.length / this.times.length;
  19904. },
  19905. // move all keyframes either forwards or backwards in time
  19906. shift: function ( timeOffset ) {
  19907. if ( timeOffset !== 0.0 ) {
  19908. var times = this.times;
  19909. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19910. times[ i ] += timeOffset;
  19911. }
  19912. }
  19913. return this;
  19914. },
  19915. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  19916. scale: function ( timeScale ) {
  19917. if ( timeScale !== 1.0 ) {
  19918. var times = this.times;
  19919. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19920. times[ i ] *= timeScale;
  19921. }
  19922. }
  19923. return this;
  19924. },
  19925. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  19926. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  19927. trim: function ( startTime, endTime ) {
  19928. var times = this.times,
  19929. nKeys = times.length,
  19930. from = 0,
  19931. to = nKeys - 1;
  19932. while ( from !== nKeys && times[ from ] < startTime ) {
  19933. ++ from;
  19934. }
  19935. while ( to !== - 1 && times[ to ] > endTime ) {
  19936. -- to;
  19937. }
  19938. ++ to; // inclusive -> exclusive bound
  19939. if ( from !== 0 || to !== nKeys ) {
  19940. // empty tracks are forbidden, so keep at least one keyframe
  19941. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  19942. var stride = this.getValueSize();
  19943. this.times = AnimationUtils.arraySlice( times, from, to );
  19944. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  19945. }
  19946. return this;
  19947. },
  19948. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  19949. validate: function () {
  19950. var valid = true;
  19951. var valueSize = this.getValueSize();
  19952. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  19953. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  19954. valid = false;
  19955. }
  19956. var times = this.times,
  19957. values = this.values,
  19958. nKeys = times.length;
  19959. if ( nKeys === 0 ) {
  19960. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  19961. valid = false;
  19962. }
  19963. var prevTime = null;
  19964. for ( var i = 0; i !== nKeys; i ++ ) {
  19965. var currTime = times[ i ];
  19966. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  19967. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  19968. valid = false;
  19969. break;
  19970. }
  19971. if ( prevTime !== null && prevTime > currTime ) {
  19972. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  19973. valid = false;
  19974. break;
  19975. }
  19976. prevTime = currTime;
  19977. }
  19978. if ( values !== undefined ) {
  19979. if ( AnimationUtils.isTypedArray( values ) ) {
  19980. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  19981. var value = values[ i ];
  19982. if ( isNaN( value ) ) {
  19983. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  19984. valid = false;
  19985. break;
  19986. }
  19987. }
  19988. }
  19989. }
  19990. return valid;
  19991. },
  19992. // removes equivalent sequential keys as common in morph target sequences
  19993. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  19994. optimize: function () {
  19995. var times = this.times,
  19996. values = this.values,
  19997. stride = this.getValueSize(),
  19998. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  19999. writeIndex = 1,
  20000. lastIndex = times.length - 1;
  20001. for ( var i = 1; i < lastIndex; ++ i ) {
  20002. var keep = false;
  20003. var time = times[ i ];
  20004. var timeNext = times[ i + 1 ];
  20005. // remove adjacent keyframes scheduled at the same time
  20006. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20007. if ( ! smoothInterpolation ) {
  20008. // remove unnecessary keyframes same as their neighbors
  20009. var offset = i * stride,
  20010. offsetP = offset - stride,
  20011. offsetN = offset + stride;
  20012. for ( var j = 0; j !== stride; ++ j ) {
  20013. var value = values[ offset + j ];
  20014. if ( value !== values[ offsetP + j ] ||
  20015. value !== values[ offsetN + j ] ) {
  20016. keep = true;
  20017. break;
  20018. }
  20019. }
  20020. } else {
  20021. keep = true;
  20022. }
  20023. }
  20024. // in-place compaction
  20025. if ( keep ) {
  20026. if ( i !== writeIndex ) {
  20027. times[ writeIndex ] = times[ i ];
  20028. var readOffset = i * stride,
  20029. writeOffset = writeIndex * stride;
  20030. for ( var j = 0; j !== stride; ++ j ) {
  20031. values[ writeOffset + j ] = values[ readOffset + j ];
  20032. }
  20033. }
  20034. ++ writeIndex;
  20035. }
  20036. }
  20037. // flush last keyframe (compaction looks ahead)
  20038. if ( lastIndex > 0 ) {
  20039. times[ writeIndex ] = times[ lastIndex ];
  20040. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20041. values[ writeOffset + j ] = values[ readOffset + j ];
  20042. }
  20043. ++ writeIndex;
  20044. }
  20045. if ( writeIndex !== times.length ) {
  20046. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20047. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20048. }
  20049. return this;
  20050. },
  20051. clone: function () {
  20052. var times = AnimationUtils.arraySlice( this.times, 0 );
  20053. var values = AnimationUtils.arraySlice( this.values, 0 );
  20054. var TypedKeyframeTrack = this.constructor;
  20055. var track = new TypedKeyframeTrack( this.name, times, values );
  20056. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20057. track.createInterpolant = this.createInterpolant;
  20058. return track;
  20059. }
  20060. } );
  20061. /**
  20062. *
  20063. * A Track of Boolean keyframe values.
  20064. *
  20065. *
  20066. * @author Ben Houston / http://clara.io/
  20067. * @author David Sarno / http://lighthaus.us/
  20068. * @author tschw
  20069. */
  20070. function BooleanKeyframeTrack( name, times, values ) {
  20071. KeyframeTrack.call( this, name, times, values );
  20072. }
  20073. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20074. constructor: BooleanKeyframeTrack,
  20075. ValueTypeName: 'bool',
  20076. ValueBufferType: Array,
  20077. DefaultInterpolation: InterpolateDiscrete,
  20078. InterpolantFactoryMethodLinear: undefined,
  20079. InterpolantFactoryMethodSmooth: undefined
  20080. // Note: Actually this track could have a optimized / compressed
  20081. // representation of a single value and a custom interpolant that
  20082. // computes "firstValue ^ isOdd( index )".
  20083. } );
  20084. /**
  20085. *
  20086. * A Track of keyframe values that represent color.
  20087. *
  20088. *
  20089. * @author Ben Houston / http://clara.io/
  20090. * @author David Sarno / http://lighthaus.us/
  20091. * @author tschw
  20092. */
  20093. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20094. KeyframeTrack.call( this, name, times, values, interpolation );
  20095. }
  20096. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20097. constructor: ColorKeyframeTrack,
  20098. ValueTypeName: 'color'
  20099. // ValueBufferType is inherited
  20100. // DefaultInterpolation is inherited
  20101. // Note: Very basic implementation and nothing special yet.
  20102. // However, this is the place for color space parameterization.
  20103. } );
  20104. /**
  20105. *
  20106. * A Track of numeric keyframe values.
  20107. *
  20108. * @author Ben Houston / http://clara.io/
  20109. * @author David Sarno / http://lighthaus.us/
  20110. * @author tschw
  20111. */
  20112. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20113. KeyframeTrack.call( this, name, times, values, interpolation );
  20114. }
  20115. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20116. constructor: NumberKeyframeTrack,
  20117. ValueTypeName: 'number'
  20118. // ValueBufferType is inherited
  20119. // DefaultInterpolation is inherited
  20120. } );
  20121. /**
  20122. * Spherical linear unit quaternion interpolant.
  20123. *
  20124. * @author tschw
  20125. */
  20126. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20127. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20128. }
  20129. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20130. constructor: QuaternionLinearInterpolant,
  20131. interpolate_: function ( i1, t0, t, t1 ) {
  20132. var result = this.resultBuffer,
  20133. values = this.sampleValues,
  20134. stride = this.valueSize,
  20135. offset = i1 * stride,
  20136. alpha = ( t - t0 ) / ( t1 - t0 );
  20137. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20138. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20139. }
  20140. return result;
  20141. }
  20142. } );
  20143. /**
  20144. *
  20145. * A Track of quaternion keyframe values.
  20146. *
  20147. * @author Ben Houston / http://clara.io/
  20148. * @author David Sarno / http://lighthaus.us/
  20149. * @author tschw
  20150. */
  20151. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20152. KeyframeTrack.call( this, name, times, values, interpolation );
  20153. }
  20154. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20155. constructor: QuaternionKeyframeTrack,
  20156. ValueTypeName: 'quaternion',
  20157. // ValueBufferType is inherited
  20158. DefaultInterpolation: InterpolateLinear,
  20159. InterpolantFactoryMethodLinear: function ( result ) {
  20160. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20161. },
  20162. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20163. } );
  20164. /**
  20165. *
  20166. * A Track that interpolates Strings
  20167. *
  20168. *
  20169. * @author Ben Houston / http://clara.io/
  20170. * @author David Sarno / http://lighthaus.us/
  20171. * @author tschw
  20172. */
  20173. function StringKeyframeTrack( name, times, values, interpolation ) {
  20174. KeyframeTrack.call( this, name, times, values, interpolation );
  20175. }
  20176. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20177. constructor: StringKeyframeTrack,
  20178. ValueTypeName: 'string',
  20179. ValueBufferType: Array,
  20180. DefaultInterpolation: InterpolateDiscrete,
  20181. InterpolantFactoryMethodLinear: undefined,
  20182. InterpolantFactoryMethodSmooth: undefined
  20183. } );
  20184. /**
  20185. *
  20186. * A Track of vectored keyframe values.
  20187. *
  20188. *
  20189. * @author Ben Houston / http://clara.io/
  20190. * @author David Sarno / http://lighthaus.us/
  20191. * @author tschw
  20192. */
  20193. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20194. KeyframeTrack.call( this, name, times, values, interpolation );
  20195. }
  20196. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20197. constructor: VectorKeyframeTrack,
  20198. ValueTypeName: 'vector'
  20199. // ValueBufferType is inherited
  20200. // DefaultInterpolation is inherited
  20201. } );
  20202. /**
  20203. *
  20204. * Reusable set of Tracks that represent an animation.
  20205. *
  20206. * @author Ben Houston / http://clara.io/
  20207. * @author David Sarno / http://lighthaus.us/
  20208. */
  20209. function AnimationClip( name, duration, tracks ) {
  20210. this.name = name;
  20211. this.tracks = tracks;
  20212. this.duration = ( duration !== undefined ) ? duration : - 1;
  20213. this.uuid = _Math.generateUUID();
  20214. // this means it should figure out its duration by scanning the tracks
  20215. if ( this.duration < 0 ) {
  20216. this.resetDuration();
  20217. }
  20218. }
  20219. function getTrackTypeForValueTypeName( typeName ) {
  20220. switch ( typeName.toLowerCase() ) {
  20221. case 'scalar':
  20222. case 'double':
  20223. case 'float':
  20224. case 'number':
  20225. case 'integer':
  20226. return NumberKeyframeTrack;
  20227. case 'vector':
  20228. case 'vector2':
  20229. case 'vector3':
  20230. case 'vector4':
  20231. return VectorKeyframeTrack;
  20232. case 'color':
  20233. return ColorKeyframeTrack;
  20234. case 'quaternion':
  20235. return QuaternionKeyframeTrack;
  20236. case 'bool':
  20237. case 'boolean':
  20238. return BooleanKeyframeTrack;
  20239. case 'string':
  20240. return StringKeyframeTrack;
  20241. }
  20242. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20243. }
  20244. function parseKeyframeTrack( json ) {
  20245. if ( json.type === undefined ) {
  20246. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20247. }
  20248. var trackType = getTrackTypeForValueTypeName( json.type );
  20249. if ( json.times === undefined ) {
  20250. var times = [], values = [];
  20251. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20252. json.times = times;
  20253. json.values = values;
  20254. }
  20255. // derived classes can define a static parse method
  20256. if ( trackType.parse !== undefined ) {
  20257. return trackType.parse( json );
  20258. } else {
  20259. // by default, we assume a constructor compatible with the base
  20260. return new trackType( json.name, json.times, json.values, json.interpolation );
  20261. }
  20262. }
  20263. Object.assign( AnimationClip, {
  20264. parse: function ( json ) {
  20265. var tracks = [],
  20266. jsonTracks = json.tracks,
  20267. frameTime = 1.0 / ( json.fps || 1.0 );
  20268. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20269. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20270. }
  20271. return new AnimationClip( json.name, json.duration, tracks );
  20272. },
  20273. toJSON: function ( clip ) {
  20274. var tracks = [],
  20275. clipTracks = clip.tracks;
  20276. var json = {
  20277. 'name': clip.name,
  20278. 'duration': clip.duration,
  20279. 'tracks': tracks,
  20280. 'uuid': clip.uuid
  20281. };
  20282. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20283. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20284. }
  20285. return json;
  20286. },
  20287. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20288. var numMorphTargets = morphTargetSequence.length;
  20289. var tracks = [];
  20290. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20291. var times = [];
  20292. var values = [];
  20293. times.push(
  20294. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20295. i,
  20296. ( i + 1 ) % numMorphTargets );
  20297. values.push( 0, 1, 0 );
  20298. var order = AnimationUtils.getKeyframeOrder( times );
  20299. times = AnimationUtils.sortedArray( times, 1, order );
  20300. values = AnimationUtils.sortedArray( values, 1, order );
  20301. // if there is a key at the first frame, duplicate it as the
  20302. // last frame as well for perfect loop.
  20303. if ( ! noLoop && times[ 0 ] === 0 ) {
  20304. times.push( numMorphTargets );
  20305. values.push( values[ 0 ] );
  20306. }
  20307. tracks.push(
  20308. new NumberKeyframeTrack(
  20309. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20310. times, values
  20311. ).scale( 1.0 / fps ) );
  20312. }
  20313. return new AnimationClip( name, - 1, tracks );
  20314. },
  20315. findByName: function ( objectOrClipArray, name ) {
  20316. var clipArray = objectOrClipArray;
  20317. if ( ! Array.isArray( objectOrClipArray ) ) {
  20318. var o = objectOrClipArray;
  20319. clipArray = o.geometry && o.geometry.animations || o.animations;
  20320. }
  20321. for ( var i = 0; i < clipArray.length; i ++ ) {
  20322. if ( clipArray[ i ].name === name ) {
  20323. return clipArray[ i ];
  20324. }
  20325. }
  20326. return null;
  20327. },
  20328. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20329. var animationToMorphTargets = {};
  20330. // tested with https://regex101.com/ on trick sequences
  20331. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20332. var pattern = /^([\w-]*?)([\d]+)$/;
  20333. // sort morph target names into animation groups based
  20334. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20335. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20336. var morphTarget = morphTargets[ i ];
  20337. var parts = morphTarget.name.match( pattern );
  20338. if ( parts && parts.length > 1 ) {
  20339. var name = parts[ 1 ];
  20340. var animationMorphTargets = animationToMorphTargets[ name ];
  20341. if ( ! animationMorphTargets ) {
  20342. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20343. }
  20344. animationMorphTargets.push( morphTarget );
  20345. }
  20346. }
  20347. var clips = [];
  20348. for ( var name in animationToMorphTargets ) {
  20349. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20350. }
  20351. return clips;
  20352. },
  20353. // parse the animation.hierarchy format
  20354. parseAnimation: function ( animation, bones ) {
  20355. if ( ! animation ) {
  20356. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20357. return null;
  20358. }
  20359. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20360. // only return track if there are actually keys.
  20361. if ( animationKeys.length !== 0 ) {
  20362. var times = [];
  20363. var values = [];
  20364. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20365. // empty keys are filtered out, so check again
  20366. if ( times.length !== 0 ) {
  20367. destTracks.push( new trackType( trackName, times, values ) );
  20368. }
  20369. }
  20370. };
  20371. var tracks = [];
  20372. var clipName = animation.name || 'default';
  20373. // automatic length determination in AnimationClip.
  20374. var duration = animation.length || - 1;
  20375. var fps = animation.fps || 30;
  20376. var hierarchyTracks = animation.hierarchy || [];
  20377. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20378. var animationKeys = hierarchyTracks[ h ].keys;
  20379. // skip empty tracks
  20380. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20381. // process morph targets
  20382. if ( animationKeys[ 0 ].morphTargets ) {
  20383. // figure out all morph targets used in this track
  20384. var morphTargetNames = {};
  20385. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20386. if ( animationKeys[ k ].morphTargets ) {
  20387. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20388. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20389. }
  20390. }
  20391. }
  20392. // create a track for each morph target with all zero
  20393. // morphTargetInfluences except for the keys in which
  20394. // the morphTarget is named.
  20395. for ( var morphTargetName in morphTargetNames ) {
  20396. var times = [];
  20397. var values = [];
  20398. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20399. var animationKey = animationKeys[ k ];
  20400. times.push( animationKey.time );
  20401. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20402. }
  20403. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20404. }
  20405. duration = morphTargetNames.length * ( fps || 1.0 );
  20406. } else {
  20407. // ...assume skeletal animation
  20408. var boneName = '.bones[' + bones[ h ].name + ']';
  20409. addNonemptyTrack(
  20410. VectorKeyframeTrack, boneName + '.position',
  20411. animationKeys, 'pos', tracks );
  20412. addNonemptyTrack(
  20413. QuaternionKeyframeTrack, boneName + '.quaternion',
  20414. animationKeys, 'rot', tracks );
  20415. addNonemptyTrack(
  20416. VectorKeyframeTrack, boneName + '.scale',
  20417. animationKeys, 'scl', tracks );
  20418. }
  20419. }
  20420. if ( tracks.length === 0 ) {
  20421. return null;
  20422. }
  20423. var clip = new AnimationClip( clipName, duration, tracks );
  20424. return clip;
  20425. }
  20426. } );
  20427. Object.assign( AnimationClip.prototype, {
  20428. resetDuration: function () {
  20429. var tracks = this.tracks, duration = 0;
  20430. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20431. var track = this.tracks[ i ];
  20432. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20433. }
  20434. this.duration = duration;
  20435. return this;
  20436. },
  20437. trim: function () {
  20438. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20439. this.tracks[ i ].trim( 0, this.duration );
  20440. }
  20441. return this;
  20442. },
  20443. validate: function () {
  20444. var valid = true;
  20445. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20446. valid = valid && this.tracks[ i ].validate();
  20447. }
  20448. return valid;
  20449. },
  20450. optimize: function () {
  20451. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20452. this.tracks[ i ].optimize();
  20453. }
  20454. return this;
  20455. },
  20456. clone: function () {
  20457. var tracks = [];
  20458. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20459. tracks.push( this.tracks[ i ].clone() );
  20460. }
  20461. return new AnimationClip( this.name, this.duration, tracks );
  20462. }
  20463. } );
  20464. /**
  20465. * @author mrdoob / http://mrdoob.com/
  20466. */
  20467. var Cache = {
  20468. enabled: false,
  20469. files: {},
  20470. add: function ( key, file ) {
  20471. if ( this.enabled === false ) return;
  20472. // console.log( 'THREE.Cache', 'Adding key:', key );
  20473. this.files[ key ] = file;
  20474. },
  20475. get: function ( key ) {
  20476. if ( this.enabled === false ) return;
  20477. // console.log( 'THREE.Cache', 'Checking key:', key );
  20478. return this.files[ key ];
  20479. },
  20480. remove: function ( key ) {
  20481. delete this.files[ key ];
  20482. },
  20483. clear: function () {
  20484. this.files = {};
  20485. }
  20486. };
  20487. /**
  20488. * @author mrdoob / http://mrdoob.com/
  20489. */
  20490. function LoadingManager( onLoad, onProgress, onError ) {
  20491. var scope = this;
  20492. var isLoading = false;
  20493. var itemsLoaded = 0;
  20494. var itemsTotal = 0;
  20495. var urlModifier = undefined;
  20496. // Refer to #5689 for the reason why we don't set .onStart
  20497. // in the constructor
  20498. this.onStart = undefined;
  20499. this.onLoad = onLoad;
  20500. this.onProgress = onProgress;
  20501. this.onError = onError;
  20502. this.itemStart = function ( url ) {
  20503. itemsTotal ++;
  20504. if ( isLoading === false ) {
  20505. if ( scope.onStart !== undefined ) {
  20506. scope.onStart( url, itemsLoaded, itemsTotal );
  20507. }
  20508. }
  20509. isLoading = true;
  20510. };
  20511. this.itemEnd = function ( url ) {
  20512. itemsLoaded ++;
  20513. if ( scope.onProgress !== undefined ) {
  20514. scope.onProgress( url, itemsLoaded, itemsTotal );
  20515. }
  20516. if ( itemsLoaded === itemsTotal ) {
  20517. isLoading = false;
  20518. if ( scope.onLoad !== undefined ) {
  20519. scope.onLoad();
  20520. }
  20521. }
  20522. };
  20523. this.itemError = function ( url ) {
  20524. if ( scope.onError !== undefined ) {
  20525. scope.onError( url );
  20526. }
  20527. };
  20528. this.resolveURL = function ( url ) {
  20529. if ( urlModifier ) {
  20530. return urlModifier( url );
  20531. }
  20532. return url;
  20533. };
  20534. this.setURLModifier = function ( transform ) {
  20535. urlModifier = transform;
  20536. return this;
  20537. };
  20538. }
  20539. var DefaultLoadingManager = new LoadingManager();
  20540. /**
  20541. * @author mrdoob / http://mrdoob.com/
  20542. */
  20543. var loading = {};
  20544. function FileLoader( manager ) {
  20545. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20546. }
  20547. Object.assign( FileLoader.prototype, {
  20548. load: function ( url, onLoad, onProgress, onError ) {
  20549. if ( url === undefined ) url = '';
  20550. if ( this.path !== undefined ) url = this.path + url;
  20551. url = this.manager.resolveURL( url );
  20552. var scope = this;
  20553. var cached = Cache.get( url );
  20554. if ( cached !== undefined ) {
  20555. scope.manager.itemStart( url );
  20556. setTimeout( function () {
  20557. if ( onLoad ) onLoad( cached );
  20558. scope.manager.itemEnd( url );
  20559. }, 0 );
  20560. return cached;
  20561. }
  20562. // Check if request is duplicate
  20563. if ( loading[ url ] !== undefined ) {
  20564. loading[ url ].push( {
  20565. onLoad: onLoad,
  20566. onProgress: onProgress,
  20567. onError: onError
  20568. } );
  20569. return;
  20570. }
  20571. // Check for data: URI
  20572. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20573. var dataUriRegexResult = url.match( dataUriRegex );
  20574. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20575. if ( dataUriRegexResult ) {
  20576. var mimeType = dataUriRegexResult[ 1 ];
  20577. var isBase64 = !! dataUriRegexResult[ 2 ];
  20578. var data = dataUriRegexResult[ 3 ];
  20579. data = decodeURIComponent( data );
  20580. if ( isBase64 ) data = atob( data );
  20581. try {
  20582. var response;
  20583. var responseType = ( this.responseType || '' ).toLowerCase();
  20584. switch ( responseType ) {
  20585. case 'arraybuffer':
  20586. case 'blob':
  20587. var view = new Uint8Array( data.length );
  20588. for ( var i = 0; i < data.length; i ++ ) {
  20589. view[ i ] = data.charCodeAt( i );
  20590. }
  20591. if ( responseType === 'blob' ) {
  20592. response = new Blob( [ view.buffer ], { type: mimeType } );
  20593. } else {
  20594. response = view.buffer;
  20595. }
  20596. break;
  20597. case 'document':
  20598. var parser = new DOMParser();
  20599. response = parser.parseFromString( data, mimeType );
  20600. break;
  20601. case 'json':
  20602. response = JSON.parse( data );
  20603. break;
  20604. default: // 'text' or other
  20605. response = data;
  20606. break;
  20607. }
  20608. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20609. setTimeout( function () {
  20610. if ( onLoad ) onLoad( response );
  20611. scope.manager.itemEnd( url );
  20612. }, 0 );
  20613. } catch ( error ) {
  20614. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20615. setTimeout( function () {
  20616. if ( onError ) onError( error );
  20617. scope.manager.itemError( url );
  20618. scope.manager.itemEnd( url );
  20619. }, 0 );
  20620. }
  20621. } else {
  20622. // Initialise array for duplicate requests
  20623. loading[ url ] = [];
  20624. loading[ url ].push( {
  20625. onLoad: onLoad,
  20626. onProgress: onProgress,
  20627. onError: onError
  20628. } );
  20629. var request = new XMLHttpRequest();
  20630. request.open( 'GET', url, true );
  20631. request.addEventListener( 'load', function ( event ) {
  20632. var response = this.response;
  20633. Cache.add( url, response );
  20634. var callbacks = loading[ url ];
  20635. delete loading[ url ];
  20636. if ( this.status === 200 || this.status === 0 ) {
  20637. // Some browsers return HTTP Status 0 when using non-http protocol
  20638. // e.g. 'file://' or 'data://'. Handle as success.
  20639. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20640. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20641. var callback = callbacks[ i ];
  20642. if ( callback.onLoad ) callback.onLoad( response );
  20643. }
  20644. scope.manager.itemEnd( url );
  20645. } else {
  20646. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20647. var callback = callbacks[ i ];
  20648. if ( callback.onError ) callback.onError( event );
  20649. }
  20650. scope.manager.itemError( url );
  20651. scope.manager.itemEnd( url );
  20652. }
  20653. }, false );
  20654. request.addEventListener( 'progress', function ( event ) {
  20655. var callbacks = loading[ url ];
  20656. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20657. var callback = callbacks[ i ];
  20658. if ( callback.onProgress ) callback.onProgress( event );
  20659. }
  20660. }, false );
  20661. request.addEventListener( 'error', function ( event ) {
  20662. var callbacks = loading[ url ];
  20663. delete loading[ url ];
  20664. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20665. var callback = callbacks[ i ];
  20666. if ( callback.onError ) callback.onError( event );
  20667. }
  20668. scope.manager.itemError( url );
  20669. scope.manager.itemEnd( url );
  20670. }, false );
  20671. request.addEventListener( 'abort', function ( event ) {
  20672. var callbacks = loading[ url ];
  20673. delete loading[ url ];
  20674. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20675. var callback = callbacks[ i ];
  20676. if ( callback.onError ) callback.onError( event );
  20677. }
  20678. scope.manager.itemError( url );
  20679. scope.manager.itemEnd( url );
  20680. }, false );
  20681. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20682. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20683. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20684. for ( var header in this.requestHeader ) {
  20685. request.setRequestHeader( header, this.requestHeader[ header ] );
  20686. }
  20687. request.send( null );
  20688. }
  20689. scope.manager.itemStart( url );
  20690. return request;
  20691. },
  20692. setPath: function ( value ) {
  20693. this.path = value;
  20694. return this;
  20695. },
  20696. setResponseType: function ( value ) {
  20697. this.responseType = value;
  20698. return this;
  20699. },
  20700. setWithCredentials: function ( value ) {
  20701. this.withCredentials = value;
  20702. return this;
  20703. },
  20704. setMimeType: function ( value ) {
  20705. this.mimeType = value;
  20706. return this;
  20707. },
  20708. setRequestHeader: function ( value ) {
  20709. this.requestHeader = value;
  20710. return this;
  20711. }
  20712. } );
  20713. /**
  20714. * @author bhouston / http://clara.io/
  20715. */
  20716. function AnimationLoader( manager ) {
  20717. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20718. }
  20719. Object.assign( AnimationLoader.prototype, {
  20720. load: function ( url, onLoad, onProgress, onError ) {
  20721. var scope = this;
  20722. var loader = new FileLoader( scope.manager );
  20723. loader.setPath( scope.path );
  20724. loader.load( url, function ( text ) {
  20725. onLoad( scope.parse( JSON.parse( text ) ) );
  20726. }, onProgress, onError );
  20727. },
  20728. parse: function ( json ) {
  20729. var animations = [];
  20730. for ( var i = 0; i < json.length; i ++ ) {
  20731. var clip = AnimationClip.parse( json[ i ] );
  20732. animations.push( clip );
  20733. }
  20734. return animations;
  20735. },
  20736. setPath: function ( value ) {
  20737. this.path = value;
  20738. return this;
  20739. }
  20740. } );
  20741. /**
  20742. * @author mrdoob / http://mrdoob.com/
  20743. *
  20744. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20745. */
  20746. function CompressedTextureLoader( manager ) {
  20747. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20748. // override in sub classes
  20749. this._parser = null;
  20750. }
  20751. Object.assign( CompressedTextureLoader.prototype, {
  20752. load: function ( url, onLoad, onProgress, onError ) {
  20753. var scope = this;
  20754. var images = [];
  20755. var texture = new CompressedTexture();
  20756. texture.image = images;
  20757. var loader = new FileLoader( this.manager );
  20758. loader.setPath( this.path );
  20759. loader.setResponseType( 'arraybuffer' );
  20760. function loadTexture( i ) {
  20761. loader.load( url[ i ], function ( buffer ) {
  20762. var texDatas = scope._parser( buffer, true );
  20763. images[ i ] = {
  20764. width: texDatas.width,
  20765. height: texDatas.height,
  20766. format: texDatas.format,
  20767. mipmaps: texDatas.mipmaps
  20768. };
  20769. loaded += 1;
  20770. if ( loaded === 6 ) {
  20771. if ( texDatas.mipmapCount === 1 )
  20772. texture.minFilter = LinearFilter;
  20773. texture.format = texDatas.format;
  20774. texture.needsUpdate = true;
  20775. if ( onLoad ) onLoad( texture );
  20776. }
  20777. }, onProgress, onError );
  20778. }
  20779. if ( Array.isArray( url ) ) {
  20780. var loaded = 0;
  20781. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20782. loadTexture( i );
  20783. }
  20784. } else {
  20785. // compressed cubemap texture stored in a single DDS file
  20786. loader.load( url, function ( buffer ) {
  20787. var texDatas = scope._parser( buffer, true );
  20788. if ( texDatas.isCubemap ) {
  20789. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20790. for ( var f = 0; f < faces; f ++ ) {
  20791. images[ f ] = { mipmaps: [] };
  20792. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20793. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20794. images[ f ].format = texDatas.format;
  20795. images[ f ].width = texDatas.width;
  20796. images[ f ].height = texDatas.height;
  20797. }
  20798. }
  20799. } else {
  20800. texture.image.width = texDatas.width;
  20801. texture.image.height = texDatas.height;
  20802. texture.mipmaps = texDatas.mipmaps;
  20803. }
  20804. if ( texDatas.mipmapCount === 1 ) {
  20805. texture.minFilter = LinearFilter;
  20806. }
  20807. texture.format = texDatas.format;
  20808. texture.needsUpdate = true;
  20809. if ( onLoad ) onLoad( texture );
  20810. }, onProgress, onError );
  20811. }
  20812. return texture;
  20813. },
  20814. setPath: function ( value ) {
  20815. this.path = value;
  20816. return this;
  20817. }
  20818. } );
  20819. /**
  20820. * @author Nikos M. / https://github.com/foo123/
  20821. *
  20822. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20823. */
  20824. function DataTextureLoader( manager ) {
  20825. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20826. // override in sub classes
  20827. this._parser = null;
  20828. }
  20829. Object.assign( DataTextureLoader.prototype, {
  20830. load: function ( url, onLoad, onProgress, onError ) {
  20831. var scope = this;
  20832. var texture = new DataTexture();
  20833. var loader = new FileLoader( this.manager );
  20834. loader.setResponseType( 'arraybuffer' );
  20835. loader.setPath( this.path );
  20836. loader.load( url, function ( buffer ) {
  20837. var texData = scope._parser( buffer );
  20838. if ( ! texData ) return;
  20839. if ( texData.image !== undefined ) {
  20840. texture.image = texData.image;
  20841. } else if ( texData.data !== undefined ) {
  20842. texture.image.width = texData.width;
  20843. texture.image.height = texData.height;
  20844. texture.image.data = texData.data;
  20845. }
  20846. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20847. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20848. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20849. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  20850. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20851. if ( texData.format !== undefined ) {
  20852. texture.format = texData.format;
  20853. }
  20854. if ( texData.type !== undefined ) {
  20855. texture.type = texData.type;
  20856. }
  20857. if ( texData.mipmaps !== undefined ) {
  20858. texture.mipmaps = texData.mipmaps;
  20859. }
  20860. if ( texData.mipmapCount === 1 ) {
  20861. texture.minFilter = LinearFilter;
  20862. }
  20863. texture.needsUpdate = true;
  20864. if ( onLoad ) onLoad( texture, texData );
  20865. }, onProgress, onError );
  20866. return texture;
  20867. },
  20868. setPath: function ( value ) {
  20869. this.path = value;
  20870. return this;
  20871. }
  20872. } );
  20873. /**
  20874. * @author mrdoob / http://mrdoob.com/
  20875. */
  20876. function ImageLoader( manager ) {
  20877. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20878. }
  20879. Object.assign( ImageLoader.prototype, {
  20880. crossOrigin: 'anonymous',
  20881. load: function ( url, onLoad, onProgress, onError ) {
  20882. if ( url === undefined ) url = '';
  20883. if ( this.path !== undefined ) url = this.path + url;
  20884. url = this.manager.resolveURL( url );
  20885. var scope = this;
  20886. var cached = Cache.get( url );
  20887. if ( cached !== undefined ) {
  20888. scope.manager.itemStart( url );
  20889. setTimeout( function () {
  20890. if ( onLoad ) onLoad( cached );
  20891. scope.manager.itemEnd( url );
  20892. }, 0 );
  20893. return cached;
  20894. }
  20895. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  20896. function onImageLoad() {
  20897. image.removeEventListener( 'load', onImageLoad, false );
  20898. image.removeEventListener( 'error', onImageError, false );
  20899. Cache.add( url, this );
  20900. if ( onLoad ) onLoad( this );
  20901. scope.manager.itemEnd( url );
  20902. }
  20903. function onImageError( event ) {
  20904. image.removeEventListener( 'load', onImageLoad, false );
  20905. image.removeEventListener( 'error', onImageError, false );
  20906. if ( onError ) onError( event );
  20907. scope.manager.itemError( url );
  20908. scope.manager.itemEnd( url );
  20909. }
  20910. image.addEventListener( 'load', onImageLoad, false );
  20911. image.addEventListener( 'error', onImageError, false );
  20912. if ( url.substr( 0, 5 ) !== 'data:' ) {
  20913. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  20914. }
  20915. scope.manager.itemStart( url );
  20916. image.src = url;
  20917. return image;
  20918. },
  20919. setCrossOrigin: function ( value ) {
  20920. this.crossOrigin = value;
  20921. return this;
  20922. },
  20923. setPath: function ( value ) {
  20924. this.path = value;
  20925. return this;
  20926. }
  20927. } );
  20928. /**
  20929. * @author mrdoob / http://mrdoob.com/
  20930. */
  20931. function CubeTextureLoader( manager ) {
  20932. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20933. }
  20934. Object.assign( CubeTextureLoader.prototype, {
  20935. crossOrigin: 'anonymous',
  20936. load: function ( urls, onLoad, onProgress, onError ) {
  20937. var texture = new CubeTexture();
  20938. var loader = new ImageLoader( this.manager );
  20939. loader.setCrossOrigin( this.crossOrigin );
  20940. loader.setPath( this.path );
  20941. var loaded = 0;
  20942. function loadTexture( i ) {
  20943. loader.load( urls[ i ], function ( image ) {
  20944. texture.images[ i ] = image;
  20945. loaded ++;
  20946. if ( loaded === 6 ) {
  20947. texture.needsUpdate = true;
  20948. if ( onLoad ) onLoad( texture );
  20949. }
  20950. }, undefined, onError );
  20951. }
  20952. for ( var i = 0; i < urls.length; ++ i ) {
  20953. loadTexture( i );
  20954. }
  20955. return texture;
  20956. },
  20957. setCrossOrigin: function ( value ) {
  20958. this.crossOrigin = value;
  20959. return this;
  20960. },
  20961. setPath: function ( value ) {
  20962. this.path = value;
  20963. return this;
  20964. }
  20965. } );
  20966. /**
  20967. * @author mrdoob / http://mrdoob.com/
  20968. */
  20969. function TextureLoader( manager ) {
  20970. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20971. }
  20972. Object.assign( TextureLoader.prototype, {
  20973. crossOrigin: 'anonymous',
  20974. load: function ( url, onLoad, onProgress, onError ) {
  20975. var texture = new Texture();
  20976. var loader = new ImageLoader( this.manager );
  20977. loader.setCrossOrigin( this.crossOrigin );
  20978. loader.setPath( this.path );
  20979. loader.load( url, function ( image ) {
  20980. texture.image = image;
  20981. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  20982. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  20983. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  20984. texture.needsUpdate = true;
  20985. if ( onLoad !== undefined ) {
  20986. onLoad( texture );
  20987. }
  20988. }, onProgress, onError );
  20989. return texture;
  20990. },
  20991. setCrossOrigin: function ( value ) {
  20992. this.crossOrigin = value;
  20993. return this;
  20994. },
  20995. setPath: function ( value ) {
  20996. this.path = value;
  20997. return this;
  20998. }
  20999. } );
  21000. /**
  21001. * @author zz85 / http://www.lab4games.net/zz85/blog
  21002. * Extensible curve object
  21003. *
  21004. * Some common of curve methods:
  21005. * .getPoint( t, optionalTarget ), .getTangent( t )
  21006. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21007. * .getPoints(), .getSpacedPoints()
  21008. * .getLength()
  21009. * .updateArcLengths()
  21010. *
  21011. * This following curves inherit from THREE.Curve:
  21012. *
  21013. * -- 2D curves --
  21014. * THREE.ArcCurve
  21015. * THREE.CubicBezierCurve
  21016. * THREE.EllipseCurve
  21017. * THREE.LineCurve
  21018. * THREE.QuadraticBezierCurve
  21019. * THREE.SplineCurve
  21020. *
  21021. * -- 3D curves --
  21022. * THREE.CatmullRomCurve3
  21023. * THREE.CubicBezierCurve3
  21024. * THREE.LineCurve3
  21025. * THREE.QuadraticBezierCurve3
  21026. *
  21027. * A series of curves can be represented as a THREE.CurvePath.
  21028. *
  21029. **/
  21030. /**************************************************************
  21031. * Abstract Curve base class
  21032. **************************************************************/
  21033. function Curve() {
  21034. this.type = 'Curve';
  21035. this.arcLengthDivisions = 200;
  21036. }
  21037. Object.assign( Curve.prototype, {
  21038. // Virtual base class method to overwrite and implement in subclasses
  21039. // - t [0 .. 1]
  21040. getPoint: function ( /* t, optionalTarget */ ) {
  21041. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21042. return null;
  21043. },
  21044. // Get point at relative position in curve according to arc length
  21045. // - u [0 .. 1]
  21046. getPointAt: function ( u, optionalTarget ) {
  21047. var t = this.getUtoTmapping( u );
  21048. return this.getPoint( t, optionalTarget );
  21049. },
  21050. // Get sequence of points using getPoint( t )
  21051. getPoints: function ( divisions ) {
  21052. if ( divisions === undefined ) divisions = 5;
  21053. var points = [];
  21054. for ( var d = 0; d <= divisions; d ++ ) {
  21055. points.push( this.getPoint( d / divisions ) );
  21056. }
  21057. return points;
  21058. },
  21059. // Get sequence of points using getPointAt( u )
  21060. getSpacedPoints: function ( divisions ) {
  21061. if ( divisions === undefined ) divisions = 5;
  21062. var points = [];
  21063. for ( var d = 0; d <= divisions; d ++ ) {
  21064. points.push( this.getPointAt( d / divisions ) );
  21065. }
  21066. return points;
  21067. },
  21068. // Get total curve arc length
  21069. getLength: function () {
  21070. var lengths = this.getLengths();
  21071. return lengths[ lengths.length - 1 ];
  21072. },
  21073. // Get list of cumulative segment lengths
  21074. getLengths: function ( divisions ) {
  21075. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21076. if ( this.cacheArcLengths &&
  21077. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21078. ! this.needsUpdate ) {
  21079. return this.cacheArcLengths;
  21080. }
  21081. this.needsUpdate = false;
  21082. var cache = [];
  21083. var current, last = this.getPoint( 0 );
  21084. var p, sum = 0;
  21085. cache.push( 0 );
  21086. for ( p = 1; p <= divisions; p ++ ) {
  21087. current = this.getPoint( p / divisions );
  21088. sum += current.distanceTo( last );
  21089. cache.push( sum );
  21090. last = current;
  21091. }
  21092. this.cacheArcLengths = cache;
  21093. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21094. },
  21095. updateArcLengths: function () {
  21096. this.needsUpdate = true;
  21097. this.getLengths();
  21098. },
  21099. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21100. getUtoTmapping: function ( u, distance ) {
  21101. var arcLengths = this.getLengths();
  21102. var i = 0, il = arcLengths.length;
  21103. var targetArcLength; // The targeted u distance value to get
  21104. if ( distance ) {
  21105. targetArcLength = distance;
  21106. } else {
  21107. targetArcLength = u * arcLengths[ il - 1 ];
  21108. }
  21109. // binary search for the index with largest value smaller than target u distance
  21110. var low = 0, high = il - 1, comparison;
  21111. while ( low <= high ) {
  21112. 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
  21113. comparison = arcLengths[ i ] - targetArcLength;
  21114. if ( comparison < 0 ) {
  21115. low = i + 1;
  21116. } else if ( comparison > 0 ) {
  21117. high = i - 1;
  21118. } else {
  21119. high = i;
  21120. break;
  21121. // DONE
  21122. }
  21123. }
  21124. i = high;
  21125. if ( arcLengths[ i ] === targetArcLength ) {
  21126. return i / ( il - 1 );
  21127. }
  21128. // we could get finer grain at lengths, or use simple interpolation between two points
  21129. var lengthBefore = arcLengths[ i ];
  21130. var lengthAfter = arcLengths[ i + 1 ];
  21131. var segmentLength = lengthAfter - lengthBefore;
  21132. // determine where we are between the 'before' and 'after' points
  21133. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21134. // add that fractional amount to t
  21135. var t = ( i + segmentFraction ) / ( il - 1 );
  21136. return t;
  21137. },
  21138. // Returns a unit vector tangent at t
  21139. // In case any sub curve does not implement its tangent derivation,
  21140. // 2 points a small delta apart will be used to find its gradient
  21141. // which seems to give a reasonable approximation
  21142. getTangent: function ( t ) {
  21143. var delta = 0.0001;
  21144. var t1 = t - delta;
  21145. var t2 = t + delta;
  21146. // Capping in case of danger
  21147. if ( t1 < 0 ) t1 = 0;
  21148. if ( t2 > 1 ) t2 = 1;
  21149. var pt1 = this.getPoint( t1 );
  21150. var pt2 = this.getPoint( t2 );
  21151. var vec = pt2.clone().sub( pt1 );
  21152. return vec.normalize();
  21153. },
  21154. getTangentAt: function ( u ) {
  21155. var t = this.getUtoTmapping( u );
  21156. return this.getTangent( t );
  21157. },
  21158. computeFrenetFrames: function ( segments, closed ) {
  21159. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21160. var normal = new Vector3();
  21161. var tangents = [];
  21162. var normals = [];
  21163. var binormals = [];
  21164. var vec = new Vector3();
  21165. var mat = new Matrix4();
  21166. var i, u, theta;
  21167. // compute the tangent vectors for each segment on the curve
  21168. for ( i = 0; i <= segments; i ++ ) {
  21169. u = i / segments;
  21170. tangents[ i ] = this.getTangentAt( u );
  21171. tangents[ i ].normalize();
  21172. }
  21173. // select an initial normal vector perpendicular to the first tangent vector,
  21174. // and in the direction of the minimum tangent xyz component
  21175. normals[ 0 ] = new Vector3();
  21176. binormals[ 0 ] = new Vector3();
  21177. var min = Number.MAX_VALUE;
  21178. var tx = Math.abs( tangents[ 0 ].x );
  21179. var ty = Math.abs( tangents[ 0 ].y );
  21180. var tz = Math.abs( tangents[ 0 ].z );
  21181. if ( tx <= min ) {
  21182. min = tx;
  21183. normal.set( 1, 0, 0 );
  21184. }
  21185. if ( ty <= min ) {
  21186. min = ty;
  21187. normal.set( 0, 1, 0 );
  21188. }
  21189. if ( tz <= min ) {
  21190. normal.set( 0, 0, 1 );
  21191. }
  21192. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21193. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21194. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21195. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21196. for ( i = 1; i <= segments; i ++ ) {
  21197. normals[ i ] = normals[ i - 1 ].clone();
  21198. binormals[ i ] = binormals[ i - 1 ].clone();
  21199. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21200. if ( vec.length() > Number.EPSILON ) {
  21201. vec.normalize();
  21202. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21203. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21204. }
  21205. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21206. }
  21207. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21208. if ( closed === true ) {
  21209. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21210. theta /= segments;
  21211. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21212. theta = - theta;
  21213. }
  21214. for ( i = 1; i <= segments; i ++ ) {
  21215. // twist a little...
  21216. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21217. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21218. }
  21219. }
  21220. return {
  21221. tangents: tangents,
  21222. normals: normals,
  21223. binormals: binormals
  21224. };
  21225. },
  21226. clone: function () {
  21227. return new this.constructor().copy( this );
  21228. },
  21229. copy: function ( source ) {
  21230. this.arcLengthDivisions = source.arcLengthDivisions;
  21231. return this;
  21232. },
  21233. toJSON: function () {
  21234. var data = {
  21235. metadata: {
  21236. version: 4.5,
  21237. type: 'Curve',
  21238. generator: 'Curve.toJSON'
  21239. }
  21240. };
  21241. data.arcLengthDivisions = this.arcLengthDivisions;
  21242. data.type = this.type;
  21243. return data;
  21244. },
  21245. fromJSON: function ( json ) {
  21246. this.arcLengthDivisions = json.arcLengthDivisions;
  21247. return this;
  21248. }
  21249. } );
  21250. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21251. Curve.call( this );
  21252. this.type = 'EllipseCurve';
  21253. this.aX = aX || 0;
  21254. this.aY = aY || 0;
  21255. this.xRadius = xRadius || 1;
  21256. this.yRadius = yRadius || 1;
  21257. this.aStartAngle = aStartAngle || 0;
  21258. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21259. this.aClockwise = aClockwise || false;
  21260. this.aRotation = aRotation || 0;
  21261. }
  21262. EllipseCurve.prototype = Object.create( Curve.prototype );
  21263. EllipseCurve.prototype.constructor = EllipseCurve;
  21264. EllipseCurve.prototype.isEllipseCurve = true;
  21265. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21266. var point = optionalTarget || new Vector2();
  21267. var twoPi = Math.PI * 2;
  21268. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21269. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21270. // ensures that deltaAngle is 0 .. 2 PI
  21271. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21272. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21273. if ( deltaAngle < Number.EPSILON ) {
  21274. if ( samePoints ) {
  21275. deltaAngle = 0;
  21276. } else {
  21277. deltaAngle = twoPi;
  21278. }
  21279. }
  21280. if ( this.aClockwise === true && ! samePoints ) {
  21281. if ( deltaAngle === twoPi ) {
  21282. deltaAngle = - twoPi;
  21283. } else {
  21284. deltaAngle = deltaAngle - twoPi;
  21285. }
  21286. }
  21287. var angle = this.aStartAngle + t * deltaAngle;
  21288. var x = this.aX + this.xRadius * Math.cos( angle );
  21289. var y = this.aY + this.yRadius * Math.sin( angle );
  21290. if ( this.aRotation !== 0 ) {
  21291. var cos = Math.cos( this.aRotation );
  21292. var sin = Math.sin( this.aRotation );
  21293. var tx = x - this.aX;
  21294. var ty = y - this.aY;
  21295. // Rotate the point about the center of the ellipse.
  21296. x = tx * cos - ty * sin + this.aX;
  21297. y = tx * sin + ty * cos + this.aY;
  21298. }
  21299. return point.set( x, y );
  21300. };
  21301. EllipseCurve.prototype.copy = function ( source ) {
  21302. Curve.prototype.copy.call( this, source );
  21303. this.aX = source.aX;
  21304. this.aY = source.aY;
  21305. this.xRadius = source.xRadius;
  21306. this.yRadius = source.yRadius;
  21307. this.aStartAngle = source.aStartAngle;
  21308. this.aEndAngle = source.aEndAngle;
  21309. this.aClockwise = source.aClockwise;
  21310. this.aRotation = source.aRotation;
  21311. return this;
  21312. };
  21313. EllipseCurve.prototype.toJSON = function () {
  21314. var data = Curve.prototype.toJSON.call( this );
  21315. data.aX = this.aX;
  21316. data.aY = this.aY;
  21317. data.xRadius = this.xRadius;
  21318. data.yRadius = this.yRadius;
  21319. data.aStartAngle = this.aStartAngle;
  21320. data.aEndAngle = this.aEndAngle;
  21321. data.aClockwise = this.aClockwise;
  21322. data.aRotation = this.aRotation;
  21323. return data;
  21324. };
  21325. EllipseCurve.prototype.fromJSON = function ( json ) {
  21326. Curve.prototype.fromJSON.call( this, json );
  21327. this.aX = json.aX;
  21328. this.aY = json.aY;
  21329. this.xRadius = json.xRadius;
  21330. this.yRadius = json.yRadius;
  21331. this.aStartAngle = json.aStartAngle;
  21332. this.aEndAngle = json.aEndAngle;
  21333. this.aClockwise = json.aClockwise;
  21334. this.aRotation = json.aRotation;
  21335. return this;
  21336. };
  21337. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21338. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21339. this.type = 'ArcCurve';
  21340. }
  21341. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21342. ArcCurve.prototype.constructor = ArcCurve;
  21343. ArcCurve.prototype.isArcCurve = true;
  21344. /**
  21345. * @author zz85 https://github.com/zz85
  21346. *
  21347. * Centripetal CatmullRom Curve - which is useful for avoiding
  21348. * cusps and self-intersections in non-uniform catmull rom curves.
  21349. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21350. *
  21351. * curve.type accepts centripetal(default), chordal and catmullrom
  21352. * curve.tension is used for catmullrom which defaults to 0.5
  21353. */
  21354. /*
  21355. Based on an optimized c++ solution in
  21356. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21357. - http://ideone.com/NoEbVM
  21358. This CubicPoly class could be used for reusing some variables and calculations,
  21359. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21360. which can be placed in CurveUtils.
  21361. */
  21362. function CubicPoly() {
  21363. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21364. /*
  21365. * Compute coefficients for a cubic polynomial
  21366. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21367. * such that
  21368. * p(0) = x0, p(1) = x1
  21369. * and
  21370. * p'(0) = t0, p'(1) = t1.
  21371. */
  21372. function init( x0, x1, t0, t1 ) {
  21373. c0 = x0;
  21374. c1 = t0;
  21375. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21376. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21377. }
  21378. return {
  21379. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21380. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21381. },
  21382. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21383. // compute tangents when parameterized in [t1,t2]
  21384. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21385. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21386. // rescale tangents for parametrization in [0,1]
  21387. t1 *= dt1;
  21388. t2 *= dt1;
  21389. init( x1, x2, t1, t2 );
  21390. },
  21391. calc: function ( t ) {
  21392. var t2 = t * t;
  21393. var t3 = t2 * t;
  21394. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21395. }
  21396. };
  21397. }
  21398. //
  21399. var tmp = new Vector3();
  21400. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21401. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21402. Curve.call( this );
  21403. this.type = 'CatmullRomCurve3';
  21404. this.points = points || [];
  21405. this.closed = closed || false;
  21406. this.curveType = curveType || 'centripetal';
  21407. this.tension = tension || 0.5;
  21408. }
  21409. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21410. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21411. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21412. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21413. var point = optionalTarget || new Vector3();
  21414. var points = this.points;
  21415. var l = points.length;
  21416. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21417. var intPoint = Math.floor( p );
  21418. var weight = p - intPoint;
  21419. if ( this.closed ) {
  21420. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21421. } else if ( weight === 0 && intPoint === l - 1 ) {
  21422. intPoint = l - 2;
  21423. weight = 1;
  21424. }
  21425. var p0, p1, p2, p3; // 4 points
  21426. if ( this.closed || intPoint > 0 ) {
  21427. p0 = points[ ( intPoint - 1 ) % l ];
  21428. } else {
  21429. // extrapolate first point
  21430. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21431. p0 = tmp;
  21432. }
  21433. p1 = points[ intPoint % l ];
  21434. p2 = points[ ( intPoint + 1 ) % l ];
  21435. if ( this.closed || intPoint + 2 < l ) {
  21436. p3 = points[ ( intPoint + 2 ) % l ];
  21437. } else {
  21438. // extrapolate last point
  21439. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21440. p3 = tmp;
  21441. }
  21442. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21443. // init Centripetal / Chordal Catmull-Rom
  21444. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21445. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21446. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21447. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21448. // safety check for repeated points
  21449. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21450. if ( dt0 < 1e-4 ) dt0 = dt1;
  21451. if ( dt2 < 1e-4 ) dt2 = dt1;
  21452. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21453. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21454. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21455. } else if ( this.curveType === 'catmullrom' ) {
  21456. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21457. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21458. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21459. }
  21460. point.set(
  21461. px.calc( weight ),
  21462. py.calc( weight ),
  21463. pz.calc( weight )
  21464. );
  21465. return point;
  21466. };
  21467. CatmullRomCurve3.prototype.copy = function ( source ) {
  21468. Curve.prototype.copy.call( this, source );
  21469. this.points = [];
  21470. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21471. var point = source.points[ i ];
  21472. this.points.push( point.clone() );
  21473. }
  21474. this.closed = source.closed;
  21475. this.curveType = source.curveType;
  21476. this.tension = source.tension;
  21477. return this;
  21478. };
  21479. CatmullRomCurve3.prototype.toJSON = function () {
  21480. var data = Curve.prototype.toJSON.call( this );
  21481. data.points = [];
  21482. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21483. var point = this.points[ i ];
  21484. data.points.push( point.toArray() );
  21485. }
  21486. data.closed = this.closed;
  21487. data.curveType = this.curveType;
  21488. data.tension = this.tension;
  21489. return data;
  21490. };
  21491. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21492. Curve.prototype.fromJSON.call( this, json );
  21493. this.points = [];
  21494. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21495. var point = json.points[ i ];
  21496. this.points.push( new Vector3().fromArray( point ) );
  21497. }
  21498. this.closed = json.closed;
  21499. this.curveType = json.curveType;
  21500. this.tension = json.tension;
  21501. return this;
  21502. };
  21503. /**
  21504. * @author zz85 / http://www.lab4games.net/zz85/blog
  21505. *
  21506. * Bezier Curves formulas obtained from
  21507. * http://en.wikipedia.org/wiki/Bézier_curve
  21508. */
  21509. function CatmullRom( t, p0, p1, p2, p3 ) {
  21510. var v0 = ( p2 - p0 ) * 0.5;
  21511. var v1 = ( p3 - p1 ) * 0.5;
  21512. var t2 = t * t;
  21513. var t3 = t * t2;
  21514. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21515. }
  21516. //
  21517. function QuadraticBezierP0( t, p ) {
  21518. var k = 1 - t;
  21519. return k * k * p;
  21520. }
  21521. function QuadraticBezierP1( t, p ) {
  21522. return 2 * ( 1 - t ) * t * p;
  21523. }
  21524. function QuadraticBezierP2( t, p ) {
  21525. return t * t * p;
  21526. }
  21527. function QuadraticBezier( t, p0, p1, p2 ) {
  21528. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21529. QuadraticBezierP2( t, p2 );
  21530. }
  21531. //
  21532. function CubicBezierP0( t, p ) {
  21533. var k = 1 - t;
  21534. return k * k * k * p;
  21535. }
  21536. function CubicBezierP1( t, p ) {
  21537. var k = 1 - t;
  21538. return 3 * k * k * t * p;
  21539. }
  21540. function CubicBezierP2( t, p ) {
  21541. return 3 * ( 1 - t ) * t * t * p;
  21542. }
  21543. function CubicBezierP3( t, p ) {
  21544. return t * t * t * p;
  21545. }
  21546. function CubicBezier( t, p0, p1, p2, p3 ) {
  21547. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21548. CubicBezierP3( t, p3 );
  21549. }
  21550. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21551. Curve.call( this );
  21552. this.type = 'CubicBezierCurve';
  21553. this.v0 = v0 || new Vector2();
  21554. this.v1 = v1 || new Vector2();
  21555. this.v2 = v2 || new Vector2();
  21556. this.v3 = v3 || new Vector2();
  21557. }
  21558. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21559. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21560. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21561. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21562. var point = optionalTarget || new Vector2();
  21563. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21564. point.set(
  21565. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21566. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21567. );
  21568. return point;
  21569. };
  21570. CubicBezierCurve.prototype.copy = function ( source ) {
  21571. Curve.prototype.copy.call( this, source );
  21572. this.v0.copy( source.v0 );
  21573. this.v1.copy( source.v1 );
  21574. this.v2.copy( source.v2 );
  21575. this.v3.copy( source.v3 );
  21576. return this;
  21577. };
  21578. CubicBezierCurve.prototype.toJSON = function () {
  21579. var data = Curve.prototype.toJSON.call( this );
  21580. data.v0 = this.v0.toArray();
  21581. data.v1 = this.v1.toArray();
  21582. data.v2 = this.v2.toArray();
  21583. data.v3 = this.v3.toArray();
  21584. return data;
  21585. };
  21586. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21587. Curve.prototype.fromJSON.call( this, json );
  21588. this.v0.fromArray( json.v0 );
  21589. this.v1.fromArray( json.v1 );
  21590. this.v2.fromArray( json.v2 );
  21591. this.v3.fromArray( json.v3 );
  21592. return this;
  21593. };
  21594. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21595. Curve.call( this );
  21596. this.type = 'CubicBezierCurve3';
  21597. this.v0 = v0 || new Vector3();
  21598. this.v1 = v1 || new Vector3();
  21599. this.v2 = v2 || new Vector3();
  21600. this.v3 = v3 || new Vector3();
  21601. }
  21602. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21603. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21604. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21605. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21606. var point = optionalTarget || new Vector3();
  21607. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21608. point.set(
  21609. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21610. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21611. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21612. );
  21613. return point;
  21614. };
  21615. CubicBezierCurve3.prototype.copy = function ( source ) {
  21616. Curve.prototype.copy.call( this, source );
  21617. this.v0.copy( source.v0 );
  21618. this.v1.copy( source.v1 );
  21619. this.v2.copy( source.v2 );
  21620. this.v3.copy( source.v3 );
  21621. return this;
  21622. };
  21623. CubicBezierCurve3.prototype.toJSON = function () {
  21624. var data = Curve.prototype.toJSON.call( this );
  21625. data.v0 = this.v0.toArray();
  21626. data.v1 = this.v1.toArray();
  21627. data.v2 = this.v2.toArray();
  21628. data.v3 = this.v3.toArray();
  21629. return data;
  21630. };
  21631. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21632. Curve.prototype.fromJSON.call( this, json );
  21633. this.v0.fromArray( json.v0 );
  21634. this.v1.fromArray( json.v1 );
  21635. this.v2.fromArray( json.v2 );
  21636. this.v3.fromArray( json.v3 );
  21637. return this;
  21638. };
  21639. function LineCurve( v1, v2 ) {
  21640. Curve.call( this );
  21641. this.type = 'LineCurve';
  21642. this.v1 = v1 || new Vector2();
  21643. this.v2 = v2 || new Vector2();
  21644. }
  21645. LineCurve.prototype = Object.create( Curve.prototype );
  21646. LineCurve.prototype.constructor = LineCurve;
  21647. LineCurve.prototype.isLineCurve = true;
  21648. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21649. var point = optionalTarget || new Vector2();
  21650. if ( t === 1 ) {
  21651. point.copy( this.v2 );
  21652. } else {
  21653. point.copy( this.v2 ).sub( this.v1 );
  21654. point.multiplyScalar( t ).add( this.v1 );
  21655. }
  21656. return point;
  21657. };
  21658. // Line curve is linear, so we can overwrite default getPointAt
  21659. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21660. return this.getPoint( u, optionalTarget );
  21661. };
  21662. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21663. var tangent = this.v2.clone().sub( this.v1 );
  21664. return tangent.normalize();
  21665. };
  21666. LineCurve.prototype.copy = function ( source ) {
  21667. Curve.prototype.copy.call( this, source );
  21668. this.v1.copy( source.v1 );
  21669. this.v2.copy( source.v2 );
  21670. return this;
  21671. };
  21672. LineCurve.prototype.toJSON = function () {
  21673. var data = Curve.prototype.toJSON.call( this );
  21674. data.v1 = this.v1.toArray();
  21675. data.v2 = this.v2.toArray();
  21676. return data;
  21677. };
  21678. LineCurve.prototype.fromJSON = function ( json ) {
  21679. Curve.prototype.fromJSON.call( this, json );
  21680. this.v1.fromArray( json.v1 );
  21681. this.v2.fromArray( json.v2 );
  21682. return this;
  21683. };
  21684. function LineCurve3( v1, v2 ) {
  21685. Curve.call( this );
  21686. this.type = 'LineCurve3';
  21687. this.v1 = v1 || new Vector3();
  21688. this.v2 = v2 || new Vector3();
  21689. }
  21690. LineCurve3.prototype = Object.create( Curve.prototype );
  21691. LineCurve3.prototype.constructor = LineCurve3;
  21692. LineCurve3.prototype.isLineCurve3 = true;
  21693. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21694. var point = optionalTarget || new Vector3();
  21695. if ( t === 1 ) {
  21696. point.copy( this.v2 );
  21697. } else {
  21698. point.copy( this.v2 ).sub( this.v1 );
  21699. point.multiplyScalar( t ).add( this.v1 );
  21700. }
  21701. return point;
  21702. };
  21703. // Line curve is linear, so we can overwrite default getPointAt
  21704. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21705. return this.getPoint( u, optionalTarget );
  21706. };
  21707. LineCurve3.prototype.copy = function ( source ) {
  21708. Curve.prototype.copy.call( this, source );
  21709. this.v1.copy( source.v1 );
  21710. this.v2.copy( source.v2 );
  21711. return this;
  21712. };
  21713. LineCurve3.prototype.toJSON = function () {
  21714. var data = Curve.prototype.toJSON.call( this );
  21715. data.v1 = this.v1.toArray();
  21716. data.v2 = this.v2.toArray();
  21717. return data;
  21718. };
  21719. LineCurve3.prototype.fromJSON = function ( json ) {
  21720. Curve.prototype.fromJSON.call( this, json );
  21721. this.v1.fromArray( json.v1 );
  21722. this.v2.fromArray( json.v2 );
  21723. return this;
  21724. };
  21725. function QuadraticBezierCurve( v0, v1, v2 ) {
  21726. Curve.call( this );
  21727. this.type = 'QuadraticBezierCurve';
  21728. this.v0 = v0 || new Vector2();
  21729. this.v1 = v1 || new Vector2();
  21730. this.v2 = v2 || new Vector2();
  21731. }
  21732. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21733. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21734. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21735. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21736. var point = optionalTarget || new Vector2();
  21737. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21738. point.set(
  21739. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21740. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21741. );
  21742. return point;
  21743. };
  21744. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21745. Curve.prototype.copy.call( this, source );
  21746. this.v0.copy( source.v0 );
  21747. this.v1.copy( source.v1 );
  21748. this.v2.copy( source.v2 );
  21749. return this;
  21750. };
  21751. QuadraticBezierCurve.prototype.toJSON = function () {
  21752. var data = Curve.prototype.toJSON.call( this );
  21753. data.v0 = this.v0.toArray();
  21754. data.v1 = this.v1.toArray();
  21755. data.v2 = this.v2.toArray();
  21756. return data;
  21757. };
  21758. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21759. Curve.prototype.fromJSON.call( this, json );
  21760. this.v0.fromArray( json.v0 );
  21761. this.v1.fromArray( json.v1 );
  21762. this.v2.fromArray( json.v2 );
  21763. return this;
  21764. };
  21765. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21766. Curve.call( this );
  21767. this.type = 'QuadraticBezierCurve3';
  21768. this.v0 = v0 || new Vector3();
  21769. this.v1 = v1 || new Vector3();
  21770. this.v2 = v2 || new Vector3();
  21771. }
  21772. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21773. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21774. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21775. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21776. var point = optionalTarget || new Vector3();
  21777. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21778. point.set(
  21779. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21780. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21781. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21782. );
  21783. return point;
  21784. };
  21785. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21786. Curve.prototype.copy.call( this, source );
  21787. this.v0.copy( source.v0 );
  21788. this.v1.copy( source.v1 );
  21789. this.v2.copy( source.v2 );
  21790. return this;
  21791. };
  21792. QuadraticBezierCurve3.prototype.toJSON = function () {
  21793. var data = Curve.prototype.toJSON.call( this );
  21794. data.v0 = this.v0.toArray();
  21795. data.v1 = this.v1.toArray();
  21796. data.v2 = this.v2.toArray();
  21797. return data;
  21798. };
  21799. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21800. Curve.prototype.fromJSON.call( this, json );
  21801. this.v0.fromArray( json.v0 );
  21802. this.v1.fromArray( json.v1 );
  21803. this.v2.fromArray( json.v2 );
  21804. return this;
  21805. };
  21806. function SplineCurve( points /* array of Vector2 */ ) {
  21807. Curve.call( this );
  21808. this.type = 'SplineCurve';
  21809. this.points = points || [];
  21810. }
  21811. SplineCurve.prototype = Object.create( Curve.prototype );
  21812. SplineCurve.prototype.constructor = SplineCurve;
  21813. SplineCurve.prototype.isSplineCurve = true;
  21814. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21815. var point = optionalTarget || new Vector2();
  21816. var points = this.points;
  21817. var p = ( points.length - 1 ) * t;
  21818. var intPoint = Math.floor( p );
  21819. var weight = p - intPoint;
  21820. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21821. var p1 = points[ intPoint ];
  21822. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21823. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21824. point.set(
  21825. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21826. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21827. );
  21828. return point;
  21829. };
  21830. SplineCurve.prototype.copy = function ( source ) {
  21831. Curve.prototype.copy.call( this, source );
  21832. this.points = [];
  21833. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21834. var point = source.points[ i ];
  21835. this.points.push( point.clone() );
  21836. }
  21837. return this;
  21838. };
  21839. SplineCurve.prototype.toJSON = function () {
  21840. var data = Curve.prototype.toJSON.call( this );
  21841. data.points = [];
  21842. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21843. var point = this.points[ i ];
  21844. data.points.push( point.toArray() );
  21845. }
  21846. return data;
  21847. };
  21848. SplineCurve.prototype.fromJSON = function ( json ) {
  21849. Curve.prototype.fromJSON.call( this, json );
  21850. this.points = [];
  21851. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21852. var point = json.points[ i ];
  21853. this.points.push( new Vector2().fromArray( point ) );
  21854. }
  21855. return this;
  21856. };
  21857. var Curves = /*#__PURE__*/Object.freeze({
  21858. ArcCurve: ArcCurve,
  21859. CatmullRomCurve3: CatmullRomCurve3,
  21860. CubicBezierCurve: CubicBezierCurve,
  21861. CubicBezierCurve3: CubicBezierCurve3,
  21862. EllipseCurve: EllipseCurve,
  21863. LineCurve: LineCurve,
  21864. LineCurve3: LineCurve3,
  21865. QuadraticBezierCurve: QuadraticBezierCurve,
  21866. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21867. SplineCurve: SplineCurve
  21868. });
  21869. /**
  21870. * @author zz85 / http://www.lab4games.net/zz85/blog
  21871. *
  21872. **/
  21873. /**************************************************************
  21874. * Curved Path - a curve path is simply a array of connected
  21875. * curves, but retains the api of a curve
  21876. **************************************************************/
  21877. function CurvePath() {
  21878. Curve.call( this );
  21879. this.type = 'CurvePath';
  21880. this.curves = [];
  21881. this.autoClose = false; // Automatically closes the path
  21882. }
  21883. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  21884. constructor: CurvePath,
  21885. add: function ( curve ) {
  21886. this.curves.push( curve );
  21887. },
  21888. closePath: function () {
  21889. // Add a line curve if start and end of lines are not connected
  21890. var startPoint = this.curves[ 0 ].getPoint( 0 );
  21891. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  21892. if ( ! startPoint.equals( endPoint ) ) {
  21893. this.curves.push( new LineCurve( endPoint, startPoint ) );
  21894. }
  21895. },
  21896. // To get accurate point with reference to
  21897. // entire path distance at time t,
  21898. // following has to be done:
  21899. // 1. Length of each sub path have to be known
  21900. // 2. Locate and identify type of curve
  21901. // 3. Get t for the curve
  21902. // 4. Return curve.getPointAt(t')
  21903. getPoint: function ( t ) {
  21904. var d = t * this.getLength();
  21905. var curveLengths = this.getCurveLengths();
  21906. var i = 0;
  21907. // To think about boundaries points.
  21908. while ( i < curveLengths.length ) {
  21909. if ( curveLengths[ i ] >= d ) {
  21910. var diff = curveLengths[ i ] - d;
  21911. var curve = this.curves[ i ];
  21912. var segmentLength = curve.getLength();
  21913. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  21914. return curve.getPointAt( u );
  21915. }
  21916. i ++;
  21917. }
  21918. return null;
  21919. // loop where sum != 0, sum > d , sum+1 <d
  21920. },
  21921. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  21922. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  21923. // getPoint() depends on getLength
  21924. getLength: function () {
  21925. var lens = this.getCurveLengths();
  21926. return lens[ lens.length - 1 ];
  21927. },
  21928. // cacheLengths must be recalculated.
  21929. updateArcLengths: function () {
  21930. this.needsUpdate = true;
  21931. this.cacheLengths = null;
  21932. this.getCurveLengths();
  21933. },
  21934. // Compute lengths and cache them
  21935. // We cannot overwrite getLengths() because UtoT mapping uses it.
  21936. getCurveLengths: function () {
  21937. // We use cache values if curves and cache array are same length
  21938. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  21939. return this.cacheLengths;
  21940. }
  21941. // Get length of sub-curve
  21942. // Push sums into cached array
  21943. var lengths = [], sums = 0;
  21944. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21945. sums += this.curves[ i ].getLength();
  21946. lengths.push( sums );
  21947. }
  21948. this.cacheLengths = lengths;
  21949. return lengths;
  21950. },
  21951. getSpacedPoints: function ( divisions ) {
  21952. if ( divisions === undefined ) divisions = 40;
  21953. var points = [];
  21954. for ( var i = 0; i <= divisions; i ++ ) {
  21955. points.push( this.getPoint( i / divisions ) );
  21956. }
  21957. if ( this.autoClose ) {
  21958. points.push( points[ 0 ] );
  21959. }
  21960. return points;
  21961. },
  21962. getPoints: function ( divisions ) {
  21963. divisions = divisions || 12;
  21964. var points = [], last;
  21965. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  21966. var curve = curves[ i ];
  21967. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  21968. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  21969. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  21970. : divisions;
  21971. var pts = curve.getPoints( resolution );
  21972. for ( var j = 0; j < pts.length; j ++ ) {
  21973. var point = pts[ j ];
  21974. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  21975. points.push( point );
  21976. last = point;
  21977. }
  21978. }
  21979. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  21980. points.push( points[ 0 ] );
  21981. }
  21982. return points;
  21983. },
  21984. copy: function ( source ) {
  21985. Curve.prototype.copy.call( this, source );
  21986. this.curves = [];
  21987. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  21988. var curve = source.curves[ i ];
  21989. this.curves.push( curve.clone() );
  21990. }
  21991. this.autoClose = source.autoClose;
  21992. return this;
  21993. },
  21994. toJSON: function () {
  21995. var data = Curve.prototype.toJSON.call( this );
  21996. data.autoClose = this.autoClose;
  21997. data.curves = [];
  21998. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21999. var curve = this.curves[ i ];
  22000. data.curves.push( curve.toJSON() );
  22001. }
  22002. return data;
  22003. },
  22004. fromJSON: function ( json ) {
  22005. Curve.prototype.fromJSON.call( this, json );
  22006. this.autoClose = json.autoClose;
  22007. this.curves = [];
  22008. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22009. var curve = json.curves[ i ];
  22010. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22011. }
  22012. return this;
  22013. }
  22014. } );
  22015. /**
  22016. * @author zz85 / http://www.lab4games.net/zz85/blog
  22017. * Creates free form 2d path using series of points, lines or curves.
  22018. **/
  22019. function Path( points ) {
  22020. CurvePath.call( this );
  22021. this.type = 'Path';
  22022. this.currentPoint = new Vector2();
  22023. if ( points ) {
  22024. this.setFromPoints( points );
  22025. }
  22026. }
  22027. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22028. constructor: Path,
  22029. setFromPoints: function ( points ) {
  22030. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22031. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22032. this.lineTo( points[ i ].x, points[ i ].y );
  22033. }
  22034. },
  22035. moveTo: function ( x, y ) {
  22036. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22037. },
  22038. lineTo: function ( x, y ) {
  22039. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22040. this.curves.push( curve );
  22041. this.currentPoint.set( x, y );
  22042. },
  22043. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22044. var curve = new QuadraticBezierCurve(
  22045. this.currentPoint.clone(),
  22046. new Vector2( aCPx, aCPy ),
  22047. new Vector2( aX, aY )
  22048. );
  22049. this.curves.push( curve );
  22050. this.currentPoint.set( aX, aY );
  22051. },
  22052. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22053. var curve = new CubicBezierCurve(
  22054. this.currentPoint.clone(),
  22055. new Vector2( aCP1x, aCP1y ),
  22056. new Vector2( aCP2x, aCP2y ),
  22057. new Vector2( aX, aY )
  22058. );
  22059. this.curves.push( curve );
  22060. this.currentPoint.set( aX, aY );
  22061. },
  22062. splineThru: function ( pts /*Array of Vector*/ ) {
  22063. var npts = [ this.currentPoint.clone() ].concat( pts );
  22064. var curve = new SplineCurve( npts );
  22065. this.curves.push( curve );
  22066. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22067. },
  22068. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22069. var x0 = this.currentPoint.x;
  22070. var y0 = this.currentPoint.y;
  22071. this.absarc( aX + x0, aY + y0, aRadius,
  22072. aStartAngle, aEndAngle, aClockwise );
  22073. },
  22074. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22075. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22076. },
  22077. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22078. var x0 = this.currentPoint.x;
  22079. var y0 = this.currentPoint.y;
  22080. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22081. },
  22082. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22083. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22084. if ( this.curves.length > 0 ) {
  22085. // if a previous curve is present, attempt to join
  22086. var firstPoint = curve.getPoint( 0 );
  22087. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22088. this.lineTo( firstPoint.x, firstPoint.y );
  22089. }
  22090. }
  22091. this.curves.push( curve );
  22092. var lastPoint = curve.getPoint( 1 );
  22093. this.currentPoint.copy( lastPoint );
  22094. },
  22095. copy: function ( source ) {
  22096. CurvePath.prototype.copy.call( this, source );
  22097. this.currentPoint.copy( source.currentPoint );
  22098. return this;
  22099. },
  22100. toJSON: function () {
  22101. var data = CurvePath.prototype.toJSON.call( this );
  22102. data.currentPoint = this.currentPoint.toArray();
  22103. return data;
  22104. },
  22105. fromJSON: function ( json ) {
  22106. CurvePath.prototype.fromJSON.call( this, json );
  22107. this.currentPoint.fromArray( json.currentPoint );
  22108. return this;
  22109. }
  22110. } );
  22111. /**
  22112. * @author zz85 / http://www.lab4games.net/zz85/blog
  22113. * Defines a 2d shape plane using paths.
  22114. **/
  22115. // STEP 1 Create a path.
  22116. // STEP 2 Turn path into shape.
  22117. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22118. // STEP 3a - Extract points from each shape, turn to vertices
  22119. // STEP 3b - Triangulate each shape, add faces.
  22120. function Shape( points ) {
  22121. Path.call( this, points );
  22122. this.uuid = _Math.generateUUID();
  22123. this.type = 'Shape';
  22124. this.holes = [];
  22125. }
  22126. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22127. constructor: Shape,
  22128. getPointsHoles: function ( divisions ) {
  22129. var holesPts = [];
  22130. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22131. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22132. }
  22133. return holesPts;
  22134. },
  22135. // get points of shape and holes (keypoints based on segments parameter)
  22136. extractPoints: function ( divisions ) {
  22137. return {
  22138. shape: this.getPoints( divisions ),
  22139. holes: this.getPointsHoles( divisions )
  22140. };
  22141. },
  22142. copy: function ( source ) {
  22143. Path.prototype.copy.call( this, source );
  22144. this.holes = [];
  22145. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22146. var hole = source.holes[ i ];
  22147. this.holes.push( hole.clone() );
  22148. }
  22149. return this;
  22150. },
  22151. toJSON: function () {
  22152. var data = Path.prototype.toJSON.call( this );
  22153. data.uuid = this.uuid;
  22154. data.holes = [];
  22155. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22156. var hole = this.holes[ i ];
  22157. data.holes.push( hole.toJSON() );
  22158. }
  22159. return data;
  22160. },
  22161. fromJSON: function ( json ) {
  22162. Path.prototype.fromJSON.call( this, json );
  22163. this.uuid = json.uuid;
  22164. this.holes = [];
  22165. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22166. var hole = json.holes[ i ];
  22167. this.holes.push( new Path().fromJSON( hole ) );
  22168. }
  22169. return this;
  22170. }
  22171. } );
  22172. /**
  22173. * @author mrdoob / http://mrdoob.com/
  22174. * @author alteredq / http://alteredqualia.com/
  22175. */
  22176. function Light( color, intensity ) {
  22177. Object3D.call( this );
  22178. this.type = 'Light';
  22179. this.color = new Color( color );
  22180. this.intensity = intensity !== undefined ? intensity : 1;
  22181. this.receiveShadow = undefined;
  22182. }
  22183. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22184. constructor: Light,
  22185. isLight: true,
  22186. copy: function ( source ) {
  22187. Object3D.prototype.copy.call( this, source );
  22188. this.color.copy( source.color );
  22189. this.intensity = source.intensity;
  22190. return this;
  22191. },
  22192. toJSON: function ( meta ) {
  22193. var data = Object3D.prototype.toJSON.call( this, meta );
  22194. data.object.color = this.color.getHex();
  22195. data.object.intensity = this.intensity;
  22196. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22197. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22198. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22199. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22200. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22201. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22202. return data;
  22203. }
  22204. } );
  22205. /**
  22206. * @author alteredq / http://alteredqualia.com/
  22207. */
  22208. function HemisphereLight( skyColor, groundColor, intensity ) {
  22209. Light.call( this, skyColor, intensity );
  22210. this.type = 'HemisphereLight';
  22211. this.castShadow = undefined;
  22212. this.position.copy( Object3D.DefaultUp );
  22213. this.updateMatrix();
  22214. this.groundColor = new Color( groundColor );
  22215. }
  22216. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22217. constructor: HemisphereLight,
  22218. isHemisphereLight: true,
  22219. copy: function ( source ) {
  22220. Light.prototype.copy.call( this, source );
  22221. this.groundColor.copy( source.groundColor );
  22222. return this;
  22223. }
  22224. } );
  22225. /**
  22226. * @author mrdoob / http://mrdoob.com/
  22227. */
  22228. function LightShadow( camera ) {
  22229. this.camera = camera;
  22230. this.bias = 0;
  22231. this.radius = 1;
  22232. this.mapSize = new Vector2( 512, 512 );
  22233. this.map = null;
  22234. this.matrix = new Matrix4();
  22235. }
  22236. Object.assign( LightShadow.prototype, {
  22237. copy: function ( source ) {
  22238. this.camera = source.camera.clone();
  22239. this.bias = source.bias;
  22240. this.radius = source.radius;
  22241. this.mapSize.copy( source.mapSize );
  22242. return this;
  22243. },
  22244. clone: function () {
  22245. return new this.constructor().copy( this );
  22246. },
  22247. toJSON: function () {
  22248. var object = {};
  22249. if ( this.bias !== 0 ) object.bias = this.bias;
  22250. if ( this.radius !== 1 ) object.radius = this.radius;
  22251. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22252. object.camera = this.camera.toJSON( false ).object;
  22253. delete object.camera.matrix;
  22254. return object;
  22255. }
  22256. } );
  22257. /**
  22258. * @author mrdoob / http://mrdoob.com/
  22259. */
  22260. function SpotLightShadow() {
  22261. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22262. }
  22263. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22264. constructor: SpotLightShadow,
  22265. isSpotLightShadow: true,
  22266. update: function ( light ) {
  22267. var camera = this.camera;
  22268. var fov = _Math.RAD2DEG * 2 * light.angle;
  22269. var aspect = this.mapSize.width / this.mapSize.height;
  22270. var far = light.distance || camera.far;
  22271. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22272. camera.fov = fov;
  22273. camera.aspect = aspect;
  22274. camera.far = far;
  22275. camera.updateProjectionMatrix();
  22276. }
  22277. }
  22278. } );
  22279. /**
  22280. * @author alteredq / http://alteredqualia.com/
  22281. */
  22282. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22283. Light.call( this, color, intensity );
  22284. this.type = 'SpotLight';
  22285. this.position.copy( Object3D.DefaultUp );
  22286. this.updateMatrix();
  22287. this.target = new Object3D();
  22288. Object.defineProperty( this, 'power', {
  22289. get: function () {
  22290. // intensity = power per solid angle.
  22291. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22292. return this.intensity * Math.PI;
  22293. },
  22294. set: function ( power ) {
  22295. // intensity = power per solid angle.
  22296. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22297. this.intensity = power / Math.PI;
  22298. }
  22299. } );
  22300. this.distance = ( distance !== undefined ) ? distance : 0;
  22301. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22302. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22303. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22304. this.shadow = new SpotLightShadow();
  22305. }
  22306. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22307. constructor: SpotLight,
  22308. isSpotLight: true,
  22309. copy: function ( source ) {
  22310. Light.prototype.copy.call( this, source );
  22311. this.distance = source.distance;
  22312. this.angle = source.angle;
  22313. this.penumbra = source.penumbra;
  22314. this.decay = source.decay;
  22315. this.target = source.target.clone();
  22316. this.shadow = source.shadow.clone();
  22317. return this;
  22318. }
  22319. } );
  22320. /**
  22321. * @author mrdoob / http://mrdoob.com/
  22322. */
  22323. function PointLight( color, intensity, distance, decay ) {
  22324. Light.call( this, color, intensity );
  22325. this.type = 'PointLight';
  22326. Object.defineProperty( this, 'power', {
  22327. get: function () {
  22328. // intensity = power per solid angle.
  22329. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22330. return this.intensity * 4 * Math.PI;
  22331. },
  22332. set: function ( power ) {
  22333. // intensity = power per solid angle.
  22334. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22335. this.intensity = power / ( 4 * Math.PI );
  22336. }
  22337. } );
  22338. this.distance = ( distance !== undefined ) ? distance : 0;
  22339. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22340. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22341. }
  22342. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22343. constructor: PointLight,
  22344. isPointLight: true,
  22345. copy: function ( source ) {
  22346. Light.prototype.copy.call( this, source );
  22347. this.distance = source.distance;
  22348. this.decay = source.decay;
  22349. this.shadow = source.shadow.clone();
  22350. return this;
  22351. }
  22352. } );
  22353. /**
  22354. * @author alteredq / http://alteredqualia.com/
  22355. * @author arose / http://github.com/arose
  22356. */
  22357. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22358. Camera.call( this );
  22359. this.type = 'OrthographicCamera';
  22360. this.zoom = 1;
  22361. this.view = null;
  22362. this.left = ( left !== undefined ) ? left : - 1;
  22363. this.right = ( right !== undefined ) ? right : 1;
  22364. this.top = ( top !== undefined ) ? top : 1;
  22365. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22366. this.near = ( near !== undefined ) ? near : 0.1;
  22367. this.far = ( far !== undefined ) ? far : 2000;
  22368. this.updateProjectionMatrix();
  22369. }
  22370. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22371. constructor: OrthographicCamera,
  22372. isOrthographicCamera: true,
  22373. copy: function ( source, recursive ) {
  22374. Camera.prototype.copy.call( this, source, recursive );
  22375. this.left = source.left;
  22376. this.right = source.right;
  22377. this.top = source.top;
  22378. this.bottom = source.bottom;
  22379. this.near = source.near;
  22380. this.far = source.far;
  22381. this.zoom = source.zoom;
  22382. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22383. return this;
  22384. },
  22385. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22386. if ( this.view === null ) {
  22387. this.view = {
  22388. enabled: true,
  22389. fullWidth: 1,
  22390. fullHeight: 1,
  22391. offsetX: 0,
  22392. offsetY: 0,
  22393. width: 1,
  22394. height: 1
  22395. };
  22396. }
  22397. this.view.enabled = true;
  22398. this.view.fullWidth = fullWidth;
  22399. this.view.fullHeight = fullHeight;
  22400. this.view.offsetX = x;
  22401. this.view.offsetY = y;
  22402. this.view.width = width;
  22403. this.view.height = height;
  22404. this.updateProjectionMatrix();
  22405. },
  22406. clearViewOffset: function () {
  22407. if ( this.view !== null ) {
  22408. this.view.enabled = false;
  22409. }
  22410. this.updateProjectionMatrix();
  22411. },
  22412. updateProjectionMatrix: function () {
  22413. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22414. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22415. var cx = ( this.right + this.left ) / 2;
  22416. var cy = ( this.top + this.bottom ) / 2;
  22417. var left = cx - dx;
  22418. var right = cx + dx;
  22419. var top = cy + dy;
  22420. var bottom = cy - dy;
  22421. if ( this.view !== null && this.view.enabled ) {
  22422. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22423. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22424. var scaleW = ( this.right - this.left ) / this.view.width;
  22425. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22426. left += scaleW * ( this.view.offsetX / zoomW );
  22427. right = left + scaleW * ( this.view.width / zoomW );
  22428. top -= scaleH * ( this.view.offsetY / zoomH );
  22429. bottom = top - scaleH * ( this.view.height / zoomH );
  22430. }
  22431. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22432. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22433. },
  22434. toJSON: function ( meta ) {
  22435. var data = Object3D.prototype.toJSON.call( this, meta );
  22436. data.object.zoom = this.zoom;
  22437. data.object.left = this.left;
  22438. data.object.right = this.right;
  22439. data.object.top = this.top;
  22440. data.object.bottom = this.bottom;
  22441. data.object.near = this.near;
  22442. data.object.far = this.far;
  22443. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22444. return data;
  22445. }
  22446. } );
  22447. /**
  22448. * @author mrdoob / http://mrdoob.com/
  22449. */
  22450. function DirectionalLightShadow( ) {
  22451. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22452. }
  22453. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22454. constructor: DirectionalLightShadow
  22455. } );
  22456. /**
  22457. * @author mrdoob / http://mrdoob.com/
  22458. * @author alteredq / http://alteredqualia.com/
  22459. */
  22460. function DirectionalLight( color, intensity ) {
  22461. Light.call( this, color, intensity );
  22462. this.type = 'DirectionalLight';
  22463. this.position.copy( Object3D.DefaultUp );
  22464. this.updateMatrix();
  22465. this.target = new Object3D();
  22466. this.shadow = new DirectionalLightShadow();
  22467. }
  22468. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22469. constructor: DirectionalLight,
  22470. isDirectionalLight: true,
  22471. copy: function ( source ) {
  22472. Light.prototype.copy.call( this, source );
  22473. this.target = source.target.clone();
  22474. this.shadow = source.shadow.clone();
  22475. return this;
  22476. }
  22477. } );
  22478. /**
  22479. * @author mrdoob / http://mrdoob.com/
  22480. */
  22481. function AmbientLight( color, intensity ) {
  22482. Light.call( this, color, intensity );
  22483. this.type = 'AmbientLight';
  22484. this.castShadow = undefined;
  22485. }
  22486. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22487. constructor: AmbientLight,
  22488. isAmbientLight: true
  22489. } );
  22490. /**
  22491. * @author abelnation / http://github.com/abelnation
  22492. */
  22493. function RectAreaLight( color, intensity, width, height ) {
  22494. Light.call( this, color, intensity );
  22495. this.type = 'RectAreaLight';
  22496. this.width = ( width !== undefined ) ? width : 10;
  22497. this.height = ( height !== undefined ) ? height : 10;
  22498. }
  22499. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22500. constructor: RectAreaLight,
  22501. isRectAreaLight: true,
  22502. copy: function ( source ) {
  22503. Light.prototype.copy.call( this, source );
  22504. this.width = source.width;
  22505. this.height = source.height;
  22506. return this;
  22507. },
  22508. toJSON: function ( meta ) {
  22509. var data = Light.prototype.toJSON.call( this, meta );
  22510. data.object.width = this.width;
  22511. data.object.height = this.height;
  22512. return data;
  22513. }
  22514. } );
  22515. /**
  22516. * @author mrdoob / http://mrdoob.com/
  22517. */
  22518. function MaterialLoader( manager ) {
  22519. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22520. this.textures = {};
  22521. }
  22522. Object.assign( MaterialLoader.prototype, {
  22523. load: function ( url, onLoad, onProgress, onError ) {
  22524. var scope = this;
  22525. var loader = new FileLoader( scope.manager );
  22526. loader.setPath( scope.path );
  22527. loader.load( url, function ( text ) {
  22528. onLoad( scope.parse( JSON.parse( text ) ) );
  22529. }, onProgress, onError );
  22530. },
  22531. parse: function ( json ) {
  22532. var textures = this.textures;
  22533. function getTexture( name ) {
  22534. if ( textures[ name ] === undefined ) {
  22535. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22536. }
  22537. return textures[ name ];
  22538. }
  22539. var material = new Materials[ json.type ]();
  22540. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22541. if ( json.name !== undefined ) material.name = json.name;
  22542. if ( json.color !== undefined ) material.color.setHex( json.color );
  22543. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22544. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22545. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22546. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22547. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22548. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22549. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22550. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22551. if ( json.fog !== undefined ) material.fog = json.fog;
  22552. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22553. if ( json.blending !== undefined ) material.blending = json.blending;
  22554. if ( json.combine !== undefined ) material.combine = json.combine;
  22555. if ( json.side !== undefined ) material.side = json.side;
  22556. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22557. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22558. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22559. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22560. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22561. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22562. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22563. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22564. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22565. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22566. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22567. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22568. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22569. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22570. if ( json.scale !== undefined ) material.scale = json.scale;
  22571. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22572. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22573. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22574. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22575. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22576. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22577. if ( json.visible !== undefined ) material.visible = json.visible;
  22578. if ( json.userData !== undefined ) material.userData = json.userData;
  22579. // Shader Material
  22580. if ( json.uniforms !== undefined ) {
  22581. for ( var name in json.uniforms ) {
  22582. var uniform = json.uniforms[ name ];
  22583. material.uniforms[ name ] = {};
  22584. switch ( uniform.type ) {
  22585. case 't':
  22586. material.uniforms[ name ].value = getTexture( uniform.value );
  22587. break;
  22588. case 'c':
  22589. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22590. break;
  22591. case 'v2':
  22592. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22593. break;
  22594. case 'v3':
  22595. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22596. break;
  22597. case 'v4':
  22598. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22599. break;
  22600. case 'm3':
  22601. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22602. case 'm4':
  22603. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22604. break;
  22605. default:
  22606. material.uniforms[ name ].value = uniform.value;
  22607. }
  22608. }
  22609. }
  22610. if ( json.defines !== undefined ) material.defines = json.defines;
  22611. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22612. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22613. if ( json.extensions !== undefined ) {
  22614. for ( var key in json.extensions ) {
  22615. material.extensions[ key ] = json.extensions[ key ];
  22616. }
  22617. }
  22618. // Deprecated
  22619. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22620. // for PointsMaterial
  22621. if ( json.size !== undefined ) material.size = json.size;
  22622. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22623. // maps
  22624. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22625. if ( json.alphaMap !== undefined ) {
  22626. material.alphaMap = getTexture( json.alphaMap );
  22627. material.transparent = true;
  22628. }
  22629. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22630. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22631. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22632. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22633. if ( json.normalScale !== undefined ) {
  22634. var normalScale = json.normalScale;
  22635. if ( Array.isArray( normalScale ) === false ) {
  22636. // Blender exporter used to export a scalar. See #7459
  22637. normalScale = [ normalScale, normalScale ];
  22638. }
  22639. material.normalScale = new Vector2().fromArray( normalScale );
  22640. }
  22641. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22642. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22643. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22644. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22645. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22646. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22647. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22648. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22649. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22650. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22651. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22652. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22653. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22654. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22655. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22656. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22657. return material;
  22658. },
  22659. setPath: function ( value ) {
  22660. this.path = value;
  22661. return this;
  22662. },
  22663. setTextures: function ( value ) {
  22664. this.textures = value;
  22665. return this;
  22666. }
  22667. } );
  22668. /**
  22669. * @author Don McCurdy / https://www.donmccurdy.com
  22670. */
  22671. var LoaderUtils = {
  22672. decodeText: function ( array ) {
  22673. if ( typeof TextDecoder !== 'undefined' ) {
  22674. return new TextDecoder().decode( array );
  22675. }
  22676. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22677. // throws a "maximum call stack size exceeded" error for large arrays.
  22678. var s = '';
  22679. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22680. // Implicitly assumes little-endian.
  22681. s += String.fromCharCode( array[ i ] );
  22682. }
  22683. // Merges multi-byte utf-8 characters.
  22684. return decodeURIComponent( escape( s ) );
  22685. },
  22686. extractUrlBase: function ( url ) {
  22687. var index = url.lastIndexOf( '/' );
  22688. if ( index === - 1 ) return './';
  22689. return url.substr( 0, index + 1 );
  22690. }
  22691. };
  22692. /**
  22693. * @author mrdoob / http://mrdoob.com/
  22694. */
  22695. function BufferGeometryLoader( manager ) {
  22696. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22697. }
  22698. Object.assign( BufferGeometryLoader.prototype, {
  22699. load: function ( url, onLoad, onProgress, onError ) {
  22700. var scope = this;
  22701. var loader = new FileLoader( scope.manager );
  22702. loader.setPath( scope.path );
  22703. loader.load( url, function ( text ) {
  22704. onLoad( scope.parse( JSON.parse( text ) ) );
  22705. }, onProgress, onError );
  22706. },
  22707. parse: function ( json ) {
  22708. var geometry = new BufferGeometry();
  22709. var index = json.data.index;
  22710. if ( index !== undefined ) {
  22711. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22712. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22713. }
  22714. var attributes = json.data.attributes;
  22715. for ( var key in attributes ) {
  22716. var attribute = attributes[ key ];
  22717. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22718. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22719. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22720. geometry.addAttribute( key, bufferAttribute );
  22721. }
  22722. var morphAttributes = json.data.morphAttributes;
  22723. if ( morphAttributes ) {
  22724. for ( var key in morphAttributes ) {
  22725. var attributeArray = morphAttributes[ key ];
  22726. var array = [];
  22727. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  22728. var attribute = attributeArray[ i ];
  22729. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22730. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22731. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22732. array.push( bufferAttribute );
  22733. }
  22734. geometry.morphAttributes[ key ] = array;
  22735. }
  22736. }
  22737. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22738. if ( groups !== undefined ) {
  22739. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22740. var group = groups[ i ];
  22741. geometry.addGroup( group.start, group.count, group.materialIndex );
  22742. }
  22743. }
  22744. var boundingSphere = json.data.boundingSphere;
  22745. if ( boundingSphere !== undefined ) {
  22746. var center = new Vector3();
  22747. if ( boundingSphere.center !== undefined ) {
  22748. center.fromArray( boundingSphere.center );
  22749. }
  22750. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22751. }
  22752. if ( json.name ) geometry.name = json.name;
  22753. if ( json.userData ) geometry.userData = json.userData;
  22754. return geometry;
  22755. },
  22756. setPath: function ( value ) {
  22757. this.path = value;
  22758. return this;
  22759. }
  22760. } );
  22761. var TYPED_ARRAYS = {
  22762. Int8Array: Int8Array,
  22763. Uint8Array: Uint8Array,
  22764. // Workaround for IE11 pre KB2929437. See #11440
  22765. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22766. Int16Array: Int16Array,
  22767. Uint16Array: Uint16Array,
  22768. Int32Array: Int32Array,
  22769. Uint32Array: Uint32Array,
  22770. Float32Array: Float32Array,
  22771. Float64Array: Float64Array
  22772. };
  22773. /**
  22774. * @author mrdoob / http://mrdoob.com/
  22775. */
  22776. function ObjectLoader( manager ) {
  22777. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22778. this.resourcePath = '';
  22779. }
  22780. Object.assign( ObjectLoader.prototype, {
  22781. crossOrigin: 'anonymous',
  22782. load: function ( url, onLoad, onProgress, onError ) {
  22783. var scope = this;
  22784. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  22785. this.resourcePath = this.resourcePath || path;
  22786. var loader = new FileLoader( scope.manager );
  22787. loader.setPath( this.path );
  22788. loader.load( url, function ( text ) {
  22789. var json = null;
  22790. try {
  22791. json = JSON.parse( text );
  22792. } catch ( error ) {
  22793. if ( onError !== undefined ) onError( error );
  22794. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  22795. return;
  22796. }
  22797. var metadata = json.metadata;
  22798. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  22799. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  22800. return;
  22801. }
  22802. scope.parse( json, onLoad );
  22803. }, onProgress, onError );
  22804. },
  22805. setPath: function ( value ) {
  22806. this.path = value;
  22807. return this;
  22808. },
  22809. setResourcePath: function ( value ) {
  22810. this.resourcePath = value;
  22811. return this;
  22812. },
  22813. setCrossOrigin: function ( value ) {
  22814. this.crossOrigin = value;
  22815. return this;
  22816. },
  22817. parse: function ( json, onLoad ) {
  22818. var shapes = this.parseShape( json.shapes );
  22819. var geometries = this.parseGeometries( json.geometries, shapes );
  22820. var images = this.parseImages( json.images, function () {
  22821. if ( onLoad !== undefined ) onLoad( object );
  22822. } );
  22823. var textures = this.parseTextures( json.textures, images );
  22824. var materials = this.parseMaterials( json.materials, textures );
  22825. var object = this.parseObject( json.object, geometries, materials );
  22826. if ( json.animations ) {
  22827. object.animations = this.parseAnimations( json.animations );
  22828. }
  22829. if ( json.images === undefined || json.images.length === 0 ) {
  22830. if ( onLoad !== undefined ) onLoad( object );
  22831. }
  22832. return object;
  22833. },
  22834. parseShape: function ( json ) {
  22835. var shapes = {};
  22836. if ( json !== undefined ) {
  22837. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22838. var shape = new Shape().fromJSON( json[ i ] );
  22839. shapes[ shape.uuid ] = shape;
  22840. }
  22841. }
  22842. return shapes;
  22843. },
  22844. parseGeometries: function ( json, shapes ) {
  22845. var geometries = {};
  22846. if ( json !== undefined ) {
  22847. var bufferGeometryLoader = new BufferGeometryLoader();
  22848. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22849. var geometry;
  22850. var data = json[ i ];
  22851. switch ( data.type ) {
  22852. case 'PlaneGeometry':
  22853. case 'PlaneBufferGeometry':
  22854. geometry = new Geometries[ data.type ](
  22855. data.width,
  22856. data.height,
  22857. data.widthSegments,
  22858. data.heightSegments
  22859. );
  22860. break;
  22861. case 'BoxGeometry':
  22862. case 'BoxBufferGeometry':
  22863. case 'CubeGeometry': // backwards compatible
  22864. geometry = new Geometries[ data.type ](
  22865. data.width,
  22866. data.height,
  22867. data.depth,
  22868. data.widthSegments,
  22869. data.heightSegments,
  22870. data.depthSegments
  22871. );
  22872. break;
  22873. case 'CircleGeometry':
  22874. case 'CircleBufferGeometry':
  22875. geometry = new Geometries[ data.type ](
  22876. data.radius,
  22877. data.segments,
  22878. data.thetaStart,
  22879. data.thetaLength
  22880. );
  22881. break;
  22882. case 'CylinderGeometry':
  22883. case 'CylinderBufferGeometry':
  22884. geometry = new Geometries[ data.type ](
  22885. data.radiusTop,
  22886. data.radiusBottom,
  22887. data.height,
  22888. data.radialSegments,
  22889. data.heightSegments,
  22890. data.openEnded,
  22891. data.thetaStart,
  22892. data.thetaLength
  22893. );
  22894. break;
  22895. case 'ConeGeometry':
  22896. case 'ConeBufferGeometry':
  22897. geometry = new Geometries[ data.type ](
  22898. data.radius,
  22899. data.height,
  22900. data.radialSegments,
  22901. data.heightSegments,
  22902. data.openEnded,
  22903. data.thetaStart,
  22904. data.thetaLength
  22905. );
  22906. break;
  22907. case 'SphereGeometry':
  22908. case 'SphereBufferGeometry':
  22909. geometry = new Geometries[ data.type ](
  22910. data.radius,
  22911. data.widthSegments,
  22912. data.heightSegments,
  22913. data.phiStart,
  22914. data.phiLength,
  22915. data.thetaStart,
  22916. data.thetaLength
  22917. );
  22918. break;
  22919. case 'DodecahedronGeometry':
  22920. case 'DodecahedronBufferGeometry':
  22921. case 'IcosahedronGeometry':
  22922. case 'IcosahedronBufferGeometry':
  22923. case 'OctahedronGeometry':
  22924. case 'OctahedronBufferGeometry':
  22925. case 'TetrahedronGeometry':
  22926. case 'TetrahedronBufferGeometry':
  22927. geometry = new Geometries[ data.type ](
  22928. data.radius,
  22929. data.detail
  22930. );
  22931. break;
  22932. case 'RingGeometry':
  22933. case 'RingBufferGeometry':
  22934. geometry = new Geometries[ data.type ](
  22935. data.innerRadius,
  22936. data.outerRadius,
  22937. data.thetaSegments,
  22938. data.phiSegments,
  22939. data.thetaStart,
  22940. data.thetaLength
  22941. );
  22942. break;
  22943. case 'TorusGeometry':
  22944. case 'TorusBufferGeometry':
  22945. geometry = new Geometries[ data.type ](
  22946. data.radius,
  22947. data.tube,
  22948. data.radialSegments,
  22949. data.tubularSegments,
  22950. data.arc
  22951. );
  22952. break;
  22953. case 'TorusKnotGeometry':
  22954. case 'TorusKnotBufferGeometry':
  22955. geometry = new Geometries[ data.type ](
  22956. data.radius,
  22957. data.tube,
  22958. data.tubularSegments,
  22959. data.radialSegments,
  22960. data.p,
  22961. data.q
  22962. );
  22963. break;
  22964. case 'TubeGeometry':
  22965. case 'TubeBufferGeometry':
  22966. // This only works for built-in curves (e.g. CatmullRomCurve3).
  22967. // User defined curves or instances of CurvePath will not be deserialized.
  22968. geometry = new Geometries[ data.type ](
  22969. new Curves[ data.path.type ]().fromJSON( data.path ),
  22970. data.tubularSegments,
  22971. data.radius,
  22972. data.radialSegments,
  22973. data.closed
  22974. );
  22975. break;
  22976. case 'LatheGeometry':
  22977. case 'LatheBufferGeometry':
  22978. geometry = new Geometries[ data.type ](
  22979. data.points,
  22980. data.segments,
  22981. data.phiStart,
  22982. data.phiLength
  22983. );
  22984. break;
  22985. case 'PolyhedronGeometry':
  22986. case 'PolyhedronBufferGeometry':
  22987. geometry = new Geometries[ data.type ](
  22988. data.vertices,
  22989. data.indices,
  22990. data.radius,
  22991. data.details
  22992. );
  22993. break;
  22994. case 'ShapeGeometry':
  22995. case 'ShapeBufferGeometry':
  22996. var geometryShapes = [];
  22997. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22998. var shape = shapes[ data.shapes[ j ] ];
  22999. geometryShapes.push( shape );
  23000. }
  23001. geometry = new Geometries[ data.type ](
  23002. geometryShapes,
  23003. data.curveSegments
  23004. );
  23005. break;
  23006. case 'ExtrudeGeometry':
  23007. case 'ExtrudeBufferGeometry':
  23008. var geometryShapes = [];
  23009. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23010. var shape = shapes[ data.shapes[ j ] ];
  23011. geometryShapes.push( shape );
  23012. }
  23013. var extrudePath = data.options.extrudePath;
  23014. if ( extrudePath !== undefined ) {
  23015. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23016. }
  23017. geometry = new Geometries[ data.type ](
  23018. geometryShapes,
  23019. data.options
  23020. );
  23021. break;
  23022. case 'BufferGeometry':
  23023. geometry = bufferGeometryLoader.parse( data );
  23024. break;
  23025. case 'Geometry':
  23026. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23027. var geometryLoader = new THREE.LegacyJSONLoader();
  23028. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23029. } else {
  23030. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23031. }
  23032. break;
  23033. default:
  23034. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23035. continue;
  23036. }
  23037. geometry.uuid = data.uuid;
  23038. if ( data.name !== undefined ) geometry.name = data.name;
  23039. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23040. geometries[ data.uuid ] = geometry;
  23041. }
  23042. }
  23043. return geometries;
  23044. },
  23045. parseMaterials: function ( json, textures ) {
  23046. var cache = {}; // MultiMaterial
  23047. var materials = {};
  23048. if ( json !== undefined ) {
  23049. var loader = new MaterialLoader();
  23050. loader.setTextures( textures );
  23051. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23052. var data = json[ i ];
  23053. if ( data.type === 'MultiMaterial' ) {
  23054. // Deprecated
  23055. var array = [];
  23056. for ( var j = 0; j < data.materials.length; j ++ ) {
  23057. var material = data.materials[ j ];
  23058. if ( cache[ material.uuid ] === undefined ) {
  23059. cache[ material.uuid ] = loader.parse( material );
  23060. }
  23061. array.push( cache[ material.uuid ] );
  23062. }
  23063. materials[ data.uuid ] = array;
  23064. } else {
  23065. if ( cache[ data.uuid ] === undefined ) {
  23066. cache[ data.uuid ] = loader.parse( data );
  23067. }
  23068. materials[ data.uuid ] = cache[ data.uuid ];
  23069. }
  23070. }
  23071. }
  23072. return materials;
  23073. },
  23074. parseAnimations: function ( json ) {
  23075. var animations = [];
  23076. for ( var i = 0; i < json.length; i ++ ) {
  23077. var data = json[ i ];
  23078. var clip = AnimationClip.parse( data );
  23079. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23080. animations.push( clip );
  23081. }
  23082. return animations;
  23083. },
  23084. parseImages: function ( json, onLoad ) {
  23085. var scope = this;
  23086. var images = {};
  23087. function loadImage( url ) {
  23088. scope.manager.itemStart( url );
  23089. return loader.load( url, function () {
  23090. scope.manager.itemEnd( url );
  23091. }, undefined, function () {
  23092. scope.manager.itemError( url );
  23093. scope.manager.itemEnd( url );
  23094. } );
  23095. }
  23096. if ( json !== undefined && json.length > 0 ) {
  23097. var manager = new LoadingManager( onLoad );
  23098. var loader = new ImageLoader( manager );
  23099. loader.setCrossOrigin( this.crossOrigin );
  23100. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23101. var image = json[ i ];
  23102. var url = image.url;
  23103. if ( Array.isArray( url ) ) {
  23104. // load array of images e.g CubeTexture
  23105. images[ image.uuid ] = [];
  23106. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23107. var currentUrl = url[ j ];
  23108. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23109. images[ image.uuid ].push( loadImage( path ) );
  23110. }
  23111. } else {
  23112. // load single image
  23113. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23114. images[ image.uuid ] = loadImage( path );
  23115. }
  23116. }
  23117. }
  23118. return images;
  23119. },
  23120. parseTextures: function ( json, images ) {
  23121. function parseConstant( value, type ) {
  23122. if ( typeof value === 'number' ) return value;
  23123. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23124. return type[ value ];
  23125. }
  23126. var textures = {};
  23127. if ( json !== undefined ) {
  23128. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23129. var data = json[ i ];
  23130. if ( data.image === undefined ) {
  23131. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23132. }
  23133. if ( images[ data.image ] === undefined ) {
  23134. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23135. }
  23136. var texture;
  23137. if ( Array.isArray( images[ data.image ] ) ) {
  23138. texture = new CubeTexture( images[ data.image ] );
  23139. } else {
  23140. texture = new Texture( images[ data.image ] );
  23141. }
  23142. texture.needsUpdate = true;
  23143. texture.uuid = data.uuid;
  23144. if ( data.name !== undefined ) texture.name = data.name;
  23145. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23146. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23147. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23148. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23149. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23150. if ( data.wrap !== undefined ) {
  23151. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23152. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23153. }
  23154. if ( data.format !== undefined ) texture.format = data.format;
  23155. if ( data.type !== undefined ) texture.type = data.type;
  23156. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23157. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23158. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23159. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23160. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23161. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23162. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23163. textures[ data.uuid ] = texture;
  23164. }
  23165. }
  23166. return textures;
  23167. },
  23168. parseObject: function ( data, geometries, materials ) {
  23169. var object;
  23170. function getGeometry( name ) {
  23171. if ( geometries[ name ] === undefined ) {
  23172. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23173. }
  23174. return geometries[ name ];
  23175. }
  23176. function getMaterial( name ) {
  23177. if ( name === undefined ) return undefined;
  23178. if ( Array.isArray( name ) ) {
  23179. var array = [];
  23180. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23181. var uuid = name[ i ];
  23182. if ( materials[ uuid ] === undefined ) {
  23183. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23184. }
  23185. array.push( materials[ uuid ] );
  23186. }
  23187. return array;
  23188. }
  23189. if ( materials[ name ] === undefined ) {
  23190. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23191. }
  23192. return materials[ name ];
  23193. }
  23194. switch ( data.type ) {
  23195. case 'Scene':
  23196. object = new Scene();
  23197. if ( data.background !== undefined ) {
  23198. if ( Number.isInteger( data.background ) ) {
  23199. object.background = new Color( data.background );
  23200. }
  23201. }
  23202. if ( data.fog !== undefined ) {
  23203. if ( data.fog.type === 'Fog' ) {
  23204. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23205. } else if ( data.fog.type === 'FogExp2' ) {
  23206. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23207. }
  23208. }
  23209. break;
  23210. case 'PerspectiveCamera':
  23211. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23212. if ( data.focus !== undefined ) object.focus = data.focus;
  23213. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23214. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23215. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23216. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23217. break;
  23218. case 'OrthographicCamera':
  23219. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23220. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23221. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23222. break;
  23223. case 'AmbientLight':
  23224. object = new AmbientLight( data.color, data.intensity );
  23225. break;
  23226. case 'DirectionalLight':
  23227. object = new DirectionalLight( data.color, data.intensity );
  23228. break;
  23229. case 'PointLight':
  23230. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23231. break;
  23232. case 'RectAreaLight':
  23233. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23234. break;
  23235. case 'SpotLight':
  23236. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23237. break;
  23238. case 'HemisphereLight':
  23239. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23240. break;
  23241. case 'SkinnedMesh':
  23242. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23243. case 'Mesh':
  23244. var geometry = getGeometry( data.geometry );
  23245. var material = getMaterial( data.material );
  23246. if ( geometry.bones && geometry.bones.length > 0 ) {
  23247. object = new SkinnedMesh( geometry, material );
  23248. } else {
  23249. object = new Mesh( geometry, material );
  23250. }
  23251. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23252. break;
  23253. case 'LOD':
  23254. object = new LOD();
  23255. break;
  23256. case 'Line':
  23257. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23258. break;
  23259. case 'LineLoop':
  23260. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23261. break;
  23262. case 'LineSegments':
  23263. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23264. break;
  23265. case 'PointCloud':
  23266. case 'Points':
  23267. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23268. break;
  23269. case 'Sprite':
  23270. object = new Sprite( getMaterial( data.material ) );
  23271. break;
  23272. case 'Group':
  23273. object = new Group();
  23274. break;
  23275. default:
  23276. object = new Object3D();
  23277. }
  23278. object.uuid = data.uuid;
  23279. if ( data.name !== undefined ) object.name = data.name;
  23280. if ( data.matrix !== undefined ) {
  23281. object.matrix.fromArray( data.matrix );
  23282. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23283. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23284. } else {
  23285. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23286. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23287. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23288. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23289. }
  23290. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23291. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23292. if ( data.shadow ) {
  23293. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23294. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23295. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23296. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23297. }
  23298. if ( data.visible !== undefined ) object.visible = data.visible;
  23299. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23300. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23301. if ( data.userData !== undefined ) object.userData = data.userData;
  23302. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23303. if ( data.children !== undefined ) {
  23304. var children = data.children;
  23305. for ( var i = 0; i < children.length; i ++ ) {
  23306. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23307. }
  23308. }
  23309. if ( data.type === 'LOD' ) {
  23310. var levels = data.levels;
  23311. for ( var l = 0; l < levels.length; l ++ ) {
  23312. var level = levels[ l ];
  23313. var child = object.getObjectByProperty( 'uuid', level.object );
  23314. if ( child !== undefined ) {
  23315. object.addLevel( child, level.distance );
  23316. }
  23317. }
  23318. }
  23319. return object;
  23320. }
  23321. } );
  23322. var TEXTURE_MAPPING = {
  23323. UVMapping: UVMapping,
  23324. CubeReflectionMapping: CubeReflectionMapping,
  23325. CubeRefractionMapping: CubeRefractionMapping,
  23326. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23327. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23328. SphericalReflectionMapping: SphericalReflectionMapping,
  23329. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23330. CubeUVRefractionMapping: CubeUVRefractionMapping
  23331. };
  23332. var TEXTURE_WRAPPING = {
  23333. RepeatWrapping: RepeatWrapping,
  23334. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23335. MirroredRepeatWrapping: MirroredRepeatWrapping
  23336. };
  23337. var TEXTURE_FILTER = {
  23338. NearestFilter: NearestFilter,
  23339. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  23340. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  23341. LinearFilter: LinearFilter,
  23342. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  23343. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  23344. };
  23345. /**
  23346. * @author thespite / http://clicktorelease.com/
  23347. */
  23348. function ImageBitmapLoader( manager ) {
  23349. if ( typeof createImageBitmap === 'undefined' ) {
  23350. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23351. }
  23352. if ( typeof fetch === 'undefined' ) {
  23353. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23354. }
  23355. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23356. this.options = undefined;
  23357. }
  23358. ImageBitmapLoader.prototype = {
  23359. constructor: ImageBitmapLoader,
  23360. setOptions: function setOptions( options ) {
  23361. this.options = options;
  23362. return this;
  23363. },
  23364. load: function ( url, onLoad, onProgress, onError ) {
  23365. if ( url === undefined ) url = '';
  23366. if ( this.path !== undefined ) url = this.path + url;
  23367. url = this.manager.resolveURL( url );
  23368. var scope = this;
  23369. var cached = Cache.get( url );
  23370. if ( cached !== undefined ) {
  23371. scope.manager.itemStart( url );
  23372. setTimeout( function () {
  23373. if ( onLoad ) onLoad( cached );
  23374. scope.manager.itemEnd( url );
  23375. }, 0 );
  23376. return cached;
  23377. }
  23378. fetch( url ).then( function ( res ) {
  23379. return res.blob();
  23380. } ).then( function ( blob ) {
  23381. if ( scope.options === undefined ) {
  23382. // Workaround for FireFox. It causes an error if you pass options.
  23383. return createImageBitmap( blob );
  23384. } else {
  23385. return createImageBitmap( blob, scope.options );
  23386. }
  23387. } ).then( function ( imageBitmap ) {
  23388. Cache.add( url, imageBitmap );
  23389. if ( onLoad ) onLoad( imageBitmap );
  23390. scope.manager.itemEnd( url );
  23391. } ).catch( function ( e ) {
  23392. if ( onError ) onError( e );
  23393. scope.manager.itemError( url );
  23394. scope.manager.itemEnd( url );
  23395. } );
  23396. scope.manager.itemStart( url );
  23397. },
  23398. setCrossOrigin: function ( /* value */ ) {
  23399. return this;
  23400. },
  23401. setPath: function ( value ) {
  23402. this.path = value;
  23403. return this;
  23404. }
  23405. };
  23406. /**
  23407. * @author zz85 / http://www.lab4games.net/zz85/blog
  23408. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23409. **/
  23410. function ShapePath() {
  23411. this.type = 'ShapePath';
  23412. this.color = new Color();
  23413. this.subPaths = [];
  23414. this.currentPath = null;
  23415. }
  23416. Object.assign( ShapePath.prototype, {
  23417. moveTo: function ( x, y ) {
  23418. this.currentPath = new Path();
  23419. this.subPaths.push( this.currentPath );
  23420. this.currentPath.moveTo( x, y );
  23421. },
  23422. lineTo: function ( x, y ) {
  23423. this.currentPath.lineTo( x, y );
  23424. },
  23425. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23426. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23427. },
  23428. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23429. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23430. },
  23431. splineThru: function ( pts ) {
  23432. this.currentPath.splineThru( pts );
  23433. },
  23434. toShapes: function ( isCCW, noHoles ) {
  23435. function toShapesNoHoles( inSubpaths ) {
  23436. var shapes = [];
  23437. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23438. var tmpPath = inSubpaths[ i ];
  23439. var tmpShape = new Shape();
  23440. tmpShape.curves = tmpPath.curves;
  23441. shapes.push( tmpShape );
  23442. }
  23443. return shapes;
  23444. }
  23445. function isPointInsidePolygon( inPt, inPolygon ) {
  23446. var polyLen = inPolygon.length;
  23447. // inPt on polygon contour => immediate success or
  23448. // toggling of inside/outside at every single! intersection point of an edge
  23449. // with the horizontal line through inPt, left of inPt
  23450. // not counting lowerY endpoints of edges and whole edges on that line
  23451. var inside = false;
  23452. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23453. var edgeLowPt = inPolygon[ p ];
  23454. var edgeHighPt = inPolygon[ q ];
  23455. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23456. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23457. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23458. // not parallel
  23459. if ( edgeDy < 0 ) {
  23460. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23461. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23462. }
  23463. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23464. if ( inPt.y === edgeLowPt.y ) {
  23465. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23466. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23467. } else {
  23468. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23469. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23470. if ( perpEdge < 0 ) continue;
  23471. inside = ! inside; // true intersection left of inPt
  23472. }
  23473. } else {
  23474. // parallel or collinear
  23475. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23476. // edge lies on the same horizontal line as inPt
  23477. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23478. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23479. // continue;
  23480. }
  23481. }
  23482. return inside;
  23483. }
  23484. var isClockWise = ShapeUtils.isClockWise;
  23485. var subPaths = this.subPaths;
  23486. if ( subPaths.length === 0 ) return [];
  23487. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23488. var solid, tmpPath, tmpShape, shapes = [];
  23489. if ( subPaths.length === 1 ) {
  23490. tmpPath = subPaths[ 0 ];
  23491. tmpShape = new Shape();
  23492. tmpShape.curves = tmpPath.curves;
  23493. shapes.push( tmpShape );
  23494. return shapes;
  23495. }
  23496. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23497. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23498. // console.log("Holes first", holesFirst);
  23499. var betterShapeHoles = [];
  23500. var newShapes = [];
  23501. var newShapeHoles = [];
  23502. var mainIdx = 0;
  23503. var tmpPoints;
  23504. newShapes[ mainIdx ] = undefined;
  23505. newShapeHoles[ mainIdx ] = [];
  23506. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23507. tmpPath = subPaths[ i ];
  23508. tmpPoints = tmpPath.getPoints();
  23509. solid = isClockWise( tmpPoints );
  23510. solid = isCCW ? ! solid : solid;
  23511. if ( solid ) {
  23512. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23513. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23514. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23515. if ( holesFirst ) mainIdx ++;
  23516. newShapeHoles[ mainIdx ] = [];
  23517. //console.log('cw', i);
  23518. } else {
  23519. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23520. //console.log('ccw', i);
  23521. }
  23522. }
  23523. // only Holes? -> probably all Shapes with wrong orientation
  23524. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23525. if ( newShapes.length > 1 ) {
  23526. var ambiguous = false;
  23527. var toChange = [];
  23528. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23529. betterShapeHoles[ sIdx ] = [];
  23530. }
  23531. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23532. var sho = newShapeHoles[ sIdx ];
  23533. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23534. var ho = sho[ hIdx ];
  23535. var hole_unassigned = true;
  23536. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23537. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23538. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23539. if ( hole_unassigned ) {
  23540. hole_unassigned = false;
  23541. betterShapeHoles[ s2Idx ].push( ho );
  23542. } else {
  23543. ambiguous = true;
  23544. }
  23545. }
  23546. }
  23547. if ( hole_unassigned ) {
  23548. betterShapeHoles[ sIdx ].push( ho );
  23549. }
  23550. }
  23551. }
  23552. // console.log("ambiguous: ", ambiguous);
  23553. if ( toChange.length > 0 ) {
  23554. // console.log("to change: ", toChange);
  23555. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23556. }
  23557. }
  23558. var tmpHoles;
  23559. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23560. tmpShape = newShapes[ i ].s;
  23561. shapes.push( tmpShape );
  23562. tmpHoles = newShapeHoles[ i ];
  23563. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23564. tmpShape.holes.push( tmpHoles[ j ].h );
  23565. }
  23566. }
  23567. //console.log("shape", shapes);
  23568. return shapes;
  23569. }
  23570. } );
  23571. /**
  23572. * @author zz85 / http://www.lab4games.net/zz85/blog
  23573. * @author mrdoob / http://mrdoob.com/
  23574. */
  23575. function Font( data ) {
  23576. this.type = 'Font';
  23577. this.data = data;
  23578. }
  23579. Object.assign( Font.prototype, {
  23580. isFont: true,
  23581. generateShapes: function ( text, size ) {
  23582. if ( size === undefined ) size = 100;
  23583. var shapes = [];
  23584. var paths = createPaths( text, size, this.data );
  23585. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23586. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23587. }
  23588. return shapes;
  23589. }
  23590. } );
  23591. function createPaths( text, size, data ) {
  23592. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23593. var scale = size / data.resolution;
  23594. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23595. var paths = [];
  23596. var offsetX = 0, offsetY = 0;
  23597. for ( var i = 0; i < chars.length; i ++ ) {
  23598. var char = chars[ i ];
  23599. if ( char === '\n' ) {
  23600. offsetX = 0;
  23601. offsetY -= line_height;
  23602. } else {
  23603. var ret = createPath( char, scale, offsetX, offsetY, data );
  23604. offsetX += ret.offsetX;
  23605. paths.push( ret.path );
  23606. }
  23607. }
  23608. return paths;
  23609. }
  23610. function createPath( char, scale, offsetX, offsetY, data ) {
  23611. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23612. if ( ! glyph ) return;
  23613. var path = new ShapePath();
  23614. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23615. if ( glyph.o ) {
  23616. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23617. for ( var i = 0, l = outline.length; i < l; ) {
  23618. var action = outline[ i ++ ];
  23619. switch ( action ) {
  23620. case 'm': // moveTo
  23621. x = outline[ i ++ ] * scale + offsetX;
  23622. y = outline[ i ++ ] * scale + offsetY;
  23623. path.moveTo( x, y );
  23624. break;
  23625. case 'l': // lineTo
  23626. x = outline[ i ++ ] * scale + offsetX;
  23627. y = outline[ i ++ ] * scale + offsetY;
  23628. path.lineTo( x, y );
  23629. break;
  23630. case 'q': // quadraticCurveTo
  23631. cpx = outline[ i ++ ] * scale + offsetX;
  23632. cpy = outline[ i ++ ] * scale + offsetY;
  23633. cpx1 = outline[ i ++ ] * scale + offsetX;
  23634. cpy1 = outline[ i ++ ] * scale + offsetY;
  23635. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23636. break;
  23637. case 'b': // bezierCurveTo
  23638. cpx = outline[ i ++ ] * scale + offsetX;
  23639. cpy = outline[ i ++ ] * scale + offsetY;
  23640. cpx1 = outline[ i ++ ] * scale + offsetX;
  23641. cpy1 = outline[ i ++ ] * scale + offsetY;
  23642. cpx2 = outline[ i ++ ] * scale + offsetX;
  23643. cpy2 = outline[ i ++ ] * scale + offsetY;
  23644. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23645. break;
  23646. }
  23647. }
  23648. }
  23649. return { offsetX: glyph.ha * scale, path: path };
  23650. }
  23651. /**
  23652. * @author mrdoob / http://mrdoob.com/
  23653. */
  23654. function FontLoader( manager ) {
  23655. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23656. }
  23657. Object.assign( FontLoader.prototype, {
  23658. load: function ( url, onLoad, onProgress, onError ) {
  23659. var scope = this;
  23660. var loader = new FileLoader( this.manager );
  23661. loader.setPath( this.path );
  23662. loader.load( url, function ( text ) {
  23663. var json;
  23664. try {
  23665. json = JSON.parse( text );
  23666. } catch ( e ) {
  23667. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23668. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23669. }
  23670. var font = scope.parse( json );
  23671. if ( onLoad ) onLoad( font );
  23672. }, onProgress, onError );
  23673. },
  23674. parse: function ( json ) {
  23675. return new Font( json );
  23676. },
  23677. setPath: function ( value ) {
  23678. this.path = value;
  23679. return this;
  23680. }
  23681. } );
  23682. /**
  23683. * @author alteredq / http://alteredqualia.com/
  23684. */
  23685. function Loader() {}
  23686. Loader.Handlers = {
  23687. handlers: [],
  23688. add: function ( regex, loader ) {
  23689. this.handlers.push( regex, loader );
  23690. },
  23691. get: function ( file ) {
  23692. var handlers = this.handlers;
  23693. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23694. var regex = handlers[ i ];
  23695. var loader = handlers[ i + 1 ];
  23696. if ( regex.test( file ) ) {
  23697. return loader;
  23698. }
  23699. }
  23700. return null;
  23701. }
  23702. };
  23703. Object.assign( Loader.prototype, {
  23704. crossOrigin: 'anonymous',
  23705. onLoadStart: function () {},
  23706. onLoadProgress: function () {},
  23707. onLoadComplete: function () {},
  23708. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23709. var array = [];
  23710. for ( var i = 0; i < materials.length; ++ i ) {
  23711. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23712. }
  23713. return array;
  23714. },
  23715. createMaterial: ( function () {
  23716. var BlendingMode = {
  23717. NoBlending: NoBlending,
  23718. NormalBlending: NormalBlending,
  23719. AdditiveBlending: AdditiveBlending,
  23720. SubtractiveBlending: SubtractiveBlending,
  23721. MultiplyBlending: MultiplyBlending,
  23722. CustomBlending: CustomBlending
  23723. };
  23724. var color = new Color();
  23725. var textureLoader = new TextureLoader();
  23726. var materialLoader = new MaterialLoader();
  23727. return function createMaterial( m, texturePath, crossOrigin ) {
  23728. // convert from old material format
  23729. var textures = {};
  23730. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23731. var fullPath = texturePath + path;
  23732. var loader = Loader.Handlers.get( fullPath );
  23733. var texture;
  23734. if ( loader !== null ) {
  23735. texture = loader.load( fullPath );
  23736. } else {
  23737. textureLoader.setCrossOrigin( crossOrigin );
  23738. texture = textureLoader.load( fullPath );
  23739. }
  23740. if ( repeat !== undefined ) {
  23741. texture.repeat.fromArray( repeat );
  23742. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  23743. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  23744. }
  23745. if ( offset !== undefined ) {
  23746. texture.offset.fromArray( offset );
  23747. }
  23748. if ( wrap !== undefined ) {
  23749. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  23750. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  23751. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  23752. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  23753. }
  23754. if ( anisotropy !== undefined ) {
  23755. texture.anisotropy = anisotropy;
  23756. }
  23757. var uuid = _Math.generateUUID();
  23758. textures[ uuid ] = texture;
  23759. return uuid;
  23760. }
  23761. //
  23762. var json = {
  23763. uuid: _Math.generateUUID(),
  23764. type: 'MeshLambertMaterial'
  23765. };
  23766. for ( var name in m ) {
  23767. var value = m[ name ];
  23768. switch ( name ) {
  23769. case 'DbgColor':
  23770. case 'DbgIndex':
  23771. case 'opticalDensity':
  23772. case 'illumination':
  23773. break;
  23774. case 'DbgName':
  23775. json.name = value;
  23776. break;
  23777. case 'blending':
  23778. json.blending = BlendingMode[ value ];
  23779. break;
  23780. case 'colorAmbient':
  23781. case 'mapAmbient':
  23782. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  23783. break;
  23784. case 'colorDiffuse':
  23785. json.color = color.fromArray( value ).getHex();
  23786. break;
  23787. case 'colorSpecular':
  23788. json.specular = color.fromArray( value ).getHex();
  23789. break;
  23790. case 'colorEmissive':
  23791. json.emissive = color.fromArray( value ).getHex();
  23792. break;
  23793. case 'specularCoef':
  23794. json.shininess = value;
  23795. break;
  23796. case 'shading':
  23797. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  23798. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  23799. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  23800. break;
  23801. case 'mapDiffuse':
  23802. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  23803. break;
  23804. case 'mapDiffuseRepeat':
  23805. case 'mapDiffuseOffset':
  23806. case 'mapDiffuseWrap':
  23807. case 'mapDiffuseAnisotropy':
  23808. break;
  23809. case 'mapEmissive':
  23810. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  23811. break;
  23812. case 'mapEmissiveRepeat':
  23813. case 'mapEmissiveOffset':
  23814. case 'mapEmissiveWrap':
  23815. case 'mapEmissiveAnisotropy':
  23816. break;
  23817. case 'mapLight':
  23818. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  23819. break;
  23820. case 'mapLightRepeat':
  23821. case 'mapLightOffset':
  23822. case 'mapLightWrap':
  23823. case 'mapLightAnisotropy':
  23824. break;
  23825. case 'mapAO':
  23826. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  23827. break;
  23828. case 'mapAORepeat':
  23829. case 'mapAOOffset':
  23830. case 'mapAOWrap':
  23831. case 'mapAOAnisotropy':
  23832. break;
  23833. case 'mapBump':
  23834. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  23835. break;
  23836. case 'mapBumpScale':
  23837. json.bumpScale = value;
  23838. break;
  23839. case 'mapBumpRepeat':
  23840. case 'mapBumpOffset':
  23841. case 'mapBumpWrap':
  23842. case 'mapBumpAnisotropy':
  23843. break;
  23844. case 'mapNormal':
  23845. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  23846. break;
  23847. case 'mapNormalFactor':
  23848. json.normalScale = value;
  23849. break;
  23850. case 'mapNormalRepeat':
  23851. case 'mapNormalOffset':
  23852. case 'mapNormalWrap':
  23853. case 'mapNormalAnisotropy':
  23854. break;
  23855. case 'mapSpecular':
  23856. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  23857. break;
  23858. case 'mapSpecularRepeat':
  23859. case 'mapSpecularOffset':
  23860. case 'mapSpecularWrap':
  23861. case 'mapSpecularAnisotropy':
  23862. break;
  23863. case 'mapMetalness':
  23864. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  23865. break;
  23866. case 'mapMetalnessRepeat':
  23867. case 'mapMetalnessOffset':
  23868. case 'mapMetalnessWrap':
  23869. case 'mapMetalnessAnisotropy':
  23870. break;
  23871. case 'mapRoughness':
  23872. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  23873. break;
  23874. case 'mapRoughnessRepeat':
  23875. case 'mapRoughnessOffset':
  23876. case 'mapRoughnessWrap':
  23877. case 'mapRoughnessAnisotropy':
  23878. break;
  23879. case 'mapAlpha':
  23880. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  23881. break;
  23882. case 'mapAlphaRepeat':
  23883. case 'mapAlphaOffset':
  23884. case 'mapAlphaWrap':
  23885. case 'mapAlphaAnisotropy':
  23886. break;
  23887. case 'flipSided':
  23888. json.side = BackSide;
  23889. break;
  23890. case 'doubleSided':
  23891. json.side = DoubleSide;
  23892. break;
  23893. case 'transparency':
  23894. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  23895. json.opacity = value;
  23896. break;
  23897. case 'depthTest':
  23898. case 'depthWrite':
  23899. case 'colorWrite':
  23900. case 'opacity':
  23901. case 'reflectivity':
  23902. case 'transparent':
  23903. case 'visible':
  23904. case 'wireframe':
  23905. json[ name ] = value;
  23906. break;
  23907. case 'vertexColors':
  23908. if ( value === true ) json.vertexColors = VertexColors;
  23909. if ( value === 'face' ) json.vertexColors = FaceColors;
  23910. break;
  23911. default:
  23912. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  23913. break;
  23914. }
  23915. }
  23916. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  23917. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  23918. if ( json.opacity < 1 ) json.transparent = true;
  23919. materialLoader.setTextures( textures );
  23920. return materialLoader.parse( json );
  23921. };
  23922. } )()
  23923. } );
  23924. /**
  23925. * @author mrdoob / http://mrdoob.com/
  23926. */
  23927. var context;
  23928. var AudioContext = {
  23929. getContext: function () {
  23930. if ( context === undefined ) {
  23931. context = new ( window.AudioContext || window.webkitAudioContext )();
  23932. }
  23933. return context;
  23934. },
  23935. setContext: function ( value ) {
  23936. context = value;
  23937. }
  23938. };
  23939. /**
  23940. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23941. */
  23942. function AudioLoader( manager ) {
  23943. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23944. }
  23945. Object.assign( AudioLoader.prototype, {
  23946. load: function ( url, onLoad, onProgress, onError ) {
  23947. var loader = new FileLoader( this.manager );
  23948. loader.setResponseType( 'arraybuffer' );
  23949. loader.setPath( this.path );
  23950. loader.load( url, function ( buffer ) {
  23951. // Create a copy of the buffer. The `decodeAudioData` method
  23952. // detaches the buffer when complete, preventing reuse.
  23953. var bufferCopy = buffer.slice( 0 );
  23954. var context = AudioContext.getContext();
  23955. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  23956. onLoad( audioBuffer );
  23957. } );
  23958. }, onProgress, onError );
  23959. },
  23960. setPath: function ( value ) {
  23961. this.path = value;
  23962. return this;
  23963. }
  23964. } );
  23965. /**
  23966. * @author mrdoob / http://mrdoob.com/
  23967. */
  23968. function StereoCamera() {
  23969. this.type = 'StereoCamera';
  23970. this.aspect = 1;
  23971. this.eyeSep = 0.064;
  23972. this.cameraL = new PerspectiveCamera();
  23973. this.cameraL.layers.enable( 1 );
  23974. this.cameraL.matrixAutoUpdate = false;
  23975. this.cameraR = new PerspectiveCamera();
  23976. this.cameraR.layers.enable( 2 );
  23977. this.cameraR.matrixAutoUpdate = false;
  23978. }
  23979. Object.assign( StereoCamera.prototype, {
  23980. update: ( function () {
  23981. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  23982. var eyeRight = new Matrix4();
  23983. var eyeLeft = new Matrix4();
  23984. return function update( camera ) {
  23985. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  23986. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  23987. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  23988. if ( needsUpdate ) {
  23989. instance = this;
  23990. focus = camera.focus;
  23991. fov = camera.fov;
  23992. aspect = camera.aspect * this.aspect;
  23993. near = camera.near;
  23994. far = camera.far;
  23995. zoom = camera.zoom;
  23996. // Off-axis stereoscopic effect based on
  23997. // http://paulbourke.net/stereographics/stereorender/
  23998. var projectionMatrix = camera.projectionMatrix.clone();
  23999. eyeSep = this.eyeSep / 2;
  24000. var eyeSepOnProjection = eyeSep * near / focus;
  24001. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  24002. var xmin, xmax;
  24003. // translate xOffset
  24004. eyeLeft.elements[ 12 ] = - eyeSep;
  24005. eyeRight.elements[ 12 ] = eyeSep;
  24006. // for left eye
  24007. xmin = - ymax * aspect + eyeSepOnProjection;
  24008. xmax = ymax * aspect + eyeSepOnProjection;
  24009. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24010. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24011. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24012. // for right eye
  24013. xmin = - ymax * aspect - eyeSepOnProjection;
  24014. xmax = ymax * aspect - eyeSepOnProjection;
  24015. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24016. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24017. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24018. }
  24019. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  24020. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  24021. };
  24022. } )()
  24023. } );
  24024. /**
  24025. * Camera for rendering cube maps
  24026. * - renders scene into axis-aligned cube
  24027. *
  24028. * @author alteredq / http://alteredqualia.com/
  24029. */
  24030. function CubeCamera( near, far, cubeResolution, options ) {
  24031. Object3D.call( this );
  24032. this.type = 'CubeCamera';
  24033. var fov = 90, aspect = 1;
  24034. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  24035. cameraPX.up.set( 0, - 1, 0 );
  24036. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  24037. this.add( cameraPX );
  24038. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  24039. cameraNX.up.set( 0, - 1, 0 );
  24040. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  24041. this.add( cameraNX );
  24042. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  24043. cameraPY.up.set( 0, 0, 1 );
  24044. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  24045. this.add( cameraPY );
  24046. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  24047. cameraNY.up.set( 0, 0, - 1 );
  24048. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  24049. this.add( cameraNY );
  24050. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  24051. cameraPZ.up.set( 0, - 1, 0 );
  24052. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  24053. this.add( cameraPZ );
  24054. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  24055. cameraNZ.up.set( 0, - 1, 0 );
  24056. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  24057. this.add( cameraNZ );
  24058. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  24059. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  24060. this.renderTarget.texture.name = "CubeCamera";
  24061. this.update = function ( renderer, scene ) {
  24062. if ( this.parent === null ) this.updateMatrixWorld();
  24063. var currentRenderTarget = renderer.getRenderTarget();
  24064. var renderTarget = this.renderTarget;
  24065. var generateMipmaps = renderTarget.texture.generateMipmaps;
  24066. renderTarget.texture.generateMipmaps = false;
  24067. renderer.setRenderTarget( renderTarget, 0 );
  24068. renderer.render( scene, cameraPX );
  24069. renderer.setRenderTarget( renderTarget, 1 );
  24070. renderer.render( scene, cameraNX );
  24071. renderer.setRenderTarget( renderTarget, 2 );
  24072. renderer.render( scene, cameraPY );
  24073. renderer.setRenderTarget( renderTarget, 3 );
  24074. renderer.render( scene, cameraNY );
  24075. renderer.setRenderTarget( renderTarget, 4 );
  24076. renderer.render( scene, cameraPZ );
  24077. renderTarget.texture.generateMipmaps = generateMipmaps;
  24078. renderer.setRenderTarget( renderTarget, 5 );
  24079. renderer.render( scene, cameraNZ );
  24080. renderer.setRenderTarget( currentRenderTarget );
  24081. };
  24082. this.clear = function ( renderer, color, depth, stencil ) {
  24083. var currentRenderTarget = renderer.getRenderTarget();
  24084. var renderTarget = this.renderTarget;
  24085. for ( var i = 0; i < 6; i ++ ) {
  24086. renderer.setRenderTarget( renderTarget, i );
  24087. renderer.clear( color, depth, stencil );
  24088. }
  24089. renderer.setRenderTarget( currentRenderTarget );
  24090. };
  24091. }
  24092. CubeCamera.prototype = Object.create( Object3D.prototype );
  24093. CubeCamera.prototype.constructor = CubeCamera;
  24094. /**
  24095. * @author alteredq / http://alteredqualia.com/
  24096. */
  24097. function Clock( autoStart ) {
  24098. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24099. this.startTime = 0;
  24100. this.oldTime = 0;
  24101. this.elapsedTime = 0;
  24102. this.running = false;
  24103. }
  24104. Object.assign( Clock.prototype, {
  24105. start: function () {
  24106. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24107. this.oldTime = this.startTime;
  24108. this.elapsedTime = 0;
  24109. this.running = true;
  24110. },
  24111. stop: function () {
  24112. this.getElapsedTime();
  24113. this.running = false;
  24114. this.autoStart = false;
  24115. },
  24116. getElapsedTime: function () {
  24117. this.getDelta();
  24118. return this.elapsedTime;
  24119. },
  24120. getDelta: function () {
  24121. var diff = 0;
  24122. if ( this.autoStart && ! this.running ) {
  24123. this.start();
  24124. return 0;
  24125. }
  24126. if ( this.running ) {
  24127. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24128. diff = ( newTime - this.oldTime ) / 1000;
  24129. this.oldTime = newTime;
  24130. this.elapsedTime += diff;
  24131. }
  24132. return diff;
  24133. }
  24134. } );
  24135. /**
  24136. * @author mrdoob / http://mrdoob.com/
  24137. */
  24138. function AudioListener() {
  24139. Object3D.call( this );
  24140. this.type = 'AudioListener';
  24141. this.context = AudioContext.getContext();
  24142. this.gain = this.context.createGain();
  24143. this.gain.connect( this.context.destination );
  24144. this.filter = null;
  24145. this.timeDelta = 0;
  24146. }
  24147. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24148. constructor: AudioListener,
  24149. getInput: function () {
  24150. return this.gain;
  24151. },
  24152. removeFilter: function ( ) {
  24153. if ( this.filter !== null ) {
  24154. this.gain.disconnect( this.filter );
  24155. this.filter.disconnect( this.context.destination );
  24156. this.gain.connect( this.context.destination );
  24157. this.filter = null;
  24158. }
  24159. return this;
  24160. },
  24161. getFilter: function () {
  24162. return this.filter;
  24163. },
  24164. setFilter: function ( value ) {
  24165. if ( this.filter !== null ) {
  24166. this.gain.disconnect( this.filter );
  24167. this.filter.disconnect( this.context.destination );
  24168. } else {
  24169. this.gain.disconnect( this.context.destination );
  24170. }
  24171. this.filter = value;
  24172. this.gain.connect( this.filter );
  24173. this.filter.connect( this.context.destination );
  24174. return this;
  24175. },
  24176. getMasterVolume: function () {
  24177. return this.gain.gain.value;
  24178. },
  24179. setMasterVolume: function ( value ) {
  24180. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24181. return this;
  24182. },
  24183. updateMatrixWorld: ( function () {
  24184. var position = new Vector3();
  24185. var quaternion = new Quaternion();
  24186. var scale = new Vector3();
  24187. var orientation = new Vector3();
  24188. var clock = new Clock();
  24189. return function updateMatrixWorld( force ) {
  24190. Object3D.prototype.updateMatrixWorld.call( this, force );
  24191. var listener = this.context.listener;
  24192. var up = this.up;
  24193. this.timeDelta = clock.getDelta();
  24194. this.matrixWorld.decompose( position, quaternion, scale );
  24195. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24196. if ( listener.positionX ) {
  24197. // code path for Chrome (see #14393)
  24198. var endTime = this.context.currentTime + this.timeDelta;
  24199. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24200. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24201. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24202. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24203. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24204. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24205. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24206. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24207. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24208. } else {
  24209. listener.setPosition( position.x, position.y, position.z );
  24210. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24211. }
  24212. };
  24213. } )()
  24214. } );
  24215. /**
  24216. * @author mrdoob / http://mrdoob.com/
  24217. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24218. */
  24219. function Audio( listener ) {
  24220. Object3D.call( this );
  24221. this.type = 'Audio';
  24222. this.listener = listener;
  24223. this.context = listener.context;
  24224. this.gain = this.context.createGain();
  24225. this.gain.connect( listener.getInput() );
  24226. this.autoplay = false;
  24227. this.buffer = null;
  24228. this.detune = 0;
  24229. this.loop = false;
  24230. this.startTime = 0;
  24231. this.offset = 0;
  24232. this.playbackRate = 1;
  24233. this.isPlaying = false;
  24234. this.hasPlaybackControl = true;
  24235. this.sourceType = 'empty';
  24236. this.filters = [];
  24237. }
  24238. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24239. constructor: Audio,
  24240. getOutput: function () {
  24241. return this.gain;
  24242. },
  24243. setNodeSource: function ( audioNode ) {
  24244. this.hasPlaybackControl = false;
  24245. this.sourceType = 'audioNode';
  24246. this.source = audioNode;
  24247. this.connect();
  24248. return this;
  24249. },
  24250. setMediaElementSource: function ( mediaElement ) {
  24251. this.hasPlaybackControl = false;
  24252. this.sourceType = 'mediaNode';
  24253. this.source = this.context.createMediaElementSource( mediaElement );
  24254. this.connect();
  24255. return this;
  24256. },
  24257. setBuffer: function ( audioBuffer ) {
  24258. this.buffer = audioBuffer;
  24259. this.sourceType = 'buffer';
  24260. if ( this.autoplay ) this.play();
  24261. return this;
  24262. },
  24263. play: function () {
  24264. if ( this.isPlaying === true ) {
  24265. console.warn( 'THREE.Audio: Audio is already playing.' );
  24266. return;
  24267. }
  24268. if ( this.hasPlaybackControl === false ) {
  24269. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24270. return;
  24271. }
  24272. var source = this.context.createBufferSource();
  24273. source.buffer = this.buffer;
  24274. source.loop = this.loop;
  24275. source.onended = this.onEnded.bind( this );
  24276. this.startTime = this.context.currentTime;
  24277. source.start( this.startTime, this.offset );
  24278. this.isPlaying = true;
  24279. this.source = source;
  24280. this.setDetune( this.detune );
  24281. this.setPlaybackRate( this.playbackRate );
  24282. return this.connect();
  24283. },
  24284. pause: function () {
  24285. if ( this.hasPlaybackControl === false ) {
  24286. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24287. return;
  24288. }
  24289. if ( this.isPlaying === true ) {
  24290. this.source.stop();
  24291. this.source.onended = null;
  24292. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24293. this.isPlaying = false;
  24294. }
  24295. return this;
  24296. },
  24297. stop: function () {
  24298. if ( this.hasPlaybackControl === false ) {
  24299. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24300. return;
  24301. }
  24302. this.source.stop();
  24303. this.source.onended = null;
  24304. this.offset = 0;
  24305. this.isPlaying = false;
  24306. return this;
  24307. },
  24308. connect: function () {
  24309. if ( this.filters.length > 0 ) {
  24310. this.source.connect( this.filters[ 0 ] );
  24311. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24312. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24313. }
  24314. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24315. } else {
  24316. this.source.connect( this.getOutput() );
  24317. }
  24318. return this;
  24319. },
  24320. disconnect: function () {
  24321. if ( this.filters.length > 0 ) {
  24322. this.source.disconnect( this.filters[ 0 ] );
  24323. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24324. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24325. }
  24326. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24327. } else {
  24328. this.source.disconnect( this.getOutput() );
  24329. }
  24330. return this;
  24331. },
  24332. getFilters: function () {
  24333. return this.filters;
  24334. },
  24335. setFilters: function ( value ) {
  24336. if ( ! value ) value = [];
  24337. if ( this.isPlaying === true ) {
  24338. this.disconnect();
  24339. this.filters = value;
  24340. this.connect();
  24341. } else {
  24342. this.filters = value;
  24343. }
  24344. return this;
  24345. },
  24346. setDetune: function ( value ) {
  24347. this.detune = value;
  24348. if ( this.source.detune === undefined ) return; // only set detune when available
  24349. if ( this.isPlaying === true ) {
  24350. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24351. }
  24352. return this;
  24353. },
  24354. getDetune: function () {
  24355. return this.detune;
  24356. },
  24357. getFilter: function () {
  24358. return this.getFilters()[ 0 ];
  24359. },
  24360. setFilter: function ( filter ) {
  24361. return this.setFilters( filter ? [ filter ] : [] );
  24362. },
  24363. setPlaybackRate: function ( value ) {
  24364. if ( this.hasPlaybackControl === false ) {
  24365. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24366. return;
  24367. }
  24368. this.playbackRate = value;
  24369. if ( this.isPlaying === true ) {
  24370. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24371. }
  24372. return this;
  24373. },
  24374. getPlaybackRate: function () {
  24375. return this.playbackRate;
  24376. },
  24377. onEnded: function () {
  24378. this.isPlaying = false;
  24379. },
  24380. getLoop: function () {
  24381. if ( this.hasPlaybackControl === false ) {
  24382. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24383. return false;
  24384. }
  24385. return this.loop;
  24386. },
  24387. setLoop: function ( value ) {
  24388. if ( this.hasPlaybackControl === false ) {
  24389. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24390. return;
  24391. }
  24392. this.loop = value;
  24393. if ( this.isPlaying === true ) {
  24394. this.source.loop = this.loop;
  24395. }
  24396. return this;
  24397. },
  24398. getVolume: function () {
  24399. return this.gain.gain.value;
  24400. },
  24401. setVolume: function ( value ) {
  24402. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24403. return this;
  24404. }
  24405. } );
  24406. /**
  24407. * @author mrdoob / http://mrdoob.com/
  24408. */
  24409. function PositionalAudio( listener ) {
  24410. Audio.call( this, listener );
  24411. this.panner = this.context.createPanner();
  24412. this.panner.connect( this.gain );
  24413. }
  24414. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24415. constructor: PositionalAudio,
  24416. getOutput: function () {
  24417. return this.panner;
  24418. },
  24419. getRefDistance: function () {
  24420. return this.panner.refDistance;
  24421. },
  24422. setRefDistance: function ( value ) {
  24423. this.panner.refDistance = value;
  24424. return this;
  24425. },
  24426. getRolloffFactor: function () {
  24427. return this.panner.rolloffFactor;
  24428. },
  24429. setRolloffFactor: function ( value ) {
  24430. this.panner.rolloffFactor = value;
  24431. return this;
  24432. },
  24433. getDistanceModel: function () {
  24434. return this.panner.distanceModel;
  24435. },
  24436. setDistanceModel: function ( value ) {
  24437. this.panner.distanceModel = value;
  24438. return this;
  24439. },
  24440. getMaxDistance: function () {
  24441. return this.panner.maxDistance;
  24442. },
  24443. setMaxDistance: function ( value ) {
  24444. this.panner.maxDistance = value;
  24445. return this;
  24446. },
  24447. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24448. this.panner.coneInnerAngle = coneInnerAngle;
  24449. this.panner.coneOuterAngle = coneOuterAngle;
  24450. this.panner.coneOuterGain = coneOuterGain;
  24451. return this;
  24452. },
  24453. updateMatrixWorld: ( function () {
  24454. var position = new Vector3();
  24455. var quaternion = new Quaternion();
  24456. var scale = new Vector3();
  24457. var orientation = new Vector3();
  24458. return function updateMatrixWorld( force ) {
  24459. Object3D.prototype.updateMatrixWorld.call( this, force );
  24460. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24461. this.matrixWorld.decompose( position, quaternion, scale );
  24462. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24463. var panner = this.panner;
  24464. if ( panner.positionX ) {
  24465. // code path for Chrome and Firefox (see #14393)
  24466. var endTime = this.context.currentTime + this.listener.timeDelta;
  24467. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24468. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24469. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24470. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24471. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24472. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24473. } else {
  24474. panner.setPosition( position.x, position.y, position.z );
  24475. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24476. }
  24477. };
  24478. } )()
  24479. } );
  24480. /**
  24481. * @author mrdoob / http://mrdoob.com/
  24482. */
  24483. function AudioAnalyser( audio, fftSize ) {
  24484. this.analyser = audio.context.createAnalyser();
  24485. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24486. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24487. audio.getOutput().connect( this.analyser );
  24488. }
  24489. Object.assign( AudioAnalyser.prototype, {
  24490. getFrequencyData: function () {
  24491. this.analyser.getByteFrequencyData( this.data );
  24492. return this.data;
  24493. },
  24494. getAverageFrequency: function () {
  24495. var value = 0, data = this.getFrequencyData();
  24496. for ( var i = 0; i < data.length; i ++ ) {
  24497. value += data[ i ];
  24498. }
  24499. return value / data.length;
  24500. }
  24501. } );
  24502. /**
  24503. *
  24504. * Buffered scene graph property that allows weighted accumulation.
  24505. *
  24506. *
  24507. * @author Ben Houston / http://clara.io/
  24508. * @author David Sarno / http://lighthaus.us/
  24509. * @author tschw
  24510. */
  24511. function PropertyMixer( binding, typeName, valueSize ) {
  24512. this.binding = binding;
  24513. this.valueSize = valueSize;
  24514. var bufferType = Float64Array,
  24515. mixFunction;
  24516. switch ( typeName ) {
  24517. case 'quaternion':
  24518. mixFunction = this._slerp;
  24519. break;
  24520. case 'string':
  24521. case 'bool':
  24522. bufferType = Array;
  24523. mixFunction = this._select;
  24524. break;
  24525. default:
  24526. mixFunction = this._lerp;
  24527. }
  24528. this.buffer = new bufferType( valueSize * 4 );
  24529. // layout: [ incoming | accu0 | accu1 | orig ]
  24530. //
  24531. // interpolators can use .buffer as their .result
  24532. // the data then goes to 'incoming'
  24533. //
  24534. // 'accu0' and 'accu1' are used frame-interleaved for
  24535. // the cumulative result and are compared to detect
  24536. // changes
  24537. //
  24538. // 'orig' stores the original state of the property
  24539. this._mixBufferRegion = mixFunction;
  24540. this.cumulativeWeight = 0;
  24541. this.useCount = 0;
  24542. this.referenceCount = 0;
  24543. }
  24544. Object.assign( PropertyMixer.prototype, {
  24545. // accumulate data in the 'incoming' region into 'accu<i>'
  24546. accumulate: function ( accuIndex, weight ) {
  24547. // note: happily accumulating nothing when weight = 0, the caller knows
  24548. // the weight and shouldn't have made the call in the first place
  24549. var buffer = this.buffer,
  24550. stride = this.valueSize,
  24551. offset = accuIndex * stride + stride,
  24552. currentWeight = this.cumulativeWeight;
  24553. if ( currentWeight === 0 ) {
  24554. // accuN := incoming * weight
  24555. for ( var i = 0; i !== stride; ++ i ) {
  24556. buffer[ offset + i ] = buffer[ i ];
  24557. }
  24558. currentWeight = weight;
  24559. } else {
  24560. // accuN := accuN + incoming * weight
  24561. currentWeight += weight;
  24562. var mix = weight / currentWeight;
  24563. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24564. }
  24565. this.cumulativeWeight = currentWeight;
  24566. },
  24567. // apply the state of 'accu<i>' to the binding when accus differ
  24568. apply: function ( accuIndex ) {
  24569. var stride = this.valueSize,
  24570. buffer = this.buffer,
  24571. offset = accuIndex * stride + stride,
  24572. weight = this.cumulativeWeight,
  24573. binding = this.binding;
  24574. this.cumulativeWeight = 0;
  24575. if ( weight < 1 ) {
  24576. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24577. var originalValueOffset = stride * 3;
  24578. this._mixBufferRegion(
  24579. buffer, offset, originalValueOffset, 1 - weight, stride );
  24580. }
  24581. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24582. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24583. // value has changed -> update scene graph
  24584. binding.setValue( buffer, offset );
  24585. break;
  24586. }
  24587. }
  24588. },
  24589. // remember the state of the bound property and copy it to both accus
  24590. saveOriginalState: function () {
  24591. var binding = this.binding;
  24592. var buffer = this.buffer,
  24593. stride = this.valueSize,
  24594. originalValueOffset = stride * 3;
  24595. binding.getValue( buffer, originalValueOffset );
  24596. // accu[0..1] := orig -- initially detect changes against the original
  24597. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24598. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24599. }
  24600. this.cumulativeWeight = 0;
  24601. },
  24602. // apply the state previously taken via 'saveOriginalState' to the binding
  24603. restoreOriginalState: function () {
  24604. var originalValueOffset = this.valueSize * 3;
  24605. this.binding.setValue( this.buffer, originalValueOffset );
  24606. },
  24607. // mix functions
  24608. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24609. if ( t >= 0.5 ) {
  24610. for ( var i = 0; i !== stride; ++ i ) {
  24611. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24612. }
  24613. }
  24614. },
  24615. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24616. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24617. },
  24618. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24619. var s = 1 - t;
  24620. for ( var i = 0; i !== stride; ++ i ) {
  24621. var j = dstOffset + i;
  24622. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24623. }
  24624. }
  24625. } );
  24626. /**
  24627. *
  24628. * A reference to a real property in the scene graph.
  24629. *
  24630. *
  24631. * @author Ben Houston / http://clara.io/
  24632. * @author David Sarno / http://lighthaus.us/
  24633. * @author tschw
  24634. */
  24635. // Characters [].:/ are reserved for track binding syntax.
  24636. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24637. function Composite( targetGroup, path, optionalParsedPath ) {
  24638. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24639. this._targetGroup = targetGroup;
  24640. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24641. }
  24642. Object.assign( Composite.prototype, {
  24643. getValue: function ( array, offset ) {
  24644. this.bind(); // bind all binding
  24645. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24646. binding = this._bindings[ firstValidIndex ];
  24647. // and only call .getValue on the first
  24648. if ( binding !== undefined ) binding.getValue( array, offset );
  24649. },
  24650. setValue: function ( array, offset ) {
  24651. var bindings = this._bindings;
  24652. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24653. bindings[ i ].setValue( array, offset );
  24654. }
  24655. },
  24656. bind: function () {
  24657. var bindings = this._bindings;
  24658. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24659. bindings[ i ].bind();
  24660. }
  24661. },
  24662. unbind: function () {
  24663. var bindings = this._bindings;
  24664. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24665. bindings[ i ].unbind();
  24666. }
  24667. }
  24668. } );
  24669. function PropertyBinding( rootNode, path, parsedPath ) {
  24670. this.path = path;
  24671. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24672. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24673. this.rootNode = rootNode;
  24674. }
  24675. Object.assign( PropertyBinding, {
  24676. Composite: Composite,
  24677. create: function ( root, path, parsedPath ) {
  24678. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24679. return new PropertyBinding( root, path, parsedPath );
  24680. } else {
  24681. return new PropertyBinding.Composite( root, path, parsedPath );
  24682. }
  24683. },
  24684. /**
  24685. * Replaces spaces with underscores and removes unsupported characters from
  24686. * node names, to ensure compatibility with parseTrackName().
  24687. *
  24688. * @param {string} name Node name to be sanitized.
  24689. * @return {string}
  24690. */
  24691. sanitizeNodeName: ( function () {
  24692. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  24693. return function sanitizeNodeName( name ) {
  24694. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  24695. };
  24696. }() ),
  24697. parseTrackName: function () {
  24698. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24699. // only latin characters, and the unicode \p{L} is not yet supported. So
  24700. // instead, we exclude reserved characters and match everything else.
  24701. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  24702. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24703. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24704. // be matched to parse the rest of the track name.
  24705. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  24706. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24707. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  24708. // Object on target node, and accessor. May not contain reserved
  24709. // characters. Accessor may contain any character except closing bracket.
  24710. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  24711. // Property and accessor. May not contain reserved characters. Accessor may
  24712. // contain any non-bracket characters.
  24713. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  24714. var trackRe = new RegExp( ''
  24715. + '^'
  24716. + directoryRe
  24717. + nodeRe
  24718. + objectRe
  24719. + propertyRe
  24720. + '$'
  24721. );
  24722. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24723. return function parseTrackName( trackName ) {
  24724. var matches = trackRe.exec( trackName );
  24725. if ( ! matches ) {
  24726. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24727. }
  24728. var results = {
  24729. // directoryName: matches[ 1 ], // (tschw) currently unused
  24730. nodeName: matches[ 2 ],
  24731. objectName: matches[ 3 ],
  24732. objectIndex: matches[ 4 ],
  24733. propertyName: matches[ 5 ], // required
  24734. propertyIndex: matches[ 6 ]
  24735. };
  24736. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24737. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24738. var objectName = results.nodeName.substring( lastDot + 1 );
  24739. // Object names must be checked against a whitelist. Otherwise, there
  24740. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24741. // 'bar' could be the objectName, or part of a nodeName (which can
  24742. // include '.' characters).
  24743. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24744. results.nodeName = results.nodeName.substring( 0, lastDot );
  24745. results.objectName = objectName;
  24746. }
  24747. }
  24748. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24749. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24750. }
  24751. return results;
  24752. };
  24753. }(),
  24754. findNode: function ( root, nodeName ) {
  24755. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24756. return root;
  24757. }
  24758. // search into skeleton bones.
  24759. if ( root.skeleton ) {
  24760. var bone = root.skeleton.getBoneByName( nodeName );
  24761. if ( bone !== undefined ) {
  24762. return bone;
  24763. }
  24764. }
  24765. // search into node subtree.
  24766. if ( root.children ) {
  24767. var searchNodeSubtree = function ( children ) {
  24768. for ( var i = 0; i < children.length; i ++ ) {
  24769. var childNode = children[ i ];
  24770. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  24771. return childNode;
  24772. }
  24773. var result = searchNodeSubtree( childNode.children );
  24774. if ( result ) return result;
  24775. }
  24776. return null;
  24777. };
  24778. var subTreeNode = searchNodeSubtree( root.children );
  24779. if ( subTreeNode ) {
  24780. return subTreeNode;
  24781. }
  24782. }
  24783. return null;
  24784. }
  24785. } );
  24786. Object.assign( PropertyBinding.prototype, { // prototype, continued
  24787. // these are used to "bind" a nonexistent property
  24788. _getValue_unavailable: function () {},
  24789. _setValue_unavailable: function () {},
  24790. BindingType: {
  24791. Direct: 0,
  24792. EntireArray: 1,
  24793. ArrayElement: 2,
  24794. HasFromToArray: 3
  24795. },
  24796. Versioning: {
  24797. None: 0,
  24798. NeedsUpdate: 1,
  24799. MatrixWorldNeedsUpdate: 2
  24800. },
  24801. GetterByBindingType: [
  24802. function getValue_direct( buffer, offset ) {
  24803. buffer[ offset ] = this.node[ this.propertyName ];
  24804. },
  24805. function getValue_array( buffer, offset ) {
  24806. var source = this.resolvedProperty;
  24807. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  24808. buffer[ offset ++ ] = source[ i ];
  24809. }
  24810. },
  24811. function getValue_arrayElement( buffer, offset ) {
  24812. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  24813. },
  24814. function getValue_toArray( buffer, offset ) {
  24815. this.resolvedProperty.toArray( buffer, offset );
  24816. }
  24817. ],
  24818. SetterByBindingTypeAndVersioning: [
  24819. [
  24820. // Direct
  24821. function setValue_direct( buffer, offset ) {
  24822. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24823. },
  24824. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  24825. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24826. this.targetObject.needsUpdate = true;
  24827. },
  24828. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24829. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24830. this.targetObject.matrixWorldNeedsUpdate = true;
  24831. }
  24832. ], [
  24833. // EntireArray
  24834. function setValue_array( buffer, offset ) {
  24835. var dest = this.resolvedProperty;
  24836. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24837. dest[ i ] = buffer[ offset ++ ];
  24838. }
  24839. },
  24840. function setValue_array_setNeedsUpdate( buffer, offset ) {
  24841. var dest = this.resolvedProperty;
  24842. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24843. dest[ i ] = buffer[ offset ++ ];
  24844. }
  24845. this.targetObject.needsUpdate = true;
  24846. },
  24847. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24848. var dest = this.resolvedProperty;
  24849. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24850. dest[ i ] = buffer[ offset ++ ];
  24851. }
  24852. this.targetObject.matrixWorldNeedsUpdate = true;
  24853. }
  24854. ], [
  24855. // ArrayElement
  24856. function setValue_arrayElement( buffer, offset ) {
  24857. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24858. },
  24859. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  24860. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24861. this.targetObject.needsUpdate = true;
  24862. },
  24863. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24864. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24865. this.targetObject.matrixWorldNeedsUpdate = true;
  24866. }
  24867. ], [
  24868. // HasToFromArray
  24869. function setValue_fromArray( buffer, offset ) {
  24870. this.resolvedProperty.fromArray( buffer, offset );
  24871. },
  24872. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  24873. this.resolvedProperty.fromArray( buffer, offset );
  24874. this.targetObject.needsUpdate = true;
  24875. },
  24876. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24877. this.resolvedProperty.fromArray( buffer, offset );
  24878. this.targetObject.matrixWorldNeedsUpdate = true;
  24879. }
  24880. ]
  24881. ],
  24882. getValue: function getValue_unbound( targetArray, offset ) {
  24883. this.bind();
  24884. this.getValue( targetArray, offset );
  24885. // Note: This class uses a State pattern on a per-method basis:
  24886. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  24887. // prototype version of these methods with one that represents
  24888. // the bound state. When the property is not found, the methods
  24889. // become no-ops.
  24890. },
  24891. setValue: function getValue_unbound( sourceArray, offset ) {
  24892. this.bind();
  24893. this.setValue( sourceArray, offset );
  24894. },
  24895. // create getter / setter pair for a property in the scene graph
  24896. bind: function () {
  24897. var targetObject = this.node,
  24898. parsedPath = this.parsedPath,
  24899. objectName = parsedPath.objectName,
  24900. propertyName = parsedPath.propertyName,
  24901. propertyIndex = parsedPath.propertyIndex;
  24902. if ( ! targetObject ) {
  24903. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  24904. this.node = targetObject;
  24905. }
  24906. // set fail state so we can just 'return' on error
  24907. this.getValue = this._getValue_unavailable;
  24908. this.setValue = this._setValue_unavailable;
  24909. // ensure there is a value node
  24910. if ( ! targetObject ) {
  24911. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  24912. return;
  24913. }
  24914. if ( objectName ) {
  24915. var objectIndex = parsedPath.objectIndex;
  24916. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  24917. switch ( objectName ) {
  24918. case 'materials':
  24919. if ( ! targetObject.material ) {
  24920. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  24921. return;
  24922. }
  24923. if ( ! targetObject.material.materials ) {
  24924. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  24925. return;
  24926. }
  24927. targetObject = targetObject.material.materials;
  24928. break;
  24929. case 'bones':
  24930. if ( ! targetObject.skeleton ) {
  24931. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  24932. return;
  24933. }
  24934. // potential future optimization: skip this if propertyIndex is already an integer
  24935. // and convert the integer string to a true integer.
  24936. targetObject = targetObject.skeleton.bones;
  24937. // support resolving morphTarget names into indices.
  24938. for ( var i = 0; i < targetObject.length; i ++ ) {
  24939. if ( targetObject[ i ].name === objectIndex ) {
  24940. objectIndex = i;
  24941. break;
  24942. }
  24943. }
  24944. break;
  24945. default:
  24946. if ( targetObject[ objectName ] === undefined ) {
  24947. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  24948. return;
  24949. }
  24950. targetObject = targetObject[ objectName ];
  24951. }
  24952. if ( objectIndex !== undefined ) {
  24953. if ( targetObject[ objectIndex ] === undefined ) {
  24954. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  24955. return;
  24956. }
  24957. targetObject = targetObject[ objectIndex ];
  24958. }
  24959. }
  24960. // resolve property
  24961. var nodeProperty = targetObject[ propertyName ];
  24962. if ( nodeProperty === undefined ) {
  24963. var nodeName = parsedPath.nodeName;
  24964. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  24965. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  24966. return;
  24967. }
  24968. // determine versioning scheme
  24969. var versioning = this.Versioning.None;
  24970. this.targetObject = targetObject;
  24971. if ( targetObject.needsUpdate !== undefined ) { // material
  24972. versioning = this.Versioning.NeedsUpdate;
  24973. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  24974. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  24975. }
  24976. // determine how the property gets bound
  24977. var bindingType = this.BindingType.Direct;
  24978. if ( propertyIndex !== undefined ) {
  24979. // access a sub element of the property array (only primitives are supported right now)
  24980. if ( propertyName === "morphTargetInfluences" ) {
  24981. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  24982. // support resolving morphTarget names into indices.
  24983. if ( ! targetObject.geometry ) {
  24984. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  24985. return;
  24986. }
  24987. if ( targetObject.geometry.isBufferGeometry ) {
  24988. if ( ! targetObject.geometry.morphAttributes ) {
  24989. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  24990. return;
  24991. }
  24992. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  24993. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  24994. propertyIndex = i;
  24995. break;
  24996. }
  24997. }
  24998. } else {
  24999. if ( ! targetObject.geometry.morphTargets ) {
  25000. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25001. return;
  25002. }
  25003. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25004. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25005. propertyIndex = i;
  25006. break;
  25007. }
  25008. }
  25009. }
  25010. }
  25011. bindingType = this.BindingType.ArrayElement;
  25012. this.resolvedProperty = nodeProperty;
  25013. this.propertyIndex = propertyIndex;
  25014. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25015. // must use copy for Object3D.Euler/Quaternion
  25016. bindingType = this.BindingType.HasFromToArray;
  25017. this.resolvedProperty = nodeProperty;
  25018. } else if ( Array.isArray( nodeProperty ) ) {
  25019. bindingType = this.BindingType.EntireArray;
  25020. this.resolvedProperty = nodeProperty;
  25021. } else {
  25022. this.propertyName = propertyName;
  25023. }
  25024. // select getter / setter
  25025. this.getValue = this.GetterByBindingType[ bindingType ];
  25026. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25027. },
  25028. unbind: function () {
  25029. this.node = null;
  25030. // back to the prototype version of getValue / setValue
  25031. // note: avoiding to mutate the shape of 'this' via 'delete'
  25032. this.getValue = this._getValue_unbound;
  25033. this.setValue = this._setValue_unbound;
  25034. }
  25035. } );
  25036. //!\ DECLARE ALIAS AFTER assign prototype !
  25037. Object.assign( PropertyBinding.prototype, {
  25038. // initial state of these methods that calls 'bind'
  25039. _getValue_unbound: PropertyBinding.prototype.getValue,
  25040. _setValue_unbound: PropertyBinding.prototype.setValue,
  25041. } );
  25042. /**
  25043. *
  25044. * A group of objects that receives a shared animation state.
  25045. *
  25046. * Usage:
  25047. *
  25048. * - Add objects you would otherwise pass as 'root' to the
  25049. * constructor or the .clipAction method of AnimationMixer.
  25050. *
  25051. * - Instead pass this object as 'root'.
  25052. *
  25053. * - You can also add and remove objects later when the mixer
  25054. * is running.
  25055. *
  25056. * Note:
  25057. *
  25058. * Objects of this class appear as one object to the mixer,
  25059. * so cache control of the individual objects must be done
  25060. * on the group.
  25061. *
  25062. * Limitation:
  25063. *
  25064. * - The animated properties must be compatible among the
  25065. * all objects in the group.
  25066. *
  25067. * - A single property can either be controlled through a
  25068. * target group or directly, but not both.
  25069. *
  25070. * @author tschw
  25071. */
  25072. function AnimationObjectGroup() {
  25073. this.uuid = _Math.generateUUID();
  25074. // cached objects followed by the active ones
  25075. this._objects = Array.prototype.slice.call( arguments );
  25076. this.nCachedObjects_ = 0; // threshold
  25077. // note: read by PropertyBinding.Composite
  25078. var indices = {};
  25079. this._indicesByUUID = indices; // for bookkeeping
  25080. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25081. indices[ arguments[ i ].uuid ] = i;
  25082. }
  25083. this._paths = []; // inside: string
  25084. this._parsedPaths = []; // inside: { we don't care, here }
  25085. this._bindings = []; // inside: Array< PropertyBinding >
  25086. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25087. var scope = this;
  25088. this.stats = {
  25089. objects: {
  25090. get total() {
  25091. return scope._objects.length;
  25092. },
  25093. get inUse() {
  25094. return this.total - scope.nCachedObjects_;
  25095. }
  25096. },
  25097. get bindingsPerObject() {
  25098. return scope._bindings.length;
  25099. }
  25100. };
  25101. }
  25102. Object.assign( AnimationObjectGroup.prototype, {
  25103. isAnimationObjectGroup: true,
  25104. add: function () {
  25105. var objects = this._objects,
  25106. nObjects = objects.length,
  25107. nCachedObjects = this.nCachedObjects_,
  25108. indicesByUUID = this._indicesByUUID,
  25109. paths = this._paths,
  25110. parsedPaths = this._parsedPaths,
  25111. bindings = this._bindings,
  25112. nBindings = bindings.length,
  25113. knownObject = undefined;
  25114. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25115. var object = arguments[ i ],
  25116. uuid = object.uuid,
  25117. index = indicesByUUID[ uuid ];
  25118. if ( index === undefined ) {
  25119. // unknown object -> add it to the ACTIVE region
  25120. index = nObjects ++;
  25121. indicesByUUID[ uuid ] = index;
  25122. objects.push( object );
  25123. // accounting is done, now do the same for all bindings
  25124. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25125. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25126. }
  25127. } else if ( index < nCachedObjects ) {
  25128. knownObject = objects[ index ];
  25129. // move existing object to the ACTIVE region
  25130. var firstActiveIndex = -- nCachedObjects,
  25131. lastCachedObject = objects[ firstActiveIndex ];
  25132. indicesByUUID[ lastCachedObject.uuid ] = index;
  25133. objects[ index ] = lastCachedObject;
  25134. indicesByUUID[ uuid ] = firstActiveIndex;
  25135. objects[ firstActiveIndex ] = object;
  25136. // accounting is done, now do the same for all bindings
  25137. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25138. var bindingsForPath = bindings[ j ],
  25139. lastCached = bindingsForPath[ firstActiveIndex ],
  25140. binding = bindingsForPath[ index ];
  25141. bindingsForPath[ index ] = lastCached;
  25142. if ( binding === undefined ) {
  25143. // since we do not bother to create new bindings
  25144. // for objects that are cached, the binding may
  25145. // or may not exist
  25146. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25147. }
  25148. bindingsForPath[ firstActiveIndex ] = binding;
  25149. }
  25150. } else if ( objects[ index ] !== knownObject ) {
  25151. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25152. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25153. } // else the object is already where we want it to be
  25154. } // for arguments
  25155. this.nCachedObjects_ = nCachedObjects;
  25156. },
  25157. remove: function () {
  25158. var objects = this._objects,
  25159. nCachedObjects = this.nCachedObjects_,
  25160. indicesByUUID = this._indicesByUUID,
  25161. bindings = this._bindings,
  25162. nBindings = bindings.length;
  25163. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25164. var object = arguments[ i ],
  25165. uuid = object.uuid,
  25166. index = indicesByUUID[ uuid ];
  25167. if ( index !== undefined && index >= nCachedObjects ) {
  25168. // move existing object into the CACHED region
  25169. var lastCachedIndex = nCachedObjects ++,
  25170. firstActiveObject = objects[ lastCachedIndex ];
  25171. indicesByUUID[ firstActiveObject.uuid ] = index;
  25172. objects[ index ] = firstActiveObject;
  25173. indicesByUUID[ uuid ] = lastCachedIndex;
  25174. objects[ lastCachedIndex ] = object;
  25175. // accounting is done, now do the same for all bindings
  25176. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25177. var bindingsForPath = bindings[ j ],
  25178. firstActive = bindingsForPath[ lastCachedIndex ],
  25179. binding = bindingsForPath[ index ];
  25180. bindingsForPath[ index ] = firstActive;
  25181. bindingsForPath[ lastCachedIndex ] = binding;
  25182. }
  25183. }
  25184. } // for arguments
  25185. this.nCachedObjects_ = nCachedObjects;
  25186. },
  25187. // remove & forget
  25188. uncache: function () {
  25189. var objects = this._objects,
  25190. nObjects = objects.length,
  25191. nCachedObjects = this.nCachedObjects_,
  25192. indicesByUUID = this._indicesByUUID,
  25193. bindings = this._bindings,
  25194. nBindings = bindings.length;
  25195. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25196. var object = arguments[ i ],
  25197. uuid = object.uuid,
  25198. index = indicesByUUID[ uuid ];
  25199. if ( index !== undefined ) {
  25200. delete indicesByUUID[ uuid ];
  25201. if ( index < nCachedObjects ) {
  25202. // object is cached, shrink the CACHED region
  25203. var firstActiveIndex = -- nCachedObjects,
  25204. lastCachedObject = objects[ firstActiveIndex ],
  25205. lastIndex = -- nObjects,
  25206. lastObject = objects[ lastIndex ];
  25207. // last cached object takes this object's place
  25208. indicesByUUID[ lastCachedObject.uuid ] = index;
  25209. objects[ index ] = lastCachedObject;
  25210. // last object goes to the activated slot and pop
  25211. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25212. objects[ firstActiveIndex ] = lastObject;
  25213. objects.pop();
  25214. // accounting is done, now do the same for all bindings
  25215. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25216. var bindingsForPath = bindings[ j ],
  25217. lastCached = bindingsForPath[ firstActiveIndex ],
  25218. last = bindingsForPath[ lastIndex ];
  25219. bindingsForPath[ index ] = lastCached;
  25220. bindingsForPath[ firstActiveIndex ] = last;
  25221. bindingsForPath.pop();
  25222. }
  25223. } else {
  25224. // object is active, just swap with the last and pop
  25225. var lastIndex = -- nObjects,
  25226. lastObject = objects[ lastIndex ];
  25227. indicesByUUID[ lastObject.uuid ] = index;
  25228. objects[ index ] = lastObject;
  25229. objects.pop();
  25230. // accounting is done, now do the same for all bindings
  25231. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25232. var bindingsForPath = bindings[ j ];
  25233. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25234. bindingsForPath.pop();
  25235. }
  25236. } // cached or active
  25237. } // if object is known
  25238. } // for arguments
  25239. this.nCachedObjects_ = nCachedObjects;
  25240. },
  25241. // Internal interface used by befriended PropertyBinding.Composite:
  25242. subscribe_: function ( path, parsedPath ) {
  25243. // returns an array of bindings for the given path that is changed
  25244. // according to the contained objects in the group
  25245. var indicesByPath = this._bindingsIndicesByPath,
  25246. index = indicesByPath[ path ],
  25247. bindings = this._bindings;
  25248. if ( index !== undefined ) return bindings[ index ];
  25249. var paths = this._paths,
  25250. parsedPaths = this._parsedPaths,
  25251. objects = this._objects,
  25252. nObjects = objects.length,
  25253. nCachedObjects = this.nCachedObjects_,
  25254. bindingsForPath = new Array( nObjects );
  25255. index = bindings.length;
  25256. indicesByPath[ path ] = index;
  25257. paths.push( path );
  25258. parsedPaths.push( parsedPath );
  25259. bindings.push( bindingsForPath );
  25260. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25261. var object = objects[ i ];
  25262. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25263. }
  25264. return bindingsForPath;
  25265. },
  25266. unsubscribe_: function ( path ) {
  25267. // tells the group to forget about a property path and no longer
  25268. // update the array previously obtained with 'subscribe_'
  25269. var indicesByPath = this._bindingsIndicesByPath,
  25270. index = indicesByPath[ path ];
  25271. if ( index !== undefined ) {
  25272. var paths = this._paths,
  25273. parsedPaths = this._parsedPaths,
  25274. bindings = this._bindings,
  25275. lastBindingsIndex = bindings.length - 1,
  25276. lastBindings = bindings[ lastBindingsIndex ],
  25277. lastBindingsPath = path[ lastBindingsIndex ];
  25278. indicesByPath[ lastBindingsPath ] = index;
  25279. bindings[ index ] = lastBindings;
  25280. bindings.pop();
  25281. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25282. parsedPaths.pop();
  25283. paths[ index ] = paths[ lastBindingsIndex ];
  25284. paths.pop();
  25285. }
  25286. }
  25287. } );
  25288. /**
  25289. *
  25290. * Action provided by AnimationMixer for scheduling clip playback on specific
  25291. * objects.
  25292. *
  25293. * @author Ben Houston / http://clara.io/
  25294. * @author David Sarno / http://lighthaus.us/
  25295. * @author tschw
  25296. *
  25297. */
  25298. function AnimationAction( mixer, clip, localRoot ) {
  25299. this._mixer = mixer;
  25300. this._clip = clip;
  25301. this._localRoot = localRoot || null;
  25302. var tracks = clip.tracks,
  25303. nTracks = tracks.length,
  25304. interpolants = new Array( nTracks );
  25305. var interpolantSettings = {
  25306. endingStart: ZeroCurvatureEnding,
  25307. endingEnd: ZeroCurvatureEnding
  25308. };
  25309. for ( var i = 0; i !== nTracks; ++ i ) {
  25310. var interpolant = tracks[ i ].createInterpolant( null );
  25311. interpolants[ i ] = interpolant;
  25312. interpolant.settings = interpolantSettings;
  25313. }
  25314. this._interpolantSettings = interpolantSettings;
  25315. this._interpolants = interpolants; // bound by the mixer
  25316. // inside: PropertyMixer (managed by the mixer)
  25317. this._propertyBindings = new Array( nTracks );
  25318. this._cacheIndex = null; // for the memory manager
  25319. this._byClipCacheIndex = null; // for the memory manager
  25320. this._timeScaleInterpolant = null;
  25321. this._weightInterpolant = null;
  25322. this.loop = LoopRepeat;
  25323. this._loopCount = - 1;
  25324. // global mixer time when the action is to be started
  25325. // it's set back to 'null' upon start of the action
  25326. this._startTime = null;
  25327. // scaled local time of the action
  25328. // gets clamped or wrapped to 0..clip.duration according to loop
  25329. this.time = 0;
  25330. this.timeScale = 1;
  25331. this._effectiveTimeScale = 1;
  25332. this.weight = 1;
  25333. this._effectiveWeight = 1;
  25334. this.repetitions = Infinity; // no. of repetitions when looping
  25335. this.paused = false; // true -> zero effective time scale
  25336. this.enabled = true; // false -> zero effective weight
  25337. this.clampWhenFinished = false;// keep feeding the last frame?
  25338. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25339. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25340. }
  25341. Object.assign( AnimationAction.prototype, {
  25342. // State & Scheduling
  25343. play: function () {
  25344. this._mixer._activateAction( this );
  25345. return this;
  25346. },
  25347. stop: function () {
  25348. this._mixer._deactivateAction( this );
  25349. return this.reset();
  25350. },
  25351. reset: function () {
  25352. this.paused = false;
  25353. this.enabled = true;
  25354. this.time = 0; // restart clip
  25355. this._loopCount = - 1;// forget previous loops
  25356. this._startTime = null;// forget scheduling
  25357. return this.stopFading().stopWarping();
  25358. },
  25359. isRunning: function () {
  25360. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25361. this._startTime === null && this._mixer._isActiveAction( this );
  25362. },
  25363. // return true when play has been called
  25364. isScheduled: function () {
  25365. return this._mixer._isActiveAction( this );
  25366. },
  25367. startAt: function ( time ) {
  25368. this._startTime = time;
  25369. return this;
  25370. },
  25371. setLoop: function ( mode, repetitions ) {
  25372. this.loop = mode;
  25373. this.repetitions = repetitions;
  25374. return this;
  25375. },
  25376. // Weight
  25377. // set the weight stopping any scheduled fading
  25378. // although .enabled = false yields an effective weight of zero, this
  25379. // method does *not* change .enabled, because it would be confusing
  25380. setEffectiveWeight: function ( weight ) {
  25381. this.weight = weight;
  25382. // note: same logic as when updated at runtime
  25383. this._effectiveWeight = this.enabled ? weight : 0;
  25384. return this.stopFading();
  25385. },
  25386. // return the weight considering fading and .enabled
  25387. getEffectiveWeight: function () {
  25388. return this._effectiveWeight;
  25389. },
  25390. fadeIn: function ( duration ) {
  25391. return this._scheduleFading( duration, 0, 1 );
  25392. },
  25393. fadeOut: function ( duration ) {
  25394. return this._scheduleFading( duration, 1, 0 );
  25395. },
  25396. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25397. fadeOutAction.fadeOut( duration );
  25398. this.fadeIn( duration );
  25399. if ( warp ) {
  25400. var fadeInDuration = this._clip.duration,
  25401. fadeOutDuration = fadeOutAction._clip.duration,
  25402. startEndRatio = fadeOutDuration / fadeInDuration,
  25403. endStartRatio = fadeInDuration / fadeOutDuration;
  25404. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25405. this.warp( endStartRatio, 1.0, duration );
  25406. }
  25407. return this;
  25408. },
  25409. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25410. return fadeInAction.crossFadeFrom( this, duration, warp );
  25411. },
  25412. stopFading: function () {
  25413. var weightInterpolant = this._weightInterpolant;
  25414. if ( weightInterpolant !== null ) {
  25415. this._weightInterpolant = null;
  25416. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25417. }
  25418. return this;
  25419. },
  25420. // Time Scale Control
  25421. // set the time scale stopping any scheduled warping
  25422. // although .paused = true yields an effective time scale of zero, this
  25423. // method does *not* change .paused, because it would be confusing
  25424. setEffectiveTimeScale: function ( timeScale ) {
  25425. this.timeScale = timeScale;
  25426. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25427. return this.stopWarping();
  25428. },
  25429. // return the time scale considering warping and .paused
  25430. getEffectiveTimeScale: function () {
  25431. return this._effectiveTimeScale;
  25432. },
  25433. setDuration: function ( duration ) {
  25434. this.timeScale = this._clip.duration / duration;
  25435. return this.stopWarping();
  25436. },
  25437. syncWith: function ( action ) {
  25438. this.time = action.time;
  25439. this.timeScale = action.timeScale;
  25440. return this.stopWarping();
  25441. },
  25442. halt: function ( duration ) {
  25443. return this.warp( this._effectiveTimeScale, 0, duration );
  25444. },
  25445. warp: function ( startTimeScale, endTimeScale, duration ) {
  25446. var mixer = this._mixer, now = mixer.time,
  25447. interpolant = this._timeScaleInterpolant,
  25448. timeScale = this.timeScale;
  25449. if ( interpolant === null ) {
  25450. interpolant = mixer._lendControlInterpolant();
  25451. this._timeScaleInterpolant = interpolant;
  25452. }
  25453. var times = interpolant.parameterPositions,
  25454. values = interpolant.sampleValues;
  25455. times[ 0 ] = now;
  25456. times[ 1 ] = now + duration;
  25457. values[ 0 ] = startTimeScale / timeScale;
  25458. values[ 1 ] = endTimeScale / timeScale;
  25459. return this;
  25460. },
  25461. stopWarping: function () {
  25462. var timeScaleInterpolant = this._timeScaleInterpolant;
  25463. if ( timeScaleInterpolant !== null ) {
  25464. this._timeScaleInterpolant = null;
  25465. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25466. }
  25467. return this;
  25468. },
  25469. // Object Accessors
  25470. getMixer: function () {
  25471. return this._mixer;
  25472. },
  25473. getClip: function () {
  25474. return this._clip;
  25475. },
  25476. getRoot: function () {
  25477. return this._localRoot || this._mixer._root;
  25478. },
  25479. // Interna
  25480. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25481. // called by the mixer
  25482. if ( ! this.enabled ) {
  25483. // call ._updateWeight() to update ._effectiveWeight
  25484. this._updateWeight( time );
  25485. return;
  25486. }
  25487. var startTime = this._startTime;
  25488. if ( startTime !== null ) {
  25489. // check for scheduled start of action
  25490. var timeRunning = ( time - startTime ) * timeDirection;
  25491. if ( timeRunning < 0 || timeDirection === 0 ) {
  25492. return; // yet to come / don't decide when delta = 0
  25493. }
  25494. // start
  25495. this._startTime = null; // unschedule
  25496. deltaTime = timeDirection * timeRunning;
  25497. }
  25498. // apply time scale and advance time
  25499. deltaTime *= this._updateTimeScale( time );
  25500. var clipTime = this._updateTime( deltaTime );
  25501. // note: _updateTime may disable the action resulting in
  25502. // an effective weight of 0
  25503. var weight = this._updateWeight( time );
  25504. if ( weight > 0 ) {
  25505. var interpolants = this._interpolants;
  25506. var propertyMixers = this._propertyBindings;
  25507. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25508. interpolants[ j ].evaluate( clipTime );
  25509. propertyMixers[ j ].accumulate( accuIndex, weight );
  25510. }
  25511. }
  25512. },
  25513. _updateWeight: function ( time ) {
  25514. var weight = 0;
  25515. if ( this.enabled ) {
  25516. weight = this.weight;
  25517. var interpolant = this._weightInterpolant;
  25518. if ( interpolant !== null ) {
  25519. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25520. weight *= interpolantValue;
  25521. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25522. this.stopFading();
  25523. if ( interpolantValue === 0 ) {
  25524. // faded out, disable
  25525. this.enabled = false;
  25526. }
  25527. }
  25528. }
  25529. }
  25530. this._effectiveWeight = weight;
  25531. return weight;
  25532. },
  25533. _updateTimeScale: function ( time ) {
  25534. var timeScale = 0;
  25535. if ( ! this.paused ) {
  25536. timeScale = this.timeScale;
  25537. var interpolant = this._timeScaleInterpolant;
  25538. if ( interpolant !== null ) {
  25539. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25540. timeScale *= interpolantValue;
  25541. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25542. this.stopWarping();
  25543. if ( timeScale === 0 ) {
  25544. // motion has halted, pause
  25545. this.paused = true;
  25546. } else {
  25547. // warp done - apply final time scale
  25548. this.timeScale = timeScale;
  25549. }
  25550. }
  25551. }
  25552. }
  25553. this._effectiveTimeScale = timeScale;
  25554. return timeScale;
  25555. },
  25556. _updateTime: function ( deltaTime ) {
  25557. var time = this.time + deltaTime;
  25558. var duration = this._clip.duration;
  25559. var loop = this.loop;
  25560. var loopCount = this._loopCount;
  25561. var pingPong = ( loop === LoopPingPong );
  25562. if ( deltaTime === 0 ) {
  25563. if ( loopCount === - 1 ) return time;
  25564. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25565. }
  25566. if ( loop === LoopOnce ) {
  25567. if ( loopCount === - 1 ) {
  25568. // just started
  25569. this._loopCount = 0;
  25570. this._setEndings( true, true, false );
  25571. }
  25572. handle_stop: {
  25573. if ( time >= duration ) {
  25574. time = duration;
  25575. } else if ( time < 0 ) {
  25576. time = 0;
  25577. } else break handle_stop;
  25578. if ( this.clampWhenFinished ) this.paused = true;
  25579. else this.enabled = false;
  25580. this._mixer.dispatchEvent( {
  25581. type: 'finished', action: this,
  25582. direction: deltaTime < 0 ? - 1 : 1
  25583. } );
  25584. }
  25585. } else { // repetitive Repeat or PingPong
  25586. if ( loopCount === - 1 ) {
  25587. // just started
  25588. if ( deltaTime >= 0 ) {
  25589. loopCount = 0;
  25590. this._setEndings( true, this.repetitions === 0, pingPong );
  25591. } else {
  25592. // when looping in reverse direction, the initial
  25593. // transition through zero counts as a repetition,
  25594. // so leave loopCount at -1
  25595. this._setEndings( this.repetitions === 0, true, pingPong );
  25596. }
  25597. }
  25598. if ( time >= duration || time < 0 ) {
  25599. // wrap around
  25600. var loopDelta = Math.floor( time / duration ); // signed
  25601. time -= duration * loopDelta;
  25602. loopCount += Math.abs( loopDelta );
  25603. var pending = this.repetitions - loopCount;
  25604. if ( pending <= 0 ) {
  25605. // have to stop (switch state, clamp time, fire event)
  25606. if ( this.clampWhenFinished ) this.paused = true;
  25607. else this.enabled = false;
  25608. time = deltaTime > 0 ? duration : 0;
  25609. this._mixer.dispatchEvent( {
  25610. type: 'finished', action: this,
  25611. direction: deltaTime > 0 ? 1 : - 1
  25612. } );
  25613. } else {
  25614. // keep running
  25615. if ( pending === 1 ) {
  25616. // entering the last round
  25617. var atStart = deltaTime < 0;
  25618. this._setEndings( atStart, ! atStart, pingPong );
  25619. } else {
  25620. this._setEndings( false, false, pingPong );
  25621. }
  25622. this._loopCount = loopCount;
  25623. this._mixer.dispatchEvent( {
  25624. type: 'loop', action: this, loopDelta: loopDelta
  25625. } );
  25626. }
  25627. }
  25628. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25629. // invert time for the "pong round"
  25630. this.time = time;
  25631. return duration - time;
  25632. }
  25633. }
  25634. this.time = time;
  25635. return time;
  25636. },
  25637. _setEndings: function ( atStart, atEnd, pingPong ) {
  25638. var settings = this._interpolantSettings;
  25639. if ( pingPong ) {
  25640. settings.endingStart = ZeroSlopeEnding;
  25641. settings.endingEnd = ZeroSlopeEnding;
  25642. } else {
  25643. // assuming for LoopOnce atStart == atEnd == true
  25644. if ( atStart ) {
  25645. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25646. } else {
  25647. settings.endingStart = WrapAroundEnding;
  25648. }
  25649. if ( atEnd ) {
  25650. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25651. } else {
  25652. settings.endingEnd = WrapAroundEnding;
  25653. }
  25654. }
  25655. },
  25656. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25657. var mixer = this._mixer, now = mixer.time,
  25658. interpolant = this._weightInterpolant;
  25659. if ( interpolant === null ) {
  25660. interpolant = mixer._lendControlInterpolant();
  25661. this._weightInterpolant = interpolant;
  25662. }
  25663. var times = interpolant.parameterPositions,
  25664. values = interpolant.sampleValues;
  25665. times[ 0 ] = now;
  25666. values[ 0 ] = weightNow;
  25667. times[ 1 ] = now + duration;
  25668. values[ 1 ] = weightThen;
  25669. return this;
  25670. }
  25671. } );
  25672. /**
  25673. *
  25674. * Player for AnimationClips.
  25675. *
  25676. *
  25677. * @author Ben Houston / http://clara.io/
  25678. * @author David Sarno / http://lighthaus.us/
  25679. * @author tschw
  25680. */
  25681. function AnimationMixer( root ) {
  25682. this._root = root;
  25683. this._initMemoryManager();
  25684. this._accuIndex = 0;
  25685. this.time = 0;
  25686. this.timeScale = 1.0;
  25687. }
  25688. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25689. constructor: AnimationMixer,
  25690. _bindAction: function ( action, prototypeAction ) {
  25691. var root = action._localRoot || this._root,
  25692. tracks = action._clip.tracks,
  25693. nTracks = tracks.length,
  25694. bindings = action._propertyBindings,
  25695. interpolants = action._interpolants,
  25696. rootUuid = root.uuid,
  25697. bindingsByRoot = this._bindingsByRootAndName,
  25698. bindingsByName = bindingsByRoot[ rootUuid ];
  25699. if ( bindingsByName === undefined ) {
  25700. bindingsByName = {};
  25701. bindingsByRoot[ rootUuid ] = bindingsByName;
  25702. }
  25703. for ( var i = 0; i !== nTracks; ++ i ) {
  25704. var track = tracks[ i ],
  25705. trackName = track.name,
  25706. binding = bindingsByName[ trackName ];
  25707. if ( binding !== undefined ) {
  25708. bindings[ i ] = binding;
  25709. } else {
  25710. binding = bindings[ i ];
  25711. if ( binding !== undefined ) {
  25712. // existing binding, make sure the cache knows
  25713. if ( binding._cacheIndex === null ) {
  25714. ++ binding.referenceCount;
  25715. this._addInactiveBinding( binding, rootUuid, trackName );
  25716. }
  25717. continue;
  25718. }
  25719. var path = prototypeAction && prototypeAction.
  25720. _propertyBindings[ i ].binding.parsedPath;
  25721. binding = new PropertyMixer(
  25722. PropertyBinding.create( root, trackName, path ),
  25723. track.ValueTypeName, track.getValueSize() );
  25724. ++ binding.referenceCount;
  25725. this._addInactiveBinding( binding, rootUuid, trackName );
  25726. bindings[ i ] = binding;
  25727. }
  25728. interpolants[ i ].resultBuffer = binding.buffer;
  25729. }
  25730. },
  25731. _activateAction: function ( action ) {
  25732. if ( ! this._isActiveAction( action ) ) {
  25733. if ( action._cacheIndex === null ) {
  25734. // this action has been forgotten by the cache, but the user
  25735. // appears to be still using it -> rebind
  25736. var rootUuid = ( action._localRoot || this._root ).uuid,
  25737. clipUuid = action._clip.uuid,
  25738. actionsForClip = this._actionsByClip[ clipUuid ];
  25739. this._bindAction( action,
  25740. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25741. this._addInactiveAction( action, clipUuid, rootUuid );
  25742. }
  25743. var bindings = action._propertyBindings;
  25744. // increment reference counts / sort out state
  25745. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25746. var binding = bindings[ i ];
  25747. if ( binding.useCount ++ === 0 ) {
  25748. this._lendBinding( binding );
  25749. binding.saveOriginalState();
  25750. }
  25751. }
  25752. this._lendAction( action );
  25753. }
  25754. },
  25755. _deactivateAction: function ( action ) {
  25756. if ( this._isActiveAction( action ) ) {
  25757. var bindings = action._propertyBindings;
  25758. // decrement reference counts / sort out state
  25759. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25760. var binding = bindings[ i ];
  25761. if ( -- binding.useCount === 0 ) {
  25762. binding.restoreOriginalState();
  25763. this._takeBackBinding( binding );
  25764. }
  25765. }
  25766. this._takeBackAction( action );
  25767. }
  25768. },
  25769. // Memory manager
  25770. _initMemoryManager: function () {
  25771. this._actions = []; // 'nActiveActions' followed by inactive ones
  25772. this._nActiveActions = 0;
  25773. this._actionsByClip = {};
  25774. // inside:
  25775. // {
  25776. // knownActions: Array< AnimationAction > - used as prototypes
  25777. // actionByRoot: AnimationAction - lookup
  25778. // }
  25779. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25780. this._nActiveBindings = 0;
  25781. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25782. this._controlInterpolants = []; // same game as above
  25783. this._nActiveControlInterpolants = 0;
  25784. var scope = this;
  25785. this.stats = {
  25786. actions: {
  25787. get total() {
  25788. return scope._actions.length;
  25789. },
  25790. get inUse() {
  25791. return scope._nActiveActions;
  25792. }
  25793. },
  25794. bindings: {
  25795. get total() {
  25796. return scope._bindings.length;
  25797. },
  25798. get inUse() {
  25799. return scope._nActiveBindings;
  25800. }
  25801. },
  25802. controlInterpolants: {
  25803. get total() {
  25804. return scope._controlInterpolants.length;
  25805. },
  25806. get inUse() {
  25807. return scope._nActiveControlInterpolants;
  25808. }
  25809. }
  25810. };
  25811. },
  25812. // Memory management for AnimationAction objects
  25813. _isActiveAction: function ( action ) {
  25814. var index = action._cacheIndex;
  25815. return index !== null && index < this._nActiveActions;
  25816. },
  25817. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  25818. var actions = this._actions,
  25819. actionsByClip = this._actionsByClip,
  25820. actionsForClip = actionsByClip[ clipUuid ];
  25821. if ( actionsForClip === undefined ) {
  25822. actionsForClip = {
  25823. knownActions: [ action ],
  25824. actionByRoot: {}
  25825. };
  25826. action._byClipCacheIndex = 0;
  25827. actionsByClip[ clipUuid ] = actionsForClip;
  25828. } else {
  25829. var knownActions = actionsForClip.knownActions;
  25830. action._byClipCacheIndex = knownActions.length;
  25831. knownActions.push( action );
  25832. }
  25833. action._cacheIndex = actions.length;
  25834. actions.push( action );
  25835. actionsForClip.actionByRoot[ rootUuid ] = action;
  25836. },
  25837. _removeInactiveAction: function ( action ) {
  25838. var actions = this._actions,
  25839. lastInactiveAction = actions[ actions.length - 1 ],
  25840. cacheIndex = action._cacheIndex;
  25841. lastInactiveAction._cacheIndex = cacheIndex;
  25842. actions[ cacheIndex ] = lastInactiveAction;
  25843. actions.pop();
  25844. action._cacheIndex = null;
  25845. var clipUuid = action._clip.uuid,
  25846. actionsByClip = this._actionsByClip,
  25847. actionsForClip = actionsByClip[ clipUuid ],
  25848. knownActionsForClip = actionsForClip.knownActions,
  25849. lastKnownAction =
  25850. knownActionsForClip[ knownActionsForClip.length - 1 ],
  25851. byClipCacheIndex = action._byClipCacheIndex;
  25852. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  25853. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  25854. knownActionsForClip.pop();
  25855. action._byClipCacheIndex = null;
  25856. var actionByRoot = actionsForClip.actionByRoot,
  25857. rootUuid = ( action._localRoot || this._root ).uuid;
  25858. delete actionByRoot[ rootUuid ];
  25859. if ( knownActionsForClip.length === 0 ) {
  25860. delete actionsByClip[ clipUuid ];
  25861. }
  25862. this._removeInactiveBindingsForAction( action );
  25863. },
  25864. _removeInactiveBindingsForAction: function ( action ) {
  25865. var bindings = action._propertyBindings;
  25866. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25867. var binding = bindings[ i ];
  25868. if ( -- binding.referenceCount === 0 ) {
  25869. this._removeInactiveBinding( binding );
  25870. }
  25871. }
  25872. },
  25873. _lendAction: function ( action ) {
  25874. // [ active actions | inactive actions ]
  25875. // [ active actions >| inactive actions ]
  25876. // s a
  25877. // <-swap->
  25878. // a s
  25879. var actions = this._actions,
  25880. prevIndex = action._cacheIndex,
  25881. lastActiveIndex = this._nActiveActions ++,
  25882. firstInactiveAction = actions[ lastActiveIndex ];
  25883. action._cacheIndex = lastActiveIndex;
  25884. actions[ lastActiveIndex ] = action;
  25885. firstInactiveAction._cacheIndex = prevIndex;
  25886. actions[ prevIndex ] = firstInactiveAction;
  25887. },
  25888. _takeBackAction: function ( action ) {
  25889. // [ active actions | inactive actions ]
  25890. // [ active actions |< inactive actions ]
  25891. // a s
  25892. // <-swap->
  25893. // s a
  25894. var actions = this._actions,
  25895. prevIndex = action._cacheIndex,
  25896. firstInactiveIndex = -- this._nActiveActions,
  25897. lastActiveAction = actions[ firstInactiveIndex ];
  25898. action._cacheIndex = firstInactiveIndex;
  25899. actions[ firstInactiveIndex ] = action;
  25900. lastActiveAction._cacheIndex = prevIndex;
  25901. actions[ prevIndex ] = lastActiveAction;
  25902. },
  25903. // Memory management for PropertyMixer objects
  25904. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  25905. var bindingsByRoot = this._bindingsByRootAndName,
  25906. bindingByName = bindingsByRoot[ rootUuid ],
  25907. bindings = this._bindings;
  25908. if ( bindingByName === undefined ) {
  25909. bindingByName = {};
  25910. bindingsByRoot[ rootUuid ] = bindingByName;
  25911. }
  25912. bindingByName[ trackName ] = binding;
  25913. binding._cacheIndex = bindings.length;
  25914. bindings.push( binding );
  25915. },
  25916. _removeInactiveBinding: function ( binding ) {
  25917. var bindings = this._bindings,
  25918. propBinding = binding.binding,
  25919. rootUuid = propBinding.rootNode.uuid,
  25920. trackName = propBinding.path,
  25921. bindingsByRoot = this._bindingsByRootAndName,
  25922. bindingByName = bindingsByRoot[ rootUuid ],
  25923. lastInactiveBinding = bindings[ bindings.length - 1 ],
  25924. cacheIndex = binding._cacheIndex;
  25925. lastInactiveBinding._cacheIndex = cacheIndex;
  25926. bindings[ cacheIndex ] = lastInactiveBinding;
  25927. bindings.pop();
  25928. delete bindingByName[ trackName ];
  25929. remove_empty_map: {
  25930. for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
  25931. delete bindingsByRoot[ rootUuid ];
  25932. }
  25933. },
  25934. _lendBinding: function ( binding ) {
  25935. var bindings = this._bindings,
  25936. prevIndex = binding._cacheIndex,
  25937. lastActiveIndex = this._nActiveBindings ++,
  25938. firstInactiveBinding = bindings[ lastActiveIndex ];
  25939. binding._cacheIndex = lastActiveIndex;
  25940. bindings[ lastActiveIndex ] = binding;
  25941. firstInactiveBinding._cacheIndex = prevIndex;
  25942. bindings[ prevIndex ] = firstInactiveBinding;
  25943. },
  25944. _takeBackBinding: function ( binding ) {
  25945. var bindings = this._bindings,
  25946. prevIndex = binding._cacheIndex,
  25947. firstInactiveIndex = -- this._nActiveBindings,
  25948. lastActiveBinding = bindings[ firstInactiveIndex ];
  25949. binding._cacheIndex = firstInactiveIndex;
  25950. bindings[ firstInactiveIndex ] = binding;
  25951. lastActiveBinding._cacheIndex = prevIndex;
  25952. bindings[ prevIndex ] = lastActiveBinding;
  25953. },
  25954. // Memory management of Interpolants for weight and time scale
  25955. _lendControlInterpolant: function () {
  25956. var interpolants = this._controlInterpolants,
  25957. lastActiveIndex = this._nActiveControlInterpolants ++,
  25958. interpolant = interpolants[ lastActiveIndex ];
  25959. if ( interpolant === undefined ) {
  25960. interpolant = new LinearInterpolant(
  25961. new Float32Array( 2 ), new Float32Array( 2 ),
  25962. 1, this._controlInterpolantsResultBuffer );
  25963. interpolant.__cacheIndex = lastActiveIndex;
  25964. interpolants[ lastActiveIndex ] = interpolant;
  25965. }
  25966. return interpolant;
  25967. },
  25968. _takeBackControlInterpolant: function ( interpolant ) {
  25969. var interpolants = this._controlInterpolants,
  25970. prevIndex = interpolant.__cacheIndex,
  25971. firstInactiveIndex = -- this._nActiveControlInterpolants,
  25972. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  25973. interpolant.__cacheIndex = firstInactiveIndex;
  25974. interpolants[ firstInactiveIndex ] = interpolant;
  25975. lastActiveInterpolant.__cacheIndex = prevIndex;
  25976. interpolants[ prevIndex ] = lastActiveInterpolant;
  25977. },
  25978. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  25979. // return an action for a clip optionally using a custom root target
  25980. // object (this method allocates a lot of dynamic memory in case a
  25981. // previously unknown clip/root combination is specified)
  25982. clipAction: function ( clip, optionalRoot ) {
  25983. var root = optionalRoot || this._root,
  25984. rootUuid = root.uuid,
  25985. clipObject = typeof clip === 'string' ?
  25986. AnimationClip.findByName( root, clip ) : clip,
  25987. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  25988. actionsForClip = this._actionsByClip[ clipUuid ],
  25989. prototypeAction = null;
  25990. if ( actionsForClip !== undefined ) {
  25991. var existingAction =
  25992. actionsForClip.actionByRoot[ rootUuid ];
  25993. if ( existingAction !== undefined ) {
  25994. return existingAction;
  25995. }
  25996. // we know the clip, so we don't have to parse all
  25997. // the bindings again but can just copy
  25998. prototypeAction = actionsForClip.knownActions[ 0 ];
  25999. // also, take the clip from the prototype action
  26000. if ( clipObject === null )
  26001. clipObject = prototypeAction._clip;
  26002. }
  26003. // clip must be known when specified via string
  26004. if ( clipObject === null ) return null;
  26005. // allocate all resources required to run it
  26006. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26007. this._bindAction( newAction, prototypeAction );
  26008. // and make the action known to the memory manager
  26009. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26010. return newAction;
  26011. },
  26012. // get an existing action
  26013. existingAction: function ( clip, optionalRoot ) {
  26014. var root = optionalRoot || this._root,
  26015. rootUuid = root.uuid,
  26016. clipObject = typeof clip === 'string' ?
  26017. AnimationClip.findByName( root, clip ) : clip,
  26018. clipUuid = clipObject ? clipObject.uuid : clip,
  26019. actionsForClip = this._actionsByClip[ clipUuid ];
  26020. if ( actionsForClip !== undefined ) {
  26021. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26022. }
  26023. return null;
  26024. },
  26025. // deactivates all previously scheduled actions
  26026. stopAllAction: function () {
  26027. var actions = this._actions,
  26028. nActions = this._nActiveActions,
  26029. bindings = this._bindings,
  26030. nBindings = this._nActiveBindings;
  26031. this._nActiveActions = 0;
  26032. this._nActiveBindings = 0;
  26033. for ( var i = 0; i !== nActions; ++ i ) {
  26034. actions[ i ].reset();
  26035. }
  26036. for ( var i = 0; i !== nBindings; ++ i ) {
  26037. bindings[ i ].useCount = 0;
  26038. }
  26039. return this;
  26040. },
  26041. // advance the time and update apply the animation
  26042. update: function ( deltaTime ) {
  26043. deltaTime *= this.timeScale;
  26044. var actions = this._actions,
  26045. nActions = this._nActiveActions,
  26046. time = this.time += deltaTime,
  26047. timeDirection = Math.sign( deltaTime ),
  26048. accuIndex = this._accuIndex ^= 1;
  26049. // run active actions
  26050. for ( var i = 0; i !== nActions; ++ i ) {
  26051. var action = actions[ i ];
  26052. action._update( time, deltaTime, timeDirection, accuIndex );
  26053. }
  26054. // update scene graph
  26055. var bindings = this._bindings,
  26056. nBindings = this._nActiveBindings;
  26057. for ( var i = 0; i !== nBindings; ++ i ) {
  26058. bindings[ i ].apply( accuIndex );
  26059. }
  26060. return this;
  26061. },
  26062. // return this mixer's root target object
  26063. getRoot: function () {
  26064. return this._root;
  26065. },
  26066. // free all resources specific to a particular clip
  26067. uncacheClip: function ( clip ) {
  26068. var actions = this._actions,
  26069. clipUuid = clip.uuid,
  26070. actionsByClip = this._actionsByClip,
  26071. actionsForClip = actionsByClip[ clipUuid ];
  26072. if ( actionsForClip !== undefined ) {
  26073. // note: just calling _removeInactiveAction would mess up the
  26074. // iteration state and also require updating the state we can
  26075. // just throw away
  26076. var actionsToRemove = actionsForClip.knownActions;
  26077. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26078. var action = actionsToRemove[ i ];
  26079. this._deactivateAction( action );
  26080. var cacheIndex = action._cacheIndex,
  26081. lastInactiveAction = actions[ actions.length - 1 ];
  26082. action._cacheIndex = null;
  26083. action._byClipCacheIndex = null;
  26084. lastInactiveAction._cacheIndex = cacheIndex;
  26085. actions[ cacheIndex ] = lastInactiveAction;
  26086. actions.pop();
  26087. this._removeInactiveBindingsForAction( action );
  26088. }
  26089. delete actionsByClip[ clipUuid ];
  26090. }
  26091. },
  26092. // free all resources specific to a particular root target object
  26093. uncacheRoot: function ( root ) {
  26094. var rootUuid = root.uuid,
  26095. actionsByClip = this._actionsByClip;
  26096. for ( var clipUuid in actionsByClip ) {
  26097. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26098. action = actionByRoot[ rootUuid ];
  26099. if ( action !== undefined ) {
  26100. this._deactivateAction( action );
  26101. this._removeInactiveAction( action );
  26102. }
  26103. }
  26104. var bindingsByRoot = this._bindingsByRootAndName,
  26105. bindingByName = bindingsByRoot[ rootUuid ];
  26106. if ( bindingByName !== undefined ) {
  26107. for ( var trackName in bindingByName ) {
  26108. var binding = bindingByName[ trackName ];
  26109. binding.restoreOriginalState();
  26110. this._removeInactiveBinding( binding );
  26111. }
  26112. }
  26113. },
  26114. // remove a targeted clip from the cache
  26115. uncacheAction: function ( clip, optionalRoot ) {
  26116. var action = this.existingAction( clip, optionalRoot );
  26117. if ( action !== null ) {
  26118. this._deactivateAction( action );
  26119. this._removeInactiveAction( action );
  26120. }
  26121. }
  26122. } );
  26123. /**
  26124. * @author mrdoob / http://mrdoob.com/
  26125. */
  26126. function Uniform( value ) {
  26127. if ( typeof value === 'string' ) {
  26128. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26129. value = arguments[ 1 ];
  26130. }
  26131. this.value = value;
  26132. }
  26133. Uniform.prototype.clone = function () {
  26134. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26135. };
  26136. /**
  26137. * @author benaadams / https://twitter.com/ben_a_adams
  26138. */
  26139. function InstancedBufferGeometry() {
  26140. BufferGeometry.call( this );
  26141. this.type = 'InstancedBufferGeometry';
  26142. this.maxInstancedCount = undefined;
  26143. }
  26144. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  26145. constructor: InstancedBufferGeometry,
  26146. isInstancedBufferGeometry: true,
  26147. copy: function ( source ) {
  26148. BufferGeometry.prototype.copy.call( this, source );
  26149. this.maxInstancedCount = source.maxInstancedCount;
  26150. return this;
  26151. },
  26152. clone: function () {
  26153. return new this.constructor().copy( this );
  26154. }
  26155. } );
  26156. /**
  26157. * @author benaadams / https://twitter.com/ben_a_adams
  26158. */
  26159. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26160. InterleavedBuffer.call( this, array, stride );
  26161. this.meshPerAttribute = meshPerAttribute || 1;
  26162. }
  26163. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26164. constructor: InstancedInterleavedBuffer,
  26165. isInstancedInterleavedBuffer: true,
  26166. copy: function ( source ) {
  26167. InterleavedBuffer.prototype.copy.call( this, source );
  26168. this.meshPerAttribute = source.meshPerAttribute;
  26169. return this;
  26170. }
  26171. } );
  26172. /**
  26173. * @author benaadams / https://twitter.com/ben_a_adams
  26174. */
  26175. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  26176. if ( typeof ( normalized ) === 'number' ) {
  26177. meshPerAttribute = normalized;
  26178. normalized = false;
  26179. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  26180. }
  26181. BufferAttribute.call( this, array, itemSize, normalized );
  26182. this.meshPerAttribute = meshPerAttribute || 1;
  26183. }
  26184. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  26185. constructor: InstancedBufferAttribute,
  26186. isInstancedBufferAttribute: true,
  26187. copy: function ( source ) {
  26188. BufferAttribute.prototype.copy.call( this, source );
  26189. this.meshPerAttribute = source.meshPerAttribute;
  26190. return this;
  26191. }
  26192. } );
  26193. /**
  26194. * @author mrdoob / http://mrdoob.com/
  26195. * @author bhouston / http://clara.io/
  26196. * @author stephomi / http://stephaneginier.com/
  26197. */
  26198. function Raycaster( origin, direction, near, far ) {
  26199. this.ray = new Ray( origin, direction );
  26200. // direction is assumed to be normalized (for accurate distance calculations)
  26201. this.near = near || 0;
  26202. this.far = far || Infinity;
  26203. this.params = {
  26204. Mesh: {},
  26205. Line: {},
  26206. LOD: {},
  26207. Points: { threshold: 1 },
  26208. Sprite: {}
  26209. };
  26210. Object.defineProperties( this.params, {
  26211. PointCloud: {
  26212. get: function () {
  26213. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26214. return this.Points;
  26215. }
  26216. }
  26217. } );
  26218. }
  26219. function ascSort( a, b ) {
  26220. return a.distance - b.distance;
  26221. }
  26222. function intersectObject( object, raycaster, intersects, recursive ) {
  26223. if ( object.visible === false ) return;
  26224. object.raycast( raycaster, intersects );
  26225. if ( recursive === true ) {
  26226. var children = object.children;
  26227. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26228. intersectObject( children[ i ], raycaster, intersects, true );
  26229. }
  26230. }
  26231. }
  26232. Object.assign( Raycaster.prototype, {
  26233. linePrecision: 1,
  26234. set: function ( origin, direction ) {
  26235. // direction is assumed to be normalized (for accurate distance calculations)
  26236. this.ray.set( origin, direction );
  26237. },
  26238. setFromCamera: function ( coords, camera ) {
  26239. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26240. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26241. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26242. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26243. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26244. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26245. } else {
  26246. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26247. }
  26248. },
  26249. intersectObject: function ( object, recursive, optionalTarget ) {
  26250. var intersects = optionalTarget || [];
  26251. intersectObject( object, this, intersects, recursive );
  26252. intersects.sort( ascSort );
  26253. return intersects;
  26254. },
  26255. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26256. var intersects = optionalTarget || [];
  26257. if ( Array.isArray( objects ) === false ) {
  26258. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26259. return intersects;
  26260. }
  26261. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26262. intersectObject( objects[ i ], this, intersects, recursive );
  26263. }
  26264. intersects.sort( ascSort );
  26265. return intersects;
  26266. }
  26267. } );
  26268. /**
  26269. * @author bhouston / http://clara.io
  26270. * @author WestLangley / http://github.com/WestLangley
  26271. *
  26272. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26273. *
  26274. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26275. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26276. */
  26277. function Spherical( radius, phi, theta ) {
  26278. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26279. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26280. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26281. return this;
  26282. }
  26283. Object.assign( Spherical.prototype, {
  26284. set: function ( radius, phi, theta ) {
  26285. this.radius = radius;
  26286. this.phi = phi;
  26287. this.theta = theta;
  26288. return this;
  26289. },
  26290. clone: function () {
  26291. return new this.constructor().copy( this );
  26292. },
  26293. copy: function ( other ) {
  26294. this.radius = other.radius;
  26295. this.phi = other.phi;
  26296. this.theta = other.theta;
  26297. return this;
  26298. },
  26299. // restrict phi to be betwee EPS and PI-EPS
  26300. makeSafe: function () {
  26301. var EPS = 0.000001;
  26302. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26303. return this;
  26304. },
  26305. setFromVector3: function ( v ) {
  26306. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26307. },
  26308. setFromCartesianCoords: function ( x, y, z ) {
  26309. this.radius = Math.sqrt( x * x + y * y + z * z );
  26310. if ( this.radius === 0 ) {
  26311. this.theta = 0;
  26312. this.phi = 0;
  26313. } else {
  26314. this.theta = Math.atan2( x, z );
  26315. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26316. }
  26317. return this;
  26318. }
  26319. } );
  26320. /**
  26321. * @author Mugen87 / https://github.com/Mugen87
  26322. *
  26323. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26324. *
  26325. */
  26326. function Cylindrical( radius, theta, y ) {
  26327. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26328. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26329. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26330. return this;
  26331. }
  26332. Object.assign( Cylindrical.prototype, {
  26333. set: function ( radius, theta, y ) {
  26334. this.radius = radius;
  26335. this.theta = theta;
  26336. this.y = y;
  26337. return this;
  26338. },
  26339. clone: function () {
  26340. return new this.constructor().copy( this );
  26341. },
  26342. copy: function ( other ) {
  26343. this.radius = other.radius;
  26344. this.theta = other.theta;
  26345. this.y = other.y;
  26346. return this;
  26347. },
  26348. setFromVector3: function ( v ) {
  26349. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26350. },
  26351. setFromCartesianCoords: function ( x, y, z ) {
  26352. this.radius = Math.sqrt( x * x + z * z );
  26353. this.theta = Math.atan2( x, z );
  26354. this.y = y;
  26355. return this;
  26356. }
  26357. } );
  26358. /**
  26359. * @author bhouston / http://clara.io
  26360. */
  26361. function Box2( min, max ) {
  26362. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26363. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26364. }
  26365. Object.assign( Box2.prototype, {
  26366. set: function ( min, max ) {
  26367. this.min.copy( min );
  26368. this.max.copy( max );
  26369. return this;
  26370. },
  26371. setFromPoints: function ( points ) {
  26372. this.makeEmpty();
  26373. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26374. this.expandByPoint( points[ i ] );
  26375. }
  26376. return this;
  26377. },
  26378. setFromCenterAndSize: function () {
  26379. var v1 = new Vector2();
  26380. return function setFromCenterAndSize( center, size ) {
  26381. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26382. this.min.copy( center ).sub( halfSize );
  26383. this.max.copy( center ).add( halfSize );
  26384. return this;
  26385. };
  26386. }(),
  26387. clone: function () {
  26388. return new this.constructor().copy( this );
  26389. },
  26390. copy: function ( box ) {
  26391. this.min.copy( box.min );
  26392. this.max.copy( box.max );
  26393. return this;
  26394. },
  26395. makeEmpty: function () {
  26396. this.min.x = this.min.y = + Infinity;
  26397. this.max.x = this.max.y = - Infinity;
  26398. return this;
  26399. },
  26400. isEmpty: function () {
  26401. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26402. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26403. },
  26404. getCenter: function ( target ) {
  26405. if ( target === undefined ) {
  26406. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26407. target = new Vector2();
  26408. }
  26409. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26410. },
  26411. getSize: function ( target ) {
  26412. if ( target === undefined ) {
  26413. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26414. target = new Vector2();
  26415. }
  26416. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26417. },
  26418. expandByPoint: function ( point ) {
  26419. this.min.min( point );
  26420. this.max.max( point );
  26421. return this;
  26422. },
  26423. expandByVector: function ( vector ) {
  26424. this.min.sub( vector );
  26425. this.max.add( vector );
  26426. return this;
  26427. },
  26428. expandByScalar: function ( scalar ) {
  26429. this.min.addScalar( - scalar );
  26430. this.max.addScalar( scalar );
  26431. return this;
  26432. },
  26433. containsPoint: function ( point ) {
  26434. return point.x < this.min.x || point.x > this.max.x ||
  26435. point.y < this.min.y || point.y > this.max.y ? false : true;
  26436. },
  26437. containsBox: function ( box ) {
  26438. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26439. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26440. },
  26441. getParameter: function ( point, target ) {
  26442. // This can potentially have a divide by zero if the box
  26443. // has a size dimension of 0.
  26444. if ( target === undefined ) {
  26445. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26446. target = new Vector2();
  26447. }
  26448. return target.set(
  26449. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26450. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26451. );
  26452. },
  26453. intersectsBox: function ( box ) {
  26454. // using 4 splitting planes to rule out intersections
  26455. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26456. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26457. },
  26458. clampPoint: function ( point, target ) {
  26459. if ( target === undefined ) {
  26460. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26461. target = new Vector2();
  26462. }
  26463. return target.copy( point ).clamp( this.min, this.max );
  26464. },
  26465. distanceToPoint: function () {
  26466. var v1 = new Vector2();
  26467. return function distanceToPoint( point ) {
  26468. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26469. return clampedPoint.sub( point ).length();
  26470. };
  26471. }(),
  26472. intersect: function ( box ) {
  26473. this.min.max( box.min );
  26474. this.max.min( box.max );
  26475. return this;
  26476. },
  26477. union: function ( box ) {
  26478. this.min.min( box.min );
  26479. this.max.max( box.max );
  26480. return this;
  26481. },
  26482. translate: function ( offset ) {
  26483. this.min.add( offset );
  26484. this.max.add( offset );
  26485. return this;
  26486. },
  26487. equals: function ( box ) {
  26488. return box.min.equals( this.min ) && box.max.equals( this.max );
  26489. }
  26490. } );
  26491. /**
  26492. * @author bhouston / http://clara.io
  26493. */
  26494. function Line3( start, end ) {
  26495. this.start = ( start !== undefined ) ? start : new Vector3();
  26496. this.end = ( end !== undefined ) ? end : new Vector3();
  26497. }
  26498. Object.assign( Line3.prototype, {
  26499. set: function ( start, end ) {
  26500. this.start.copy( start );
  26501. this.end.copy( end );
  26502. return this;
  26503. },
  26504. clone: function () {
  26505. return new this.constructor().copy( this );
  26506. },
  26507. copy: function ( line ) {
  26508. this.start.copy( line.start );
  26509. this.end.copy( line.end );
  26510. return this;
  26511. },
  26512. getCenter: function ( target ) {
  26513. if ( target === undefined ) {
  26514. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26515. target = new Vector3();
  26516. }
  26517. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26518. },
  26519. delta: function ( target ) {
  26520. if ( target === undefined ) {
  26521. console.warn( 'THREE.Line3: .delta() target is now required' );
  26522. target = new Vector3();
  26523. }
  26524. return target.subVectors( this.end, this.start );
  26525. },
  26526. distanceSq: function () {
  26527. return this.start.distanceToSquared( this.end );
  26528. },
  26529. distance: function () {
  26530. return this.start.distanceTo( this.end );
  26531. },
  26532. at: function ( t, target ) {
  26533. if ( target === undefined ) {
  26534. console.warn( 'THREE.Line3: .at() target is now required' );
  26535. target = new Vector3();
  26536. }
  26537. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26538. },
  26539. closestPointToPointParameter: function () {
  26540. var startP = new Vector3();
  26541. var startEnd = new Vector3();
  26542. return function closestPointToPointParameter( point, clampToLine ) {
  26543. startP.subVectors( point, this.start );
  26544. startEnd.subVectors( this.end, this.start );
  26545. var startEnd2 = startEnd.dot( startEnd );
  26546. var startEnd_startP = startEnd.dot( startP );
  26547. var t = startEnd_startP / startEnd2;
  26548. if ( clampToLine ) {
  26549. t = _Math.clamp( t, 0, 1 );
  26550. }
  26551. return t;
  26552. };
  26553. }(),
  26554. closestPointToPoint: function ( point, clampToLine, target ) {
  26555. var t = this.closestPointToPointParameter( point, clampToLine );
  26556. if ( target === undefined ) {
  26557. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26558. target = new Vector3();
  26559. }
  26560. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26561. },
  26562. applyMatrix4: function ( matrix ) {
  26563. this.start.applyMatrix4( matrix );
  26564. this.end.applyMatrix4( matrix );
  26565. return this;
  26566. },
  26567. equals: function ( line ) {
  26568. return line.start.equals( this.start ) && line.end.equals( this.end );
  26569. }
  26570. } );
  26571. /**
  26572. * @author alteredq / http://alteredqualia.com/
  26573. */
  26574. function ImmediateRenderObject( material ) {
  26575. Object3D.call( this );
  26576. this.material = material;
  26577. this.render = function ( /* renderCallback */ ) {};
  26578. }
  26579. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26580. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26581. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26582. /**
  26583. * @author mrdoob / http://mrdoob.com/
  26584. * @author WestLangley / http://github.com/WestLangley
  26585. */
  26586. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26587. this.object = object;
  26588. this.size = ( size !== undefined ) ? size : 1;
  26589. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26590. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26591. //
  26592. var nNormals = 0;
  26593. var objGeometry = this.object.geometry;
  26594. if ( objGeometry && objGeometry.isGeometry ) {
  26595. nNormals = objGeometry.faces.length * 3;
  26596. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26597. nNormals = objGeometry.attributes.normal.count;
  26598. }
  26599. //
  26600. var geometry = new BufferGeometry();
  26601. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26602. geometry.addAttribute( 'position', positions );
  26603. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26604. //
  26605. this.matrixAutoUpdate = false;
  26606. this.update();
  26607. }
  26608. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26609. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26610. VertexNormalsHelper.prototype.update = ( function () {
  26611. var v1 = new Vector3();
  26612. var v2 = new Vector3();
  26613. var normalMatrix = new Matrix3();
  26614. return function update() {
  26615. var keys = [ 'a', 'b', 'c' ];
  26616. this.object.updateMatrixWorld( true );
  26617. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26618. var matrixWorld = this.object.matrixWorld;
  26619. var position = this.geometry.attributes.position;
  26620. //
  26621. var objGeometry = this.object.geometry;
  26622. if ( objGeometry && objGeometry.isGeometry ) {
  26623. var vertices = objGeometry.vertices;
  26624. var faces = objGeometry.faces;
  26625. var idx = 0;
  26626. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26627. var face = faces[ i ];
  26628. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26629. var vertex = vertices[ face[ keys[ j ] ] ];
  26630. var normal = face.vertexNormals[ j ];
  26631. v1.copy( vertex ).applyMatrix4( matrixWorld );
  26632. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26633. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26634. idx = idx + 1;
  26635. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26636. idx = idx + 1;
  26637. }
  26638. }
  26639. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26640. var objPos = objGeometry.attributes.position;
  26641. var objNorm = objGeometry.attributes.normal;
  26642. var idx = 0;
  26643. // for simplicity, ignore index and drawcalls, and render every normal
  26644. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26645. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26646. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26647. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26648. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26649. idx = idx + 1;
  26650. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26651. idx = idx + 1;
  26652. }
  26653. }
  26654. position.needsUpdate = true;
  26655. };
  26656. }() );
  26657. /**
  26658. * @author alteredq / http://alteredqualia.com/
  26659. * @author mrdoob / http://mrdoob.com/
  26660. * @author WestLangley / http://github.com/WestLangley
  26661. */
  26662. function SpotLightHelper( light, color ) {
  26663. Object3D.call( this );
  26664. this.light = light;
  26665. this.light.updateMatrixWorld();
  26666. this.matrix = light.matrixWorld;
  26667. this.matrixAutoUpdate = false;
  26668. this.color = color;
  26669. var geometry = new BufferGeometry();
  26670. var positions = [
  26671. 0, 0, 0, 0, 0, 1,
  26672. 0, 0, 0, 1, 0, 1,
  26673. 0, 0, 0, - 1, 0, 1,
  26674. 0, 0, 0, 0, 1, 1,
  26675. 0, 0, 0, 0, - 1, 1
  26676. ];
  26677. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26678. var p1 = ( i / l ) * Math.PI * 2;
  26679. var p2 = ( j / l ) * Math.PI * 2;
  26680. positions.push(
  26681. Math.cos( p1 ), Math.sin( p1 ), 1,
  26682. Math.cos( p2 ), Math.sin( p2 ), 1
  26683. );
  26684. }
  26685. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26686. var material = new LineBasicMaterial( { fog: false } );
  26687. this.cone = new LineSegments( geometry, material );
  26688. this.add( this.cone );
  26689. this.update();
  26690. }
  26691. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26692. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26693. SpotLightHelper.prototype.dispose = function () {
  26694. this.cone.geometry.dispose();
  26695. this.cone.material.dispose();
  26696. };
  26697. SpotLightHelper.prototype.update = function () {
  26698. var vector = new Vector3();
  26699. return function update() {
  26700. this.light.updateMatrixWorld();
  26701. var coneLength = this.light.distance ? this.light.distance : 1000;
  26702. var coneWidth = coneLength * Math.tan( this.light.angle );
  26703. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26704. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  26705. this.cone.lookAt( vector );
  26706. if ( this.color !== undefined ) {
  26707. this.cone.material.color.set( this.color );
  26708. } else {
  26709. this.cone.material.color.copy( this.light.color );
  26710. }
  26711. };
  26712. }();
  26713. /**
  26714. * @author Sean Griffin / http://twitter.com/sgrif
  26715. * @author Michael Guerrero / http://realitymeltdown.com
  26716. * @author mrdoob / http://mrdoob.com/
  26717. * @author ikerr / http://verold.com
  26718. * @author Mugen87 / https://github.com/Mugen87
  26719. */
  26720. function getBoneList( object ) {
  26721. var boneList = [];
  26722. if ( object && object.isBone ) {
  26723. boneList.push( object );
  26724. }
  26725. for ( var i = 0; i < object.children.length; i ++ ) {
  26726. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26727. }
  26728. return boneList;
  26729. }
  26730. function SkeletonHelper( object ) {
  26731. var bones = getBoneList( object );
  26732. var geometry = new BufferGeometry();
  26733. var vertices = [];
  26734. var colors = [];
  26735. var color1 = new Color( 0, 0, 1 );
  26736. var color2 = new Color( 0, 1, 0 );
  26737. for ( var i = 0; i < bones.length; i ++ ) {
  26738. var bone = bones[ i ];
  26739. if ( bone.parent && bone.parent.isBone ) {
  26740. vertices.push( 0, 0, 0 );
  26741. vertices.push( 0, 0, 0 );
  26742. colors.push( color1.r, color1.g, color1.b );
  26743. colors.push( color2.r, color2.g, color2.b );
  26744. }
  26745. }
  26746. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26747. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26748. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26749. LineSegments.call( this, geometry, material );
  26750. this.root = object;
  26751. this.bones = bones;
  26752. this.matrix = object.matrixWorld;
  26753. this.matrixAutoUpdate = false;
  26754. }
  26755. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26756. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26757. SkeletonHelper.prototype.updateMatrixWorld = function () {
  26758. var vector = new Vector3();
  26759. var boneMatrix = new Matrix4();
  26760. var matrixWorldInv = new Matrix4();
  26761. return function updateMatrixWorld( force ) {
  26762. var bones = this.bones;
  26763. var geometry = this.geometry;
  26764. var position = geometry.getAttribute( 'position' );
  26765. matrixWorldInv.getInverse( this.root.matrixWorld );
  26766. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26767. var bone = bones[ i ];
  26768. if ( bone.parent && bone.parent.isBone ) {
  26769. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  26770. vector.setFromMatrixPosition( boneMatrix );
  26771. position.setXYZ( j, vector.x, vector.y, vector.z );
  26772. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  26773. vector.setFromMatrixPosition( boneMatrix );
  26774. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  26775. j += 2;
  26776. }
  26777. }
  26778. geometry.getAttribute( 'position' ).needsUpdate = true;
  26779. Object3D.prototype.updateMatrixWorld.call( this, force );
  26780. };
  26781. }();
  26782. /**
  26783. * @author alteredq / http://alteredqualia.com/
  26784. * @author mrdoob / http://mrdoob.com/
  26785. */
  26786. function PointLightHelper( light, sphereSize, color ) {
  26787. this.light = light;
  26788. this.light.updateMatrixWorld();
  26789. this.color = color;
  26790. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26791. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26792. Mesh.call( this, geometry, material );
  26793. this.matrix = this.light.matrixWorld;
  26794. this.matrixAutoUpdate = false;
  26795. this.update();
  26796. /*
  26797. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26798. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26799. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26800. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26801. var d = light.distance;
  26802. if ( d === 0.0 ) {
  26803. this.lightDistance.visible = false;
  26804. } else {
  26805. this.lightDistance.scale.set( d, d, d );
  26806. }
  26807. this.add( this.lightDistance );
  26808. */
  26809. }
  26810. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26811. PointLightHelper.prototype.constructor = PointLightHelper;
  26812. PointLightHelper.prototype.dispose = function () {
  26813. this.geometry.dispose();
  26814. this.material.dispose();
  26815. };
  26816. PointLightHelper.prototype.update = function () {
  26817. if ( this.color !== undefined ) {
  26818. this.material.color.set( this.color );
  26819. } else {
  26820. this.material.color.copy( this.light.color );
  26821. }
  26822. /*
  26823. var d = this.light.distance;
  26824. if ( d === 0.0 ) {
  26825. this.lightDistance.visible = false;
  26826. } else {
  26827. this.lightDistance.visible = true;
  26828. this.lightDistance.scale.set( d, d, d );
  26829. }
  26830. */
  26831. };
  26832. /**
  26833. * @author abelnation / http://github.com/abelnation
  26834. * @author Mugen87 / http://github.com/Mugen87
  26835. * @author WestLangley / http://github.com/WestLangley
  26836. *
  26837. * This helper must be added as a child of the light
  26838. */
  26839. function RectAreaLightHelper( light, color ) {
  26840. this.type = 'RectAreaLightHelper';
  26841. this.light = light;
  26842. this.color = color; // optional hardwired color for the helper
  26843. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  26844. var geometry = new BufferGeometry();
  26845. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26846. geometry.computeBoundingSphere();
  26847. var material = new LineBasicMaterial( { fog: false } );
  26848. Line.call( this, geometry, material );
  26849. //
  26850. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  26851. var geometry2 = new BufferGeometry();
  26852. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26853. geometry2.computeBoundingSphere();
  26854. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  26855. this.update();
  26856. }
  26857. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  26858. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  26859. RectAreaLightHelper.prototype.update = function () {
  26860. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  26861. if ( this.color !== undefined ) {
  26862. this.material.color.set( this.color );
  26863. this.children[ 0 ].material.color.set( this.color );
  26864. } else {
  26865. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  26866. // prevent hue shift
  26867. var c = this.material.color;
  26868. var max = Math.max( c.r, c.g, c.b );
  26869. if ( max > 1 ) c.multiplyScalar( 1 / max );
  26870. this.children[ 0 ].material.color.copy( this.material.color );
  26871. }
  26872. };
  26873. RectAreaLightHelper.prototype.dispose = function () {
  26874. this.geometry.dispose();
  26875. this.material.dispose();
  26876. this.children[ 0 ].geometry.dispose();
  26877. this.children[ 0 ].material.dispose();
  26878. };
  26879. /**
  26880. * @author alteredq / http://alteredqualia.com/
  26881. * @author mrdoob / http://mrdoob.com/
  26882. * @author Mugen87 / https://github.com/Mugen87
  26883. */
  26884. function HemisphereLightHelper( light, size, color ) {
  26885. Object3D.call( this );
  26886. this.light = light;
  26887. this.light.updateMatrixWorld();
  26888. this.matrix = light.matrixWorld;
  26889. this.matrixAutoUpdate = false;
  26890. this.color = color;
  26891. var geometry = new OctahedronBufferGeometry( size );
  26892. geometry.rotateY( Math.PI * 0.5 );
  26893. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26894. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  26895. var position = geometry.getAttribute( 'position' );
  26896. var colors = new Float32Array( position.count * 3 );
  26897. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  26898. this.add( new Mesh( geometry, this.material ) );
  26899. this.update();
  26900. }
  26901. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  26902. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  26903. HemisphereLightHelper.prototype.dispose = function () {
  26904. this.children[ 0 ].geometry.dispose();
  26905. this.children[ 0 ].material.dispose();
  26906. };
  26907. HemisphereLightHelper.prototype.update = function () {
  26908. var vector = new Vector3();
  26909. var color1 = new Color();
  26910. var color2 = new Color();
  26911. return function update() {
  26912. var mesh = this.children[ 0 ];
  26913. if ( this.color !== undefined ) {
  26914. this.material.color.set( this.color );
  26915. } else {
  26916. var colors = mesh.geometry.getAttribute( 'color' );
  26917. color1.copy( this.light.color );
  26918. color2.copy( this.light.groundColor );
  26919. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  26920. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  26921. colors.setXYZ( i, color.r, color.g, color.b );
  26922. }
  26923. colors.needsUpdate = true;
  26924. }
  26925. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  26926. };
  26927. }();
  26928. /**
  26929. * @author mrdoob / http://mrdoob.com/
  26930. */
  26931. function GridHelper( size, divisions, color1, color2 ) {
  26932. size = size || 10;
  26933. divisions = divisions || 10;
  26934. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26935. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26936. var center = divisions / 2;
  26937. var step = size / divisions;
  26938. var halfSize = size / 2;
  26939. var vertices = [], colors = [];
  26940. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  26941. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  26942. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  26943. var color = i === center ? color1 : color2;
  26944. color.toArray( colors, j ); j += 3;
  26945. color.toArray( colors, j ); j += 3;
  26946. color.toArray( colors, j ); j += 3;
  26947. color.toArray( colors, j ); j += 3;
  26948. }
  26949. var geometry = new BufferGeometry();
  26950. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26951. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26952. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26953. LineSegments.call( this, geometry, material );
  26954. }
  26955. GridHelper.prototype = Object.create( LineSegments.prototype );
  26956. GridHelper.prototype.constructor = GridHelper;
  26957. /**
  26958. * @author mrdoob / http://mrdoob.com/
  26959. * @author Mugen87 / http://github.com/Mugen87
  26960. * @author Hectate / http://www.github.com/Hectate
  26961. */
  26962. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  26963. radius = radius || 10;
  26964. radials = radials || 16;
  26965. circles = circles || 8;
  26966. divisions = divisions || 64;
  26967. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26968. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26969. var vertices = [];
  26970. var colors = [];
  26971. var x, z;
  26972. var v, i, j, r, color;
  26973. // create the radials
  26974. for ( i = 0; i <= radials; i ++ ) {
  26975. v = ( i / radials ) * ( Math.PI * 2 );
  26976. x = Math.sin( v ) * radius;
  26977. z = Math.cos( v ) * radius;
  26978. vertices.push( 0, 0, 0 );
  26979. vertices.push( x, 0, z );
  26980. color = ( i & 1 ) ? color1 : color2;
  26981. colors.push( color.r, color.g, color.b );
  26982. colors.push( color.r, color.g, color.b );
  26983. }
  26984. // create the circles
  26985. for ( i = 0; i <= circles; i ++ ) {
  26986. color = ( i & 1 ) ? color1 : color2;
  26987. r = radius - ( radius / circles * i );
  26988. for ( j = 0; j < divisions; j ++ ) {
  26989. // first vertex
  26990. v = ( j / divisions ) * ( Math.PI * 2 );
  26991. x = Math.sin( v ) * r;
  26992. z = Math.cos( v ) * r;
  26993. vertices.push( x, 0, z );
  26994. colors.push( color.r, color.g, color.b );
  26995. // second vertex
  26996. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  26997. x = Math.sin( v ) * r;
  26998. z = Math.cos( v ) * r;
  26999. vertices.push( x, 0, z );
  27000. colors.push( color.r, color.g, color.b );
  27001. }
  27002. }
  27003. var geometry = new BufferGeometry();
  27004. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27005. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27006. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27007. LineSegments.call( this, geometry, material );
  27008. }
  27009. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27010. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27011. /**
  27012. * @author Mugen87 / http://github.com/Mugen87
  27013. */
  27014. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27015. this.audio = audio;
  27016. this.range = range || 1;
  27017. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27018. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27019. var geometry = new BufferGeometry();
  27020. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27021. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27022. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27023. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27024. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27025. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27026. this.update();
  27027. }
  27028. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27029. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27030. PositionalAudioHelper.prototype.update = function () {
  27031. var audio = this.audio;
  27032. var range = this.range;
  27033. var divisionsInnerAngle = this.divisionsInnerAngle;
  27034. var divisionsOuterAngle = this.divisionsOuterAngle;
  27035. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27036. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27037. var halfConeInnerAngle = coneInnerAngle / 2;
  27038. var halfConeOuterAngle = coneOuterAngle / 2;
  27039. var start = 0;
  27040. var count = 0;
  27041. var i, stride;
  27042. var geometry = this.geometry;
  27043. var positionAttribute = geometry.attributes.position;
  27044. geometry.clearGroups();
  27045. //
  27046. function generateSegment( from, to, divisions, materialIndex ) {
  27047. var step = ( to - from ) / divisions;
  27048. positionAttribute.setXYZ( start, 0, 0, 0 );
  27049. count ++;
  27050. for ( i = from; i < to; i += step ) {
  27051. stride = start + count;
  27052. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27053. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27054. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27055. count += 3;
  27056. }
  27057. geometry.addGroup( start, count, materialIndex );
  27058. start += count;
  27059. count = 0;
  27060. }
  27061. //
  27062. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27063. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27064. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27065. //
  27066. positionAttribute.needsUpdate = true;
  27067. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27068. };
  27069. PositionalAudioHelper.prototype.dispose = function () {
  27070. this.geometry.dispose();
  27071. this.material[ 0 ].dispose();
  27072. this.material[ 1 ].dispose();
  27073. };
  27074. /**
  27075. * @author mrdoob / http://mrdoob.com/
  27076. * @author WestLangley / http://github.com/WestLangley
  27077. */
  27078. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27079. // FaceNormalsHelper only supports THREE.Geometry
  27080. this.object = object;
  27081. this.size = ( size !== undefined ) ? size : 1;
  27082. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27083. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27084. //
  27085. var nNormals = 0;
  27086. var objGeometry = this.object.geometry;
  27087. if ( objGeometry && objGeometry.isGeometry ) {
  27088. nNormals = objGeometry.faces.length;
  27089. } else {
  27090. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27091. }
  27092. //
  27093. var geometry = new BufferGeometry();
  27094. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27095. geometry.addAttribute( 'position', positions );
  27096. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27097. //
  27098. this.matrixAutoUpdate = false;
  27099. this.update();
  27100. }
  27101. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27102. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27103. FaceNormalsHelper.prototype.update = ( function () {
  27104. var v1 = new Vector3();
  27105. var v2 = new Vector3();
  27106. var normalMatrix = new Matrix3();
  27107. return function update() {
  27108. this.object.updateMatrixWorld( true );
  27109. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27110. var matrixWorld = this.object.matrixWorld;
  27111. var position = this.geometry.attributes.position;
  27112. //
  27113. var objGeometry = this.object.geometry;
  27114. var vertices = objGeometry.vertices;
  27115. var faces = objGeometry.faces;
  27116. var idx = 0;
  27117. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27118. var face = faces[ i ];
  27119. var normal = face.normal;
  27120. v1.copy( vertices[ face.a ] )
  27121. .add( vertices[ face.b ] )
  27122. .add( vertices[ face.c ] )
  27123. .divideScalar( 3 )
  27124. .applyMatrix4( matrixWorld );
  27125. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27126. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27127. idx = idx + 1;
  27128. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27129. idx = idx + 1;
  27130. }
  27131. position.needsUpdate = true;
  27132. };
  27133. }() );
  27134. /**
  27135. * @author alteredq / http://alteredqualia.com/
  27136. * @author mrdoob / http://mrdoob.com/
  27137. * @author WestLangley / http://github.com/WestLangley
  27138. */
  27139. function DirectionalLightHelper( light, size, color ) {
  27140. Object3D.call( this );
  27141. this.light = light;
  27142. this.light.updateMatrixWorld();
  27143. this.matrix = light.matrixWorld;
  27144. this.matrixAutoUpdate = false;
  27145. this.color = color;
  27146. if ( size === undefined ) size = 1;
  27147. var geometry = new BufferGeometry();
  27148. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27149. - size, size, 0,
  27150. size, size, 0,
  27151. size, - size, 0,
  27152. - size, - size, 0,
  27153. - size, size, 0
  27154. ], 3 ) );
  27155. var material = new LineBasicMaterial( { fog: false } );
  27156. this.lightPlane = new Line( geometry, material );
  27157. this.add( this.lightPlane );
  27158. geometry = new BufferGeometry();
  27159. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27160. this.targetLine = new Line( geometry, material );
  27161. this.add( this.targetLine );
  27162. this.update();
  27163. }
  27164. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27165. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27166. DirectionalLightHelper.prototype.dispose = function () {
  27167. this.lightPlane.geometry.dispose();
  27168. this.lightPlane.material.dispose();
  27169. this.targetLine.geometry.dispose();
  27170. this.targetLine.material.dispose();
  27171. };
  27172. DirectionalLightHelper.prototype.update = function () {
  27173. var v1 = new Vector3();
  27174. var v2 = new Vector3();
  27175. var v3 = new Vector3();
  27176. return function update() {
  27177. v1.setFromMatrixPosition( this.light.matrixWorld );
  27178. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27179. v3.subVectors( v2, v1 );
  27180. this.lightPlane.lookAt( v2 );
  27181. if ( this.color !== undefined ) {
  27182. this.lightPlane.material.color.set( this.color );
  27183. this.targetLine.material.color.set( this.color );
  27184. } else {
  27185. this.lightPlane.material.color.copy( this.light.color );
  27186. this.targetLine.material.color.copy( this.light.color );
  27187. }
  27188. this.targetLine.lookAt( v2 );
  27189. this.targetLine.scale.z = v3.length();
  27190. };
  27191. }();
  27192. /**
  27193. * @author alteredq / http://alteredqualia.com/
  27194. * @author Mugen87 / https://github.com/Mugen87
  27195. *
  27196. * - shows frustum, line of sight and up of the camera
  27197. * - suitable for fast updates
  27198. * - based on frustum visualization in lightgl.js shadowmap example
  27199. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27200. */
  27201. function CameraHelper( camera ) {
  27202. var geometry = new BufferGeometry();
  27203. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27204. var vertices = [];
  27205. var colors = [];
  27206. var pointMap = {};
  27207. // colors
  27208. var colorFrustum = new Color( 0xffaa00 );
  27209. var colorCone = new Color( 0xff0000 );
  27210. var colorUp = new Color( 0x00aaff );
  27211. var colorTarget = new Color( 0xffffff );
  27212. var colorCross = new Color( 0x333333 );
  27213. // near
  27214. addLine( 'n1', 'n2', colorFrustum );
  27215. addLine( 'n2', 'n4', colorFrustum );
  27216. addLine( 'n4', 'n3', colorFrustum );
  27217. addLine( 'n3', 'n1', colorFrustum );
  27218. // far
  27219. addLine( 'f1', 'f2', colorFrustum );
  27220. addLine( 'f2', 'f4', colorFrustum );
  27221. addLine( 'f4', 'f3', colorFrustum );
  27222. addLine( 'f3', 'f1', colorFrustum );
  27223. // sides
  27224. addLine( 'n1', 'f1', colorFrustum );
  27225. addLine( 'n2', 'f2', colorFrustum );
  27226. addLine( 'n3', 'f3', colorFrustum );
  27227. addLine( 'n4', 'f4', colorFrustum );
  27228. // cone
  27229. addLine( 'p', 'n1', colorCone );
  27230. addLine( 'p', 'n2', colorCone );
  27231. addLine( 'p', 'n3', colorCone );
  27232. addLine( 'p', 'n4', colorCone );
  27233. // up
  27234. addLine( 'u1', 'u2', colorUp );
  27235. addLine( 'u2', 'u3', colorUp );
  27236. addLine( 'u3', 'u1', colorUp );
  27237. // target
  27238. addLine( 'c', 't', colorTarget );
  27239. addLine( 'p', 'c', colorCross );
  27240. // cross
  27241. addLine( 'cn1', 'cn2', colorCross );
  27242. addLine( 'cn3', 'cn4', colorCross );
  27243. addLine( 'cf1', 'cf2', colorCross );
  27244. addLine( 'cf3', 'cf4', colorCross );
  27245. function addLine( a, b, color ) {
  27246. addPoint( a, color );
  27247. addPoint( b, color );
  27248. }
  27249. function addPoint( id, color ) {
  27250. vertices.push( 0, 0, 0 );
  27251. colors.push( color.r, color.g, color.b );
  27252. if ( pointMap[ id ] === undefined ) {
  27253. pointMap[ id ] = [];
  27254. }
  27255. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27256. }
  27257. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27258. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27259. LineSegments.call( this, geometry, material );
  27260. this.camera = camera;
  27261. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27262. this.matrix = camera.matrixWorld;
  27263. this.matrixAutoUpdate = false;
  27264. this.pointMap = pointMap;
  27265. this.update();
  27266. }
  27267. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27268. CameraHelper.prototype.constructor = CameraHelper;
  27269. CameraHelper.prototype.update = function () {
  27270. var geometry, pointMap;
  27271. var vector = new Vector3();
  27272. var camera = new Camera();
  27273. function setPoint( point, x, y, z ) {
  27274. vector.set( x, y, z ).unproject( camera );
  27275. var points = pointMap[ point ];
  27276. if ( points !== undefined ) {
  27277. var position = geometry.getAttribute( 'position' );
  27278. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27279. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27280. }
  27281. }
  27282. }
  27283. return function update() {
  27284. geometry = this.geometry;
  27285. pointMap = this.pointMap;
  27286. var w = 1, h = 1;
  27287. // we need just camera projection matrix inverse
  27288. // world matrix must be identity
  27289. camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27290. // center / target
  27291. setPoint( 'c', 0, 0, - 1 );
  27292. setPoint( 't', 0, 0, 1 );
  27293. // near
  27294. setPoint( 'n1', - w, - h, - 1 );
  27295. setPoint( 'n2', w, - h, - 1 );
  27296. setPoint( 'n3', - w, h, - 1 );
  27297. setPoint( 'n4', w, h, - 1 );
  27298. // far
  27299. setPoint( 'f1', - w, - h, 1 );
  27300. setPoint( 'f2', w, - h, 1 );
  27301. setPoint( 'f3', - w, h, 1 );
  27302. setPoint( 'f4', w, h, 1 );
  27303. // up
  27304. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27305. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27306. setPoint( 'u3', 0, h * 2, - 1 );
  27307. // cross
  27308. setPoint( 'cf1', - w, 0, 1 );
  27309. setPoint( 'cf2', w, 0, 1 );
  27310. setPoint( 'cf3', 0, - h, 1 );
  27311. setPoint( 'cf4', 0, h, 1 );
  27312. setPoint( 'cn1', - w, 0, - 1 );
  27313. setPoint( 'cn2', w, 0, - 1 );
  27314. setPoint( 'cn3', 0, - h, - 1 );
  27315. setPoint( 'cn4', 0, h, - 1 );
  27316. geometry.getAttribute( 'position' ).needsUpdate = true;
  27317. };
  27318. }();
  27319. /**
  27320. * @author mrdoob / http://mrdoob.com/
  27321. * @author Mugen87 / http://github.com/Mugen87
  27322. */
  27323. function BoxHelper( object, color ) {
  27324. this.object = object;
  27325. if ( color === undefined ) color = 0xffff00;
  27326. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  27327. var positions = new Float32Array( 8 * 3 );
  27328. var geometry = new BufferGeometry();
  27329. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27330. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27331. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27332. this.matrixAutoUpdate = false;
  27333. this.update();
  27334. }
  27335. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27336. BoxHelper.prototype.constructor = BoxHelper;
  27337. BoxHelper.prototype.update = ( function () {
  27338. var box = new Box3();
  27339. return function update( object ) {
  27340. if ( object !== undefined ) {
  27341. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27342. }
  27343. if ( this.object !== undefined ) {
  27344. box.setFromObject( this.object );
  27345. }
  27346. if ( box.isEmpty() ) return;
  27347. var min = box.min;
  27348. var max = box.max;
  27349. /*
  27350. 5____4
  27351. 1/___0/|
  27352. | 6__|_7
  27353. 2/___3/
  27354. 0: max.x, max.y, max.z
  27355. 1: min.x, max.y, max.z
  27356. 2: min.x, min.y, max.z
  27357. 3: max.x, min.y, max.z
  27358. 4: max.x, max.y, min.z
  27359. 5: min.x, max.y, min.z
  27360. 6: min.x, min.y, min.z
  27361. 7: max.x, min.y, min.z
  27362. */
  27363. var position = this.geometry.attributes.position;
  27364. var array = position.array;
  27365. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27366. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27367. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27368. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27369. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27370. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27371. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27372. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27373. position.needsUpdate = true;
  27374. this.geometry.computeBoundingSphere();
  27375. };
  27376. } )();
  27377. BoxHelper.prototype.setFromObject = function ( object ) {
  27378. this.object = object;
  27379. this.update();
  27380. return this;
  27381. };
  27382. BoxHelper.prototype.copy = function ( source ) {
  27383. LineSegments.prototype.copy.call( this, source );
  27384. this.object = source.object;
  27385. return this;
  27386. };
  27387. BoxHelper.prototype.clone = function () {
  27388. return new this.constructor().copy( this );
  27389. };
  27390. /**
  27391. * @author WestLangley / http://github.com/WestLangley
  27392. */
  27393. function Box3Helper( box, hex ) {
  27394. this.type = 'Box3Helper';
  27395. this.box = box;
  27396. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27397. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  27398. var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  27399. var geometry = new BufferGeometry();
  27400. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27401. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27402. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27403. this.geometry.computeBoundingSphere();
  27404. }
  27405. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27406. Box3Helper.prototype.constructor = Box3Helper;
  27407. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27408. var box = this.box;
  27409. if ( box.isEmpty() ) return;
  27410. box.getCenter( this.position );
  27411. box.getSize( this.scale );
  27412. this.scale.multiplyScalar( 0.5 );
  27413. Object3D.prototype.updateMatrixWorld.call( this, force );
  27414. };
  27415. /**
  27416. * @author WestLangley / http://github.com/WestLangley
  27417. */
  27418. function PlaneHelper( plane, size, hex ) {
  27419. this.type = 'PlaneHelper';
  27420. this.plane = plane;
  27421. this.size = ( size === undefined ) ? 1 : size;
  27422. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27423. var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
  27424. var geometry = new BufferGeometry();
  27425. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27426. geometry.computeBoundingSphere();
  27427. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27428. //
  27429. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27430. var geometry2 = new BufferGeometry();
  27431. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27432. geometry2.computeBoundingSphere();
  27433. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27434. }
  27435. PlaneHelper.prototype = Object.create( Line.prototype );
  27436. PlaneHelper.prototype.constructor = PlaneHelper;
  27437. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27438. var scale = - this.plane.constant;
  27439. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27440. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27441. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27442. this.lookAt( this.plane.normal );
  27443. Object3D.prototype.updateMatrixWorld.call( this, force );
  27444. };
  27445. /**
  27446. * @author WestLangley / http://github.com/WestLangley
  27447. * @author zz85 / http://github.com/zz85
  27448. * @author bhouston / http://clara.io
  27449. *
  27450. * Creates an arrow for visualizing directions
  27451. *
  27452. * Parameters:
  27453. * dir - Vector3
  27454. * origin - Vector3
  27455. * length - Number
  27456. * color - color in hex value
  27457. * headLength - Number
  27458. * headWidth - Number
  27459. */
  27460. var lineGeometry, coneGeometry;
  27461. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27462. // dir is assumed to be normalized
  27463. Object3D.call( this );
  27464. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27465. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27466. if ( length === undefined ) length = 1;
  27467. if ( color === undefined ) color = 0xffff00;
  27468. if ( headLength === undefined ) headLength = 0.2 * length;
  27469. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27470. if ( lineGeometry === undefined ) {
  27471. lineGeometry = new BufferGeometry();
  27472. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27473. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27474. coneGeometry.translate( 0, - 0.5, 0 );
  27475. }
  27476. this.position.copy( origin );
  27477. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27478. this.line.matrixAutoUpdate = false;
  27479. this.add( this.line );
  27480. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27481. this.cone.matrixAutoUpdate = false;
  27482. this.add( this.cone );
  27483. this.setDirection( dir );
  27484. this.setLength( length, headLength, headWidth );
  27485. }
  27486. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27487. ArrowHelper.prototype.constructor = ArrowHelper;
  27488. ArrowHelper.prototype.setDirection = ( function () {
  27489. var axis = new Vector3();
  27490. var radians;
  27491. return function setDirection( dir ) {
  27492. // dir is assumed to be normalized
  27493. if ( dir.y > 0.99999 ) {
  27494. this.quaternion.set( 0, 0, 0, 1 );
  27495. } else if ( dir.y < - 0.99999 ) {
  27496. this.quaternion.set( 1, 0, 0, 0 );
  27497. } else {
  27498. axis.set( dir.z, 0, - dir.x ).normalize();
  27499. radians = Math.acos( dir.y );
  27500. this.quaternion.setFromAxisAngle( axis, radians );
  27501. }
  27502. };
  27503. }() );
  27504. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27505. if ( headLength === undefined ) headLength = 0.2 * length;
  27506. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27507. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27508. this.line.updateMatrix();
  27509. this.cone.scale.set( headWidth, headLength, headWidth );
  27510. this.cone.position.y = length;
  27511. this.cone.updateMatrix();
  27512. };
  27513. ArrowHelper.prototype.setColor = function ( color ) {
  27514. this.line.material.color.copy( color );
  27515. this.cone.material.color.copy( color );
  27516. };
  27517. ArrowHelper.prototype.copy = function ( source ) {
  27518. Object3D.prototype.copy.call( this, source, false );
  27519. this.line.copy( source.line );
  27520. this.cone.copy( source.cone );
  27521. return this;
  27522. };
  27523. ArrowHelper.prototype.clone = function () {
  27524. return new this.constructor().copy( this );
  27525. };
  27526. /**
  27527. * @author sroucheray / http://sroucheray.org/
  27528. * @author mrdoob / http://mrdoob.com/
  27529. */
  27530. function AxesHelper( size ) {
  27531. size = size || 1;
  27532. var vertices = [
  27533. 0, 0, 0, size, 0, 0,
  27534. 0, 0, 0, 0, size, 0,
  27535. 0, 0, 0, 0, 0, size
  27536. ];
  27537. var colors = [
  27538. 1, 0, 0, 1, 0.6, 0,
  27539. 0, 1, 0, 0.6, 1, 0,
  27540. 0, 0, 1, 0, 0.6, 1
  27541. ];
  27542. var geometry = new BufferGeometry();
  27543. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27544. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27545. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27546. LineSegments.call( this, geometry, material );
  27547. }
  27548. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27549. AxesHelper.prototype.constructor = AxesHelper;
  27550. /**
  27551. * @author mrdoob / http://mrdoob.com/
  27552. */
  27553. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27554. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27555. return new Face3( a, b, c, normal, color, materialIndex );
  27556. }
  27557. var LineStrip = 0;
  27558. var LinePieces = 1;
  27559. function MeshFaceMaterial( materials ) {
  27560. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27561. return materials;
  27562. }
  27563. function MultiMaterial( materials ) {
  27564. if ( materials === undefined ) materials = [];
  27565. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27566. materials.isMultiMaterial = true;
  27567. materials.materials = materials;
  27568. materials.clone = function () {
  27569. return materials.slice();
  27570. };
  27571. return materials;
  27572. }
  27573. function PointCloud( geometry, material ) {
  27574. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27575. return new Points( geometry, material );
  27576. }
  27577. function Particle( material ) {
  27578. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27579. return new Sprite( material );
  27580. }
  27581. function ParticleSystem( geometry, material ) {
  27582. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27583. return new Points( geometry, material );
  27584. }
  27585. function PointCloudMaterial( parameters ) {
  27586. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27587. return new PointsMaterial( parameters );
  27588. }
  27589. function ParticleBasicMaterial( parameters ) {
  27590. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27591. return new PointsMaterial( parameters );
  27592. }
  27593. function ParticleSystemMaterial( parameters ) {
  27594. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27595. return new PointsMaterial( parameters );
  27596. }
  27597. function Vertex( x, y, z ) {
  27598. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27599. return new Vector3( x, y, z );
  27600. }
  27601. //
  27602. function DynamicBufferAttribute( array, itemSize ) {
  27603. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27604. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27605. }
  27606. function Int8Attribute( array, itemSize ) {
  27607. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27608. return new Int8BufferAttribute( array, itemSize );
  27609. }
  27610. function Uint8Attribute( array, itemSize ) {
  27611. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27612. return new Uint8BufferAttribute( array, itemSize );
  27613. }
  27614. function Uint8ClampedAttribute( array, itemSize ) {
  27615. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27616. return new Uint8ClampedBufferAttribute( array, itemSize );
  27617. }
  27618. function Int16Attribute( array, itemSize ) {
  27619. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27620. return new Int16BufferAttribute( array, itemSize );
  27621. }
  27622. function Uint16Attribute( array, itemSize ) {
  27623. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27624. return new Uint16BufferAttribute( array, itemSize );
  27625. }
  27626. function Int32Attribute( array, itemSize ) {
  27627. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27628. return new Int32BufferAttribute( array, itemSize );
  27629. }
  27630. function Uint32Attribute( array, itemSize ) {
  27631. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27632. return new Uint32BufferAttribute( array, itemSize );
  27633. }
  27634. function Float32Attribute( array, itemSize ) {
  27635. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27636. return new Float32BufferAttribute( array, itemSize );
  27637. }
  27638. function Float64Attribute( array, itemSize ) {
  27639. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27640. return new Float64BufferAttribute( array, itemSize );
  27641. }
  27642. //
  27643. Curve.create = function ( construct, getPoint ) {
  27644. console.log( 'THREE.Curve.create() has been deprecated' );
  27645. construct.prototype = Object.create( Curve.prototype );
  27646. construct.prototype.constructor = construct;
  27647. construct.prototype.getPoint = getPoint;
  27648. return construct;
  27649. };
  27650. //
  27651. Object.assign( CurvePath.prototype, {
  27652. createPointsGeometry: function ( divisions ) {
  27653. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27654. // generate geometry from path points (for Line or Points objects)
  27655. var pts = this.getPoints( divisions );
  27656. return this.createGeometry( pts );
  27657. },
  27658. createSpacedPointsGeometry: function ( divisions ) {
  27659. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27660. // generate geometry from equidistant sampling along the path
  27661. var pts = this.getSpacedPoints( divisions );
  27662. return this.createGeometry( pts );
  27663. },
  27664. createGeometry: function ( points ) {
  27665. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27666. var geometry = new Geometry();
  27667. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27668. var point = points[ i ];
  27669. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27670. }
  27671. return geometry;
  27672. }
  27673. } );
  27674. //
  27675. Object.assign( Path.prototype, {
  27676. fromPoints: function ( points ) {
  27677. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27678. this.setFromPoints( points );
  27679. }
  27680. } );
  27681. //
  27682. function ClosedSplineCurve3( points ) {
  27683. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27684. CatmullRomCurve3.call( this, points );
  27685. this.type = 'catmullrom';
  27686. this.closed = true;
  27687. }
  27688. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27689. //
  27690. function SplineCurve3( points ) {
  27691. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27692. CatmullRomCurve3.call( this, points );
  27693. this.type = 'catmullrom';
  27694. }
  27695. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27696. //
  27697. function Spline( points ) {
  27698. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27699. CatmullRomCurve3.call( this, points );
  27700. this.type = 'catmullrom';
  27701. }
  27702. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27703. Object.assign( Spline.prototype, {
  27704. initFromArray: function ( /* a */ ) {
  27705. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27706. },
  27707. getControlPointsArray: function ( /* optionalTarget */ ) {
  27708. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27709. },
  27710. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27711. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27712. }
  27713. } );
  27714. //
  27715. function AxisHelper( size ) {
  27716. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27717. return new AxesHelper( size );
  27718. }
  27719. function BoundingBoxHelper( object, color ) {
  27720. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27721. return new BoxHelper( object, color );
  27722. }
  27723. function EdgesHelper( object, hex ) {
  27724. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27725. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27726. }
  27727. GridHelper.prototype.setColors = function () {
  27728. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27729. };
  27730. SkeletonHelper.prototype.update = function () {
  27731. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27732. };
  27733. function WireframeHelper( object, hex ) {
  27734. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27735. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27736. }
  27737. //
  27738. Object.assign( Loader.prototype, {
  27739. extractUrlBase: function ( url ) {
  27740. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  27741. return LoaderUtils.extractUrlBase( url );
  27742. }
  27743. } );
  27744. function XHRLoader( manager ) {
  27745. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  27746. return new FileLoader( manager );
  27747. }
  27748. function BinaryTextureLoader( manager ) {
  27749. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  27750. return new DataTextureLoader( manager );
  27751. }
  27752. Object.assign( ObjectLoader.prototype, {
  27753. setTexturePath: function ( value ) {
  27754. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  27755. return this.setResourcePath( value );
  27756. }
  27757. } );
  27758. //
  27759. Object.assign( Box2.prototype, {
  27760. center: function ( optionalTarget ) {
  27761. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  27762. return this.getCenter( optionalTarget );
  27763. },
  27764. empty: function () {
  27765. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  27766. return this.isEmpty();
  27767. },
  27768. isIntersectionBox: function ( box ) {
  27769. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27770. return this.intersectsBox( box );
  27771. },
  27772. size: function ( optionalTarget ) {
  27773. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  27774. return this.getSize( optionalTarget );
  27775. }
  27776. } );
  27777. Object.assign( Box3.prototype, {
  27778. center: function ( optionalTarget ) {
  27779. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  27780. return this.getCenter( optionalTarget );
  27781. },
  27782. empty: function () {
  27783. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  27784. return this.isEmpty();
  27785. },
  27786. isIntersectionBox: function ( box ) {
  27787. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27788. return this.intersectsBox( box );
  27789. },
  27790. isIntersectionSphere: function ( sphere ) {
  27791. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27792. return this.intersectsSphere( sphere );
  27793. },
  27794. size: function ( optionalTarget ) {
  27795. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  27796. return this.getSize( optionalTarget );
  27797. }
  27798. } );
  27799. Line3.prototype.center = function ( optionalTarget ) {
  27800. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  27801. return this.getCenter( optionalTarget );
  27802. };
  27803. Object.assign( _Math, {
  27804. random16: function () {
  27805. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  27806. return Math.random();
  27807. },
  27808. nearestPowerOfTwo: function ( value ) {
  27809. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  27810. return _Math.floorPowerOfTwo( value );
  27811. },
  27812. nextPowerOfTwo: function ( value ) {
  27813. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  27814. return _Math.ceilPowerOfTwo( value );
  27815. }
  27816. } );
  27817. Object.assign( Matrix3.prototype, {
  27818. flattenToArrayOffset: function ( array, offset ) {
  27819. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27820. return this.toArray( array, offset );
  27821. },
  27822. multiplyVector3: function ( vector ) {
  27823. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  27824. return vector.applyMatrix3( this );
  27825. },
  27826. multiplyVector3Array: function ( /* a */ ) {
  27827. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  27828. },
  27829. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27830. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27831. return this.applyToBufferAttribute( buffer );
  27832. },
  27833. applyToVector3Array: function ( /* array, offset, length */ ) {
  27834. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  27835. }
  27836. } );
  27837. Object.assign( Matrix4.prototype, {
  27838. extractPosition: function ( m ) {
  27839. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  27840. return this.copyPosition( m );
  27841. },
  27842. flattenToArrayOffset: function ( array, offset ) {
  27843. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27844. return this.toArray( array, offset );
  27845. },
  27846. getPosition: function () {
  27847. var v1;
  27848. return function getPosition() {
  27849. if ( v1 === undefined ) v1 = new Vector3();
  27850. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  27851. return v1.setFromMatrixColumn( this, 3 );
  27852. };
  27853. }(),
  27854. setRotationFromQuaternion: function ( q ) {
  27855. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  27856. return this.makeRotationFromQuaternion( q );
  27857. },
  27858. multiplyToArray: function () {
  27859. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  27860. },
  27861. multiplyVector3: function ( vector ) {
  27862. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27863. return vector.applyMatrix4( this );
  27864. },
  27865. multiplyVector4: function ( vector ) {
  27866. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27867. return vector.applyMatrix4( this );
  27868. },
  27869. multiplyVector3Array: function ( /* a */ ) {
  27870. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  27871. },
  27872. rotateAxis: function ( v ) {
  27873. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  27874. v.transformDirection( this );
  27875. },
  27876. crossVector: function ( vector ) {
  27877. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27878. return vector.applyMatrix4( this );
  27879. },
  27880. translate: function () {
  27881. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  27882. },
  27883. rotateX: function () {
  27884. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  27885. },
  27886. rotateY: function () {
  27887. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  27888. },
  27889. rotateZ: function () {
  27890. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  27891. },
  27892. rotateByAxis: function () {
  27893. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  27894. },
  27895. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27896. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27897. return this.applyToBufferAttribute( buffer );
  27898. },
  27899. applyToVector3Array: function ( /* array, offset, length */ ) {
  27900. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  27901. },
  27902. makeFrustum: function ( left, right, bottom, top, near, far ) {
  27903. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  27904. return this.makePerspective( left, right, top, bottom, near, far );
  27905. }
  27906. } );
  27907. Plane.prototype.isIntersectionLine = function ( line ) {
  27908. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  27909. return this.intersectsLine( line );
  27910. };
  27911. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  27912. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  27913. return vector.applyQuaternion( this );
  27914. };
  27915. Object.assign( Ray.prototype, {
  27916. isIntersectionBox: function ( box ) {
  27917. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27918. return this.intersectsBox( box );
  27919. },
  27920. isIntersectionPlane: function ( plane ) {
  27921. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  27922. return this.intersectsPlane( plane );
  27923. },
  27924. isIntersectionSphere: function ( sphere ) {
  27925. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27926. return this.intersectsSphere( sphere );
  27927. }
  27928. } );
  27929. Object.assign( Triangle.prototype, {
  27930. area: function () {
  27931. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  27932. return this.getArea();
  27933. },
  27934. barycoordFromPoint: function ( point, target ) {
  27935. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27936. return this.getBarycoord( point, target );
  27937. },
  27938. midpoint: function ( target ) {
  27939. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  27940. return this.getMidpoint( target );
  27941. },
  27942. normal: function ( target ) {
  27943. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27944. return this.getNormal( target );
  27945. },
  27946. plane: function ( target ) {
  27947. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  27948. return this.getPlane( target );
  27949. }
  27950. } );
  27951. Object.assign( Triangle, {
  27952. barycoordFromPoint: function ( point, a, b, c, target ) {
  27953. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27954. return Triangle.getBarycoord( point, a, b, c, target );
  27955. },
  27956. normal: function ( a, b, c, target ) {
  27957. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27958. return Triangle.getNormal( a, b, c, target );
  27959. }
  27960. } );
  27961. Object.assign( Shape.prototype, {
  27962. extractAllPoints: function ( divisions ) {
  27963. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  27964. return this.extractPoints( divisions );
  27965. },
  27966. extrude: function ( options ) {
  27967. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  27968. return new ExtrudeGeometry( this, options );
  27969. },
  27970. makeGeometry: function ( options ) {
  27971. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  27972. return new ShapeGeometry( this, options );
  27973. }
  27974. } );
  27975. Object.assign( Vector2.prototype, {
  27976. fromAttribute: function ( attribute, index, offset ) {
  27977. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27978. return this.fromBufferAttribute( attribute, index, offset );
  27979. },
  27980. distanceToManhattan: function ( v ) {
  27981. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27982. return this.manhattanDistanceTo( v );
  27983. },
  27984. lengthManhattan: function () {
  27985. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  27986. return this.manhattanLength();
  27987. }
  27988. } );
  27989. Object.assign( Vector3.prototype, {
  27990. setEulerFromRotationMatrix: function () {
  27991. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  27992. },
  27993. setEulerFromQuaternion: function () {
  27994. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  27995. },
  27996. getPositionFromMatrix: function ( m ) {
  27997. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  27998. return this.setFromMatrixPosition( m );
  27999. },
  28000. getScaleFromMatrix: function ( m ) {
  28001. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28002. return this.setFromMatrixScale( m );
  28003. },
  28004. getColumnFromMatrix: function ( index, matrix ) {
  28005. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28006. return this.setFromMatrixColumn( matrix, index );
  28007. },
  28008. applyProjection: function ( m ) {
  28009. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28010. return this.applyMatrix4( m );
  28011. },
  28012. fromAttribute: function ( attribute, index, offset ) {
  28013. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28014. return this.fromBufferAttribute( attribute, index, offset );
  28015. },
  28016. distanceToManhattan: function ( v ) {
  28017. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28018. return this.manhattanDistanceTo( v );
  28019. },
  28020. lengthManhattan: function () {
  28021. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28022. return this.manhattanLength();
  28023. }
  28024. } );
  28025. Object.assign( Vector4.prototype, {
  28026. fromAttribute: function ( attribute, index, offset ) {
  28027. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28028. return this.fromBufferAttribute( attribute, index, offset );
  28029. },
  28030. lengthManhattan: function () {
  28031. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28032. return this.manhattanLength();
  28033. }
  28034. } );
  28035. //
  28036. Object.assign( Geometry.prototype, {
  28037. computeTangents: function () {
  28038. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28039. },
  28040. computeLineDistances: function () {
  28041. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28042. }
  28043. } );
  28044. Object.assign( Object3D.prototype, {
  28045. getChildByName: function ( name ) {
  28046. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28047. return this.getObjectByName( name );
  28048. },
  28049. renderDepth: function () {
  28050. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28051. },
  28052. translate: function ( distance, axis ) {
  28053. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28054. return this.translateOnAxis( axis, distance );
  28055. },
  28056. getWorldRotation: function () {
  28057. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28058. }
  28059. } );
  28060. Object.defineProperties( Object3D.prototype, {
  28061. eulerOrder: {
  28062. get: function () {
  28063. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28064. return this.rotation.order;
  28065. },
  28066. set: function ( value ) {
  28067. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28068. this.rotation.order = value;
  28069. }
  28070. },
  28071. useQuaternion: {
  28072. get: function () {
  28073. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28074. },
  28075. set: function () {
  28076. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28077. }
  28078. }
  28079. } );
  28080. Object.defineProperties( LOD.prototype, {
  28081. objects: {
  28082. get: function () {
  28083. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28084. return this.levels;
  28085. }
  28086. }
  28087. } );
  28088. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28089. get: function () {
  28090. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28091. },
  28092. set: function () {
  28093. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28094. }
  28095. } );
  28096. SkinnedMesh.prototype.initBones = function () {
  28097. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28098. };
  28099. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28100. get: function () {
  28101. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28102. return this.arcLengthDivisions;
  28103. },
  28104. set: function ( value ) {
  28105. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28106. this.arcLengthDivisions = value;
  28107. }
  28108. } );
  28109. //
  28110. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28111. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28112. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28113. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28114. this.setFocalLength( focalLength );
  28115. };
  28116. //
  28117. Object.defineProperties( Light.prototype, {
  28118. onlyShadow: {
  28119. set: function () {
  28120. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28121. }
  28122. },
  28123. shadowCameraFov: {
  28124. set: function ( value ) {
  28125. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28126. this.shadow.camera.fov = value;
  28127. }
  28128. },
  28129. shadowCameraLeft: {
  28130. set: function ( value ) {
  28131. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28132. this.shadow.camera.left = value;
  28133. }
  28134. },
  28135. shadowCameraRight: {
  28136. set: function ( value ) {
  28137. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28138. this.shadow.camera.right = value;
  28139. }
  28140. },
  28141. shadowCameraTop: {
  28142. set: function ( value ) {
  28143. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28144. this.shadow.camera.top = value;
  28145. }
  28146. },
  28147. shadowCameraBottom: {
  28148. set: function ( value ) {
  28149. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28150. this.shadow.camera.bottom = value;
  28151. }
  28152. },
  28153. shadowCameraNear: {
  28154. set: function ( value ) {
  28155. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28156. this.shadow.camera.near = value;
  28157. }
  28158. },
  28159. shadowCameraFar: {
  28160. set: function ( value ) {
  28161. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28162. this.shadow.camera.far = value;
  28163. }
  28164. },
  28165. shadowCameraVisible: {
  28166. set: function () {
  28167. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28168. }
  28169. },
  28170. shadowBias: {
  28171. set: function ( value ) {
  28172. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28173. this.shadow.bias = value;
  28174. }
  28175. },
  28176. shadowDarkness: {
  28177. set: function () {
  28178. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28179. }
  28180. },
  28181. shadowMapWidth: {
  28182. set: function ( value ) {
  28183. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28184. this.shadow.mapSize.width = value;
  28185. }
  28186. },
  28187. shadowMapHeight: {
  28188. set: function ( value ) {
  28189. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28190. this.shadow.mapSize.height = value;
  28191. }
  28192. }
  28193. } );
  28194. //
  28195. Object.defineProperties( BufferAttribute.prototype, {
  28196. length: {
  28197. get: function () {
  28198. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28199. return this.array.length;
  28200. }
  28201. },
  28202. copyIndicesArray: function ( /* indices */ ) {
  28203. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28204. }
  28205. } );
  28206. Object.assign( BufferGeometry.prototype, {
  28207. addIndex: function ( index ) {
  28208. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28209. this.setIndex( index );
  28210. },
  28211. addDrawCall: function ( start, count, indexOffset ) {
  28212. if ( indexOffset !== undefined ) {
  28213. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28214. }
  28215. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28216. this.addGroup( start, count );
  28217. },
  28218. clearDrawCalls: function () {
  28219. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28220. this.clearGroups();
  28221. },
  28222. computeTangents: function () {
  28223. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28224. },
  28225. computeOffsets: function () {
  28226. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28227. }
  28228. } );
  28229. Object.defineProperties( BufferGeometry.prototype, {
  28230. drawcalls: {
  28231. get: function () {
  28232. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28233. return this.groups;
  28234. }
  28235. },
  28236. offsets: {
  28237. get: function () {
  28238. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28239. return this.groups;
  28240. }
  28241. }
  28242. } );
  28243. //
  28244. Object.assign( ExtrudeBufferGeometry.prototype, {
  28245. getArrays: function () {
  28246. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28247. },
  28248. addShapeList: function () {
  28249. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28250. },
  28251. addShape: function () {
  28252. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28253. }
  28254. } );
  28255. //
  28256. Object.defineProperties( Uniform.prototype, {
  28257. dynamic: {
  28258. set: function () {
  28259. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28260. }
  28261. },
  28262. onUpdate: {
  28263. value: function () {
  28264. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28265. return this;
  28266. }
  28267. }
  28268. } );
  28269. //
  28270. Object.defineProperties( Material.prototype, {
  28271. wrapAround: {
  28272. get: function () {
  28273. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28274. },
  28275. set: function () {
  28276. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28277. }
  28278. },
  28279. overdraw: {
  28280. get: function () {
  28281. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28282. },
  28283. set: function () {
  28284. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28285. }
  28286. },
  28287. wrapRGB: {
  28288. get: function () {
  28289. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28290. return new Color();
  28291. }
  28292. },
  28293. shading: {
  28294. get: function () {
  28295. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28296. },
  28297. set: function ( value ) {
  28298. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28299. this.flatShading = ( value === FlatShading );
  28300. }
  28301. }
  28302. } );
  28303. Object.defineProperties( MeshPhongMaterial.prototype, {
  28304. metal: {
  28305. get: function () {
  28306. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28307. return false;
  28308. },
  28309. set: function () {
  28310. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28311. }
  28312. }
  28313. } );
  28314. Object.defineProperties( ShaderMaterial.prototype, {
  28315. derivatives: {
  28316. get: function () {
  28317. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28318. return this.extensions.derivatives;
  28319. },
  28320. set: function ( value ) {
  28321. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28322. this.extensions.derivatives = value;
  28323. }
  28324. }
  28325. } );
  28326. //
  28327. Object.assign( WebGLRenderer.prototype, {
  28328. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28329. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28330. this.setRenderTarget( renderTarget );
  28331. this.clear( color, depth, stencil );
  28332. },
  28333. animate: function ( callback ) {
  28334. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28335. this.setAnimationLoop( callback );
  28336. },
  28337. getCurrentRenderTarget: function () {
  28338. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28339. return this.getRenderTarget();
  28340. },
  28341. getMaxAnisotropy: function () {
  28342. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28343. return this.capabilities.getMaxAnisotropy();
  28344. },
  28345. getPrecision: function () {
  28346. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28347. return this.capabilities.precision;
  28348. },
  28349. resetGLState: function () {
  28350. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28351. return this.state.reset();
  28352. },
  28353. supportsFloatTextures: function () {
  28354. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28355. return this.extensions.get( 'OES_texture_float' );
  28356. },
  28357. supportsHalfFloatTextures: function () {
  28358. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28359. return this.extensions.get( 'OES_texture_half_float' );
  28360. },
  28361. supportsStandardDerivatives: function () {
  28362. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28363. return this.extensions.get( 'OES_standard_derivatives' );
  28364. },
  28365. supportsCompressedTextureS3TC: function () {
  28366. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28367. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28368. },
  28369. supportsCompressedTexturePVRTC: function () {
  28370. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28371. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28372. },
  28373. supportsBlendMinMax: function () {
  28374. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28375. return this.extensions.get( 'EXT_blend_minmax' );
  28376. },
  28377. supportsVertexTextures: function () {
  28378. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28379. return this.capabilities.vertexTextures;
  28380. },
  28381. supportsInstancedArrays: function () {
  28382. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28383. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28384. },
  28385. enableScissorTest: function ( boolean ) {
  28386. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28387. this.setScissorTest( boolean );
  28388. },
  28389. initMaterial: function () {
  28390. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28391. },
  28392. addPrePlugin: function () {
  28393. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28394. },
  28395. addPostPlugin: function () {
  28396. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28397. },
  28398. updateShadowMap: function () {
  28399. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28400. },
  28401. setFaceCulling: function () {
  28402. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28403. }
  28404. } );
  28405. Object.defineProperties( WebGLRenderer.prototype, {
  28406. shadowMapEnabled: {
  28407. get: function () {
  28408. return this.shadowMap.enabled;
  28409. },
  28410. set: function ( value ) {
  28411. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28412. this.shadowMap.enabled = value;
  28413. }
  28414. },
  28415. shadowMapType: {
  28416. get: function () {
  28417. return this.shadowMap.type;
  28418. },
  28419. set: function ( value ) {
  28420. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28421. this.shadowMap.type = value;
  28422. }
  28423. },
  28424. shadowMapCullFace: {
  28425. get: function () {
  28426. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28427. return undefined;
  28428. },
  28429. set: function ( /* value */ ) {
  28430. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28431. }
  28432. }
  28433. } );
  28434. Object.defineProperties( WebGLShadowMap.prototype, {
  28435. cullFace: {
  28436. get: function () {
  28437. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28438. return undefined;
  28439. },
  28440. set: function ( /* cullFace */ ) {
  28441. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28442. }
  28443. },
  28444. renderReverseSided: {
  28445. get: function () {
  28446. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28447. return undefined;
  28448. },
  28449. set: function () {
  28450. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28451. }
  28452. },
  28453. renderSingleSided: {
  28454. get: function () {
  28455. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28456. return undefined;
  28457. },
  28458. set: function () {
  28459. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28460. }
  28461. }
  28462. } );
  28463. //
  28464. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28465. activeCubeFace: {
  28466. set: function ( /* value */ ) {
  28467. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28468. }
  28469. },
  28470. activeMipMapLevel: {
  28471. set: function ( /* value */ ) {
  28472. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28473. }
  28474. }
  28475. } );
  28476. //
  28477. Object.defineProperties( WebGLRenderTarget.prototype, {
  28478. wrapS: {
  28479. get: function () {
  28480. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28481. return this.texture.wrapS;
  28482. },
  28483. set: function ( value ) {
  28484. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28485. this.texture.wrapS = value;
  28486. }
  28487. },
  28488. wrapT: {
  28489. get: function () {
  28490. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28491. return this.texture.wrapT;
  28492. },
  28493. set: function ( value ) {
  28494. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28495. this.texture.wrapT = value;
  28496. }
  28497. },
  28498. magFilter: {
  28499. get: function () {
  28500. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28501. return this.texture.magFilter;
  28502. },
  28503. set: function ( value ) {
  28504. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28505. this.texture.magFilter = value;
  28506. }
  28507. },
  28508. minFilter: {
  28509. get: function () {
  28510. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28511. return this.texture.minFilter;
  28512. },
  28513. set: function ( value ) {
  28514. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28515. this.texture.minFilter = value;
  28516. }
  28517. },
  28518. anisotropy: {
  28519. get: function () {
  28520. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28521. return this.texture.anisotropy;
  28522. },
  28523. set: function ( value ) {
  28524. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28525. this.texture.anisotropy = value;
  28526. }
  28527. },
  28528. offset: {
  28529. get: function () {
  28530. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28531. return this.texture.offset;
  28532. },
  28533. set: function ( value ) {
  28534. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28535. this.texture.offset = value;
  28536. }
  28537. },
  28538. repeat: {
  28539. get: function () {
  28540. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28541. return this.texture.repeat;
  28542. },
  28543. set: function ( value ) {
  28544. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28545. this.texture.repeat = value;
  28546. }
  28547. },
  28548. format: {
  28549. get: function () {
  28550. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28551. return this.texture.format;
  28552. },
  28553. set: function ( value ) {
  28554. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28555. this.texture.format = value;
  28556. }
  28557. },
  28558. type: {
  28559. get: function () {
  28560. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28561. return this.texture.type;
  28562. },
  28563. set: function ( value ) {
  28564. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28565. this.texture.type = value;
  28566. }
  28567. },
  28568. generateMipmaps: {
  28569. get: function () {
  28570. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28571. return this.texture.generateMipmaps;
  28572. },
  28573. set: function ( value ) {
  28574. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28575. this.texture.generateMipmaps = value;
  28576. }
  28577. }
  28578. } );
  28579. //
  28580. Object.defineProperties( WebVRManager.prototype, {
  28581. standing: {
  28582. set: function ( /* value */ ) {
  28583. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28584. }
  28585. },
  28586. userHeight: {
  28587. set: function ( /* value */ ) {
  28588. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28589. }
  28590. }
  28591. } );
  28592. //
  28593. Audio.prototype.load = function ( file ) {
  28594. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28595. var scope = this;
  28596. var audioLoader = new AudioLoader();
  28597. audioLoader.load( file, function ( buffer ) {
  28598. scope.setBuffer( buffer );
  28599. } );
  28600. return this;
  28601. };
  28602. AudioAnalyser.prototype.getData = function () {
  28603. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28604. return this.getFrequencyData();
  28605. };
  28606. //
  28607. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28608. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28609. return this.update( renderer, scene );
  28610. };
  28611. //
  28612. var GeometryUtils = {
  28613. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28614. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28615. var matrix;
  28616. if ( geometry2.isMesh ) {
  28617. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28618. matrix = geometry2.matrix;
  28619. geometry2 = geometry2.geometry;
  28620. }
  28621. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28622. },
  28623. center: function ( geometry ) {
  28624. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28625. return geometry.center();
  28626. }
  28627. };
  28628. ImageUtils.crossOrigin = undefined;
  28629. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28630. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28631. var loader = new TextureLoader();
  28632. loader.setCrossOrigin( this.crossOrigin );
  28633. var texture = loader.load( url, onLoad, undefined, onError );
  28634. if ( mapping ) texture.mapping = mapping;
  28635. return texture;
  28636. };
  28637. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28638. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28639. var loader = new CubeTextureLoader();
  28640. loader.setCrossOrigin( this.crossOrigin );
  28641. var texture = loader.load( urls, onLoad, undefined, onError );
  28642. if ( mapping ) texture.mapping = mapping;
  28643. return texture;
  28644. };
  28645. ImageUtils.loadCompressedTexture = function () {
  28646. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28647. };
  28648. ImageUtils.loadCompressedTextureCube = function () {
  28649. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28650. };
  28651. //
  28652. function Projector() {
  28653. console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  28654. this.projectVector = function ( vector, camera ) {
  28655. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  28656. vector.project( camera );
  28657. };
  28658. this.unprojectVector = function ( vector, camera ) {
  28659. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  28660. vector.unproject( camera );
  28661. };
  28662. this.pickingRay = function () {
  28663. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  28664. };
  28665. }
  28666. //
  28667. function CanvasRenderer() {
  28668. console.error( 'THREE.CanvasRenderer has been removed' );
  28669. }
  28670. //
  28671. function JSONLoader() {
  28672. console.error( 'THREE.JSONLoader has been removed.' );
  28673. }
  28674. //
  28675. var SceneUtils = {
  28676. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28677. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28678. },
  28679. detach: function ( /* child, parent, scene */ ) {
  28680. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28681. },
  28682. attach: function ( /* child, scene, parent */ ) {
  28683. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28684. }
  28685. };
  28686. //
  28687. function LensFlare() {
  28688. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28689. }
  28690. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  28691. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  28692. exports.WebGLRenderTarget = WebGLRenderTarget;
  28693. exports.WebGLRenderer = WebGLRenderer;
  28694. exports.ShaderLib = ShaderLib;
  28695. exports.UniformsLib = UniformsLib;
  28696. exports.UniformsUtils = UniformsUtils;
  28697. exports.ShaderChunk = ShaderChunk;
  28698. exports.FogExp2 = FogExp2;
  28699. exports.Fog = Fog;
  28700. exports.Scene = Scene;
  28701. exports.Sprite = Sprite;
  28702. exports.LOD = LOD;
  28703. exports.SkinnedMesh = SkinnedMesh;
  28704. exports.Skeleton = Skeleton;
  28705. exports.Bone = Bone;
  28706. exports.Mesh = Mesh;
  28707. exports.LineSegments = LineSegments;
  28708. exports.LineLoop = LineLoop;
  28709. exports.Line = Line;
  28710. exports.Points = Points;
  28711. exports.Group = Group;
  28712. exports.VideoTexture = VideoTexture;
  28713. exports.DataTexture = DataTexture;
  28714. exports.DataTexture2DArray = DataTexture2DArray;
  28715. exports.DataTexture3D = DataTexture3D;
  28716. exports.CompressedTexture = CompressedTexture;
  28717. exports.CubeTexture = CubeTexture;
  28718. exports.CanvasTexture = CanvasTexture;
  28719. exports.DepthTexture = DepthTexture;
  28720. exports.Texture = Texture;
  28721. exports.AnimationLoader = AnimationLoader;
  28722. exports.CompressedTextureLoader = CompressedTextureLoader;
  28723. exports.DataTextureLoader = DataTextureLoader;
  28724. exports.CubeTextureLoader = CubeTextureLoader;
  28725. exports.TextureLoader = TextureLoader;
  28726. exports.ObjectLoader = ObjectLoader;
  28727. exports.MaterialLoader = MaterialLoader;
  28728. exports.BufferGeometryLoader = BufferGeometryLoader;
  28729. exports.DefaultLoadingManager = DefaultLoadingManager;
  28730. exports.LoadingManager = LoadingManager;
  28731. exports.ImageLoader = ImageLoader;
  28732. exports.ImageBitmapLoader = ImageBitmapLoader;
  28733. exports.FontLoader = FontLoader;
  28734. exports.FileLoader = FileLoader;
  28735. exports.Loader = Loader;
  28736. exports.LoaderUtils = LoaderUtils;
  28737. exports.Cache = Cache;
  28738. exports.AudioLoader = AudioLoader;
  28739. exports.SpotLightShadow = SpotLightShadow;
  28740. exports.SpotLight = SpotLight;
  28741. exports.PointLight = PointLight;
  28742. exports.RectAreaLight = RectAreaLight;
  28743. exports.HemisphereLight = HemisphereLight;
  28744. exports.DirectionalLightShadow = DirectionalLightShadow;
  28745. exports.DirectionalLight = DirectionalLight;
  28746. exports.AmbientLight = AmbientLight;
  28747. exports.LightShadow = LightShadow;
  28748. exports.Light = Light;
  28749. exports.StereoCamera = StereoCamera;
  28750. exports.PerspectiveCamera = PerspectiveCamera;
  28751. exports.OrthographicCamera = OrthographicCamera;
  28752. exports.CubeCamera = CubeCamera;
  28753. exports.ArrayCamera = ArrayCamera;
  28754. exports.Camera = Camera;
  28755. exports.AudioListener = AudioListener;
  28756. exports.PositionalAudio = PositionalAudio;
  28757. exports.AudioContext = AudioContext;
  28758. exports.AudioAnalyser = AudioAnalyser;
  28759. exports.Audio = Audio;
  28760. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  28761. exports.StringKeyframeTrack = StringKeyframeTrack;
  28762. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  28763. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  28764. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28765. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28766. exports.PropertyMixer = PropertyMixer;
  28767. exports.PropertyBinding = PropertyBinding;
  28768. exports.KeyframeTrack = KeyframeTrack;
  28769. exports.AnimationUtils = AnimationUtils;
  28770. exports.AnimationObjectGroup = AnimationObjectGroup;
  28771. exports.AnimationMixer = AnimationMixer;
  28772. exports.AnimationClip = AnimationClip;
  28773. exports.Uniform = Uniform;
  28774. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  28775. exports.BufferGeometry = BufferGeometry;
  28776. exports.Geometry = Geometry;
  28777. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  28778. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  28779. exports.InterleavedBuffer = InterleavedBuffer;
  28780. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  28781. exports.Face3 = Face3;
  28782. exports.Object3D = Object3D;
  28783. exports.Raycaster = Raycaster;
  28784. exports.Layers = Layers;
  28785. exports.EventDispatcher = EventDispatcher;
  28786. exports.Clock = Clock;
  28787. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  28788. exports.LinearInterpolant = LinearInterpolant;
  28789. exports.DiscreteInterpolant = DiscreteInterpolant;
  28790. exports.CubicInterpolant = CubicInterpolant;
  28791. exports.Interpolant = Interpolant;
  28792. exports.Triangle = Triangle;
  28793. exports.Math = _Math;
  28794. exports.Spherical = Spherical;
  28795. exports.Cylindrical = Cylindrical;
  28796. exports.Plane = Plane;
  28797. exports.Frustum = Frustum;
  28798. exports.Sphere = Sphere;
  28799. exports.Ray = Ray;
  28800. exports.Matrix4 = Matrix4;
  28801. exports.Matrix3 = Matrix3;
  28802. exports.Box3 = Box3;
  28803. exports.Box2 = Box2;
  28804. exports.Line3 = Line3;
  28805. exports.Euler = Euler;
  28806. exports.Vector4 = Vector4;
  28807. exports.Vector3 = Vector3;
  28808. exports.Vector2 = Vector2;
  28809. exports.Quaternion = Quaternion;
  28810. exports.Color = Color;
  28811. exports.ImmediateRenderObject = ImmediateRenderObject;
  28812. exports.VertexNormalsHelper = VertexNormalsHelper;
  28813. exports.SpotLightHelper = SpotLightHelper;
  28814. exports.SkeletonHelper = SkeletonHelper;
  28815. exports.PointLightHelper = PointLightHelper;
  28816. exports.RectAreaLightHelper = RectAreaLightHelper;
  28817. exports.HemisphereLightHelper = HemisphereLightHelper;
  28818. exports.GridHelper = GridHelper;
  28819. exports.PolarGridHelper = PolarGridHelper;
  28820. exports.PositionalAudioHelper = PositionalAudioHelper;
  28821. exports.FaceNormalsHelper = FaceNormalsHelper;
  28822. exports.DirectionalLightHelper = DirectionalLightHelper;
  28823. exports.CameraHelper = CameraHelper;
  28824. exports.BoxHelper = BoxHelper;
  28825. exports.Box3Helper = Box3Helper;
  28826. exports.PlaneHelper = PlaneHelper;
  28827. exports.ArrowHelper = ArrowHelper;
  28828. exports.AxesHelper = AxesHelper;
  28829. exports.Shape = Shape;
  28830. exports.Path = Path;
  28831. exports.ShapePath = ShapePath;
  28832. exports.Font = Font;
  28833. exports.CurvePath = CurvePath;
  28834. exports.Curve = Curve;
  28835. exports.ImageUtils = ImageUtils;
  28836. exports.ShapeUtils = ShapeUtils;
  28837. exports.WebGLUtils = WebGLUtils;
  28838. exports.WireframeGeometry = WireframeGeometry;
  28839. exports.ParametricGeometry = ParametricGeometry;
  28840. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  28841. exports.TetrahedronGeometry = TetrahedronGeometry;
  28842. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  28843. exports.OctahedronGeometry = OctahedronGeometry;
  28844. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  28845. exports.IcosahedronGeometry = IcosahedronGeometry;
  28846. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  28847. exports.DodecahedronGeometry = DodecahedronGeometry;
  28848. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  28849. exports.PolyhedronGeometry = PolyhedronGeometry;
  28850. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  28851. exports.TubeGeometry = TubeGeometry;
  28852. exports.TubeBufferGeometry = TubeBufferGeometry;
  28853. exports.TorusKnotGeometry = TorusKnotGeometry;
  28854. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  28855. exports.TorusGeometry = TorusGeometry;
  28856. exports.TorusBufferGeometry = TorusBufferGeometry;
  28857. exports.TextGeometry = TextGeometry;
  28858. exports.TextBufferGeometry = TextBufferGeometry;
  28859. exports.SphereGeometry = SphereGeometry;
  28860. exports.SphereBufferGeometry = SphereBufferGeometry;
  28861. exports.RingGeometry = RingGeometry;
  28862. exports.RingBufferGeometry = RingBufferGeometry;
  28863. exports.PlaneGeometry = PlaneGeometry;
  28864. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  28865. exports.LatheGeometry = LatheGeometry;
  28866. exports.LatheBufferGeometry = LatheBufferGeometry;
  28867. exports.ShapeGeometry = ShapeGeometry;
  28868. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  28869. exports.ExtrudeGeometry = ExtrudeGeometry;
  28870. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  28871. exports.EdgesGeometry = EdgesGeometry;
  28872. exports.ConeGeometry = ConeGeometry;
  28873. exports.ConeBufferGeometry = ConeBufferGeometry;
  28874. exports.CylinderGeometry = CylinderGeometry;
  28875. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  28876. exports.CircleGeometry = CircleGeometry;
  28877. exports.CircleBufferGeometry = CircleBufferGeometry;
  28878. exports.BoxGeometry = BoxGeometry;
  28879. exports.CubeGeometry = BoxGeometry;
  28880. exports.BoxBufferGeometry = BoxBufferGeometry;
  28881. exports.ShadowMaterial = ShadowMaterial;
  28882. exports.SpriteMaterial = SpriteMaterial;
  28883. exports.RawShaderMaterial = RawShaderMaterial;
  28884. exports.ShaderMaterial = ShaderMaterial;
  28885. exports.PointsMaterial = PointsMaterial;
  28886. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  28887. exports.MeshStandardMaterial = MeshStandardMaterial;
  28888. exports.MeshPhongMaterial = MeshPhongMaterial;
  28889. exports.MeshToonMaterial = MeshToonMaterial;
  28890. exports.MeshNormalMaterial = MeshNormalMaterial;
  28891. exports.MeshLambertMaterial = MeshLambertMaterial;
  28892. exports.MeshDepthMaterial = MeshDepthMaterial;
  28893. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  28894. exports.MeshBasicMaterial = MeshBasicMaterial;
  28895. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  28896. exports.LineDashedMaterial = LineDashedMaterial;
  28897. exports.LineBasicMaterial = LineBasicMaterial;
  28898. exports.Material = Material;
  28899. exports.Float64BufferAttribute = Float64BufferAttribute;
  28900. exports.Float32BufferAttribute = Float32BufferAttribute;
  28901. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  28902. exports.Int32BufferAttribute = Int32BufferAttribute;
  28903. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  28904. exports.Int16BufferAttribute = Int16BufferAttribute;
  28905. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  28906. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  28907. exports.Int8BufferAttribute = Int8BufferAttribute;
  28908. exports.BufferAttribute = BufferAttribute;
  28909. exports.ArcCurve = ArcCurve;
  28910. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28911. exports.CubicBezierCurve = CubicBezierCurve;
  28912. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28913. exports.EllipseCurve = EllipseCurve;
  28914. exports.LineCurve = LineCurve;
  28915. exports.LineCurve3 = LineCurve3;
  28916. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  28917. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  28918. exports.SplineCurve = SplineCurve;
  28919. exports.REVISION = REVISION;
  28920. exports.MOUSE = MOUSE;
  28921. exports.CullFaceNone = CullFaceNone;
  28922. exports.CullFaceBack = CullFaceBack;
  28923. exports.CullFaceFront = CullFaceFront;
  28924. exports.CullFaceFrontBack = CullFaceFrontBack;
  28925. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  28926. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  28927. exports.BasicShadowMap = BasicShadowMap;
  28928. exports.PCFShadowMap = PCFShadowMap;
  28929. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  28930. exports.FrontSide = FrontSide;
  28931. exports.BackSide = BackSide;
  28932. exports.DoubleSide = DoubleSide;
  28933. exports.FlatShading = FlatShading;
  28934. exports.SmoothShading = SmoothShading;
  28935. exports.NoColors = NoColors;
  28936. exports.FaceColors = FaceColors;
  28937. exports.VertexColors = VertexColors;
  28938. exports.NoBlending = NoBlending;
  28939. exports.NormalBlending = NormalBlending;
  28940. exports.AdditiveBlending = AdditiveBlending;
  28941. exports.SubtractiveBlending = SubtractiveBlending;
  28942. exports.MultiplyBlending = MultiplyBlending;
  28943. exports.CustomBlending = CustomBlending;
  28944. exports.AddEquation = AddEquation;
  28945. exports.SubtractEquation = SubtractEquation;
  28946. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  28947. exports.MinEquation = MinEquation;
  28948. exports.MaxEquation = MaxEquation;
  28949. exports.ZeroFactor = ZeroFactor;
  28950. exports.OneFactor = OneFactor;
  28951. exports.SrcColorFactor = SrcColorFactor;
  28952. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  28953. exports.SrcAlphaFactor = SrcAlphaFactor;
  28954. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  28955. exports.DstAlphaFactor = DstAlphaFactor;
  28956. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  28957. exports.DstColorFactor = DstColorFactor;
  28958. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  28959. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  28960. exports.NeverDepth = NeverDepth;
  28961. exports.AlwaysDepth = AlwaysDepth;
  28962. exports.LessDepth = LessDepth;
  28963. exports.LessEqualDepth = LessEqualDepth;
  28964. exports.EqualDepth = EqualDepth;
  28965. exports.GreaterEqualDepth = GreaterEqualDepth;
  28966. exports.GreaterDepth = GreaterDepth;
  28967. exports.NotEqualDepth = NotEqualDepth;
  28968. exports.MultiplyOperation = MultiplyOperation;
  28969. exports.MixOperation = MixOperation;
  28970. exports.AddOperation = AddOperation;
  28971. exports.NoToneMapping = NoToneMapping;
  28972. exports.LinearToneMapping = LinearToneMapping;
  28973. exports.ReinhardToneMapping = ReinhardToneMapping;
  28974. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  28975. exports.CineonToneMapping = CineonToneMapping;
  28976. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28977. exports.UVMapping = UVMapping;
  28978. exports.CubeReflectionMapping = CubeReflectionMapping;
  28979. exports.CubeRefractionMapping = CubeRefractionMapping;
  28980. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28981. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  28982. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  28983. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28984. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28985. exports.RepeatWrapping = RepeatWrapping;
  28986. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28987. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  28988. exports.NearestFilter = NearestFilter;
  28989. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  28990. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  28991. exports.LinearFilter = LinearFilter;
  28992. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  28993. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  28994. exports.UnsignedByteType = UnsignedByteType;
  28995. exports.ByteType = ByteType;
  28996. exports.ShortType = ShortType;
  28997. exports.UnsignedShortType = UnsignedShortType;
  28998. exports.IntType = IntType;
  28999. exports.UnsignedIntType = UnsignedIntType;
  29000. exports.FloatType = FloatType;
  29001. exports.HalfFloatType = HalfFloatType;
  29002. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29003. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29004. exports.UnsignedShort565Type = UnsignedShort565Type;
  29005. exports.UnsignedInt248Type = UnsignedInt248Type;
  29006. exports.AlphaFormat = AlphaFormat;
  29007. exports.RGBFormat = RGBFormat;
  29008. exports.RGBAFormat = RGBAFormat;
  29009. exports.LuminanceFormat = LuminanceFormat;
  29010. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29011. exports.RGBEFormat = RGBEFormat;
  29012. exports.DepthFormat = DepthFormat;
  29013. exports.DepthStencilFormat = DepthStencilFormat;
  29014. exports.RedFormat = RedFormat;
  29015. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29016. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29017. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29018. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29019. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29020. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29021. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29022. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29023. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29024. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29025. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29026. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29027. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29028. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29029. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29030. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29031. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29032. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29033. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29034. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29035. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29036. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29037. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29038. exports.LoopOnce = LoopOnce;
  29039. exports.LoopRepeat = LoopRepeat;
  29040. exports.LoopPingPong = LoopPingPong;
  29041. exports.InterpolateDiscrete = InterpolateDiscrete;
  29042. exports.InterpolateLinear = InterpolateLinear;
  29043. exports.InterpolateSmooth = InterpolateSmooth;
  29044. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29045. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29046. exports.WrapAroundEnding = WrapAroundEnding;
  29047. exports.TrianglesDrawMode = TrianglesDrawMode;
  29048. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29049. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29050. exports.LinearEncoding = LinearEncoding;
  29051. exports.sRGBEncoding = sRGBEncoding;
  29052. exports.GammaEncoding = GammaEncoding;
  29053. exports.RGBEEncoding = RGBEEncoding;
  29054. exports.LogLuvEncoding = LogLuvEncoding;
  29055. exports.RGBM7Encoding = RGBM7Encoding;
  29056. exports.RGBM16Encoding = RGBM16Encoding;
  29057. exports.RGBDEncoding = RGBDEncoding;
  29058. exports.BasicDepthPacking = BasicDepthPacking;
  29059. exports.RGBADepthPacking = RGBADepthPacking;
  29060. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29061. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29062. exports.Face4 = Face4;
  29063. exports.LineStrip = LineStrip;
  29064. exports.LinePieces = LinePieces;
  29065. exports.MeshFaceMaterial = MeshFaceMaterial;
  29066. exports.MultiMaterial = MultiMaterial;
  29067. exports.PointCloud = PointCloud;
  29068. exports.Particle = Particle;
  29069. exports.ParticleSystem = ParticleSystem;
  29070. exports.PointCloudMaterial = PointCloudMaterial;
  29071. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29072. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29073. exports.Vertex = Vertex;
  29074. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29075. exports.Int8Attribute = Int8Attribute;
  29076. exports.Uint8Attribute = Uint8Attribute;
  29077. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29078. exports.Int16Attribute = Int16Attribute;
  29079. exports.Uint16Attribute = Uint16Attribute;
  29080. exports.Int32Attribute = Int32Attribute;
  29081. exports.Uint32Attribute = Uint32Attribute;
  29082. exports.Float32Attribute = Float32Attribute;
  29083. exports.Float64Attribute = Float64Attribute;
  29084. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29085. exports.SplineCurve3 = SplineCurve3;
  29086. exports.Spline = Spline;
  29087. exports.AxisHelper = AxisHelper;
  29088. exports.BoundingBoxHelper = BoundingBoxHelper;
  29089. exports.EdgesHelper = EdgesHelper;
  29090. exports.WireframeHelper = WireframeHelper;
  29091. exports.XHRLoader = XHRLoader;
  29092. exports.BinaryTextureLoader = BinaryTextureLoader;
  29093. exports.GeometryUtils = GeometryUtils;
  29094. exports.Projector = Projector;
  29095. exports.CanvasRenderer = CanvasRenderer;
  29096. exports.JSONLoader = JSONLoader;
  29097. exports.SceneUtils = SceneUtils;
  29098. exports.LensFlare = LensFlare;
  29099. Object.defineProperty(exports, '__esModule', { value: true });
  29100. }));
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