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. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '109dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. /**
  220. * https://github.com/mrdoob/eventdispatcher.js/
  221. */
  222. function EventDispatcher() {}
  223. Object.assign( EventDispatcher.prototype, {
  224. addEventListener: function ( type, listener ) {
  225. if ( this._listeners === undefined ) { this._listeners = {}; }
  226. var listeners = this._listeners;
  227. if ( listeners[ type ] === undefined ) {
  228. listeners[ type ] = [];
  229. }
  230. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  231. listeners[ type ].push( listener );
  232. }
  233. },
  234. hasEventListener: function ( type, listener ) {
  235. if ( this._listeners === undefined ) { return false; }
  236. var listeners = this._listeners;
  237. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  238. },
  239. removeEventListener: function ( type, listener ) {
  240. if ( this._listeners === undefined ) { return; }
  241. var listeners = this._listeners;
  242. var listenerArray = listeners[ type ];
  243. if ( listenerArray !== undefined ) {
  244. var index = listenerArray.indexOf( listener );
  245. if ( index !== - 1 ) {
  246. listenerArray.splice( index, 1 );
  247. }
  248. }
  249. },
  250. dispatchEvent: function ( event ) {
  251. if ( this._listeners === undefined ) { return; }
  252. var listeners = this._listeners;
  253. var listenerArray = listeners[ event.type ];
  254. if ( listenerArray !== undefined ) {
  255. event.target = this;
  256. var array = listenerArray.slice( 0 );
  257. for ( var i = 0, l = array.length; i < l; i ++ ) {
  258. array[ i ].call( this, event );
  259. }
  260. }
  261. }
  262. } );
  263. /**
  264. * @author alteredq / http://alteredqualia.com/
  265. * @author mrdoob / http://mrdoob.com/
  266. */
  267. var _lut = [];
  268. for ( var i = 0; i < 256; i ++ ) {
  269. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  270. }
  271. var _Math = {
  272. DEG2RAD: Math.PI / 180,
  273. RAD2DEG: 180 / Math.PI,
  274. generateUUID: function () {
  275. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  276. var d0 = Math.random() * 0xffffffff | 0;
  277. var d1 = Math.random() * 0xffffffff | 0;
  278. var d2 = Math.random() * 0xffffffff | 0;
  279. var d3 = Math.random() * 0xffffffff | 0;
  280. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  281. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  282. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  283. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  284. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  285. return uuid.toUpperCase();
  286. },
  287. clamp: function ( value, min, max ) {
  288. return Math.max( min, Math.min( max, value ) );
  289. },
  290. // compute euclidian modulo of m % n
  291. // https://en.wikipedia.org/wiki/Modulo_operation
  292. euclideanModulo: function ( n, m ) {
  293. return ( ( n % m ) + m ) % m;
  294. },
  295. // Linear mapping from range <a1, a2> to range <b1, b2>
  296. mapLinear: function ( x, a1, a2, b1, b2 ) {
  297. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  298. },
  299. // https://en.wikipedia.org/wiki/Linear_interpolation
  300. lerp: function ( x, y, t ) {
  301. return ( 1 - t ) * x + t * y;
  302. },
  303. // http://en.wikipedia.org/wiki/Smoothstep
  304. smoothstep: function ( x, min, max ) {
  305. if ( x <= min ) { return 0; }
  306. if ( x >= max ) { return 1; }
  307. x = ( x - min ) / ( max - min );
  308. return x * x * ( 3 - 2 * x );
  309. },
  310. smootherstep: function ( x, min, max ) {
  311. if ( x <= min ) { return 0; }
  312. if ( x >= max ) { return 1; }
  313. x = ( x - min ) / ( max - min );
  314. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  315. },
  316. // Random integer from <low, high> interval
  317. randInt: function ( low, high ) {
  318. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  319. },
  320. // Random float from <low, high> interval
  321. randFloat: function ( low, high ) {
  322. return low + Math.random() * ( high - low );
  323. },
  324. // Random float from <-range/2, range/2> interval
  325. randFloatSpread: function ( range ) {
  326. return range * ( 0.5 - Math.random() );
  327. },
  328. degToRad: function ( degrees ) {
  329. return degrees * _Math.DEG2RAD;
  330. },
  331. radToDeg: function ( radians ) {
  332. return radians * _Math.RAD2DEG;
  333. },
  334. isPowerOfTwo: function ( value ) {
  335. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  336. },
  337. ceilPowerOfTwo: function ( value ) {
  338. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  339. },
  340. floorPowerOfTwo: function ( value ) {
  341. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  342. }
  343. };
  344. /**
  345. * @author mrdoob / http://mrdoob.com/
  346. * @author philogb / http://blog.thejit.org/
  347. * @author egraether / http://egraether.com/
  348. * @author zz85 / http://www.lab4games.net/zz85/blog
  349. */
  350. function Vector2( x, y ) {
  351. this.x = x || 0;
  352. this.y = y || 0;
  353. }
  354. Object.defineProperties( Vector2.prototype, {
  355. "width": {
  356. get: function () {
  357. return this.x;
  358. },
  359. set: function ( value ) {
  360. this.x = value;
  361. }
  362. },
  363. "height": {
  364. get: function () {
  365. return this.y;
  366. },
  367. set: function ( value ) {
  368. this.y = value;
  369. }
  370. }
  371. } );
  372. Object.assign( Vector2.prototype, {
  373. isVector2: true,
  374. set: function ( x, y ) {
  375. this.x = x;
  376. this.y = y;
  377. return this;
  378. },
  379. setScalar: function ( scalar ) {
  380. this.x = scalar;
  381. this.y = scalar;
  382. return this;
  383. },
  384. setX: function ( x ) {
  385. this.x = x;
  386. return this;
  387. },
  388. setY: function ( y ) {
  389. this.y = y;
  390. return this;
  391. },
  392. setComponent: function ( index, value ) {
  393. switch ( index ) {
  394. case 0: this.x = value; break;
  395. case 1: this.y = value; break;
  396. default: throw new Error( 'index is out of range: ' + index );
  397. }
  398. return this;
  399. },
  400. getComponent: function ( index ) {
  401. switch ( index ) {
  402. case 0: return this.x;
  403. case 1: return this.y;
  404. default: throw new Error( 'index is out of range: ' + index );
  405. }
  406. },
  407. clone: function () {
  408. return new this.constructor( this.x, this.y );
  409. },
  410. copy: function ( v ) {
  411. this.x = v.x;
  412. this.y = v.y;
  413. return this;
  414. },
  415. add: function ( v, w ) {
  416. if ( w !== undefined ) {
  417. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  418. return this.addVectors( v, w );
  419. }
  420. this.x += v.x;
  421. this.y += v.y;
  422. return this;
  423. },
  424. addScalar: function ( s ) {
  425. this.x += s;
  426. this.y += s;
  427. return this;
  428. },
  429. addVectors: function ( a, b ) {
  430. this.x = a.x + b.x;
  431. this.y = a.y + b.y;
  432. return this;
  433. },
  434. addScaledVector: function ( v, s ) {
  435. this.x += v.x * s;
  436. this.y += v.y * s;
  437. return this;
  438. },
  439. sub: function ( v, w ) {
  440. if ( w !== undefined ) {
  441. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  442. return this.subVectors( v, w );
  443. }
  444. this.x -= v.x;
  445. this.y -= v.y;
  446. return this;
  447. },
  448. subScalar: function ( s ) {
  449. this.x -= s;
  450. this.y -= s;
  451. return this;
  452. },
  453. subVectors: function ( a, b ) {
  454. this.x = a.x - b.x;
  455. this.y = a.y - b.y;
  456. return this;
  457. },
  458. multiply: function ( v ) {
  459. this.x *= v.x;
  460. this.y *= v.y;
  461. return this;
  462. },
  463. multiplyScalar: function ( scalar ) {
  464. this.x *= scalar;
  465. this.y *= scalar;
  466. return this;
  467. },
  468. divide: function ( v ) {
  469. this.x /= v.x;
  470. this.y /= v.y;
  471. return this;
  472. },
  473. divideScalar: function ( scalar ) {
  474. return this.multiplyScalar( 1 / scalar );
  475. },
  476. applyMatrix3: function ( m ) {
  477. var x = this.x, y = this.y;
  478. var e = m.elements;
  479. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  480. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  481. return this;
  482. },
  483. min: function ( v ) {
  484. this.x = Math.min( this.x, v.x );
  485. this.y = Math.min( this.y, v.y );
  486. return this;
  487. },
  488. max: function ( v ) {
  489. this.x = Math.max( this.x, v.x );
  490. this.y = Math.max( this.y, v.y );
  491. return this;
  492. },
  493. clamp: function ( min, max ) {
  494. // assumes min < max, componentwise
  495. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  496. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  497. return this;
  498. },
  499. clampScalar: function ( minVal, maxVal ) {
  500. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  501. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  502. return this;
  503. },
  504. clampLength: function ( min, max ) {
  505. var length = this.length();
  506. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  507. },
  508. floor: function () {
  509. this.x = Math.floor( this.x );
  510. this.y = Math.floor( this.y );
  511. return this;
  512. },
  513. ceil: function () {
  514. this.x = Math.ceil( this.x );
  515. this.y = Math.ceil( this.y );
  516. return this;
  517. },
  518. round: function () {
  519. this.x = Math.round( this.x );
  520. this.y = Math.round( this.y );
  521. return this;
  522. },
  523. roundToZero: function () {
  524. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  525. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  526. return this;
  527. },
  528. negate: function () {
  529. this.x = - this.x;
  530. this.y = - this.y;
  531. return this;
  532. },
  533. dot: function ( v ) {
  534. return this.x * v.x + this.y * v.y;
  535. },
  536. cross: function ( v ) {
  537. return this.x * v.y - this.y * v.x;
  538. },
  539. lengthSq: function () {
  540. return this.x * this.x + this.y * this.y;
  541. },
  542. length: function () {
  543. return Math.sqrt( this.x * this.x + this.y * this.y );
  544. },
  545. manhattanLength: function () {
  546. return Math.abs( this.x ) + Math.abs( this.y );
  547. },
  548. normalize: function () {
  549. return this.divideScalar( this.length() || 1 );
  550. },
  551. angle: function () {
  552. // computes the angle in radians with respect to the positive x-axis
  553. var angle = Math.atan2( this.y, this.x );
  554. if ( angle < 0 ) { angle += 2 * Math.PI; }
  555. return angle;
  556. },
  557. distanceTo: function ( v ) {
  558. return Math.sqrt( this.distanceToSquared( v ) );
  559. },
  560. distanceToSquared: function ( v ) {
  561. var dx = this.x - v.x, dy = this.y - v.y;
  562. return dx * dx + dy * dy;
  563. },
  564. manhattanDistanceTo: function ( v ) {
  565. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  566. },
  567. setLength: function ( length ) {
  568. return this.normalize().multiplyScalar( length );
  569. },
  570. lerp: function ( v, alpha ) {
  571. this.x += ( v.x - this.x ) * alpha;
  572. this.y += ( v.y - this.y ) * alpha;
  573. return this;
  574. },
  575. lerpVectors: function ( v1, v2, alpha ) {
  576. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  577. },
  578. equals: function ( v ) {
  579. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  580. },
  581. fromArray: function ( array, offset ) {
  582. if ( offset === undefined ) { offset = 0; }
  583. this.x = array[ offset ];
  584. this.y = array[ offset + 1 ];
  585. return this;
  586. },
  587. toArray: function ( array, offset ) {
  588. if ( array === undefined ) { array = []; }
  589. if ( offset === undefined ) { offset = 0; }
  590. array[ offset ] = this.x;
  591. array[ offset + 1 ] = this.y;
  592. return array;
  593. },
  594. fromBufferAttribute: function ( attribute, index, offset ) {
  595. if ( offset !== undefined ) {
  596. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  597. }
  598. this.x = attribute.getX( index );
  599. this.y = attribute.getY( index );
  600. return this;
  601. },
  602. rotateAround: function ( center, angle ) {
  603. var c = Math.cos( angle ), s = Math.sin( angle );
  604. var x = this.x - center.x;
  605. var y = this.y - center.y;
  606. this.x = x * c - y * s + center.x;
  607. this.y = x * s + y * c + center.y;
  608. return this;
  609. }
  610. } );
  611. /**
  612. * @author mikael emtinger / http://gomo.se/
  613. * @author alteredq / http://alteredqualia.com/
  614. * @author WestLangley / http://github.com/WestLangley
  615. * @author bhouston / http://clara.io
  616. */
  617. function Quaternion( x, y, z, w ) {
  618. this._x = x || 0;
  619. this._y = y || 0;
  620. this._z = z || 0;
  621. this._w = ( w !== undefined ) ? w : 1;
  622. }
  623. Object.assign( Quaternion, {
  624. slerp: function ( qa, qb, qm, t ) {
  625. return qm.copy( qa ).slerp( qb, t );
  626. },
  627. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  628. // fuzz-free, array-based Quaternion SLERP operation
  629. var x0 = src0[ srcOffset0 + 0 ],
  630. y0 = src0[ srcOffset0 + 1 ],
  631. z0 = src0[ srcOffset0 + 2 ],
  632. w0 = src0[ srcOffset0 + 3 ],
  633. x1 = src1[ srcOffset1 + 0 ],
  634. y1 = src1[ srcOffset1 + 1 ],
  635. z1 = src1[ srcOffset1 + 2 ],
  636. w1 = src1[ srcOffset1 + 3 ];
  637. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  638. var s = 1 - t,
  639. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  640. dir = ( cos >= 0 ? 1 : - 1 ),
  641. sqrSin = 1 - cos * cos;
  642. // Skip the Slerp for tiny steps to avoid numeric problems:
  643. if ( sqrSin > Number.EPSILON ) {
  644. var sin = Math.sqrt( sqrSin ),
  645. len = Math.atan2( sin, cos * dir );
  646. s = Math.sin( s * len ) / sin;
  647. t = Math.sin( t * len ) / sin;
  648. }
  649. var tDir = t * dir;
  650. x0 = x0 * s + x1 * tDir;
  651. y0 = y0 * s + y1 * tDir;
  652. z0 = z0 * s + z1 * tDir;
  653. w0 = w0 * s + w1 * tDir;
  654. // Normalize in case we just did a lerp:
  655. if ( s === 1 - t ) {
  656. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  657. x0 *= f;
  658. y0 *= f;
  659. z0 *= f;
  660. w0 *= f;
  661. }
  662. }
  663. dst[ dstOffset ] = x0;
  664. dst[ dstOffset + 1 ] = y0;
  665. dst[ dstOffset + 2 ] = z0;
  666. dst[ dstOffset + 3 ] = w0;
  667. }
  668. } );
  669. Object.defineProperties( Quaternion.prototype, {
  670. x: {
  671. get: function () {
  672. return this._x;
  673. },
  674. set: function ( value ) {
  675. this._x = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. y: {
  680. get: function () {
  681. return this._y;
  682. },
  683. set: function ( value ) {
  684. this._y = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. z: {
  689. get: function () {
  690. return this._z;
  691. },
  692. set: function ( value ) {
  693. this._z = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. w: {
  698. get: function () {
  699. return this._w;
  700. },
  701. set: function ( value ) {
  702. this._w = value;
  703. this._onChangeCallback();
  704. }
  705. }
  706. } );
  707. Object.assign( Quaternion.prototype, {
  708. isQuaternion: true,
  709. set: function ( x, y, z, w ) {
  710. this._x = x;
  711. this._y = y;
  712. this._z = z;
  713. this._w = w;
  714. this._onChangeCallback();
  715. return this;
  716. },
  717. clone: function () {
  718. return new this.constructor( this._x, this._y, this._z, this._w );
  719. },
  720. copy: function ( quaternion ) {
  721. this._x = quaternion.x;
  722. this._y = quaternion.y;
  723. this._z = quaternion.z;
  724. this._w = quaternion.w;
  725. this._onChangeCallback();
  726. return this;
  727. },
  728. setFromEuler: function ( euler, update ) {
  729. if ( ! ( euler && euler.isEuler ) ) {
  730. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  731. }
  732. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  733. // http://www.mathworks.com/matlabcentral/fileexchange/
  734. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  735. // content/SpinCalc.m
  736. var cos = Math.cos;
  737. var sin = Math.sin;
  738. var c1 = cos( x / 2 );
  739. var c2 = cos( y / 2 );
  740. var c3 = cos( z / 2 );
  741. var s1 = sin( x / 2 );
  742. var s2 = sin( y / 2 );
  743. var s3 = sin( z / 2 );
  744. if ( order === 'XYZ' ) {
  745. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  746. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  747. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  748. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  749. } else if ( order === 'YXZ' ) {
  750. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  752. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  753. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  754. } else if ( order === 'ZXY' ) {
  755. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  756. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  757. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  758. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  759. } else if ( order === 'ZYX' ) {
  760. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  761. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  762. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  763. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  764. } else if ( order === 'YZX' ) {
  765. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  766. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  767. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  768. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  769. } else if ( order === 'XZY' ) {
  770. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  774. }
  775. if ( update !== false ) { this._onChangeCallback(); }
  776. return this;
  777. },
  778. setFromAxisAngle: function ( axis, angle ) {
  779. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  780. // assumes axis is normalized
  781. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  782. this._x = axis.x * s;
  783. this._y = axis.y * s;
  784. this._z = axis.z * s;
  785. this._w = Math.cos( halfAngle );
  786. this._onChangeCallback();
  787. return this;
  788. },
  789. setFromRotationMatrix: function ( m ) {
  790. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  791. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  792. var te = m.elements,
  793. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  794. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  795. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  796. trace = m11 + m22 + m33,
  797. s;
  798. if ( trace > 0 ) {
  799. s = 0.5 / Math.sqrt( trace + 1.0 );
  800. this._w = 0.25 / s;
  801. this._x = ( m32 - m23 ) * s;
  802. this._y = ( m13 - m31 ) * s;
  803. this._z = ( m21 - m12 ) * s;
  804. } else if ( m11 > m22 && m11 > m33 ) {
  805. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  806. this._w = ( m32 - m23 ) / s;
  807. this._x = 0.25 * s;
  808. this._y = ( m12 + m21 ) / s;
  809. this._z = ( m13 + m31 ) / s;
  810. } else if ( m22 > m33 ) {
  811. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  812. this._w = ( m13 - m31 ) / s;
  813. this._x = ( m12 + m21 ) / s;
  814. this._y = 0.25 * s;
  815. this._z = ( m23 + m32 ) / s;
  816. } else {
  817. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  818. this._w = ( m21 - m12 ) / s;
  819. this._x = ( m13 + m31 ) / s;
  820. this._y = ( m23 + m32 ) / s;
  821. this._z = 0.25 * s;
  822. }
  823. this._onChangeCallback();
  824. return this;
  825. },
  826. setFromUnitVectors: function ( vFrom, vTo ) {
  827. // assumes direction vectors vFrom and vTo are normalized
  828. var EPS = 0.000001;
  829. var r = vFrom.dot( vTo ) + 1;
  830. if ( r < EPS ) {
  831. r = 0;
  832. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  833. this._x = - vFrom.y;
  834. this._y = vFrom.x;
  835. this._z = 0;
  836. this._w = r;
  837. } else {
  838. this._x = 0;
  839. this._y = - vFrom.z;
  840. this._z = vFrom.y;
  841. this._w = r;
  842. }
  843. } else {
  844. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  845. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  846. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  847. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  848. this._w = r;
  849. }
  850. return this.normalize();
  851. },
  852. angleTo: function ( q ) {
  853. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  854. },
  855. rotateTowards: function ( q, step ) {
  856. var angle = this.angleTo( q );
  857. if ( angle === 0 ) { return this; }
  858. var t = Math.min( 1, step / angle );
  859. this.slerp( q, t );
  860. return this;
  861. },
  862. inverse: function () {
  863. // quaternion is assumed to have unit length
  864. return this.conjugate();
  865. },
  866. conjugate: function () {
  867. this._x *= - 1;
  868. this._y *= - 1;
  869. this._z *= - 1;
  870. this._onChangeCallback();
  871. return this;
  872. },
  873. dot: function ( v ) {
  874. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  875. },
  876. lengthSq: function () {
  877. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  878. },
  879. length: function () {
  880. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  881. },
  882. normalize: function () {
  883. var l = this.length();
  884. if ( l === 0 ) {
  885. this._x = 0;
  886. this._y = 0;
  887. this._z = 0;
  888. this._w = 1;
  889. } else {
  890. l = 1 / l;
  891. this._x = this._x * l;
  892. this._y = this._y * l;
  893. this._z = this._z * l;
  894. this._w = this._w * l;
  895. }
  896. this._onChangeCallback();
  897. return this;
  898. },
  899. multiply: function ( q, p ) {
  900. if ( p !== undefined ) {
  901. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  902. return this.multiplyQuaternions( q, p );
  903. }
  904. return this.multiplyQuaternions( this, q );
  905. },
  906. premultiply: function ( q ) {
  907. return this.multiplyQuaternions( q, this );
  908. },
  909. multiplyQuaternions: function ( a, b ) {
  910. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  911. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  912. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  913. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  914. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  915. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  916. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  917. this._onChangeCallback();
  918. return this;
  919. },
  920. slerp: function ( qb, t ) {
  921. if ( t === 0 ) { return this; }
  922. if ( t === 1 ) { return this.copy( qb ); }
  923. var x = this._x, y = this._y, z = this._z, w = this._w;
  924. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  925. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  926. if ( cosHalfTheta < 0 ) {
  927. this._w = - qb._w;
  928. this._x = - qb._x;
  929. this._y = - qb._y;
  930. this._z = - qb._z;
  931. cosHalfTheta = - cosHalfTheta;
  932. } else {
  933. this.copy( qb );
  934. }
  935. if ( cosHalfTheta >= 1.0 ) {
  936. this._w = w;
  937. this._x = x;
  938. this._y = y;
  939. this._z = z;
  940. return this;
  941. }
  942. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  943. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  944. var s = 1 - t;
  945. this._w = s * w + t * this._w;
  946. this._x = s * x + t * this._x;
  947. this._y = s * y + t * this._y;
  948. this._z = s * z + t * this._z;
  949. this.normalize();
  950. this._onChangeCallback();
  951. return this;
  952. }
  953. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  954. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  955. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  956. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  957. this._w = ( w * ratioA + this._w * ratioB );
  958. this._x = ( x * ratioA + this._x * ratioB );
  959. this._y = ( y * ratioA + this._y * ratioB );
  960. this._z = ( z * ratioA + this._z * ratioB );
  961. this._onChangeCallback();
  962. return this;
  963. },
  964. equals: function ( quaternion ) {
  965. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  966. },
  967. fromArray: function ( array, offset ) {
  968. if ( offset === undefined ) { offset = 0; }
  969. this._x = array[ offset ];
  970. this._y = array[ offset + 1 ];
  971. this._z = array[ offset + 2 ];
  972. this._w = array[ offset + 3 ];
  973. this._onChangeCallback();
  974. return this;
  975. },
  976. toArray: function ( array, offset ) {
  977. if ( array === undefined ) { array = []; }
  978. if ( offset === undefined ) { offset = 0; }
  979. array[ offset ] = this._x;
  980. array[ offset + 1 ] = this._y;
  981. array[ offset + 2 ] = this._z;
  982. array[ offset + 3 ] = this._w;
  983. return array;
  984. },
  985. _onChange: function ( callback ) {
  986. this._onChangeCallback = callback;
  987. return this;
  988. },
  989. _onChangeCallback: function () {}
  990. } );
  991. /**
  992. * @author mrdoob / http://mrdoob.com/
  993. * @author kile / http://kile.stravaganza.org/
  994. * @author philogb / http://blog.thejit.org/
  995. * @author mikael emtinger / http://gomo.se/
  996. * @author egraether / http://egraether.com/
  997. * @author WestLangley / http://github.com/WestLangley
  998. */
  999. var _vector = new Vector3();
  1000. var _quaternion = new Quaternion();
  1001. function Vector3( x, y, z ) {
  1002. this.x = x || 0;
  1003. this.y = y || 0;
  1004. this.z = z || 0;
  1005. }
  1006. Object.assign( Vector3.prototype, {
  1007. isVector3: true,
  1008. set: function ( x, y, z ) {
  1009. this.x = x;
  1010. this.y = y;
  1011. this.z = z;
  1012. return this;
  1013. },
  1014. setScalar: function ( scalar ) {
  1015. this.x = scalar;
  1016. this.y = scalar;
  1017. this.z = scalar;
  1018. return this;
  1019. },
  1020. setX: function ( x ) {
  1021. this.x = x;
  1022. return this;
  1023. },
  1024. setY: function ( y ) {
  1025. this.y = y;
  1026. return this;
  1027. },
  1028. setZ: function ( z ) {
  1029. this.z = z;
  1030. return this;
  1031. },
  1032. setComponent: function ( index, value ) {
  1033. switch ( index ) {
  1034. case 0: this.x = value; break;
  1035. case 1: this.y = value; break;
  1036. case 2: this.z = value; break;
  1037. default: throw new Error( 'index is out of range: ' + index );
  1038. }
  1039. return this;
  1040. },
  1041. getComponent: function ( index ) {
  1042. switch ( index ) {
  1043. case 0: return this.x;
  1044. case 1: return this.y;
  1045. case 2: return this.z;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. },
  1049. clone: function () {
  1050. return new this.constructor( this.x, this.y, this.z );
  1051. },
  1052. copy: function ( v ) {
  1053. this.x = v.x;
  1054. this.y = v.y;
  1055. this.z = v.z;
  1056. return this;
  1057. },
  1058. add: function ( v, w ) {
  1059. if ( w !== undefined ) {
  1060. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1061. return this.addVectors( v, w );
  1062. }
  1063. this.x += v.x;
  1064. this.y += v.y;
  1065. this.z += v.z;
  1066. return this;
  1067. },
  1068. addScalar: function ( s ) {
  1069. this.x += s;
  1070. this.y += s;
  1071. this.z += s;
  1072. return this;
  1073. },
  1074. addVectors: function ( a, b ) {
  1075. this.x = a.x + b.x;
  1076. this.y = a.y + b.y;
  1077. this.z = a.z + b.z;
  1078. return this;
  1079. },
  1080. addScaledVector: function ( v, s ) {
  1081. this.x += v.x * s;
  1082. this.y += v.y * s;
  1083. this.z += v.z * s;
  1084. return this;
  1085. },
  1086. sub: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1089. return this.subVectors( v, w );
  1090. }
  1091. this.x -= v.x;
  1092. this.y -= v.y;
  1093. this.z -= v.z;
  1094. return this;
  1095. },
  1096. subScalar: function ( s ) {
  1097. this.x -= s;
  1098. this.y -= s;
  1099. this.z -= s;
  1100. return this;
  1101. },
  1102. subVectors: function ( a, b ) {
  1103. this.x = a.x - b.x;
  1104. this.y = a.y - b.y;
  1105. this.z = a.z - b.z;
  1106. return this;
  1107. },
  1108. multiply: function ( v, w ) {
  1109. if ( w !== undefined ) {
  1110. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1111. return this.multiplyVectors( v, w );
  1112. }
  1113. this.x *= v.x;
  1114. this.y *= v.y;
  1115. this.z *= v.z;
  1116. return this;
  1117. },
  1118. multiplyScalar: function ( scalar ) {
  1119. this.x *= scalar;
  1120. this.y *= scalar;
  1121. this.z *= scalar;
  1122. return this;
  1123. },
  1124. multiplyVectors: function ( a, b ) {
  1125. this.x = a.x * b.x;
  1126. this.y = a.y * b.y;
  1127. this.z = a.z * b.z;
  1128. return this;
  1129. },
  1130. applyEuler: function ( euler ) {
  1131. if ( ! ( euler && euler.isEuler ) ) {
  1132. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1133. }
  1134. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1135. },
  1136. applyAxisAngle: function ( axis, angle ) {
  1137. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1138. },
  1139. applyMatrix3: function ( m ) {
  1140. var x = this.x, y = this.y, z = this.z;
  1141. var e = m.elements;
  1142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1145. return this;
  1146. },
  1147. applyMatrix4: function ( m ) {
  1148. var x = this.x, y = this.y, z = this.z;
  1149. var e = m.elements;
  1150. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1151. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1152. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1153. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1154. return this;
  1155. },
  1156. applyQuaternion: function ( q ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1159. // calculate quat * vector
  1160. var ix = qw * x + qy * z - qz * y;
  1161. var iy = qw * y + qz * x - qx * z;
  1162. var iz = qw * z + qx * y - qy * x;
  1163. var iw = - qx * x - qy * y - qz * z;
  1164. // calculate result * inverse quat
  1165. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1166. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1167. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1168. return this;
  1169. },
  1170. project: function ( camera ) {
  1171. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1172. },
  1173. unproject: function ( camera ) {
  1174. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1175. },
  1176. transformDirection: function ( m ) {
  1177. // input: THREE.Matrix4 affine matrix
  1178. // vector interpreted as a direction
  1179. var x = this.x, y = this.y, z = this.z;
  1180. var e = m.elements;
  1181. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1182. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1183. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1184. return this.normalize();
  1185. },
  1186. divide: function ( v ) {
  1187. this.x /= v.x;
  1188. this.y /= v.y;
  1189. this.z /= v.z;
  1190. return this;
  1191. },
  1192. divideScalar: function ( scalar ) {
  1193. return this.multiplyScalar( 1 / scalar );
  1194. },
  1195. min: function ( v ) {
  1196. this.x = Math.min( this.x, v.x );
  1197. this.y = Math.min( this.y, v.y );
  1198. this.z = Math.min( this.z, v.z );
  1199. return this;
  1200. },
  1201. max: function ( v ) {
  1202. this.x = Math.max( this.x, v.x );
  1203. this.y = Math.max( this.y, v.y );
  1204. this.z = Math.max( this.z, v.z );
  1205. return this;
  1206. },
  1207. clamp: function ( min, max ) {
  1208. // assumes min < max, componentwise
  1209. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1210. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1211. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1212. return this;
  1213. },
  1214. clampScalar: function ( minVal, maxVal ) {
  1215. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1216. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1217. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1218. return this;
  1219. },
  1220. clampLength: function ( min, max ) {
  1221. var length = this.length();
  1222. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1223. },
  1224. floor: function () {
  1225. this.x = Math.floor( this.x );
  1226. this.y = Math.floor( this.y );
  1227. this.z = Math.floor( this.z );
  1228. return this;
  1229. },
  1230. ceil: function () {
  1231. this.x = Math.ceil( this.x );
  1232. this.y = Math.ceil( this.y );
  1233. this.z = Math.ceil( this.z );
  1234. return this;
  1235. },
  1236. round: function () {
  1237. this.x = Math.round( this.x );
  1238. this.y = Math.round( this.y );
  1239. this.z = Math.round( this.z );
  1240. return this;
  1241. },
  1242. roundToZero: function () {
  1243. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1244. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1245. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1246. return this;
  1247. },
  1248. negate: function () {
  1249. this.x = - this.x;
  1250. this.y = - this.y;
  1251. this.z = - this.z;
  1252. return this;
  1253. },
  1254. dot: function ( v ) {
  1255. return this.x * v.x + this.y * v.y + this.z * v.z;
  1256. },
  1257. // TODO lengthSquared?
  1258. lengthSq: function () {
  1259. return this.x * this.x + this.y * this.y + this.z * this.z;
  1260. },
  1261. length: function () {
  1262. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1263. },
  1264. manhattanLength: function () {
  1265. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1266. },
  1267. normalize: function () {
  1268. return this.divideScalar( this.length() || 1 );
  1269. },
  1270. setLength: function ( length ) {
  1271. return this.normalize().multiplyScalar( length );
  1272. },
  1273. lerp: function ( v, alpha ) {
  1274. this.x += ( v.x - this.x ) * alpha;
  1275. this.y += ( v.y - this.y ) * alpha;
  1276. this.z += ( v.z - this.z ) * alpha;
  1277. return this;
  1278. },
  1279. lerpVectors: function ( v1, v2, alpha ) {
  1280. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1281. },
  1282. cross: function ( v, w ) {
  1283. if ( w !== undefined ) {
  1284. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1285. return this.crossVectors( v, w );
  1286. }
  1287. return this.crossVectors( this, v );
  1288. },
  1289. crossVectors: function ( a, b ) {
  1290. var ax = a.x, ay = a.y, az = a.z;
  1291. var bx = b.x, by = b.y, bz = b.z;
  1292. this.x = ay * bz - az * by;
  1293. this.y = az * bx - ax * bz;
  1294. this.z = ax * by - ay * bx;
  1295. return this;
  1296. },
  1297. projectOnVector: function ( v ) {
  1298. // v cannot be the zero v
  1299. var scalar = v.dot( this ) / v.lengthSq();
  1300. return this.copy( v ).multiplyScalar( scalar );
  1301. },
  1302. projectOnPlane: function ( planeNormal ) {
  1303. _vector.copy( this ).projectOnVector( planeNormal );
  1304. return this.sub( _vector );
  1305. },
  1306. reflect: function ( normal ) {
  1307. // reflect incident vector off plane orthogonal to normal
  1308. // normal is assumed to have unit length
  1309. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1310. },
  1311. angleTo: function ( v ) {
  1312. // assumes this and v are not the zero vector
  1313. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1314. // clamp, to handle numerical problems
  1315. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1316. },
  1317. distanceTo: function ( v ) {
  1318. return Math.sqrt( this.distanceToSquared( v ) );
  1319. },
  1320. distanceToSquared: function ( v ) {
  1321. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1322. return dx * dx + dy * dy + dz * dz;
  1323. },
  1324. manhattanDistanceTo: function ( v ) {
  1325. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1326. },
  1327. setFromSpherical: function ( s ) {
  1328. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1329. },
  1330. setFromSphericalCoords: function ( radius, phi, theta ) {
  1331. var sinPhiRadius = Math.sin( phi ) * radius;
  1332. this.x = sinPhiRadius * Math.sin( theta );
  1333. this.y = Math.cos( phi ) * radius;
  1334. this.z = sinPhiRadius * Math.cos( theta );
  1335. return this;
  1336. },
  1337. setFromCylindrical: function ( c ) {
  1338. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1339. },
  1340. setFromCylindricalCoords: function ( radius, theta, y ) {
  1341. this.x = radius * Math.sin( theta );
  1342. this.y = y;
  1343. this.z = radius * Math.cos( theta );
  1344. return this;
  1345. },
  1346. setFromMatrixPosition: function ( m ) {
  1347. var e = m.elements;
  1348. this.x = e[ 12 ];
  1349. this.y = e[ 13 ];
  1350. this.z = e[ 14 ];
  1351. return this;
  1352. },
  1353. setFromMatrixScale: function ( m ) {
  1354. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1355. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1356. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1357. this.x = sx;
  1358. this.y = sy;
  1359. this.z = sz;
  1360. return this;
  1361. },
  1362. setFromMatrixColumn: function ( m, index ) {
  1363. return this.fromArray( m.elements, index * 4 );
  1364. },
  1365. equals: function ( v ) {
  1366. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1367. },
  1368. fromArray: function ( array, offset ) {
  1369. if ( offset === undefined ) { offset = 0; }
  1370. this.x = array[ offset ];
  1371. this.y = array[ offset + 1 ];
  1372. this.z = array[ offset + 2 ];
  1373. return this;
  1374. },
  1375. toArray: function ( array, offset ) {
  1376. if ( array === undefined ) { array = []; }
  1377. if ( offset === undefined ) { offset = 0; }
  1378. array[ offset ] = this.x;
  1379. array[ offset + 1 ] = this.y;
  1380. array[ offset + 2 ] = this.z;
  1381. return array;
  1382. },
  1383. fromBufferAttribute: function ( attribute, index, offset ) {
  1384. if ( offset !== undefined ) {
  1385. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1386. }
  1387. this.x = attribute.getX( index );
  1388. this.y = attribute.getY( index );
  1389. this.z = attribute.getZ( index );
  1390. return this;
  1391. }
  1392. } );
  1393. /**
  1394. * @author alteredq / http://alteredqualia.com/
  1395. * @author WestLangley / http://github.com/WestLangley
  1396. * @author bhouston / http://clara.io
  1397. * @author tschw
  1398. */
  1399. var _vector$1 = new Vector3();
  1400. function Matrix3() {
  1401. this.elements = [
  1402. 1, 0, 0,
  1403. 0, 1, 0,
  1404. 0, 0, 1
  1405. ];
  1406. if ( arguments.length > 0 ) {
  1407. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1408. }
  1409. }
  1410. Object.assign( Matrix3.prototype, {
  1411. isMatrix3: true,
  1412. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1413. var te = this.elements;
  1414. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1415. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1416. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1417. return this;
  1418. },
  1419. identity: function () {
  1420. this.set(
  1421. 1, 0, 0,
  1422. 0, 1, 0,
  1423. 0, 0, 1
  1424. );
  1425. return this;
  1426. },
  1427. clone: function () {
  1428. return new this.constructor().fromArray( this.elements );
  1429. },
  1430. copy: function ( m ) {
  1431. var te = this.elements;
  1432. var me = m.elements;
  1433. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1434. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1435. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1436. return this;
  1437. },
  1438. setFromMatrix4: function ( m ) {
  1439. var me = m.elements;
  1440. this.set(
  1441. me[ 0 ], me[ 4 ], me[ 8 ],
  1442. me[ 1 ], me[ 5 ], me[ 9 ],
  1443. me[ 2 ], me[ 6 ], me[ 10 ]
  1444. );
  1445. return this;
  1446. },
  1447. applyToBufferAttribute: function ( attribute ) {
  1448. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1449. _vector$1.x = attribute.getX( i );
  1450. _vector$1.y = attribute.getY( i );
  1451. _vector$1.z = attribute.getZ( i );
  1452. _vector$1.applyMatrix3( this );
  1453. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1454. }
  1455. return attribute;
  1456. },
  1457. multiply: function ( m ) {
  1458. return this.multiplyMatrices( this, m );
  1459. },
  1460. premultiply: function ( m ) {
  1461. return this.multiplyMatrices( m, this );
  1462. },
  1463. multiplyMatrices: function ( a, b ) {
  1464. var ae = a.elements;
  1465. var be = b.elements;
  1466. var te = this.elements;
  1467. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1468. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1469. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1470. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1471. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1472. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1473. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1474. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1475. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1476. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1477. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1478. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1479. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1480. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1481. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1482. return this;
  1483. },
  1484. multiplyScalar: function ( s ) {
  1485. var te = this.elements;
  1486. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1487. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1488. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1489. return this;
  1490. },
  1491. determinant: function () {
  1492. var te = this.elements;
  1493. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1494. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1495. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1496. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1497. },
  1498. getInverse: function ( matrix, throwOnDegenerate ) {
  1499. if ( matrix && matrix.isMatrix4 ) {
  1500. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1501. }
  1502. var me = matrix.elements,
  1503. te = this.elements,
  1504. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1505. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1506. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1507. t11 = n33 * n22 - n32 * n23,
  1508. t12 = n32 * n13 - n33 * n12,
  1509. t13 = n23 * n12 - n22 * n13,
  1510. det = n11 * t11 + n21 * t12 + n31 * t13;
  1511. if ( det === 0 ) {
  1512. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1513. if ( throwOnDegenerate === true ) {
  1514. throw new Error( msg );
  1515. } else {
  1516. console.warn( msg );
  1517. }
  1518. return this.identity();
  1519. }
  1520. var detInv = 1 / det;
  1521. te[ 0 ] = t11 * detInv;
  1522. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1523. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1524. te[ 3 ] = t12 * detInv;
  1525. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1526. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1527. te[ 6 ] = t13 * detInv;
  1528. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1529. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1530. return this;
  1531. },
  1532. transpose: function () {
  1533. var tmp, m = this.elements;
  1534. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1535. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1536. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1537. return this;
  1538. },
  1539. getNormalMatrix: function ( matrix4 ) {
  1540. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1541. },
  1542. transposeIntoArray: function ( r ) {
  1543. var m = this.elements;
  1544. r[ 0 ] = m[ 0 ];
  1545. r[ 1 ] = m[ 3 ];
  1546. r[ 2 ] = m[ 6 ];
  1547. r[ 3 ] = m[ 1 ];
  1548. r[ 4 ] = m[ 4 ];
  1549. r[ 5 ] = m[ 7 ];
  1550. r[ 6 ] = m[ 2 ];
  1551. r[ 7 ] = m[ 5 ];
  1552. r[ 8 ] = m[ 8 ];
  1553. return this;
  1554. },
  1555. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1556. var c = Math.cos( rotation );
  1557. var s = Math.sin( rotation );
  1558. this.set(
  1559. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1560. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1561. 0, 0, 1
  1562. );
  1563. },
  1564. scale: function ( sx, sy ) {
  1565. var te = this.elements;
  1566. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1567. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1568. return this;
  1569. },
  1570. rotate: function ( theta ) {
  1571. var c = Math.cos( theta );
  1572. var s = Math.sin( theta );
  1573. var te = this.elements;
  1574. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1575. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1576. te[ 0 ] = c * a11 + s * a21;
  1577. te[ 3 ] = c * a12 + s * a22;
  1578. te[ 6 ] = c * a13 + s * a23;
  1579. te[ 1 ] = - s * a11 + c * a21;
  1580. te[ 4 ] = - s * a12 + c * a22;
  1581. te[ 7 ] = - s * a13 + c * a23;
  1582. return this;
  1583. },
  1584. translate: function ( tx, ty ) {
  1585. var te = this.elements;
  1586. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1587. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1588. return this;
  1589. },
  1590. equals: function ( matrix ) {
  1591. var te = this.elements;
  1592. var me = matrix.elements;
  1593. for ( var i = 0; i < 9; i ++ ) {
  1594. if ( te[ i ] !== me[ i ] ) { return false; }
  1595. }
  1596. return true;
  1597. },
  1598. fromArray: function ( array, offset ) {
  1599. if ( offset === undefined ) { offset = 0; }
  1600. for ( var i = 0; i < 9; i ++ ) {
  1601. this.elements[ i ] = array[ i + offset ];
  1602. }
  1603. return this;
  1604. },
  1605. toArray: function ( array, offset ) {
  1606. if ( array === undefined ) { array = []; }
  1607. if ( offset === undefined ) { offset = 0; }
  1608. var te = this.elements;
  1609. array[ offset ] = te[ 0 ];
  1610. array[ offset + 1 ] = te[ 1 ];
  1611. array[ offset + 2 ] = te[ 2 ];
  1612. array[ offset + 3 ] = te[ 3 ];
  1613. array[ offset + 4 ] = te[ 4 ];
  1614. array[ offset + 5 ] = te[ 5 ];
  1615. array[ offset + 6 ] = te[ 6 ];
  1616. array[ offset + 7 ] = te[ 7 ];
  1617. array[ offset + 8 ] = te[ 8 ];
  1618. return array;
  1619. }
  1620. } );
  1621. /**
  1622. * @author mrdoob / http://mrdoob.com/
  1623. * @author alteredq / http://alteredqualia.com/
  1624. * @author szimek / https://github.com/szimek/
  1625. */
  1626. var _canvas;
  1627. var ImageUtils = {
  1628. getDataURL: function ( image ) {
  1629. var canvas;
  1630. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1631. return image.src;
  1632. } else if ( image instanceof HTMLCanvasElement ) {
  1633. canvas = image;
  1634. } else {
  1635. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1636. _canvas.width = image.width;
  1637. _canvas.height = image.height;
  1638. var context = _canvas.getContext( '2d' );
  1639. if ( image instanceof ImageData ) {
  1640. context.putImageData( image, 0, 0 );
  1641. } else {
  1642. context.drawImage( image, 0, 0, image.width, image.height );
  1643. }
  1644. canvas = _canvas;
  1645. }
  1646. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1647. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1648. } else {
  1649. return canvas.toDataURL( 'image/png' );
  1650. }
  1651. }
  1652. };
  1653. /**
  1654. * @author mrdoob / http://mrdoob.com/
  1655. * @author alteredq / http://alteredqualia.com/
  1656. * @author szimek / https://github.com/szimek/
  1657. */
  1658. var textureId = 0;
  1659. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1660. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1661. this.uuid = _Math.generateUUID();
  1662. this.name = '';
  1663. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1664. this.mipmaps = [];
  1665. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1666. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1667. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1668. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1669. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1670. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1671. this.format = format !== undefined ? format : RGBAFormat;
  1672. this.type = type !== undefined ? type : UnsignedByteType;
  1673. this.offset = new Vector2( 0, 0 );
  1674. this.repeat = new Vector2( 1, 1 );
  1675. this.center = new Vector2( 0, 0 );
  1676. this.rotation = 0;
  1677. this.matrixAutoUpdate = true;
  1678. this.matrix = new Matrix3();
  1679. this.generateMipmaps = true;
  1680. this.premultiplyAlpha = false;
  1681. this.flipY = true;
  1682. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1683. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1684. //
  1685. // Also changing the encoding after already used by a Material will not automatically make the Material
  1686. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1687. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1688. this.version = 0;
  1689. this.onUpdate = null;
  1690. }
  1691. Texture.DEFAULT_IMAGE = undefined;
  1692. Texture.DEFAULT_MAPPING = UVMapping;
  1693. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1694. constructor: Texture,
  1695. isTexture: true,
  1696. updateMatrix: function () {
  1697. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1698. },
  1699. clone: function () {
  1700. return new this.constructor().copy( this );
  1701. },
  1702. copy: function ( source ) {
  1703. this.name = source.name;
  1704. this.image = source.image;
  1705. this.mipmaps = source.mipmaps.slice( 0 );
  1706. this.mapping = source.mapping;
  1707. this.wrapS = source.wrapS;
  1708. this.wrapT = source.wrapT;
  1709. this.magFilter = source.magFilter;
  1710. this.minFilter = source.minFilter;
  1711. this.anisotropy = source.anisotropy;
  1712. this.format = source.format;
  1713. this.type = source.type;
  1714. this.offset.copy( source.offset );
  1715. this.repeat.copy( source.repeat );
  1716. this.center.copy( source.center );
  1717. this.rotation = source.rotation;
  1718. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1719. this.matrix.copy( source.matrix );
  1720. this.generateMipmaps = source.generateMipmaps;
  1721. this.premultiplyAlpha = source.premultiplyAlpha;
  1722. this.flipY = source.flipY;
  1723. this.unpackAlignment = source.unpackAlignment;
  1724. this.encoding = source.encoding;
  1725. return this;
  1726. },
  1727. toJSON: function ( meta ) {
  1728. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1729. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1730. return meta.textures[ this.uuid ];
  1731. }
  1732. var output = {
  1733. metadata: {
  1734. version: 4.5,
  1735. type: 'Texture',
  1736. generator: 'Texture.toJSON'
  1737. },
  1738. uuid: this.uuid,
  1739. name: this.name,
  1740. mapping: this.mapping,
  1741. repeat: [ this.repeat.x, this.repeat.y ],
  1742. offset: [ this.offset.x, this.offset.y ],
  1743. center: [ this.center.x, this.center.y ],
  1744. rotation: this.rotation,
  1745. wrap: [ this.wrapS, this.wrapT ],
  1746. format: this.format,
  1747. type: this.type,
  1748. encoding: this.encoding,
  1749. minFilter: this.minFilter,
  1750. magFilter: this.magFilter,
  1751. anisotropy: this.anisotropy,
  1752. flipY: this.flipY,
  1753. premultiplyAlpha: this.premultiplyAlpha,
  1754. unpackAlignment: this.unpackAlignment
  1755. };
  1756. if ( this.image !== undefined ) {
  1757. // TODO: Move to THREE.Image
  1758. var image = this.image;
  1759. if ( image.uuid === undefined ) {
  1760. image.uuid = _Math.generateUUID(); // UGH
  1761. }
  1762. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1763. var url;
  1764. if ( Array.isArray( image ) ) {
  1765. // process array of images e.g. CubeTexture
  1766. url = [];
  1767. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1768. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1769. }
  1770. } else {
  1771. // process single image
  1772. url = ImageUtils.getDataURL( image );
  1773. }
  1774. meta.images[ image.uuid ] = {
  1775. uuid: image.uuid,
  1776. url: url
  1777. };
  1778. }
  1779. output.image = image.uuid;
  1780. }
  1781. if ( ! isRootObject ) {
  1782. meta.textures[ this.uuid ] = output;
  1783. }
  1784. return output;
  1785. },
  1786. dispose: function () {
  1787. this.dispatchEvent( { type: 'dispose' } );
  1788. },
  1789. transformUv: function ( uv ) {
  1790. if ( this.mapping !== UVMapping ) { return uv; }
  1791. uv.applyMatrix3( this.matrix );
  1792. if ( uv.x < 0 || uv.x > 1 ) {
  1793. switch ( this.wrapS ) {
  1794. case RepeatWrapping:
  1795. uv.x = uv.x - Math.floor( uv.x );
  1796. break;
  1797. case ClampToEdgeWrapping:
  1798. uv.x = uv.x < 0 ? 0 : 1;
  1799. break;
  1800. case MirroredRepeatWrapping:
  1801. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1802. uv.x = Math.ceil( uv.x ) - uv.x;
  1803. } else {
  1804. uv.x = uv.x - Math.floor( uv.x );
  1805. }
  1806. break;
  1807. }
  1808. }
  1809. if ( uv.y < 0 || uv.y > 1 ) {
  1810. switch ( this.wrapT ) {
  1811. case RepeatWrapping:
  1812. uv.y = uv.y - Math.floor( uv.y );
  1813. break;
  1814. case ClampToEdgeWrapping:
  1815. uv.y = uv.y < 0 ? 0 : 1;
  1816. break;
  1817. case MirroredRepeatWrapping:
  1818. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1819. uv.y = Math.ceil( uv.y ) - uv.y;
  1820. } else {
  1821. uv.y = uv.y - Math.floor( uv.y );
  1822. }
  1823. break;
  1824. }
  1825. }
  1826. if ( this.flipY ) {
  1827. uv.y = 1 - uv.y;
  1828. }
  1829. return uv;
  1830. }
  1831. } );
  1832. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1833. set: function ( value ) {
  1834. if ( value === true ) { this.version ++; }
  1835. }
  1836. } );
  1837. /**
  1838. * @author supereggbert / http://www.paulbrunt.co.uk/
  1839. * @author philogb / http://blog.thejit.org/
  1840. * @author mikael emtinger / http://gomo.se/
  1841. * @author egraether / http://egraether.com/
  1842. * @author WestLangley / http://github.com/WestLangley
  1843. */
  1844. function Vector4( x, y, z, w ) {
  1845. this.x = x || 0;
  1846. this.y = y || 0;
  1847. this.z = z || 0;
  1848. this.w = ( w !== undefined ) ? w : 1;
  1849. }
  1850. Object.defineProperties( Vector4.prototype, {
  1851. "width": {
  1852. get: function () {
  1853. return this.z;
  1854. },
  1855. set: function ( value ) {
  1856. this.z = value;
  1857. }
  1858. },
  1859. "height": {
  1860. get: function () {
  1861. return this.w;
  1862. },
  1863. set: function ( value ) {
  1864. this.w = value;
  1865. }
  1866. }
  1867. } );
  1868. Object.assign( Vector4.prototype, {
  1869. isVector4: true,
  1870. set: function ( x, y, z, w ) {
  1871. this.x = x;
  1872. this.y = y;
  1873. this.z = z;
  1874. this.w = w;
  1875. return this;
  1876. },
  1877. setScalar: function ( scalar ) {
  1878. this.x = scalar;
  1879. this.y = scalar;
  1880. this.z = scalar;
  1881. this.w = scalar;
  1882. return this;
  1883. },
  1884. setX: function ( x ) {
  1885. this.x = x;
  1886. return this;
  1887. },
  1888. setY: function ( y ) {
  1889. this.y = y;
  1890. return this;
  1891. },
  1892. setZ: function ( z ) {
  1893. this.z = z;
  1894. return this;
  1895. },
  1896. setW: function ( w ) {
  1897. this.w = w;
  1898. return this;
  1899. },
  1900. setComponent: function ( index, value ) {
  1901. switch ( index ) {
  1902. case 0: this.x = value; break;
  1903. case 1: this.y = value; break;
  1904. case 2: this.z = value; break;
  1905. case 3: this.w = value; break;
  1906. default: throw new Error( 'index is out of range: ' + index );
  1907. }
  1908. return this;
  1909. },
  1910. getComponent: function ( index ) {
  1911. switch ( index ) {
  1912. case 0: return this.x;
  1913. case 1: return this.y;
  1914. case 2: return this.z;
  1915. case 3: return this.w;
  1916. default: throw new Error( 'index is out of range: ' + index );
  1917. }
  1918. },
  1919. clone: function () {
  1920. return new this.constructor( this.x, this.y, this.z, this.w );
  1921. },
  1922. copy: function ( v ) {
  1923. this.x = v.x;
  1924. this.y = v.y;
  1925. this.z = v.z;
  1926. this.w = ( v.w !== undefined ) ? v.w : 1;
  1927. return this;
  1928. },
  1929. add: function ( v, w ) {
  1930. if ( w !== undefined ) {
  1931. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1932. return this.addVectors( v, w );
  1933. }
  1934. this.x += v.x;
  1935. this.y += v.y;
  1936. this.z += v.z;
  1937. this.w += v.w;
  1938. return this;
  1939. },
  1940. addScalar: function ( s ) {
  1941. this.x += s;
  1942. this.y += s;
  1943. this.z += s;
  1944. this.w += s;
  1945. return this;
  1946. },
  1947. addVectors: function ( a, b ) {
  1948. this.x = a.x + b.x;
  1949. this.y = a.y + b.y;
  1950. this.z = a.z + b.z;
  1951. this.w = a.w + b.w;
  1952. return this;
  1953. },
  1954. addScaledVector: function ( v, s ) {
  1955. this.x += v.x * s;
  1956. this.y += v.y * s;
  1957. this.z += v.z * s;
  1958. this.w += v.w * s;
  1959. return this;
  1960. },
  1961. sub: function ( v, w ) {
  1962. if ( w !== undefined ) {
  1963. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1964. return this.subVectors( v, w );
  1965. }
  1966. this.x -= v.x;
  1967. this.y -= v.y;
  1968. this.z -= v.z;
  1969. this.w -= v.w;
  1970. return this;
  1971. },
  1972. subScalar: function ( s ) {
  1973. this.x -= s;
  1974. this.y -= s;
  1975. this.z -= s;
  1976. this.w -= s;
  1977. return this;
  1978. },
  1979. subVectors: function ( a, b ) {
  1980. this.x = a.x - b.x;
  1981. this.y = a.y - b.y;
  1982. this.z = a.z - b.z;
  1983. this.w = a.w - b.w;
  1984. return this;
  1985. },
  1986. multiplyScalar: function ( scalar ) {
  1987. this.x *= scalar;
  1988. this.y *= scalar;
  1989. this.z *= scalar;
  1990. this.w *= scalar;
  1991. return this;
  1992. },
  1993. applyMatrix4: function ( m ) {
  1994. var x = this.x, y = this.y, z = this.z, w = this.w;
  1995. var e = m.elements;
  1996. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1997. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1998. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1999. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2000. return this;
  2001. },
  2002. divideScalar: function ( scalar ) {
  2003. return this.multiplyScalar( 1 / scalar );
  2004. },
  2005. setAxisAngleFromQuaternion: function ( q ) {
  2006. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2007. // q is assumed to be normalized
  2008. this.w = 2 * Math.acos( q.w );
  2009. var s = Math.sqrt( 1 - q.w * q.w );
  2010. if ( s < 0.0001 ) {
  2011. this.x = 1;
  2012. this.y = 0;
  2013. this.z = 0;
  2014. } else {
  2015. this.x = q.x / s;
  2016. this.y = q.y / s;
  2017. this.z = q.z / s;
  2018. }
  2019. return this;
  2020. },
  2021. setAxisAngleFromRotationMatrix: function ( m ) {
  2022. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2023. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2024. var angle, x, y, z, // variables for result
  2025. epsilon = 0.01, // margin to allow for rounding errors
  2026. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2027. te = m.elements,
  2028. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2029. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2030. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2031. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2032. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2033. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2034. // singularity found
  2035. // first check for identity matrix which must have +1 for all terms
  2036. // in leading diagonal and zero in other terms
  2037. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2038. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2039. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2040. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2041. // this singularity is identity matrix so angle = 0
  2042. this.set( 1, 0, 0, 0 );
  2043. return this; // zero angle, arbitrary axis
  2044. }
  2045. // otherwise this singularity is angle = 180
  2046. angle = Math.PI;
  2047. var xx = ( m11 + 1 ) / 2;
  2048. var yy = ( m22 + 1 ) / 2;
  2049. var zz = ( m33 + 1 ) / 2;
  2050. var xy = ( m12 + m21 ) / 4;
  2051. var xz = ( m13 + m31 ) / 4;
  2052. var yz = ( m23 + m32 ) / 4;
  2053. if ( ( xx > yy ) && ( xx > zz ) ) {
  2054. // m11 is the largest diagonal term
  2055. if ( xx < epsilon ) {
  2056. x = 0;
  2057. y = 0.707106781;
  2058. z = 0.707106781;
  2059. } else {
  2060. x = Math.sqrt( xx );
  2061. y = xy / x;
  2062. z = xz / x;
  2063. }
  2064. } else if ( yy > zz ) {
  2065. // m22 is the largest diagonal term
  2066. if ( yy < epsilon ) {
  2067. x = 0.707106781;
  2068. y = 0;
  2069. z = 0.707106781;
  2070. } else {
  2071. y = Math.sqrt( yy );
  2072. x = xy / y;
  2073. z = yz / y;
  2074. }
  2075. } else {
  2076. // m33 is the largest diagonal term so base result on this
  2077. if ( zz < epsilon ) {
  2078. x = 0.707106781;
  2079. y = 0.707106781;
  2080. z = 0;
  2081. } else {
  2082. z = Math.sqrt( zz );
  2083. x = xz / z;
  2084. y = yz / z;
  2085. }
  2086. }
  2087. this.set( x, y, z, angle );
  2088. return this; // return 180 deg rotation
  2089. }
  2090. // as we have reached here there are no singularities so we can handle normally
  2091. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2092. ( m13 - m31 ) * ( m13 - m31 ) +
  2093. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2094. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2095. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2096. // caught by singularity test above, but I've left it in just in case
  2097. this.x = ( m32 - m23 ) / s;
  2098. this.y = ( m13 - m31 ) / s;
  2099. this.z = ( m21 - m12 ) / s;
  2100. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2101. return this;
  2102. },
  2103. min: function ( v ) {
  2104. this.x = Math.min( this.x, v.x );
  2105. this.y = Math.min( this.y, v.y );
  2106. this.z = Math.min( this.z, v.z );
  2107. this.w = Math.min( this.w, v.w );
  2108. return this;
  2109. },
  2110. max: function ( v ) {
  2111. this.x = Math.max( this.x, v.x );
  2112. this.y = Math.max( this.y, v.y );
  2113. this.z = Math.max( this.z, v.z );
  2114. this.w = Math.max( this.w, v.w );
  2115. return this;
  2116. },
  2117. clamp: function ( min, max ) {
  2118. // assumes min < max, componentwise
  2119. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2120. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2121. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2122. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2123. return this;
  2124. },
  2125. clampScalar: function ( minVal, maxVal ) {
  2126. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2127. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2128. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2129. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2130. return this;
  2131. },
  2132. clampLength: function ( min, max ) {
  2133. var length = this.length();
  2134. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2135. },
  2136. floor: function () {
  2137. this.x = Math.floor( this.x );
  2138. this.y = Math.floor( this.y );
  2139. this.z = Math.floor( this.z );
  2140. this.w = Math.floor( this.w );
  2141. return this;
  2142. },
  2143. ceil: function () {
  2144. this.x = Math.ceil( this.x );
  2145. this.y = Math.ceil( this.y );
  2146. this.z = Math.ceil( this.z );
  2147. this.w = Math.ceil( this.w );
  2148. return this;
  2149. },
  2150. round: function () {
  2151. this.x = Math.round( this.x );
  2152. this.y = Math.round( this.y );
  2153. this.z = Math.round( this.z );
  2154. this.w = Math.round( this.w );
  2155. return this;
  2156. },
  2157. roundToZero: function () {
  2158. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2159. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2160. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2161. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2162. return this;
  2163. },
  2164. negate: function () {
  2165. this.x = - this.x;
  2166. this.y = - this.y;
  2167. this.z = - this.z;
  2168. this.w = - this.w;
  2169. return this;
  2170. },
  2171. dot: function ( v ) {
  2172. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2173. },
  2174. lengthSq: function () {
  2175. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2176. },
  2177. length: function () {
  2178. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2179. },
  2180. manhattanLength: function () {
  2181. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2182. },
  2183. normalize: function () {
  2184. return this.divideScalar( this.length() || 1 );
  2185. },
  2186. setLength: function ( length ) {
  2187. return this.normalize().multiplyScalar( length );
  2188. },
  2189. lerp: function ( v, alpha ) {
  2190. this.x += ( v.x - this.x ) * alpha;
  2191. this.y += ( v.y - this.y ) * alpha;
  2192. this.z += ( v.z - this.z ) * alpha;
  2193. this.w += ( v.w - this.w ) * alpha;
  2194. return this;
  2195. },
  2196. lerpVectors: function ( v1, v2, alpha ) {
  2197. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2198. },
  2199. equals: function ( v ) {
  2200. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2201. },
  2202. fromArray: function ( array, offset ) {
  2203. if ( offset === undefined ) { offset = 0; }
  2204. this.x = array[ offset ];
  2205. this.y = array[ offset + 1 ];
  2206. this.z = array[ offset + 2 ];
  2207. this.w = array[ offset + 3 ];
  2208. return this;
  2209. },
  2210. toArray: function ( array, offset ) {
  2211. if ( array === undefined ) { array = []; }
  2212. if ( offset === undefined ) { offset = 0; }
  2213. array[ offset ] = this.x;
  2214. array[ offset + 1 ] = this.y;
  2215. array[ offset + 2 ] = this.z;
  2216. array[ offset + 3 ] = this.w;
  2217. return array;
  2218. },
  2219. fromBufferAttribute: function ( attribute, index, offset ) {
  2220. if ( offset !== undefined ) {
  2221. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2222. }
  2223. this.x = attribute.getX( index );
  2224. this.y = attribute.getY( index );
  2225. this.z = attribute.getZ( index );
  2226. this.w = attribute.getW( index );
  2227. return this;
  2228. }
  2229. } );
  2230. /**
  2231. * @author szimek / https://github.com/szimek/
  2232. * @author alteredq / http://alteredqualia.com/
  2233. * @author Marius Kintel / https://github.com/kintel
  2234. */
  2235. /*
  2236. In options, we can specify:
  2237. * Texture parameters for an auto-generated target texture
  2238. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2239. */
  2240. function WebGLRenderTarget( width, height, options ) {
  2241. this.width = width;
  2242. this.height = height;
  2243. this.scissor = new Vector4( 0, 0, width, height );
  2244. this.scissorTest = false;
  2245. this.viewport = new Vector4( 0, 0, width, height );
  2246. options = options || {};
  2247. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2248. this.texture.image = {};
  2249. this.texture.image.width = width;
  2250. this.texture.image.height = height;
  2251. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2252. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2253. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2254. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2255. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2256. }
  2257. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2258. constructor: WebGLRenderTarget,
  2259. isWebGLRenderTarget: true,
  2260. setSize: function ( width, height ) {
  2261. if ( this.width !== width || this.height !== height ) {
  2262. this.width = width;
  2263. this.height = height;
  2264. this.texture.image.width = width;
  2265. this.texture.image.height = height;
  2266. this.dispose();
  2267. }
  2268. this.viewport.set( 0, 0, width, height );
  2269. this.scissor.set( 0, 0, width, height );
  2270. },
  2271. clone: function () {
  2272. return new this.constructor().copy( this );
  2273. },
  2274. copy: function ( source ) {
  2275. this.width = source.width;
  2276. this.height = source.height;
  2277. this.viewport.copy( source.viewport );
  2278. this.texture = source.texture.clone();
  2279. this.depthBuffer = source.depthBuffer;
  2280. this.stencilBuffer = source.stencilBuffer;
  2281. this.depthTexture = source.depthTexture;
  2282. return this;
  2283. },
  2284. dispose: function () {
  2285. this.dispatchEvent( { type: 'dispose' } );
  2286. }
  2287. } );
  2288. /**
  2289. * @author Mugen87 / https://github.com/Mugen87
  2290. * @author Matt DesLauriers / @mattdesl
  2291. */
  2292. function WebGLMultisampleRenderTarget( width, height, options ) {
  2293. WebGLRenderTarget.call( this, width, height, options );
  2294. this.samples = 4;
  2295. }
  2296. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2297. constructor: WebGLMultisampleRenderTarget,
  2298. isWebGLMultisampleRenderTarget: true,
  2299. copy: function ( source ) {
  2300. WebGLRenderTarget.prototype.copy.call( this, source );
  2301. this.samples = source.samples;
  2302. return this;
  2303. }
  2304. } );
  2305. var _v1 = new Vector3();
  2306. var _m1 = new Matrix4();
  2307. var _zero = new Vector3( 0, 0, 0 );
  2308. var _one = new Vector3( 1, 1, 1 );
  2309. var _x = new Vector3();
  2310. var _y = new Vector3();
  2311. var _z = new Vector3();
  2312. /**
  2313. * @author mrdoob / http://mrdoob.com/
  2314. * @author supereggbert / http://www.paulbrunt.co.uk/
  2315. * @author philogb / http://blog.thejit.org/
  2316. * @author jordi_ros / http://plattsoft.com
  2317. * @author D1plo1d / http://github.com/D1plo1d
  2318. * @author alteredq / http://alteredqualia.com/
  2319. * @author mikael emtinger / http://gomo.se/
  2320. * @author timknip / http://www.floorplanner.com/
  2321. * @author bhouston / http://clara.io
  2322. * @author WestLangley / http://github.com/WestLangley
  2323. */
  2324. function Matrix4() {
  2325. this.elements = [
  2326. 1, 0, 0, 0,
  2327. 0, 1, 0, 0,
  2328. 0, 0, 1, 0,
  2329. 0, 0, 0, 1
  2330. ];
  2331. if ( arguments.length > 0 ) {
  2332. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2333. }
  2334. }
  2335. Object.assign( Matrix4.prototype, {
  2336. isMatrix4: true,
  2337. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2338. var te = this.elements;
  2339. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2340. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2341. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2342. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2343. return this;
  2344. },
  2345. identity: function () {
  2346. this.set(
  2347. 1, 0, 0, 0,
  2348. 0, 1, 0, 0,
  2349. 0, 0, 1, 0,
  2350. 0, 0, 0, 1
  2351. );
  2352. return this;
  2353. },
  2354. clone: function () {
  2355. return new Matrix4().fromArray( this.elements );
  2356. },
  2357. copy: function ( m ) {
  2358. var te = this.elements;
  2359. var me = m.elements;
  2360. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2361. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2362. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2363. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2364. return this;
  2365. },
  2366. copyPosition: function ( m ) {
  2367. var te = this.elements, me = m.elements;
  2368. te[ 12 ] = me[ 12 ];
  2369. te[ 13 ] = me[ 13 ];
  2370. te[ 14 ] = me[ 14 ];
  2371. return this;
  2372. },
  2373. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2374. xAxis.setFromMatrixColumn( this, 0 );
  2375. yAxis.setFromMatrixColumn( this, 1 );
  2376. zAxis.setFromMatrixColumn( this, 2 );
  2377. return this;
  2378. },
  2379. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2380. this.set(
  2381. xAxis.x, yAxis.x, zAxis.x, 0,
  2382. xAxis.y, yAxis.y, zAxis.y, 0,
  2383. xAxis.z, yAxis.z, zAxis.z, 0,
  2384. 0, 0, 0, 1
  2385. );
  2386. return this;
  2387. },
  2388. extractRotation: function ( m ) {
  2389. // this method does not support reflection matrices
  2390. var te = this.elements;
  2391. var me = m.elements;
  2392. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2393. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2394. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2395. te[ 0 ] = me[ 0 ] * scaleX;
  2396. te[ 1 ] = me[ 1 ] * scaleX;
  2397. te[ 2 ] = me[ 2 ] * scaleX;
  2398. te[ 3 ] = 0;
  2399. te[ 4 ] = me[ 4 ] * scaleY;
  2400. te[ 5 ] = me[ 5 ] * scaleY;
  2401. te[ 6 ] = me[ 6 ] * scaleY;
  2402. te[ 7 ] = 0;
  2403. te[ 8 ] = me[ 8 ] * scaleZ;
  2404. te[ 9 ] = me[ 9 ] * scaleZ;
  2405. te[ 10 ] = me[ 10 ] * scaleZ;
  2406. te[ 11 ] = 0;
  2407. te[ 12 ] = 0;
  2408. te[ 13 ] = 0;
  2409. te[ 14 ] = 0;
  2410. te[ 15 ] = 1;
  2411. return this;
  2412. },
  2413. makeRotationFromEuler: function ( euler ) {
  2414. if ( ! ( euler && euler.isEuler ) ) {
  2415. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2416. }
  2417. var te = this.elements;
  2418. var x = euler.x, y = euler.y, z = euler.z;
  2419. var a = Math.cos( x ), b = Math.sin( x );
  2420. var c = Math.cos( y ), d = Math.sin( y );
  2421. var e = Math.cos( z ), f = Math.sin( z );
  2422. if ( euler.order === 'XYZ' ) {
  2423. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2424. te[ 0 ] = c * e;
  2425. te[ 4 ] = - c * f;
  2426. te[ 8 ] = d;
  2427. te[ 1 ] = af + be * d;
  2428. te[ 5 ] = ae - bf * d;
  2429. te[ 9 ] = - b * c;
  2430. te[ 2 ] = bf - ae * d;
  2431. te[ 6 ] = be + af * d;
  2432. te[ 10 ] = a * c;
  2433. } else if ( euler.order === 'YXZ' ) {
  2434. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2435. te[ 0 ] = ce + df * b;
  2436. te[ 4 ] = de * b - cf;
  2437. te[ 8 ] = a * d;
  2438. te[ 1 ] = a * f;
  2439. te[ 5 ] = a * e;
  2440. te[ 9 ] = - b;
  2441. te[ 2 ] = cf * b - de;
  2442. te[ 6 ] = df + ce * b;
  2443. te[ 10 ] = a * c;
  2444. } else if ( euler.order === 'ZXY' ) {
  2445. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2446. te[ 0 ] = ce - df * b;
  2447. te[ 4 ] = - a * f;
  2448. te[ 8 ] = de + cf * b;
  2449. te[ 1 ] = cf + de * b;
  2450. te[ 5 ] = a * e;
  2451. te[ 9 ] = df - ce * b;
  2452. te[ 2 ] = - a * d;
  2453. te[ 6 ] = b;
  2454. te[ 10 ] = a * c;
  2455. } else if ( euler.order === 'ZYX' ) {
  2456. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2457. te[ 0 ] = c * e;
  2458. te[ 4 ] = be * d - af;
  2459. te[ 8 ] = ae * d + bf;
  2460. te[ 1 ] = c * f;
  2461. te[ 5 ] = bf * d + ae;
  2462. te[ 9 ] = af * d - be;
  2463. te[ 2 ] = - d;
  2464. te[ 6 ] = b * c;
  2465. te[ 10 ] = a * c;
  2466. } else if ( euler.order === 'YZX' ) {
  2467. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2468. te[ 0 ] = c * e;
  2469. te[ 4 ] = bd - ac * f;
  2470. te[ 8 ] = bc * f + ad;
  2471. te[ 1 ] = f;
  2472. te[ 5 ] = a * e;
  2473. te[ 9 ] = - b * e;
  2474. te[ 2 ] = - d * e;
  2475. te[ 6 ] = ad * f + bc;
  2476. te[ 10 ] = ac - bd * f;
  2477. } else if ( euler.order === 'XZY' ) {
  2478. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2479. te[ 0 ] = c * e;
  2480. te[ 4 ] = - f;
  2481. te[ 8 ] = d * e;
  2482. te[ 1 ] = ac * f + bd;
  2483. te[ 5 ] = a * e;
  2484. te[ 9 ] = ad * f - bc;
  2485. te[ 2 ] = bc * f - ad;
  2486. te[ 6 ] = b * e;
  2487. te[ 10 ] = bd * f + ac;
  2488. }
  2489. // bottom row
  2490. te[ 3 ] = 0;
  2491. te[ 7 ] = 0;
  2492. te[ 11 ] = 0;
  2493. // last column
  2494. te[ 12 ] = 0;
  2495. te[ 13 ] = 0;
  2496. te[ 14 ] = 0;
  2497. te[ 15 ] = 1;
  2498. return this;
  2499. },
  2500. makeRotationFromQuaternion: function ( q ) {
  2501. return this.compose( _zero, q, _one );
  2502. },
  2503. lookAt: function ( eye, target, up ) {
  2504. var te = this.elements;
  2505. _z.subVectors( eye, target );
  2506. if ( _z.lengthSq() === 0 ) {
  2507. // eye and target are in the same position
  2508. _z.z = 1;
  2509. }
  2510. _z.normalize();
  2511. _x.crossVectors( up, _z );
  2512. if ( _x.lengthSq() === 0 ) {
  2513. // up and z are parallel
  2514. if ( Math.abs( up.z ) === 1 ) {
  2515. _z.x += 0.0001;
  2516. } else {
  2517. _z.z += 0.0001;
  2518. }
  2519. _z.normalize();
  2520. _x.crossVectors( up, _z );
  2521. }
  2522. _x.normalize();
  2523. _y.crossVectors( _z, _x );
  2524. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2525. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2526. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2527. return this;
  2528. },
  2529. multiply: function ( m, n ) {
  2530. if ( n !== undefined ) {
  2531. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2532. return this.multiplyMatrices( m, n );
  2533. }
  2534. return this.multiplyMatrices( this, m );
  2535. },
  2536. premultiply: function ( m ) {
  2537. return this.multiplyMatrices( m, this );
  2538. },
  2539. multiplyMatrices: function ( a, b ) {
  2540. var ae = a.elements;
  2541. var be = b.elements;
  2542. var te = this.elements;
  2543. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2544. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2545. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2546. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2547. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2548. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2549. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2550. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2551. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2552. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2553. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2554. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2555. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2556. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2557. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2558. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2559. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2560. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2561. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2562. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2563. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2564. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2565. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2566. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2567. return this;
  2568. },
  2569. multiplyScalar: function ( s ) {
  2570. var te = this.elements;
  2571. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2572. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2573. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2574. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2575. return this;
  2576. },
  2577. applyToBufferAttribute: function ( attribute ) {
  2578. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2579. _v1.x = attribute.getX( i );
  2580. _v1.y = attribute.getY( i );
  2581. _v1.z = attribute.getZ( i );
  2582. _v1.applyMatrix4( this );
  2583. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2584. }
  2585. return attribute;
  2586. },
  2587. determinant: function () {
  2588. var te = this.elements;
  2589. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2590. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2591. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2592. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2593. //TODO: make this more efficient
  2594. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2595. return (
  2596. n41 * (
  2597. + n14 * n23 * n32
  2598. - n13 * n24 * n32
  2599. - n14 * n22 * n33
  2600. + n12 * n24 * n33
  2601. + n13 * n22 * n34
  2602. - n12 * n23 * n34
  2603. ) +
  2604. n42 * (
  2605. + n11 * n23 * n34
  2606. - n11 * n24 * n33
  2607. + n14 * n21 * n33
  2608. - n13 * n21 * n34
  2609. + n13 * n24 * n31
  2610. - n14 * n23 * n31
  2611. ) +
  2612. n43 * (
  2613. + n11 * n24 * n32
  2614. - n11 * n22 * n34
  2615. - n14 * n21 * n32
  2616. + n12 * n21 * n34
  2617. + n14 * n22 * n31
  2618. - n12 * n24 * n31
  2619. ) +
  2620. n44 * (
  2621. - n13 * n22 * n31
  2622. - n11 * n23 * n32
  2623. + n11 * n22 * n33
  2624. + n13 * n21 * n32
  2625. - n12 * n21 * n33
  2626. + n12 * n23 * n31
  2627. )
  2628. );
  2629. },
  2630. transpose: function () {
  2631. var te = this.elements;
  2632. var tmp;
  2633. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2634. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2635. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2636. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2637. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2638. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2639. return this;
  2640. },
  2641. setPosition: function ( x, y, z ) {
  2642. var te = this.elements;
  2643. if ( x.isVector3 ) {
  2644. te[ 12 ] = x.x;
  2645. te[ 13 ] = x.y;
  2646. te[ 14 ] = x.z;
  2647. } else {
  2648. te[ 12 ] = x;
  2649. te[ 13 ] = y;
  2650. te[ 14 ] = z;
  2651. }
  2652. return this;
  2653. },
  2654. getInverse: function ( m, throwOnDegenerate ) {
  2655. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2656. var te = this.elements,
  2657. me = m.elements,
  2658. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2659. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2660. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2661. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2662. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2663. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2664. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2665. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2666. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2667. if ( det === 0 ) {
  2668. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2669. if ( throwOnDegenerate === true ) {
  2670. throw new Error( msg );
  2671. } else {
  2672. console.warn( msg );
  2673. }
  2674. return this.identity();
  2675. }
  2676. var detInv = 1 / det;
  2677. te[ 0 ] = t11 * detInv;
  2678. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2679. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2680. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2681. te[ 4 ] = t12 * detInv;
  2682. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2683. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2684. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2685. te[ 8 ] = t13 * detInv;
  2686. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2687. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2688. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2689. te[ 12 ] = t14 * detInv;
  2690. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2691. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2692. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2693. return this;
  2694. },
  2695. scale: function ( v ) {
  2696. var te = this.elements;
  2697. var x = v.x, y = v.y, z = v.z;
  2698. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2699. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2700. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2701. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2702. return this;
  2703. },
  2704. getMaxScaleOnAxis: function () {
  2705. var te = this.elements;
  2706. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2707. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2708. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2709. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2710. },
  2711. makeTranslation: function ( x, y, z ) {
  2712. this.set(
  2713. 1, 0, 0, x,
  2714. 0, 1, 0, y,
  2715. 0, 0, 1, z,
  2716. 0, 0, 0, 1
  2717. );
  2718. return this;
  2719. },
  2720. makeRotationX: function ( theta ) {
  2721. var c = Math.cos( theta ), s = Math.sin( theta );
  2722. this.set(
  2723. 1, 0, 0, 0,
  2724. 0, c, - s, 0,
  2725. 0, s, c, 0,
  2726. 0, 0, 0, 1
  2727. );
  2728. return this;
  2729. },
  2730. makeRotationY: function ( theta ) {
  2731. var c = Math.cos( theta ), s = Math.sin( theta );
  2732. this.set(
  2733. c, 0, s, 0,
  2734. 0, 1, 0, 0,
  2735. - s, 0, c, 0,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationZ: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. c, - s, 0, 0,
  2744. s, c, 0, 0,
  2745. 0, 0, 1, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationAxis: function ( axis, angle ) {
  2751. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2752. var c = Math.cos( angle );
  2753. var s = Math.sin( angle );
  2754. var t = 1 - c;
  2755. var x = axis.x, y = axis.y, z = axis.z;
  2756. var tx = t * x, ty = t * y;
  2757. this.set(
  2758. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2759. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2760. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2761. 0, 0, 0, 1
  2762. );
  2763. return this;
  2764. },
  2765. makeScale: function ( x, y, z ) {
  2766. this.set(
  2767. x, 0, 0, 0,
  2768. 0, y, 0, 0,
  2769. 0, 0, z, 0,
  2770. 0, 0, 0, 1
  2771. );
  2772. return this;
  2773. },
  2774. makeShear: function ( x, y, z ) {
  2775. this.set(
  2776. 1, y, z, 0,
  2777. x, 1, z, 0,
  2778. x, y, 1, 0,
  2779. 0, 0, 0, 1
  2780. );
  2781. return this;
  2782. },
  2783. compose: function ( position, quaternion, scale ) {
  2784. var te = this.elements;
  2785. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2786. var x2 = x + x, y2 = y + y, z2 = z + z;
  2787. var xx = x * x2, xy = x * y2, xz = x * z2;
  2788. var yy = y * y2, yz = y * z2, zz = z * z2;
  2789. var wx = w * x2, wy = w * y2, wz = w * z2;
  2790. var sx = scale.x, sy = scale.y, sz = scale.z;
  2791. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2792. te[ 1 ] = ( xy + wz ) * sx;
  2793. te[ 2 ] = ( xz - wy ) * sx;
  2794. te[ 3 ] = 0;
  2795. te[ 4 ] = ( xy - wz ) * sy;
  2796. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2797. te[ 6 ] = ( yz + wx ) * sy;
  2798. te[ 7 ] = 0;
  2799. te[ 8 ] = ( xz + wy ) * sz;
  2800. te[ 9 ] = ( yz - wx ) * sz;
  2801. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2802. te[ 11 ] = 0;
  2803. te[ 12 ] = position.x;
  2804. te[ 13 ] = position.y;
  2805. te[ 14 ] = position.z;
  2806. te[ 15 ] = 1;
  2807. return this;
  2808. },
  2809. decompose: function ( position, quaternion, scale ) {
  2810. var te = this.elements;
  2811. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2812. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2813. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2814. // if determine is negative, we need to invert one scale
  2815. var det = this.determinant();
  2816. if ( det < 0 ) { sx = - sx; }
  2817. position.x = te[ 12 ];
  2818. position.y = te[ 13 ];
  2819. position.z = te[ 14 ];
  2820. // scale the rotation part
  2821. _m1.copy( this );
  2822. var invSX = 1 / sx;
  2823. var invSY = 1 / sy;
  2824. var invSZ = 1 / sz;
  2825. _m1.elements[ 0 ] *= invSX;
  2826. _m1.elements[ 1 ] *= invSX;
  2827. _m1.elements[ 2 ] *= invSX;
  2828. _m1.elements[ 4 ] *= invSY;
  2829. _m1.elements[ 5 ] *= invSY;
  2830. _m1.elements[ 6 ] *= invSY;
  2831. _m1.elements[ 8 ] *= invSZ;
  2832. _m1.elements[ 9 ] *= invSZ;
  2833. _m1.elements[ 10 ] *= invSZ;
  2834. quaternion.setFromRotationMatrix( _m1 );
  2835. scale.x = sx;
  2836. scale.y = sy;
  2837. scale.z = sz;
  2838. return this;
  2839. },
  2840. makePerspective: function ( left, right, top, bottom, near, far ) {
  2841. if ( far === undefined ) {
  2842. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2843. }
  2844. var te = this.elements;
  2845. var x = 2 * near / ( right - left );
  2846. var y = 2 * near / ( top - bottom );
  2847. var a = ( right + left ) / ( right - left );
  2848. var b = ( top + bottom ) / ( top - bottom );
  2849. var c = - ( far + near ) / ( far - near );
  2850. var d = - 2 * far * near / ( far - near );
  2851. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2852. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2853. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2854. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2855. return this;
  2856. },
  2857. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2858. var te = this.elements;
  2859. var w = 1.0 / ( right - left );
  2860. var h = 1.0 / ( top - bottom );
  2861. var p = 1.0 / ( far - near );
  2862. var x = ( right + left ) * w;
  2863. var y = ( top + bottom ) * h;
  2864. var z = ( far + near ) * p;
  2865. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2866. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2867. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2868. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2869. return this;
  2870. },
  2871. equals: function ( matrix ) {
  2872. var te = this.elements;
  2873. var me = matrix.elements;
  2874. for ( var i = 0; i < 16; i ++ ) {
  2875. if ( te[ i ] !== me[ i ] ) { return false; }
  2876. }
  2877. return true;
  2878. },
  2879. fromArray: function ( array, offset ) {
  2880. if ( offset === undefined ) { offset = 0; }
  2881. for ( var i = 0; i < 16; i ++ ) {
  2882. this.elements[ i ] = array[ i + offset ];
  2883. }
  2884. return this;
  2885. },
  2886. toArray: function ( array, offset ) {
  2887. if ( array === undefined ) { array = []; }
  2888. if ( offset === undefined ) { offset = 0; }
  2889. var te = this.elements;
  2890. array[ offset ] = te[ 0 ];
  2891. array[ offset + 1 ] = te[ 1 ];
  2892. array[ offset + 2 ] = te[ 2 ];
  2893. array[ offset + 3 ] = te[ 3 ];
  2894. array[ offset + 4 ] = te[ 4 ];
  2895. array[ offset + 5 ] = te[ 5 ];
  2896. array[ offset + 6 ] = te[ 6 ];
  2897. array[ offset + 7 ] = te[ 7 ];
  2898. array[ offset + 8 ] = te[ 8 ];
  2899. array[ offset + 9 ] = te[ 9 ];
  2900. array[ offset + 10 ] = te[ 10 ];
  2901. array[ offset + 11 ] = te[ 11 ];
  2902. array[ offset + 12 ] = te[ 12 ];
  2903. array[ offset + 13 ] = te[ 13 ];
  2904. array[ offset + 14 ] = te[ 14 ];
  2905. array[ offset + 15 ] = te[ 15 ];
  2906. return array;
  2907. }
  2908. } );
  2909. /**
  2910. * @author mrdoob / http://mrdoob.com/
  2911. * @author WestLangley / http://github.com/WestLangley
  2912. * @author bhouston / http://clara.io
  2913. */
  2914. var _matrix = new Matrix4();
  2915. var _quaternion$1 = new Quaternion();
  2916. function Euler( x, y, z, order ) {
  2917. this._x = x || 0;
  2918. this._y = y || 0;
  2919. this._z = z || 0;
  2920. this._order = order || Euler.DefaultOrder;
  2921. }
  2922. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2923. Euler.DefaultOrder = 'XYZ';
  2924. Object.defineProperties( Euler.prototype, {
  2925. x: {
  2926. get: function () {
  2927. return this._x;
  2928. },
  2929. set: function ( value ) {
  2930. this._x = value;
  2931. this._onChangeCallback();
  2932. }
  2933. },
  2934. y: {
  2935. get: function () {
  2936. return this._y;
  2937. },
  2938. set: function ( value ) {
  2939. this._y = value;
  2940. this._onChangeCallback();
  2941. }
  2942. },
  2943. z: {
  2944. get: function () {
  2945. return this._z;
  2946. },
  2947. set: function ( value ) {
  2948. this._z = value;
  2949. this._onChangeCallback();
  2950. }
  2951. },
  2952. order: {
  2953. get: function () {
  2954. return this._order;
  2955. },
  2956. set: function ( value ) {
  2957. this._order = value;
  2958. this._onChangeCallback();
  2959. }
  2960. }
  2961. } );
  2962. Object.assign( Euler.prototype, {
  2963. isEuler: true,
  2964. set: function ( x, y, z, order ) {
  2965. this._x = x;
  2966. this._y = y;
  2967. this._z = z;
  2968. this._order = order || this._order;
  2969. this._onChangeCallback();
  2970. return this;
  2971. },
  2972. clone: function () {
  2973. return new this.constructor( this._x, this._y, this._z, this._order );
  2974. },
  2975. copy: function ( euler ) {
  2976. this._x = euler._x;
  2977. this._y = euler._y;
  2978. this._z = euler._z;
  2979. this._order = euler._order;
  2980. this._onChangeCallback();
  2981. return this;
  2982. },
  2983. setFromRotationMatrix: function ( m, order, update ) {
  2984. var clamp = _Math.clamp;
  2985. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2986. var te = m.elements;
  2987. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2988. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2989. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2990. order = order || this._order;
  2991. if ( order === 'XYZ' ) {
  2992. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2993. if ( Math.abs( m13 ) < 0.9999999 ) {
  2994. this._x = Math.atan2( - m23, m33 );
  2995. this._z = Math.atan2( - m12, m11 );
  2996. } else {
  2997. this._x = Math.atan2( m32, m22 );
  2998. this._z = 0;
  2999. }
  3000. } else if ( order === 'YXZ' ) {
  3001. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3002. if ( Math.abs( m23 ) < 0.9999999 ) {
  3003. this._y = Math.atan2( m13, m33 );
  3004. this._z = Math.atan2( m21, m22 );
  3005. } else {
  3006. this._y = Math.atan2( - m31, m11 );
  3007. this._z = 0;
  3008. }
  3009. } else if ( order === 'ZXY' ) {
  3010. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3011. if ( Math.abs( m32 ) < 0.9999999 ) {
  3012. this._y = Math.atan2( - m31, m33 );
  3013. this._z = Math.atan2( - m12, m22 );
  3014. } else {
  3015. this._y = 0;
  3016. this._z = Math.atan2( m21, m11 );
  3017. }
  3018. } else if ( order === 'ZYX' ) {
  3019. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3020. if ( Math.abs( m31 ) < 0.9999999 ) {
  3021. this._x = Math.atan2( m32, m33 );
  3022. this._z = Math.atan2( m21, m11 );
  3023. } else {
  3024. this._x = 0;
  3025. this._z = Math.atan2( - m12, m22 );
  3026. }
  3027. } else if ( order === 'YZX' ) {
  3028. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3029. if ( Math.abs( m21 ) < 0.9999999 ) {
  3030. this._x = Math.atan2( - m23, m22 );
  3031. this._y = Math.atan2( - m31, m11 );
  3032. } else {
  3033. this._x = 0;
  3034. this._y = Math.atan2( m13, m33 );
  3035. }
  3036. } else if ( order === 'XZY' ) {
  3037. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3038. if ( Math.abs( m12 ) < 0.9999999 ) {
  3039. this._x = Math.atan2( m32, m22 );
  3040. this._y = Math.atan2( m13, m11 );
  3041. } else {
  3042. this._x = Math.atan2( - m23, m33 );
  3043. this._y = 0;
  3044. }
  3045. } else {
  3046. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3047. }
  3048. this._order = order;
  3049. if ( update !== false ) { this._onChangeCallback(); }
  3050. return this;
  3051. },
  3052. setFromQuaternion: function ( q, order, update ) {
  3053. _matrix.makeRotationFromQuaternion( q );
  3054. return this.setFromRotationMatrix( _matrix, order, update );
  3055. },
  3056. setFromVector3: function ( v, order ) {
  3057. return this.set( v.x, v.y, v.z, order || this._order );
  3058. },
  3059. reorder: function ( newOrder ) {
  3060. // WARNING: this discards revolution information -bhouston
  3061. _quaternion$1.setFromEuler( this );
  3062. return this.setFromQuaternion( _quaternion$1, newOrder );
  3063. },
  3064. equals: function ( euler ) {
  3065. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3066. },
  3067. fromArray: function ( array ) {
  3068. this._x = array[ 0 ];
  3069. this._y = array[ 1 ];
  3070. this._z = array[ 2 ];
  3071. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3072. this._onChangeCallback();
  3073. return this;
  3074. },
  3075. toArray: function ( array, offset ) {
  3076. if ( array === undefined ) { array = []; }
  3077. if ( offset === undefined ) { offset = 0; }
  3078. array[ offset ] = this._x;
  3079. array[ offset + 1 ] = this._y;
  3080. array[ offset + 2 ] = this._z;
  3081. array[ offset + 3 ] = this._order;
  3082. return array;
  3083. },
  3084. toVector3: function ( optionalResult ) {
  3085. if ( optionalResult ) {
  3086. return optionalResult.set( this._x, this._y, this._z );
  3087. } else {
  3088. return new Vector3( this._x, this._y, this._z );
  3089. }
  3090. },
  3091. _onChange: function ( callback ) {
  3092. this._onChangeCallback = callback;
  3093. return this;
  3094. },
  3095. _onChangeCallback: function () {}
  3096. } );
  3097. /**
  3098. * @author mrdoob / http://mrdoob.com/
  3099. */
  3100. function Layers() {
  3101. this.mask = 1 | 0;
  3102. }
  3103. Object.assign( Layers.prototype, {
  3104. set: function ( channel ) {
  3105. this.mask = 1 << channel | 0;
  3106. },
  3107. enable: function ( channel ) {
  3108. this.mask |= 1 << channel | 0;
  3109. },
  3110. enableAll: function () {
  3111. this.mask = 0xffffffff | 0;
  3112. },
  3113. toggle: function ( channel ) {
  3114. this.mask ^= 1 << channel | 0;
  3115. },
  3116. disable: function ( channel ) {
  3117. this.mask &= ~ ( 1 << channel | 0 );
  3118. },
  3119. disableAll: function () {
  3120. this.mask = 0;
  3121. },
  3122. test: function ( layers ) {
  3123. return ( this.mask & layers.mask ) !== 0;
  3124. }
  3125. } );
  3126. var _object3DId = 0;
  3127. var _v1$1 = new Vector3();
  3128. var _q1 = new Quaternion();
  3129. var _m1$1 = new Matrix4();
  3130. var _target = new Vector3();
  3131. var _position = new Vector3();
  3132. var _scale = new Vector3();
  3133. var _quaternion$2 = new Quaternion();
  3134. var _xAxis = new Vector3( 1, 0, 0 );
  3135. var _yAxis = new Vector3( 0, 1, 0 );
  3136. var _zAxis = new Vector3( 0, 0, 1 );
  3137. var _addedEvent = { type: 'added' };
  3138. var _removedEvent = { type: 'removed' };
  3139. /**
  3140. * @author mrdoob / http://mrdoob.com/
  3141. * @author mikael emtinger / http://gomo.se/
  3142. * @author alteredq / http://alteredqualia.com/
  3143. * @author WestLangley / http://github.com/WestLangley
  3144. * @author elephantatwork / www.elephantatwork.ch
  3145. */
  3146. function Object3D() {
  3147. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3148. this.uuid = _Math.generateUUID();
  3149. this.name = '';
  3150. this.type = 'Object3D';
  3151. this.parent = null;
  3152. this.children = [];
  3153. this.up = Object3D.DefaultUp.clone();
  3154. var position = new Vector3();
  3155. var rotation = new Euler();
  3156. var quaternion = new Quaternion();
  3157. var scale = new Vector3( 1, 1, 1 );
  3158. function onRotationChange() {
  3159. quaternion.setFromEuler( rotation, false );
  3160. }
  3161. function onQuaternionChange() {
  3162. rotation.setFromQuaternion( quaternion, undefined, false );
  3163. }
  3164. rotation._onChange( onRotationChange );
  3165. quaternion._onChange( onQuaternionChange );
  3166. Object.defineProperties( this, {
  3167. position: {
  3168. configurable: true,
  3169. enumerable: true,
  3170. value: position
  3171. },
  3172. rotation: {
  3173. configurable: true,
  3174. enumerable: true,
  3175. value: rotation
  3176. },
  3177. quaternion: {
  3178. configurable: true,
  3179. enumerable: true,
  3180. value: quaternion
  3181. },
  3182. scale: {
  3183. configurable: true,
  3184. enumerable: true,
  3185. value: scale
  3186. },
  3187. modelViewMatrix: {
  3188. value: new Matrix4()
  3189. },
  3190. normalMatrix: {
  3191. value: new Matrix3()
  3192. }
  3193. } );
  3194. this.matrix = new Matrix4();
  3195. this.matrixWorld = new Matrix4();
  3196. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3197. this.matrixWorldNeedsUpdate = false;
  3198. this.layers = new Layers();
  3199. this.visible = true;
  3200. this.castShadow = false;
  3201. this.receiveShadow = false;
  3202. this.frustumCulled = true;
  3203. this.renderOrder = 0;
  3204. this.userData = {};
  3205. }
  3206. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3207. Object3D.DefaultMatrixAutoUpdate = true;
  3208. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3209. constructor: Object3D,
  3210. isObject3D: true,
  3211. onBeforeRender: function () {},
  3212. onAfterRender: function () {},
  3213. applyMatrix: function ( matrix ) {
  3214. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3215. this.matrix.premultiply( matrix );
  3216. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3217. },
  3218. applyQuaternion: function ( q ) {
  3219. this.quaternion.premultiply( q );
  3220. return this;
  3221. },
  3222. setRotationFromAxisAngle: function ( axis, angle ) {
  3223. // assumes axis is normalized
  3224. this.quaternion.setFromAxisAngle( axis, angle );
  3225. },
  3226. setRotationFromEuler: function ( euler ) {
  3227. this.quaternion.setFromEuler( euler, true );
  3228. },
  3229. setRotationFromMatrix: function ( m ) {
  3230. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3231. this.quaternion.setFromRotationMatrix( m );
  3232. },
  3233. setRotationFromQuaternion: function ( q ) {
  3234. // assumes q is normalized
  3235. this.quaternion.copy( q );
  3236. },
  3237. rotateOnAxis: function ( axis, angle ) {
  3238. // rotate object on axis in object space
  3239. // axis is assumed to be normalized
  3240. _q1.setFromAxisAngle( axis, angle );
  3241. this.quaternion.multiply( _q1 );
  3242. return this;
  3243. },
  3244. rotateOnWorldAxis: function ( axis, angle ) {
  3245. // rotate object on axis in world space
  3246. // axis is assumed to be normalized
  3247. // method assumes no rotated parent
  3248. _q1.setFromAxisAngle( axis, angle );
  3249. this.quaternion.premultiply( _q1 );
  3250. return this;
  3251. },
  3252. rotateX: function ( angle ) {
  3253. return this.rotateOnAxis( _xAxis, angle );
  3254. },
  3255. rotateY: function ( angle ) {
  3256. return this.rotateOnAxis( _yAxis, angle );
  3257. },
  3258. rotateZ: function ( angle ) {
  3259. return this.rotateOnAxis( _zAxis, angle );
  3260. },
  3261. translateOnAxis: function ( axis, distance ) {
  3262. // translate object by distance along axis in object space
  3263. // axis is assumed to be normalized
  3264. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3265. this.position.add( _v1$1.multiplyScalar( distance ) );
  3266. return this;
  3267. },
  3268. translateX: function ( distance ) {
  3269. return this.translateOnAxis( _xAxis, distance );
  3270. },
  3271. translateY: function ( distance ) {
  3272. return this.translateOnAxis( _yAxis, distance );
  3273. },
  3274. translateZ: function ( distance ) {
  3275. return this.translateOnAxis( _zAxis, distance );
  3276. },
  3277. localToWorld: function ( vector ) {
  3278. return vector.applyMatrix4( this.matrixWorld );
  3279. },
  3280. worldToLocal: function ( vector ) {
  3281. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3282. },
  3283. lookAt: function ( x, y, z ) {
  3284. // This method does not support objects having non-uniformly-scaled parent(s)
  3285. if ( x.isVector3 ) {
  3286. _target.copy( x );
  3287. } else {
  3288. _target.set( x, y, z );
  3289. }
  3290. var parent = this.parent;
  3291. this.updateWorldMatrix( true, false );
  3292. _position.setFromMatrixPosition( this.matrixWorld );
  3293. if ( this.isCamera || this.isLight ) {
  3294. _m1$1.lookAt( _position, _target, this.up );
  3295. } else {
  3296. _m1$1.lookAt( _target, _position, this.up );
  3297. }
  3298. this.quaternion.setFromRotationMatrix( _m1$1 );
  3299. if ( parent ) {
  3300. _m1$1.extractRotation( parent.matrixWorld );
  3301. _q1.setFromRotationMatrix( _m1$1 );
  3302. this.quaternion.premultiply( _q1.inverse() );
  3303. }
  3304. },
  3305. add: function ( object ) {
  3306. if ( arguments.length > 1 ) {
  3307. for ( var i = 0; i < arguments.length; i ++ ) {
  3308. this.add( arguments[ i ] );
  3309. }
  3310. return this;
  3311. }
  3312. if ( object === this ) {
  3313. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3314. return this;
  3315. }
  3316. if ( ( object && object.isObject3D ) ) {
  3317. if ( object.parent !== null ) {
  3318. object.parent.remove( object );
  3319. }
  3320. object.parent = this;
  3321. this.children.push( object );
  3322. object.dispatchEvent( _addedEvent );
  3323. } else {
  3324. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3325. }
  3326. return this;
  3327. },
  3328. remove: function ( object ) {
  3329. if ( arguments.length > 1 ) {
  3330. for ( var i = 0; i < arguments.length; i ++ ) {
  3331. this.remove( arguments[ i ] );
  3332. }
  3333. return this;
  3334. }
  3335. var index = this.children.indexOf( object );
  3336. if ( index !== - 1 ) {
  3337. object.parent = null;
  3338. this.children.splice( index, 1 );
  3339. object.dispatchEvent( _removedEvent );
  3340. }
  3341. return this;
  3342. },
  3343. attach: function ( object ) {
  3344. // adds object as a child of this, while maintaining the object's world transform
  3345. this.updateWorldMatrix( true, false );
  3346. _m1$1.getInverse( this.matrixWorld );
  3347. if ( object.parent !== null ) {
  3348. object.parent.updateWorldMatrix( true, false );
  3349. _m1$1.multiply( object.parent.matrixWorld );
  3350. }
  3351. object.applyMatrix( _m1$1 );
  3352. object.updateWorldMatrix( false, false );
  3353. this.add( object );
  3354. return this;
  3355. },
  3356. getObjectById: function ( id ) {
  3357. return this.getObjectByProperty( 'id', id );
  3358. },
  3359. getObjectByName: function ( name ) {
  3360. return this.getObjectByProperty( 'name', name );
  3361. },
  3362. getObjectByProperty: function ( name, value ) {
  3363. if ( this[ name ] === value ) { return this; }
  3364. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3365. var child = this.children[ i ];
  3366. var object = child.getObjectByProperty( name, value );
  3367. if ( object !== undefined ) {
  3368. return object;
  3369. }
  3370. }
  3371. return undefined;
  3372. },
  3373. getWorldPosition: function ( target ) {
  3374. if ( target === undefined ) {
  3375. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3376. target = new Vector3();
  3377. }
  3378. this.updateMatrixWorld( true );
  3379. return target.setFromMatrixPosition( this.matrixWorld );
  3380. },
  3381. getWorldQuaternion: function ( target ) {
  3382. if ( target === undefined ) {
  3383. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3384. target = new Quaternion();
  3385. }
  3386. this.updateMatrixWorld( true );
  3387. this.matrixWorld.decompose( _position, target, _scale );
  3388. return target;
  3389. },
  3390. getWorldScale: function ( target ) {
  3391. if ( target === undefined ) {
  3392. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3393. target = new Vector3();
  3394. }
  3395. this.updateMatrixWorld( true );
  3396. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3397. return target;
  3398. },
  3399. getWorldDirection: function ( target ) {
  3400. if ( target === undefined ) {
  3401. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3402. target = new Vector3();
  3403. }
  3404. this.updateMatrixWorld( true );
  3405. var e = this.matrixWorld.elements;
  3406. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3407. },
  3408. raycast: function () {},
  3409. traverse: function ( callback ) {
  3410. callback( this );
  3411. var children = this.children;
  3412. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3413. children[ i ].traverse( callback );
  3414. }
  3415. },
  3416. traverseVisible: function ( callback ) {
  3417. if ( this.visible === false ) { return; }
  3418. callback( this );
  3419. var children = this.children;
  3420. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3421. children[ i ].traverseVisible( callback );
  3422. }
  3423. },
  3424. traverseAncestors: function ( callback ) {
  3425. var parent = this.parent;
  3426. if ( parent !== null ) {
  3427. callback( parent );
  3428. parent.traverseAncestors( callback );
  3429. }
  3430. },
  3431. updateMatrix: function () {
  3432. this.matrix.compose( this.position, this.quaternion, this.scale );
  3433. this.matrixWorldNeedsUpdate = true;
  3434. },
  3435. updateMatrixWorld: function ( force ) {
  3436. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3437. if ( this.matrixWorldNeedsUpdate || force ) {
  3438. if ( this.parent === null ) {
  3439. this.matrixWorld.copy( this.matrix );
  3440. } else {
  3441. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3442. }
  3443. this.matrixWorldNeedsUpdate = false;
  3444. force = true;
  3445. }
  3446. // update children
  3447. var children = this.children;
  3448. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3449. children[ i ].updateMatrixWorld( force );
  3450. }
  3451. },
  3452. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3453. var parent = this.parent;
  3454. if ( updateParents === true && parent !== null ) {
  3455. parent.updateWorldMatrix( true, false );
  3456. }
  3457. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3458. if ( this.parent === null ) {
  3459. this.matrixWorld.copy( this.matrix );
  3460. } else {
  3461. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3462. }
  3463. // update children
  3464. if ( updateChildren === true ) {
  3465. var children = this.children;
  3466. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3467. children[ i ].updateWorldMatrix( false, true );
  3468. }
  3469. }
  3470. },
  3471. toJSON: function ( meta ) {
  3472. // meta is a string when called from JSON.stringify
  3473. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3474. var output = {};
  3475. // meta is a hash used to collect geometries, materials.
  3476. // not providing it implies that this is the root object
  3477. // being serialized.
  3478. if ( isRootObject ) {
  3479. // initialize meta obj
  3480. meta = {
  3481. geometries: {},
  3482. materials: {},
  3483. textures: {},
  3484. images: {},
  3485. shapes: {}
  3486. };
  3487. output.metadata = {
  3488. version: 4.5,
  3489. type: 'Object',
  3490. generator: 'Object3D.toJSON'
  3491. };
  3492. }
  3493. // standard Object3D serialization
  3494. var object = {};
  3495. object.uuid = this.uuid;
  3496. object.type = this.type;
  3497. if ( this.name !== '' ) { object.name = this.name; }
  3498. if ( this.castShadow === true ) { object.castShadow = true; }
  3499. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3500. if ( this.visible === false ) { object.visible = false; }
  3501. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3502. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3503. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3504. object.layers = this.layers.mask;
  3505. object.matrix = this.matrix.toArray();
  3506. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3507. // object specific properties
  3508. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3509. //
  3510. function serialize( library, element ) {
  3511. if ( library[ element.uuid ] === undefined ) {
  3512. library[ element.uuid ] = element.toJSON( meta );
  3513. }
  3514. return element.uuid;
  3515. }
  3516. if ( this.isMesh || this.isLine || this.isPoints ) {
  3517. object.geometry = serialize( meta.geometries, this.geometry );
  3518. var parameters = this.geometry.parameters;
  3519. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3520. var shapes = parameters.shapes;
  3521. if ( Array.isArray( shapes ) ) {
  3522. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3523. var shape = shapes[ i ];
  3524. serialize( meta.shapes, shape );
  3525. }
  3526. } else {
  3527. serialize( meta.shapes, shapes );
  3528. }
  3529. }
  3530. }
  3531. if ( this.material !== undefined ) {
  3532. if ( Array.isArray( this.material ) ) {
  3533. var uuids = [];
  3534. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3535. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3536. }
  3537. object.material = uuids;
  3538. } else {
  3539. object.material = serialize( meta.materials, this.material );
  3540. }
  3541. }
  3542. //
  3543. if ( this.children.length > 0 ) {
  3544. object.children = [];
  3545. for ( var i = 0; i < this.children.length; i ++ ) {
  3546. object.children.push( this.children[ i ].toJSON( meta ).object );
  3547. }
  3548. }
  3549. if ( isRootObject ) {
  3550. var geometries = extractFromCache( meta.geometries );
  3551. var materials = extractFromCache( meta.materials );
  3552. var textures = extractFromCache( meta.textures );
  3553. var images = extractFromCache( meta.images );
  3554. var shapes = extractFromCache( meta.shapes );
  3555. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3556. if ( materials.length > 0 ) { output.materials = materials; }
  3557. if ( textures.length > 0 ) { output.textures = textures; }
  3558. if ( images.length > 0 ) { output.images = images; }
  3559. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3560. }
  3561. output.object = object;
  3562. return output;
  3563. // extract data from the cache hash
  3564. // remove metadata on each item
  3565. // and return as array
  3566. function extractFromCache( cache ) {
  3567. var values = [];
  3568. for ( var key in cache ) {
  3569. var data = cache[ key ];
  3570. delete data.metadata;
  3571. values.push( data );
  3572. }
  3573. return values;
  3574. }
  3575. },
  3576. clone: function ( recursive ) {
  3577. return new this.constructor().copy( this, recursive );
  3578. },
  3579. copy: function ( source, recursive ) {
  3580. if ( recursive === undefined ) { recursive = true; }
  3581. this.name = source.name;
  3582. this.up.copy( source.up );
  3583. this.position.copy( source.position );
  3584. this.quaternion.copy( source.quaternion );
  3585. this.scale.copy( source.scale );
  3586. this.matrix.copy( source.matrix );
  3587. this.matrixWorld.copy( source.matrixWorld );
  3588. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3589. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3590. this.layers.mask = source.layers.mask;
  3591. this.visible = source.visible;
  3592. this.castShadow = source.castShadow;
  3593. this.receiveShadow = source.receiveShadow;
  3594. this.frustumCulled = source.frustumCulled;
  3595. this.renderOrder = source.renderOrder;
  3596. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3597. if ( recursive === true ) {
  3598. for ( var i = 0; i < source.children.length; i ++ ) {
  3599. var child = source.children[ i ];
  3600. this.add( child.clone() );
  3601. }
  3602. }
  3603. return this;
  3604. }
  3605. } );
  3606. /**
  3607. * @author mrdoob / http://mrdoob.com/
  3608. */
  3609. function Scene() {
  3610. Object3D.call( this );
  3611. this.type = 'Scene';
  3612. this.background = null;
  3613. this.fog = null;
  3614. this.overrideMaterial = null;
  3615. this.autoUpdate = true; // checked by the renderer
  3616. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3617. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3618. }
  3619. }
  3620. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3621. constructor: Scene,
  3622. isScene: true,
  3623. copy: function ( source, recursive ) {
  3624. Object3D.prototype.copy.call( this, source, recursive );
  3625. if ( source.background !== null ) { this.background = source.background.clone(); }
  3626. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3627. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3628. this.autoUpdate = source.autoUpdate;
  3629. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3630. return this;
  3631. },
  3632. toJSON: function ( meta ) {
  3633. var data = Object3D.prototype.toJSON.call( this, meta );
  3634. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3635. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3636. return data;
  3637. },
  3638. dispose: function () {
  3639. this.dispatchEvent( { type: 'dispose' } );
  3640. }
  3641. } );
  3642. var _points = [
  3643. new Vector3(),
  3644. new Vector3(),
  3645. new Vector3(),
  3646. new Vector3(),
  3647. new Vector3(),
  3648. new Vector3(),
  3649. new Vector3(),
  3650. new Vector3()
  3651. ];
  3652. var _vector$2 = new Vector3();
  3653. // triangle centered vertices
  3654. var _v0 = new Vector3();
  3655. var _v1$2 = new Vector3();
  3656. var _v2 = new Vector3();
  3657. // triangle edge vectors
  3658. var _f0 = new Vector3();
  3659. var _f1 = new Vector3();
  3660. var _f2 = new Vector3();
  3661. var _center = new Vector3();
  3662. var _extents = new Vector3();
  3663. var _triangleNormal = new Vector3();
  3664. var _testAxis = new Vector3();
  3665. /**
  3666. * @author bhouston / http://clara.io
  3667. * @author WestLangley / http://github.com/WestLangley
  3668. */
  3669. function Box3( min, max ) {
  3670. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3671. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3672. }
  3673. Object.assign( Box3.prototype, {
  3674. isBox3: true,
  3675. set: function ( min, max ) {
  3676. this.min.copy( min );
  3677. this.max.copy( max );
  3678. return this;
  3679. },
  3680. setFromArray: function ( array ) {
  3681. var minX = + Infinity;
  3682. var minY = + Infinity;
  3683. var minZ = + Infinity;
  3684. var maxX = - Infinity;
  3685. var maxY = - Infinity;
  3686. var maxZ = - Infinity;
  3687. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3688. var x = array[ i ];
  3689. var y = array[ i + 1 ];
  3690. var z = array[ i + 2 ];
  3691. if ( x < minX ) { minX = x; }
  3692. if ( y < minY ) { minY = y; }
  3693. if ( z < minZ ) { minZ = z; }
  3694. if ( x > maxX ) { maxX = x; }
  3695. if ( y > maxY ) { maxY = y; }
  3696. if ( z > maxZ ) { maxZ = z; }
  3697. }
  3698. this.min.set( minX, minY, minZ );
  3699. this.max.set( maxX, maxY, maxZ );
  3700. return this;
  3701. },
  3702. setFromBufferAttribute: function ( attribute ) {
  3703. var minX = + Infinity;
  3704. var minY = + Infinity;
  3705. var minZ = + Infinity;
  3706. var maxX = - Infinity;
  3707. var maxY = - Infinity;
  3708. var maxZ = - Infinity;
  3709. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3710. var x = attribute.getX( i );
  3711. var y = attribute.getY( i );
  3712. var z = attribute.getZ( i );
  3713. if ( x < minX ) { minX = x; }
  3714. if ( y < minY ) { minY = y; }
  3715. if ( z < minZ ) { minZ = z; }
  3716. if ( x > maxX ) { maxX = x; }
  3717. if ( y > maxY ) { maxY = y; }
  3718. if ( z > maxZ ) { maxZ = z; }
  3719. }
  3720. this.min.set( minX, minY, minZ );
  3721. this.max.set( maxX, maxY, maxZ );
  3722. return this;
  3723. },
  3724. setFromPoints: function ( points ) {
  3725. this.makeEmpty();
  3726. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3727. this.expandByPoint( points[ i ] );
  3728. }
  3729. return this;
  3730. },
  3731. setFromCenterAndSize: function ( center, size ) {
  3732. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3733. this.min.copy( center ).sub( halfSize );
  3734. this.max.copy( center ).add( halfSize );
  3735. return this;
  3736. },
  3737. setFromObject: function ( object ) {
  3738. this.makeEmpty();
  3739. return this.expandByObject( object );
  3740. },
  3741. clone: function () {
  3742. return new this.constructor().copy( this );
  3743. },
  3744. copy: function ( box ) {
  3745. this.min.copy( box.min );
  3746. this.max.copy( box.max );
  3747. return this;
  3748. },
  3749. makeEmpty: function () {
  3750. this.min.x = this.min.y = this.min.z = + Infinity;
  3751. this.max.x = this.max.y = this.max.z = - Infinity;
  3752. return this;
  3753. },
  3754. isEmpty: function () {
  3755. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3756. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3757. },
  3758. getCenter: function ( target ) {
  3759. if ( target === undefined ) {
  3760. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3761. target = new Vector3();
  3762. }
  3763. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3764. },
  3765. getSize: function ( target ) {
  3766. if ( target === undefined ) {
  3767. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3768. target = new Vector3();
  3769. }
  3770. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3771. },
  3772. expandByPoint: function ( point ) {
  3773. this.min.min( point );
  3774. this.max.max( point );
  3775. return this;
  3776. },
  3777. expandByVector: function ( vector ) {
  3778. this.min.sub( vector );
  3779. this.max.add( vector );
  3780. return this;
  3781. },
  3782. expandByScalar: function ( scalar ) {
  3783. this.min.addScalar( - scalar );
  3784. this.max.addScalar( scalar );
  3785. return this;
  3786. },
  3787. expandByObject: function ( object ) {
  3788. var i, l;
  3789. // Computes the world-axis-aligned bounding box of an object (including its children),
  3790. // accounting for both the object's, and children's, world transforms
  3791. object.updateWorldMatrix( false, false );
  3792. var geometry = object.geometry;
  3793. if ( geometry !== undefined ) {
  3794. if ( geometry.isGeometry ) {
  3795. var vertices = geometry.vertices;
  3796. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3797. _vector$2.copy( vertices[ i ] );
  3798. _vector$2.applyMatrix4( object.matrixWorld );
  3799. this.expandByPoint( _vector$2 );
  3800. }
  3801. } else if ( geometry.isBufferGeometry ) {
  3802. var attribute = geometry.attributes.position;
  3803. if ( attribute !== undefined ) {
  3804. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3805. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3806. this.expandByPoint( _vector$2 );
  3807. }
  3808. }
  3809. }
  3810. }
  3811. //
  3812. var children = object.children;
  3813. for ( i = 0, l = children.length; i < l; i ++ ) {
  3814. this.expandByObject( children[ i ] );
  3815. }
  3816. return this;
  3817. },
  3818. containsPoint: function ( point ) {
  3819. return point.x < this.min.x || point.x > this.max.x ||
  3820. point.y < this.min.y || point.y > this.max.y ||
  3821. point.z < this.min.z || point.z > this.max.z ? false : true;
  3822. },
  3823. containsBox: function ( box ) {
  3824. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3825. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3826. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3827. },
  3828. getParameter: function ( point, target ) {
  3829. // This can potentially have a divide by zero if the box
  3830. // has a size dimension of 0.
  3831. if ( target === undefined ) {
  3832. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3833. target = new Vector3();
  3834. }
  3835. return target.set(
  3836. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3837. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3838. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3839. );
  3840. },
  3841. intersectsBox: function ( box ) {
  3842. // using 6 splitting planes to rule out intersections.
  3843. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3844. box.max.y < this.min.y || box.min.y > this.max.y ||
  3845. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3846. },
  3847. intersectsSphere: function ( sphere ) {
  3848. // Find the point on the AABB closest to the sphere center.
  3849. this.clampPoint( sphere.center, _vector$2 );
  3850. // If that point is inside the sphere, the AABB and sphere intersect.
  3851. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3852. },
  3853. intersectsPlane: function ( plane ) {
  3854. // We compute the minimum and maximum dot product values. If those values
  3855. // are on the same side (back or front) of the plane, then there is no intersection.
  3856. var min, max;
  3857. if ( plane.normal.x > 0 ) {
  3858. min = plane.normal.x * this.min.x;
  3859. max = plane.normal.x * this.max.x;
  3860. } else {
  3861. min = plane.normal.x * this.max.x;
  3862. max = plane.normal.x * this.min.x;
  3863. }
  3864. if ( plane.normal.y > 0 ) {
  3865. min += plane.normal.y * this.min.y;
  3866. max += plane.normal.y * this.max.y;
  3867. } else {
  3868. min += plane.normal.y * this.max.y;
  3869. max += plane.normal.y * this.min.y;
  3870. }
  3871. if ( plane.normal.z > 0 ) {
  3872. min += plane.normal.z * this.min.z;
  3873. max += plane.normal.z * this.max.z;
  3874. } else {
  3875. min += plane.normal.z * this.max.z;
  3876. max += plane.normal.z * this.min.z;
  3877. }
  3878. return ( min <= - plane.constant && max >= - plane.constant );
  3879. },
  3880. intersectsTriangle: function ( triangle ) {
  3881. if ( this.isEmpty() ) {
  3882. return false;
  3883. }
  3884. // compute box center and extents
  3885. this.getCenter( _center );
  3886. _extents.subVectors( this.max, _center );
  3887. // translate triangle to aabb origin
  3888. _v0.subVectors( triangle.a, _center );
  3889. _v1$2.subVectors( triangle.b, _center );
  3890. _v2.subVectors( triangle.c, _center );
  3891. // compute edge vectors for triangle
  3892. _f0.subVectors( _v1$2, _v0 );
  3893. _f1.subVectors( _v2, _v1$2 );
  3894. _f2.subVectors( _v0, _v2 );
  3895. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3896. // 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
  3897. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3898. var axes = [
  3899. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3900. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3901. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3902. ];
  3903. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3904. return false;
  3905. }
  3906. // test 3 face normals from the aabb
  3907. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3908. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3909. return false;
  3910. }
  3911. // finally testing the face normal of the triangle
  3912. // use already existing triangle edge vectors here
  3913. _triangleNormal.crossVectors( _f0, _f1 );
  3914. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3915. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3916. },
  3917. clampPoint: function ( point, target ) {
  3918. if ( target === undefined ) {
  3919. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3920. target = new Vector3();
  3921. }
  3922. return target.copy( point ).clamp( this.min, this.max );
  3923. },
  3924. distanceToPoint: function ( point ) {
  3925. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3926. return clampedPoint.sub( point ).length();
  3927. },
  3928. getBoundingSphere: function ( target ) {
  3929. if ( target === undefined ) {
  3930. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3931. //target = new Sphere(); // removed to avoid cyclic dependency
  3932. }
  3933. this.getCenter( target.center );
  3934. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3935. return target;
  3936. },
  3937. intersect: function ( box ) {
  3938. this.min.max( box.min );
  3939. this.max.min( box.max );
  3940. // 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.
  3941. if ( this.isEmpty() ) { this.makeEmpty(); }
  3942. return this;
  3943. },
  3944. union: function ( box ) {
  3945. this.min.min( box.min );
  3946. this.max.max( box.max );
  3947. return this;
  3948. },
  3949. applyMatrix4: function ( matrix ) {
  3950. // transform of empty box is an empty box.
  3951. if ( this.isEmpty() ) { return this; }
  3952. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3953. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3954. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3955. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3956. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3957. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3958. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3959. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3960. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3961. this.setFromPoints( _points );
  3962. return this;
  3963. },
  3964. translate: function ( offset ) {
  3965. this.min.add( offset );
  3966. this.max.add( offset );
  3967. return this;
  3968. },
  3969. equals: function ( box ) {
  3970. return box.min.equals( this.min ) && box.max.equals( this.max );
  3971. }
  3972. } );
  3973. function satForAxes( axes, v0, v1, v2, extents ) {
  3974. var i, j;
  3975. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3976. _testAxis.fromArray( axes, i );
  3977. // project the aabb onto the seperating axis
  3978. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3979. // project all 3 vertices of the triangle onto the seperating axis
  3980. var p0 = v0.dot( _testAxis );
  3981. var p1 = v1.dot( _testAxis );
  3982. var p2 = v2.dot( _testAxis );
  3983. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3984. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3985. // points of the projected triangle are outside the projected half-length of the aabb
  3986. // the axis is seperating and we can exit
  3987. return false;
  3988. }
  3989. }
  3990. return true;
  3991. }
  3992. var _box = new Box3();
  3993. /**
  3994. * @author bhouston / http://clara.io
  3995. * @author mrdoob / http://mrdoob.com/
  3996. */
  3997. function Sphere( center, radius ) {
  3998. this.center = ( center !== undefined ) ? center : new Vector3();
  3999. this.radius = ( radius !== undefined ) ? radius : 0;
  4000. }
  4001. Object.assign( Sphere.prototype, {
  4002. set: function ( center, radius ) {
  4003. this.center.copy( center );
  4004. this.radius = radius;
  4005. return this;
  4006. },
  4007. setFromPoints: function ( points, optionalCenter ) {
  4008. var center = this.center;
  4009. if ( optionalCenter !== undefined ) {
  4010. center.copy( optionalCenter );
  4011. } else {
  4012. _box.setFromPoints( points ).getCenter( center );
  4013. }
  4014. var maxRadiusSq = 0;
  4015. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4016. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4017. }
  4018. this.radius = Math.sqrt( maxRadiusSq );
  4019. return this;
  4020. },
  4021. clone: function () {
  4022. return new this.constructor().copy( this );
  4023. },
  4024. copy: function ( sphere ) {
  4025. this.center.copy( sphere.center );
  4026. this.radius = sphere.radius;
  4027. return this;
  4028. },
  4029. empty: function () {
  4030. return ( this.radius <= 0 );
  4031. },
  4032. containsPoint: function ( point ) {
  4033. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4034. },
  4035. distanceToPoint: function ( point ) {
  4036. return ( point.distanceTo( this.center ) - this.radius );
  4037. },
  4038. intersectsSphere: function ( sphere ) {
  4039. var radiusSum = this.radius + sphere.radius;
  4040. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4041. },
  4042. intersectsBox: function ( box ) {
  4043. return box.intersectsSphere( this );
  4044. },
  4045. intersectsPlane: function ( plane ) {
  4046. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4047. },
  4048. clampPoint: function ( point, target ) {
  4049. var deltaLengthSq = this.center.distanceToSquared( point );
  4050. if ( target === undefined ) {
  4051. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4052. target = new Vector3();
  4053. }
  4054. target.copy( point );
  4055. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4056. target.sub( this.center ).normalize();
  4057. target.multiplyScalar( this.radius ).add( this.center );
  4058. }
  4059. return target;
  4060. },
  4061. getBoundingBox: function ( target ) {
  4062. if ( target === undefined ) {
  4063. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4064. target = new Box3();
  4065. }
  4066. target.set( this.center, this.center );
  4067. target.expandByScalar( this.radius );
  4068. return target;
  4069. },
  4070. applyMatrix4: function ( matrix ) {
  4071. this.center.applyMatrix4( matrix );
  4072. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4073. return this;
  4074. },
  4075. translate: function ( offset ) {
  4076. this.center.add( offset );
  4077. return this;
  4078. },
  4079. equals: function ( sphere ) {
  4080. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4081. }
  4082. } );
  4083. var _vector$3 = new Vector3();
  4084. var _segCenter = new Vector3();
  4085. var _segDir = new Vector3();
  4086. var _diff = new Vector3();
  4087. var _edge1 = new Vector3();
  4088. var _edge2 = new Vector3();
  4089. var _normal = new Vector3();
  4090. /**
  4091. * @author bhouston / http://clara.io
  4092. */
  4093. function Ray( origin, direction ) {
  4094. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4095. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4096. }
  4097. Object.assign( Ray.prototype, {
  4098. set: function ( origin, direction ) {
  4099. this.origin.copy( origin );
  4100. this.direction.copy( direction );
  4101. return this;
  4102. },
  4103. clone: function () {
  4104. return new this.constructor().copy( this );
  4105. },
  4106. copy: function ( ray ) {
  4107. this.origin.copy( ray.origin );
  4108. this.direction.copy( ray.direction );
  4109. return this;
  4110. },
  4111. at: function ( t, target ) {
  4112. if ( target === undefined ) {
  4113. console.warn( 'THREE.Ray: .at() target is now required' );
  4114. target = new Vector3();
  4115. }
  4116. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4117. },
  4118. lookAt: function ( v ) {
  4119. this.direction.copy( v ).sub( this.origin ).normalize();
  4120. return this;
  4121. },
  4122. recast: function ( t ) {
  4123. this.origin.copy( this.at( t, _vector$3 ) );
  4124. return this;
  4125. },
  4126. closestPointToPoint: function ( point, target ) {
  4127. if ( target === undefined ) {
  4128. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4129. target = new Vector3();
  4130. }
  4131. target.subVectors( point, this.origin );
  4132. var directionDistance = target.dot( this.direction );
  4133. if ( directionDistance < 0 ) {
  4134. return target.copy( this.origin );
  4135. }
  4136. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4137. },
  4138. distanceToPoint: function ( point ) {
  4139. return Math.sqrt( this.distanceSqToPoint( point ) );
  4140. },
  4141. distanceSqToPoint: function ( point ) {
  4142. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4143. // point behind the ray
  4144. if ( directionDistance < 0 ) {
  4145. return this.origin.distanceToSquared( point );
  4146. }
  4147. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4148. return _vector$3.distanceToSquared( point );
  4149. },
  4150. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4151. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4152. // It returns the min distance between the ray and the segment
  4153. // defined by v0 and v1
  4154. // It can also set two optional targets :
  4155. // - The closest point on the ray
  4156. // - The closest point on the segment
  4157. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4158. _segDir.copy( v1 ).sub( v0 ).normalize();
  4159. _diff.copy( this.origin ).sub( _segCenter );
  4160. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4161. var a01 = - this.direction.dot( _segDir );
  4162. var b0 = _diff.dot( this.direction );
  4163. var b1 = - _diff.dot( _segDir );
  4164. var c = _diff.lengthSq();
  4165. var det = Math.abs( 1 - a01 * a01 );
  4166. var s0, s1, sqrDist, extDet;
  4167. if ( det > 0 ) {
  4168. // The ray and segment are not parallel.
  4169. s0 = a01 * b1 - b0;
  4170. s1 = a01 * b0 - b1;
  4171. extDet = segExtent * det;
  4172. if ( s0 >= 0 ) {
  4173. if ( s1 >= - extDet ) {
  4174. if ( s1 <= extDet ) {
  4175. // region 0
  4176. // Minimum at interior points of ray and segment.
  4177. var invDet = 1 / det;
  4178. s0 *= invDet;
  4179. s1 *= invDet;
  4180. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4181. } else {
  4182. // region 1
  4183. s1 = segExtent;
  4184. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4185. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4186. }
  4187. } else {
  4188. // region 5
  4189. s1 = - segExtent;
  4190. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4191. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4192. }
  4193. } else {
  4194. if ( s1 <= - extDet ) {
  4195. // region 4
  4196. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4197. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4198. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4199. } else if ( s1 <= extDet ) {
  4200. // region 3
  4201. s0 = 0;
  4202. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4203. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4204. } else {
  4205. // region 2
  4206. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4207. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4209. }
  4210. }
  4211. } else {
  4212. // Ray and segment are parallel.
  4213. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4214. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4215. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4216. }
  4217. if ( optionalPointOnRay ) {
  4218. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4219. }
  4220. if ( optionalPointOnSegment ) {
  4221. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4222. }
  4223. return sqrDist;
  4224. },
  4225. intersectSphere: function ( sphere, target ) {
  4226. _vector$3.subVectors( sphere.center, this.origin );
  4227. var tca = _vector$3.dot( this.direction );
  4228. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4229. var radius2 = sphere.radius * sphere.radius;
  4230. if ( d2 > radius2 ) { return null; }
  4231. var thc = Math.sqrt( radius2 - d2 );
  4232. // t0 = first intersect point - entrance on front of sphere
  4233. var t0 = tca - thc;
  4234. // t1 = second intersect point - exit point on back of sphere
  4235. var t1 = tca + thc;
  4236. // test to see if both t0 and t1 are behind the ray - if so, return null
  4237. if ( t0 < 0 && t1 < 0 ) { return null; }
  4238. // test to see if t0 is behind the ray:
  4239. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4240. // in order to always return an intersect point that is in front of the ray.
  4241. if ( t0 < 0 ) { return this.at( t1, target ); }
  4242. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4243. return this.at( t0, target );
  4244. },
  4245. intersectsSphere: function ( sphere ) {
  4246. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4247. },
  4248. distanceToPlane: function ( plane ) {
  4249. var denominator = plane.normal.dot( this.direction );
  4250. if ( denominator === 0 ) {
  4251. // line is coplanar, return origin
  4252. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4253. return 0;
  4254. }
  4255. // Null is preferable to undefined since undefined means.... it is undefined
  4256. return null;
  4257. }
  4258. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4259. // Return if the ray never intersects the plane
  4260. return t >= 0 ? t : null;
  4261. },
  4262. intersectPlane: function ( plane, target ) {
  4263. var t = this.distanceToPlane( plane );
  4264. if ( t === null ) {
  4265. return null;
  4266. }
  4267. return this.at( t, target );
  4268. },
  4269. intersectsPlane: function ( plane ) {
  4270. // check if the ray lies on the plane first
  4271. var distToPoint = plane.distanceToPoint( this.origin );
  4272. if ( distToPoint === 0 ) {
  4273. return true;
  4274. }
  4275. var denominator = plane.normal.dot( this.direction );
  4276. if ( denominator * distToPoint < 0 ) {
  4277. return true;
  4278. }
  4279. // ray origin is behind the plane (and is pointing behind it)
  4280. return false;
  4281. },
  4282. intersectBox: function ( box, target ) {
  4283. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4284. var invdirx = 1 / this.direction.x,
  4285. invdiry = 1 / this.direction.y,
  4286. invdirz = 1 / this.direction.z;
  4287. var origin = this.origin;
  4288. if ( invdirx >= 0 ) {
  4289. tmin = ( box.min.x - origin.x ) * invdirx;
  4290. tmax = ( box.max.x - origin.x ) * invdirx;
  4291. } else {
  4292. tmin = ( box.max.x - origin.x ) * invdirx;
  4293. tmax = ( box.min.x - origin.x ) * invdirx;
  4294. }
  4295. if ( invdiry >= 0 ) {
  4296. tymin = ( box.min.y - origin.y ) * invdiry;
  4297. tymax = ( box.max.y - origin.y ) * invdiry;
  4298. } else {
  4299. tymin = ( box.max.y - origin.y ) * invdiry;
  4300. tymax = ( box.min.y - origin.y ) * invdiry;
  4301. }
  4302. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4303. // These lines also handle the case where tmin or tmax is NaN
  4304. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4305. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4306. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4307. if ( invdirz >= 0 ) {
  4308. tzmin = ( box.min.z - origin.z ) * invdirz;
  4309. tzmax = ( box.max.z - origin.z ) * invdirz;
  4310. } else {
  4311. tzmin = ( box.max.z - origin.z ) * invdirz;
  4312. tzmax = ( box.min.z - origin.z ) * invdirz;
  4313. }
  4314. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4315. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4316. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4317. //return point closest to the ray (positive side)
  4318. if ( tmax < 0 ) { return null; }
  4319. return this.at( tmin >= 0 ? tmin : tmax, target );
  4320. },
  4321. intersectsBox: function ( box ) {
  4322. return this.intersectBox( box, _vector$3 ) !== null;
  4323. },
  4324. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4325. // Compute the offset origin, edges, and normal.
  4326. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4327. _edge1.subVectors( b, a );
  4328. _edge2.subVectors( c, a );
  4329. _normal.crossVectors( _edge1, _edge2 );
  4330. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4331. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4332. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4333. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4334. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4335. var DdN = this.direction.dot( _normal );
  4336. var sign;
  4337. if ( DdN > 0 ) {
  4338. if ( backfaceCulling ) { return null; }
  4339. sign = 1;
  4340. } else if ( DdN < 0 ) {
  4341. sign = - 1;
  4342. DdN = - DdN;
  4343. } else {
  4344. return null;
  4345. }
  4346. _diff.subVectors( this.origin, a );
  4347. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4348. // b1 < 0, no intersection
  4349. if ( DdQxE2 < 0 ) {
  4350. return null;
  4351. }
  4352. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4353. // b2 < 0, no intersection
  4354. if ( DdE1xQ < 0 ) {
  4355. return null;
  4356. }
  4357. // b1+b2 > 1, no intersection
  4358. if ( DdQxE2 + DdE1xQ > DdN ) {
  4359. return null;
  4360. }
  4361. // Line intersects triangle, check if ray does.
  4362. var QdN = - sign * _diff.dot( _normal );
  4363. // t < 0, no intersection
  4364. if ( QdN < 0 ) {
  4365. return null;
  4366. }
  4367. // Ray intersects triangle.
  4368. return this.at( QdN / DdN, target );
  4369. },
  4370. applyMatrix4: function ( matrix4 ) {
  4371. this.origin.applyMatrix4( matrix4 );
  4372. this.direction.transformDirection( matrix4 );
  4373. return this;
  4374. },
  4375. equals: function ( ray ) {
  4376. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4377. }
  4378. } );
  4379. /**
  4380. * @author bhouston / http://clara.io
  4381. * @author mrdoob / http://mrdoob.com/
  4382. */
  4383. var _v0$1 = new Vector3();
  4384. var _v1$3 = new Vector3();
  4385. var _v2$1 = new Vector3();
  4386. var _v3 = new Vector3();
  4387. var _vab = new Vector3();
  4388. var _vac = new Vector3();
  4389. var _vbc = new Vector3();
  4390. var _vap = new Vector3();
  4391. var _vbp = new Vector3();
  4392. var _vcp = new Vector3();
  4393. function Triangle( a, b, c ) {
  4394. this.a = ( a !== undefined ) ? a : new Vector3();
  4395. this.b = ( b !== undefined ) ? b : new Vector3();
  4396. this.c = ( c !== undefined ) ? c : new Vector3();
  4397. }
  4398. Object.assign( Triangle, {
  4399. getNormal: function ( a, b, c, target ) {
  4400. if ( target === undefined ) {
  4401. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4402. target = new Vector3();
  4403. }
  4404. target.subVectors( c, b );
  4405. _v0$1.subVectors( a, b );
  4406. target.cross( _v0$1 );
  4407. var targetLengthSq = target.lengthSq();
  4408. if ( targetLengthSq > 0 ) {
  4409. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4410. }
  4411. return target.set( 0, 0, 0 );
  4412. },
  4413. // static/instance method to calculate barycentric coordinates
  4414. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4415. getBarycoord: function ( point, a, b, c, target ) {
  4416. _v0$1.subVectors( c, a );
  4417. _v1$3.subVectors( b, a );
  4418. _v2$1.subVectors( point, a );
  4419. var dot00 = _v0$1.dot( _v0$1 );
  4420. var dot01 = _v0$1.dot( _v1$3 );
  4421. var dot02 = _v0$1.dot( _v2$1 );
  4422. var dot11 = _v1$3.dot( _v1$3 );
  4423. var dot12 = _v1$3.dot( _v2$1 );
  4424. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4425. if ( target === undefined ) {
  4426. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4427. target = new Vector3();
  4428. }
  4429. // collinear or singular triangle
  4430. if ( denom === 0 ) {
  4431. // arbitrary location outside of triangle?
  4432. // not sure if this is the best idea, maybe should be returning undefined
  4433. return target.set( - 2, - 1, - 1 );
  4434. }
  4435. var invDenom = 1 / denom;
  4436. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4437. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4438. // barycentric coordinates must always sum to 1
  4439. return target.set( 1 - u - v, v, u );
  4440. },
  4441. containsPoint: function ( point, a, b, c ) {
  4442. Triangle.getBarycoord( point, a, b, c, _v3 );
  4443. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4444. },
  4445. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4446. this.getBarycoord( point, p1, p2, p3, _v3 );
  4447. target.set( 0, 0 );
  4448. target.addScaledVector( uv1, _v3.x );
  4449. target.addScaledVector( uv2, _v3.y );
  4450. target.addScaledVector( uv3, _v3.z );
  4451. return target;
  4452. },
  4453. isFrontFacing: function ( a, b, c, direction ) {
  4454. _v0$1.subVectors( c, b );
  4455. _v1$3.subVectors( a, b );
  4456. // strictly front facing
  4457. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4458. }
  4459. } );
  4460. Object.assign( Triangle.prototype, {
  4461. set: function ( a, b, c ) {
  4462. this.a.copy( a );
  4463. this.b.copy( b );
  4464. this.c.copy( c );
  4465. return this;
  4466. },
  4467. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4468. this.a.copy( points[ i0 ] );
  4469. this.b.copy( points[ i1 ] );
  4470. this.c.copy( points[ i2 ] );
  4471. return this;
  4472. },
  4473. clone: function () {
  4474. return new this.constructor().copy( this );
  4475. },
  4476. copy: function ( triangle ) {
  4477. this.a.copy( triangle.a );
  4478. this.b.copy( triangle.b );
  4479. this.c.copy( triangle.c );
  4480. return this;
  4481. },
  4482. getArea: function () {
  4483. _v0$1.subVectors( this.c, this.b );
  4484. _v1$3.subVectors( this.a, this.b );
  4485. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4486. },
  4487. getMidpoint: function ( target ) {
  4488. if ( target === undefined ) {
  4489. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4490. target = new Vector3();
  4491. }
  4492. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4493. },
  4494. getNormal: function ( target ) {
  4495. return Triangle.getNormal( this.a, this.b, this.c, target );
  4496. },
  4497. getPlane: function ( target ) {
  4498. if ( target === undefined ) {
  4499. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4500. target = new Vector3();
  4501. }
  4502. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4503. },
  4504. getBarycoord: function ( point, target ) {
  4505. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4506. },
  4507. getUV: function ( point, uv1, uv2, uv3, target ) {
  4508. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4509. },
  4510. containsPoint: function ( point ) {
  4511. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4512. },
  4513. isFrontFacing: function ( direction ) {
  4514. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4515. },
  4516. intersectsBox: function ( box ) {
  4517. return box.intersectsTriangle( this );
  4518. },
  4519. closestPointToPoint: function ( p, target ) {
  4520. if ( target === undefined ) {
  4521. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4522. target = new Vector3();
  4523. }
  4524. var a = this.a, b = this.b, c = this.c;
  4525. var v, w;
  4526. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4527. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4528. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4529. // basically, we're distinguishing which of the voronoi regions of the triangle
  4530. // the point lies in with the minimum amount of redundant computation.
  4531. _vab.subVectors( b, a );
  4532. _vac.subVectors( c, a );
  4533. _vap.subVectors( p, a );
  4534. var d1 = _vab.dot( _vap );
  4535. var d2 = _vac.dot( _vap );
  4536. if ( d1 <= 0 && d2 <= 0 ) {
  4537. // vertex region of A; barycentric coords (1, 0, 0)
  4538. return target.copy( a );
  4539. }
  4540. _vbp.subVectors( p, b );
  4541. var d3 = _vab.dot( _vbp );
  4542. var d4 = _vac.dot( _vbp );
  4543. if ( d3 >= 0 && d4 <= d3 ) {
  4544. // vertex region of B; barycentric coords (0, 1, 0)
  4545. return target.copy( b );
  4546. }
  4547. var vc = d1 * d4 - d3 * d2;
  4548. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4549. v = d1 / ( d1 - d3 );
  4550. // edge region of AB; barycentric coords (1-v, v, 0)
  4551. return target.copy( a ).addScaledVector( _vab, v );
  4552. }
  4553. _vcp.subVectors( p, c );
  4554. var d5 = _vab.dot( _vcp );
  4555. var d6 = _vac.dot( _vcp );
  4556. if ( d6 >= 0 && d5 <= d6 ) {
  4557. // vertex region of C; barycentric coords (0, 0, 1)
  4558. return target.copy( c );
  4559. }
  4560. var vb = d5 * d2 - d1 * d6;
  4561. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4562. w = d2 / ( d2 - d6 );
  4563. // edge region of AC; barycentric coords (1-w, 0, w)
  4564. return target.copy( a ).addScaledVector( _vac, w );
  4565. }
  4566. var va = d3 * d6 - d5 * d4;
  4567. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4568. _vbc.subVectors( c, b );
  4569. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4570. // edge region of BC; barycentric coords (0, 1-w, w)
  4571. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4572. }
  4573. // face region
  4574. var denom = 1 / ( va + vb + vc );
  4575. // u = va * denom
  4576. v = vb * denom;
  4577. w = vc * denom;
  4578. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4579. },
  4580. equals: function ( triangle ) {
  4581. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4582. }
  4583. } );
  4584. /**
  4585. * @author mrdoob / http://mrdoob.com/
  4586. */
  4587. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4588. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4589. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4590. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4591. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4592. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4593. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4594. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4595. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4596. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4597. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4598. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4599. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4600. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4601. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4602. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4603. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4604. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4605. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4606. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4607. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4608. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4609. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4610. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4611. var _hslA = { h: 0, s: 0, l: 0 };
  4612. var _hslB = { h: 0, s: 0, l: 0 };
  4613. function Color( r, g, b ) {
  4614. if ( g === undefined && b === undefined ) {
  4615. // r is THREE.Color, hex or string
  4616. return this.set( r );
  4617. }
  4618. return this.setRGB( r, g, b );
  4619. }
  4620. function hue2rgb( p, q, t ) {
  4621. if ( t < 0 ) { t += 1; }
  4622. if ( t > 1 ) { t -= 1; }
  4623. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4624. if ( t < 1 / 2 ) { return q; }
  4625. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4626. return p;
  4627. }
  4628. function SRGBToLinear( c ) {
  4629. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4630. }
  4631. function LinearToSRGB( c ) {
  4632. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4633. }
  4634. Object.assign( Color.prototype, {
  4635. isColor: true,
  4636. r: 1, g: 1, b: 1,
  4637. set: function ( value ) {
  4638. if ( value && value.isColor ) {
  4639. this.copy( value );
  4640. } else if ( typeof value === 'number' ) {
  4641. this.setHex( value );
  4642. } else if ( typeof value === 'string' ) {
  4643. this.setStyle( value );
  4644. }
  4645. return this;
  4646. },
  4647. setScalar: function ( scalar ) {
  4648. this.r = scalar;
  4649. this.g = scalar;
  4650. this.b = scalar;
  4651. return this;
  4652. },
  4653. setHex: function ( hex ) {
  4654. hex = Math.floor( hex );
  4655. this.r = ( hex >> 16 & 255 ) / 255;
  4656. this.g = ( hex >> 8 & 255 ) / 255;
  4657. this.b = ( hex & 255 ) / 255;
  4658. return this;
  4659. },
  4660. setRGB: function ( r, g, b ) {
  4661. this.r = r;
  4662. this.g = g;
  4663. this.b = b;
  4664. return this;
  4665. },
  4666. setHSL: function ( h, s, l ) {
  4667. // h,s,l ranges are in 0.0 - 1.0
  4668. h = _Math.euclideanModulo( h, 1 );
  4669. s = _Math.clamp( s, 0, 1 );
  4670. l = _Math.clamp( l, 0, 1 );
  4671. if ( s === 0 ) {
  4672. this.r = this.g = this.b = l;
  4673. } else {
  4674. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4675. var q = ( 2 * l ) - p;
  4676. this.r = hue2rgb( q, p, h + 1 / 3 );
  4677. this.g = hue2rgb( q, p, h );
  4678. this.b = hue2rgb( q, p, h - 1 / 3 );
  4679. }
  4680. return this;
  4681. },
  4682. setStyle: function ( style ) {
  4683. function handleAlpha( string ) {
  4684. if ( string === undefined ) { return; }
  4685. if ( parseFloat( string ) < 1 ) {
  4686. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4687. }
  4688. }
  4689. var m;
  4690. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4691. // rgb / hsl
  4692. var color;
  4693. var name = m[ 1 ];
  4694. var components = m[ 2 ];
  4695. switch ( name ) {
  4696. case 'rgb':
  4697. case 'rgba':
  4698. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4699. // rgb(255,0,0) rgba(255,0,0,0.5)
  4700. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4701. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4702. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4703. handleAlpha( color[ 5 ] );
  4704. return this;
  4705. }
  4706. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4707. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4708. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4709. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4710. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4711. handleAlpha( color[ 5 ] );
  4712. return this;
  4713. }
  4714. break;
  4715. case 'hsl':
  4716. case 'hsla':
  4717. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4718. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4719. var h = parseFloat( color[ 1 ] ) / 360;
  4720. var s = parseInt( color[ 2 ], 10 ) / 100;
  4721. var l = parseInt( color[ 3 ], 10 ) / 100;
  4722. handleAlpha( color[ 5 ] );
  4723. return this.setHSL( h, s, l );
  4724. }
  4725. break;
  4726. }
  4727. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4728. // hex color
  4729. var hex = m[ 1 ];
  4730. var size = hex.length;
  4731. if ( size === 3 ) {
  4732. // #ff0
  4733. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4734. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4735. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4736. return this;
  4737. } else if ( size === 6 ) {
  4738. // #ff0000
  4739. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4740. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4741. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4742. return this;
  4743. }
  4744. }
  4745. if ( style && style.length > 0 ) {
  4746. // color keywords
  4747. var hex = _colorKeywords[ style ];
  4748. if ( hex !== undefined ) {
  4749. // red
  4750. this.setHex( hex );
  4751. } else {
  4752. // unknown color
  4753. console.warn( 'THREE.Color: Unknown color ' + style );
  4754. }
  4755. }
  4756. return this;
  4757. },
  4758. clone: function () {
  4759. return new this.constructor( this.r, this.g, this.b );
  4760. },
  4761. copy: function ( color ) {
  4762. this.r = color.r;
  4763. this.g = color.g;
  4764. this.b = color.b;
  4765. return this;
  4766. },
  4767. copyGammaToLinear: function ( color, gammaFactor ) {
  4768. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4769. this.r = Math.pow( color.r, gammaFactor );
  4770. this.g = Math.pow( color.g, gammaFactor );
  4771. this.b = Math.pow( color.b, gammaFactor );
  4772. return this;
  4773. },
  4774. copyLinearToGamma: function ( color, gammaFactor ) {
  4775. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4776. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4777. this.r = Math.pow( color.r, safeInverse );
  4778. this.g = Math.pow( color.g, safeInverse );
  4779. this.b = Math.pow( color.b, safeInverse );
  4780. return this;
  4781. },
  4782. convertGammaToLinear: function ( gammaFactor ) {
  4783. this.copyGammaToLinear( this, gammaFactor );
  4784. return this;
  4785. },
  4786. convertLinearToGamma: function ( gammaFactor ) {
  4787. this.copyLinearToGamma( this, gammaFactor );
  4788. return this;
  4789. },
  4790. copySRGBToLinear: function ( color ) {
  4791. this.r = SRGBToLinear( color.r );
  4792. this.g = SRGBToLinear( color.g );
  4793. this.b = SRGBToLinear( color.b );
  4794. return this;
  4795. },
  4796. copyLinearToSRGB: function ( color ) {
  4797. this.r = LinearToSRGB( color.r );
  4798. this.g = LinearToSRGB( color.g );
  4799. this.b = LinearToSRGB( color.b );
  4800. return this;
  4801. },
  4802. convertSRGBToLinear: function () {
  4803. this.copySRGBToLinear( this );
  4804. return this;
  4805. },
  4806. convertLinearToSRGB: function () {
  4807. this.copyLinearToSRGB( this );
  4808. return this;
  4809. },
  4810. getHex: function () {
  4811. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4812. },
  4813. getHexString: function () {
  4814. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4815. },
  4816. getHSL: function ( target ) {
  4817. // h,s,l ranges are in 0.0 - 1.0
  4818. if ( target === undefined ) {
  4819. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4820. target = { h: 0, s: 0, l: 0 };
  4821. }
  4822. var r = this.r, g = this.g, b = this.b;
  4823. var max = Math.max( r, g, b );
  4824. var min = Math.min( r, g, b );
  4825. var hue, saturation;
  4826. var lightness = ( min + max ) / 2.0;
  4827. if ( min === max ) {
  4828. hue = 0;
  4829. saturation = 0;
  4830. } else {
  4831. var delta = max - min;
  4832. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4833. switch ( max ) {
  4834. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4835. case g: hue = ( b - r ) / delta + 2; break;
  4836. case b: hue = ( r - g ) / delta + 4; break;
  4837. }
  4838. hue /= 6;
  4839. }
  4840. target.h = hue;
  4841. target.s = saturation;
  4842. target.l = lightness;
  4843. return target;
  4844. },
  4845. getStyle: function () {
  4846. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4847. },
  4848. offsetHSL: function ( h, s, l ) {
  4849. this.getHSL( _hslA );
  4850. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4851. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4852. return this;
  4853. },
  4854. add: function ( color ) {
  4855. this.r += color.r;
  4856. this.g += color.g;
  4857. this.b += color.b;
  4858. return this;
  4859. },
  4860. addColors: function ( color1, color2 ) {
  4861. this.r = color1.r + color2.r;
  4862. this.g = color1.g + color2.g;
  4863. this.b = color1.b + color2.b;
  4864. return this;
  4865. },
  4866. addScalar: function ( s ) {
  4867. this.r += s;
  4868. this.g += s;
  4869. this.b += s;
  4870. return this;
  4871. },
  4872. sub: function ( color ) {
  4873. this.r = Math.max( 0, this.r - color.r );
  4874. this.g = Math.max( 0, this.g - color.g );
  4875. this.b = Math.max( 0, this.b - color.b );
  4876. return this;
  4877. },
  4878. multiply: function ( color ) {
  4879. this.r *= color.r;
  4880. this.g *= color.g;
  4881. this.b *= color.b;
  4882. return this;
  4883. },
  4884. multiplyScalar: function ( s ) {
  4885. this.r *= s;
  4886. this.g *= s;
  4887. this.b *= s;
  4888. return this;
  4889. },
  4890. lerp: function ( color, alpha ) {
  4891. this.r += ( color.r - this.r ) * alpha;
  4892. this.g += ( color.g - this.g ) * alpha;
  4893. this.b += ( color.b - this.b ) * alpha;
  4894. return this;
  4895. },
  4896. lerpHSL: function ( color, alpha ) {
  4897. this.getHSL( _hslA );
  4898. color.getHSL( _hslB );
  4899. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4900. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4901. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4902. this.setHSL( h, s, l );
  4903. return this;
  4904. },
  4905. equals: function ( c ) {
  4906. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4907. },
  4908. fromArray: function ( array, offset ) {
  4909. if ( offset === undefined ) { offset = 0; }
  4910. this.r = array[ offset ];
  4911. this.g = array[ offset + 1 ];
  4912. this.b = array[ offset + 2 ];
  4913. return this;
  4914. },
  4915. toArray: function ( array, offset ) {
  4916. if ( array === undefined ) { array = []; }
  4917. if ( offset === undefined ) { offset = 0; }
  4918. array[ offset ] = this.r;
  4919. array[ offset + 1 ] = this.g;
  4920. array[ offset + 2 ] = this.b;
  4921. return array;
  4922. },
  4923. toJSON: function () {
  4924. return this.getHex();
  4925. }
  4926. } );
  4927. /**
  4928. * @author mrdoob / http://mrdoob.com/
  4929. * @author alteredq / http://alteredqualia.com/
  4930. */
  4931. function Face3( a, b, c, normal, color, materialIndex ) {
  4932. this.a = a;
  4933. this.b = b;
  4934. this.c = c;
  4935. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4936. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4937. this.color = ( color && color.isColor ) ? color : new Color();
  4938. this.vertexColors = Array.isArray( color ) ? color : [];
  4939. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4940. }
  4941. Object.assign( Face3.prototype, {
  4942. clone: function () {
  4943. return new this.constructor().copy( this );
  4944. },
  4945. copy: function ( source ) {
  4946. this.a = source.a;
  4947. this.b = source.b;
  4948. this.c = source.c;
  4949. this.normal.copy( source.normal );
  4950. this.color.copy( source.color );
  4951. this.materialIndex = source.materialIndex;
  4952. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4953. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4954. }
  4955. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4956. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4957. }
  4958. return this;
  4959. }
  4960. } );
  4961. /**
  4962. * @author mrdoob / http://mrdoob.com/
  4963. * @author alteredq / http://alteredqualia.com/
  4964. */
  4965. var materialId = 0;
  4966. function Material() {
  4967. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4968. this.uuid = _Math.generateUUID();
  4969. this.name = '';
  4970. this.type = 'Material';
  4971. this.fog = true;
  4972. this.lights = true;
  4973. this.blending = NormalBlending;
  4974. this.side = FrontSide;
  4975. this.flatShading = false;
  4976. this.vertexTangents = false;
  4977. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4978. this.opacity = 1;
  4979. this.transparent = false;
  4980. this.blendSrc = SrcAlphaFactor;
  4981. this.blendDst = OneMinusSrcAlphaFactor;
  4982. this.blendEquation = AddEquation;
  4983. this.blendSrcAlpha = null;
  4984. this.blendDstAlpha = null;
  4985. this.blendEquationAlpha = null;
  4986. this.depthFunc = LessEqualDepth;
  4987. this.depthTest = true;
  4988. this.depthWrite = true;
  4989. this.stencilWriteMask = 0xff;
  4990. this.stencilFunc = AlwaysStencilFunc;
  4991. this.stencilRef = 0;
  4992. this.stencilFuncMask = 0xff;
  4993. this.stencilFail = KeepStencilOp;
  4994. this.stencilZFail = KeepStencilOp;
  4995. this.stencilZPass = KeepStencilOp;
  4996. this.stencilWrite = false;
  4997. this.clippingPlanes = null;
  4998. this.clipIntersection = false;
  4999. this.clipShadows = false;
  5000. this.shadowSide = null;
  5001. this.colorWrite = true;
  5002. this.precision = null; // override the renderer's default precision for this material
  5003. this.polygonOffset = false;
  5004. this.polygonOffsetFactor = 0;
  5005. this.polygonOffsetUnits = 0;
  5006. this.dithering = false;
  5007. this.alphaTest = 0;
  5008. this.premultipliedAlpha = false;
  5009. this.visible = true;
  5010. this.toneMapped = true;
  5011. this.userData = {};
  5012. this.needsUpdate = true;
  5013. }
  5014. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5015. constructor: Material,
  5016. isMaterial: true,
  5017. onBeforeCompile: function () {},
  5018. setValues: function ( values ) {
  5019. if ( values === undefined ) { return; }
  5020. for ( var key in values ) {
  5021. var newValue = values[ key ];
  5022. if ( newValue === undefined ) {
  5023. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5024. continue;
  5025. }
  5026. // for backward compatability if shading is set in the constructor
  5027. if ( key === 'shading' ) {
  5028. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5029. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5030. continue;
  5031. }
  5032. var currentValue = this[ key ];
  5033. if ( currentValue === undefined ) {
  5034. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5035. continue;
  5036. }
  5037. if ( currentValue && currentValue.isColor ) {
  5038. currentValue.set( newValue );
  5039. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5040. currentValue.copy( newValue );
  5041. } else {
  5042. this[ key ] = newValue;
  5043. }
  5044. }
  5045. },
  5046. toJSON: function ( meta ) {
  5047. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5048. if ( isRoot ) {
  5049. meta = {
  5050. textures: {},
  5051. images: {}
  5052. };
  5053. }
  5054. var data = {
  5055. metadata: {
  5056. version: 4.5,
  5057. type: 'Material',
  5058. generator: 'Material.toJSON'
  5059. }
  5060. };
  5061. // standard Material serialization
  5062. data.uuid = this.uuid;
  5063. data.type = this.type;
  5064. if ( this.name !== '' ) { data.name = this.name; }
  5065. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5066. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5067. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5068. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5069. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5070. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5071. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5072. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5073. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5074. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5075. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5076. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5077. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5078. }
  5079. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5080. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5081. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5082. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5083. if ( this.aoMap && this.aoMap.isTexture ) {
  5084. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5085. data.aoMapIntensity = this.aoMapIntensity;
  5086. }
  5087. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5088. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5089. data.bumpScale = this.bumpScale;
  5090. }
  5091. if ( this.normalMap && this.normalMap.isTexture ) {
  5092. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5093. data.normalMapType = this.normalMapType;
  5094. data.normalScale = this.normalScale.toArray();
  5095. }
  5096. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5097. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5098. data.displacementScale = this.displacementScale;
  5099. data.displacementBias = this.displacementBias;
  5100. }
  5101. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5102. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5103. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5104. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5105. if ( this.envMap && this.envMap.isTexture ) {
  5106. data.envMap = this.envMap.toJSON( meta ).uuid;
  5107. data.reflectivity = this.reflectivity; // Scale behind envMap
  5108. data.refractionRatio = this.refractionRatio;
  5109. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5110. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5111. }
  5112. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5113. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5114. }
  5115. if ( this.size !== undefined ) { data.size = this.size; }
  5116. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5117. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5118. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5119. if ( this.side !== FrontSide ) { data.side = this.side; }
  5120. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5121. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5122. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5123. data.depthFunc = this.depthFunc;
  5124. data.depthTest = this.depthTest;
  5125. data.depthWrite = this.depthWrite;
  5126. data.stencilWrite = this.stencilWrite;
  5127. data.stencilWriteMask = this.stencilWriteMask;
  5128. data.stencilFunc = this.stencilFunc;
  5129. data.stencilRef = this.stencilRef;
  5130. data.stencilFuncMask = this.stencilFuncMask;
  5131. data.stencilFail = this.stencilFail;
  5132. data.stencilZFail = this.stencilZFail;
  5133. data.stencilZPass = this.stencilZPass;
  5134. // rotation (SpriteMaterial)
  5135. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5136. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5137. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5138. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5139. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5140. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5141. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5142. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5143. if ( this.dithering === true ) { data.dithering = true; }
  5144. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5145. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5146. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5147. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5148. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5149. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5150. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5151. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5152. if ( this.skinning === true ) { data.skinning = true; }
  5153. if ( this.visible === false ) { data.visible = false; }
  5154. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5155. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5156. // TODO: Copied from Object3D.toJSON
  5157. function extractFromCache( cache ) {
  5158. var values = [];
  5159. for ( var key in cache ) {
  5160. var data = cache[ key ];
  5161. delete data.metadata;
  5162. values.push( data );
  5163. }
  5164. return values;
  5165. }
  5166. if ( isRoot ) {
  5167. var textures = extractFromCache( meta.textures );
  5168. var images = extractFromCache( meta.images );
  5169. if ( textures.length > 0 ) { data.textures = textures; }
  5170. if ( images.length > 0 ) { data.images = images; }
  5171. }
  5172. return data;
  5173. },
  5174. clone: function () {
  5175. return new this.constructor().copy( this );
  5176. },
  5177. copy: function ( source ) {
  5178. this.name = source.name;
  5179. this.fog = source.fog;
  5180. this.lights = source.lights;
  5181. this.blending = source.blending;
  5182. this.side = source.side;
  5183. this.flatShading = source.flatShading;
  5184. this.vertexColors = source.vertexColors;
  5185. this.opacity = source.opacity;
  5186. this.transparent = source.transparent;
  5187. this.blendSrc = source.blendSrc;
  5188. this.blendDst = source.blendDst;
  5189. this.blendEquation = source.blendEquation;
  5190. this.blendSrcAlpha = source.blendSrcAlpha;
  5191. this.blendDstAlpha = source.blendDstAlpha;
  5192. this.blendEquationAlpha = source.blendEquationAlpha;
  5193. this.depthFunc = source.depthFunc;
  5194. this.depthTest = source.depthTest;
  5195. this.depthWrite = source.depthWrite;
  5196. this.stencilWrite = source.stencilWrite;
  5197. this.stencilWriteMask = source.stencilWriteMask;
  5198. this.stencilFunc = source.stencilFunc;
  5199. this.stencilRef = source.stencilRef;
  5200. this.stencilFuncMask = source.stencilFuncMask;
  5201. this.stencilFail = source.stencilFail;
  5202. this.stencilZFail = source.stencilZFail;
  5203. this.stencilZPass = source.stencilZPass;
  5204. this.colorWrite = source.colorWrite;
  5205. this.precision = source.precision;
  5206. this.polygonOffset = source.polygonOffset;
  5207. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5208. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5209. this.dithering = source.dithering;
  5210. this.alphaTest = source.alphaTest;
  5211. this.premultipliedAlpha = source.premultipliedAlpha;
  5212. this.visible = source.visible;
  5213. this.toneMapped = source.toneMapped;
  5214. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5215. this.clipShadows = source.clipShadows;
  5216. this.clipIntersection = source.clipIntersection;
  5217. var srcPlanes = source.clippingPlanes,
  5218. dstPlanes = null;
  5219. if ( srcPlanes !== null ) {
  5220. var n = srcPlanes.length;
  5221. dstPlanes = new Array( n );
  5222. for ( var i = 0; i !== n; ++ i )
  5223. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5224. }
  5225. this.clippingPlanes = dstPlanes;
  5226. this.shadowSide = source.shadowSide;
  5227. return this;
  5228. },
  5229. dispose: function () {
  5230. this.dispatchEvent( { type: 'dispose' } );
  5231. }
  5232. } );
  5233. /**
  5234. * @author mrdoob / http://mrdoob.com/
  5235. * @author alteredq / http://alteredqualia.com/
  5236. *
  5237. * parameters = {
  5238. * color: <hex>,
  5239. * opacity: <float>,
  5240. * map: new THREE.Texture( <Image> ),
  5241. *
  5242. * lightMap: new THREE.Texture( <Image> ),
  5243. * lightMapIntensity: <float>
  5244. *
  5245. * aoMap: new THREE.Texture( <Image> ),
  5246. * aoMapIntensity: <float>
  5247. *
  5248. * specularMap: new THREE.Texture( <Image> ),
  5249. *
  5250. * alphaMap: new THREE.Texture( <Image> ),
  5251. *
  5252. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5253. * combine: THREE.Multiply,
  5254. * reflectivity: <float>,
  5255. * refractionRatio: <float>,
  5256. *
  5257. * depthTest: <bool>,
  5258. * depthWrite: <bool>,
  5259. *
  5260. * wireframe: <boolean>,
  5261. * wireframeLinewidth: <float>,
  5262. *
  5263. * skinning: <bool>,
  5264. * morphTargets: <bool>
  5265. * }
  5266. */
  5267. function MeshBasicMaterial( parameters ) {
  5268. Material.call( this );
  5269. this.type = 'MeshBasicMaterial';
  5270. this.color = new Color( 0xffffff ); // emissive
  5271. this.map = null;
  5272. this.lightMap = null;
  5273. this.lightMapIntensity = 1.0;
  5274. this.aoMap = null;
  5275. this.aoMapIntensity = 1.0;
  5276. this.specularMap = null;
  5277. this.alphaMap = null;
  5278. this.envMap = null;
  5279. this.combine = MultiplyOperation;
  5280. this.reflectivity = 1;
  5281. this.refractionRatio = 0.98;
  5282. this.wireframe = false;
  5283. this.wireframeLinewidth = 1;
  5284. this.wireframeLinecap = 'round';
  5285. this.wireframeLinejoin = 'round';
  5286. this.skinning = false;
  5287. this.morphTargets = false;
  5288. this.lights = false;
  5289. this.setValues( parameters );
  5290. }
  5291. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5292. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5293. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5294. MeshBasicMaterial.prototype.copy = function ( source ) {
  5295. Material.prototype.copy.call( this, source );
  5296. this.color.copy( source.color );
  5297. this.map = source.map;
  5298. this.lightMap = source.lightMap;
  5299. this.lightMapIntensity = source.lightMapIntensity;
  5300. this.aoMap = source.aoMap;
  5301. this.aoMapIntensity = source.aoMapIntensity;
  5302. this.specularMap = source.specularMap;
  5303. this.alphaMap = source.alphaMap;
  5304. this.envMap = source.envMap;
  5305. this.combine = source.combine;
  5306. this.reflectivity = source.reflectivity;
  5307. this.refractionRatio = source.refractionRatio;
  5308. this.wireframe = source.wireframe;
  5309. this.wireframeLinewidth = source.wireframeLinewidth;
  5310. this.wireframeLinecap = source.wireframeLinecap;
  5311. this.wireframeLinejoin = source.wireframeLinejoin;
  5312. this.skinning = source.skinning;
  5313. this.morphTargets = source.morphTargets;
  5314. return this;
  5315. };
  5316. /**
  5317. * @author mrdoob / http://mrdoob.com/
  5318. */
  5319. function BufferAttribute( array, itemSize, normalized ) {
  5320. if ( Array.isArray( array ) ) {
  5321. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5322. }
  5323. this.name = '';
  5324. this.array = array;
  5325. this.itemSize = itemSize;
  5326. this.count = array !== undefined ? array.length / itemSize : 0;
  5327. this.normalized = normalized === true;
  5328. this.dynamic = false;
  5329. this.updateRange = { offset: 0, count: - 1 };
  5330. this.version = 0;
  5331. }
  5332. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5333. set: function ( value ) {
  5334. if ( value === true ) { this.version ++; }
  5335. }
  5336. } );
  5337. Object.assign( BufferAttribute.prototype, {
  5338. isBufferAttribute: true,
  5339. onUploadCallback: function () {},
  5340. setDynamic: function ( value ) {
  5341. this.dynamic = value;
  5342. return this;
  5343. },
  5344. copy: function ( source ) {
  5345. this.name = source.name;
  5346. this.array = new source.array.constructor( source.array );
  5347. this.itemSize = source.itemSize;
  5348. this.count = source.count;
  5349. this.normalized = source.normalized;
  5350. this.dynamic = source.dynamic;
  5351. return this;
  5352. },
  5353. copyAt: function ( index1, attribute, index2 ) {
  5354. index1 *= this.itemSize;
  5355. index2 *= attribute.itemSize;
  5356. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5357. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5358. }
  5359. return this;
  5360. },
  5361. copyArray: function ( array ) {
  5362. this.array.set( array );
  5363. return this;
  5364. },
  5365. copyColorsArray: function ( colors ) {
  5366. var array = this.array, offset = 0;
  5367. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5368. var color = colors[ i ];
  5369. if ( color === undefined ) {
  5370. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5371. color = new Color();
  5372. }
  5373. array[ offset ++ ] = color.r;
  5374. array[ offset ++ ] = color.g;
  5375. array[ offset ++ ] = color.b;
  5376. }
  5377. return this;
  5378. },
  5379. copyVector2sArray: function ( vectors ) {
  5380. var array = this.array, offset = 0;
  5381. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5382. var vector = vectors[ i ];
  5383. if ( vector === undefined ) {
  5384. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5385. vector = new Vector2();
  5386. }
  5387. array[ offset ++ ] = vector.x;
  5388. array[ offset ++ ] = vector.y;
  5389. }
  5390. return this;
  5391. },
  5392. copyVector3sArray: function ( vectors ) {
  5393. var array = this.array, offset = 0;
  5394. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5395. var vector = vectors[ i ];
  5396. if ( vector === undefined ) {
  5397. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5398. vector = new Vector3();
  5399. }
  5400. array[ offset ++ ] = vector.x;
  5401. array[ offset ++ ] = vector.y;
  5402. array[ offset ++ ] = vector.z;
  5403. }
  5404. return this;
  5405. },
  5406. copyVector4sArray: function ( vectors ) {
  5407. var array = this.array, offset = 0;
  5408. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5409. var vector = vectors[ i ];
  5410. if ( vector === undefined ) {
  5411. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5412. vector = new Vector4();
  5413. }
  5414. array[ offset ++ ] = vector.x;
  5415. array[ offset ++ ] = vector.y;
  5416. array[ offset ++ ] = vector.z;
  5417. array[ offset ++ ] = vector.w;
  5418. }
  5419. return this;
  5420. },
  5421. set: function ( value, offset ) {
  5422. if ( offset === undefined ) { offset = 0; }
  5423. this.array.set( value, offset );
  5424. return this;
  5425. },
  5426. getX: function ( index ) {
  5427. return this.array[ index * this.itemSize ];
  5428. },
  5429. setX: function ( index, x ) {
  5430. this.array[ index * this.itemSize ] = x;
  5431. return this;
  5432. },
  5433. getY: function ( index ) {
  5434. return this.array[ index * this.itemSize + 1 ];
  5435. },
  5436. setY: function ( index, y ) {
  5437. this.array[ index * this.itemSize + 1 ] = y;
  5438. return this;
  5439. },
  5440. getZ: function ( index ) {
  5441. return this.array[ index * this.itemSize + 2 ];
  5442. },
  5443. setZ: function ( index, z ) {
  5444. this.array[ index * this.itemSize + 2 ] = z;
  5445. return this;
  5446. },
  5447. getW: function ( index ) {
  5448. return this.array[ index * this.itemSize + 3 ];
  5449. },
  5450. setW: function ( index, w ) {
  5451. this.array[ index * this.itemSize + 3 ] = w;
  5452. return this;
  5453. },
  5454. setXY: function ( index, x, y ) {
  5455. index *= this.itemSize;
  5456. this.array[ index + 0 ] = x;
  5457. this.array[ index + 1 ] = y;
  5458. return this;
  5459. },
  5460. setXYZ: function ( index, x, y, z ) {
  5461. index *= this.itemSize;
  5462. this.array[ index + 0 ] = x;
  5463. this.array[ index + 1 ] = y;
  5464. this.array[ index + 2 ] = z;
  5465. return this;
  5466. },
  5467. setXYZW: function ( index, x, y, z, w ) {
  5468. index *= this.itemSize;
  5469. this.array[ index + 0 ] = x;
  5470. this.array[ index + 1 ] = y;
  5471. this.array[ index + 2 ] = z;
  5472. this.array[ index + 3 ] = w;
  5473. return this;
  5474. },
  5475. onUpload: function ( callback ) {
  5476. this.onUploadCallback = callback;
  5477. return this;
  5478. },
  5479. clone: function () {
  5480. return new this.constructor( this.array, this.itemSize ).copy( this );
  5481. },
  5482. toJSON: function () {
  5483. return {
  5484. itemSize: this.itemSize,
  5485. type: this.array.constructor.name,
  5486. array: Array.prototype.slice.call( this.array ),
  5487. normalized: this.normalized
  5488. };
  5489. }
  5490. } );
  5491. //
  5492. function Int8BufferAttribute( array, itemSize, normalized ) {
  5493. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5494. }
  5495. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5496. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5497. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5498. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5499. }
  5500. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5501. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5502. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5503. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5504. }
  5505. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5506. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5507. function Int16BufferAttribute( array, itemSize, normalized ) {
  5508. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5509. }
  5510. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5511. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5512. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5513. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5514. }
  5515. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5516. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5517. function Int32BufferAttribute( array, itemSize, normalized ) {
  5518. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5519. }
  5520. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5521. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5522. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5523. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5524. }
  5525. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5526. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5527. function Float32BufferAttribute( array, itemSize, normalized ) {
  5528. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5529. }
  5530. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5531. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5532. function Float64BufferAttribute( array, itemSize, normalized ) {
  5533. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5534. }
  5535. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5536. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5537. /**
  5538. * @author mrdoob / http://mrdoob.com/
  5539. */
  5540. function DirectGeometry() {
  5541. this.vertices = [];
  5542. this.normals = [];
  5543. this.colors = [];
  5544. this.uvs = [];
  5545. this.uvs2 = [];
  5546. this.groups = [];
  5547. this.morphTargets = {};
  5548. this.skinWeights = [];
  5549. this.skinIndices = [];
  5550. // this.lineDistances = [];
  5551. this.boundingBox = null;
  5552. this.boundingSphere = null;
  5553. // update flags
  5554. this.verticesNeedUpdate = false;
  5555. this.normalsNeedUpdate = false;
  5556. this.colorsNeedUpdate = false;
  5557. this.uvsNeedUpdate = false;
  5558. this.groupsNeedUpdate = false;
  5559. }
  5560. Object.assign( DirectGeometry.prototype, {
  5561. computeGroups: function ( geometry ) {
  5562. var group;
  5563. var groups = [];
  5564. var materialIndex = undefined;
  5565. var faces = geometry.faces;
  5566. for ( var i = 0; i < faces.length; i ++ ) {
  5567. var face = faces[ i ];
  5568. // materials
  5569. if ( face.materialIndex !== materialIndex ) {
  5570. materialIndex = face.materialIndex;
  5571. if ( group !== undefined ) {
  5572. group.count = ( i * 3 ) - group.start;
  5573. groups.push( group );
  5574. }
  5575. group = {
  5576. start: i * 3,
  5577. materialIndex: materialIndex
  5578. };
  5579. }
  5580. }
  5581. if ( group !== undefined ) {
  5582. group.count = ( i * 3 ) - group.start;
  5583. groups.push( group );
  5584. }
  5585. this.groups = groups;
  5586. },
  5587. fromGeometry: function ( geometry ) {
  5588. var faces = geometry.faces;
  5589. var vertices = geometry.vertices;
  5590. var faceVertexUvs = geometry.faceVertexUvs;
  5591. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5592. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5593. // morphs
  5594. var morphTargets = geometry.morphTargets;
  5595. var morphTargetsLength = morphTargets.length;
  5596. var morphTargetsPosition;
  5597. if ( morphTargetsLength > 0 ) {
  5598. morphTargetsPosition = [];
  5599. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5600. morphTargetsPosition[ i ] = {
  5601. name: morphTargets[ i ].name,
  5602. data: []
  5603. };
  5604. }
  5605. this.morphTargets.position = morphTargetsPosition;
  5606. }
  5607. var morphNormals = geometry.morphNormals;
  5608. var morphNormalsLength = morphNormals.length;
  5609. var morphTargetsNormal;
  5610. if ( morphNormalsLength > 0 ) {
  5611. morphTargetsNormal = [];
  5612. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5613. morphTargetsNormal[ i ] = {
  5614. name: morphNormals[ i ].name,
  5615. data: []
  5616. };
  5617. }
  5618. this.morphTargets.normal = morphTargetsNormal;
  5619. }
  5620. // skins
  5621. var skinIndices = geometry.skinIndices;
  5622. var skinWeights = geometry.skinWeights;
  5623. var hasSkinIndices = skinIndices.length === vertices.length;
  5624. var hasSkinWeights = skinWeights.length === vertices.length;
  5625. //
  5626. if ( vertices.length > 0 && faces.length === 0 ) {
  5627. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5628. }
  5629. for ( var i = 0; i < faces.length; i ++ ) {
  5630. var face = faces[ i ];
  5631. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5632. var vertexNormals = face.vertexNormals;
  5633. if ( vertexNormals.length === 3 ) {
  5634. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5635. } else {
  5636. var normal = face.normal;
  5637. this.normals.push( normal, normal, normal );
  5638. }
  5639. var vertexColors = face.vertexColors;
  5640. if ( vertexColors.length === 3 ) {
  5641. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5642. } else {
  5643. var color = face.color;
  5644. this.colors.push( color, color, color );
  5645. }
  5646. if ( hasFaceVertexUv === true ) {
  5647. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5648. if ( vertexUvs !== undefined ) {
  5649. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5650. } else {
  5651. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5652. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5653. }
  5654. }
  5655. if ( hasFaceVertexUv2 === true ) {
  5656. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5657. if ( vertexUvs !== undefined ) {
  5658. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5659. } else {
  5660. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5661. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5662. }
  5663. }
  5664. // morphs
  5665. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5666. var morphTarget = morphTargets[ j ].vertices;
  5667. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5668. }
  5669. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5670. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5671. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5672. }
  5673. // skins
  5674. if ( hasSkinIndices ) {
  5675. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5676. }
  5677. if ( hasSkinWeights ) {
  5678. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5679. }
  5680. }
  5681. this.computeGroups( geometry );
  5682. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5683. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5684. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5685. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5686. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5687. if ( geometry.boundingSphere !== null ) {
  5688. this.boundingSphere = geometry.boundingSphere.clone();
  5689. }
  5690. if ( geometry.boundingBox !== null ) {
  5691. this.boundingBox = geometry.boundingBox.clone();
  5692. }
  5693. return this;
  5694. }
  5695. } );
  5696. /**
  5697. * @author mrdoob / http://mrdoob.com/
  5698. */
  5699. function arrayMax( array ) {
  5700. if ( array.length === 0 ) { return - Infinity; }
  5701. var max = array[ 0 ];
  5702. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5703. if ( array[ i ] > max ) { max = array[ i ]; }
  5704. }
  5705. return max;
  5706. }
  5707. /**
  5708. * @author alteredq / http://alteredqualia.com/
  5709. * @author mrdoob / http://mrdoob.com/
  5710. */
  5711. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5712. var _m1$2 = new Matrix4();
  5713. var _obj = new Object3D();
  5714. var _offset = new Vector3();
  5715. var _box$1 = new Box3();
  5716. var _boxMorphTargets = new Box3();
  5717. var _vector$4 = new Vector3();
  5718. function BufferGeometry() {
  5719. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5720. this.uuid = _Math.generateUUID();
  5721. this.name = '';
  5722. this.type = 'BufferGeometry';
  5723. this.index = null;
  5724. this.attributes = {};
  5725. this.morphAttributes = {};
  5726. this.groups = [];
  5727. this.boundingBox = null;
  5728. this.boundingSphere = null;
  5729. this.drawRange = { start: 0, count: Infinity };
  5730. this.userData = {};
  5731. }
  5732. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5733. constructor: BufferGeometry,
  5734. isBufferGeometry: true,
  5735. getIndex: function () {
  5736. return this.index;
  5737. },
  5738. setIndex: function ( index ) {
  5739. if ( Array.isArray( index ) ) {
  5740. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5741. } else {
  5742. this.index = index;
  5743. }
  5744. },
  5745. addAttribute: function ( name, attribute ) {
  5746. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5747. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5748. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5749. }
  5750. if ( name === 'index' ) {
  5751. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5752. this.setIndex( attribute );
  5753. return this;
  5754. }
  5755. return this.setAttribute( name, attribute );
  5756. },
  5757. getAttribute: function ( name ) {
  5758. return this.attributes[ name ];
  5759. },
  5760. setAttribute: function ( name, attribute ) {
  5761. this.attributes[ name ] = attribute;
  5762. return this;
  5763. },
  5764. removeAttribute: function ( name ) {
  5765. delete this.attributes[ name ];
  5766. return this;
  5767. },
  5768. addGroup: function ( start, count, materialIndex ) {
  5769. this.groups.push( {
  5770. start: start,
  5771. count: count,
  5772. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5773. } );
  5774. },
  5775. clearGroups: function () {
  5776. this.groups = [];
  5777. },
  5778. setDrawRange: function ( start, count ) {
  5779. this.drawRange.start = start;
  5780. this.drawRange.count = count;
  5781. },
  5782. applyMatrix: function ( matrix ) {
  5783. var position = this.attributes.position;
  5784. if ( position !== undefined ) {
  5785. matrix.applyToBufferAttribute( position );
  5786. position.needsUpdate = true;
  5787. }
  5788. var normal = this.attributes.normal;
  5789. if ( normal !== undefined ) {
  5790. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5791. normalMatrix.applyToBufferAttribute( normal );
  5792. normal.needsUpdate = true;
  5793. }
  5794. var tangent = this.attributes.tangent;
  5795. if ( tangent !== undefined ) {
  5796. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5797. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5798. normalMatrix.applyToBufferAttribute( tangent );
  5799. tangent.needsUpdate = true;
  5800. }
  5801. if ( this.boundingBox !== null ) {
  5802. this.computeBoundingBox();
  5803. }
  5804. if ( this.boundingSphere !== null ) {
  5805. this.computeBoundingSphere();
  5806. }
  5807. return this;
  5808. },
  5809. rotateX: function ( angle ) {
  5810. // rotate geometry around world x-axis
  5811. _m1$2.makeRotationX( angle );
  5812. this.applyMatrix( _m1$2 );
  5813. return this;
  5814. },
  5815. rotateY: function ( angle ) {
  5816. // rotate geometry around world y-axis
  5817. _m1$2.makeRotationY( angle );
  5818. this.applyMatrix( _m1$2 );
  5819. return this;
  5820. },
  5821. rotateZ: function ( angle ) {
  5822. // rotate geometry around world z-axis
  5823. _m1$2.makeRotationZ( angle );
  5824. this.applyMatrix( _m1$2 );
  5825. return this;
  5826. },
  5827. translate: function ( x, y, z ) {
  5828. // translate geometry
  5829. _m1$2.makeTranslation( x, y, z );
  5830. this.applyMatrix( _m1$2 );
  5831. return this;
  5832. },
  5833. scale: function ( x, y, z ) {
  5834. // scale geometry
  5835. _m1$2.makeScale( x, y, z );
  5836. this.applyMatrix( _m1$2 );
  5837. return this;
  5838. },
  5839. lookAt: function ( vector ) {
  5840. _obj.lookAt( vector );
  5841. _obj.updateMatrix();
  5842. this.applyMatrix( _obj.matrix );
  5843. return this;
  5844. },
  5845. center: function () {
  5846. this.computeBoundingBox();
  5847. this.boundingBox.getCenter( _offset ).negate();
  5848. this.translate( _offset.x, _offset.y, _offset.z );
  5849. return this;
  5850. },
  5851. setFromObject: function ( object ) {
  5852. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5853. var geometry = object.geometry;
  5854. if ( object.isPoints || object.isLine ) {
  5855. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5856. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5857. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5858. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5859. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5860. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5861. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5862. }
  5863. if ( geometry.boundingSphere !== null ) {
  5864. this.boundingSphere = geometry.boundingSphere.clone();
  5865. }
  5866. if ( geometry.boundingBox !== null ) {
  5867. this.boundingBox = geometry.boundingBox.clone();
  5868. }
  5869. } else if ( object.isMesh ) {
  5870. if ( geometry && geometry.isGeometry ) {
  5871. this.fromGeometry( geometry );
  5872. }
  5873. }
  5874. return this;
  5875. },
  5876. setFromPoints: function ( points ) {
  5877. var position = [];
  5878. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5879. var point = points[ i ];
  5880. position.push( point.x, point.y, point.z || 0 );
  5881. }
  5882. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5883. return this;
  5884. },
  5885. updateFromObject: function ( object ) {
  5886. var geometry = object.geometry;
  5887. if ( object.isMesh ) {
  5888. var direct = geometry.__directGeometry;
  5889. if ( geometry.elementsNeedUpdate === true ) {
  5890. direct = undefined;
  5891. geometry.elementsNeedUpdate = false;
  5892. }
  5893. if ( direct === undefined ) {
  5894. return this.fromGeometry( geometry );
  5895. }
  5896. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5897. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5898. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5899. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5900. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5901. geometry.verticesNeedUpdate = false;
  5902. geometry.normalsNeedUpdate = false;
  5903. geometry.colorsNeedUpdate = false;
  5904. geometry.uvsNeedUpdate = false;
  5905. geometry.groupsNeedUpdate = false;
  5906. geometry = direct;
  5907. }
  5908. var attribute;
  5909. if ( geometry.verticesNeedUpdate === true ) {
  5910. attribute = this.attributes.position;
  5911. if ( attribute !== undefined ) {
  5912. attribute.copyVector3sArray( geometry.vertices );
  5913. attribute.needsUpdate = true;
  5914. }
  5915. geometry.verticesNeedUpdate = false;
  5916. }
  5917. if ( geometry.normalsNeedUpdate === true ) {
  5918. attribute = this.attributes.normal;
  5919. if ( attribute !== undefined ) {
  5920. attribute.copyVector3sArray( geometry.normals );
  5921. attribute.needsUpdate = true;
  5922. }
  5923. geometry.normalsNeedUpdate = false;
  5924. }
  5925. if ( geometry.colorsNeedUpdate === true ) {
  5926. attribute = this.attributes.color;
  5927. if ( attribute !== undefined ) {
  5928. attribute.copyColorsArray( geometry.colors );
  5929. attribute.needsUpdate = true;
  5930. }
  5931. geometry.colorsNeedUpdate = false;
  5932. }
  5933. if ( geometry.uvsNeedUpdate ) {
  5934. attribute = this.attributes.uv;
  5935. if ( attribute !== undefined ) {
  5936. attribute.copyVector2sArray( geometry.uvs );
  5937. attribute.needsUpdate = true;
  5938. }
  5939. geometry.uvsNeedUpdate = false;
  5940. }
  5941. if ( geometry.lineDistancesNeedUpdate ) {
  5942. attribute = this.attributes.lineDistance;
  5943. if ( attribute !== undefined ) {
  5944. attribute.copyArray( geometry.lineDistances );
  5945. attribute.needsUpdate = true;
  5946. }
  5947. geometry.lineDistancesNeedUpdate = false;
  5948. }
  5949. if ( geometry.groupsNeedUpdate ) {
  5950. geometry.computeGroups( object.geometry );
  5951. this.groups = geometry.groups;
  5952. geometry.groupsNeedUpdate = false;
  5953. }
  5954. return this;
  5955. },
  5956. fromGeometry: function ( geometry ) {
  5957. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5958. return this.fromDirectGeometry( geometry.__directGeometry );
  5959. },
  5960. fromDirectGeometry: function ( geometry ) {
  5961. var positions = new Float32Array( geometry.vertices.length * 3 );
  5962. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5963. if ( geometry.normals.length > 0 ) {
  5964. var normals = new Float32Array( geometry.normals.length * 3 );
  5965. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5966. }
  5967. if ( geometry.colors.length > 0 ) {
  5968. var colors = new Float32Array( geometry.colors.length * 3 );
  5969. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5970. }
  5971. if ( geometry.uvs.length > 0 ) {
  5972. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5973. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5974. }
  5975. if ( geometry.uvs2.length > 0 ) {
  5976. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5977. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5978. }
  5979. // groups
  5980. this.groups = geometry.groups;
  5981. // morphs
  5982. for ( var name in geometry.morphTargets ) {
  5983. var array = [];
  5984. var morphTargets = geometry.morphTargets[ name ];
  5985. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5986. var morphTarget = morphTargets[ i ];
  5987. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5988. attribute.name = morphTarget.name;
  5989. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5990. }
  5991. this.morphAttributes[ name ] = array;
  5992. }
  5993. // skinning
  5994. if ( geometry.skinIndices.length > 0 ) {
  5995. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5996. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5997. }
  5998. if ( geometry.skinWeights.length > 0 ) {
  5999. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6000. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6001. }
  6002. //
  6003. if ( geometry.boundingSphere !== null ) {
  6004. this.boundingSphere = geometry.boundingSphere.clone();
  6005. }
  6006. if ( geometry.boundingBox !== null ) {
  6007. this.boundingBox = geometry.boundingBox.clone();
  6008. }
  6009. return this;
  6010. },
  6011. computeBoundingBox: function () {
  6012. if ( this.boundingBox === null ) {
  6013. this.boundingBox = new Box3();
  6014. }
  6015. var position = this.attributes.position;
  6016. var morphAttributesPosition = this.morphAttributes.position;
  6017. if ( position !== undefined ) {
  6018. this.boundingBox.setFromBufferAttribute( position );
  6019. // process morph attributes if present
  6020. if ( morphAttributesPosition ) {
  6021. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6022. var morphAttribute = morphAttributesPosition[ i ];
  6023. _box$1.setFromBufferAttribute( morphAttribute );
  6024. this.boundingBox.expandByPoint( _box$1.min );
  6025. this.boundingBox.expandByPoint( _box$1.max );
  6026. }
  6027. }
  6028. } else {
  6029. this.boundingBox.makeEmpty();
  6030. }
  6031. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6032. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6033. }
  6034. },
  6035. computeBoundingSphere: function () {
  6036. if ( this.boundingSphere === null ) {
  6037. this.boundingSphere = new Sphere();
  6038. }
  6039. var position = this.attributes.position;
  6040. var morphAttributesPosition = this.morphAttributes.position;
  6041. if ( position ) {
  6042. // first, find the center of the bounding sphere
  6043. var center = this.boundingSphere.center;
  6044. _box$1.setFromBufferAttribute( position );
  6045. // process morph attributes if present
  6046. if ( morphAttributesPosition ) {
  6047. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6048. var morphAttribute = morphAttributesPosition[ i ];
  6049. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6050. _box$1.expandByPoint( _boxMorphTargets.min );
  6051. _box$1.expandByPoint( _boxMorphTargets.max );
  6052. }
  6053. }
  6054. _box$1.getCenter( center );
  6055. // second, try to find a boundingSphere with a radius smaller than the
  6056. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6057. var maxRadiusSq = 0;
  6058. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6059. _vector$4.fromBufferAttribute( position, i );
  6060. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6061. }
  6062. // process morph attributes if present
  6063. if ( morphAttributesPosition ) {
  6064. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6065. var morphAttribute = morphAttributesPosition[ i ];
  6066. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6067. _vector$4.fromBufferAttribute( morphAttribute, j );
  6068. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6069. }
  6070. }
  6071. }
  6072. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6073. if ( isNaN( this.boundingSphere.radius ) ) {
  6074. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6075. }
  6076. }
  6077. },
  6078. computeFaceNormals: function () {
  6079. // backwards compatibility
  6080. },
  6081. computeVertexNormals: function () {
  6082. var index = this.index;
  6083. var attributes = this.attributes;
  6084. if ( attributes.position ) {
  6085. var positions = attributes.position.array;
  6086. if ( attributes.normal === undefined ) {
  6087. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6088. } else {
  6089. // reset existing normals to zero
  6090. var array = attributes.normal.array;
  6091. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6092. array[ i ] = 0;
  6093. }
  6094. }
  6095. var normals = attributes.normal.array;
  6096. var vA, vB, vC;
  6097. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6098. var cb = new Vector3(), ab = new Vector3();
  6099. // indexed elements
  6100. if ( index ) {
  6101. var indices = index.array;
  6102. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6103. vA = indices[ i + 0 ] * 3;
  6104. vB = indices[ i + 1 ] * 3;
  6105. vC = indices[ i + 2 ] * 3;
  6106. pA.fromArray( positions, vA );
  6107. pB.fromArray( positions, vB );
  6108. pC.fromArray( positions, vC );
  6109. cb.subVectors( pC, pB );
  6110. ab.subVectors( pA, pB );
  6111. cb.cross( ab );
  6112. normals[ vA ] += cb.x;
  6113. normals[ vA + 1 ] += cb.y;
  6114. normals[ vA + 2 ] += cb.z;
  6115. normals[ vB ] += cb.x;
  6116. normals[ vB + 1 ] += cb.y;
  6117. normals[ vB + 2 ] += cb.z;
  6118. normals[ vC ] += cb.x;
  6119. normals[ vC + 1 ] += cb.y;
  6120. normals[ vC + 2 ] += cb.z;
  6121. }
  6122. } else {
  6123. // non-indexed elements (unconnected triangle soup)
  6124. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6125. pA.fromArray( positions, i );
  6126. pB.fromArray( positions, i + 3 );
  6127. pC.fromArray( positions, i + 6 );
  6128. cb.subVectors( pC, pB );
  6129. ab.subVectors( pA, pB );
  6130. cb.cross( ab );
  6131. normals[ i ] = cb.x;
  6132. normals[ i + 1 ] = cb.y;
  6133. normals[ i + 2 ] = cb.z;
  6134. normals[ i + 3 ] = cb.x;
  6135. normals[ i + 4 ] = cb.y;
  6136. normals[ i + 5 ] = cb.z;
  6137. normals[ i + 6 ] = cb.x;
  6138. normals[ i + 7 ] = cb.y;
  6139. normals[ i + 8 ] = cb.z;
  6140. }
  6141. }
  6142. this.normalizeNormals();
  6143. attributes.normal.needsUpdate = true;
  6144. }
  6145. },
  6146. merge: function ( geometry, offset ) {
  6147. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6148. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6149. return;
  6150. }
  6151. if ( offset === undefined ) {
  6152. offset = 0;
  6153. console.warn(
  6154. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6155. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6156. );
  6157. }
  6158. var attributes = this.attributes;
  6159. for ( var key in attributes ) {
  6160. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6161. var attribute1 = attributes[ key ];
  6162. var attributeArray1 = attribute1.array;
  6163. var attribute2 = geometry.attributes[ key ];
  6164. var attributeArray2 = attribute2.array;
  6165. var attributeOffset = attribute2.itemSize * offset;
  6166. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6167. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6168. attributeArray1[ j ] = attributeArray2[ i ];
  6169. }
  6170. }
  6171. return this;
  6172. },
  6173. normalizeNormals: function () {
  6174. var normals = this.attributes.normal;
  6175. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6176. _vector$4.x = normals.getX( i );
  6177. _vector$4.y = normals.getY( i );
  6178. _vector$4.z = normals.getZ( i );
  6179. _vector$4.normalize();
  6180. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6181. }
  6182. },
  6183. toNonIndexed: function () {
  6184. function convertBufferAttribute( attribute, indices ) {
  6185. var array = attribute.array;
  6186. var itemSize = attribute.itemSize;
  6187. var array2 = new array.constructor( indices.length * itemSize );
  6188. var index = 0, index2 = 0;
  6189. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6190. index = indices[ i ] * itemSize;
  6191. for ( var j = 0; j < itemSize; j ++ ) {
  6192. array2[ index2 ++ ] = array[ index ++ ];
  6193. }
  6194. }
  6195. return new BufferAttribute( array2, itemSize );
  6196. }
  6197. //
  6198. if ( this.index === null ) {
  6199. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6200. return this;
  6201. }
  6202. var geometry2 = new BufferGeometry();
  6203. var indices = this.index.array;
  6204. var attributes = this.attributes;
  6205. // attributes
  6206. for ( var name in attributes ) {
  6207. var attribute = attributes[ name ];
  6208. var newAttribute = convertBufferAttribute( attribute, indices );
  6209. geometry2.addAttribute( name, newAttribute );
  6210. }
  6211. // morph attributes
  6212. var morphAttributes = this.morphAttributes;
  6213. for ( name in morphAttributes ) {
  6214. var morphArray = [];
  6215. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6216. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6217. var attribute = morphAttribute[ i ];
  6218. var newAttribute = convertBufferAttribute( attribute, indices );
  6219. morphArray.push( newAttribute );
  6220. }
  6221. geometry2.morphAttributes[ name ] = morphArray;
  6222. }
  6223. // groups
  6224. var groups = this.groups;
  6225. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6226. var group = groups[ i ];
  6227. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6228. }
  6229. return geometry2;
  6230. },
  6231. toJSON: function () {
  6232. var data = {
  6233. metadata: {
  6234. version: 4.5,
  6235. type: 'BufferGeometry',
  6236. generator: 'BufferGeometry.toJSON'
  6237. }
  6238. };
  6239. // standard BufferGeometry serialization
  6240. data.uuid = this.uuid;
  6241. data.type = this.type;
  6242. if ( this.name !== '' ) { data.name = this.name; }
  6243. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6244. if ( this.parameters !== undefined ) {
  6245. var parameters = this.parameters;
  6246. for ( var key in parameters ) {
  6247. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6248. }
  6249. return data;
  6250. }
  6251. data.data = { attributes: {} };
  6252. var index = this.index;
  6253. if ( index !== null ) {
  6254. data.data.index = {
  6255. type: index.array.constructor.name,
  6256. array: Array.prototype.slice.call( index.array )
  6257. };
  6258. }
  6259. var attributes = this.attributes;
  6260. for ( var key in attributes ) {
  6261. var attribute = attributes[ key ];
  6262. var attributeData = attribute.toJSON();
  6263. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6264. data.data.attributes[ key ] = attributeData;
  6265. }
  6266. var morphAttributes = {};
  6267. var hasMorphAttributes = false;
  6268. for ( var key in this.morphAttributes ) {
  6269. var attributeArray = this.morphAttributes[ key ];
  6270. var array = [];
  6271. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6272. var attribute = attributeArray[ i ];
  6273. var attributeData = attribute.toJSON();
  6274. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6275. array.push( attributeData );
  6276. }
  6277. if ( array.length > 0 ) {
  6278. morphAttributes[ key ] = array;
  6279. hasMorphAttributes = true;
  6280. }
  6281. }
  6282. if ( hasMorphAttributes ) { data.data.morphAttributes = morphAttributes; }
  6283. var groups = this.groups;
  6284. if ( groups.length > 0 ) {
  6285. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6286. }
  6287. var boundingSphere = this.boundingSphere;
  6288. if ( boundingSphere !== null ) {
  6289. data.data.boundingSphere = {
  6290. center: boundingSphere.center.toArray(),
  6291. radius: boundingSphere.radius
  6292. };
  6293. }
  6294. return data;
  6295. },
  6296. clone: function () {
  6297. /*
  6298. // Handle primitives
  6299. var parameters = this.parameters;
  6300. if ( parameters !== undefined ) {
  6301. var values = [];
  6302. for ( var key in parameters ) {
  6303. values.push( parameters[ key ] );
  6304. }
  6305. var geometry = Object.create( this.constructor.prototype );
  6306. this.constructor.apply( geometry, values );
  6307. return geometry;
  6308. }
  6309. return new this.constructor().copy( this );
  6310. */
  6311. return new BufferGeometry().copy( this );
  6312. },
  6313. copy: function ( source ) {
  6314. var name, i, l;
  6315. // reset
  6316. this.index = null;
  6317. this.attributes = {};
  6318. this.morphAttributes = {};
  6319. this.groups = [];
  6320. this.boundingBox = null;
  6321. this.boundingSphere = null;
  6322. // name
  6323. this.name = source.name;
  6324. // index
  6325. var index = source.index;
  6326. if ( index !== null ) {
  6327. this.setIndex( index.clone() );
  6328. }
  6329. // attributes
  6330. var attributes = source.attributes;
  6331. for ( name in attributes ) {
  6332. var attribute = attributes[ name ];
  6333. this.addAttribute( name, attribute.clone() );
  6334. }
  6335. // morph attributes
  6336. var morphAttributes = source.morphAttributes;
  6337. for ( name in morphAttributes ) {
  6338. var array = [];
  6339. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6340. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6341. array.push( morphAttribute[ i ].clone() );
  6342. }
  6343. this.morphAttributes[ name ] = array;
  6344. }
  6345. // groups
  6346. var groups = source.groups;
  6347. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6348. var group = groups[ i ];
  6349. this.addGroup( group.start, group.count, group.materialIndex );
  6350. }
  6351. // bounding box
  6352. var boundingBox = source.boundingBox;
  6353. if ( boundingBox !== null ) {
  6354. this.boundingBox = boundingBox.clone();
  6355. }
  6356. // bounding sphere
  6357. var boundingSphere = source.boundingSphere;
  6358. if ( boundingSphere !== null ) {
  6359. this.boundingSphere = boundingSphere.clone();
  6360. }
  6361. // draw range
  6362. this.drawRange.start = source.drawRange.start;
  6363. this.drawRange.count = source.drawRange.count;
  6364. // user data
  6365. this.userData = source.userData;
  6366. return this;
  6367. },
  6368. dispose: function () {
  6369. this.dispatchEvent( { type: 'dispose' } );
  6370. }
  6371. } );
  6372. /**
  6373. * @author mrdoob / http://mrdoob.com/
  6374. * @author alteredq / http://alteredqualia.com/
  6375. * @author mikael emtinger / http://gomo.se/
  6376. * @author jonobr1 / http://jonobr1.com/
  6377. */
  6378. var _inverseMatrix = new Matrix4();
  6379. var _ray = new Ray();
  6380. var _sphere = new Sphere();
  6381. var _vA = new Vector3();
  6382. var _vB = new Vector3();
  6383. var _vC = new Vector3();
  6384. var _tempA = new Vector3();
  6385. var _tempB = new Vector3();
  6386. var _tempC = new Vector3();
  6387. var _morphA = new Vector3();
  6388. var _morphB = new Vector3();
  6389. var _morphC = new Vector3();
  6390. var _uvA = new Vector2();
  6391. var _uvB = new Vector2();
  6392. var _uvC = new Vector2();
  6393. var _intersectionPoint = new Vector3();
  6394. var _intersectionPointWorld = new Vector3();
  6395. function Mesh( geometry, material ) {
  6396. Object3D.call( this );
  6397. this.type = 'Mesh';
  6398. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6399. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6400. this.drawMode = TrianglesDrawMode;
  6401. this.updateMorphTargets();
  6402. }
  6403. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6404. constructor: Mesh,
  6405. isMesh: true,
  6406. setDrawMode: function ( value ) {
  6407. this.drawMode = value;
  6408. },
  6409. copy: function ( source ) {
  6410. Object3D.prototype.copy.call( this, source );
  6411. this.drawMode = source.drawMode;
  6412. if ( source.morphTargetInfluences !== undefined ) {
  6413. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6414. }
  6415. if ( source.morphTargetDictionary !== undefined ) {
  6416. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6417. }
  6418. return this;
  6419. },
  6420. updateMorphTargets: function () {
  6421. var geometry = this.geometry;
  6422. var m, ml, name;
  6423. if ( geometry.isBufferGeometry ) {
  6424. var morphAttributes = geometry.morphAttributes;
  6425. var keys = Object.keys( morphAttributes );
  6426. if ( keys.length > 0 ) {
  6427. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6428. if ( morphAttribute !== undefined ) {
  6429. this.morphTargetInfluences = [];
  6430. this.morphTargetDictionary = {};
  6431. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6432. name = morphAttribute[ m ].name || String( m );
  6433. this.morphTargetInfluences.push( 0 );
  6434. this.morphTargetDictionary[ name ] = m;
  6435. }
  6436. }
  6437. }
  6438. } else {
  6439. var morphTargets = geometry.morphTargets;
  6440. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6441. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6442. }
  6443. }
  6444. },
  6445. raycast: function ( raycaster, intersects ) {
  6446. var geometry = this.geometry;
  6447. var material = this.material;
  6448. var matrixWorld = this.matrixWorld;
  6449. if ( material === undefined ) { return; }
  6450. // Checking boundingSphere distance to ray
  6451. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6452. _sphere.copy( geometry.boundingSphere );
  6453. _sphere.applyMatrix4( matrixWorld );
  6454. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6455. //
  6456. _inverseMatrix.getInverse( matrixWorld );
  6457. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6458. // Check boundingBox before continuing
  6459. if ( geometry.boundingBox !== null ) {
  6460. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6461. }
  6462. var intersection;
  6463. if ( geometry.isBufferGeometry ) {
  6464. var a, b, c;
  6465. var index = geometry.index;
  6466. var position = geometry.attributes.position;
  6467. var morphPosition = geometry.morphAttributes.position;
  6468. var uv = geometry.attributes.uv;
  6469. var uv2 = geometry.attributes.uv2;
  6470. var groups = geometry.groups;
  6471. var drawRange = geometry.drawRange;
  6472. var i, j, il, jl;
  6473. var group, groupMaterial;
  6474. var start, end;
  6475. if ( index !== null ) {
  6476. // indexed buffer geometry
  6477. if ( Array.isArray( material ) ) {
  6478. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6479. group = groups[ i ];
  6480. groupMaterial = material[ group.materialIndex ];
  6481. start = Math.max( group.start, drawRange.start );
  6482. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6483. for ( j = start, jl = end; j < jl; j += 3 ) {
  6484. a = index.getX( j );
  6485. b = index.getX( j + 1 );
  6486. c = index.getX( j + 2 );
  6487. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6488. if ( intersection ) {
  6489. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6490. intersection.face.materialIndex = group.materialIndex;
  6491. intersects.push( intersection );
  6492. }
  6493. }
  6494. }
  6495. } else {
  6496. start = Math.max( 0, drawRange.start );
  6497. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6498. for ( i = start, il = end; i < il; i += 3 ) {
  6499. a = index.getX( i );
  6500. b = index.getX( i + 1 );
  6501. c = index.getX( i + 2 );
  6502. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6503. if ( intersection ) {
  6504. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6505. intersects.push( intersection );
  6506. }
  6507. }
  6508. }
  6509. } else if ( position !== undefined ) {
  6510. // non-indexed buffer geometry
  6511. if ( Array.isArray( material ) ) {
  6512. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6513. group = groups[ i ];
  6514. groupMaterial = material[ group.materialIndex ];
  6515. start = Math.max( group.start, drawRange.start );
  6516. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6517. for ( j = start, jl = end; j < jl; j += 3 ) {
  6518. a = j;
  6519. b = j + 1;
  6520. c = j + 2;
  6521. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6522. if ( intersection ) {
  6523. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6524. intersection.face.materialIndex = group.materialIndex;
  6525. intersects.push( intersection );
  6526. }
  6527. }
  6528. }
  6529. } else {
  6530. start = Math.max( 0, drawRange.start );
  6531. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6532. for ( i = start, il = end; i < il; i += 3 ) {
  6533. a = i;
  6534. b = i + 1;
  6535. c = i + 2;
  6536. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6537. if ( intersection ) {
  6538. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6539. intersects.push( intersection );
  6540. }
  6541. }
  6542. }
  6543. }
  6544. } else if ( geometry.isGeometry ) {
  6545. var fvA, fvB, fvC;
  6546. var isMultiMaterial = Array.isArray( material );
  6547. var vertices = geometry.vertices;
  6548. var faces = geometry.faces;
  6549. var uvs;
  6550. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6551. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6552. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6553. var face = faces[ f ];
  6554. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6555. if ( faceMaterial === undefined ) { continue; }
  6556. fvA = vertices[ face.a ];
  6557. fvB = vertices[ face.b ];
  6558. fvC = vertices[ face.c ];
  6559. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6560. if ( intersection ) {
  6561. if ( uvs && uvs[ f ] ) {
  6562. var uvs_f = uvs[ f ];
  6563. _uvA.copy( uvs_f[ 0 ] );
  6564. _uvB.copy( uvs_f[ 1 ] );
  6565. _uvC.copy( uvs_f[ 2 ] );
  6566. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6567. }
  6568. intersection.face = face;
  6569. intersection.faceIndex = f;
  6570. intersects.push( intersection );
  6571. }
  6572. }
  6573. }
  6574. },
  6575. clone: function () {
  6576. return new this.constructor( this.geometry, this.material ).copy( this );
  6577. }
  6578. } );
  6579. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6580. var intersect;
  6581. if ( material.side === BackSide ) {
  6582. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6583. } else {
  6584. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6585. }
  6586. if ( intersect === null ) { return null; }
  6587. _intersectionPointWorld.copy( point );
  6588. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6589. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6590. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6591. return {
  6592. distance: distance,
  6593. point: _intersectionPointWorld.clone(),
  6594. object: object
  6595. };
  6596. }
  6597. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6598. _vA.fromBufferAttribute( position, a );
  6599. _vB.fromBufferAttribute( position, b );
  6600. _vC.fromBufferAttribute( position, c );
  6601. var morphInfluences = object.morphTargetInfluences;
  6602. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6603. _morphA.set( 0, 0, 0 );
  6604. _morphB.set( 0, 0, 0 );
  6605. _morphC.set( 0, 0, 0 );
  6606. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6607. var influence = morphInfluences[ i ];
  6608. var morphAttribute = morphPosition[ i ];
  6609. if ( influence === 0 ) { continue; }
  6610. _tempA.fromBufferAttribute( morphAttribute, a );
  6611. _tempB.fromBufferAttribute( morphAttribute, b );
  6612. _tempC.fromBufferAttribute( morphAttribute, c );
  6613. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6614. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6615. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6616. }
  6617. _vA.add( _morphA );
  6618. _vB.add( _morphB );
  6619. _vC.add( _morphC );
  6620. }
  6621. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6622. if ( intersection ) {
  6623. if ( uv ) {
  6624. _uvA.fromBufferAttribute( uv, a );
  6625. _uvB.fromBufferAttribute( uv, b );
  6626. _uvC.fromBufferAttribute( uv, c );
  6627. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6628. }
  6629. if ( uv2 ) {
  6630. _uvA.fromBufferAttribute( uv2, a );
  6631. _uvB.fromBufferAttribute( uv2, b );
  6632. _uvC.fromBufferAttribute( uv2, c );
  6633. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6634. }
  6635. var face = new Face3( a, b, c );
  6636. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6637. intersection.face = face;
  6638. }
  6639. return intersection;
  6640. }
  6641. /**
  6642. * @author mrdoob / http://mrdoob.com/
  6643. * @author kile / http://kile.stravaganza.org/
  6644. * @author alteredq / http://alteredqualia.com/
  6645. * @author mikael emtinger / http://gomo.se/
  6646. * @author zz85 / http://www.lab4games.net/zz85/blog
  6647. * @author bhouston / http://clara.io
  6648. */
  6649. var _geometryId = 0; // Geometry uses even numbers as Id
  6650. var _m1$3 = new Matrix4();
  6651. var _obj$1 = new Object3D();
  6652. var _offset$1 = new Vector3();
  6653. function Geometry() {
  6654. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6655. this.uuid = _Math.generateUUID();
  6656. this.name = '';
  6657. this.type = 'Geometry';
  6658. this.vertices = [];
  6659. this.colors = [];
  6660. this.faces = [];
  6661. this.faceVertexUvs = [[]];
  6662. this.morphTargets = [];
  6663. this.morphNormals = [];
  6664. this.skinWeights = [];
  6665. this.skinIndices = [];
  6666. this.lineDistances = [];
  6667. this.boundingBox = null;
  6668. this.boundingSphere = null;
  6669. // update flags
  6670. this.elementsNeedUpdate = false;
  6671. this.verticesNeedUpdate = false;
  6672. this.uvsNeedUpdate = false;
  6673. this.normalsNeedUpdate = false;
  6674. this.colorsNeedUpdate = false;
  6675. this.lineDistancesNeedUpdate = false;
  6676. this.groupsNeedUpdate = false;
  6677. }
  6678. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6679. constructor: Geometry,
  6680. isGeometry: true,
  6681. applyMatrix: function ( matrix ) {
  6682. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6683. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6684. var vertex = this.vertices[ i ];
  6685. vertex.applyMatrix4( matrix );
  6686. }
  6687. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6688. var face = this.faces[ i ];
  6689. face.normal.applyMatrix3( normalMatrix ).normalize();
  6690. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6691. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6692. }
  6693. }
  6694. if ( this.boundingBox !== null ) {
  6695. this.computeBoundingBox();
  6696. }
  6697. if ( this.boundingSphere !== null ) {
  6698. this.computeBoundingSphere();
  6699. }
  6700. this.verticesNeedUpdate = true;
  6701. this.normalsNeedUpdate = true;
  6702. return this;
  6703. },
  6704. rotateX: function ( angle ) {
  6705. // rotate geometry around world x-axis
  6706. _m1$3.makeRotationX( angle );
  6707. this.applyMatrix( _m1$3 );
  6708. return this;
  6709. },
  6710. rotateY: function ( angle ) {
  6711. // rotate geometry around world y-axis
  6712. _m1$3.makeRotationY( angle );
  6713. this.applyMatrix( _m1$3 );
  6714. return this;
  6715. },
  6716. rotateZ: function ( angle ) {
  6717. // rotate geometry around world z-axis
  6718. _m1$3.makeRotationZ( angle );
  6719. this.applyMatrix( _m1$3 );
  6720. return this;
  6721. },
  6722. translate: function ( x, y, z ) {
  6723. // translate geometry
  6724. _m1$3.makeTranslation( x, y, z );
  6725. this.applyMatrix( _m1$3 );
  6726. return this;
  6727. },
  6728. scale: function ( x, y, z ) {
  6729. // scale geometry
  6730. _m1$3.makeScale( x, y, z );
  6731. this.applyMatrix( _m1$3 );
  6732. return this;
  6733. },
  6734. lookAt: function ( vector ) {
  6735. _obj$1.lookAt( vector );
  6736. _obj$1.updateMatrix();
  6737. this.applyMatrix( _obj$1.matrix );
  6738. return this;
  6739. },
  6740. fromBufferGeometry: function ( geometry ) {
  6741. var scope = this;
  6742. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6743. var attributes = geometry.attributes;
  6744. if ( attributes.position === undefined ) {
  6745. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6746. return this;
  6747. }
  6748. var positions = attributes.position.array;
  6749. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6750. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6751. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6752. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6753. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6754. for ( var i = 0; i < positions.length; i += 3 ) {
  6755. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6756. if ( colors !== undefined ) {
  6757. scope.colors.push( new Color().fromArray( colors, i ) );
  6758. }
  6759. }
  6760. function addFace( a, b, c, materialIndex ) {
  6761. var vertexColors = ( colors === undefined ) ? [] : [
  6762. scope.colors[ a ].clone(),
  6763. scope.colors[ b ].clone(),
  6764. scope.colors[ c ].clone() ];
  6765. var vertexNormals = ( normals === undefined ) ? [] : [
  6766. new Vector3().fromArray( normals, a * 3 ),
  6767. new Vector3().fromArray( normals, b * 3 ),
  6768. new Vector3().fromArray( normals, c * 3 )
  6769. ];
  6770. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6771. scope.faces.push( face );
  6772. if ( uvs !== undefined ) {
  6773. scope.faceVertexUvs[ 0 ].push( [
  6774. new Vector2().fromArray( uvs, a * 2 ),
  6775. new Vector2().fromArray( uvs, b * 2 ),
  6776. new Vector2().fromArray( uvs, c * 2 )
  6777. ] );
  6778. }
  6779. if ( uvs2 !== undefined ) {
  6780. scope.faceVertexUvs[ 1 ].push( [
  6781. new Vector2().fromArray( uvs2, a * 2 ),
  6782. new Vector2().fromArray( uvs2, b * 2 ),
  6783. new Vector2().fromArray( uvs2, c * 2 )
  6784. ] );
  6785. }
  6786. }
  6787. var groups = geometry.groups;
  6788. if ( groups.length > 0 ) {
  6789. for ( var i = 0; i < groups.length; i ++ ) {
  6790. var group = groups[ i ];
  6791. var start = group.start;
  6792. var count = group.count;
  6793. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6794. if ( indices !== undefined ) {
  6795. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6796. } else {
  6797. addFace( j, j + 1, j + 2, group.materialIndex );
  6798. }
  6799. }
  6800. }
  6801. } else {
  6802. if ( indices !== undefined ) {
  6803. for ( var i = 0; i < indices.length; i += 3 ) {
  6804. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6805. }
  6806. } else {
  6807. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6808. addFace( i, i + 1, i + 2 );
  6809. }
  6810. }
  6811. }
  6812. this.computeFaceNormals();
  6813. if ( geometry.boundingBox !== null ) {
  6814. this.boundingBox = geometry.boundingBox.clone();
  6815. }
  6816. if ( geometry.boundingSphere !== null ) {
  6817. this.boundingSphere = geometry.boundingSphere.clone();
  6818. }
  6819. return this;
  6820. },
  6821. center: function () {
  6822. this.computeBoundingBox();
  6823. this.boundingBox.getCenter( _offset$1 ).negate();
  6824. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6825. return this;
  6826. },
  6827. normalize: function () {
  6828. this.computeBoundingSphere();
  6829. var center = this.boundingSphere.center;
  6830. var radius = this.boundingSphere.radius;
  6831. var s = radius === 0 ? 1 : 1.0 / radius;
  6832. var matrix = new Matrix4();
  6833. matrix.set(
  6834. s, 0, 0, - s * center.x,
  6835. 0, s, 0, - s * center.y,
  6836. 0, 0, s, - s * center.z,
  6837. 0, 0, 0, 1
  6838. );
  6839. this.applyMatrix( matrix );
  6840. return this;
  6841. },
  6842. computeFaceNormals: function () {
  6843. var cb = new Vector3(), ab = new Vector3();
  6844. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6845. var face = this.faces[ f ];
  6846. var vA = this.vertices[ face.a ];
  6847. var vB = this.vertices[ face.b ];
  6848. var vC = this.vertices[ face.c ];
  6849. cb.subVectors( vC, vB );
  6850. ab.subVectors( vA, vB );
  6851. cb.cross( ab );
  6852. cb.normalize();
  6853. face.normal.copy( cb );
  6854. }
  6855. },
  6856. computeVertexNormals: function ( areaWeighted ) {
  6857. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6858. var v, vl, f, fl, face, vertices;
  6859. vertices = new Array( this.vertices.length );
  6860. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6861. vertices[ v ] = new Vector3();
  6862. }
  6863. if ( areaWeighted ) {
  6864. // vertex normals weighted by triangle areas
  6865. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6866. var vA, vB, vC;
  6867. var cb = new Vector3(), ab = new Vector3();
  6868. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6869. face = this.faces[ f ];
  6870. vA = this.vertices[ face.a ];
  6871. vB = this.vertices[ face.b ];
  6872. vC = this.vertices[ face.c ];
  6873. cb.subVectors( vC, vB );
  6874. ab.subVectors( vA, vB );
  6875. cb.cross( ab );
  6876. vertices[ face.a ].add( cb );
  6877. vertices[ face.b ].add( cb );
  6878. vertices[ face.c ].add( cb );
  6879. }
  6880. } else {
  6881. this.computeFaceNormals();
  6882. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6883. face = this.faces[ f ];
  6884. vertices[ face.a ].add( face.normal );
  6885. vertices[ face.b ].add( face.normal );
  6886. vertices[ face.c ].add( face.normal );
  6887. }
  6888. }
  6889. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6890. vertices[ v ].normalize();
  6891. }
  6892. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6893. face = this.faces[ f ];
  6894. var vertexNormals = face.vertexNormals;
  6895. if ( vertexNormals.length === 3 ) {
  6896. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6897. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6898. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6899. } else {
  6900. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6901. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6902. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6903. }
  6904. }
  6905. if ( this.faces.length > 0 ) {
  6906. this.normalsNeedUpdate = true;
  6907. }
  6908. },
  6909. computeFlatVertexNormals: function () {
  6910. var f, fl, face;
  6911. this.computeFaceNormals();
  6912. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6913. face = this.faces[ f ];
  6914. var vertexNormals = face.vertexNormals;
  6915. if ( vertexNormals.length === 3 ) {
  6916. vertexNormals[ 0 ].copy( face.normal );
  6917. vertexNormals[ 1 ].copy( face.normal );
  6918. vertexNormals[ 2 ].copy( face.normal );
  6919. } else {
  6920. vertexNormals[ 0 ] = face.normal.clone();
  6921. vertexNormals[ 1 ] = face.normal.clone();
  6922. vertexNormals[ 2 ] = face.normal.clone();
  6923. }
  6924. }
  6925. if ( this.faces.length > 0 ) {
  6926. this.normalsNeedUpdate = true;
  6927. }
  6928. },
  6929. computeMorphNormals: function () {
  6930. var i, il, f, fl, face;
  6931. // save original normals
  6932. // - create temp variables on first access
  6933. // otherwise just copy (for faster repeated calls)
  6934. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6935. face = this.faces[ f ];
  6936. if ( ! face.__originalFaceNormal ) {
  6937. face.__originalFaceNormal = face.normal.clone();
  6938. } else {
  6939. face.__originalFaceNormal.copy( face.normal );
  6940. }
  6941. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  6942. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6943. if ( ! face.__originalVertexNormals[ i ] ) {
  6944. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6945. } else {
  6946. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6947. }
  6948. }
  6949. }
  6950. // use temp geometry to compute face and vertex normals for each morph
  6951. var tmpGeo = new Geometry();
  6952. tmpGeo.faces = this.faces;
  6953. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6954. // create on first access
  6955. if ( ! this.morphNormals[ i ] ) {
  6956. this.morphNormals[ i ] = {};
  6957. this.morphNormals[ i ].faceNormals = [];
  6958. this.morphNormals[ i ].vertexNormals = [];
  6959. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6960. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6961. var faceNormal, vertexNormals;
  6962. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6963. faceNormal = new Vector3();
  6964. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6965. dstNormalsFace.push( faceNormal );
  6966. dstNormalsVertex.push( vertexNormals );
  6967. }
  6968. }
  6969. var morphNormals = this.morphNormals[ i ];
  6970. // set vertices to morph target
  6971. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6972. // compute morph normals
  6973. tmpGeo.computeFaceNormals();
  6974. tmpGeo.computeVertexNormals();
  6975. // store morph normals
  6976. var faceNormal, vertexNormals;
  6977. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6978. face = this.faces[ f ];
  6979. faceNormal = morphNormals.faceNormals[ f ];
  6980. vertexNormals = morphNormals.vertexNormals[ f ];
  6981. faceNormal.copy( face.normal );
  6982. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6983. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6984. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6985. }
  6986. }
  6987. // restore original normals
  6988. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6989. face = this.faces[ f ];
  6990. face.normal = face.__originalFaceNormal;
  6991. face.vertexNormals = face.__originalVertexNormals;
  6992. }
  6993. },
  6994. computeBoundingBox: function () {
  6995. if ( this.boundingBox === null ) {
  6996. this.boundingBox = new Box3();
  6997. }
  6998. this.boundingBox.setFromPoints( this.vertices );
  6999. },
  7000. computeBoundingSphere: function () {
  7001. if ( this.boundingSphere === null ) {
  7002. this.boundingSphere = new Sphere();
  7003. }
  7004. this.boundingSphere.setFromPoints( this.vertices );
  7005. },
  7006. merge: function ( geometry, matrix, materialIndexOffset ) {
  7007. if ( ! ( geometry && geometry.isGeometry ) ) {
  7008. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7009. return;
  7010. }
  7011. var normalMatrix,
  7012. vertexOffset = this.vertices.length,
  7013. vertices1 = this.vertices,
  7014. vertices2 = geometry.vertices,
  7015. faces1 = this.faces,
  7016. faces2 = geometry.faces,
  7017. colors1 = this.colors,
  7018. colors2 = geometry.colors;
  7019. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7020. if ( matrix !== undefined ) {
  7021. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7022. }
  7023. // vertices
  7024. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7025. var vertex = vertices2[ i ];
  7026. var vertexCopy = vertex.clone();
  7027. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7028. vertices1.push( vertexCopy );
  7029. }
  7030. // colors
  7031. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7032. colors1.push( colors2[ i ].clone() );
  7033. }
  7034. // faces
  7035. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7036. var face = faces2[ i ], faceCopy, normal, color,
  7037. faceVertexNormals = face.vertexNormals,
  7038. faceVertexColors = face.vertexColors;
  7039. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7040. faceCopy.normal.copy( face.normal );
  7041. if ( normalMatrix !== undefined ) {
  7042. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7043. }
  7044. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7045. normal = faceVertexNormals[ j ].clone();
  7046. if ( normalMatrix !== undefined ) {
  7047. normal.applyMatrix3( normalMatrix ).normalize();
  7048. }
  7049. faceCopy.vertexNormals.push( normal );
  7050. }
  7051. faceCopy.color.copy( face.color );
  7052. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7053. color = faceVertexColors[ j ];
  7054. faceCopy.vertexColors.push( color.clone() );
  7055. }
  7056. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7057. faces1.push( faceCopy );
  7058. }
  7059. // uvs
  7060. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7061. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7062. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7063. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7064. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7065. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7066. uvsCopy.push( uvs2[ k ].clone() );
  7067. }
  7068. this.faceVertexUvs[ i ].push( uvsCopy );
  7069. }
  7070. }
  7071. },
  7072. mergeMesh: function ( mesh ) {
  7073. if ( ! ( mesh && mesh.isMesh ) ) {
  7074. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7075. return;
  7076. }
  7077. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7078. this.merge( mesh.geometry, mesh.matrix );
  7079. },
  7080. /*
  7081. * Checks for duplicate vertices with hashmap.
  7082. * Duplicated vertices are removed
  7083. * and faces' vertices are updated.
  7084. */
  7085. mergeVertices: function () {
  7086. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7087. var unique = [], changes = [];
  7088. var v, key;
  7089. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7090. var precision = Math.pow( 10, precisionPoints );
  7091. var i, il, face;
  7092. var indices, j, jl;
  7093. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7094. v = this.vertices[ i ];
  7095. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7096. if ( verticesMap[ key ] === undefined ) {
  7097. verticesMap[ key ] = i;
  7098. unique.push( this.vertices[ i ] );
  7099. changes[ i ] = unique.length - 1;
  7100. } else {
  7101. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7102. changes[ i ] = changes[ verticesMap[ key ] ];
  7103. }
  7104. }
  7105. // if faces are completely degenerate after merging vertices, we
  7106. // have to remove them from the geometry.
  7107. var faceIndicesToRemove = [];
  7108. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7109. face = this.faces[ i ];
  7110. face.a = changes[ face.a ];
  7111. face.b = changes[ face.b ];
  7112. face.c = changes[ face.c ];
  7113. indices = [ face.a, face.b, face.c ];
  7114. // if any duplicate vertices are found in a Face3
  7115. // we have to remove the face as nothing can be saved
  7116. for ( var n = 0; n < 3; n ++ ) {
  7117. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7118. faceIndicesToRemove.push( i );
  7119. break;
  7120. }
  7121. }
  7122. }
  7123. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7124. var idx = faceIndicesToRemove[ i ];
  7125. this.faces.splice( idx, 1 );
  7126. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7127. this.faceVertexUvs[ j ].splice( idx, 1 );
  7128. }
  7129. }
  7130. // Use unique set of vertices
  7131. var diff = this.vertices.length - unique.length;
  7132. this.vertices = unique;
  7133. return diff;
  7134. },
  7135. setFromPoints: function ( points ) {
  7136. this.vertices = [];
  7137. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7138. var point = points[ i ];
  7139. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7140. }
  7141. return this;
  7142. },
  7143. sortFacesByMaterialIndex: function () {
  7144. var faces = this.faces;
  7145. var length = faces.length;
  7146. // tag faces
  7147. for ( var i = 0; i < length; i ++ ) {
  7148. faces[ i ]._id = i;
  7149. }
  7150. // sort faces
  7151. function materialIndexSort( a, b ) {
  7152. return a.materialIndex - b.materialIndex;
  7153. }
  7154. faces.sort( materialIndexSort );
  7155. // sort uvs
  7156. var uvs1 = this.faceVertexUvs[ 0 ];
  7157. var uvs2 = this.faceVertexUvs[ 1 ];
  7158. var newUvs1, newUvs2;
  7159. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7160. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7161. for ( var i = 0; i < length; i ++ ) {
  7162. var id = faces[ i ]._id;
  7163. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7164. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7165. }
  7166. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7167. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7168. },
  7169. toJSON: function () {
  7170. var data = {
  7171. metadata: {
  7172. version: 4.5,
  7173. type: 'Geometry',
  7174. generator: 'Geometry.toJSON'
  7175. }
  7176. };
  7177. // standard Geometry serialization
  7178. data.uuid = this.uuid;
  7179. data.type = this.type;
  7180. if ( this.name !== '' ) { data.name = this.name; }
  7181. if ( this.parameters !== undefined ) {
  7182. var parameters = this.parameters;
  7183. for ( var key in parameters ) {
  7184. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7185. }
  7186. return data;
  7187. }
  7188. var vertices = [];
  7189. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7190. var vertex = this.vertices[ i ];
  7191. vertices.push( vertex.x, vertex.y, vertex.z );
  7192. }
  7193. var faces = [];
  7194. var normals = [];
  7195. var normalsHash = {};
  7196. var colors = [];
  7197. var colorsHash = {};
  7198. var uvs = [];
  7199. var uvsHash = {};
  7200. for ( var i = 0; i < this.faces.length; i ++ ) {
  7201. var face = this.faces[ i ];
  7202. var hasMaterial = true;
  7203. var hasFaceUv = false; // deprecated
  7204. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7205. var hasFaceNormal = face.normal.length() > 0;
  7206. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7207. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7208. var hasFaceVertexColor = face.vertexColors.length > 0;
  7209. var faceType = 0;
  7210. faceType = setBit( faceType, 0, 0 ); // isQuad
  7211. faceType = setBit( faceType, 1, hasMaterial );
  7212. faceType = setBit( faceType, 2, hasFaceUv );
  7213. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7214. faceType = setBit( faceType, 4, hasFaceNormal );
  7215. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7216. faceType = setBit( faceType, 6, hasFaceColor );
  7217. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7218. faces.push( faceType );
  7219. faces.push( face.a, face.b, face.c );
  7220. faces.push( face.materialIndex );
  7221. if ( hasFaceVertexUv ) {
  7222. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7223. faces.push(
  7224. getUvIndex( faceVertexUvs[ 0 ] ),
  7225. getUvIndex( faceVertexUvs[ 1 ] ),
  7226. getUvIndex( faceVertexUvs[ 2 ] )
  7227. );
  7228. }
  7229. if ( hasFaceNormal ) {
  7230. faces.push( getNormalIndex( face.normal ) );
  7231. }
  7232. if ( hasFaceVertexNormal ) {
  7233. var vertexNormals = face.vertexNormals;
  7234. faces.push(
  7235. getNormalIndex( vertexNormals[ 0 ] ),
  7236. getNormalIndex( vertexNormals[ 1 ] ),
  7237. getNormalIndex( vertexNormals[ 2 ] )
  7238. );
  7239. }
  7240. if ( hasFaceColor ) {
  7241. faces.push( getColorIndex( face.color ) );
  7242. }
  7243. if ( hasFaceVertexColor ) {
  7244. var vertexColors = face.vertexColors;
  7245. faces.push(
  7246. getColorIndex( vertexColors[ 0 ] ),
  7247. getColorIndex( vertexColors[ 1 ] ),
  7248. getColorIndex( vertexColors[ 2 ] )
  7249. );
  7250. }
  7251. }
  7252. function setBit( value, position, enabled ) {
  7253. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7254. }
  7255. function getNormalIndex( normal ) {
  7256. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7257. if ( normalsHash[ hash ] !== undefined ) {
  7258. return normalsHash[ hash ];
  7259. }
  7260. normalsHash[ hash ] = normals.length / 3;
  7261. normals.push( normal.x, normal.y, normal.z );
  7262. return normalsHash[ hash ];
  7263. }
  7264. function getColorIndex( color ) {
  7265. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7266. if ( colorsHash[ hash ] !== undefined ) {
  7267. return colorsHash[ hash ];
  7268. }
  7269. colorsHash[ hash ] = colors.length;
  7270. colors.push( color.getHex() );
  7271. return colorsHash[ hash ];
  7272. }
  7273. function getUvIndex( uv ) {
  7274. var hash = uv.x.toString() + uv.y.toString();
  7275. if ( uvsHash[ hash ] !== undefined ) {
  7276. return uvsHash[ hash ];
  7277. }
  7278. uvsHash[ hash ] = uvs.length / 2;
  7279. uvs.push( uv.x, uv.y );
  7280. return uvsHash[ hash ];
  7281. }
  7282. data.data = {};
  7283. data.data.vertices = vertices;
  7284. data.data.normals = normals;
  7285. if ( colors.length > 0 ) { data.data.colors = colors; }
  7286. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7287. data.data.faces = faces;
  7288. return data;
  7289. },
  7290. clone: function () {
  7291. /*
  7292. // Handle primitives
  7293. var parameters = this.parameters;
  7294. if ( parameters !== undefined ) {
  7295. var values = [];
  7296. for ( var key in parameters ) {
  7297. values.push( parameters[ key ] );
  7298. }
  7299. var geometry = Object.create( this.constructor.prototype );
  7300. this.constructor.apply( geometry, values );
  7301. return geometry;
  7302. }
  7303. return new this.constructor().copy( this );
  7304. */
  7305. return new Geometry().copy( this );
  7306. },
  7307. copy: function ( source ) {
  7308. var i, il, j, jl, k, kl;
  7309. // reset
  7310. this.vertices = [];
  7311. this.colors = [];
  7312. this.faces = [];
  7313. this.faceVertexUvs = [[]];
  7314. this.morphTargets = [];
  7315. this.morphNormals = [];
  7316. this.skinWeights = [];
  7317. this.skinIndices = [];
  7318. this.lineDistances = [];
  7319. this.boundingBox = null;
  7320. this.boundingSphere = null;
  7321. // name
  7322. this.name = source.name;
  7323. // vertices
  7324. var vertices = source.vertices;
  7325. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7326. this.vertices.push( vertices[ i ].clone() );
  7327. }
  7328. // colors
  7329. var colors = source.colors;
  7330. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7331. this.colors.push( colors[ i ].clone() );
  7332. }
  7333. // faces
  7334. var faces = source.faces;
  7335. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7336. this.faces.push( faces[ i ].clone() );
  7337. }
  7338. // face vertex uvs
  7339. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7340. var faceVertexUvs = source.faceVertexUvs[ i ];
  7341. if ( this.faceVertexUvs[ i ] === undefined ) {
  7342. this.faceVertexUvs[ i ] = [];
  7343. }
  7344. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7345. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7346. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7347. var uv = uvs[ k ];
  7348. uvsCopy.push( uv.clone() );
  7349. }
  7350. this.faceVertexUvs[ i ].push( uvsCopy );
  7351. }
  7352. }
  7353. // morph targets
  7354. var morphTargets = source.morphTargets;
  7355. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7356. var morphTarget = {};
  7357. morphTarget.name = morphTargets[ i ].name;
  7358. // vertices
  7359. if ( morphTargets[ i ].vertices !== undefined ) {
  7360. morphTarget.vertices = [];
  7361. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7362. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7363. }
  7364. }
  7365. // normals
  7366. if ( morphTargets[ i ].normals !== undefined ) {
  7367. morphTarget.normals = [];
  7368. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7369. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7370. }
  7371. }
  7372. this.morphTargets.push( morphTarget );
  7373. }
  7374. // morph normals
  7375. var morphNormals = source.morphNormals;
  7376. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7377. var morphNormal = {};
  7378. // vertex normals
  7379. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7380. morphNormal.vertexNormals = [];
  7381. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7382. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7383. var destVertexNormal = {};
  7384. destVertexNormal.a = srcVertexNormal.a.clone();
  7385. destVertexNormal.b = srcVertexNormal.b.clone();
  7386. destVertexNormal.c = srcVertexNormal.c.clone();
  7387. morphNormal.vertexNormals.push( destVertexNormal );
  7388. }
  7389. }
  7390. // face normals
  7391. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7392. morphNormal.faceNormals = [];
  7393. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7394. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7395. }
  7396. }
  7397. this.morphNormals.push( morphNormal );
  7398. }
  7399. // skin weights
  7400. var skinWeights = source.skinWeights;
  7401. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7402. this.skinWeights.push( skinWeights[ i ].clone() );
  7403. }
  7404. // skin indices
  7405. var skinIndices = source.skinIndices;
  7406. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7407. this.skinIndices.push( skinIndices[ i ].clone() );
  7408. }
  7409. // line distances
  7410. var lineDistances = source.lineDistances;
  7411. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7412. this.lineDistances.push( lineDistances[ i ] );
  7413. }
  7414. // bounding box
  7415. var boundingBox = source.boundingBox;
  7416. if ( boundingBox !== null ) {
  7417. this.boundingBox = boundingBox.clone();
  7418. }
  7419. // bounding sphere
  7420. var boundingSphere = source.boundingSphere;
  7421. if ( boundingSphere !== null ) {
  7422. this.boundingSphere = boundingSphere.clone();
  7423. }
  7424. // update flags
  7425. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7426. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7427. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7428. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7429. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7430. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7431. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7432. return this;
  7433. },
  7434. dispose: function () {
  7435. this.dispatchEvent( { type: 'dispose' } );
  7436. }
  7437. } );
  7438. /**
  7439. * @author mrdoob / http://mrdoob.com/
  7440. * @author Mugen87 / https://github.com/Mugen87
  7441. */
  7442. // BoxGeometry
  7443. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7444. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7445. Geometry.call(this);
  7446. this.type = 'BoxGeometry';
  7447. this.parameters = {
  7448. width: width,
  7449. height: height,
  7450. depth: depth,
  7451. widthSegments: widthSegments,
  7452. heightSegments: heightSegments,
  7453. depthSegments: depthSegments
  7454. };
  7455. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7456. this.mergeVertices();
  7457. }
  7458. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7459. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7460. BoxGeometry.prototype.constructor = BoxGeometry;
  7461. return BoxGeometry;
  7462. }(Geometry));
  7463. // BoxBufferGeometry
  7464. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7465. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7466. BufferGeometry.call(this);
  7467. this.type = 'BoxBufferGeometry';
  7468. this.parameters = {
  7469. width: width,
  7470. height: height,
  7471. depth: depth,
  7472. widthSegments: widthSegments,
  7473. heightSegments: heightSegments,
  7474. depthSegments: depthSegments
  7475. };
  7476. var scope = this;
  7477. width = width || 1;
  7478. height = height || 1;
  7479. depth = depth || 1;
  7480. // segments
  7481. widthSegments = Math.floor( widthSegments ) || 1;
  7482. heightSegments = Math.floor( heightSegments ) || 1;
  7483. depthSegments = Math.floor( depthSegments ) || 1;
  7484. // buffers
  7485. var indices = [];
  7486. var vertices = [];
  7487. var normals = [];
  7488. var uvs = [];
  7489. // helper variables
  7490. var numberOfVertices = 0;
  7491. var groupStart = 0;
  7492. // build each side of the box geometry
  7493. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7494. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7495. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7496. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7497. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7498. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7499. // build geometry
  7500. this.setIndex( indices );
  7501. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7502. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7503. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7504. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7505. var segmentWidth = width / gridX;
  7506. var segmentHeight = height / gridY;
  7507. var widthHalf = width / 2;
  7508. var heightHalf = height / 2;
  7509. var depthHalf = depth / 2;
  7510. var gridX1 = gridX + 1;
  7511. var gridY1 = gridY + 1;
  7512. var vertexCounter = 0;
  7513. var groupCount = 0;
  7514. var ix, iy;
  7515. var vector = new Vector3();
  7516. // generate vertices, normals and uvs
  7517. for ( iy = 0; iy < gridY1; iy ++ ) {
  7518. var y = iy * segmentHeight - heightHalf;
  7519. for ( ix = 0; ix < gridX1; ix ++ ) {
  7520. var x = ix * segmentWidth - widthHalf;
  7521. // set values to correct vector component
  7522. vector[ u ] = x * udir;
  7523. vector[ v ] = y * vdir;
  7524. vector[ w ] = depthHalf;
  7525. // now apply vector to vertex buffer
  7526. vertices.push( vector.x, vector.y, vector.z );
  7527. // set values to correct vector component
  7528. vector[ u ] = 0;
  7529. vector[ v ] = 0;
  7530. vector[ w ] = depth > 0 ? 1 : - 1;
  7531. // now apply vector to normal buffer
  7532. normals.push( vector.x, vector.y, vector.z );
  7533. // uvs
  7534. uvs.push( ix / gridX );
  7535. uvs.push( 1 - ( iy / gridY ) );
  7536. // counters
  7537. vertexCounter += 1;
  7538. }
  7539. }
  7540. // indices
  7541. // 1. you need three indices to draw a single face
  7542. // 2. a single segment consists of two faces
  7543. // 3. so we need to generate six (2*3) indices per segment
  7544. for ( iy = 0; iy < gridY; iy ++ ) {
  7545. for ( ix = 0; ix < gridX; ix ++ ) {
  7546. var a = numberOfVertices + ix + gridX1 * iy;
  7547. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7548. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7549. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7550. // faces
  7551. indices.push( a, b, d );
  7552. indices.push( b, c, d );
  7553. // increase counter
  7554. groupCount += 6;
  7555. }
  7556. }
  7557. // add a group to the geometry. this will ensure multi material support
  7558. scope.addGroup( groupStart, groupCount, materialIndex );
  7559. // calculate new start value for groups
  7560. groupStart += groupCount;
  7561. // update total number of vertices
  7562. numberOfVertices += vertexCounter;
  7563. }
  7564. }
  7565. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7566. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7567. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7568. return BoxBufferGeometry;
  7569. }(BufferGeometry));
  7570. /**
  7571. * Uniform Utilities
  7572. */
  7573. function cloneUniforms( src ) {
  7574. var dst = {};
  7575. for ( var u in src ) {
  7576. dst[ u ] = {};
  7577. for ( var p in src[ u ] ) {
  7578. var property = src[ u ][ p ];
  7579. if ( property && ( property.isColor ||
  7580. property.isMatrix3 || property.isMatrix4 ||
  7581. property.isVector2 || property.isVector3 || property.isVector4 ||
  7582. property.isTexture ) ) {
  7583. dst[ u ][ p ] = property.clone();
  7584. } else if ( Array.isArray( property ) ) {
  7585. dst[ u ][ p ] = property.slice();
  7586. } else {
  7587. dst[ u ][ p ] = property;
  7588. }
  7589. }
  7590. }
  7591. return dst;
  7592. }
  7593. function mergeUniforms( uniforms ) {
  7594. var merged = {};
  7595. for ( var u = 0; u < uniforms.length; u ++ ) {
  7596. var tmp = cloneUniforms( uniforms[ u ] );
  7597. for ( var p in tmp ) {
  7598. merged[ p ] = tmp[ p ];
  7599. }
  7600. }
  7601. return merged;
  7602. }
  7603. // Legacy
  7604. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7605. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7606. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7607. /**
  7608. * @author alteredq / http://alteredqualia.com/
  7609. *
  7610. * parameters = {
  7611. * defines: { "label" : "value" },
  7612. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7613. *
  7614. * fragmentShader: <string>,
  7615. * vertexShader: <string>,
  7616. *
  7617. * wireframe: <boolean>,
  7618. * wireframeLinewidth: <float>,
  7619. *
  7620. * lights: <bool>,
  7621. *
  7622. * skinning: <bool>,
  7623. * morphTargets: <bool>,
  7624. * morphNormals: <bool>
  7625. * }
  7626. */
  7627. function ShaderMaterial( parameters ) {
  7628. Material.call( this );
  7629. this.type = 'ShaderMaterial';
  7630. this.defines = {};
  7631. this.uniforms = {};
  7632. this.vertexShader = default_vertex;
  7633. this.fragmentShader = default_fragment;
  7634. this.linewidth = 1;
  7635. this.wireframe = false;
  7636. this.wireframeLinewidth = 1;
  7637. this.fog = false; // set to use scene fog
  7638. this.lights = false; // set to use scene lights
  7639. this.clipping = false; // set to use user-defined clipping planes
  7640. this.skinning = false; // set to use skinning attribute streams
  7641. this.morphTargets = false; // set to use morph targets
  7642. this.morphNormals = false; // set to use morph normals
  7643. this.extensions = {
  7644. derivatives: false, // set to use derivatives
  7645. fragDepth: false, // set to use fragment depth values
  7646. drawBuffers: false, // set to use draw buffers
  7647. shaderTextureLOD: false // set to use shader texture LOD
  7648. };
  7649. // When rendered geometry doesn't include these attributes but the material does,
  7650. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7651. this.defaultAttributeValues = {
  7652. 'color': [ 1, 1, 1 ],
  7653. 'uv': [ 0, 0 ],
  7654. 'uv2': [ 0, 0 ]
  7655. };
  7656. this.index0AttributeName = undefined;
  7657. this.uniformsNeedUpdate = false;
  7658. if ( parameters !== undefined ) {
  7659. if ( parameters.attributes !== undefined ) {
  7660. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7661. }
  7662. this.setValues( parameters );
  7663. }
  7664. }
  7665. ShaderMaterial.prototype = Object.create( Material.prototype );
  7666. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7667. ShaderMaterial.prototype.isShaderMaterial = true;
  7668. ShaderMaterial.prototype.copy = function ( source ) {
  7669. Material.prototype.copy.call( this, source );
  7670. this.fragmentShader = source.fragmentShader;
  7671. this.vertexShader = source.vertexShader;
  7672. this.uniforms = cloneUniforms( source.uniforms );
  7673. this.defines = Object.assign( {}, source.defines );
  7674. this.wireframe = source.wireframe;
  7675. this.wireframeLinewidth = source.wireframeLinewidth;
  7676. this.lights = source.lights;
  7677. this.clipping = source.clipping;
  7678. this.skinning = source.skinning;
  7679. this.morphTargets = source.morphTargets;
  7680. this.morphNormals = source.morphNormals;
  7681. this.extensions = source.extensions;
  7682. return this;
  7683. };
  7684. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7685. var data = Material.prototype.toJSON.call( this, meta );
  7686. data.uniforms = {};
  7687. for ( var name in this.uniforms ) {
  7688. var uniform = this.uniforms[ name ];
  7689. var value = uniform.value;
  7690. if ( value && value.isTexture ) {
  7691. data.uniforms[ name ] = {
  7692. type: 't',
  7693. value: value.toJSON( meta ).uuid
  7694. };
  7695. } else if ( value && value.isColor ) {
  7696. data.uniforms[ name ] = {
  7697. type: 'c',
  7698. value: value.getHex()
  7699. };
  7700. } else if ( value && value.isVector2 ) {
  7701. data.uniforms[ name ] = {
  7702. type: 'v2',
  7703. value: value.toArray()
  7704. };
  7705. } else if ( value && value.isVector3 ) {
  7706. data.uniforms[ name ] = {
  7707. type: 'v3',
  7708. value: value.toArray()
  7709. };
  7710. } else if ( value && value.isVector4 ) {
  7711. data.uniforms[ name ] = {
  7712. type: 'v4',
  7713. value: value.toArray()
  7714. };
  7715. } else if ( value && value.isMatrix3 ) {
  7716. data.uniforms[ name ] = {
  7717. type: 'm3',
  7718. value: value.toArray()
  7719. };
  7720. } else if ( value && value.isMatrix4 ) {
  7721. data.uniforms[ name ] = {
  7722. type: 'm4',
  7723. value: value.toArray()
  7724. };
  7725. } else {
  7726. data.uniforms[ name ] = {
  7727. value: value
  7728. };
  7729. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7730. }
  7731. }
  7732. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7733. data.vertexShader = this.vertexShader;
  7734. data.fragmentShader = this.fragmentShader;
  7735. var extensions = {};
  7736. for ( var key in this.extensions ) {
  7737. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7738. }
  7739. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7740. return data;
  7741. };
  7742. /**
  7743. * @author mrdoob / http://mrdoob.com/
  7744. * @author mikael emtinger / http://gomo.se/
  7745. * @author WestLangley / http://github.com/WestLangley
  7746. */
  7747. function Camera() {
  7748. Object3D.call( this );
  7749. this.type = 'Camera';
  7750. this.matrixWorldInverse = new Matrix4();
  7751. this.projectionMatrix = new Matrix4();
  7752. this.projectionMatrixInverse = new Matrix4();
  7753. }
  7754. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7755. constructor: Camera,
  7756. isCamera: true,
  7757. copy: function ( source, recursive ) {
  7758. Object3D.prototype.copy.call( this, source, recursive );
  7759. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7760. this.projectionMatrix.copy( source.projectionMatrix );
  7761. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7762. return this;
  7763. },
  7764. getWorldDirection: function ( target ) {
  7765. if ( target === undefined ) {
  7766. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7767. target = new Vector3();
  7768. }
  7769. this.updateMatrixWorld( true );
  7770. var e = this.matrixWorld.elements;
  7771. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7772. },
  7773. updateMatrixWorld: function ( force ) {
  7774. Object3D.prototype.updateMatrixWorld.call( this, force );
  7775. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7776. },
  7777. clone: function () {
  7778. return new this.constructor().copy( this );
  7779. }
  7780. } );
  7781. /**
  7782. * @author mrdoob / http://mrdoob.com/
  7783. * @author greggman / http://games.greggman.com/
  7784. * @author zz85 / http://www.lab4games.net/zz85/blog
  7785. * @author tschw
  7786. */
  7787. function PerspectiveCamera( fov, aspect, near, far ) {
  7788. Camera.call( this );
  7789. this.type = 'PerspectiveCamera';
  7790. this.fov = fov !== undefined ? fov : 50;
  7791. this.zoom = 1;
  7792. this.near = near !== undefined ? near : 0.1;
  7793. this.far = far !== undefined ? far : 2000;
  7794. this.focus = 10;
  7795. this.aspect = aspect !== undefined ? aspect : 1;
  7796. this.view = null;
  7797. this.filmGauge = 35; // width of the film (default in millimeters)
  7798. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7799. this.updateProjectionMatrix();
  7800. }
  7801. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7802. constructor: PerspectiveCamera,
  7803. isPerspectiveCamera: true,
  7804. copy: function ( source, recursive ) {
  7805. Camera.prototype.copy.call( this, source, recursive );
  7806. this.fov = source.fov;
  7807. this.zoom = source.zoom;
  7808. this.near = source.near;
  7809. this.far = source.far;
  7810. this.focus = source.focus;
  7811. this.aspect = source.aspect;
  7812. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7813. this.filmGauge = source.filmGauge;
  7814. this.filmOffset = source.filmOffset;
  7815. return this;
  7816. },
  7817. /**
  7818. * Sets the FOV by focal length in respect to the current .filmGauge.
  7819. *
  7820. * The default film gauge is 35, so that the focal length can be specified for
  7821. * a 35mm (full frame) camera.
  7822. *
  7823. * Values for focal length and film gauge must have the same unit.
  7824. */
  7825. setFocalLength: function ( focalLength ) {
  7826. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7827. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7828. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7829. this.updateProjectionMatrix();
  7830. },
  7831. /**
  7832. * Calculates the focal length from the current .fov and .filmGauge.
  7833. */
  7834. getFocalLength: function () {
  7835. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7836. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7837. },
  7838. getEffectiveFOV: function () {
  7839. return _Math.RAD2DEG * 2 * Math.atan(
  7840. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7841. },
  7842. getFilmWidth: function () {
  7843. // film not completely covered in portrait format (aspect < 1)
  7844. return this.filmGauge * Math.min( this.aspect, 1 );
  7845. },
  7846. getFilmHeight: function () {
  7847. // film not completely covered in landscape format (aspect > 1)
  7848. return this.filmGauge / Math.max( this.aspect, 1 );
  7849. },
  7850. /**
  7851. * Sets an offset in a larger frustum. This is useful for multi-window or
  7852. * multi-monitor/multi-machine setups.
  7853. *
  7854. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7855. * the monitors are in grid like this
  7856. *
  7857. * +---+---+---+
  7858. * | A | B | C |
  7859. * +---+---+---+
  7860. * | D | E | F |
  7861. * +---+---+---+
  7862. *
  7863. * then for each monitor you would call it like this
  7864. *
  7865. * var w = 1920;
  7866. * var h = 1080;
  7867. * var fullWidth = w * 3;
  7868. * var fullHeight = h * 2;
  7869. *
  7870. * --A--
  7871. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7872. * --B--
  7873. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7874. * --C--
  7875. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7876. * --D--
  7877. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7878. * --E--
  7879. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7880. * --F--
  7881. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7882. *
  7883. * Note there is no reason monitors have to be the same size or in a grid.
  7884. */
  7885. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7886. this.aspect = fullWidth / fullHeight;
  7887. if ( this.view === null ) {
  7888. this.view = {
  7889. enabled: true,
  7890. fullWidth: 1,
  7891. fullHeight: 1,
  7892. offsetX: 0,
  7893. offsetY: 0,
  7894. width: 1,
  7895. height: 1
  7896. };
  7897. }
  7898. this.view.enabled = true;
  7899. this.view.fullWidth = fullWidth;
  7900. this.view.fullHeight = fullHeight;
  7901. this.view.offsetX = x;
  7902. this.view.offsetY = y;
  7903. this.view.width = width;
  7904. this.view.height = height;
  7905. this.updateProjectionMatrix();
  7906. },
  7907. clearViewOffset: function () {
  7908. if ( this.view !== null ) {
  7909. this.view.enabled = false;
  7910. }
  7911. this.updateProjectionMatrix();
  7912. },
  7913. updateProjectionMatrix: function () {
  7914. var near = this.near,
  7915. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7916. height = 2 * top,
  7917. width = this.aspect * height,
  7918. left = - 0.5 * width,
  7919. view = this.view;
  7920. if ( this.view !== null && this.view.enabled ) {
  7921. var fullWidth = view.fullWidth,
  7922. fullHeight = view.fullHeight;
  7923. left += view.offsetX * width / fullWidth;
  7924. top -= view.offsetY * height / fullHeight;
  7925. width *= view.width / fullWidth;
  7926. height *= view.height / fullHeight;
  7927. }
  7928. var skew = this.filmOffset;
  7929. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  7930. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7931. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7932. },
  7933. toJSON: function ( meta ) {
  7934. var data = Object3D.prototype.toJSON.call( this, meta );
  7935. data.object.fov = this.fov;
  7936. data.object.zoom = this.zoom;
  7937. data.object.near = this.near;
  7938. data.object.far = this.far;
  7939. data.object.focus = this.focus;
  7940. data.object.aspect = this.aspect;
  7941. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  7942. data.object.filmGauge = this.filmGauge;
  7943. data.object.filmOffset = this.filmOffset;
  7944. return data;
  7945. }
  7946. } );
  7947. /**
  7948. * Camera for rendering cube maps
  7949. * - renders scene into axis-aligned cube
  7950. *
  7951. * @author alteredq / http://alteredqualia.com/
  7952. */
  7953. var fov = 90, aspect = 1;
  7954. function CubeCamera( near, far, cubeResolution, options ) {
  7955. Object3D.call( this );
  7956. this.type = 'CubeCamera';
  7957. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7958. cameraPX.up.set( 0, - 1, 0 );
  7959. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7960. this.add( cameraPX );
  7961. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7962. cameraNX.up.set( 0, - 1, 0 );
  7963. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7964. this.add( cameraNX );
  7965. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7966. cameraPY.up.set( 0, 0, 1 );
  7967. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7968. this.add( cameraPY );
  7969. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7970. cameraNY.up.set( 0, 0, - 1 );
  7971. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7972. this.add( cameraNY );
  7973. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7974. cameraPZ.up.set( 0, - 1, 0 );
  7975. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7976. this.add( cameraPZ );
  7977. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7978. cameraNZ.up.set( 0, - 1, 0 );
  7979. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7980. this.add( cameraNZ );
  7981. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7982. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7983. this.renderTarget.texture.name = "CubeCamera";
  7984. this.update = function ( renderer, scene ) {
  7985. if ( this.parent === null ) { this.updateMatrixWorld(); }
  7986. var currentRenderTarget = renderer.getRenderTarget();
  7987. var renderTarget = this.renderTarget;
  7988. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7989. renderTarget.texture.generateMipmaps = false;
  7990. renderer.setRenderTarget( renderTarget, 0 );
  7991. renderer.render( scene, cameraPX );
  7992. renderer.setRenderTarget( renderTarget, 1 );
  7993. renderer.render( scene, cameraNX );
  7994. renderer.setRenderTarget( renderTarget, 2 );
  7995. renderer.render( scene, cameraPY );
  7996. renderer.setRenderTarget( renderTarget, 3 );
  7997. renderer.render( scene, cameraNY );
  7998. renderer.setRenderTarget( renderTarget, 4 );
  7999. renderer.render( scene, cameraPZ );
  8000. renderTarget.texture.generateMipmaps = generateMipmaps;
  8001. renderer.setRenderTarget( renderTarget, 5 );
  8002. renderer.render( scene, cameraNZ );
  8003. renderer.setRenderTarget( currentRenderTarget );
  8004. };
  8005. this.clear = function ( renderer, color, depth, stencil ) {
  8006. var currentRenderTarget = renderer.getRenderTarget();
  8007. var renderTarget = this.renderTarget;
  8008. for ( var i = 0; i < 6; i ++ ) {
  8009. renderer.setRenderTarget( renderTarget, i );
  8010. renderer.clear( color, depth, stencil );
  8011. }
  8012. renderer.setRenderTarget( currentRenderTarget );
  8013. };
  8014. }
  8015. CubeCamera.prototype = Object.create( Object3D.prototype );
  8016. CubeCamera.prototype.constructor = CubeCamera;
  8017. /**
  8018. * @author alteredq / http://alteredqualia.com
  8019. * @author WestLangley / http://github.com/WestLangley
  8020. */
  8021. function WebGLRenderTargetCube( width, height, options ) {
  8022. WebGLRenderTarget.call( this, width, height, options );
  8023. }
  8024. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8025. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8026. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8027. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8028. this.texture.type = texture.type;
  8029. this.texture.format = texture.format;
  8030. this.texture.encoding = texture.encoding;
  8031. var scene = new Scene();
  8032. var shader = {
  8033. uniforms: {
  8034. tEquirect: { value: null },
  8035. },
  8036. vertexShader: [
  8037. "varying vec3 vWorldDirection;",
  8038. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8039. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8040. "}",
  8041. "void main() {",
  8042. " vWorldDirection = transformDirection( position, modelMatrix );",
  8043. " #include <begin_vertex>",
  8044. " #include <project_vertex>",
  8045. "}"
  8046. ].join( '\n' ),
  8047. fragmentShader: [
  8048. "uniform sampler2D tEquirect;",
  8049. "varying vec3 vWorldDirection;",
  8050. "#define RECIPROCAL_PI 0.31830988618",
  8051. "#define RECIPROCAL_PI2 0.15915494",
  8052. "void main() {",
  8053. " vec3 direction = normalize( vWorldDirection );",
  8054. " vec2 sampleUV;",
  8055. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8056. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8057. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8058. "}"
  8059. ].join( '\n' ),
  8060. };
  8061. var material = new ShaderMaterial( {
  8062. type: 'CubemapFromEquirect',
  8063. uniforms: cloneUniforms( shader.uniforms ),
  8064. vertexShader: shader.vertexShader,
  8065. fragmentShader: shader.fragmentShader,
  8066. side: BackSide,
  8067. blending: NoBlending
  8068. } );
  8069. material.uniforms.tEquirect.value = texture;
  8070. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8071. scene.add( mesh );
  8072. var camera = new CubeCamera( 1, 10, 1 );
  8073. camera.renderTarget = this;
  8074. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8075. camera.update( renderer, scene );
  8076. mesh.geometry.dispose();
  8077. mesh.material.dispose();
  8078. return this;
  8079. };
  8080. /**
  8081. * @author alteredq / http://alteredqualia.com/
  8082. */
  8083. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8084. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8085. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8086. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8087. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8088. this.generateMipmaps = false;
  8089. this.flipY = false;
  8090. this.unpackAlignment = 1;
  8091. this.needsUpdate = true;
  8092. }
  8093. DataTexture.prototype = Object.create( Texture.prototype );
  8094. DataTexture.prototype.constructor = DataTexture;
  8095. DataTexture.prototype.isDataTexture = true;
  8096. /**
  8097. * @author bhouston / http://clara.io
  8098. */
  8099. var _vector1 = new Vector3();
  8100. var _vector2 = new Vector3();
  8101. var _normalMatrix = new Matrix3();
  8102. function Plane( normal, constant ) {
  8103. // normal is assumed to be normalized
  8104. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8105. this.constant = ( constant !== undefined ) ? constant : 0;
  8106. }
  8107. Object.assign( Plane.prototype, {
  8108. isPlane: true,
  8109. set: function ( normal, constant ) {
  8110. this.normal.copy( normal );
  8111. this.constant = constant;
  8112. return this;
  8113. },
  8114. setComponents: function ( x, y, z, w ) {
  8115. this.normal.set( x, y, z );
  8116. this.constant = w;
  8117. return this;
  8118. },
  8119. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8120. this.normal.copy( normal );
  8121. this.constant = - point.dot( this.normal );
  8122. return this;
  8123. },
  8124. setFromCoplanarPoints: function ( a, b, c ) {
  8125. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8126. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8127. this.setFromNormalAndCoplanarPoint( normal, a );
  8128. return this;
  8129. },
  8130. clone: function () {
  8131. return new this.constructor().copy( this );
  8132. },
  8133. copy: function ( plane ) {
  8134. this.normal.copy( plane.normal );
  8135. this.constant = plane.constant;
  8136. return this;
  8137. },
  8138. normalize: function () {
  8139. // Note: will lead to a divide by zero if the plane is invalid.
  8140. var inverseNormalLength = 1.0 / this.normal.length();
  8141. this.normal.multiplyScalar( inverseNormalLength );
  8142. this.constant *= inverseNormalLength;
  8143. return this;
  8144. },
  8145. negate: function () {
  8146. this.constant *= - 1;
  8147. this.normal.negate();
  8148. return this;
  8149. },
  8150. distanceToPoint: function ( point ) {
  8151. return this.normal.dot( point ) + this.constant;
  8152. },
  8153. distanceToSphere: function ( sphere ) {
  8154. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8155. },
  8156. projectPoint: function ( point, target ) {
  8157. if ( target === undefined ) {
  8158. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8159. target = new Vector3();
  8160. }
  8161. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8162. },
  8163. intersectLine: function ( line, target ) {
  8164. if ( target === undefined ) {
  8165. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8166. target = new Vector3();
  8167. }
  8168. var direction = line.delta( _vector1 );
  8169. var denominator = this.normal.dot( direction );
  8170. if ( denominator === 0 ) {
  8171. // line is coplanar, return origin
  8172. if ( this.distanceToPoint( line.start ) === 0 ) {
  8173. return target.copy( line.start );
  8174. }
  8175. // Unsure if this is the correct method to handle this case.
  8176. return undefined;
  8177. }
  8178. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8179. if ( t < 0 || t > 1 ) {
  8180. return undefined;
  8181. }
  8182. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8183. },
  8184. intersectsLine: function ( line ) {
  8185. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8186. var startSign = this.distanceToPoint( line.start );
  8187. var endSign = this.distanceToPoint( line.end );
  8188. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8189. },
  8190. intersectsBox: function ( box ) {
  8191. return box.intersectsPlane( this );
  8192. },
  8193. intersectsSphere: function ( sphere ) {
  8194. return sphere.intersectsPlane( this );
  8195. },
  8196. coplanarPoint: function ( target ) {
  8197. if ( target === undefined ) {
  8198. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8199. target = new Vector3();
  8200. }
  8201. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8202. },
  8203. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8204. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8205. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8206. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8207. this.constant = - referencePoint.dot( normal );
  8208. return this;
  8209. },
  8210. translate: function ( offset ) {
  8211. this.constant -= offset.dot( this.normal );
  8212. return this;
  8213. },
  8214. equals: function ( plane ) {
  8215. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8216. }
  8217. } );
  8218. /**
  8219. * @author mrdoob / http://mrdoob.com/
  8220. * @author alteredq / http://alteredqualia.com/
  8221. * @author bhouston / http://clara.io
  8222. */
  8223. var _sphere$1 = new Sphere();
  8224. var _vector$5 = new Vector3();
  8225. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8226. this.planes = [
  8227. ( p0 !== undefined ) ? p0 : new Plane(),
  8228. ( p1 !== undefined ) ? p1 : new Plane(),
  8229. ( p2 !== undefined ) ? p2 : new Plane(),
  8230. ( p3 !== undefined ) ? p3 : new Plane(),
  8231. ( p4 !== undefined ) ? p4 : new Plane(),
  8232. ( p5 !== undefined ) ? p5 : new Plane()
  8233. ];
  8234. }
  8235. Object.assign( Frustum.prototype, {
  8236. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8237. var planes = this.planes;
  8238. planes[ 0 ].copy( p0 );
  8239. planes[ 1 ].copy( p1 );
  8240. planes[ 2 ].copy( p2 );
  8241. planes[ 3 ].copy( p3 );
  8242. planes[ 4 ].copy( p4 );
  8243. planes[ 5 ].copy( p5 );
  8244. return this;
  8245. },
  8246. clone: function () {
  8247. return new this.constructor().copy( this );
  8248. },
  8249. copy: function ( frustum ) {
  8250. var planes = this.planes;
  8251. for ( var i = 0; i < 6; i ++ ) {
  8252. planes[ i ].copy( frustum.planes[ i ] );
  8253. }
  8254. return this;
  8255. },
  8256. setFromMatrix: function ( m ) {
  8257. var planes = this.planes;
  8258. var me = m.elements;
  8259. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8260. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8261. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8262. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8263. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8264. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8265. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8266. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8267. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8268. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8269. return this;
  8270. },
  8271. intersectsObject: function ( object ) {
  8272. var geometry = object.geometry;
  8273. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8274. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8275. return this.intersectsSphere( _sphere$1 );
  8276. },
  8277. intersectsSprite: function ( sprite ) {
  8278. _sphere$1.center.set( 0, 0, 0 );
  8279. _sphere$1.radius = 0.7071067811865476;
  8280. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8281. return this.intersectsSphere( _sphere$1 );
  8282. },
  8283. intersectsSphere: function ( sphere ) {
  8284. var planes = this.planes;
  8285. var center = sphere.center;
  8286. var negRadius = - sphere.radius;
  8287. for ( var i = 0; i < 6; i ++ ) {
  8288. var distance = planes[ i ].distanceToPoint( center );
  8289. if ( distance < negRadius ) {
  8290. return false;
  8291. }
  8292. }
  8293. return true;
  8294. },
  8295. intersectsBox: function ( box ) {
  8296. var planes = this.planes;
  8297. for ( var i = 0; i < 6; i ++ ) {
  8298. var plane = planes[ i ];
  8299. // corner at max distance
  8300. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8301. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8302. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8303. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8304. return false;
  8305. }
  8306. }
  8307. return true;
  8308. },
  8309. containsPoint: function ( point ) {
  8310. var planes = this.planes;
  8311. for ( var i = 0; i < 6; i ++ ) {
  8312. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8313. return false;
  8314. }
  8315. }
  8316. return true;
  8317. }
  8318. } );
  8319. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8320. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8321. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8322. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8323. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8324. var begin_vertex = "vec3 transformed = vec3( position );";
  8325. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8326. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8327. 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";
  8328. 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";
  8329. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8330. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8331. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8332. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8333. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8334. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8335. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8336. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 projectionMatrix ) {\n return projectionMatrix[ 2 ][ 3 ] == - 1.0;\n}";
  8337. 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";
  8338. 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";
  8339. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8340. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8341. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8342. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8343. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8344. 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}";
  8345. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8346. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8347. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8348. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8349. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8350. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8351. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8352. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8353. 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";
  8354. 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";
  8355. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8356. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8357. 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";
  8358. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\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";
  8359. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\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 roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8360. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8361. 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)";
  8362. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8363. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8364. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? 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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? 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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? 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 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\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";
  8365. 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( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8366. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8367. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 1.0 ? log2( vFragDepth ) * logDepthBufFC * 0.5 : gl_FragCoord.z;\n#endif";
  8368. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8369. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8370. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8371. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8372. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8373. 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";
  8374. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8375. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8376. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8377. 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";
  8378. 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";
  8379. 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";
  8380. 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\nvec3 geometryNormal = normal;";
  8381. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8382. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8383. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8384. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8385. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8386. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8387. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8388. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8389. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8390. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8391. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8392. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8393. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat 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 ) + 0.5 ) * texelSize;\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\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat 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#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8394. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8395. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8396. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? 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}";
  8397. 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";
  8398. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8399. 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";
  8400. 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";
  8401. 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";
  8402. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8403. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8404. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8405. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8406. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8407. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8408. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8409. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8410. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8411. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8412. 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}";
  8413. 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}";
  8414. 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}";
  8415. 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}";
  8416. 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}";
  8417. 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}";
  8418. 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}";
  8419. 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}";
  8420. 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}";
  8421. 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}";
  8422. 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}";
  8423. 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}";
  8424. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8425. 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}";
  8426. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8427. 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}";
  8428. 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}";
  8429. 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}";
  8430. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8431. 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}";
  8432. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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 <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8433. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8434. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8435. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8436. 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}";
  8437. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8438. 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}";
  8439. 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}";
  8440. 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}";
  8441. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8442. var ShaderChunk = {
  8443. alphamap_fragment: alphamap_fragment,
  8444. alphamap_pars_fragment: alphamap_pars_fragment,
  8445. alphatest_fragment: alphatest_fragment,
  8446. aomap_fragment: aomap_fragment,
  8447. aomap_pars_fragment: aomap_pars_fragment,
  8448. begin_vertex: begin_vertex,
  8449. beginnormal_vertex: beginnormal_vertex,
  8450. bsdfs: bsdfs,
  8451. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8452. clipping_planes_fragment: clipping_planes_fragment,
  8453. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8454. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8455. clipping_planes_vertex: clipping_planes_vertex,
  8456. color_fragment: color_fragment,
  8457. color_pars_fragment: color_pars_fragment,
  8458. color_pars_vertex: color_pars_vertex,
  8459. color_vertex: color_vertex,
  8460. common: common,
  8461. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8462. defaultnormal_vertex: defaultnormal_vertex,
  8463. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8464. displacementmap_vertex: displacementmap_vertex,
  8465. emissivemap_fragment: emissivemap_fragment,
  8466. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8467. encodings_fragment: encodings_fragment,
  8468. encodings_pars_fragment: encodings_pars_fragment,
  8469. envmap_fragment: envmap_fragment,
  8470. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8471. envmap_pars_fragment: envmap_pars_fragment,
  8472. envmap_pars_vertex: envmap_pars_vertex,
  8473. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8474. envmap_vertex: envmap_vertex,
  8475. fog_vertex: fog_vertex,
  8476. fog_pars_vertex: fog_pars_vertex,
  8477. fog_fragment: fog_fragment,
  8478. fog_pars_fragment: fog_pars_fragment,
  8479. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8480. lightmap_fragment: lightmap_fragment,
  8481. lightmap_pars_fragment: lightmap_pars_fragment,
  8482. lights_lambert_vertex: lights_lambert_vertex,
  8483. lights_pars_begin: lights_pars_begin,
  8484. lights_phong_fragment: lights_phong_fragment,
  8485. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8486. lights_physical_fragment: lights_physical_fragment,
  8487. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8488. lights_fragment_begin: lights_fragment_begin,
  8489. lights_fragment_maps: lights_fragment_maps,
  8490. lights_fragment_end: lights_fragment_end,
  8491. logdepthbuf_fragment: logdepthbuf_fragment,
  8492. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8493. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8494. logdepthbuf_vertex: logdepthbuf_vertex,
  8495. map_fragment: map_fragment,
  8496. map_pars_fragment: map_pars_fragment,
  8497. map_particle_fragment: map_particle_fragment,
  8498. map_particle_pars_fragment: map_particle_pars_fragment,
  8499. metalnessmap_fragment: metalnessmap_fragment,
  8500. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8501. morphnormal_vertex: morphnormal_vertex,
  8502. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8503. morphtarget_vertex: morphtarget_vertex,
  8504. normal_fragment_begin: normal_fragment_begin,
  8505. normal_fragment_maps: normal_fragment_maps,
  8506. normalmap_pars_fragment: normalmap_pars_fragment,
  8507. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8508. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8509. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8510. packing: packing,
  8511. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8512. project_vertex: project_vertex,
  8513. dithering_fragment: dithering_fragment,
  8514. dithering_pars_fragment: dithering_pars_fragment,
  8515. roughnessmap_fragment: roughnessmap_fragment,
  8516. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8517. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8518. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8519. shadowmap_vertex: shadowmap_vertex,
  8520. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8521. skinbase_vertex: skinbase_vertex,
  8522. skinning_pars_vertex: skinning_pars_vertex,
  8523. skinning_vertex: skinning_vertex,
  8524. skinnormal_vertex: skinnormal_vertex,
  8525. specularmap_fragment: specularmap_fragment,
  8526. specularmap_pars_fragment: specularmap_pars_fragment,
  8527. tonemapping_fragment: tonemapping_fragment,
  8528. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8529. uv_pars_fragment: uv_pars_fragment,
  8530. uv_pars_vertex: uv_pars_vertex,
  8531. uv_vertex: uv_vertex,
  8532. uv2_pars_fragment: uv2_pars_fragment,
  8533. uv2_pars_vertex: uv2_pars_vertex,
  8534. uv2_vertex: uv2_vertex,
  8535. worldpos_vertex: worldpos_vertex,
  8536. background_frag: background_frag,
  8537. background_vert: background_vert,
  8538. cube_frag: cube_frag,
  8539. cube_vert: cube_vert,
  8540. depth_frag: depth_frag,
  8541. depth_vert: depth_vert,
  8542. distanceRGBA_frag: distanceRGBA_frag,
  8543. distanceRGBA_vert: distanceRGBA_vert,
  8544. equirect_frag: equirect_frag,
  8545. equirect_vert: equirect_vert,
  8546. linedashed_frag: linedashed_frag,
  8547. linedashed_vert: linedashed_vert,
  8548. meshbasic_frag: meshbasic_frag,
  8549. meshbasic_vert: meshbasic_vert,
  8550. meshlambert_frag: meshlambert_frag,
  8551. meshlambert_vert: meshlambert_vert,
  8552. meshmatcap_frag: meshmatcap_frag,
  8553. meshmatcap_vert: meshmatcap_vert,
  8554. meshphong_frag: meshphong_frag,
  8555. meshphong_vert: meshphong_vert,
  8556. meshphysical_frag: meshphysical_frag,
  8557. meshphysical_vert: meshphysical_vert,
  8558. normal_frag: normal_frag,
  8559. normal_vert: normal_vert,
  8560. points_frag: points_frag,
  8561. points_vert: points_vert,
  8562. shadow_frag: shadow_frag,
  8563. shadow_vert: shadow_vert,
  8564. sprite_frag: sprite_frag,
  8565. sprite_vert: sprite_vert
  8566. };
  8567. /**
  8568. * Uniforms library for shared webgl shaders
  8569. */
  8570. var UniformsLib = {
  8571. common: {
  8572. diffuse: { value: new Color( 0xeeeeee ) },
  8573. opacity: { value: 1.0 },
  8574. map: { value: null },
  8575. uvTransform: { value: new Matrix3() },
  8576. alphaMap: { value: null },
  8577. },
  8578. specularmap: {
  8579. specularMap: { value: null },
  8580. },
  8581. envmap: {
  8582. envMap: { value: null },
  8583. flipEnvMap: { value: - 1 },
  8584. reflectivity: { value: 1.0 },
  8585. refractionRatio: { value: 0.98 },
  8586. maxMipLevel: { value: 0 }
  8587. },
  8588. aomap: {
  8589. aoMap: { value: null },
  8590. aoMapIntensity: { value: 1 }
  8591. },
  8592. lightmap: {
  8593. lightMap: { value: null },
  8594. lightMapIntensity: { value: 1 }
  8595. },
  8596. emissivemap: {
  8597. emissiveMap: { value: null }
  8598. },
  8599. bumpmap: {
  8600. bumpMap: { value: null },
  8601. bumpScale: { value: 1 }
  8602. },
  8603. normalmap: {
  8604. normalMap: { value: null },
  8605. normalScale: { value: new Vector2( 1, 1 ) }
  8606. },
  8607. displacementmap: {
  8608. displacementMap: { value: null },
  8609. displacementScale: { value: 1 },
  8610. displacementBias: { value: 0 }
  8611. },
  8612. roughnessmap: {
  8613. roughnessMap: { value: null }
  8614. },
  8615. metalnessmap: {
  8616. metalnessMap: { value: null }
  8617. },
  8618. gradientmap: {
  8619. gradientMap: { value: null }
  8620. },
  8621. fog: {
  8622. fogDensity: { value: 0.00025 },
  8623. fogNear: { value: 1 },
  8624. fogFar: { value: 2000 },
  8625. fogColor: { value: new Color( 0xffffff ) }
  8626. },
  8627. lights: {
  8628. ambientLightColor: { value: [] },
  8629. lightProbe: { value: [] },
  8630. directionalLights: { value: [], properties: {
  8631. direction: {},
  8632. color: {},
  8633. shadow: {},
  8634. shadowBias: {},
  8635. shadowRadius: {},
  8636. shadowMapSize: {}
  8637. } },
  8638. directionalShadowMap: { value: [] },
  8639. directionalShadowMatrix: { value: [] },
  8640. spotLights: { value: [], properties: {
  8641. color: {},
  8642. position: {},
  8643. direction: {},
  8644. distance: {},
  8645. coneCos: {},
  8646. penumbraCos: {},
  8647. decay: {},
  8648. shadow: {},
  8649. shadowBias: {},
  8650. shadowRadius: {},
  8651. shadowMapSize: {}
  8652. } },
  8653. spotShadowMap: { value: [] },
  8654. spotShadowMatrix: { value: [] },
  8655. pointLights: { value: [], properties: {
  8656. color: {},
  8657. position: {},
  8658. decay: {},
  8659. distance: {},
  8660. shadow: {},
  8661. shadowBias: {},
  8662. shadowRadius: {},
  8663. shadowMapSize: {},
  8664. shadowCameraNear: {},
  8665. shadowCameraFar: {}
  8666. } },
  8667. pointShadowMap: { value: [] },
  8668. pointShadowMatrix: { value: [] },
  8669. hemisphereLights: { value: [], properties: {
  8670. direction: {},
  8671. skyColor: {},
  8672. groundColor: {}
  8673. } },
  8674. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8675. rectAreaLights: { value: [], properties: {
  8676. color: {},
  8677. position: {},
  8678. width: {},
  8679. height: {}
  8680. } }
  8681. },
  8682. points: {
  8683. diffuse: { value: new Color( 0xeeeeee ) },
  8684. opacity: { value: 1.0 },
  8685. size: { value: 1.0 },
  8686. scale: { value: 1.0 },
  8687. map: { value: null },
  8688. uvTransform: { value: new Matrix3() }
  8689. },
  8690. sprite: {
  8691. diffuse: { value: new Color( 0xeeeeee ) },
  8692. opacity: { value: 1.0 },
  8693. center: { value: new Vector2( 0.5, 0.5 ) },
  8694. rotation: { value: 0.0 },
  8695. map: { value: null },
  8696. uvTransform: { value: new Matrix3() }
  8697. }
  8698. };
  8699. /**
  8700. * @author alteredq / http://alteredqualia.com/
  8701. * @author mrdoob / http://mrdoob.com/
  8702. * @author mikael emtinger / http://gomo.se/
  8703. */
  8704. var ShaderLib = {
  8705. basic: {
  8706. uniforms: mergeUniforms( [
  8707. UniformsLib.common,
  8708. UniformsLib.specularmap,
  8709. UniformsLib.envmap,
  8710. UniformsLib.aomap,
  8711. UniformsLib.lightmap,
  8712. UniformsLib.fog
  8713. ] ),
  8714. vertexShader: ShaderChunk.meshbasic_vert,
  8715. fragmentShader: ShaderChunk.meshbasic_frag
  8716. },
  8717. lambert: {
  8718. uniforms: mergeUniforms( [
  8719. UniformsLib.common,
  8720. UniformsLib.specularmap,
  8721. UniformsLib.envmap,
  8722. UniformsLib.aomap,
  8723. UniformsLib.lightmap,
  8724. UniformsLib.emissivemap,
  8725. UniformsLib.fog,
  8726. UniformsLib.lights,
  8727. {
  8728. emissive: { value: new Color( 0x000000 ) }
  8729. }
  8730. ] ),
  8731. vertexShader: ShaderChunk.meshlambert_vert,
  8732. fragmentShader: ShaderChunk.meshlambert_frag
  8733. },
  8734. phong: {
  8735. uniforms: mergeUniforms( [
  8736. UniformsLib.common,
  8737. UniformsLib.specularmap,
  8738. UniformsLib.envmap,
  8739. UniformsLib.aomap,
  8740. UniformsLib.lightmap,
  8741. UniformsLib.emissivemap,
  8742. UniformsLib.bumpmap,
  8743. UniformsLib.normalmap,
  8744. UniformsLib.displacementmap,
  8745. UniformsLib.gradientmap,
  8746. UniformsLib.fog,
  8747. UniformsLib.lights,
  8748. {
  8749. emissive: { value: new Color( 0x000000 ) },
  8750. specular: { value: new Color( 0x111111 ) },
  8751. shininess: { value: 30 }
  8752. }
  8753. ] ),
  8754. vertexShader: ShaderChunk.meshphong_vert,
  8755. fragmentShader: ShaderChunk.meshphong_frag
  8756. },
  8757. standard: {
  8758. uniforms: mergeUniforms( [
  8759. UniformsLib.common,
  8760. UniformsLib.envmap,
  8761. UniformsLib.aomap,
  8762. UniformsLib.lightmap,
  8763. UniformsLib.emissivemap,
  8764. UniformsLib.bumpmap,
  8765. UniformsLib.normalmap,
  8766. UniformsLib.displacementmap,
  8767. UniformsLib.roughnessmap,
  8768. UniformsLib.metalnessmap,
  8769. UniformsLib.fog,
  8770. UniformsLib.lights,
  8771. {
  8772. emissive: { value: new Color( 0x000000 ) },
  8773. roughness: { value: 0.5 },
  8774. metalness: { value: 0.5 },
  8775. envMapIntensity: { value: 1 } // temporary
  8776. }
  8777. ] ),
  8778. vertexShader: ShaderChunk.meshphysical_vert,
  8779. fragmentShader: ShaderChunk.meshphysical_frag
  8780. },
  8781. matcap: {
  8782. uniforms: mergeUniforms( [
  8783. UniformsLib.common,
  8784. UniformsLib.bumpmap,
  8785. UniformsLib.normalmap,
  8786. UniformsLib.displacementmap,
  8787. UniformsLib.fog,
  8788. {
  8789. matcap: { value: null }
  8790. }
  8791. ] ),
  8792. vertexShader: ShaderChunk.meshmatcap_vert,
  8793. fragmentShader: ShaderChunk.meshmatcap_frag
  8794. },
  8795. points: {
  8796. uniforms: mergeUniforms( [
  8797. UniformsLib.points,
  8798. UniformsLib.fog
  8799. ] ),
  8800. vertexShader: ShaderChunk.points_vert,
  8801. fragmentShader: ShaderChunk.points_frag
  8802. },
  8803. dashed: {
  8804. uniforms: mergeUniforms( [
  8805. UniformsLib.common,
  8806. UniformsLib.fog,
  8807. {
  8808. scale: { value: 1 },
  8809. dashSize: { value: 1 },
  8810. totalSize: { value: 2 }
  8811. }
  8812. ] ),
  8813. vertexShader: ShaderChunk.linedashed_vert,
  8814. fragmentShader: ShaderChunk.linedashed_frag
  8815. },
  8816. depth: {
  8817. uniforms: mergeUniforms( [
  8818. UniformsLib.common,
  8819. UniformsLib.displacementmap
  8820. ] ),
  8821. vertexShader: ShaderChunk.depth_vert,
  8822. fragmentShader: ShaderChunk.depth_frag
  8823. },
  8824. normal: {
  8825. uniforms: mergeUniforms( [
  8826. UniformsLib.common,
  8827. UniformsLib.bumpmap,
  8828. UniformsLib.normalmap,
  8829. UniformsLib.displacementmap,
  8830. {
  8831. opacity: { value: 1.0 }
  8832. }
  8833. ] ),
  8834. vertexShader: ShaderChunk.normal_vert,
  8835. fragmentShader: ShaderChunk.normal_frag
  8836. },
  8837. sprite: {
  8838. uniforms: mergeUniforms( [
  8839. UniformsLib.sprite,
  8840. UniformsLib.fog
  8841. ] ),
  8842. vertexShader: ShaderChunk.sprite_vert,
  8843. fragmentShader: ShaderChunk.sprite_frag
  8844. },
  8845. background: {
  8846. uniforms: {
  8847. uvTransform: { value: new Matrix3() },
  8848. t2D: { value: null },
  8849. },
  8850. vertexShader: ShaderChunk.background_vert,
  8851. fragmentShader: ShaderChunk.background_frag
  8852. },
  8853. /* -------------------------------------------------------------------------
  8854. // Cube map shader
  8855. ------------------------------------------------------------------------- */
  8856. cube: {
  8857. uniforms: {
  8858. tCube: { value: null },
  8859. tFlip: { value: - 1 },
  8860. opacity: { value: 1.0 }
  8861. },
  8862. vertexShader: ShaderChunk.cube_vert,
  8863. fragmentShader: ShaderChunk.cube_frag
  8864. },
  8865. equirect: {
  8866. uniforms: {
  8867. tEquirect: { value: null },
  8868. },
  8869. vertexShader: ShaderChunk.equirect_vert,
  8870. fragmentShader: ShaderChunk.equirect_frag
  8871. },
  8872. distanceRGBA: {
  8873. uniforms: mergeUniforms( [
  8874. UniformsLib.common,
  8875. UniformsLib.displacementmap,
  8876. {
  8877. referencePosition: { value: new Vector3() },
  8878. nearDistance: { value: 1 },
  8879. farDistance: { value: 1000 }
  8880. }
  8881. ] ),
  8882. vertexShader: ShaderChunk.distanceRGBA_vert,
  8883. fragmentShader: ShaderChunk.distanceRGBA_frag
  8884. },
  8885. shadow: {
  8886. uniforms: mergeUniforms( [
  8887. UniformsLib.lights,
  8888. UniformsLib.fog,
  8889. {
  8890. color: { value: new Color( 0x00000 ) },
  8891. opacity: { value: 1.0 }
  8892. } ] ),
  8893. vertexShader: ShaderChunk.shadow_vert,
  8894. fragmentShader: ShaderChunk.shadow_frag
  8895. }
  8896. };
  8897. ShaderLib.physical = {
  8898. uniforms: mergeUniforms( [
  8899. ShaderLib.standard.uniforms,
  8900. {
  8901. transparency: { value: 0 },
  8902. clearcoat: { value: 0 },
  8903. clearcoatRoughness: { value: 0 },
  8904. sheen: { value: new Color( 0x000000 ) },
  8905. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8906. clearcoatNormalMap: { value: null },
  8907. }
  8908. ] ),
  8909. vertexShader: ShaderChunk.meshphysical_vert,
  8910. fragmentShader: ShaderChunk.meshphysical_frag
  8911. };
  8912. /**
  8913. * @author mrdoob / http://mrdoob.com/
  8914. */
  8915. function WebGLAnimation() {
  8916. var context = null;
  8917. var isAnimating = false;
  8918. var animationLoop = null;
  8919. function onAnimationFrame( time, frame ) {
  8920. if ( isAnimating === false ) { return; }
  8921. animationLoop( time, frame );
  8922. context.requestAnimationFrame( onAnimationFrame );
  8923. }
  8924. return {
  8925. start: function () {
  8926. if ( isAnimating === true ) { return; }
  8927. if ( animationLoop === null ) { return; }
  8928. context.requestAnimationFrame( onAnimationFrame );
  8929. isAnimating = true;
  8930. },
  8931. stop: function () {
  8932. isAnimating = false;
  8933. },
  8934. setAnimationLoop: function ( callback ) {
  8935. animationLoop = callback;
  8936. },
  8937. setContext: function ( value ) {
  8938. context = value;
  8939. }
  8940. };
  8941. }
  8942. /**
  8943. * @author mrdoob / http://mrdoob.com/
  8944. */
  8945. function WebGLAttributes( gl ) {
  8946. var buffers = new WeakMap();
  8947. function createBuffer( attribute, bufferType ) {
  8948. var array = attribute.array;
  8949. var usage = attribute.dynamic ? 35048 : 35044;
  8950. var buffer = gl.createBuffer();
  8951. gl.bindBuffer( bufferType, buffer );
  8952. gl.bufferData( bufferType, array, usage );
  8953. attribute.onUploadCallback();
  8954. var type = 5126;
  8955. if ( array instanceof Float32Array ) {
  8956. type = 5126;
  8957. } else if ( array instanceof Float64Array ) {
  8958. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8959. } else if ( array instanceof Uint16Array ) {
  8960. type = 5123;
  8961. } else if ( array instanceof Int16Array ) {
  8962. type = 5122;
  8963. } else if ( array instanceof Uint32Array ) {
  8964. type = 5125;
  8965. } else if ( array instanceof Int32Array ) {
  8966. type = 5124;
  8967. } else if ( array instanceof Int8Array ) {
  8968. type = 5120;
  8969. } else if ( array instanceof Uint8Array ) {
  8970. type = 5121;
  8971. }
  8972. return {
  8973. buffer: buffer,
  8974. type: type,
  8975. bytesPerElement: array.BYTES_PER_ELEMENT,
  8976. version: attribute.version
  8977. };
  8978. }
  8979. function updateBuffer( buffer, attribute, bufferType ) {
  8980. var array = attribute.array;
  8981. var updateRange = attribute.updateRange;
  8982. gl.bindBuffer( bufferType, buffer );
  8983. if ( attribute.dynamic === false ) {
  8984. gl.bufferData( bufferType, array, 35044 );
  8985. } else if ( updateRange.count === - 1 ) {
  8986. // Not using update ranges
  8987. gl.bufferSubData( bufferType, 0, array );
  8988. } else if ( updateRange.count === 0 ) {
  8989. 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.' );
  8990. } else {
  8991. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8992. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8993. updateRange.count = - 1; // reset range
  8994. }
  8995. }
  8996. //
  8997. function get( attribute ) {
  8998. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8999. return buffers.get( attribute );
  9000. }
  9001. function remove( attribute ) {
  9002. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9003. var data = buffers.get( attribute );
  9004. if ( data ) {
  9005. gl.deleteBuffer( data.buffer );
  9006. buffers.delete( attribute );
  9007. }
  9008. }
  9009. function update( attribute, bufferType ) {
  9010. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9011. var data = buffers.get( attribute );
  9012. if ( data === undefined ) {
  9013. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9014. } else if ( data.version < attribute.version ) {
  9015. updateBuffer( data.buffer, attribute, bufferType );
  9016. data.version = attribute.version;
  9017. }
  9018. }
  9019. return {
  9020. get: get,
  9021. remove: remove,
  9022. update: update
  9023. };
  9024. }
  9025. /**
  9026. * @author mrdoob / http://mrdoob.com/
  9027. * @author Mugen87 / https://github.com/Mugen87
  9028. */
  9029. // PlaneGeometry
  9030. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9031. Geometry.call( this );
  9032. this.type = 'PlaneGeometry';
  9033. this.parameters = {
  9034. width: width,
  9035. height: height,
  9036. widthSegments: widthSegments,
  9037. heightSegments: heightSegments
  9038. };
  9039. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9040. this.mergeVertices();
  9041. }
  9042. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9043. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9044. // PlaneBufferGeometry
  9045. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9046. BufferGeometry.call( this );
  9047. this.type = 'PlaneBufferGeometry';
  9048. this.parameters = {
  9049. width: width,
  9050. height: height,
  9051. widthSegments: widthSegments,
  9052. heightSegments: heightSegments
  9053. };
  9054. width = width || 1;
  9055. height = height || 1;
  9056. var width_half = width / 2;
  9057. var height_half = height / 2;
  9058. var gridX = Math.floor( widthSegments ) || 1;
  9059. var gridY = Math.floor( heightSegments ) || 1;
  9060. var gridX1 = gridX + 1;
  9061. var gridY1 = gridY + 1;
  9062. var segment_width = width / gridX;
  9063. var segment_height = height / gridY;
  9064. var ix, iy;
  9065. // buffers
  9066. var indices = [];
  9067. var vertices = [];
  9068. var normals = [];
  9069. var uvs = [];
  9070. // generate vertices, normals and uvs
  9071. for ( iy = 0; iy < gridY1; iy ++ ) {
  9072. var y = iy * segment_height - height_half;
  9073. for ( ix = 0; ix < gridX1; ix ++ ) {
  9074. var x = ix * segment_width - width_half;
  9075. vertices.push( x, - y, 0 );
  9076. normals.push( 0, 0, 1 );
  9077. uvs.push( ix / gridX );
  9078. uvs.push( 1 - ( iy / gridY ) );
  9079. }
  9080. }
  9081. // indices
  9082. for ( iy = 0; iy < gridY; iy ++ ) {
  9083. for ( ix = 0; ix < gridX; ix ++ ) {
  9084. var a = ix + gridX1 * iy;
  9085. var b = ix + gridX1 * ( iy + 1 );
  9086. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9087. var d = ( ix + 1 ) + gridX1 * iy;
  9088. // faces
  9089. indices.push( a, b, d );
  9090. indices.push( b, c, d );
  9091. }
  9092. }
  9093. // build geometry
  9094. this.setIndex( indices );
  9095. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9096. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9097. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9098. }
  9099. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9100. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9101. /**
  9102. * @author mrdoob / http://mrdoob.com/
  9103. */
  9104. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9105. var clearColor = new Color( 0x000000 );
  9106. var clearAlpha = 0;
  9107. var planeMesh;
  9108. var boxMesh;
  9109. // Store the current background texture and its `version`
  9110. // so we can recompile the material accordingly.
  9111. var currentBackground = null;
  9112. var currentBackgroundVersion = 0;
  9113. function render( renderList, scene, camera, forceClear ) {
  9114. var background = scene.background;
  9115. // Ignore background in AR
  9116. // TODO: Reconsider this.
  9117. var vr = renderer.vr;
  9118. var session = vr.getSession && vr.getSession();
  9119. if ( session && session.environmentBlendMode === 'additive' ) {
  9120. background = null;
  9121. }
  9122. if ( background === null ) {
  9123. setClear( clearColor, clearAlpha );
  9124. currentBackground = null;
  9125. currentBackgroundVersion = 0;
  9126. } else if ( background && background.isColor ) {
  9127. setClear( background, 1 );
  9128. forceClear = true;
  9129. currentBackground = null;
  9130. currentBackgroundVersion = 0;
  9131. }
  9132. if ( renderer.autoClear || forceClear ) {
  9133. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9134. }
  9135. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9136. if ( boxMesh === undefined ) {
  9137. boxMesh = new Mesh(
  9138. new BoxBufferGeometry( 1, 1, 1 ),
  9139. new ShaderMaterial( {
  9140. type: 'BackgroundCubeMaterial',
  9141. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9142. vertexShader: ShaderLib.cube.vertexShader,
  9143. fragmentShader: ShaderLib.cube.fragmentShader,
  9144. side: BackSide,
  9145. depthTest: false,
  9146. depthWrite: false,
  9147. fog: false
  9148. } )
  9149. );
  9150. boxMesh.geometry.removeAttribute( 'normal' );
  9151. boxMesh.geometry.removeAttribute( 'uv' );
  9152. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9153. this.matrixWorld.copyPosition( camera.matrixWorld );
  9154. };
  9155. // enable code injection for non-built-in material
  9156. Object.defineProperty( boxMesh.material, 'map', {
  9157. get: function () {
  9158. return this.uniforms.tCube.value;
  9159. }
  9160. } );
  9161. objects.update( boxMesh );
  9162. }
  9163. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9164. boxMesh.material.uniforms.tCube.value = texture;
  9165. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9166. if ( currentBackground !== background ||
  9167. currentBackgroundVersion !== texture.version ) {
  9168. boxMesh.material.needsUpdate = true;
  9169. currentBackground = background;
  9170. currentBackgroundVersion = texture.version;
  9171. }
  9172. // push to the pre-sorted opaque render list
  9173. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9174. } else if ( background && background.isTexture ) {
  9175. if ( planeMesh === undefined ) {
  9176. planeMesh = new Mesh(
  9177. new PlaneBufferGeometry( 2, 2 ),
  9178. new ShaderMaterial( {
  9179. type: 'BackgroundMaterial',
  9180. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9181. vertexShader: ShaderLib.background.vertexShader,
  9182. fragmentShader: ShaderLib.background.fragmentShader,
  9183. side: FrontSide,
  9184. depthTest: false,
  9185. depthWrite: false,
  9186. fog: false
  9187. } )
  9188. );
  9189. planeMesh.geometry.removeAttribute( 'normal' );
  9190. // enable code injection for non-built-in material
  9191. Object.defineProperty( planeMesh.material, 'map', {
  9192. get: function () {
  9193. return this.uniforms.t2D.value;
  9194. }
  9195. } );
  9196. objects.update( planeMesh );
  9197. }
  9198. planeMesh.material.uniforms.t2D.value = background;
  9199. if ( background.matrixAutoUpdate === true ) {
  9200. background.updateMatrix();
  9201. }
  9202. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9203. if ( currentBackground !== background ||
  9204. currentBackgroundVersion !== background.version ) {
  9205. planeMesh.material.needsUpdate = true;
  9206. currentBackground = background;
  9207. currentBackgroundVersion = background.version;
  9208. }
  9209. // push to the pre-sorted opaque render list
  9210. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9211. }
  9212. }
  9213. function setClear( color, alpha ) {
  9214. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9215. }
  9216. return {
  9217. getClearColor: function () {
  9218. return clearColor;
  9219. },
  9220. setClearColor: function ( color, alpha ) {
  9221. clearColor.set( color );
  9222. clearAlpha = alpha !== undefined ? alpha : 1;
  9223. setClear( clearColor, clearAlpha );
  9224. },
  9225. getClearAlpha: function () {
  9226. return clearAlpha;
  9227. },
  9228. setClearAlpha: function ( alpha ) {
  9229. clearAlpha = alpha;
  9230. setClear( clearColor, clearAlpha );
  9231. },
  9232. render: render
  9233. };
  9234. }
  9235. /**
  9236. * @author mrdoob / http://mrdoob.com/
  9237. */
  9238. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9239. var mode;
  9240. function setMode( value ) {
  9241. mode = value;
  9242. }
  9243. function render( start, count ) {
  9244. gl.drawArrays( mode, start, count );
  9245. info.update( count, mode );
  9246. }
  9247. function renderInstances( geometry, start, count ) {
  9248. var extension, methodName;
  9249. if ( capabilities.isWebGL2 ) {
  9250. extension = gl;
  9251. methodName = 'drawArraysInstanced';
  9252. } else {
  9253. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9254. methodName = 'drawArraysInstancedANGLE';
  9255. if ( extension === null ) {
  9256. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9257. return;
  9258. }
  9259. }
  9260. extension[ methodName ]( mode, start, count, geometry.maxInstancedCount );
  9261. info.update( count, mode, geometry.maxInstancedCount );
  9262. }
  9263. //
  9264. this.setMode = setMode;
  9265. this.render = render;
  9266. this.renderInstances = renderInstances;
  9267. }
  9268. /**
  9269. * @author mrdoob / http://mrdoob.com/
  9270. */
  9271. function WebGLCapabilities( gl, extensions, parameters ) {
  9272. var maxAnisotropy;
  9273. function getMaxAnisotropy() {
  9274. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9275. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9276. if ( extension !== null ) {
  9277. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9278. } else {
  9279. maxAnisotropy = 0;
  9280. }
  9281. return maxAnisotropy;
  9282. }
  9283. function getMaxPrecision( precision ) {
  9284. if ( precision === 'highp' ) {
  9285. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9286. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9287. return 'highp';
  9288. }
  9289. precision = 'mediump';
  9290. }
  9291. if ( precision === 'mediump' ) {
  9292. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9293. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9294. return 'mediump';
  9295. }
  9296. }
  9297. return 'lowp';
  9298. }
  9299. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9300. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9301. var maxPrecision = getMaxPrecision( precision );
  9302. if ( maxPrecision !== precision ) {
  9303. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9304. precision = maxPrecision;
  9305. }
  9306. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9307. var maxTextures = gl.getParameter( 34930 );
  9308. var maxVertexTextures = gl.getParameter( 35660 );
  9309. var maxTextureSize = gl.getParameter( 3379 );
  9310. var maxCubemapSize = gl.getParameter( 34076 );
  9311. var maxAttributes = gl.getParameter( 34921 );
  9312. var maxVertexUniforms = gl.getParameter( 36347 );
  9313. var maxVaryings = gl.getParameter( 36348 );
  9314. var maxFragmentUniforms = gl.getParameter( 36349 );
  9315. var vertexTextures = maxVertexTextures > 0;
  9316. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9317. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9318. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9319. var multiviewExt = extensions.get( 'OVR_multiview2' );
  9320. var multiview = isWebGL2 && !! multiviewExt && ! gl.getContextAttributes().antialias;
  9321. var maxMultiviewViews = multiview ? gl.getParameter( multiviewExt.MAX_VIEWS_OVR ) : 0;
  9322. return {
  9323. isWebGL2: isWebGL2,
  9324. getMaxAnisotropy: getMaxAnisotropy,
  9325. getMaxPrecision: getMaxPrecision,
  9326. precision: precision,
  9327. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9328. maxTextures: maxTextures,
  9329. maxVertexTextures: maxVertexTextures,
  9330. maxTextureSize: maxTextureSize,
  9331. maxCubemapSize: maxCubemapSize,
  9332. maxAttributes: maxAttributes,
  9333. maxVertexUniforms: maxVertexUniforms,
  9334. maxVaryings: maxVaryings,
  9335. maxFragmentUniforms: maxFragmentUniforms,
  9336. vertexTextures: vertexTextures,
  9337. floatFragmentTextures: floatFragmentTextures,
  9338. floatVertexTextures: floatVertexTextures,
  9339. maxSamples: maxSamples,
  9340. multiview: multiview,
  9341. maxMultiviewViews: maxMultiviewViews
  9342. };
  9343. }
  9344. /**
  9345. * @author tschw
  9346. */
  9347. function WebGLClipping() {
  9348. var scope = this,
  9349. globalState = null,
  9350. numGlobalPlanes = 0,
  9351. localClippingEnabled = false,
  9352. renderingShadows = false,
  9353. plane = new Plane(),
  9354. viewNormalMatrix = new Matrix3(),
  9355. uniform = { value: null, needsUpdate: false };
  9356. this.uniform = uniform;
  9357. this.numPlanes = 0;
  9358. this.numIntersection = 0;
  9359. this.init = function ( planes, enableLocalClipping, camera ) {
  9360. var enabled =
  9361. planes.length !== 0 ||
  9362. enableLocalClipping ||
  9363. // enable state of previous frame - the clipping code has to
  9364. // run another frame in order to reset the state:
  9365. numGlobalPlanes !== 0 ||
  9366. localClippingEnabled;
  9367. localClippingEnabled = enableLocalClipping;
  9368. globalState = projectPlanes( planes, camera, 0 );
  9369. numGlobalPlanes = planes.length;
  9370. return enabled;
  9371. };
  9372. this.beginShadows = function () {
  9373. renderingShadows = true;
  9374. projectPlanes( null );
  9375. };
  9376. this.endShadows = function () {
  9377. renderingShadows = false;
  9378. resetGlobalState();
  9379. };
  9380. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9381. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9382. // there's no local clipping
  9383. if ( renderingShadows ) {
  9384. // there's no global clipping
  9385. projectPlanes( null );
  9386. } else {
  9387. resetGlobalState();
  9388. }
  9389. } else {
  9390. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9391. lGlobal = nGlobal * 4,
  9392. dstArray = cache.clippingState || null;
  9393. uniform.value = dstArray; // ensure unique state
  9394. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9395. for ( var i = 0; i !== lGlobal; ++ i ) {
  9396. dstArray[ i ] = globalState[ i ];
  9397. }
  9398. cache.clippingState = dstArray;
  9399. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9400. this.numPlanes += nGlobal;
  9401. }
  9402. };
  9403. function resetGlobalState() {
  9404. if ( uniform.value !== globalState ) {
  9405. uniform.value = globalState;
  9406. uniform.needsUpdate = numGlobalPlanes > 0;
  9407. }
  9408. scope.numPlanes = numGlobalPlanes;
  9409. scope.numIntersection = 0;
  9410. }
  9411. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9412. var nPlanes = planes !== null ? planes.length : 0,
  9413. dstArray = null;
  9414. if ( nPlanes !== 0 ) {
  9415. dstArray = uniform.value;
  9416. if ( skipTransform !== true || dstArray === null ) {
  9417. var flatSize = dstOffset + nPlanes * 4,
  9418. viewMatrix = camera.matrixWorldInverse;
  9419. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9420. if ( dstArray === null || dstArray.length < flatSize ) {
  9421. dstArray = new Float32Array( flatSize );
  9422. }
  9423. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9424. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9425. plane.normal.toArray( dstArray, i4 );
  9426. dstArray[ i4 + 3 ] = plane.constant;
  9427. }
  9428. }
  9429. uniform.value = dstArray;
  9430. uniform.needsUpdate = true;
  9431. }
  9432. scope.numPlanes = nPlanes;
  9433. return dstArray;
  9434. }
  9435. }
  9436. /**
  9437. * @author mrdoob / http://mrdoob.com/
  9438. */
  9439. function WebGLExtensions( gl ) {
  9440. var extensions = {};
  9441. return {
  9442. get: function ( name ) {
  9443. if ( extensions[ name ] !== undefined ) {
  9444. return extensions[ name ];
  9445. }
  9446. var extension;
  9447. switch ( name ) {
  9448. case 'WEBGL_depth_texture':
  9449. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9450. break;
  9451. case 'EXT_texture_filter_anisotropic':
  9452. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9453. break;
  9454. case 'WEBGL_compressed_texture_s3tc':
  9455. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9456. break;
  9457. case 'WEBGL_compressed_texture_pvrtc':
  9458. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9459. break;
  9460. default:
  9461. extension = gl.getExtension( name );
  9462. }
  9463. if ( extension === null ) {
  9464. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9465. }
  9466. extensions[ name ] = extension;
  9467. return extension;
  9468. }
  9469. };
  9470. }
  9471. /**
  9472. * @author mrdoob / http://mrdoob.com/
  9473. */
  9474. function WebGLGeometries( gl, attributes, info ) {
  9475. var geometries = new WeakMap();
  9476. var wireframeAttributes = new WeakMap();
  9477. function onGeometryDispose( event ) {
  9478. var geometry = event.target;
  9479. var buffergeometry = geometries.get( geometry );
  9480. if ( buffergeometry.index !== null ) {
  9481. attributes.remove( buffergeometry.index );
  9482. }
  9483. for ( var name in buffergeometry.attributes ) {
  9484. attributes.remove( buffergeometry.attributes[ name ] );
  9485. }
  9486. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9487. geometries.delete( geometry );
  9488. var attribute = wireframeAttributes.get( buffergeometry );
  9489. if ( attribute ) {
  9490. attributes.remove( attribute );
  9491. wireframeAttributes.delete( buffergeometry );
  9492. }
  9493. //
  9494. info.memory.geometries --;
  9495. }
  9496. function get( object, geometry ) {
  9497. var buffergeometry = geometries.get( geometry );
  9498. if ( buffergeometry ) { return buffergeometry; }
  9499. geometry.addEventListener( 'dispose', onGeometryDispose );
  9500. if ( geometry.isBufferGeometry ) {
  9501. buffergeometry = geometry;
  9502. } else if ( geometry.isGeometry ) {
  9503. if ( geometry._bufferGeometry === undefined ) {
  9504. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9505. }
  9506. buffergeometry = geometry._bufferGeometry;
  9507. }
  9508. geometries.set( geometry, buffergeometry );
  9509. info.memory.geometries ++;
  9510. return buffergeometry;
  9511. }
  9512. function update( geometry ) {
  9513. var index = geometry.index;
  9514. var geometryAttributes = geometry.attributes;
  9515. if ( index !== null ) {
  9516. attributes.update( index, 34963 );
  9517. }
  9518. for ( var name in geometryAttributes ) {
  9519. attributes.update( geometryAttributes[ name ], 34962 );
  9520. }
  9521. // morph targets
  9522. var morphAttributes = geometry.morphAttributes;
  9523. for ( var name in morphAttributes ) {
  9524. var array = morphAttributes[ name ];
  9525. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9526. attributes.update( array[ i ], 34962 );
  9527. }
  9528. }
  9529. }
  9530. function updateWireframeAttribute( geometry ) {
  9531. var indices = [];
  9532. var geometryIndex = geometry.index;
  9533. var geometryPosition = geometry.attributes.position;
  9534. var version = 0;
  9535. if ( geometryIndex !== null ) {
  9536. var array = geometryIndex.array;
  9537. version = geometryIndex.version;
  9538. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9539. var a = array[ i + 0 ];
  9540. var b = array[ i + 1 ];
  9541. var c = array[ i + 2 ];
  9542. indices.push( a, b, b, c, c, a );
  9543. }
  9544. } else {
  9545. var array = geometryPosition.array;
  9546. version = geometryPosition.version;
  9547. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9548. var a = i + 0;
  9549. var b = i + 1;
  9550. var c = i + 2;
  9551. indices.push( a, b, b, c, c, a );
  9552. }
  9553. }
  9554. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9555. attribute.version = version;
  9556. attributes.update( attribute, 34963 );
  9557. //
  9558. var previousAttribute = wireframeAttributes.get( geometry );
  9559. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9560. //
  9561. wireframeAttributes.set( geometry, attribute );
  9562. }
  9563. function getWireframeAttribute( geometry ) {
  9564. var currentAttribute = wireframeAttributes.get( geometry );
  9565. if ( currentAttribute ) {
  9566. var geometryIndex = geometry.index;
  9567. if ( geometryIndex !== null ) {
  9568. // if the attribute is obsolete, create a new one
  9569. if ( currentAttribute.version < geometryIndex.version ) {
  9570. updateWireframeAttribute( geometry );
  9571. }
  9572. }
  9573. } else {
  9574. updateWireframeAttribute( geometry );
  9575. }
  9576. return wireframeAttributes.get( geometry );
  9577. }
  9578. return {
  9579. get: get,
  9580. update: update,
  9581. getWireframeAttribute: getWireframeAttribute
  9582. };
  9583. }
  9584. /**
  9585. * @author mrdoob / http://mrdoob.com/
  9586. */
  9587. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9588. var mode;
  9589. function setMode( value ) {
  9590. mode = value;
  9591. }
  9592. var type, bytesPerElement;
  9593. function setIndex( value ) {
  9594. type = value.type;
  9595. bytesPerElement = value.bytesPerElement;
  9596. }
  9597. function render( start, count ) {
  9598. gl.drawElements( mode, count, type, start * bytesPerElement );
  9599. info.update( count, mode );
  9600. }
  9601. function renderInstances( geometry, start, count ) {
  9602. var extension, methodName;
  9603. if ( capabilities.isWebGL2 ) {
  9604. extension = gl;
  9605. methodName = 'drawElementsInstanced';
  9606. } else {
  9607. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9608. methodName = 'drawElementsInstancedANGLE';
  9609. if ( extension === null ) {
  9610. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9611. return;
  9612. }
  9613. }
  9614. extension[ methodName ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9615. info.update( count, mode, geometry.maxInstancedCount );
  9616. }
  9617. //
  9618. this.setMode = setMode;
  9619. this.setIndex = setIndex;
  9620. this.render = render;
  9621. this.renderInstances = renderInstances;
  9622. }
  9623. /**
  9624. * @author Mugen87 / https://github.com/Mugen87
  9625. */
  9626. function WebGLInfo( gl ) {
  9627. var memory = {
  9628. geometries: 0,
  9629. textures: 0
  9630. };
  9631. var render = {
  9632. frame: 0,
  9633. calls: 0,
  9634. triangles: 0,
  9635. points: 0,
  9636. lines: 0
  9637. };
  9638. function update( count, mode, instanceCount ) {
  9639. instanceCount = instanceCount || 1;
  9640. render.calls ++;
  9641. switch ( mode ) {
  9642. case 4:
  9643. render.triangles += instanceCount * ( count / 3 );
  9644. break;
  9645. case 5:
  9646. case 6:
  9647. render.triangles += instanceCount * ( count - 2 );
  9648. break;
  9649. case 1:
  9650. render.lines += instanceCount * ( count / 2 );
  9651. break;
  9652. case 3:
  9653. render.lines += instanceCount * ( count - 1 );
  9654. break;
  9655. case 2:
  9656. render.lines += instanceCount * count;
  9657. break;
  9658. case 0:
  9659. render.points += instanceCount * count;
  9660. break;
  9661. default:
  9662. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9663. break;
  9664. }
  9665. }
  9666. function reset() {
  9667. render.frame ++;
  9668. render.calls = 0;
  9669. render.triangles = 0;
  9670. render.points = 0;
  9671. render.lines = 0;
  9672. }
  9673. return {
  9674. memory: memory,
  9675. render: render,
  9676. programs: null,
  9677. autoReset: true,
  9678. reset: reset,
  9679. update: update
  9680. };
  9681. }
  9682. /**
  9683. * @author mrdoob / http://mrdoob.com/
  9684. */
  9685. function absNumericalSort( a, b ) {
  9686. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9687. }
  9688. function WebGLMorphtargets( gl ) {
  9689. var influencesList = {};
  9690. var morphInfluences = new Float32Array( 8 );
  9691. function update( object, geometry, material, program ) {
  9692. var objectInfluences = object.morphTargetInfluences;
  9693. var length = objectInfluences.length;
  9694. var influences = influencesList[ geometry.id ];
  9695. if ( influences === undefined ) {
  9696. // initialise list
  9697. influences = [];
  9698. for ( var i = 0; i < length; i ++ ) {
  9699. influences[ i ] = [ i, 0 ];
  9700. }
  9701. influencesList[ geometry.id ] = influences;
  9702. }
  9703. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9704. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9705. // Remove current morphAttributes
  9706. for ( var i = 0; i < length; i ++ ) {
  9707. var influence = influences[ i ];
  9708. if ( influence[ 1 ] !== 0 ) {
  9709. if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); }
  9710. if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); }
  9711. }
  9712. }
  9713. // Collect influences
  9714. for ( var i = 0; i < length; i ++ ) {
  9715. var influence = influences[ i ];
  9716. influence[ 0 ] = i;
  9717. influence[ 1 ] = objectInfluences[ i ];
  9718. }
  9719. influences.sort( absNumericalSort );
  9720. // Add morphAttributes
  9721. for ( var i = 0; i < 8; i ++ ) {
  9722. var influence = influences[ i ];
  9723. if ( influence ) {
  9724. var index = influence[ 0 ];
  9725. var value = influence[ 1 ];
  9726. if ( value ) {
  9727. if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9728. if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9729. morphInfluences[ i ] = value;
  9730. continue;
  9731. }
  9732. }
  9733. morphInfluences[ i ] = 0;
  9734. }
  9735. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9736. }
  9737. return {
  9738. update: update
  9739. };
  9740. }
  9741. /**
  9742. * @author mrdoob / http://mrdoob.com/
  9743. */
  9744. function WebGLObjects( geometries, info ) {
  9745. var updateList = {};
  9746. function update( object ) {
  9747. var frame = info.render.frame;
  9748. var geometry = object.geometry;
  9749. var buffergeometry = geometries.get( object, geometry );
  9750. // Update once per frame
  9751. if ( updateList[ buffergeometry.id ] !== frame ) {
  9752. if ( geometry.isGeometry ) {
  9753. buffergeometry.updateFromObject( object );
  9754. }
  9755. geometries.update( buffergeometry );
  9756. updateList[ buffergeometry.id ] = frame;
  9757. }
  9758. return buffergeometry;
  9759. }
  9760. function dispose() {
  9761. updateList = {};
  9762. }
  9763. return {
  9764. update: update,
  9765. dispose: dispose
  9766. };
  9767. }
  9768. /**
  9769. * @author mrdoob / http://mrdoob.com/
  9770. */
  9771. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9772. images = images !== undefined ? images : [];
  9773. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9774. format = format !== undefined ? format : RGBFormat;
  9775. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9776. this.flipY = false;
  9777. }
  9778. CubeTexture.prototype = Object.create( Texture.prototype );
  9779. CubeTexture.prototype.constructor = CubeTexture;
  9780. CubeTexture.prototype.isCubeTexture = true;
  9781. Object.defineProperty( CubeTexture.prototype, 'images', {
  9782. get: function () {
  9783. return this.image;
  9784. },
  9785. set: function ( value ) {
  9786. this.image = value;
  9787. }
  9788. } );
  9789. /**
  9790. * @author Takahiro https://github.com/takahirox
  9791. */
  9792. function DataTexture2DArray( data, width, height, depth ) {
  9793. Texture.call( this, null );
  9794. this.image = { data: data, width: width, height: height, depth: depth };
  9795. this.magFilter = NearestFilter;
  9796. this.minFilter = NearestFilter;
  9797. this.wrapR = ClampToEdgeWrapping;
  9798. this.generateMipmaps = false;
  9799. this.flipY = false;
  9800. this.needsUpdate = true;
  9801. }
  9802. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9803. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9804. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9805. /**
  9806. * @author Artur Trzesiok
  9807. */
  9808. function DataTexture3D( data, width, height, depth ) {
  9809. // We're going to add .setXXX() methods for setting properties later.
  9810. // Users can still set in DataTexture3D directly.
  9811. //
  9812. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9813. // texture.anisotropy = 16;
  9814. //
  9815. // See #14839
  9816. Texture.call( this, null );
  9817. this.image = { data: data, width: width, height: height, depth: depth };
  9818. this.magFilter = NearestFilter;
  9819. this.minFilter = NearestFilter;
  9820. this.wrapR = ClampToEdgeWrapping;
  9821. this.generateMipmaps = false;
  9822. this.flipY = false;
  9823. this.needsUpdate = true;
  9824. }
  9825. DataTexture3D.prototype = Object.create( Texture.prototype );
  9826. DataTexture3D.prototype.constructor = DataTexture3D;
  9827. DataTexture3D.prototype.isDataTexture3D = true;
  9828. /**
  9829. * @author tschw
  9830. * @author Mugen87 / https://github.com/Mugen87
  9831. * @author mrdoob / http://mrdoob.com/
  9832. *
  9833. * Uniforms of a program.
  9834. * Those form a tree structure with a special top-level container for the root,
  9835. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9836. *
  9837. *
  9838. * Properties of inner nodes including the top-level container:
  9839. *
  9840. * .seq - array of nested uniforms
  9841. * .map - nested uniforms by name
  9842. *
  9843. *
  9844. * Methods of all nodes except the top-level container:
  9845. *
  9846. * .setValue( gl, value, [textures] )
  9847. *
  9848. * uploads a uniform value(s)
  9849. * the 'textures' parameter is needed for sampler uniforms
  9850. *
  9851. *
  9852. * Static methods of the top-level container (textures factorizations):
  9853. *
  9854. * .upload( gl, seq, values, textures )
  9855. *
  9856. * sets uniforms in 'seq' to 'values[id].value'
  9857. *
  9858. * .seqWithValue( seq, values ) : filteredSeq
  9859. *
  9860. * filters 'seq' entries with corresponding entry in values
  9861. *
  9862. *
  9863. * Methods of the top-level container (textures factorizations):
  9864. *
  9865. * .setValue( gl, name, value, textures )
  9866. *
  9867. * sets uniform with name 'name' to 'value'
  9868. *
  9869. * .setOptional( gl, obj, prop )
  9870. *
  9871. * like .set for an optional property of the object
  9872. *
  9873. */
  9874. var emptyTexture = new Texture();
  9875. var emptyTexture2dArray = new DataTexture2DArray();
  9876. var emptyTexture3d = new DataTexture3D();
  9877. var emptyCubeTexture = new CubeTexture();
  9878. // --- Utilities ---
  9879. // Array Caches (provide typed arrays for temporary by size)
  9880. var arrayCacheF32 = [];
  9881. var arrayCacheI32 = [];
  9882. // Float32Array caches used for uploading Matrix uniforms
  9883. var mat4array = new Float32Array( 16 );
  9884. var mat3array = new Float32Array( 9 );
  9885. var mat2array = new Float32Array( 4 );
  9886. // Flattening for arrays of vectors and matrices
  9887. function flatten( array, nBlocks, blockSize ) {
  9888. var firstElem = array[ 0 ];
  9889. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9890. // unoptimized: ! isNaN( firstElem )
  9891. // see http://jacksondunstan.com/articles/983
  9892. var n = nBlocks * blockSize,
  9893. r = arrayCacheF32[ n ];
  9894. if ( r === undefined ) {
  9895. r = new Float32Array( n );
  9896. arrayCacheF32[ n ] = r;
  9897. }
  9898. if ( nBlocks !== 0 ) {
  9899. firstElem.toArray( r, 0 );
  9900. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9901. offset += blockSize;
  9902. array[ i ].toArray( r, offset );
  9903. }
  9904. }
  9905. return r;
  9906. }
  9907. function arraysEqual( a, b ) {
  9908. if ( a.length !== b.length ) { return false; }
  9909. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9910. if ( a[ i ] !== b[ i ] ) { return false; }
  9911. }
  9912. return true;
  9913. }
  9914. function copyArray( a, b ) {
  9915. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9916. a[ i ] = b[ i ];
  9917. }
  9918. }
  9919. // Texture unit allocation
  9920. function allocTexUnits( textures, n ) {
  9921. var r = arrayCacheI32[ n ];
  9922. if ( r === undefined ) {
  9923. r = new Int32Array( n );
  9924. arrayCacheI32[ n ] = r;
  9925. }
  9926. for ( var i = 0; i !== n; ++ i )
  9927. { r[ i ] = textures.allocateTextureUnit(); }
  9928. return r;
  9929. }
  9930. // --- Setters ---
  9931. // Note: Defining these methods externally, because they come in a bunch
  9932. // and this way their names minify.
  9933. // Single scalar
  9934. function setValueV1f( gl, v ) {
  9935. var cache = this.cache;
  9936. if ( cache[ 0 ] === v ) { return; }
  9937. gl.uniform1f( this.addr, v );
  9938. cache[ 0 ] = v;
  9939. }
  9940. // Single float vector (from flat array or THREE.VectorN)
  9941. function setValueV2f( gl, v ) {
  9942. var cache = this.cache;
  9943. if ( v.x !== undefined ) {
  9944. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9945. gl.uniform2f( this.addr, v.x, v.y );
  9946. cache[ 0 ] = v.x;
  9947. cache[ 1 ] = v.y;
  9948. }
  9949. } else {
  9950. if ( arraysEqual( cache, v ) ) { return; }
  9951. gl.uniform2fv( this.addr, v );
  9952. copyArray( cache, v );
  9953. }
  9954. }
  9955. function setValueV3f( gl, v ) {
  9956. var cache = this.cache;
  9957. if ( v.x !== undefined ) {
  9958. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9959. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9960. cache[ 0 ] = v.x;
  9961. cache[ 1 ] = v.y;
  9962. cache[ 2 ] = v.z;
  9963. }
  9964. } else if ( v.r !== undefined ) {
  9965. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9966. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9967. cache[ 0 ] = v.r;
  9968. cache[ 1 ] = v.g;
  9969. cache[ 2 ] = v.b;
  9970. }
  9971. } else {
  9972. if ( arraysEqual( cache, v ) ) { return; }
  9973. gl.uniform3fv( this.addr, v );
  9974. copyArray( cache, v );
  9975. }
  9976. }
  9977. function setValueV4f( gl, v ) {
  9978. var cache = this.cache;
  9979. if ( v.x !== undefined ) {
  9980. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9981. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9982. cache[ 0 ] = v.x;
  9983. cache[ 1 ] = v.y;
  9984. cache[ 2 ] = v.z;
  9985. cache[ 3 ] = v.w;
  9986. }
  9987. } else {
  9988. if ( arraysEqual( cache, v ) ) { return; }
  9989. gl.uniform4fv( this.addr, v );
  9990. copyArray( cache, v );
  9991. }
  9992. }
  9993. // Single matrix (from flat array or MatrixN)
  9994. function setValueM2( gl, v ) {
  9995. var cache = this.cache;
  9996. var elements = v.elements;
  9997. if ( elements === undefined ) {
  9998. if ( arraysEqual( cache, v ) ) { return; }
  9999. gl.uniformMatrix2fv( this.addr, false, v );
  10000. copyArray( cache, v );
  10001. } else {
  10002. if ( arraysEqual( cache, elements ) ) { return; }
  10003. mat2array.set( elements );
  10004. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10005. copyArray( cache, elements );
  10006. }
  10007. }
  10008. function setValueM3( gl, v ) {
  10009. var cache = this.cache;
  10010. var elements = v.elements;
  10011. if ( elements === undefined ) {
  10012. if ( arraysEqual( cache, v ) ) { return; }
  10013. gl.uniformMatrix3fv( this.addr, false, v );
  10014. copyArray( cache, v );
  10015. } else {
  10016. if ( arraysEqual( cache, elements ) ) { return; }
  10017. mat3array.set( elements );
  10018. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10019. copyArray( cache, elements );
  10020. }
  10021. }
  10022. function setValueM4( gl, v ) {
  10023. var cache = this.cache;
  10024. var elements = v.elements;
  10025. if ( elements === undefined ) {
  10026. if ( arraysEqual( cache, v ) ) { return; }
  10027. gl.uniformMatrix4fv( this.addr, false, v );
  10028. copyArray( cache, v );
  10029. } else {
  10030. if ( arraysEqual( cache, elements ) ) { return; }
  10031. mat4array.set( elements );
  10032. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10033. copyArray( cache, elements );
  10034. }
  10035. }
  10036. // Single texture (2D / Cube)
  10037. function setValueT1( gl, v, textures ) {
  10038. var cache = this.cache;
  10039. var unit = textures.allocateTextureUnit();
  10040. if ( cache[ 0 ] !== unit ) {
  10041. gl.uniform1i( this.addr, unit );
  10042. cache[ 0 ] = unit;
  10043. }
  10044. textures.safeSetTexture2D( v || emptyTexture, unit );
  10045. }
  10046. function setValueT2DArray1( gl, v, textures ) {
  10047. var cache = this.cache;
  10048. var unit = textures.allocateTextureUnit();
  10049. if ( cache[ 0 ] !== unit ) {
  10050. gl.uniform1i( this.addr, unit );
  10051. cache[ 0 ] = unit;
  10052. }
  10053. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10054. }
  10055. function setValueT3D1( gl, v, textures ) {
  10056. var cache = this.cache;
  10057. var unit = textures.allocateTextureUnit();
  10058. if ( cache[ 0 ] !== unit ) {
  10059. gl.uniform1i( this.addr, unit );
  10060. cache[ 0 ] = unit;
  10061. }
  10062. textures.setTexture3D( v || emptyTexture3d, unit );
  10063. }
  10064. function setValueT6( gl, v, textures ) {
  10065. var cache = this.cache;
  10066. var unit = textures.allocateTextureUnit();
  10067. if ( cache[ 0 ] !== unit ) {
  10068. gl.uniform1i( this.addr, unit );
  10069. cache[ 0 ] = unit;
  10070. }
  10071. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10072. }
  10073. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10074. function setValueV1i( gl, v ) {
  10075. var cache = this.cache;
  10076. if ( cache[ 0 ] === v ) { return; }
  10077. gl.uniform1i( this.addr, v );
  10078. cache[ 0 ] = v;
  10079. }
  10080. function setValueV2i( gl, v ) {
  10081. var cache = this.cache;
  10082. if ( arraysEqual( cache, v ) ) { return; }
  10083. gl.uniform2iv( this.addr, v );
  10084. copyArray( cache, v );
  10085. }
  10086. function setValueV3i( gl, v ) {
  10087. var cache = this.cache;
  10088. if ( arraysEqual( cache, v ) ) { return; }
  10089. gl.uniform3iv( this.addr, v );
  10090. copyArray( cache, v );
  10091. }
  10092. function setValueV4i( gl, v ) {
  10093. var cache = this.cache;
  10094. if ( arraysEqual( cache, v ) ) { return; }
  10095. gl.uniform4iv( this.addr, v );
  10096. copyArray( cache, v );
  10097. }
  10098. // Helper to pick the right setter for the singular case
  10099. function getSingularSetter( type ) {
  10100. switch ( type ) {
  10101. case 0x1406: return setValueV1f; // FLOAT
  10102. case 0x8b50: return setValueV2f; // _VEC2
  10103. case 0x8b51: return setValueV3f; // _VEC3
  10104. case 0x8b52: return setValueV4f; // _VEC4
  10105. case 0x8b5a: return setValueM2; // _MAT2
  10106. case 0x8b5b: return setValueM3; // _MAT3
  10107. case 0x8b5c: return setValueM4; // _MAT4
  10108. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10109. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10110. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10111. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10112. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10113. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10114. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10115. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10116. }
  10117. }
  10118. // Array of scalars
  10119. function setValueV1fArray( gl, v ) {
  10120. gl.uniform1fv( this.addr, v );
  10121. }
  10122. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10123. function setValueV1iArray( gl, v ) {
  10124. gl.uniform1iv( this.addr, v );
  10125. }
  10126. function setValueV2iArray( gl, v ) {
  10127. gl.uniform2iv( this.addr, v );
  10128. }
  10129. function setValueV3iArray( gl, v ) {
  10130. gl.uniform3iv( this.addr, v );
  10131. }
  10132. function setValueV4iArray( gl, v ) {
  10133. gl.uniform4iv( this.addr, v );
  10134. }
  10135. // Array of vectors (flat or from THREE classes)
  10136. function setValueV2fArray( gl, v ) {
  10137. var data = flatten( v, this.size, 2 );
  10138. gl.uniform2fv( this.addr, data );
  10139. }
  10140. function setValueV3fArray( gl, v ) {
  10141. var data = flatten( v, this.size, 3 );
  10142. gl.uniform3fv( this.addr, data );
  10143. }
  10144. function setValueV4fArray( gl, v ) {
  10145. var data = flatten( v, this.size, 4 );
  10146. gl.uniform4fv( this.addr, data );
  10147. }
  10148. // Array of matrices (flat or from THREE clases)
  10149. function setValueM2Array( gl, v ) {
  10150. var data = flatten( v, this.size, 4 );
  10151. gl.uniformMatrix2fv( this.addr, false, data );
  10152. }
  10153. function setValueM3Array( gl, v ) {
  10154. var data = flatten( v, this.size, 9 );
  10155. gl.uniformMatrix3fv( this.addr, false, data );
  10156. }
  10157. function setValueM4Array( gl, v ) {
  10158. var data = flatten( v, this.size, 16 );
  10159. gl.uniformMatrix4fv( this.addr, false, data );
  10160. }
  10161. // Array of textures (2D / Cube)
  10162. function setValueT1Array( gl, v, textures ) {
  10163. var n = v.length;
  10164. var units = allocTexUnits( textures, n );
  10165. gl.uniform1iv( this.addr, units );
  10166. for ( var i = 0; i !== n; ++ i ) {
  10167. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10168. }
  10169. }
  10170. function setValueT6Array( gl, v, textures ) {
  10171. var n = v.length;
  10172. var units = allocTexUnits( textures, n );
  10173. gl.uniform1iv( this.addr, units );
  10174. for ( var i = 0; i !== n; ++ i ) {
  10175. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10176. }
  10177. }
  10178. // Helper to pick the right setter for a pure (bottom-level) array
  10179. function getPureArraySetter( type ) {
  10180. switch ( type ) {
  10181. case 0x1406: return setValueV1fArray; // FLOAT
  10182. case 0x8b50: return setValueV2fArray; // _VEC2
  10183. case 0x8b51: return setValueV3fArray; // _VEC3
  10184. case 0x8b52: return setValueV4fArray; // _VEC4
  10185. case 0x8b5a: return setValueM2Array; // _MAT2
  10186. case 0x8b5b: return setValueM3Array; // _MAT3
  10187. case 0x8b5c: return setValueM4Array; // _MAT4
  10188. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10189. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10190. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10191. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10192. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10193. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10194. }
  10195. }
  10196. // --- Uniform Classes ---
  10197. function SingleUniform( id, activeInfo, addr ) {
  10198. this.id = id;
  10199. this.addr = addr;
  10200. this.cache = [];
  10201. this.setValue = getSingularSetter( activeInfo.type );
  10202. // this.path = activeInfo.name; // DEBUG
  10203. }
  10204. function PureArrayUniform( id, activeInfo, addr ) {
  10205. this.id = id;
  10206. this.addr = addr;
  10207. this.cache = [];
  10208. this.size = activeInfo.size;
  10209. this.setValue = getPureArraySetter( activeInfo.type );
  10210. // this.path = activeInfo.name; // DEBUG
  10211. }
  10212. PureArrayUniform.prototype.updateCache = function ( data ) {
  10213. var cache = this.cache;
  10214. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10215. this.cache = new Float32Array( data.length );
  10216. }
  10217. copyArray( cache, data );
  10218. };
  10219. function StructuredUniform( id ) {
  10220. this.id = id;
  10221. this.seq = [];
  10222. this.map = {};
  10223. }
  10224. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10225. var seq = this.seq;
  10226. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10227. var u = seq[ i ];
  10228. u.setValue( gl, value[ u.id ], textures );
  10229. }
  10230. };
  10231. // --- Top-level ---
  10232. // Parser - builds up the property tree from the path strings
  10233. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10234. // extracts
  10235. // - the identifier (member name or array index)
  10236. // - followed by an optional right bracket (found when array index)
  10237. // - followed by an optional left bracket or dot (type of subscript)
  10238. //
  10239. // Note: These portions can be read in a non-overlapping fashion and
  10240. // allow straightforward parsing of the hierarchy that WebGL encodes
  10241. // in the uniform names.
  10242. function addUniform( container, uniformObject ) {
  10243. container.seq.push( uniformObject );
  10244. container.map[ uniformObject.id ] = uniformObject;
  10245. }
  10246. function parseUniform( activeInfo, addr, container ) {
  10247. var path = activeInfo.name,
  10248. pathLength = path.length;
  10249. // reset RegExp object, because of the early exit of a previous run
  10250. RePathPart.lastIndex = 0;
  10251. while ( true ) {
  10252. var match = RePathPart.exec( path ),
  10253. matchEnd = RePathPart.lastIndex,
  10254. id = match[ 1 ],
  10255. idIsIndex = match[ 2 ] === ']',
  10256. subscript = match[ 3 ];
  10257. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10258. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10259. // bare name or "pure" bottom-level array "[0]" suffix
  10260. addUniform( container, subscript === undefined ?
  10261. new SingleUniform( id, activeInfo, addr ) :
  10262. new PureArrayUniform( id, activeInfo, addr ) );
  10263. break;
  10264. } else {
  10265. // step into inner node / create it in case it doesn't exist
  10266. var map = container.map, next = map[ id ];
  10267. if ( next === undefined ) {
  10268. next = new StructuredUniform( id );
  10269. addUniform( container, next );
  10270. }
  10271. container = next;
  10272. }
  10273. }
  10274. }
  10275. // Root Container
  10276. function WebGLUniforms( gl, program ) {
  10277. this.seq = [];
  10278. this.map = {};
  10279. var n = gl.getProgramParameter( program, 35718 );
  10280. for ( var i = 0; i < n; ++ i ) {
  10281. var info = gl.getActiveUniform( program, i ),
  10282. addr = gl.getUniformLocation( program, info.name );
  10283. parseUniform( info, addr, this );
  10284. }
  10285. }
  10286. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10287. var u = this.map[ name ];
  10288. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10289. };
  10290. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10291. var v = object[ name ];
  10292. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10293. };
  10294. // Static interface
  10295. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10296. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10297. var u = seq[ i ],
  10298. v = values[ u.id ];
  10299. if ( v.needsUpdate !== false ) {
  10300. // note: always updating when .needsUpdate is undefined
  10301. u.setValue( gl, v.value, textures );
  10302. }
  10303. }
  10304. };
  10305. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10306. var r = [];
  10307. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10308. var u = seq[ i ];
  10309. if ( u.id in values ) { r.push( u ); }
  10310. }
  10311. return r;
  10312. };
  10313. /**
  10314. * @author mrdoob / http://mrdoob.com/
  10315. */
  10316. function WebGLShader( gl, type, string ) {
  10317. var shader = gl.createShader( type );
  10318. gl.shaderSource( shader, string );
  10319. gl.compileShader( shader );
  10320. return shader;
  10321. }
  10322. /**
  10323. * @author mrdoob / http://mrdoob.com/
  10324. */
  10325. var programIdCount = 0;
  10326. function addLineNumbers( string ) {
  10327. var lines = string.split( '\n' );
  10328. for ( var i = 0; i < lines.length; i ++ ) {
  10329. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10330. }
  10331. return lines.join( '\n' );
  10332. }
  10333. function getEncodingComponents( encoding ) {
  10334. switch ( encoding ) {
  10335. case LinearEncoding:
  10336. return [ 'Linear', '( value )' ];
  10337. case sRGBEncoding:
  10338. return [ 'sRGB', '( value )' ];
  10339. case RGBEEncoding:
  10340. return [ 'RGBE', '( value )' ];
  10341. case RGBM7Encoding:
  10342. return [ 'RGBM', '( value, 7.0 )' ];
  10343. case RGBM16Encoding:
  10344. return [ 'RGBM', '( value, 16.0 )' ];
  10345. case RGBDEncoding:
  10346. return [ 'RGBD', '( value, 256.0 )' ];
  10347. case GammaEncoding:
  10348. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10349. case LogLuvEncoding:
  10350. return [ 'LogLuv', '( value )' ];
  10351. default:
  10352. throw new Error( 'unsupported encoding: ' + encoding );
  10353. }
  10354. }
  10355. function getShaderErrors( gl, shader, type ) {
  10356. var status = gl.getShaderParameter( shader, 35713 );
  10357. var log = gl.getShaderInfoLog( shader ).trim();
  10358. if ( status && log === '' ) { return ''; }
  10359. // --enable-privileged-webgl-extension
  10360. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10361. var source = gl.getShaderSource( shader );
  10362. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10363. }
  10364. function getTexelDecodingFunction( functionName, encoding ) {
  10365. var components = getEncodingComponents( encoding );
  10366. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10367. }
  10368. function getTexelEncodingFunction( functionName, encoding ) {
  10369. var components = getEncodingComponents( encoding );
  10370. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10371. }
  10372. function getToneMappingFunction( functionName, toneMapping ) {
  10373. var toneMappingName;
  10374. switch ( toneMapping ) {
  10375. case LinearToneMapping:
  10376. toneMappingName = 'Linear';
  10377. break;
  10378. case ReinhardToneMapping:
  10379. toneMappingName = 'Reinhard';
  10380. break;
  10381. case Uncharted2ToneMapping:
  10382. toneMappingName = 'Uncharted2';
  10383. break;
  10384. case CineonToneMapping:
  10385. toneMappingName = 'OptimizedCineon';
  10386. break;
  10387. case ACESFilmicToneMapping:
  10388. toneMappingName = 'ACESFilmic';
  10389. break;
  10390. default:
  10391. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10392. }
  10393. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10394. }
  10395. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10396. extensions = extensions || {};
  10397. var chunks = [
  10398. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10399. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10400. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10401. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10402. ];
  10403. return chunks.filter( filterEmptyLine ).join( '\n' );
  10404. }
  10405. function generateDefines( defines ) {
  10406. var chunks = [];
  10407. for ( var name in defines ) {
  10408. var value = defines[ name ];
  10409. if ( value === false ) { continue; }
  10410. chunks.push( '#define ' + name + ' ' + value );
  10411. }
  10412. return chunks.join( '\n' );
  10413. }
  10414. function fetchAttributeLocations( gl, program ) {
  10415. var attributes = {};
  10416. var n = gl.getProgramParameter( program, 35721 );
  10417. for ( var i = 0; i < n; i ++ ) {
  10418. var info = gl.getActiveAttrib( program, i );
  10419. var name = info.name;
  10420. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10421. attributes[ name ] = gl.getAttribLocation( program, name );
  10422. }
  10423. return attributes;
  10424. }
  10425. function filterEmptyLine( string ) {
  10426. return string !== '';
  10427. }
  10428. function replaceLightNums( string, parameters ) {
  10429. return string
  10430. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10431. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10432. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10433. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10434. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10435. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10436. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10437. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10438. }
  10439. function replaceClippingPlaneNums( string, parameters ) {
  10440. return string
  10441. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10442. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10443. }
  10444. // Resolve Includes
  10445. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10446. function resolveIncludes( string ) {
  10447. return string.replace( includePattern, includeReplacer );
  10448. }
  10449. function includeReplacer( match, include ) {
  10450. var string = ShaderChunk[ include ];
  10451. if ( string === undefined ) {
  10452. throw new Error( 'Can not resolve #include <' + include + '>' );
  10453. }
  10454. return resolveIncludes( string );
  10455. }
  10456. // Unroll Loops
  10457. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10458. function unrollLoops( string ) {
  10459. return string.replace( loopPattern, loopReplacer );
  10460. }
  10461. function loopReplacer( match, start, end, snippet ) {
  10462. var string = '';
  10463. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10464. string += snippet
  10465. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10466. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10467. }
  10468. return string;
  10469. }
  10470. //
  10471. function generatePrecision( parameters ) {
  10472. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10473. if ( parameters.precision === "highp" ) {
  10474. precisionstring += "\n#define HIGH_PRECISION;";
  10475. } else if ( parameters.precision === "mediump" ) {
  10476. precisionstring += "\n#define MEDIUM_PRECISION;";
  10477. } else if ( parameters.precision === "lowp" ) {
  10478. precisionstring += "\n#define LOW_PRECISION;";
  10479. }
  10480. return precisionstring;
  10481. }
  10482. function generateShadowMapTypeDefine( parameters ) {
  10483. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10484. if ( parameters.shadowMapType === PCFShadowMap ) {
  10485. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10486. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10487. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10488. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10489. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10490. }
  10491. return shadowMapTypeDefine;
  10492. }
  10493. function generateEnvMapTypeDefine( parameters, material ) {
  10494. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10495. if ( parameters.envMap ) {
  10496. switch ( material.envMap.mapping ) {
  10497. case CubeReflectionMapping:
  10498. case CubeRefractionMapping:
  10499. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10500. break;
  10501. case CubeUVReflectionMapping:
  10502. case CubeUVRefractionMapping:
  10503. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10504. break;
  10505. case EquirectangularReflectionMapping:
  10506. case EquirectangularRefractionMapping:
  10507. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10508. break;
  10509. case SphericalReflectionMapping:
  10510. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10511. break;
  10512. }
  10513. }
  10514. return envMapTypeDefine;
  10515. }
  10516. function generateEnvMapModeDefine( parameters, material ) {
  10517. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10518. if ( parameters.envMap ) {
  10519. switch ( material.envMap.mapping ) {
  10520. case CubeRefractionMapping:
  10521. case EquirectangularRefractionMapping:
  10522. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10523. break;
  10524. }
  10525. }
  10526. return envMapModeDefine;
  10527. }
  10528. function generateEnvMapBlendingDefine( parameters, material ) {
  10529. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10530. if ( parameters.envMap ) {
  10531. switch ( material.combine ) {
  10532. case MultiplyOperation:
  10533. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10534. break;
  10535. case MixOperation:
  10536. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10537. break;
  10538. case AddOperation:
  10539. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10540. break;
  10541. }
  10542. }
  10543. return envMapBlendingDefine;
  10544. }
  10545. function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
  10546. var gl = renderer.getContext();
  10547. var defines = material.defines;
  10548. var vertexShader = shader.vertexShader;
  10549. var fragmentShader = shader.fragmentShader;
  10550. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10551. var envMapTypeDefine = generateEnvMapTypeDefine( parameters, material );
  10552. var envMapModeDefine = generateEnvMapModeDefine( parameters, material );
  10553. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters, material );
  10554. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10555. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10556. var customDefines = generateDefines( defines );
  10557. var program = gl.createProgram();
  10558. var prefixVertex, prefixFragment;
  10559. var renderTarget = renderer.getRenderTarget();
  10560. var numMultiviewViews = renderTarget && renderTarget.isWebGLMultiviewRenderTarget ? renderTarget.numViews : 0;
  10561. if ( material.isRawShaderMaterial ) {
  10562. prefixVertex = [
  10563. customDefines
  10564. ].filter( filterEmptyLine ).join( '\n' );
  10565. if ( prefixVertex.length > 0 ) {
  10566. prefixVertex += '\n';
  10567. }
  10568. prefixFragment = [
  10569. customExtensions,
  10570. customDefines
  10571. ].filter( filterEmptyLine ).join( '\n' );
  10572. if ( prefixFragment.length > 0 ) {
  10573. prefixFragment += '\n';
  10574. }
  10575. } else {
  10576. prefixVertex = [
  10577. generatePrecision( parameters ),
  10578. '#define SHADER_NAME ' + shader.name,
  10579. customDefines,
  10580. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10581. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10582. '#define MAX_BONES ' + parameters.maxBones,
  10583. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10584. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10585. parameters.map ? '#define USE_MAP' : '',
  10586. parameters.envMap ? '#define USE_ENVMAP' : '',
  10587. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10588. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10589. parameters.aoMap ? '#define USE_AOMAP' : '',
  10590. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10591. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10592. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10593. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10594. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10595. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10596. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10597. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10598. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10599. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10600. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10601. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10602. parameters.vertexColors ? '#define USE_COLOR' : '',
  10603. parameters.vertexUvs ? '#define USE_UV' : '',
  10604. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10605. parameters.skinning ? '#define USE_SKINNING' : '',
  10606. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10607. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10608. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10609. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10610. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10611. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10612. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10613. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10614. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10615. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10616. 'uniform mat4 modelMatrix;',
  10617. 'uniform vec3 cameraPosition;',
  10618. numMultiviewViews > 0 ? [
  10619. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10620. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10621. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10622. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10623. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10624. '#define normalMatrix normalMatrices[VIEW_ID]',
  10625. '#define viewMatrix viewMatrices[VIEW_ID]',
  10626. '#define projectionMatrix projectionMatrices[VIEW_ID]'
  10627. ].join( '\n' ) : [
  10628. 'uniform mat4 modelViewMatrix;',
  10629. 'uniform mat4 projectionMatrix;',
  10630. 'uniform mat4 viewMatrix;',
  10631. 'uniform mat3 normalMatrix;' ].join( '\n' ),
  10632. 'attribute vec3 position;',
  10633. 'attribute vec3 normal;',
  10634. 'attribute vec2 uv;',
  10635. '#ifdef USE_TANGENT',
  10636. ' attribute vec4 tangent;',
  10637. '#endif',
  10638. '#ifdef USE_COLOR',
  10639. ' attribute vec3 color;',
  10640. '#endif',
  10641. '#ifdef USE_MORPHTARGETS',
  10642. ' attribute vec3 morphTarget0;',
  10643. ' attribute vec3 morphTarget1;',
  10644. ' attribute vec3 morphTarget2;',
  10645. ' attribute vec3 morphTarget3;',
  10646. ' #ifdef USE_MORPHNORMALS',
  10647. ' attribute vec3 morphNormal0;',
  10648. ' attribute vec3 morphNormal1;',
  10649. ' attribute vec3 morphNormal2;',
  10650. ' attribute vec3 morphNormal3;',
  10651. ' #else',
  10652. ' attribute vec3 morphTarget4;',
  10653. ' attribute vec3 morphTarget5;',
  10654. ' attribute vec3 morphTarget6;',
  10655. ' attribute vec3 morphTarget7;',
  10656. ' #endif',
  10657. '#endif',
  10658. '#ifdef USE_SKINNING',
  10659. ' attribute vec4 skinIndex;',
  10660. ' attribute vec4 skinWeight;',
  10661. '#endif',
  10662. '\n'
  10663. ].filter( filterEmptyLine ).join( '\n' );
  10664. prefixFragment = [
  10665. customExtensions,
  10666. generatePrecision( parameters ),
  10667. '#define SHADER_NAME ' + shader.name,
  10668. customDefines,
  10669. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10670. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10671. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10672. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10673. parameters.map ? '#define USE_MAP' : '',
  10674. parameters.matcap ? '#define USE_MATCAP' : '',
  10675. parameters.envMap ? '#define USE_ENVMAP' : '',
  10676. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10677. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10678. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10679. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10680. parameters.aoMap ? '#define USE_AOMAP' : '',
  10681. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10682. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10683. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10684. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10685. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10686. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10687. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10688. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10689. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10690. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10691. parameters.sheen ? '#define USE_SHEEN' : '',
  10692. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10693. parameters.vertexColors ? '#define USE_COLOR' : '',
  10694. parameters.vertexUvs ? '#define USE_UV' : '',
  10695. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10696. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10697. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10698. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10699. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10700. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10701. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10702. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10703. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10704. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10705. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10706. 'uniform vec3 cameraPosition;',
  10707. numMultiviewViews > 0 ? [
  10708. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10709. '#define viewMatrix viewMatrices[VIEW_ID]'
  10710. ].join( '\n' ) : 'uniform mat4 viewMatrix;',
  10711. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10712. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10713. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10714. parameters.dithering ? '#define DITHERING' : '',
  10715. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10716. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10717. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10718. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10719. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10720. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10721. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10722. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10723. '\n'
  10724. ].filter( filterEmptyLine ).join( '\n' );
  10725. }
  10726. vertexShader = resolveIncludes( vertexShader );
  10727. vertexShader = replaceLightNums( vertexShader, parameters );
  10728. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10729. fragmentShader = resolveIncludes( fragmentShader );
  10730. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10731. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10732. vertexShader = unrollLoops( vertexShader );
  10733. fragmentShader = unrollLoops( fragmentShader );
  10734. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10735. var isGLSL3ShaderMaterial = false;
  10736. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10737. if ( material.isShaderMaterial &&
  10738. vertexShader.match( versionRegex ) !== null &&
  10739. fragmentShader.match( versionRegex ) !== null ) {
  10740. isGLSL3ShaderMaterial = true;
  10741. vertexShader = vertexShader.replace( versionRegex, '' );
  10742. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10743. }
  10744. // GLSL 3.0 conversion
  10745. prefixVertex = [
  10746. '#version 300 es\n',
  10747. numMultiviewViews > 0 ? [
  10748. '#extension GL_OVR_multiview2 : require',
  10749. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10750. '#define VIEW_ID gl_ViewID_OVR'
  10751. ].join( '\n' ) : '',
  10752. '#define attribute in',
  10753. '#define varying out',
  10754. '#define texture2D texture'
  10755. ].join( '\n' ) + '\n' + prefixVertex;
  10756. prefixFragment = [
  10757. '#version 300 es\n',
  10758. numMultiviewViews > 0 ? [
  10759. '#extension GL_OVR_multiview2 : require',
  10760. '#define VIEW_ID gl_ViewID_OVR'
  10761. ].join( '\n' ) : '',
  10762. '#define varying in',
  10763. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10764. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10765. '#define gl_FragDepthEXT gl_FragDepth',
  10766. '#define texture2D texture',
  10767. '#define textureCube texture',
  10768. '#define texture2DProj textureProj',
  10769. '#define texture2DLodEXT textureLod',
  10770. '#define texture2DProjLodEXT textureProjLod',
  10771. '#define textureCubeLodEXT textureLod',
  10772. '#define texture2DGradEXT textureGrad',
  10773. '#define texture2DProjGradEXT textureProjGrad',
  10774. '#define textureCubeGradEXT textureGrad'
  10775. ].join( '\n' ) + '\n' + prefixFragment;
  10776. }
  10777. var vertexGlsl = prefixVertex + vertexShader;
  10778. var fragmentGlsl = prefixFragment + fragmentShader;
  10779. // console.log( '*VERTEX*', vertexGlsl );
  10780. // console.log( '*FRAGMENT*', fragmentGlsl );
  10781. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10782. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10783. gl.attachShader( program, glVertexShader );
  10784. gl.attachShader( program, glFragmentShader );
  10785. // Force a particular attribute to index 0.
  10786. if ( material.index0AttributeName !== undefined ) {
  10787. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10788. } else if ( parameters.morphTargets === true ) {
  10789. // programs with morphTargets displace position out of attribute 0
  10790. gl.bindAttribLocation( program, 0, 'position' );
  10791. }
  10792. gl.linkProgram( program );
  10793. // check for link errors
  10794. if ( renderer.debug.checkShaderErrors ) {
  10795. var programLog = gl.getProgramInfoLog( program ).trim();
  10796. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10797. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10798. var runnable = true;
  10799. var haveDiagnostics = true;
  10800. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10801. runnable = false;
  10802. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10803. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10804. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10805. } else if ( programLog !== '' ) {
  10806. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10807. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10808. haveDiagnostics = false;
  10809. }
  10810. if ( haveDiagnostics ) {
  10811. this.diagnostics = {
  10812. runnable: runnable,
  10813. material: material,
  10814. programLog: programLog,
  10815. vertexShader: {
  10816. log: vertexLog,
  10817. prefix: prefixVertex
  10818. },
  10819. fragmentShader: {
  10820. log: fragmentLog,
  10821. prefix: prefixFragment
  10822. }
  10823. };
  10824. }
  10825. }
  10826. // clean up
  10827. gl.deleteShader( glVertexShader );
  10828. gl.deleteShader( glFragmentShader );
  10829. // set up caching for uniform locations
  10830. var cachedUniforms;
  10831. this.getUniforms = function () {
  10832. if ( cachedUniforms === undefined ) {
  10833. cachedUniforms = new WebGLUniforms( gl, program );
  10834. }
  10835. return cachedUniforms;
  10836. };
  10837. // set up caching for attribute locations
  10838. var cachedAttributes;
  10839. this.getAttributes = function () {
  10840. if ( cachedAttributes === undefined ) {
  10841. cachedAttributes = fetchAttributeLocations( gl, program );
  10842. }
  10843. return cachedAttributes;
  10844. };
  10845. // free resource
  10846. this.destroy = function () {
  10847. gl.deleteProgram( program );
  10848. this.program = undefined;
  10849. };
  10850. //
  10851. this.name = shader.name;
  10852. this.id = programIdCount ++;
  10853. this.code = code;
  10854. this.usedTimes = 1;
  10855. this.program = program;
  10856. this.vertexShader = glVertexShader;
  10857. this.fragmentShader = glFragmentShader;
  10858. this.numMultiviewViews = numMultiviewViews;
  10859. return this;
  10860. }
  10861. /**
  10862. * @author mrdoob / http://mrdoob.com/
  10863. */
  10864. function WebGLPrograms( renderer, extensions, capabilities ) {
  10865. var programs = [];
  10866. var shaderIDs = {
  10867. MeshDepthMaterial: 'depth',
  10868. MeshDistanceMaterial: 'distanceRGBA',
  10869. MeshNormalMaterial: 'normal',
  10870. MeshBasicMaterial: 'basic',
  10871. MeshLambertMaterial: 'lambert',
  10872. MeshPhongMaterial: 'phong',
  10873. MeshToonMaterial: 'phong',
  10874. MeshStandardMaterial: 'physical',
  10875. MeshPhysicalMaterial: 'physical',
  10876. MeshMatcapMaterial: 'matcap',
  10877. LineBasicMaterial: 'basic',
  10878. LineDashedMaterial: 'dashed',
  10879. PointsMaterial: 'points',
  10880. ShadowMaterial: 'shadow',
  10881. SpriteMaterial: 'sprite'
  10882. };
  10883. var parameterNames = [
  10884. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10885. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10886. "roughnessMap", "metalnessMap", "gradientMap",
  10887. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10888. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10889. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10890. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10891. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10892. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10893. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10894. "sheen"
  10895. ];
  10896. function allocateBones( object ) {
  10897. var skeleton = object.skeleton;
  10898. var bones = skeleton.bones;
  10899. if ( capabilities.floatVertexTextures ) {
  10900. return 1024;
  10901. } else {
  10902. // default for when object is not specified
  10903. // ( for example when prebuilding shader to be used with multiple objects )
  10904. //
  10905. // - leave some extra space for other uniforms
  10906. // - limit here is ANGLE's 254 max uniform vectors
  10907. // (up to 54 should be safe)
  10908. var nVertexUniforms = capabilities.maxVertexUniforms;
  10909. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10910. var maxBones = Math.min( nVertexMatrices, bones.length );
  10911. if ( maxBones < bones.length ) {
  10912. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10913. return 0;
  10914. }
  10915. return maxBones;
  10916. }
  10917. }
  10918. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10919. var encoding;
  10920. if ( ! map ) {
  10921. encoding = LinearEncoding;
  10922. } else if ( map.isTexture ) {
  10923. encoding = map.encoding;
  10924. } else if ( map.isWebGLRenderTarget ) {
  10925. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10926. encoding = map.texture.encoding;
  10927. }
  10928. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10929. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10930. encoding = GammaEncoding;
  10931. }
  10932. return encoding;
  10933. }
  10934. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10935. var shaderID = shaderIDs[ material.type ];
  10936. // heuristics to create shader parameters according to lights in the scene
  10937. // (not to blow over maxLights budget)
  10938. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10939. var precision = capabilities.precision;
  10940. if ( material.precision !== null ) {
  10941. precision = capabilities.getMaxPrecision( material.precision );
  10942. if ( precision !== material.precision ) {
  10943. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10944. }
  10945. }
  10946. var currentRenderTarget = renderer.getRenderTarget();
  10947. var parameters = {
  10948. shaderID: shaderID,
  10949. precision: precision,
  10950. isWebGL2: capabilities.isWebGL2,
  10951. supportsVertexTextures: capabilities.vertexTextures,
  10952. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10953. map: !! material.map,
  10954. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10955. matcap: !! material.matcap,
  10956. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10957. envMap: !! material.envMap,
  10958. envMapMode: material.envMap && material.envMap.mapping,
  10959. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10960. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10961. lightMap: !! material.lightMap,
  10962. aoMap: !! material.aoMap,
  10963. emissiveMap: !! material.emissiveMap,
  10964. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10965. bumpMap: !! material.bumpMap,
  10966. normalMap: !! material.normalMap,
  10967. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10968. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10969. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10970. displacementMap: !! material.displacementMap,
  10971. roughnessMap: !! material.roughnessMap,
  10972. metalnessMap: !! material.metalnessMap,
  10973. specularMap: !! material.specularMap,
  10974. alphaMap: !! material.alphaMap,
  10975. gradientMap: !! material.gradientMap,
  10976. sheen: !! material.sheen,
  10977. combine: material.combine,
  10978. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10979. vertexColors: material.vertexColors,
  10980. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  10981. fog: !! fog,
  10982. useFog: material.fog,
  10983. fogExp2: ( fog && fog.isFogExp2 ),
  10984. flatShading: material.flatShading,
  10985. sizeAttenuation: material.sizeAttenuation,
  10986. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10987. skinning: material.skinning && maxBones > 0,
  10988. maxBones: maxBones,
  10989. useVertexTexture: capabilities.floatVertexTextures,
  10990. morphTargets: material.morphTargets,
  10991. morphNormals: material.morphNormals,
  10992. maxMorphTargets: renderer.maxMorphTargets,
  10993. maxMorphNormals: renderer.maxMorphNormals,
  10994. numDirLights: lights.directional.length,
  10995. numPointLights: lights.point.length,
  10996. numSpotLights: lights.spot.length,
  10997. numRectAreaLights: lights.rectArea.length,
  10998. numHemiLights: lights.hemi.length,
  10999. numDirLightShadows: lights.directionalShadowMap.length,
  11000. numPointLightShadows: lights.pointShadowMap.length,
  11001. numSpotLightShadows: lights.spotShadowMap.length,
  11002. numClippingPlanes: nClipPlanes,
  11003. numClipIntersection: nClipIntersection,
  11004. dithering: material.dithering,
  11005. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11006. shadowMapType: renderer.shadowMap.type,
  11007. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11008. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11009. premultipliedAlpha: material.premultipliedAlpha,
  11010. alphaTest: material.alphaTest,
  11011. doubleSided: material.side === DoubleSide,
  11012. flipSided: material.side === BackSide,
  11013. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11014. };
  11015. return parameters;
  11016. };
  11017. this.getProgramCode = function ( material, parameters ) {
  11018. var array = [];
  11019. if ( parameters.shaderID ) {
  11020. array.push( parameters.shaderID );
  11021. } else {
  11022. array.push( material.fragmentShader );
  11023. array.push( material.vertexShader );
  11024. }
  11025. if ( material.defines !== undefined ) {
  11026. for ( var name in material.defines ) {
  11027. array.push( name );
  11028. array.push( material.defines[ name ] );
  11029. }
  11030. }
  11031. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11032. array.push( parameters[ parameterNames[ i ] ] );
  11033. }
  11034. array.push( material.onBeforeCompile.toString() );
  11035. array.push( renderer.gammaOutput );
  11036. array.push( renderer.gammaFactor );
  11037. return array.join();
  11038. };
  11039. this.acquireProgram = function ( material, shader, parameters, code ) {
  11040. var program;
  11041. // Check if code has been already compiled
  11042. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11043. var programInfo = programs[ p ];
  11044. if ( programInfo.code === code ) {
  11045. program = programInfo;
  11046. ++ program.usedTimes;
  11047. break;
  11048. }
  11049. }
  11050. if ( program === undefined ) {
  11051. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
  11052. programs.push( program );
  11053. }
  11054. return program;
  11055. };
  11056. this.releaseProgram = function ( program ) {
  11057. if ( -- program.usedTimes === 0 ) {
  11058. // Remove from unordered set
  11059. var i = programs.indexOf( program );
  11060. programs[ i ] = programs[ programs.length - 1 ];
  11061. programs.pop();
  11062. // Free WebGL resources
  11063. program.destroy();
  11064. }
  11065. };
  11066. // Exposed for resource monitoring & error feedback via renderer.info:
  11067. this.programs = programs;
  11068. }
  11069. /**
  11070. * @author fordacious / fordacious.github.io
  11071. */
  11072. function WebGLProperties() {
  11073. var properties = new WeakMap();
  11074. function get( object ) {
  11075. var map = properties.get( object );
  11076. if ( map === undefined ) {
  11077. map = {};
  11078. properties.set( object, map );
  11079. }
  11080. return map;
  11081. }
  11082. function remove( object ) {
  11083. properties.delete( object );
  11084. }
  11085. function update( object, key, value ) {
  11086. properties.get( object )[ key ] = value;
  11087. }
  11088. function dispose() {
  11089. properties = new WeakMap();
  11090. }
  11091. return {
  11092. get: get,
  11093. remove: remove,
  11094. update: update,
  11095. dispose: dispose
  11096. };
  11097. }
  11098. /**
  11099. * @author mrdoob / http://mrdoob.com/
  11100. */
  11101. function painterSortStable( a, b ) {
  11102. if ( a.groupOrder !== b.groupOrder ) {
  11103. return a.groupOrder - b.groupOrder;
  11104. } else if ( a.renderOrder !== b.renderOrder ) {
  11105. return a.renderOrder - b.renderOrder;
  11106. } else if ( a.program !== b.program ) {
  11107. return a.program.id - b.program.id;
  11108. } else if ( a.material.id !== b.material.id ) {
  11109. return a.material.id - b.material.id;
  11110. } else if ( a.z !== b.z ) {
  11111. return a.z - b.z;
  11112. } else {
  11113. return a.id - b.id;
  11114. }
  11115. }
  11116. function reversePainterSortStable( a, b ) {
  11117. if ( a.groupOrder !== b.groupOrder ) {
  11118. return a.groupOrder - b.groupOrder;
  11119. } else if ( a.renderOrder !== b.renderOrder ) {
  11120. return a.renderOrder - b.renderOrder;
  11121. } else if ( a.z !== b.z ) {
  11122. return b.z - a.z;
  11123. } else {
  11124. return a.id - b.id;
  11125. }
  11126. }
  11127. function WebGLRenderList() {
  11128. var renderItems = [];
  11129. var renderItemsIndex = 0;
  11130. var opaque = [];
  11131. var transparent = [];
  11132. var defaultProgram = { id: - 1 };
  11133. function init() {
  11134. renderItemsIndex = 0;
  11135. opaque.length = 0;
  11136. transparent.length = 0;
  11137. }
  11138. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11139. var renderItem = renderItems[ renderItemsIndex ];
  11140. if ( renderItem === undefined ) {
  11141. renderItem = {
  11142. id: object.id,
  11143. object: object,
  11144. geometry: geometry,
  11145. material: material,
  11146. program: material.program || defaultProgram,
  11147. groupOrder: groupOrder,
  11148. renderOrder: object.renderOrder,
  11149. z: z,
  11150. group: group
  11151. };
  11152. renderItems[ renderItemsIndex ] = renderItem;
  11153. } else {
  11154. renderItem.id = object.id;
  11155. renderItem.object = object;
  11156. renderItem.geometry = geometry;
  11157. renderItem.material = material;
  11158. renderItem.program = material.program || defaultProgram;
  11159. renderItem.groupOrder = groupOrder;
  11160. renderItem.renderOrder = object.renderOrder;
  11161. renderItem.z = z;
  11162. renderItem.group = group;
  11163. }
  11164. renderItemsIndex ++;
  11165. return renderItem;
  11166. }
  11167. function push( object, geometry, material, groupOrder, z, group ) {
  11168. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11169. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11170. }
  11171. function unshift( object, geometry, material, groupOrder, z, group ) {
  11172. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11173. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11174. }
  11175. function sort() {
  11176. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11177. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11178. }
  11179. return {
  11180. opaque: opaque,
  11181. transparent: transparent,
  11182. init: init,
  11183. push: push,
  11184. unshift: unshift,
  11185. sort: sort
  11186. };
  11187. }
  11188. function WebGLRenderLists() {
  11189. var lists = new WeakMap();
  11190. function onSceneDispose( event ) {
  11191. var scene = event.target;
  11192. scene.removeEventListener( 'dispose', onSceneDispose );
  11193. lists.delete( scene );
  11194. }
  11195. function get( scene, camera ) {
  11196. var cameras = lists.get( scene );
  11197. var list;
  11198. if ( cameras === undefined ) {
  11199. list = new WebGLRenderList();
  11200. lists.set( scene, new WeakMap() );
  11201. lists.get( scene ).set( camera, list );
  11202. scene.addEventListener( 'dispose', onSceneDispose );
  11203. } else {
  11204. list = cameras.get( camera );
  11205. if ( list === undefined ) {
  11206. list = new WebGLRenderList();
  11207. cameras.set( camera, list );
  11208. }
  11209. }
  11210. return list;
  11211. }
  11212. function dispose() {
  11213. lists = new WeakMap();
  11214. }
  11215. return {
  11216. get: get,
  11217. dispose: dispose
  11218. };
  11219. }
  11220. /**
  11221. * @author mrdoob / http://mrdoob.com/
  11222. */
  11223. function UniformsCache() {
  11224. var lights = {};
  11225. return {
  11226. get: function ( light ) {
  11227. if ( lights[ light.id ] !== undefined ) {
  11228. return lights[ light.id ];
  11229. }
  11230. var uniforms;
  11231. switch ( light.type ) {
  11232. case 'DirectionalLight':
  11233. uniforms = {
  11234. direction: new Vector3(),
  11235. color: new Color(),
  11236. shadow: false,
  11237. shadowBias: 0,
  11238. shadowRadius: 1,
  11239. shadowMapSize: new Vector2()
  11240. };
  11241. break;
  11242. case 'SpotLight':
  11243. uniforms = {
  11244. position: new Vector3(),
  11245. direction: new Vector3(),
  11246. color: new Color(),
  11247. distance: 0,
  11248. coneCos: 0,
  11249. penumbraCos: 0,
  11250. decay: 0,
  11251. shadow: false,
  11252. shadowBias: 0,
  11253. shadowRadius: 1,
  11254. shadowMapSize: new Vector2()
  11255. };
  11256. break;
  11257. case 'PointLight':
  11258. uniforms = {
  11259. position: new Vector3(),
  11260. color: new Color(),
  11261. distance: 0,
  11262. decay: 0,
  11263. shadow: false,
  11264. shadowBias: 0,
  11265. shadowRadius: 1,
  11266. shadowMapSize: new Vector2(),
  11267. shadowCameraNear: 1,
  11268. shadowCameraFar: 1000
  11269. };
  11270. break;
  11271. case 'HemisphereLight':
  11272. uniforms = {
  11273. direction: new Vector3(),
  11274. skyColor: new Color(),
  11275. groundColor: new Color()
  11276. };
  11277. break;
  11278. case 'RectAreaLight':
  11279. uniforms = {
  11280. color: new Color(),
  11281. position: new Vector3(),
  11282. halfWidth: new Vector3(),
  11283. halfHeight: new Vector3()
  11284. // TODO (abelnation): set RectAreaLight shadow uniforms
  11285. };
  11286. break;
  11287. }
  11288. lights[ light.id ] = uniforms;
  11289. return uniforms;
  11290. }
  11291. };
  11292. }
  11293. var nextVersion = 0;
  11294. function shadowCastingLightsFirst( lightA, lightB ) {
  11295. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11296. }
  11297. function WebGLLights() {
  11298. var cache = new UniformsCache();
  11299. var state = {
  11300. version: 0,
  11301. hash: {
  11302. directionalLength: - 1,
  11303. pointLength: - 1,
  11304. spotLength: - 1,
  11305. rectAreaLength: - 1,
  11306. hemiLength: - 1,
  11307. numDirectionalShadows: - 1,
  11308. numPointShadows: - 1,
  11309. numSpotShadows: - 1,
  11310. },
  11311. ambient: [ 0, 0, 0 ],
  11312. probe: [],
  11313. directional: [],
  11314. directionalShadowMap: [],
  11315. directionalShadowMatrix: [],
  11316. spot: [],
  11317. spotShadowMap: [],
  11318. spotShadowMatrix: [],
  11319. rectArea: [],
  11320. point: [],
  11321. pointShadowMap: [],
  11322. pointShadowMatrix: [],
  11323. hemi: [],
  11324. numDirectionalShadows: - 1,
  11325. numPointShadows: - 1,
  11326. numSpotShadows: - 1
  11327. };
  11328. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11329. var vector3 = new Vector3();
  11330. var matrix4 = new Matrix4();
  11331. var matrix42 = new Matrix4();
  11332. function setup( lights, shadows, camera ) {
  11333. var r = 0, g = 0, b = 0;
  11334. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11335. var directionalLength = 0;
  11336. var pointLength = 0;
  11337. var spotLength = 0;
  11338. var rectAreaLength = 0;
  11339. var hemiLength = 0;
  11340. var numDirectionalShadows = 0;
  11341. var numPointShadows = 0;
  11342. var numSpotShadows = 0;
  11343. var viewMatrix = camera.matrixWorldInverse;
  11344. lights.sort( shadowCastingLightsFirst );
  11345. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11346. var light = lights[ i ];
  11347. var color = light.color;
  11348. var intensity = light.intensity;
  11349. var distance = light.distance;
  11350. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11351. if ( light.isAmbientLight ) {
  11352. r += color.r * intensity;
  11353. g += color.g * intensity;
  11354. b += color.b * intensity;
  11355. } else if ( light.isLightProbe ) {
  11356. for ( var j = 0; j < 9; j ++ ) {
  11357. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11358. }
  11359. } else if ( light.isDirectionalLight ) {
  11360. var uniforms = cache.get( light );
  11361. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11362. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11363. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11364. uniforms.direction.sub( vector3 );
  11365. uniforms.direction.transformDirection( viewMatrix );
  11366. uniforms.shadow = light.castShadow;
  11367. if ( light.castShadow ) {
  11368. var shadow = light.shadow;
  11369. uniforms.shadowBias = shadow.bias;
  11370. uniforms.shadowRadius = shadow.radius;
  11371. uniforms.shadowMapSize = shadow.mapSize;
  11372. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11373. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11374. numDirectionalShadows ++;
  11375. }
  11376. state.directional[ directionalLength ] = uniforms;
  11377. directionalLength ++;
  11378. } else if ( light.isSpotLight ) {
  11379. var uniforms = cache.get( light );
  11380. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11381. uniforms.position.applyMatrix4( viewMatrix );
  11382. uniforms.color.copy( color ).multiplyScalar( intensity );
  11383. uniforms.distance = distance;
  11384. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11385. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11386. uniforms.direction.sub( vector3 );
  11387. uniforms.direction.transformDirection( viewMatrix );
  11388. uniforms.coneCos = Math.cos( light.angle );
  11389. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11390. uniforms.decay = light.decay;
  11391. uniforms.shadow = light.castShadow;
  11392. if ( light.castShadow ) {
  11393. var shadow = light.shadow;
  11394. uniforms.shadowBias = shadow.bias;
  11395. uniforms.shadowRadius = shadow.radius;
  11396. uniforms.shadowMapSize = shadow.mapSize;
  11397. state.spotShadowMap[ spotLength ] = shadowMap;
  11398. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11399. numSpotShadows ++;
  11400. }
  11401. state.spot[ spotLength ] = uniforms;
  11402. spotLength ++;
  11403. } else if ( light.isRectAreaLight ) {
  11404. var uniforms = cache.get( light );
  11405. // (a) intensity is the total visible light emitted
  11406. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11407. // (b) intensity is the brightness of the light
  11408. uniforms.color.copy( color ).multiplyScalar( intensity );
  11409. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11410. uniforms.position.applyMatrix4( viewMatrix );
  11411. // extract local rotation of light to derive width/height half vectors
  11412. matrix42.identity();
  11413. matrix4.copy( light.matrixWorld );
  11414. matrix4.premultiply( viewMatrix );
  11415. matrix42.extractRotation( matrix4 );
  11416. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11417. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11418. uniforms.halfWidth.applyMatrix4( matrix42 );
  11419. uniforms.halfHeight.applyMatrix4( matrix42 );
  11420. // TODO (abelnation): RectAreaLight distance?
  11421. // uniforms.distance = distance;
  11422. state.rectArea[ rectAreaLength ] = uniforms;
  11423. rectAreaLength ++;
  11424. } else if ( light.isPointLight ) {
  11425. var uniforms = cache.get( light );
  11426. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11427. uniforms.position.applyMatrix4( viewMatrix );
  11428. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11429. uniforms.distance = light.distance;
  11430. uniforms.decay = light.decay;
  11431. uniforms.shadow = light.castShadow;
  11432. if ( light.castShadow ) {
  11433. var shadow = light.shadow;
  11434. uniforms.shadowBias = shadow.bias;
  11435. uniforms.shadowRadius = shadow.radius;
  11436. uniforms.shadowMapSize = shadow.mapSize;
  11437. uniforms.shadowCameraNear = shadow.camera.near;
  11438. uniforms.shadowCameraFar = shadow.camera.far;
  11439. state.pointShadowMap[ pointLength ] = shadowMap;
  11440. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11441. numPointShadows ++;
  11442. }
  11443. state.point[ pointLength ] = uniforms;
  11444. pointLength ++;
  11445. } else if ( light.isHemisphereLight ) {
  11446. var uniforms = cache.get( light );
  11447. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11448. uniforms.direction.transformDirection( viewMatrix );
  11449. uniforms.direction.normalize();
  11450. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11451. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11452. state.hemi[ hemiLength ] = uniforms;
  11453. hemiLength ++;
  11454. }
  11455. }
  11456. state.ambient[ 0 ] = r;
  11457. state.ambient[ 1 ] = g;
  11458. state.ambient[ 2 ] = b;
  11459. var hash = state.hash;
  11460. if ( hash.directionalLength !== directionalLength ||
  11461. hash.pointLength !== pointLength ||
  11462. hash.spotLength !== spotLength ||
  11463. hash.rectAreaLength !== rectAreaLength ||
  11464. hash.hemiLength !== hemiLength ||
  11465. hash.numDirectionalShadows !== numDirectionalShadows ||
  11466. hash.numPointShadows !== numPointShadows ||
  11467. hash.numSpotShadows !== numSpotShadows ) {
  11468. state.directional.length = directionalLength;
  11469. state.spot.length = spotLength;
  11470. state.rectArea.length = rectAreaLength;
  11471. state.point.length = pointLength;
  11472. state.hemi.length = hemiLength;
  11473. state.directionalShadowMap.length = numDirectionalShadows;
  11474. state.pointShadowMap.length = numPointShadows;
  11475. state.spotShadowMap.length = numSpotShadows;
  11476. state.directionalShadowMatrix.length = numDirectionalShadows;
  11477. state.pointShadowMatrix.length = numPointShadows;
  11478. state.spotShadowMatrix.length = numSpotShadows;
  11479. hash.directionalLength = directionalLength;
  11480. hash.pointLength = pointLength;
  11481. hash.spotLength = spotLength;
  11482. hash.rectAreaLength = rectAreaLength;
  11483. hash.hemiLength = hemiLength;
  11484. hash.numDirectionalShadows = numDirectionalShadows;
  11485. hash.numPointShadows = numPointShadows;
  11486. hash.numSpotShadows = numSpotShadows;
  11487. state.version = nextVersion ++;
  11488. }
  11489. }
  11490. return {
  11491. setup: setup,
  11492. state: state
  11493. };
  11494. }
  11495. /**
  11496. * @author Mugen87 / https://github.com/Mugen87
  11497. */
  11498. function WebGLRenderState() {
  11499. var lights = new WebGLLights();
  11500. var lightsArray = [];
  11501. var shadowsArray = [];
  11502. function init() {
  11503. lightsArray.length = 0;
  11504. shadowsArray.length = 0;
  11505. }
  11506. function pushLight( light ) {
  11507. lightsArray.push( light );
  11508. }
  11509. function pushShadow( shadowLight ) {
  11510. shadowsArray.push( shadowLight );
  11511. }
  11512. function setupLights( camera ) {
  11513. lights.setup( lightsArray, shadowsArray, camera );
  11514. }
  11515. var state = {
  11516. lightsArray: lightsArray,
  11517. shadowsArray: shadowsArray,
  11518. lights: lights
  11519. };
  11520. return {
  11521. init: init,
  11522. state: state,
  11523. setupLights: setupLights,
  11524. pushLight: pushLight,
  11525. pushShadow: pushShadow
  11526. };
  11527. }
  11528. function WebGLRenderStates() {
  11529. var renderStates = new WeakMap();
  11530. function onSceneDispose( event ) {
  11531. var scene = event.target;
  11532. scene.removeEventListener( 'dispose', onSceneDispose );
  11533. renderStates.delete( scene );
  11534. }
  11535. function get( scene, camera ) {
  11536. var renderState;
  11537. if ( renderStates.has( scene ) === false ) {
  11538. renderState = new WebGLRenderState();
  11539. renderStates.set( scene, new WeakMap() );
  11540. renderStates.get( scene ).set( camera, renderState );
  11541. scene.addEventListener( 'dispose', onSceneDispose );
  11542. } else {
  11543. if ( renderStates.get( scene ).has( camera ) === false ) {
  11544. renderState = new WebGLRenderState();
  11545. renderStates.get( scene ).set( camera, renderState );
  11546. } else {
  11547. renderState = renderStates.get( scene ).get( camera );
  11548. }
  11549. }
  11550. return renderState;
  11551. }
  11552. function dispose() {
  11553. renderStates = new WeakMap();
  11554. }
  11555. return {
  11556. get: get,
  11557. dispose: dispose
  11558. };
  11559. }
  11560. /**
  11561. * @author mrdoob / http://mrdoob.com/
  11562. * @author alteredq / http://alteredqualia.com/
  11563. * @author bhouston / https://clara.io
  11564. * @author WestLangley / http://github.com/WestLangley
  11565. *
  11566. * parameters = {
  11567. *
  11568. * opacity: <float>,
  11569. *
  11570. * map: new THREE.Texture( <Image> ),
  11571. *
  11572. * alphaMap: new THREE.Texture( <Image> ),
  11573. *
  11574. * displacementMap: new THREE.Texture( <Image> ),
  11575. * displacementScale: <float>,
  11576. * displacementBias: <float>,
  11577. *
  11578. * wireframe: <boolean>,
  11579. * wireframeLinewidth: <float>
  11580. * }
  11581. */
  11582. function MeshDepthMaterial( parameters ) {
  11583. Material.call( this );
  11584. this.type = 'MeshDepthMaterial';
  11585. this.depthPacking = BasicDepthPacking;
  11586. this.skinning = false;
  11587. this.morphTargets = false;
  11588. this.map = null;
  11589. this.alphaMap = null;
  11590. this.displacementMap = null;
  11591. this.displacementScale = 1;
  11592. this.displacementBias = 0;
  11593. this.wireframe = false;
  11594. this.wireframeLinewidth = 1;
  11595. this.fog = false;
  11596. this.lights = false;
  11597. this.setValues( parameters );
  11598. }
  11599. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11600. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11601. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11602. MeshDepthMaterial.prototype.copy = function ( source ) {
  11603. Material.prototype.copy.call( this, source );
  11604. this.depthPacking = source.depthPacking;
  11605. this.skinning = source.skinning;
  11606. this.morphTargets = source.morphTargets;
  11607. this.map = source.map;
  11608. this.alphaMap = source.alphaMap;
  11609. this.displacementMap = source.displacementMap;
  11610. this.displacementScale = source.displacementScale;
  11611. this.displacementBias = source.displacementBias;
  11612. this.wireframe = source.wireframe;
  11613. this.wireframeLinewidth = source.wireframeLinewidth;
  11614. return this;
  11615. };
  11616. /**
  11617. * @author WestLangley / http://github.com/WestLangley
  11618. *
  11619. * parameters = {
  11620. *
  11621. * referencePosition: <float>,
  11622. * nearDistance: <float>,
  11623. * farDistance: <float>,
  11624. *
  11625. * skinning: <bool>,
  11626. * morphTargets: <bool>,
  11627. *
  11628. * map: new THREE.Texture( <Image> ),
  11629. *
  11630. * alphaMap: new THREE.Texture( <Image> ),
  11631. *
  11632. * displacementMap: new THREE.Texture( <Image> ),
  11633. * displacementScale: <float>,
  11634. * displacementBias: <float>
  11635. *
  11636. * }
  11637. */
  11638. function MeshDistanceMaterial( parameters ) {
  11639. Material.call( this );
  11640. this.type = 'MeshDistanceMaterial';
  11641. this.referencePosition = new Vector3();
  11642. this.nearDistance = 1;
  11643. this.farDistance = 1000;
  11644. this.skinning = false;
  11645. this.morphTargets = false;
  11646. this.map = null;
  11647. this.alphaMap = null;
  11648. this.displacementMap = null;
  11649. this.displacementScale = 1;
  11650. this.displacementBias = 0;
  11651. this.fog = false;
  11652. this.lights = false;
  11653. this.setValues( parameters );
  11654. }
  11655. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11656. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11657. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11658. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11659. Material.prototype.copy.call( this, source );
  11660. this.referencePosition.copy( source.referencePosition );
  11661. this.nearDistance = source.nearDistance;
  11662. this.farDistance = source.farDistance;
  11663. this.skinning = source.skinning;
  11664. this.morphTargets = source.morphTargets;
  11665. this.map = source.map;
  11666. this.alphaMap = source.alphaMap;
  11667. this.displacementMap = source.displacementMap;
  11668. this.displacementScale = source.displacementScale;
  11669. this.displacementBias = source.displacementBias;
  11670. return this;
  11671. };
  11672. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}";
  11673. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11674. /**
  11675. * @author alteredq / http://alteredqualia.com/
  11676. * @author mrdoob / http://mrdoob.com/
  11677. */
  11678. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11679. var _frustum = new Frustum(),
  11680. _shadowMapSize = new Vector2(),
  11681. _viewportSize = new Vector2(),
  11682. _viewport = new Vector4(),
  11683. _MorphingFlag = 1,
  11684. _SkinningFlag = 2,
  11685. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11686. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11687. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11688. _materialCache = {};
  11689. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11690. var shadowMaterialVertical = new ShaderMaterial( {
  11691. defines: {
  11692. SAMPLE_RATE: 2.0 / 8.0,
  11693. HALF_SAMPLE_RATE: 1.0 / 8.0
  11694. },
  11695. uniforms: {
  11696. shadow_pass: { value: null },
  11697. resolution: { value: new Vector2() },
  11698. radius: { value: 4.0 }
  11699. },
  11700. vertexShader: vsm_vert,
  11701. fragmentShader: vsm_frag
  11702. } );
  11703. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11704. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11705. var fullScreenTri = new BufferGeometry();
  11706. fullScreenTri.addAttribute(
  11707. "position",
  11708. new BufferAttribute(
  11709. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11710. 3
  11711. )
  11712. );
  11713. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11714. // init
  11715. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11716. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11717. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11718. var depthMaterial = new MeshDepthMaterial( {
  11719. depthPacking: RGBADepthPacking,
  11720. morphTargets: useMorphing,
  11721. skinning: useSkinning
  11722. } );
  11723. _depthMaterials[ i ] = depthMaterial;
  11724. var distanceMaterial = new MeshDistanceMaterial( {
  11725. morphTargets: useMorphing,
  11726. skinning: useSkinning
  11727. } );
  11728. _distanceMaterials[ i ] = distanceMaterial;
  11729. }
  11730. var scope = this;
  11731. this.enabled = false;
  11732. this.autoUpdate = true;
  11733. this.needsUpdate = false;
  11734. this.type = PCFShadowMap;
  11735. this.render = function ( lights, scene, camera ) {
  11736. if ( scope.enabled === false ) { return; }
  11737. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11738. if ( lights.length === 0 ) { return; }
  11739. var currentRenderTarget = _renderer.getRenderTarget();
  11740. var activeCubeFace = _renderer.getActiveCubeFace();
  11741. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11742. var _state = _renderer.state;
  11743. // Set GL state for depth map.
  11744. _state.setBlending( NoBlending );
  11745. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11746. _state.buffers.depth.setTest( true );
  11747. _state.setScissorTest( false );
  11748. // render depth map
  11749. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11750. var light = lights[ i ];
  11751. var shadow = light.shadow;
  11752. if ( shadow === undefined ) {
  11753. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11754. continue;
  11755. }
  11756. _shadowMapSize.copy( shadow.mapSize );
  11757. var shadowFrameExtents = shadow.getFrameExtents();
  11758. _shadowMapSize.multiply( shadowFrameExtents );
  11759. _viewportSize.copy( shadow.mapSize );
  11760. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11761. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11762. if ( _shadowMapSize.x > maxTextureSize ) {
  11763. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11764. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11765. shadow.mapSize.x = _viewportSize.x;
  11766. }
  11767. if ( _shadowMapSize.y > maxTextureSize ) {
  11768. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11769. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11770. shadow.mapSize.y = _viewportSize.y;
  11771. }
  11772. }
  11773. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11774. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11775. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11776. shadow.map.texture.name = light.name + ".shadowMap";
  11777. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11778. shadow.camera.updateProjectionMatrix();
  11779. }
  11780. if ( shadow.map === null ) {
  11781. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11782. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11783. shadow.map.texture.name = light.name + ".shadowMap";
  11784. shadow.camera.updateProjectionMatrix();
  11785. }
  11786. _renderer.setRenderTarget( shadow.map );
  11787. _renderer.clear();
  11788. var viewportCount = shadow.getViewportCount();
  11789. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11790. var viewport = shadow.getViewport( vp );
  11791. _viewport.set(
  11792. _viewportSize.x * viewport.x,
  11793. _viewportSize.y * viewport.y,
  11794. _viewportSize.x * viewport.z,
  11795. _viewportSize.y * viewport.w
  11796. );
  11797. _state.viewport( _viewport );
  11798. shadow.updateMatrices( light, camera, vp );
  11799. _frustum = shadow.getFrustum();
  11800. renderObject( scene, camera, shadow.camera, light, this.type );
  11801. }
  11802. // do blur pass for VSM
  11803. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11804. VSMPass( shadow, camera );
  11805. }
  11806. }
  11807. scope.needsUpdate = false;
  11808. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11809. };
  11810. function VSMPass( shadow, camera ) {
  11811. var geometry = _objects.update( fullScreenMesh );
  11812. // vertical pass
  11813. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11814. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11815. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11816. _renderer.setRenderTarget( shadow.mapPass );
  11817. _renderer.clear();
  11818. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11819. // horizonal pass
  11820. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11821. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11822. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11823. _renderer.setRenderTarget( shadow.map );
  11824. _renderer.clear();
  11825. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11826. }
  11827. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11828. var geometry = object.geometry;
  11829. var result = null;
  11830. var materialVariants = _depthMaterials;
  11831. var customMaterial = object.customDepthMaterial;
  11832. if ( light.isPointLight ) {
  11833. materialVariants = _distanceMaterials;
  11834. customMaterial = object.customDistanceMaterial;
  11835. }
  11836. if ( ! customMaterial ) {
  11837. var useMorphing = false;
  11838. if ( material.morphTargets ) {
  11839. if ( geometry && geometry.isBufferGeometry ) {
  11840. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11841. } else if ( geometry && geometry.isGeometry ) {
  11842. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11843. }
  11844. }
  11845. if ( object.isSkinnedMesh && material.skinning === false ) {
  11846. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11847. }
  11848. var useSkinning = object.isSkinnedMesh && material.skinning;
  11849. var variantIndex = 0;
  11850. if ( useMorphing ) { variantIndex |= _MorphingFlag; }
  11851. if ( useSkinning ) { variantIndex |= _SkinningFlag; }
  11852. result = materialVariants[ variantIndex ];
  11853. } else {
  11854. result = customMaterial;
  11855. }
  11856. if ( _renderer.localClippingEnabled &&
  11857. material.clipShadows === true &&
  11858. material.clippingPlanes.length !== 0 ) {
  11859. // in this case we need a unique material instance reflecting the
  11860. // appropriate state
  11861. var keyA = result.uuid, keyB = material.uuid;
  11862. var materialsForVariant = _materialCache[ keyA ];
  11863. if ( materialsForVariant === undefined ) {
  11864. materialsForVariant = {};
  11865. _materialCache[ keyA ] = materialsForVariant;
  11866. }
  11867. var cachedMaterial = materialsForVariant[ keyB ];
  11868. if ( cachedMaterial === undefined ) {
  11869. cachedMaterial = result.clone();
  11870. materialsForVariant[ keyB ] = cachedMaterial;
  11871. }
  11872. result = cachedMaterial;
  11873. }
  11874. result.visible = material.visible;
  11875. result.wireframe = material.wireframe;
  11876. if ( type === VSMShadowMap ) {
  11877. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11878. } else {
  11879. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11880. }
  11881. result.clipShadows = material.clipShadows;
  11882. result.clippingPlanes = material.clippingPlanes;
  11883. result.clipIntersection = material.clipIntersection;
  11884. result.wireframeLinewidth = material.wireframeLinewidth;
  11885. result.linewidth = material.linewidth;
  11886. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11887. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11888. result.nearDistance = shadowCameraNear;
  11889. result.farDistance = shadowCameraFar;
  11890. }
  11891. return result;
  11892. }
  11893. function renderObject( object, camera, shadowCamera, light, type ) {
  11894. if ( object.visible === false ) { return; }
  11895. var visible = object.layers.test( camera.layers );
  11896. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11897. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11898. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11899. var geometry = _objects.update( object );
  11900. var material = object.material;
  11901. if ( Array.isArray( material ) ) {
  11902. var groups = geometry.groups;
  11903. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11904. var group = groups[ k ];
  11905. var groupMaterial = material[ group.materialIndex ];
  11906. if ( groupMaterial && groupMaterial.visible ) {
  11907. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11908. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11909. }
  11910. }
  11911. } else if ( material.visible ) {
  11912. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11913. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11914. }
  11915. }
  11916. }
  11917. var children = object.children;
  11918. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11919. renderObject( children[ i ], camera, shadowCamera, light, type );
  11920. }
  11921. }
  11922. }
  11923. /**
  11924. * @author mrdoob / http://mrdoob.com/
  11925. */
  11926. function WebGLState( gl, extensions, utils, capabilities ) {
  11927. function ColorBuffer() {
  11928. var locked = false;
  11929. var color = new Vector4();
  11930. var currentColorMask = null;
  11931. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11932. return {
  11933. setMask: function ( colorMask ) {
  11934. if ( currentColorMask !== colorMask && ! locked ) {
  11935. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11936. currentColorMask = colorMask;
  11937. }
  11938. },
  11939. setLocked: function ( lock ) {
  11940. locked = lock;
  11941. },
  11942. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11943. if ( premultipliedAlpha === true ) {
  11944. r *= a; g *= a; b *= a;
  11945. }
  11946. color.set( r, g, b, a );
  11947. if ( currentColorClear.equals( color ) === false ) {
  11948. gl.clearColor( r, g, b, a );
  11949. currentColorClear.copy( color );
  11950. }
  11951. },
  11952. reset: function () {
  11953. locked = false;
  11954. currentColorMask = null;
  11955. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11956. }
  11957. };
  11958. }
  11959. function DepthBuffer() {
  11960. var locked = false;
  11961. var currentDepthMask = null;
  11962. var currentDepthFunc = null;
  11963. var currentDepthClear = null;
  11964. return {
  11965. setTest: function ( depthTest ) {
  11966. if ( depthTest ) {
  11967. enable( 2929 );
  11968. } else {
  11969. disable( 2929 );
  11970. }
  11971. },
  11972. setMask: function ( depthMask ) {
  11973. if ( currentDepthMask !== depthMask && ! locked ) {
  11974. gl.depthMask( depthMask );
  11975. currentDepthMask = depthMask;
  11976. }
  11977. },
  11978. setFunc: function ( depthFunc ) {
  11979. if ( currentDepthFunc !== depthFunc ) {
  11980. if ( depthFunc ) {
  11981. switch ( depthFunc ) {
  11982. case NeverDepth:
  11983. gl.depthFunc( 512 );
  11984. break;
  11985. case AlwaysDepth:
  11986. gl.depthFunc( 519 );
  11987. break;
  11988. case LessDepth:
  11989. gl.depthFunc( 513 );
  11990. break;
  11991. case LessEqualDepth:
  11992. gl.depthFunc( 515 );
  11993. break;
  11994. case EqualDepth:
  11995. gl.depthFunc( 514 );
  11996. break;
  11997. case GreaterEqualDepth:
  11998. gl.depthFunc( 518 );
  11999. break;
  12000. case GreaterDepth:
  12001. gl.depthFunc( 516 );
  12002. break;
  12003. case NotEqualDepth:
  12004. gl.depthFunc( 517 );
  12005. break;
  12006. default:
  12007. gl.depthFunc( 515 );
  12008. }
  12009. } else {
  12010. gl.depthFunc( 515 );
  12011. }
  12012. currentDepthFunc = depthFunc;
  12013. }
  12014. },
  12015. setLocked: function ( lock ) {
  12016. locked = lock;
  12017. },
  12018. setClear: function ( depth ) {
  12019. if ( currentDepthClear !== depth ) {
  12020. gl.clearDepth( depth );
  12021. currentDepthClear = depth;
  12022. }
  12023. },
  12024. reset: function () {
  12025. locked = false;
  12026. currentDepthMask = null;
  12027. currentDepthFunc = null;
  12028. currentDepthClear = null;
  12029. }
  12030. };
  12031. }
  12032. function StencilBuffer() {
  12033. var locked = false;
  12034. var currentStencilMask = null;
  12035. var currentStencilFunc = null;
  12036. var currentStencilRef = null;
  12037. var currentStencilFuncMask = null;
  12038. var currentStencilFail = null;
  12039. var currentStencilZFail = null;
  12040. var currentStencilZPass = null;
  12041. var currentStencilClear = null;
  12042. return {
  12043. setTest: function ( stencilTest ) {
  12044. if ( ! locked ) {
  12045. if ( stencilTest ) {
  12046. enable( 2960 );
  12047. } else {
  12048. disable( 2960 );
  12049. }
  12050. }
  12051. },
  12052. setMask: function ( stencilMask ) {
  12053. if ( currentStencilMask !== stencilMask && ! locked ) {
  12054. gl.stencilMask( stencilMask );
  12055. currentStencilMask = stencilMask;
  12056. }
  12057. },
  12058. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12059. if ( currentStencilFunc !== stencilFunc ||
  12060. currentStencilRef !== stencilRef ||
  12061. currentStencilFuncMask !== stencilMask ) {
  12062. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12063. currentStencilFunc = stencilFunc;
  12064. currentStencilRef = stencilRef;
  12065. currentStencilFuncMask = stencilMask;
  12066. }
  12067. },
  12068. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12069. if ( currentStencilFail !== stencilFail ||
  12070. currentStencilZFail !== stencilZFail ||
  12071. currentStencilZPass !== stencilZPass ) {
  12072. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12073. currentStencilFail = stencilFail;
  12074. currentStencilZFail = stencilZFail;
  12075. currentStencilZPass = stencilZPass;
  12076. }
  12077. },
  12078. setLocked: function ( lock ) {
  12079. locked = lock;
  12080. },
  12081. setClear: function ( stencil ) {
  12082. if ( currentStencilClear !== stencil ) {
  12083. gl.clearStencil( stencil );
  12084. currentStencilClear = stencil;
  12085. }
  12086. },
  12087. reset: function () {
  12088. locked = false;
  12089. currentStencilMask = null;
  12090. currentStencilFunc = null;
  12091. currentStencilRef = null;
  12092. currentStencilFuncMask = null;
  12093. currentStencilFail = null;
  12094. currentStencilZFail = null;
  12095. currentStencilZPass = null;
  12096. currentStencilClear = null;
  12097. }
  12098. };
  12099. }
  12100. //
  12101. var colorBuffer = new ColorBuffer();
  12102. var depthBuffer = new DepthBuffer();
  12103. var stencilBuffer = new StencilBuffer();
  12104. var maxVertexAttributes = gl.getParameter( 34921 );
  12105. var newAttributes = new Uint8Array( maxVertexAttributes );
  12106. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12107. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12108. var enabledCapabilities = {};
  12109. var compressedTextureFormats = null;
  12110. var currentProgram = null;
  12111. var currentBlendingEnabled = null;
  12112. var currentBlending = null;
  12113. var currentBlendEquation = null;
  12114. var currentBlendSrc = null;
  12115. var currentBlendDst = null;
  12116. var currentBlendEquationAlpha = null;
  12117. var currentBlendSrcAlpha = null;
  12118. var currentBlendDstAlpha = null;
  12119. var currentPremultipledAlpha = false;
  12120. var currentFlipSided = null;
  12121. var currentCullFace = null;
  12122. var currentLineWidth = null;
  12123. var currentPolygonOffsetFactor = null;
  12124. var currentPolygonOffsetUnits = null;
  12125. var maxTextures = gl.getParameter( 35661 );
  12126. var lineWidthAvailable = false;
  12127. var version = 0;
  12128. var glVersion = gl.getParameter( 7938 );
  12129. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12130. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12131. lineWidthAvailable = ( version >= 1.0 );
  12132. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12133. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12134. lineWidthAvailable = ( version >= 2.0 );
  12135. }
  12136. var currentTextureSlot = null;
  12137. var currentBoundTextures = {};
  12138. var currentScissor = new Vector4();
  12139. var currentViewport = new Vector4();
  12140. function createTexture( type, target, count ) {
  12141. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12142. var texture = gl.createTexture();
  12143. gl.bindTexture( type, texture );
  12144. gl.texParameteri( type, 10241, 9728 );
  12145. gl.texParameteri( type, 10240, 9728 );
  12146. for ( var i = 0; i < count; i ++ ) {
  12147. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12148. }
  12149. return texture;
  12150. }
  12151. var emptyTextures = {};
  12152. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12153. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12154. // init
  12155. colorBuffer.setClear( 0, 0, 0, 1 );
  12156. depthBuffer.setClear( 1 );
  12157. stencilBuffer.setClear( 0 );
  12158. enable( 2929 );
  12159. depthBuffer.setFunc( LessEqualDepth );
  12160. setFlipSided( false );
  12161. setCullFace( CullFaceBack );
  12162. enable( 2884 );
  12163. setBlending( NoBlending );
  12164. //
  12165. function initAttributes() {
  12166. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12167. newAttributes[ i ] = 0;
  12168. }
  12169. }
  12170. function enableAttribute( attribute ) {
  12171. enableAttributeAndDivisor( attribute, 0 );
  12172. }
  12173. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12174. newAttributes[ attribute ] = 1;
  12175. if ( enabledAttributes[ attribute ] === 0 ) {
  12176. gl.enableVertexAttribArray( attribute );
  12177. enabledAttributes[ attribute ] = 1;
  12178. }
  12179. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12180. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12181. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12182. attributeDivisors[ attribute ] = meshPerAttribute;
  12183. }
  12184. }
  12185. function disableUnusedAttributes() {
  12186. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12187. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12188. gl.disableVertexAttribArray( i );
  12189. enabledAttributes[ i ] = 0;
  12190. }
  12191. }
  12192. }
  12193. function enable( id ) {
  12194. if ( enabledCapabilities[ id ] !== true ) {
  12195. gl.enable( id );
  12196. enabledCapabilities[ id ] = true;
  12197. }
  12198. }
  12199. function disable( id ) {
  12200. if ( enabledCapabilities[ id ] !== false ) {
  12201. gl.disable( id );
  12202. enabledCapabilities[ id ] = false;
  12203. }
  12204. }
  12205. function getCompressedTextureFormats() {
  12206. if ( compressedTextureFormats === null ) {
  12207. compressedTextureFormats = [];
  12208. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12209. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12210. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12211. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12212. var formats = gl.getParameter( 34467 );
  12213. for ( var i = 0; i < formats.length; i ++ ) {
  12214. compressedTextureFormats.push( formats[ i ] );
  12215. }
  12216. }
  12217. }
  12218. return compressedTextureFormats;
  12219. }
  12220. function useProgram( program ) {
  12221. if ( currentProgram !== program ) {
  12222. gl.useProgram( program );
  12223. currentProgram = program;
  12224. return true;
  12225. }
  12226. return false;
  12227. }
  12228. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12229. if ( blending === NoBlending ) {
  12230. if ( currentBlendingEnabled ) {
  12231. disable( 3042 );
  12232. currentBlendingEnabled = false;
  12233. }
  12234. return;
  12235. }
  12236. if ( ! currentBlendingEnabled ) {
  12237. enable( 3042 );
  12238. currentBlendingEnabled = true;
  12239. }
  12240. if ( blending !== CustomBlending ) {
  12241. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12242. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12243. gl.blendEquation( 32774 );
  12244. currentBlendEquation = AddEquation;
  12245. currentBlendEquationAlpha = AddEquation;
  12246. }
  12247. if ( premultipliedAlpha ) {
  12248. switch ( blending ) {
  12249. case NormalBlending:
  12250. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12251. break;
  12252. case AdditiveBlending:
  12253. gl.blendFunc( 1, 1 );
  12254. break;
  12255. case SubtractiveBlending:
  12256. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12257. break;
  12258. case MultiplyBlending:
  12259. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12260. break;
  12261. default:
  12262. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12263. break;
  12264. }
  12265. } else {
  12266. switch ( blending ) {
  12267. case NormalBlending:
  12268. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12269. break;
  12270. case AdditiveBlending:
  12271. gl.blendFunc( 770, 1 );
  12272. break;
  12273. case SubtractiveBlending:
  12274. gl.blendFunc( 0, 769 );
  12275. break;
  12276. case MultiplyBlending:
  12277. gl.blendFunc( 0, 768 );
  12278. break;
  12279. default:
  12280. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12281. break;
  12282. }
  12283. }
  12284. currentBlendSrc = null;
  12285. currentBlendDst = null;
  12286. currentBlendSrcAlpha = null;
  12287. currentBlendDstAlpha = null;
  12288. currentBlending = blending;
  12289. currentPremultipledAlpha = premultipliedAlpha;
  12290. }
  12291. return;
  12292. }
  12293. // custom blending
  12294. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12295. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12296. blendDstAlpha = blendDstAlpha || blendDst;
  12297. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12298. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12299. currentBlendEquation = blendEquation;
  12300. currentBlendEquationAlpha = blendEquationAlpha;
  12301. }
  12302. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12303. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12304. currentBlendSrc = blendSrc;
  12305. currentBlendDst = blendDst;
  12306. currentBlendSrcAlpha = blendSrcAlpha;
  12307. currentBlendDstAlpha = blendDstAlpha;
  12308. }
  12309. currentBlending = blending;
  12310. currentPremultipledAlpha = null;
  12311. }
  12312. function setMaterial( material, frontFaceCW ) {
  12313. material.side === DoubleSide
  12314. ? disable( 2884 )
  12315. : enable( 2884 );
  12316. var flipSided = ( material.side === BackSide );
  12317. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12318. setFlipSided( flipSided );
  12319. ( material.blending === NormalBlending && material.transparent === false )
  12320. ? setBlending( NoBlending )
  12321. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12322. depthBuffer.setFunc( material.depthFunc );
  12323. depthBuffer.setTest( material.depthTest );
  12324. depthBuffer.setMask( material.depthWrite );
  12325. colorBuffer.setMask( material.colorWrite );
  12326. var stencilWrite = material.stencilWrite;
  12327. stencilBuffer.setTest( stencilWrite );
  12328. if ( stencilWrite ) {
  12329. stencilBuffer.setMask( material.stencilWriteMask );
  12330. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12331. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12332. }
  12333. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12334. }
  12335. //
  12336. function setFlipSided( flipSided ) {
  12337. if ( currentFlipSided !== flipSided ) {
  12338. if ( flipSided ) {
  12339. gl.frontFace( 2304 );
  12340. } else {
  12341. gl.frontFace( 2305 );
  12342. }
  12343. currentFlipSided = flipSided;
  12344. }
  12345. }
  12346. function setCullFace( cullFace ) {
  12347. if ( cullFace !== CullFaceNone ) {
  12348. enable( 2884 );
  12349. if ( cullFace !== currentCullFace ) {
  12350. if ( cullFace === CullFaceBack ) {
  12351. gl.cullFace( 1029 );
  12352. } else if ( cullFace === CullFaceFront ) {
  12353. gl.cullFace( 1028 );
  12354. } else {
  12355. gl.cullFace( 1032 );
  12356. }
  12357. }
  12358. } else {
  12359. disable( 2884 );
  12360. }
  12361. currentCullFace = cullFace;
  12362. }
  12363. function setLineWidth( width ) {
  12364. if ( width !== currentLineWidth ) {
  12365. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12366. currentLineWidth = width;
  12367. }
  12368. }
  12369. function setPolygonOffset( polygonOffset, factor, units ) {
  12370. if ( polygonOffset ) {
  12371. enable( 32823 );
  12372. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12373. gl.polygonOffset( factor, units );
  12374. currentPolygonOffsetFactor = factor;
  12375. currentPolygonOffsetUnits = units;
  12376. }
  12377. } else {
  12378. disable( 32823 );
  12379. }
  12380. }
  12381. function setScissorTest( scissorTest ) {
  12382. if ( scissorTest ) {
  12383. enable( 3089 );
  12384. } else {
  12385. disable( 3089 );
  12386. }
  12387. }
  12388. // texture
  12389. function activeTexture( webglSlot ) {
  12390. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12391. if ( currentTextureSlot !== webglSlot ) {
  12392. gl.activeTexture( webglSlot );
  12393. currentTextureSlot = webglSlot;
  12394. }
  12395. }
  12396. function bindTexture( webglType, webglTexture ) {
  12397. if ( currentTextureSlot === null ) {
  12398. activeTexture();
  12399. }
  12400. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12401. if ( boundTexture === undefined ) {
  12402. boundTexture = { type: undefined, texture: undefined };
  12403. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12404. }
  12405. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12406. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12407. boundTexture.type = webglType;
  12408. boundTexture.texture = webglTexture;
  12409. }
  12410. }
  12411. function compressedTexImage2D() {
  12412. try {
  12413. gl.compressedTexImage2D.apply( gl, arguments );
  12414. } catch ( error ) {
  12415. console.error( 'THREE.WebGLState:', error );
  12416. }
  12417. }
  12418. function texImage2D() {
  12419. try {
  12420. gl.texImage2D.apply( gl, arguments );
  12421. } catch ( error ) {
  12422. console.error( 'THREE.WebGLState:', error );
  12423. }
  12424. }
  12425. function texImage3D() {
  12426. try {
  12427. gl.texImage3D.apply( gl, arguments );
  12428. } catch ( error ) {
  12429. console.error( 'THREE.WebGLState:', error );
  12430. }
  12431. }
  12432. //
  12433. function scissor( scissor ) {
  12434. if ( currentScissor.equals( scissor ) === false ) {
  12435. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12436. currentScissor.copy( scissor );
  12437. }
  12438. }
  12439. function viewport( viewport ) {
  12440. if ( currentViewport.equals( viewport ) === false ) {
  12441. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12442. currentViewport.copy( viewport );
  12443. }
  12444. }
  12445. //
  12446. function reset() {
  12447. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12448. if ( enabledAttributes[ i ] === 1 ) {
  12449. gl.disableVertexAttribArray( i );
  12450. enabledAttributes[ i ] = 0;
  12451. }
  12452. }
  12453. enabledCapabilities = {};
  12454. compressedTextureFormats = null;
  12455. currentTextureSlot = null;
  12456. currentBoundTextures = {};
  12457. currentProgram = null;
  12458. currentBlending = null;
  12459. currentFlipSided = null;
  12460. currentCullFace = null;
  12461. colorBuffer.reset();
  12462. depthBuffer.reset();
  12463. stencilBuffer.reset();
  12464. }
  12465. return {
  12466. buffers: {
  12467. color: colorBuffer,
  12468. depth: depthBuffer,
  12469. stencil: stencilBuffer
  12470. },
  12471. initAttributes: initAttributes,
  12472. enableAttribute: enableAttribute,
  12473. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12474. disableUnusedAttributes: disableUnusedAttributes,
  12475. enable: enable,
  12476. disable: disable,
  12477. getCompressedTextureFormats: getCompressedTextureFormats,
  12478. useProgram: useProgram,
  12479. setBlending: setBlending,
  12480. setMaterial: setMaterial,
  12481. setFlipSided: setFlipSided,
  12482. setCullFace: setCullFace,
  12483. setLineWidth: setLineWidth,
  12484. setPolygonOffset: setPolygonOffset,
  12485. setScissorTest: setScissorTest,
  12486. activeTexture: activeTexture,
  12487. bindTexture: bindTexture,
  12488. compressedTexImage2D: compressedTexImage2D,
  12489. texImage2D: texImage2D,
  12490. texImage3D: texImage3D,
  12491. scissor: scissor,
  12492. viewport: viewport,
  12493. reset: reset
  12494. };
  12495. }
  12496. /**
  12497. * @author mrdoob / http://mrdoob.com/
  12498. */
  12499. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12500. var _videoTextures = new WeakMap();
  12501. var _canvas;
  12502. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12503. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12504. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12505. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12506. function createCanvas( width, height ) {
  12507. // Use OffscreenCanvas when available. Specially needed in web workers
  12508. return useOffscreenCanvas ?
  12509. new OffscreenCanvas( width, height ) :
  12510. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12511. }
  12512. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12513. var scale = 1;
  12514. // handle case if texture exceeds max size
  12515. if ( image.width > maxSize || image.height > maxSize ) {
  12516. scale = maxSize / Math.max( image.width, image.height );
  12517. }
  12518. // only perform resize if necessary
  12519. if ( scale < 1 || needsPowerOfTwo === true ) {
  12520. // only perform resize for certain image types
  12521. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12522. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12523. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12524. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12525. var width = floor( scale * image.width );
  12526. var height = floor( scale * image.height );
  12527. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12528. // cube textures can't reuse the same canvas
  12529. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12530. canvas.width = width;
  12531. canvas.height = height;
  12532. var context = canvas.getContext( '2d' );
  12533. context.drawImage( image, 0, 0, width, height );
  12534. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12535. return canvas;
  12536. } else {
  12537. if ( 'data' in image ) {
  12538. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12539. }
  12540. return image;
  12541. }
  12542. }
  12543. return image;
  12544. }
  12545. function isPowerOfTwo( image ) {
  12546. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12547. }
  12548. function textureNeedsPowerOfTwo( texture ) {
  12549. if ( capabilities.isWebGL2 ) { return false; }
  12550. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12551. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12552. }
  12553. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12554. return texture.generateMipmaps && supportsMips &&
  12555. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12556. }
  12557. function generateMipmap( target, texture, width, height ) {
  12558. _gl.generateMipmap( target );
  12559. var textureProperties = properties.get( texture );
  12560. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12561. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12562. }
  12563. function getInternalFormat( glFormat, glType ) {
  12564. if ( ! capabilities.isWebGL2 ) { return glFormat; }
  12565. var internalFormat = glFormat;
  12566. if ( glFormat === 6403 ) {
  12567. if ( glType === 5126 ) { internalFormat = 33326; }
  12568. if ( glType === 5131 ) { internalFormat = 33325; }
  12569. if ( glType === 5121 ) { internalFormat = 33321; }
  12570. }
  12571. if ( glFormat === 6407 ) {
  12572. if ( glType === 5126 ) { internalFormat = 34837; }
  12573. if ( glType === 5131 ) { internalFormat = 34843; }
  12574. if ( glType === 5121 ) { internalFormat = 32849; }
  12575. }
  12576. if ( glFormat === 6408 ) {
  12577. if ( glType === 5126 ) { internalFormat = 34836; }
  12578. if ( glType === 5131 ) { internalFormat = 34842; }
  12579. if ( glType === 5121 ) { internalFormat = 32856; }
  12580. }
  12581. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12582. internalFormat === 34842 || internalFormat === 34836 ) {
  12583. extensions.get( 'EXT_color_buffer_float' );
  12584. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12585. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12586. }
  12587. return internalFormat;
  12588. }
  12589. // Fallback filters for non-power-of-2 textures
  12590. function filterFallback( f ) {
  12591. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12592. return 9728;
  12593. }
  12594. return 9729;
  12595. }
  12596. //
  12597. function onTextureDispose( event ) {
  12598. var texture = event.target;
  12599. texture.removeEventListener( 'dispose', onTextureDispose );
  12600. deallocateTexture( texture );
  12601. if ( texture.isVideoTexture ) {
  12602. _videoTextures.delete( texture );
  12603. }
  12604. info.memory.textures --;
  12605. }
  12606. function onRenderTargetDispose( event ) {
  12607. var renderTarget = event.target;
  12608. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12609. deallocateRenderTarget( renderTarget );
  12610. info.memory.textures --;
  12611. }
  12612. //
  12613. function deallocateTexture( texture ) {
  12614. var textureProperties = properties.get( texture );
  12615. if ( textureProperties.__webglInit === undefined ) { return; }
  12616. _gl.deleteTexture( textureProperties.__webglTexture );
  12617. properties.remove( texture );
  12618. }
  12619. function deallocateRenderTarget( renderTarget ) {
  12620. var renderTargetProperties = properties.get( renderTarget );
  12621. var textureProperties = properties.get( renderTarget.texture );
  12622. if ( ! renderTarget ) { return; }
  12623. if ( textureProperties.__webglTexture !== undefined ) {
  12624. _gl.deleteTexture( textureProperties.__webglTexture );
  12625. }
  12626. if ( renderTarget.depthTexture ) {
  12627. renderTarget.depthTexture.dispose();
  12628. }
  12629. if ( renderTarget.isWebGLRenderTargetCube ) {
  12630. for ( var i = 0; i < 6; i ++ ) {
  12631. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12632. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12633. }
  12634. } else {
  12635. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12636. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12637. }
  12638. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12639. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12640. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12641. info.memory.textures -= 2;
  12642. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12643. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12644. }
  12645. }
  12646. properties.remove( renderTarget.texture );
  12647. properties.remove( renderTarget );
  12648. }
  12649. //
  12650. var textureUnits = 0;
  12651. function resetTextureUnits() {
  12652. textureUnits = 0;
  12653. }
  12654. function allocateTextureUnit() {
  12655. var textureUnit = textureUnits;
  12656. if ( textureUnit >= capabilities.maxTextures ) {
  12657. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12658. }
  12659. textureUnits += 1;
  12660. return textureUnit;
  12661. }
  12662. //
  12663. function setTexture2D( texture, slot ) {
  12664. var textureProperties = properties.get( texture );
  12665. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12666. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12667. var image = texture.image;
  12668. if ( image === undefined ) {
  12669. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12670. } else if ( image.complete === false ) {
  12671. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12672. } else {
  12673. uploadTexture( textureProperties, texture, slot );
  12674. return;
  12675. }
  12676. }
  12677. state.activeTexture( 33984 + slot );
  12678. state.bindTexture( 3553, textureProperties.__webglTexture );
  12679. }
  12680. function setTexture2DArray( texture, slot ) {
  12681. var textureProperties = properties.get( texture );
  12682. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12683. uploadTexture( textureProperties, texture, slot );
  12684. return;
  12685. }
  12686. state.activeTexture( 33984 + slot );
  12687. state.bindTexture( 35866, textureProperties.__webglTexture );
  12688. }
  12689. function setTexture3D( texture, slot ) {
  12690. var textureProperties = properties.get( texture );
  12691. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12692. uploadTexture( textureProperties, texture, slot );
  12693. return;
  12694. }
  12695. state.activeTexture( 33984 + slot );
  12696. state.bindTexture( 32879, textureProperties.__webglTexture );
  12697. }
  12698. function setTextureCube( texture, slot ) {
  12699. if ( texture.image.length !== 6 ) { return; }
  12700. var textureProperties = properties.get( texture );
  12701. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12702. initTexture( textureProperties, texture );
  12703. state.activeTexture( 33984 + slot );
  12704. state.bindTexture( 34067, textureProperties.__webglTexture );
  12705. _gl.pixelStorei( 37440, texture.flipY );
  12706. var isCompressed = ( texture && texture.isCompressedTexture );
  12707. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12708. var cubeImage = [];
  12709. for ( var i = 0; i < 6; i ++ ) {
  12710. if ( ! isCompressed && ! isDataTexture ) {
  12711. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12712. } else {
  12713. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12714. }
  12715. }
  12716. var image = cubeImage[ 0 ],
  12717. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12718. glFormat = utils.convert( texture.format ),
  12719. glType = utils.convert( texture.type ),
  12720. glInternalFormat = getInternalFormat( glFormat, glType );
  12721. setTextureParameters( 34067, texture, supportsMips );
  12722. var mipmaps;
  12723. if ( isCompressed ) {
  12724. for ( var i = 0; i < 6; i ++ ) {
  12725. mipmaps = cubeImage[ i ].mipmaps;
  12726. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12727. var mipmap = mipmaps[ j ];
  12728. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12729. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12730. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12731. } else {
  12732. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12733. }
  12734. } else {
  12735. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12736. }
  12737. }
  12738. }
  12739. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12740. } else {
  12741. mipmaps = texture.mipmaps;
  12742. for ( var i = 0; i < 6; i ++ ) {
  12743. if ( isDataTexture ) {
  12744. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12745. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12746. var mipmap = mipmaps[ j ];
  12747. var mipmapImage = mipmap.image[ i ].image;
  12748. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12749. }
  12750. } else {
  12751. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12752. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12753. var mipmap = mipmaps[ j ];
  12754. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12755. }
  12756. }
  12757. }
  12758. textureProperties.__maxMipLevel = mipmaps.length;
  12759. }
  12760. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12761. // We assume images for cube map have the same size.
  12762. generateMipmap( 34067, texture, image.width, image.height );
  12763. }
  12764. textureProperties.__version = texture.version;
  12765. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12766. } else {
  12767. state.activeTexture( 33984 + slot );
  12768. state.bindTexture( 34067, textureProperties.__webglTexture );
  12769. }
  12770. }
  12771. function setTextureCubeDynamic( texture, slot ) {
  12772. state.activeTexture( 33984 + slot );
  12773. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12774. }
  12775. function setTextureParameters( textureType, texture, supportsMips ) {
  12776. var extension;
  12777. if ( supportsMips ) {
  12778. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12779. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12780. if ( textureType === 32879 || textureType === 35866 ) {
  12781. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12782. }
  12783. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12784. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12785. } else {
  12786. _gl.texParameteri( textureType, 10242, 33071 );
  12787. _gl.texParameteri( textureType, 10243, 33071 );
  12788. if ( textureType === 32879 || textureType === 35866 ) {
  12789. _gl.texParameteri( textureType, 32882, 33071 );
  12790. }
  12791. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12792. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12793. }
  12794. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12795. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12796. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12797. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12798. }
  12799. }
  12800. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12801. if ( extension ) {
  12802. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12803. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12804. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12805. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12806. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12807. }
  12808. }
  12809. }
  12810. function initTexture( textureProperties, texture ) {
  12811. if ( textureProperties.__webglInit === undefined ) {
  12812. textureProperties.__webglInit = true;
  12813. texture.addEventListener( 'dispose', onTextureDispose );
  12814. textureProperties.__webglTexture = _gl.createTexture();
  12815. info.memory.textures ++;
  12816. }
  12817. }
  12818. function uploadTexture( textureProperties, texture, slot ) {
  12819. var textureType = 3553;
  12820. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12821. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12822. initTexture( textureProperties, texture );
  12823. state.activeTexture( 33984 + slot );
  12824. state.bindTexture( textureType, textureProperties.__webglTexture );
  12825. _gl.pixelStorei( 37440, texture.flipY );
  12826. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12827. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12828. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12829. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12830. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12831. glFormat = utils.convert( texture.format ),
  12832. glType = utils.convert( texture.type ),
  12833. glInternalFormat = getInternalFormat( glFormat, glType );
  12834. setTextureParameters( textureType, texture, supportsMips );
  12835. var mipmap, mipmaps = texture.mipmaps;
  12836. if ( texture.isDepthTexture ) {
  12837. // populate depth texture with dummy data
  12838. glInternalFormat = 6402;
  12839. if ( texture.type === FloatType ) {
  12840. if ( ! capabilities.isWebGL2 ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12841. glInternalFormat = 36012;
  12842. } else if ( capabilities.isWebGL2 ) {
  12843. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12844. glInternalFormat = 33189;
  12845. }
  12846. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12847. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12848. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12849. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12850. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12851. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12852. texture.type = UnsignedShortType;
  12853. glType = utils.convert( texture.type );
  12854. }
  12855. }
  12856. // Depth stencil textures need the DEPTH_STENCIL internal format
  12857. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12858. if ( texture.format === DepthStencilFormat ) {
  12859. glInternalFormat = 34041;
  12860. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12861. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12862. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12863. if ( texture.type !== UnsignedInt248Type ) {
  12864. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12865. texture.type = UnsignedInt248Type;
  12866. glType = utils.convert( texture.type );
  12867. }
  12868. }
  12869. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12870. } else if ( texture.isDataTexture ) {
  12871. // use manually created mipmaps if available
  12872. // if there are no manual mipmaps
  12873. // set 0 level mipmap and then use GL to generate other mipmap levels
  12874. if ( mipmaps.length > 0 && supportsMips ) {
  12875. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12876. mipmap = mipmaps[ i ];
  12877. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12878. }
  12879. texture.generateMipmaps = false;
  12880. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12881. } else {
  12882. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12883. textureProperties.__maxMipLevel = 0;
  12884. }
  12885. } else if ( texture.isCompressedTexture ) {
  12886. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12887. mipmap = mipmaps[ i ];
  12888. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12889. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12890. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12891. } else {
  12892. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12893. }
  12894. } else {
  12895. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12896. }
  12897. }
  12898. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12899. } else if ( texture.isDataTexture2DArray ) {
  12900. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12901. textureProperties.__maxMipLevel = 0;
  12902. } else if ( texture.isDataTexture3D ) {
  12903. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12904. textureProperties.__maxMipLevel = 0;
  12905. } else {
  12906. // regular Texture (image, video, canvas)
  12907. // use manually created mipmaps if available
  12908. // if there are no manual mipmaps
  12909. // set 0 level mipmap and then use GL to generate other mipmap levels
  12910. if ( mipmaps.length > 0 && supportsMips ) {
  12911. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12912. mipmap = mipmaps[ i ];
  12913. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12914. }
  12915. texture.generateMipmaps = false;
  12916. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12917. } else {
  12918. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12919. textureProperties.__maxMipLevel = 0;
  12920. }
  12921. }
  12922. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12923. generateMipmap( 3553, texture, image.width, image.height );
  12924. }
  12925. textureProperties.__version = texture.version;
  12926. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12927. }
  12928. // Render targets
  12929. // Setup storage for target texture and bind it to correct framebuffer
  12930. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12931. var glFormat = utils.convert( renderTarget.texture.format );
  12932. var glType = utils.convert( renderTarget.texture.type );
  12933. var glInternalFormat = getInternalFormat( glFormat, glType );
  12934. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12935. _gl.bindFramebuffer( 36160, framebuffer );
  12936. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12937. _gl.bindFramebuffer( 36160, null );
  12938. }
  12939. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12940. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12941. _gl.bindRenderbuffer( 36161, renderbuffer );
  12942. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12943. if ( isMultisample ) {
  12944. var samples = getRenderTargetSamples( renderTarget );
  12945. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12946. } else {
  12947. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12948. }
  12949. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12950. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12951. if ( isMultisample ) {
  12952. var samples = getRenderTargetSamples( renderTarget );
  12953. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12954. } else {
  12955. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12956. }
  12957. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12958. } else {
  12959. var glFormat = utils.convert( renderTarget.texture.format );
  12960. var glType = utils.convert( renderTarget.texture.type );
  12961. var glInternalFormat = getInternalFormat( glFormat, glType );
  12962. if ( isMultisample ) {
  12963. var samples = getRenderTargetSamples( renderTarget );
  12964. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12965. } else {
  12966. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12967. }
  12968. }
  12969. _gl.bindRenderbuffer( 36161, null );
  12970. }
  12971. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12972. function setupDepthTexture( framebuffer, renderTarget ) {
  12973. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12974. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  12975. _gl.bindFramebuffer( 36160, framebuffer );
  12976. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12977. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12978. }
  12979. // upload an empty depth texture with framebuffer size
  12980. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12981. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12982. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12983. renderTarget.depthTexture.image.width = renderTarget.width;
  12984. renderTarget.depthTexture.image.height = renderTarget.height;
  12985. renderTarget.depthTexture.needsUpdate = true;
  12986. }
  12987. setTexture2D( renderTarget.depthTexture, 0 );
  12988. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12989. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12990. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12991. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12992. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12993. } else {
  12994. throw new Error( 'Unknown depthTexture format' );
  12995. }
  12996. }
  12997. // Setup GL resources for a non-texture depth buffer
  12998. function setupDepthRenderbuffer( renderTarget ) {
  12999. var renderTargetProperties = properties.get( renderTarget );
  13000. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13001. if ( renderTarget.depthTexture ) {
  13002. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13003. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13004. } else {
  13005. if ( isCube ) {
  13006. renderTargetProperties.__webglDepthbuffer = [];
  13007. for ( var i = 0; i < 6; i ++ ) {
  13008. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13009. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13010. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13011. }
  13012. } else {
  13013. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13014. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13015. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13016. }
  13017. }
  13018. _gl.bindFramebuffer( 36160, null );
  13019. }
  13020. // Set up GL resources for the render target
  13021. function setupRenderTarget( renderTarget ) {
  13022. var renderTargetProperties = properties.get( renderTarget );
  13023. var textureProperties = properties.get( renderTarget.texture );
  13024. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13025. textureProperties.__webglTexture = _gl.createTexture();
  13026. info.memory.textures ++;
  13027. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13028. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13029. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13030. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13031. // Setup framebuffer
  13032. if ( isCube ) {
  13033. renderTargetProperties.__webglFramebuffer = [];
  13034. for ( var i = 0; i < 6; i ++ ) {
  13035. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13036. }
  13037. } else {
  13038. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13039. if ( isMultisample ) {
  13040. if ( capabilities.isWebGL2 ) {
  13041. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13042. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13043. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13044. var glFormat = utils.convert( renderTarget.texture.format );
  13045. var glType = utils.convert( renderTarget.texture.type );
  13046. var glInternalFormat = getInternalFormat( glFormat, glType );
  13047. var samples = getRenderTargetSamples( renderTarget );
  13048. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13049. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13050. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13051. _gl.bindRenderbuffer( 36161, null );
  13052. if ( renderTarget.depthBuffer ) {
  13053. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13054. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13055. }
  13056. _gl.bindFramebuffer( 36160, null );
  13057. } else {
  13058. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13059. }
  13060. } else if ( isMultiview ) {
  13061. if ( capabilities.multiview ) {
  13062. var width = renderTarget.width;
  13063. var height = renderTarget.height;
  13064. var numViews = renderTarget.numViews;
  13065. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13066. var ext = extensions.get( 'OVR_multiview2' );
  13067. info.memory.textures += 2;
  13068. var colorTexture = _gl.createTexture();
  13069. _gl.bindTexture( 35866, colorTexture );
  13070. _gl.texParameteri( 35866, 10240, 9728 );
  13071. _gl.texParameteri( 35866, 10241, 9728 );
  13072. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13073. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13074. var depthStencilTexture = _gl.createTexture();
  13075. _gl.bindTexture( 35866, depthStencilTexture );
  13076. _gl.texParameteri( 35866, 10240, 9728 );
  13077. _gl.texParameteri( 35866, 10241, 9728 );
  13078. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13079. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13080. var viewFramebuffers = new Array( numViews );
  13081. for ( var i = 0; i < numViews; ++ i ) {
  13082. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13083. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13084. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13085. }
  13086. renderTargetProperties.__webglColorTexture = colorTexture;
  13087. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13088. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13089. _gl.bindFramebuffer( 36160, null );
  13090. _gl.bindTexture( 35866, null );
  13091. } else {
  13092. console.warn( 'THREE.WebGLRenderer: WebGLMultiviewRenderTarget can only be used with WebGL2 and Multiview extension support.' );
  13093. }
  13094. }
  13095. }
  13096. // Setup color buffer
  13097. if ( isCube ) {
  13098. state.bindTexture( 34067, textureProperties.__webglTexture );
  13099. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13100. for ( var i = 0; i < 6; i ++ ) {
  13101. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13102. }
  13103. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13104. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13105. }
  13106. state.bindTexture( 34067, null );
  13107. } else if ( ! isMultiview ) {
  13108. state.bindTexture( 3553, textureProperties.__webglTexture );
  13109. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13110. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13111. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13112. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13113. }
  13114. state.bindTexture( 3553, null );
  13115. }
  13116. // Setup depth and stencil buffers
  13117. if ( renderTarget.depthBuffer ) {
  13118. setupDepthRenderbuffer( renderTarget );
  13119. }
  13120. }
  13121. function updateRenderTargetMipmap( renderTarget ) {
  13122. var texture = renderTarget.texture;
  13123. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13124. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13125. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13126. var webglTexture = properties.get( texture ).__webglTexture;
  13127. state.bindTexture( target, webglTexture );
  13128. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13129. state.bindTexture( target, null );
  13130. }
  13131. }
  13132. function updateMultisampleRenderTarget( renderTarget ) {
  13133. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13134. if ( capabilities.isWebGL2 ) {
  13135. var renderTargetProperties = properties.get( renderTarget );
  13136. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13137. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13138. var width = renderTarget.width;
  13139. var height = renderTarget.height;
  13140. var mask = 16384;
  13141. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13142. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13143. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13144. } else {
  13145. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13146. }
  13147. }
  13148. }
  13149. function getRenderTargetSamples( renderTarget ) {
  13150. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13151. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13152. }
  13153. function updateVideoTexture( texture ) {
  13154. var frame = info.render.frame;
  13155. // Check the last frame we updated the VideoTexture
  13156. if ( _videoTextures.get( texture ) !== frame ) {
  13157. _videoTextures.set( texture, frame );
  13158. texture.update();
  13159. }
  13160. }
  13161. // backwards compatibility
  13162. var warnedTexture2D = false;
  13163. var warnedTextureCube = false;
  13164. function safeSetTexture2D( texture, slot ) {
  13165. if ( texture && texture.isWebGLRenderTarget ) {
  13166. if ( warnedTexture2D === false ) {
  13167. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13168. warnedTexture2D = true;
  13169. }
  13170. texture = texture.texture;
  13171. }
  13172. setTexture2D( texture, slot );
  13173. }
  13174. function safeSetTextureCube( texture, slot ) {
  13175. if ( texture && texture.isWebGLRenderTargetCube ) {
  13176. if ( warnedTextureCube === false ) {
  13177. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13178. warnedTextureCube = true;
  13179. }
  13180. texture = texture.texture;
  13181. }
  13182. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13183. // TODO: unify these code paths
  13184. if ( ( texture && texture.isCubeTexture ) ||
  13185. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13186. // CompressedTexture can have Array in image :/
  13187. // this function alone should take care of cube textures
  13188. setTextureCube( texture, slot );
  13189. } else {
  13190. // assumed: texture property of THREE.WebGLRenderTargetCube
  13191. setTextureCubeDynamic( texture, slot );
  13192. }
  13193. }
  13194. //
  13195. this.allocateTextureUnit = allocateTextureUnit;
  13196. this.resetTextureUnits = resetTextureUnits;
  13197. this.setTexture2D = setTexture2D;
  13198. this.setTexture2DArray = setTexture2DArray;
  13199. this.setTexture3D = setTexture3D;
  13200. this.setTextureCube = setTextureCube;
  13201. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13202. this.setupRenderTarget = setupRenderTarget;
  13203. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13204. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13205. this.safeSetTexture2D = safeSetTexture2D;
  13206. this.safeSetTextureCube = safeSetTextureCube;
  13207. }
  13208. /**
  13209. * @author thespite / http://www.twitter.com/thespite
  13210. */
  13211. function WebGLUtils( gl, extensions, capabilities ) {
  13212. function convert( p ) {
  13213. var extension;
  13214. if ( p === RepeatWrapping ) { return 10497; }
  13215. if ( p === ClampToEdgeWrapping ) { return 33071; }
  13216. if ( p === MirroredRepeatWrapping ) { return 33648; }
  13217. if ( p === NearestFilter ) { return 9728; }
  13218. if ( p === NearestMipmapNearestFilter ) { return 9984; }
  13219. if ( p === NearestMipmapLinearFilter ) { return 9986; }
  13220. if ( p === LinearFilter ) { return 9729; }
  13221. if ( p === LinearMipmapNearestFilter ) { return 9985; }
  13222. if ( p === LinearMipmapLinearFilter ) { return 9987; }
  13223. if ( p === UnsignedByteType ) { return 5121; }
  13224. if ( p === UnsignedShort4444Type ) { return 32819; }
  13225. if ( p === UnsignedShort5551Type ) { return 32820; }
  13226. if ( p === UnsignedShort565Type ) { return 33635; }
  13227. if ( p === ByteType ) { return 5120; }
  13228. if ( p === ShortType ) { return 5122; }
  13229. if ( p === UnsignedShortType ) { return 5123; }
  13230. if ( p === IntType ) { return 5124; }
  13231. if ( p === UnsignedIntType ) { return 5125; }
  13232. if ( p === FloatType ) { return 5126; }
  13233. if ( p === HalfFloatType ) {
  13234. if ( capabilities.isWebGL2 ) { return 5131; }
  13235. extension = extensions.get( 'OES_texture_half_float' );
  13236. if ( extension !== null ) { return extension.HALF_FLOAT_OES; }
  13237. }
  13238. if ( p === AlphaFormat ) { return 6406; }
  13239. if ( p === RGBFormat ) { return 6407; }
  13240. if ( p === RGBAFormat ) { return 6408; }
  13241. if ( p === LuminanceFormat ) { return 6409; }
  13242. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13243. if ( p === DepthFormat ) { return 6402; }
  13244. if ( p === DepthStencilFormat ) { return 34041; }
  13245. if ( p === RedFormat ) { return 6403; }
  13246. if ( p === AddEquation ) { return 32774; }
  13247. if ( p === SubtractEquation ) { return 32778; }
  13248. if ( p === ReverseSubtractEquation ) { return 32779; }
  13249. if ( p === ZeroFactor ) { return 0; }
  13250. if ( p === OneFactor ) { return 1; }
  13251. if ( p === SrcColorFactor ) { return 768; }
  13252. if ( p === OneMinusSrcColorFactor ) { return 769; }
  13253. if ( p === SrcAlphaFactor ) { return 770; }
  13254. if ( p === OneMinusSrcAlphaFactor ) { return 771; }
  13255. if ( p === DstAlphaFactor ) { return 772; }
  13256. if ( p === OneMinusDstAlphaFactor ) { return 773; }
  13257. if ( p === DstColorFactor ) { return 774; }
  13258. if ( p === OneMinusDstColorFactor ) { return 775; }
  13259. if ( p === SrcAlphaSaturateFactor ) { return 776; }
  13260. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13261. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13262. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13263. if ( extension !== null ) {
  13264. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13265. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13266. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13267. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13268. }
  13269. }
  13270. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13271. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13272. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13273. if ( extension !== null ) {
  13274. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13275. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13276. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13277. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13278. }
  13279. }
  13280. if ( p === RGB_ETC1_Format ) {
  13281. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13282. if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; }
  13283. }
  13284. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13285. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13286. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13287. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13288. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13289. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13290. if ( extension !== null ) {
  13291. return p;
  13292. }
  13293. }
  13294. if ( p === MinEquation || p === MaxEquation ) {
  13295. if ( capabilities.isWebGL2 ) {
  13296. if ( p === MinEquation ) { return 32775; }
  13297. if ( p === MaxEquation ) { return 32776; }
  13298. }
  13299. extension = extensions.get( 'EXT_blend_minmax' );
  13300. if ( extension !== null ) {
  13301. if ( p === MinEquation ) { return extension.MIN_EXT; }
  13302. if ( p === MaxEquation ) { return extension.MAX_EXT; }
  13303. }
  13304. }
  13305. if ( p === UnsignedInt248Type ) {
  13306. if ( capabilities.isWebGL2 ) { return 34042; }
  13307. extension = extensions.get( 'WEBGL_depth_texture' );
  13308. if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; }
  13309. }
  13310. return 0;
  13311. }
  13312. return { convert: convert };
  13313. }
  13314. /**
  13315. * @author fernandojsg / http://fernandojsg.com
  13316. * @author Takahiro https://github.com/takahirox
  13317. */
  13318. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13319. WebGLRenderTarget.call( this, width, height, options );
  13320. this.depthBuffer = false;
  13321. this.stencilBuffer = false;
  13322. this.numViews = numViews;
  13323. }
  13324. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13325. constructor: WebGLMultiviewRenderTarget,
  13326. isWebGLMultiviewRenderTarget: true,
  13327. copy: function ( source ) {
  13328. WebGLRenderTarget.prototype.copy.call( this, source );
  13329. this.numViews = source.numViews;
  13330. return this;
  13331. },
  13332. setNumViews: function ( numViews ) {
  13333. if ( this.numViews !== numViews ) {
  13334. this.numViews = numViews;
  13335. this.dispose();
  13336. }
  13337. return this;
  13338. }
  13339. } );
  13340. /**
  13341. * @author fernandojsg / http://fernandojsg.com
  13342. * @author Takahiro https://github.com/takahirox
  13343. */
  13344. function WebGLMultiview( renderer, gl ) {
  13345. var DEFAULT_NUMVIEWS = 2;
  13346. var capabilities = renderer.capabilities;
  13347. var properties = renderer.properties;
  13348. var maxNumViews = capabilities.maxMultiviewViews;
  13349. var renderTarget, currentRenderTarget;
  13350. var mat3, mat4, cameraArray, renderSize;
  13351. function getCameraArray( camera ) {
  13352. if ( camera.isArrayCamera ) { return camera.cameras; }
  13353. cameraArray[ 0 ] = camera;
  13354. return cameraArray;
  13355. }
  13356. //
  13357. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13358. var cameras = getCameraArray( camera );
  13359. for ( var i = 0; i < cameras.length; i ++ ) {
  13360. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13361. }
  13362. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13363. }
  13364. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13365. var cameras = getCameraArray( camera );
  13366. for ( var i = 0; i < cameras.length; i ++ ) {
  13367. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13368. }
  13369. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13370. }
  13371. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13372. var cameras = getCameraArray( camera );
  13373. for ( var i = 0; i < cameras.length; i ++ ) {
  13374. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13375. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13376. }
  13377. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13378. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13379. }
  13380. function isMultiviewCompatible( camera ) {
  13381. if ( ! camera.isArrayCamera ) { return true; }
  13382. var cameras = camera.cameras;
  13383. if ( cameras.length > maxNumViews ) { return false; }
  13384. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13385. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13386. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13387. }
  13388. return true;
  13389. }
  13390. function resizeRenderTarget( camera ) {
  13391. if ( currentRenderTarget ) {
  13392. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13393. } else {
  13394. renderer.getDrawingBufferSize( renderSize );
  13395. }
  13396. if ( camera.isArrayCamera ) {
  13397. var viewport = camera.cameras[ 0 ].viewport;
  13398. renderTarget.setSize( viewport.z, viewport.w );
  13399. renderTarget.setNumViews( camera.cameras.length );
  13400. } else {
  13401. renderTarget.setSize( renderSize.x, renderSize.y );
  13402. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13403. }
  13404. }
  13405. function attachCamera( camera ) {
  13406. if ( ! isMultiviewCompatible( camera ) ) { return; }
  13407. currentRenderTarget = renderer.getRenderTarget();
  13408. resizeRenderTarget( camera );
  13409. renderer.setRenderTarget( renderTarget );
  13410. }
  13411. function detachCamera( camera ) {
  13412. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13413. renderer.setRenderTarget( currentRenderTarget );
  13414. flush( camera );
  13415. }
  13416. function flush( camera ) {
  13417. var srcRenderTarget = renderTarget;
  13418. var numViews = srcRenderTarget.numViews;
  13419. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13420. var viewWidth = srcRenderTarget.width;
  13421. var viewHeight = srcRenderTarget.height;
  13422. if ( camera.isArrayCamera ) {
  13423. for ( var i = 0; i < numViews; i ++ ) {
  13424. var viewport = camera.cameras[ i ].viewport;
  13425. var x1 = viewport.x;
  13426. var y1 = viewport.y;
  13427. var x2 = x1 + viewport.z;
  13428. var y2 = y1 + viewport.w;
  13429. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13430. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13431. }
  13432. } else {
  13433. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13434. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13435. }
  13436. }
  13437. if ( renderer.capabilities.multiview ) {
  13438. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13439. renderSize = new Vector2();
  13440. mat4 = [];
  13441. mat3 = [];
  13442. cameraArray = [];
  13443. var maxViews = capabilities.maxMultiviewViews;
  13444. for ( var i = 0; i < maxViews; i ++ ) {
  13445. mat4[ i ] = new Matrix4();
  13446. mat3[ i ] = new Matrix3();
  13447. }
  13448. }
  13449. this.attachCamera = attachCamera;
  13450. this.detachCamera = detachCamera;
  13451. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13452. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13453. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13454. }
  13455. /**
  13456. * @author mrdoob / http://mrdoob.com/
  13457. */
  13458. function Group() {
  13459. Object3D.call( this );
  13460. this.type = 'Group';
  13461. }
  13462. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13463. constructor: Group,
  13464. isGroup: true
  13465. } );
  13466. /**
  13467. * @author mrdoob / http://mrdoob.com/
  13468. */
  13469. function ArrayCamera( array ) {
  13470. PerspectiveCamera.call( this );
  13471. this.cameras = array || [];
  13472. }
  13473. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13474. constructor: ArrayCamera,
  13475. isArrayCamera: true
  13476. } );
  13477. /**
  13478. * @author jsantell / https://www.jsantell.com/
  13479. * @author mrdoob / http://mrdoob.com/
  13480. */
  13481. var cameraLPos = new Vector3();
  13482. var cameraRPos = new Vector3();
  13483. /**
  13484. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13485. * the cameras' projection and world matrices have already been set.
  13486. * And that near and far planes are identical for both cameras.
  13487. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13488. */
  13489. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13490. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13491. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13492. var ipd = cameraLPos.distanceTo( cameraRPos );
  13493. var projL = cameraL.projectionMatrix.elements;
  13494. var projR = cameraR.projectionMatrix.elements;
  13495. // VR systems will have identical far and near planes, and
  13496. // most likely identical top and bottom frustum extents.
  13497. // Use the left camera for these values.
  13498. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13499. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13500. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13501. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13502. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13503. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13504. var left = near * leftFov;
  13505. var right = near * rightFov;
  13506. // Calculate the new camera's position offset from the
  13507. // left camera. xOffset should be roughly half `ipd`.
  13508. var zOffset = ipd / ( - leftFov + rightFov );
  13509. var xOffset = zOffset * - leftFov;
  13510. // TODO: Better way to apply this offset?
  13511. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13512. camera.translateX( xOffset );
  13513. camera.translateZ( zOffset );
  13514. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13515. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13516. // Find the union of the frustum values of the cameras and scale
  13517. // the values so that the near plane's position does not change in world space,
  13518. // although must now be relative to the new union camera.
  13519. var near2 = near + zOffset;
  13520. var far2 = far + zOffset;
  13521. var left2 = left - xOffset;
  13522. var right2 = right + ( ipd - xOffset );
  13523. var top2 = topFov * far / far2 * near2;
  13524. var bottom2 = bottomFov * far / far2 * near2;
  13525. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13526. }
  13527. /**
  13528. * @author mrdoob / http://mrdoob.com/
  13529. */
  13530. function WebVRManager( renderer ) {
  13531. var renderWidth, renderHeight;
  13532. var scope = this;
  13533. var device = null;
  13534. var frameData = null;
  13535. var poseTarget = null;
  13536. var controllers = [];
  13537. var standingMatrix = new Matrix4();
  13538. var standingMatrixInverse = new Matrix4();
  13539. var framebufferScaleFactor = 1.0;
  13540. var referenceSpaceType = 'local-floor';
  13541. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13542. frameData = new window.VRFrameData();
  13543. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13544. }
  13545. var matrixWorldInverse = new Matrix4();
  13546. var tempQuaternion = new Quaternion();
  13547. var tempPosition = new Vector3();
  13548. var cameraL = new PerspectiveCamera();
  13549. cameraL.viewport = new Vector4();
  13550. cameraL.layers.enable( 1 );
  13551. var cameraR = new PerspectiveCamera();
  13552. cameraR.viewport = new Vector4();
  13553. cameraR.layers.enable( 2 );
  13554. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13555. cameraVR.layers.enable( 1 );
  13556. cameraVR.layers.enable( 2 );
  13557. //
  13558. function isPresenting() {
  13559. return device !== null && device.isPresenting === true;
  13560. }
  13561. var currentSize = new Vector2(), currentPixelRatio;
  13562. function onVRDisplayPresentChange() {
  13563. if ( isPresenting() ) {
  13564. var eyeParameters = device.getEyeParameters( 'left' );
  13565. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13566. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13567. currentPixelRatio = renderer.getPixelRatio();
  13568. renderer.getSize( currentSize );
  13569. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13570. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13571. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13572. animation.start();
  13573. scope.dispatchEvent( { type: 'sessionstart' } );
  13574. } else {
  13575. if ( scope.enabled ) {
  13576. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13577. }
  13578. animation.stop();
  13579. scope.dispatchEvent( { type: 'sessionend' } );
  13580. }
  13581. }
  13582. //
  13583. var triggers = [];
  13584. function findGamepad( id ) {
  13585. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13586. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13587. var gamepad = gamepads[ i ];
  13588. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13589. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13590. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13591. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13592. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13593. if ( j === id ) { return gamepad; }
  13594. j ++;
  13595. }
  13596. }
  13597. }
  13598. function updateControllers() {
  13599. for ( var i = 0; i < controllers.length; i ++ ) {
  13600. var controller = controllers[ i ];
  13601. var gamepad = findGamepad( i );
  13602. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13603. if ( gamepad.pose === null ) { return; }
  13604. // Pose
  13605. var pose = gamepad.pose;
  13606. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13607. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13608. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13609. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13610. controller.matrix.premultiply( standingMatrix );
  13611. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13612. controller.matrixWorldNeedsUpdate = true;
  13613. controller.visible = true;
  13614. // Trigger
  13615. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13616. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13617. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13618. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13619. if ( triggers[ i ] === true ) {
  13620. controller.dispatchEvent( { type: 'selectstart' } );
  13621. } else {
  13622. controller.dispatchEvent( { type: 'selectend' } );
  13623. controller.dispatchEvent( { type: 'select' } );
  13624. }
  13625. }
  13626. } else {
  13627. controller.visible = false;
  13628. }
  13629. }
  13630. }
  13631. function updateViewportFromBounds( viewport, bounds ) {
  13632. if ( bounds !== null && bounds.length === 4 ) {
  13633. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13634. }
  13635. }
  13636. //
  13637. this.enabled = false;
  13638. this.getController = function ( id ) {
  13639. var controller = controllers[ id ];
  13640. if ( controller === undefined ) {
  13641. controller = new Group();
  13642. controller.matrixAutoUpdate = false;
  13643. controller.visible = false;
  13644. controllers[ id ] = controller;
  13645. }
  13646. return controller;
  13647. };
  13648. this.getDevice = function () {
  13649. return device;
  13650. };
  13651. this.setDevice = function ( value ) {
  13652. if ( value !== undefined ) { device = value; }
  13653. animation.setContext( value );
  13654. };
  13655. this.setFramebufferScaleFactor = function ( value ) {
  13656. framebufferScaleFactor = value;
  13657. };
  13658. this.setReferenceSpaceType = function ( value ) {
  13659. referenceSpaceType = value;
  13660. };
  13661. this.setPoseTarget = function ( object ) {
  13662. if ( object !== undefined ) { poseTarget = object; }
  13663. };
  13664. this.getCamera = function ( camera ) {
  13665. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13666. if ( isPresenting() === false ) {
  13667. camera.position.set( 0, userHeight, 0 );
  13668. camera.rotation.set( 0, 0, 0 );
  13669. return camera;
  13670. }
  13671. device.depthNear = camera.near;
  13672. device.depthFar = camera.far;
  13673. device.getFrameData( frameData );
  13674. //
  13675. if ( referenceSpaceType === 'local-floor' ) {
  13676. var stageParameters = device.stageParameters;
  13677. if ( stageParameters ) {
  13678. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13679. } else {
  13680. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13681. }
  13682. }
  13683. var pose = frameData.pose;
  13684. var poseObject = poseTarget !== null ? poseTarget : camera;
  13685. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13686. poseObject.matrix.copy( standingMatrix );
  13687. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13688. if ( pose.orientation !== null ) {
  13689. tempQuaternion.fromArray( pose.orientation );
  13690. poseObject.quaternion.multiply( tempQuaternion );
  13691. }
  13692. if ( pose.position !== null ) {
  13693. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13694. tempPosition.fromArray( pose.position );
  13695. tempPosition.applyQuaternion( tempQuaternion );
  13696. poseObject.position.add( tempPosition );
  13697. }
  13698. poseObject.updateMatrixWorld();
  13699. //
  13700. cameraL.near = camera.near;
  13701. cameraR.near = camera.near;
  13702. cameraL.far = camera.far;
  13703. cameraR.far = camera.far;
  13704. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13705. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13706. // TODO (mrdoob) Double check this code
  13707. standingMatrixInverse.getInverse( standingMatrix );
  13708. if ( referenceSpaceType === 'local-floor' ) {
  13709. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13710. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13711. }
  13712. var parent = poseObject.parent;
  13713. if ( parent !== null ) {
  13714. matrixWorldInverse.getInverse( parent.matrixWorld );
  13715. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13716. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13717. }
  13718. // envMap and Mirror needs camera.matrixWorld
  13719. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13720. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13721. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13722. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13723. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13724. //
  13725. var layers = device.getLayers();
  13726. if ( layers.length ) {
  13727. var layer = layers[ 0 ];
  13728. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13729. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13730. }
  13731. updateControllers();
  13732. return cameraVR;
  13733. };
  13734. this.getStandingMatrix = function () {
  13735. return standingMatrix;
  13736. };
  13737. this.isPresenting = isPresenting;
  13738. // Animation Loop
  13739. var animation = new WebGLAnimation();
  13740. this.setAnimationLoop = function ( callback ) {
  13741. animation.setAnimationLoop( callback );
  13742. if ( isPresenting() ) { animation.start(); }
  13743. };
  13744. this.submitFrame = function () {
  13745. if ( isPresenting() ) { device.submitFrame(); }
  13746. };
  13747. this.dispose = function () {
  13748. if ( typeof window !== 'undefined' ) {
  13749. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13750. }
  13751. };
  13752. // DEPRECATED
  13753. this.setFrameOfReferenceType = function () {
  13754. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13755. };
  13756. }
  13757. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13758. /**
  13759. * @author mrdoob / http://mrdoob.com/
  13760. */
  13761. function WebXRManager( renderer, gl ) {
  13762. var scope = this;
  13763. var session = null;
  13764. var referenceSpace = null;
  13765. var referenceSpaceType = 'local-floor';
  13766. var pose = null;
  13767. var controllers = [];
  13768. var inputSources = [];
  13769. function isPresenting() {
  13770. return session !== null && referenceSpace !== null;
  13771. }
  13772. //
  13773. var cameraL = new PerspectiveCamera();
  13774. cameraL.layers.enable( 1 );
  13775. cameraL.viewport = new Vector4();
  13776. var cameraR = new PerspectiveCamera();
  13777. cameraR.layers.enable( 2 );
  13778. cameraR.viewport = new Vector4();
  13779. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13780. cameraVR.layers.enable( 1 );
  13781. cameraVR.layers.enable( 2 );
  13782. //
  13783. this.enabled = false;
  13784. this.getController = function ( id ) {
  13785. var controller = controllers[ id ];
  13786. if ( controller === undefined ) {
  13787. controller = new Group();
  13788. controller.matrixAutoUpdate = false;
  13789. controller.visible = false;
  13790. controllers[ id ] = controller;
  13791. }
  13792. return controller;
  13793. };
  13794. //
  13795. function onSessionEvent( event ) {
  13796. for ( var i = 0; i < controllers.length; i ++ ) {
  13797. if ( inputSources[ i ] === event.inputSource ) {
  13798. controllers[ i ].dispatchEvent( { type: event.type } );
  13799. }
  13800. }
  13801. }
  13802. function onSessionEnd() {
  13803. renderer.setFramebuffer( null );
  13804. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13805. animation.stop();
  13806. scope.dispatchEvent( { type: 'sessionend' } );
  13807. }
  13808. function onRequestReferenceSpace( value ) {
  13809. referenceSpace = value;
  13810. animation.setContext( session );
  13811. animation.start();
  13812. scope.dispatchEvent( { type: 'sessionstart' } );
  13813. }
  13814. this.setFramebufferScaleFactor = function ( value ) {
  13815. };
  13816. this.setReferenceSpaceType = function ( value ) {
  13817. referenceSpaceType = value;
  13818. };
  13819. this.getSession = function () {
  13820. return session;
  13821. };
  13822. this.setSession = function ( value ) {
  13823. session = value;
  13824. if ( session !== null ) {
  13825. session.addEventListener( 'select', onSessionEvent );
  13826. session.addEventListener( 'selectstart', onSessionEvent );
  13827. session.addEventListener( 'selectend', onSessionEvent );
  13828. session.addEventListener( 'end', onSessionEnd );
  13829. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13830. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13831. //
  13832. inputSources = session.inputSources;
  13833. session.addEventListener( 'inputsourceschange', function () {
  13834. inputSources = session.inputSources;
  13835. console.log( inputSources );
  13836. for ( var i = 0; i < controllers.length; i ++ ) {
  13837. var controller = controllers[ i ];
  13838. controller.userData.inputSource = inputSources[ i ];
  13839. }
  13840. } );
  13841. }
  13842. };
  13843. function updateCamera( camera, parent ) {
  13844. if ( parent === null ) {
  13845. camera.matrixWorld.copy( camera.matrix );
  13846. } else {
  13847. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13848. }
  13849. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13850. }
  13851. this.getCamera = function ( camera ) {
  13852. if ( isPresenting() ) {
  13853. var parent = camera.parent;
  13854. var cameras = cameraVR.cameras;
  13855. updateCamera( cameraVR, parent );
  13856. for ( var i = 0; i < cameras.length; i ++ ) {
  13857. updateCamera( cameras[ i ], parent );
  13858. }
  13859. // update camera and its children
  13860. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13861. var children = camera.children;
  13862. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13863. children[ i ].updateMatrixWorld( true );
  13864. }
  13865. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13866. return cameraVR;
  13867. }
  13868. return camera;
  13869. };
  13870. this.isPresenting = isPresenting;
  13871. // Animation Loop
  13872. var onAnimationFrameCallback = null;
  13873. function onAnimationFrame( time, frame ) {
  13874. pose = frame.getViewerPose( referenceSpace );
  13875. if ( pose !== null ) {
  13876. var views = pose.views;
  13877. var baseLayer = session.renderState.baseLayer;
  13878. renderer.setFramebuffer( baseLayer.framebuffer );
  13879. for ( var i = 0; i < views.length; i ++ ) {
  13880. var view = views[ i ];
  13881. var viewport = baseLayer.getViewport( view );
  13882. var viewMatrix = view.transform.inverse.matrix;
  13883. var camera = cameraVR.cameras[ i ];
  13884. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13885. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13886. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13887. if ( i === 0 ) {
  13888. cameraVR.matrix.copy( camera.matrix );
  13889. }
  13890. }
  13891. }
  13892. //
  13893. for ( var i = 0; i < controllers.length; i ++ ) {
  13894. var controller = controllers[ i ];
  13895. var inputSource = inputSources[ i ];
  13896. if ( inputSource ) {
  13897. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13898. if ( inputPose !== null ) {
  13899. controller.matrix.fromArray( inputPose.transform.matrix );
  13900. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13901. controller.visible = true;
  13902. continue;
  13903. }
  13904. }
  13905. controller.visible = false;
  13906. }
  13907. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13908. }
  13909. var animation = new WebGLAnimation();
  13910. animation.setAnimationLoop( onAnimationFrame );
  13911. this.setAnimationLoop = function ( callback ) {
  13912. onAnimationFrameCallback = callback;
  13913. };
  13914. this.dispose = function () {};
  13915. // DEPRECATED
  13916. this.getStandingMatrix = function () {
  13917. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13918. return new Matrix4();
  13919. };
  13920. this.getDevice = function () {
  13921. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13922. };
  13923. this.setDevice = function () {
  13924. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13925. };
  13926. this.setFrameOfReferenceType = function () {
  13927. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13928. };
  13929. this.submitFrame = function () {};
  13930. }
  13931. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13932. /**
  13933. * @author supereggbert / http://www.paulbrunt.co.uk/
  13934. * @author mrdoob / http://mrdoob.com/
  13935. * @author alteredq / http://alteredqualia.com/
  13936. * @author szimek / https://github.com/szimek/
  13937. * @author tschw
  13938. */
  13939. function WebGLRenderer( parameters ) {
  13940. parameters = parameters || {};
  13941. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13942. _context = parameters.context !== undefined ? parameters.context : null,
  13943. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13944. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13945. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13946. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13947. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13948. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13949. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13950. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13951. var currentRenderList = null;
  13952. var currentRenderState = null;
  13953. // public properties
  13954. this.domElement = _canvas;
  13955. // Debug configuration container
  13956. this.debug = {
  13957. /**
  13958. * Enables error checking and reporting when shader programs are being compiled
  13959. * @type {boolean}
  13960. */
  13961. checkShaderErrors: true
  13962. };
  13963. // clearing
  13964. this.autoClear = true;
  13965. this.autoClearColor = true;
  13966. this.autoClearDepth = true;
  13967. this.autoClearStencil = true;
  13968. // scene graph
  13969. this.sortObjects = true;
  13970. // user-defined clipping
  13971. this.clippingPlanes = [];
  13972. this.localClippingEnabled = false;
  13973. // physically based shading
  13974. this.gammaFactor = 2.0; // for backwards compatibility
  13975. this.gammaInput = false;
  13976. this.gammaOutput = false;
  13977. // physical lights
  13978. this.physicallyCorrectLights = false;
  13979. // tone mapping
  13980. this.toneMapping = LinearToneMapping;
  13981. this.toneMappingExposure = 1.0;
  13982. this.toneMappingWhitePoint = 1.0;
  13983. // morphs
  13984. this.maxMorphTargets = 8;
  13985. this.maxMorphNormals = 4;
  13986. // internal properties
  13987. var _this = this,
  13988. _isContextLost = false,
  13989. // internal state cache
  13990. _framebuffer = null,
  13991. _currentActiveCubeFace = 0,
  13992. _currentActiveMipmapLevel = 0,
  13993. _currentRenderTarget = null,
  13994. _currentFramebuffer = null,
  13995. _currentMaterialId = - 1,
  13996. // geometry and program caching
  13997. _currentGeometryProgram = {
  13998. geometry: null,
  13999. program: null,
  14000. wireframe: false
  14001. },
  14002. _currentCamera = null,
  14003. _currentArrayCamera = null,
  14004. _currentViewport = new Vector4(),
  14005. _currentScissor = new Vector4(),
  14006. _currentScissorTest = null,
  14007. //
  14008. _width = _canvas.width,
  14009. _height = _canvas.height,
  14010. _pixelRatio = 1,
  14011. _viewport = new Vector4( 0, 0, _width, _height ),
  14012. _scissor = new Vector4( 0, 0, _width, _height ),
  14013. _scissorTest = false,
  14014. // frustum
  14015. _frustum = new Frustum(),
  14016. // clipping
  14017. _clipping = new WebGLClipping(),
  14018. _clippingEnabled = false,
  14019. _localClippingEnabled = false,
  14020. // camera matrices cache
  14021. _projScreenMatrix = new Matrix4(),
  14022. _vector3 = new Vector3();
  14023. function getTargetPixelRatio() {
  14024. return _currentRenderTarget === null ? _pixelRatio : 1;
  14025. }
  14026. // initialize
  14027. var _gl;
  14028. try {
  14029. var contextAttributes = {
  14030. alpha: _alpha,
  14031. depth: _depth,
  14032. stencil: _stencil,
  14033. antialias: _antialias,
  14034. premultipliedAlpha: _premultipliedAlpha,
  14035. preserveDrawingBuffer: _preserveDrawingBuffer,
  14036. powerPreference: _powerPreference,
  14037. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14038. xrCompatible: true
  14039. };
  14040. // event listeners must be registered before WebGL context is created, see #12753
  14041. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14042. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14043. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14044. if ( _gl === null ) {
  14045. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14046. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14047. } else {
  14048. throw new Error( 'Error creating WebGL context.' );
  14049. }
  14050. }
  14051. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14052. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14053. _gl.getShaderPrecisionFormat = function () {
  14054. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14055. };
  14056. }
  14057. } catch ( error ) {
  14058. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14059. throw error;
  14060. }
  14061. var extensions, capabilities, state, info;
  14062. var properties, textures, attributes, geometries, objects;
  14063. var programCache, renderLists, renderStates;
  14064. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14065. var utils;
  14066. function initGLContext() {
  14067. extensions = new WebGLExtensions( _gl );
  14068. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14069. if ( ! capabilities.isWebGL2 ) {
  14070. extensions.get( 'WEBGL_depth_texture' );
  14071. extensions.get( 'OES_texture_float' );
  14072. extensions.get( 'OES_texture_half_float' );
  14073. extensions.get( 'OES_texture_half_float_linear' );
  14074. extensions.get( 'OES_standard_derivatives' );
  14075. extensions.get( 'OES_element_index_uint' );
  14076. extensions.get( 'ANGLE_instanced_arrays' );
  14077. }
  14078. extensions.get( 'OES_texture_float_linear' );
  14079. utils = new WebGLUtils( _gl, extensions, capabilities );
  14080. state = new WebGLState( _gl, extensions, utils, capabilities );
  14081. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14082. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14083. info = new WebGLInfo( _gl );
  14084. properties = new WebGLProperties();
  14085. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14086. attributes = new WebGLAttributes( _gl );
  14087. geometries = new WebGLGeometries( _gl, attributes, info );
  14088. objects = new WebGLObjects( geometries, info );
  14089. morphtargets = new WebGLMorphtargets( _gl );
  14090. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14091. renderLists = new WebGLRenderLists();
  14092. renderStates = new WebGLRenderStates();
  14093. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14094. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14095. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14096. info.programs = programCache.programs;
  14097. _this.capabilities = capabilities;
  14098. _this.extensions = extensions;
  14099. _this.properties = properties;
  14100. _this.renderLists = renderLists;
  14101. _this.state = state;
  14102. _this.info = info;
  14103. }
  14104. initGLContext();
  14105. // vr
  14106. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14107. this.vr = vr;
  14108. // Multiview
  14109. var multiview = new WebGLMultiview( _this, _gl );
  14110. // shadow map
  14111. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14112. this.shadowMap = shadowMap;
  14113. // API
  14114. this.getContext = function () {
  14115. return _gl;
  14116. };
  14117. this.getContextAttributes = function () {
  14118. return _gl.getContextAttributes();
  14119. };
  14120. this.forceContextLoss = function () {
  14121. var extension = extensions.get( 'WEBGL_lose_context' );
  14122. if ( extension ) { extension.loseContext(); }
  14123. };
  14124. this.forceContextRestore = function () {
  14125. var extension = extensions.get( 'WEBGL_lose_context' );
  14126. if ( extension ) { extension.restoreContext(); }
  14127. };
  14128. this.getPixelRatio = function () {
  14129. return _pixelRatio;
  14130. };
  14131. this.setPixelRatio = function ( value ) {
  14132. if ( value === undefined ) { return; }
  14133. _pixelRatio = value;
  14134. this.setSize( _width, _height, false );
  14135. };
  14136. this.getSize = function ( target ) {
  14137. if ( target === undefined ) {
  14138. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14139. target = new Vector2();
  14140. }
  14141. return target.set( _width, _height );
  14142. };
  14143. this.setSize = function ( width, height, updateStyle ) {
  14144. if ( vr.isPresenting() ) {
  14145. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14146. return;
  14147. }
  14148. _width = width;
  14149. _height = height;
  14150. _canvas.width = Math.floor( width * _pixelRatio );
  14151. _canvas.height = Math.floor( height * _pixelRatio );
  14152. if ( updateStyle !== false ) {
  14153. _canvas.style.width = width + 'px';
  14154. _canvas.style.height = height + 'px';
  14155. }
  14156. this.setViewport( 0, 0, width, height );
  14157. };
  14158. this.getDrawingBufferSize = function ( target ) {
  14159. if ( target === undefined ) {
  14160. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14161. target = new Vector2();
  14162. }
  14163. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14164. };
  14165. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14166. _width = width;
  14167. _height = height;
  14168. _pixelRatio = pixelRatio;
  14169. _canvas.width = Math.floor( width * pixelRatio );
  14170. _canvas.height = Math.floor( height * pixelRatio );
  14171. this.setViewport( 0, 0, width, height );
  14172. };
  14173. this.getCurrentViewport = function ( target ) {
  14174. if ( target === undefined ) {
  14175. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14176. target = new Vector4();
  14177. }
  14178. return target.copy( _currentViewport );
  14179. };
  14180. this.getViewport = function ( target ) {
  14181. return target.copy( _viewport );
  14182. };
  14183. this.setViewport = function ( x, y, width, height ) {
  14184. if ( x.isVector4 ) {
  14185. _viewport.set( x.x, x.y, x.z, x.w );
  14186. } else {
  14187. _viewport.set( x, y, width, height );
  14188. }
  14189. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14190. };
  14191. this.getScissor = function ( target ) {
  14192. return target.copy( _scissor );
  14193. };
  14194. this.setScissor = function ( x, y, width, height ) {
  14195. if ( x.isVector4 ) {
  14196. _scissor.set( x.x, x.y, x.z, x.w );
  14197. } else {
  14198. _scissor.set( x, y, width, height );
  14199. }
  14200. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14201. };
  14202. this.getScissorTest = function () {
  14203. return _scissorTest;
  14204. };
  14205. this.setScissorTest = function ( boolean ) {
  14206. state.setScissorTest( _scissorTest = boolean );
  14207. };
  14208. // Clearing
  14209. this.getClearColor = function () {
  14210. return background.getClearColor();
  14211. };
  14212. this.setClearColor = function () {
  14213. background.setClearColor.apply( background, arguments );
  14214. };
  14215. this.getClearAlpha = function () {
  14216. return background.getClearAlpha();
  14217. };
  14218. this.setClearAlpha = function () {
  14219. background.setClearAlpha.apply( background, arguments );
  14220. };
  14221. this.clear = function ( color, depth, stencil ) {
  14222. var bits = 0;
  14223. if ( color === undefined || color ) { bits |= 16384; }
  14224. if ( depth === undefined || depth ) { bits |= 256; }
  14225. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14226. _gl.clear( bits );
  14227. };
  14228. this.clearColor = function () {
  14229. this.clear( true, false, false );
  14230. };
  14231. this.clearDepth = function () {
  14232. this.clear( false, true, false );
  14233. };
  14234. this.clearStencil = function () {
  14235. this.clear( false, false, true );
  14236. };
  14237. //
  14238. this.dispose = function () {
  14239. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14240. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14241. renderLists.dispose();
  14242. renderStates.dispose();
  14243. properties.dispose();
  14244. objects.dispose();
  14245. vr.dispose();
  14246. animation.stop();
  14247. };
  14248. // Events
  14249. function onContextLost( event ) {
  14250. event.preventDefault();
  14251. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14252. _isContextLost = true;
  14253. }
  14254. function onContextRestore( /* event */ ) {
  14255. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14256. _isContextLost = false;
  14257. initGLContext();
  14258. }
  14259. function onMaterialDispose( event ) {
  14260. var material = event.target;
  14261. material.removeEventListener( 'dispose', onMaterialDispose );
  14262. deallocateMaterial( material );
  14263. }
  14264. // Buffer deallocation
  14265. function deallocateMaterial( material ) {
  14266. releaseMaterialProgramReference( material );
  14267. properties.remove( material );
  14268. }
  14269. function releaseMaterialProgramReference( material ) {
  14270. var programInfo = properties.get( material ).program;
  14271. material.program = undefined;
  14272. if ( programInfo !== undefined ) {
  14273. programCache.releaseProgram( programInfo );
  14274. }
  14275. }
  14276. // Buffer rendering
  14277. function renderObjectImmediate( object, program ) {
  14278. object.render( function ( object ) {
  14279. _this.renderBufferImmediate( object, program );
  14280. } );
  14281. }
  14282. this.renderBufferImmediate = function ( object, program ) {
  14283. state.initAttributes();
  14284. var buffers = properties.get( object );
  14285. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14286. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14287. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14288. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14289. var programAttributes = program.getAttributes();
  14290. if ( object.hasPositions ) {
  14291. _gl.bindBuffer( 34962, buffers.position );
  14292. _gl.bufferData( 34962, object.positionArray, 35048 );
  14293. state.enableAttribute( programAttributes.position );
  14294. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14295. }
  14296. if ( object.hasNormals ) {
  14297. _gl.bindBuffer( 34962, buffers.normal );
  14298. _gl.bufferData( 34962, object.normalArray, 35048 );
  14299. state.enableAttribute( programAttributes.normal );
  14300. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14301. }
  14302. if ( object.hasUvs ) {
  14303. _gl.bindBuffer( 34962, buffers.uv );
  14304. _gl.bufferData( 34962, object.uvArray, 35048 );
  14305. state.enableAttribute( programAttributes.uv );
  14306. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14307. }
  14308. if ( object.hasColors ) {
  14309. _gl.bindBuffer( 34962, buffers.color );
  14310. _gl.bufferData( 34962, object.colorArray, 35048 );
  14311. state.enableAttribute( programAttributes.color );
  14312. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14313. }
  14314. state.disableUnusedAttributes();
  14315. _gl.drawArrays( 4, 0, object.count );
  14316. object.count = 0;
  14317. };
  14318. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14319. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14320. state.setMaterial( material, frontFaceCW );
  14321. var program = setProgram( camera, fog, material, object );
  14322. var updateBuffers = false;
  14323. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14324. _currentGeometryProgram.program !== program.id ||
  14325. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14326. _currentGeometryProgram.geometry = geometry.id;
  14327. _currentGeometryProgram.program = program.id;
  14328. _currentGeometryProgram.wireframe = material.wireframe === true;
  14329. updateBuffers = true;
  14330. }
  14331. if ( object.morphTargetInfluences ) {
  14332. morphtargets.update( object, geometry, material, program );
  14333. updateBuffers = true;
  14334. }
  14335. //
  14336. var index = geometry.index;
  14337. var position = geometry.attributes.position;
  14338. var rangeFactor = 1;
  14339. if ( material.wireframe === true ) {
  14340. index = geometries.getWireframeAttribute( geometry );
  14341. rangeFactor = 2;
  14342. }
  14343. var attribute;
  14344. var renderer = bufferRenderer;
  14345. if ( index !== null ) {
  14346. attribute = attributes.get( index );
  14347. renderer = indexedBufferRenderer;
  14348. renderer.setIndex( attribute );
  14349. }
  14350. if ( updateBuffers ) {
  14351. setupVertexAttributes( material, program, geometry );
  14352. if ( index !== null ) {
  14353. _gl.bindBuffer( 34963, attribute.buffer );
  14354. }
  14355. }
  14356. //
  14357. var dataCount = Infinity;
  14358. if ( index !== null ) {
  14359. dataCount = index.count;
  14360. } else if ( position !== undefined ) {
  14361. dataCount = position.count;
  14362. }
  14363. var rangeStart = geometry.drawRange.start * rangeFactor;
  14364. var rangeCount = geometry.drawRange.count * rangeFactor;
  14365. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14366. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14367. var drawStart = Math.max( rangeStart, groupStart );
  14368. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14369. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14370. if ( drawCount === 0 ) { return; }
  14371. //
  14372. if ( object.isMesh ) {
  14373. if ( material.wireframe === true ) {
  14374. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14375. renderer.setMode( 1 );
  14376. } else {
  14377. switch ( object.drawMode ) {
  14378. case TrianglesDrawMode:
  14379. renderer.setMode( 4 );
  14380. break;
  14381. case TriangleStripDrawMode:
  14382. renderer.setMode( 5 );
  14383. break;
  14384. case TriangleFanDrawMode:
  14385. renderer.setMode( 6 );
  14386. break;
  14387. }
  14388. }
  14389. } else if ( object.isLine ) {
  14390. var lineWidth = material.linewidth;
  14391. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14392. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14393. if ( object.isLineSegments ) {
  14394. renderer.setMode( 1 );
  14395. } else if ( object.isLineLoop ) {
  14396. renderer.setMode( 2 );
  14397. } else {
  14398. renderer.setMode( 3 );
  14399. }
  14400. } else if ( object.isPoints ) {
  14401. renderer.setMode( 0 );
  14402. } else if ( object.isSprite ) {
  14403. renderer.setMode( 4 );
  14404. }
  14405. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14406. if ( geometry.maxInstancedCount > 0 ) {
  14407. renderer.renderInstances( geometry, drawStart, drawCount );
  14408. }
  14409. } else {
  14410. renderer.render( drawStart, drawCount );
  14411. }
  14412. };
  14413. function setupVertexAttributes( material, program, geometry ) {
  14414. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14415. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14416. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14417. return;
  14418. }
  14419. }
  14420. state.initAttributes();
  14421. var geometryAttributes = geometry.attributes;
  14422. var programAttributes = program.getAttributes();
  14423. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14424. for ( var name in programAttributes ) {
  14425. var programAttribute = programAttributes[ name ];
  14426. if ( programAttribute >= 0 ) {
  14427. var geometryAttribute = geometryAttributes[ name ];
  14428. if ( geometryAttribute !== undefined ) {
  14429. var normalized = geometryAttribute.normalized;
  14430. var size = geometryAttribute.itemSize;
  14431. var attribute = attributes.get( geometryAttribute );
  14432. // TODO Attribute may not be available on context restore
  14433. if ( attribute === undefined ) { continue; }
  14434. var buffer = attribute.buffer;
  14435. var type = attribute.type;
  14436. var bytesPerElement = attribute.bytesPerElement;
  14437. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14438. var data = geometryAttribute.data;
  14439. var stride = data.stride;
  14440. var offset = geometryAttribute.offset;
  14441. if ( data && data.isInstancedInterleavedBuffer ) {
  14442. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14443. if ( geometry.maxInstancedCount === undefined ) {
  14444. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14445. }
  14446. } else {
  14447. state.enableAttribute( programAttribute );
  14448. }
  14449. _gl.bindBuffer( 34962, buffer );
  14450. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14451. } else {
  14452. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14453. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14454. if ( geometry.maxInstancedCount === undefined ) {
  14455. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14456. }
  14457. } else {
  14458. state.enableAttribute( programAttribute );
  14459. }
  14460. _gl.bindBuffer( 34962, buffer );
  14461. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14462. }
  14463. } else if ( materialDefaultAttributeValues !== undefined ) {
  14464. var value = materialDefaultAttributeValues[ name ];
  14465. if ( value !== undefined ) {
  14466. switch ( value.length ) {
  14467. case 2:
  14468. _gl.vertexAttrib2fv( programAttribute, value );
  14469. break;
  14470. case 3:
  14471. _gl.vertexAttrib3fv( programAttribute, value );
  14472. break;
  14473. case 4:
  14474. _gl.vertexAttrib4fv( programAttribute, value );
  14475. break;
  14476. default:
  14477. _gl.vertexAttrib1fv( programAttribute, value );
  14478. }
  14479. }
  14480. }
  14481. }
  14482. }
  14483. state.disableUnusedAttributes();
  14484. }
  14485. // Compile
  14486. this.compile = function ( scene, camera ) {
  14487. currentRenderState = renderStates.get( scene, camera );
  14488. currentRenderState.init();
  14489. scene.traverse( function ( object ) {
  14490. if ( object.isLight ) {
  14491. currentRenderState.pushLight( object );
  14492. if ( object.castShadow ) {
  14493. currentRenderState.pushShadow( object );
  14494. }
  14495. }
  14496. } );
  14497. currentRenderState.setupLights( camera );
  14498. scene.traverse( function ( object ) {
  14499. if ( object.material ) {
  14500. if ( Array.isArray( object.material ) ) {
  14501. for ( var i = 0; i < object.material.length; i ++ ) {
  14502. initMaterial( object.material[ i ], scene.fog, object );
  14503. }
  14504. } else {
  14505. initMaterial( object.material, scene.fog, object );
  14506. }
  14507. }
  14508. } );
  14509. };
  14510. // Animation Loop
  14511. var onAnimationFrameCallback = null;
  14512. function onAnimationFrame( time ) {
  14513. if ( vr.isPresenting() ) { return; }
  14514. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14515. }
  14516. var animation = new WebGLAnimation();
  14517. animation.setAnimationLoop( onAnimationFrame );
  14518. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14519. this.setAnimationLoop = function ( callback ) {
  14520. onAnimationFrameCallback = callback;
  14521. vr.setAnimationLoop( callback );
  14522. animation.start();
  14523. };
  14524. // Rendering
  14525. this.render = function ( scene, camera ) {
  14526. var renderTarget, forceClear;
  14527. if ( arguments[ 2 ] !== undefined ) {
  14528. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14529. renderTarget = arguments[ 2 ];
  14530. }
  14531. if ( arguments[ 3 ] !== undefined ) {
  14532. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14533. forceClear = arguments[ 3 ];
  14534. }
  14535. if ( ! ( camera && camera.isCamera ) ) {
  14536. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14537. return;
  14538. }
  14539. if ( _isContextLost ) { return; }
  14540. // reset caching for this frame
  14541. _currentGeometryProgram.geometry = null;
  14542. _currentGeometryProgram.program = null;
  14543. _currentGeometryProgram.wireframe = false;
  14544. _currentMaterialId = - 1;
  14545. _currentCamera = null;
  14546. // update scene graph
  14547. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14548. // update camera matrices and frustum
  14549. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14550. if ( vr.enabled ) {
  14551. camera = vr.getCamera( camera );
  14552. }
  14553. //
  14554. currentRenderState = renderStates.get( scene, camera );
  14555. currentRenderState.init();
  14556. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14557. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14558. _frustum.setFromMatrix( _projScreenMatrix );
  14559. _localClippingEnabled = this.localClippingEnabled;
  14560. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14561. currentRenderList = renderLists.get( scene, camera );
  14562. currentRenderList.init();
  14563. projectObject( scene, camera, 0, _this.sortObjects );
  14564. if ( _this.sortObjects === true ) {
  14565. currentRenderList.sort();
  14566. }
  14567. //
  14568. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14569. var shadowsArray = currentRenderState.state.shadowsArray;
  14570. shadowMap.render( shadowsArray, scene, camera );
  14571. currentRenderState.setupLights( camera );
  14572. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14573. //
  14574. if ( this.info.autoReset ) { this.info.reset(); }
  14575. if ( renderTarget !== undefined ) {
  14576. this.setRenderTarget( renderTarget );
  14577. }
  14578. if ( capabilities.multiview ) {
  14579. multiview.attachCamera( camera );
  14580. }
  14581. //
  14582. background.render( currentRenderList, scene, camera, forceClear );
  14583. // render scene
  14584. var opaqueObjects = currentRenderList.opaque;
  14585. var transparentObjects = currentRenderList.transparent;
  14586. if ( scene.overrideMaterial ) {
  14587. var overrideMaterial = scene.overrideMaterial;
  14588. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14589. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14590. } else {
  14591. // opaque pass (front-to-back order)
  14592. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14593. // transparent pass (back-to-front order)
  14594. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14595. }
  14596. //
  14597. scene.onAfterRender( _this, scene, camera );
  14598. //
  14599. if ( _currentRenderTarget !== null ) {
  14600. // Generate mipmap if we're using any kind of mipmap filtering
  14601. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14602. // resolve multisample renderbuffers to a single-sample texture if necessary
  14603. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14604. }
  14605. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14606. state.buffers.depth.setTest( true );
  14607. state.buffers.depth.setMask( true );
  14608. state.buffers.color.setMask( true );
  14609. state.setPolygonOffset( false );
  14610. if ( capabilities.multiview ) {
  14611. multiview.detachCamera( camera );
  14612. }
  14613. if ( vr.enabled ) {
  14614. vr.submitFrame();
  14615. }
  14616. // _gl.finish();
  14617. currentRenderList = null;
  14618. currentRenderState = null;
  14619. };
  14620. function projectObject( object, camera, groupOrder, sortObjects ) {
  14621. if ( object.visible === false ) { return; }
  14622. var visible = object.layers.test( camera.layers );
  14623. if ( visible ) {
  14624. if ( object.isGroup ) {
  14625. groupOrder = object.renderOrder;
  14626. } else if ( object.isLOD ) {
  14627. if ( object.autoUpdate === true ) { object.update( camera ); }
  14628. } else if ( object.isLight ) {
  14629. currentRenderState.pushLight( object );
  14630. if ( object.castShadow ) {
  14631. currentRenderState.pushShadow( object );
  14632. }
  14633. } else if ( object.isSprite ) {
  14634. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14635. if ( sortObjects ) {
  14636. _vector3.setFromMatrixPosition( object.matrixWorld )
  14637. .applyMatrix4( _projScreenMatrix );
  14638. }
  14639. var geometry = objects.update( object );
  14640. var material = object.material;
  14641. if ( material.visible ) {
  14642. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14643. }
  14644. }
  14645. } else if ( object.isImmediateRenderObject ) {
  14646. if ( sortObjects ) {
  14647. _vector3.setFromMatrixPosition( object.matrixWorld )
  14648. .applyMatrix4( _projScreenMatrix );
  14649. }
  14650. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14651. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14652. if ( object.isSkinnedMesh ) {
  14653. // update skeleton only once in a frame
  14654. if ( object.skeleton.frame !== info.render.frame ) {
  14655. object.skeleton.update();
  14656. object.skeleton.frame = info.render.frame;
  14657. }
  14658. }
  14659. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14660. if ( sortObjects ) {
  14661. _vector3.setFromMatrixPosition( object.matrixWorld )
  14662. .applyMatrix4( _projScreenMatrix );
  14663. }
  14664. var geometry = objects.update( object );
  14665. var material = object.material;
  14666. if ( Array.isArray( material ) ) {
  14667. var groups = geometry.groups;
  14668. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14669. var group = groups[ i ];
  14670. var groupMaterial = material[ group.materialIndex ];
  14671. if ( groupMaterial && groupMaterial.visible ) {
  14672. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14673. }
  14674. }
  14675. } else if ( material.visible ) {
  14676. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14677. }
  14678. }
  14679. }
  14680. }
  14681. var children = object.children;
  14682. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14683. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14684. }
  14685. }
  14686. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14687. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14688. var renderItem = renderList[ i ];
  14689. var object = renderItem.object;
  14690. var geometry = renderItem.geometry;
  14691. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14692. var group = renderItem.group;
  14693. if ( camera.isArrayCamera ) {
  14694. _currentArrayCamera = camera;
  14695. if ( capabilities.multiview ) {
  14696. renderObject( object, scene, camera, geometry, material, group );
  14697. } else {
  14698. var cameras = camera.cameras;
  14699. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14700. var camera2 = cameras[ j ];
  14701. if ( object.layers.test( camera2.layers ) ) {
  14702. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14703. currentRenderState.setupLights( camera2 );
  14704. renderObject( object, scene, camera2, geometry, material, group );
  14705. }
  14706. }
  14707. }
  14708. } else {
  14709. _currentArrayCamera = null;
  14710. renderObject( object, scene, camera, geometry, material, group );
  14711. }
  14712. }
  14713. }
  14714. function renderObject( object, scene, camera, geometry, material, group ) {
  14715. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14716. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14717. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14718. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14719. if ( object.isImmediateRenderObject ) {
  14720. state.setMaterial( material );
  14721. var program = setProgram( camera, scene.fog, material, object );
  14722. _currentGeometryProgram.geometry = null;
  14723. _currentGeometryProgram.program = null;
  14724. _currentGeometryProgram.wireframe = false;
  14725. renderObjectImmediate( object, program );
  14726. } else {
  14727. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14728. }
  14729. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14730. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14731. }
  14732. function initMaterial( material, fog, object ) {
  14733. var materialProperties = properties.get( material );
  14734. var lights = currentRenderState.state.lights;
  14735. var shadowsArray = currentRenderState.state.shadowsArray;
  14736. var lightsStateVersion = lights.state.version;
  14737. var parameters = programCache.getParameters(
  14738. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14739. var code = programCache.getProgramCode( material, parameters );
  14740. var program = materialProperties.program;
  14741. var programChange = true;
  14742. if ( program === undefined ) {
  14743. // new material
  14744. material.addEventListener( 'dispose', onMaterialDispose );
  14745. } else if ( program.code !== code ) {
  14746. // changed glsl or parameters
  14747. releaseMaterialProgramReference( material );
  14748. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14749. materialProperties.lightsStateVersion = lightsStateVersion;
  14750. programChange = false;
  14751. } else if ( parameters.shaderID !== undefined ) {
  14752. // same glsl and uniform list
  14753. return;
  14754. } else {
  14755. // only rebuild uniform list
  14756. programChange = false;
  14757. }
  14758. if ( programChange ) {
  14759. if ( parameters.shaderID ) {
  14760. var shader = ShaderLib[ parameters.shaderID ];
  14761. materialProperties.shader = {
  14762. name: material.type,
  14763. uniforms: cloneUniforms( shader.uniforms ),
  14764. vertexShader: shader.vertexShader,
  14765. fragmentShader: shader.fragmentShader
  14766. };
  14767. } else {
  14768. materialProperties.shader = {
  14769. name: material.type,
  14770. uniforms: material.uniforms,
  14771. vertexShader: material.vertexShader,
  14772. fragmentShader: material.fragmentShader
  14773. };
  14774. }
  14775. material.onBeforeCompile( materialProperties.shader, _this );
  14776. // Computing code again as onBeforeCompile may have changed the shaders
  14777. code = programCache.getProgramCode( material, parameters );
  14778. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14779. materialProperties.program = program;
  14780. material.program = program;
  14781. }
  14782. var programAttributes = program.getAttributes();
  14783. if ( material.morphTargets ) {
  14784. material.numSupportedMorphTargets = 0;
  14785. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14786. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14787. material.numSupportedMorphTargets ++;
  14788. }
  14789. }
  14790. }
  14791. if ( material.morphNormals ) {
  14792. material.numSupportedMorphNormals = 0;
  14793. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14794. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14795. material.numSupportedMorphNormals ++;
  14796. }
  14797. }
  14798. }
  14799. var uniforms = materialProperties.shader.uniforms;
  14800. if ( ! material.isShaderMaterial &&
  14801. ! material.isRawShaderMaterial ||
  14802. material.clipping === true ) {
  14803. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14804. materialProperties.numIntersection = _clipping.numIntersection;
  14805. uniforms.clippingPlanes = _clipping.uniform;
  14806. }
  14807. materialProperties.fog = fog;
  14808. // store the light setup it was created for
  14809. materialProperties.lightsStateVersion = lightsStateVersion;
  14810. if ( material.lights ) {
  14811. // wire up the material to this renderer's lighting state
  14812. uniforms.ambientLightColor.value = lights.state.ambient;
  14813. uniforms.lightProbe.value = lights.state.probe;
  14814. uniforms.directionalLights.value = lights.state.directional;
  14815. uniforms.spotLights.value = lights.state.spot;
  14816. uniforms.rectAreaLights.value = lights.state.rectArea;
  14817. uniforms.pointLights.value = lights.state.point;
  14818. uniforms.hemisphereLights.value = lights.state.hemi;
  14819. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14820. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14821. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14822. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14823. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14824. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14825. // TODO (abelnation): add area lights shadow info to uniforms
  14826. }
  14827. var progUniforms = materialProperties.program.getUniforms(),
  14828. uniformsList =
  14829. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14830. materialProperties.uniformsList = uniformsList;
  14831. }
  14832. function setProgram( camera, fog, material, object ) {
  14833. textures.resetTextureUnits();
  14834. var materialProperties = properties.get( material );
  14835. var lights = currentRenderState.state.lights;
  14836. if ( _clippingEnabled ) {
  14837. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14838. var useCache =
  14839. camera === _currentCamera &&
  14840. material.id === _currentMaterialId;
  14841. // we might want to call this function with some ClippingGroup
  14842. // object instead of the material, once it becomes feasible
  14843. // (#8465, #8379)
  14844. _clipping.setState(
  14845. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14846. camera, materialProperties, useCache );
  14847. }
  14848. }
  14849. if ( material.needsUpdate === false ) {
  14850. if ( materialProperties.program === undefined ) {
  14851. material.needsUpdate = true;
  14852. } else if ( material.fog && materialProperties.fog !== fog ) {
  14853. material.needsUpdate = true;
  14854. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14855. material.needsUpdate = true;
  14856. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14857. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14858. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14859. material.needsUpdate = true;
  14860. }
  14861. }
  14862. if ( material.needsUpdate ) {
  14863. initMaterial( material, fog, object );
  14864. material.needsUpdate = false;
  14865. }
  14866. var refreshProgram = false;
  14867. var refreshMaterial = false;
  14868. var refreshLights = false;
  14869. var program = materialProperties.program,
  14870. p_uniforms = program.getUniforms(),
  14871. m_uniforms = materialProperties.shader.uniforms;
  14872. if ( state.useProgram( program.program ) ) {
  14873. refreshProgram = true;
  14874. refreshMaterial = true;
  14875. refreshLights = true;
  14876. }
  14877. if ( material.id !== _currentMaterialId ) {
  14878. _currentMaterialId = material.id;
  14879. refreshMaterial = true;
  14880. }
  14881. if ( refreshProgram || _currentCamera !== camera ) {
  14882. if ( program.numMultiviewViews > 0 ) {
  14883. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14884. } else {
  14885. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14886. }
  14887. if ( capabilities.logarithmicDepthBuffer ) {
  14888. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14889. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14890. }
  14891. if ( _currentCamera !== camera ) {
  14892. _currentCamera = camera;
  14893. // lighting uniforms depend on the camera so enforce an update
  14894. // now, in case this material supports lights - or later, when
  14895. // the next material that does gets activated:
  14896. refreshMaterial = true; // set to true on material change
  14897. refreshLights = true; // remains set until update done
  14898. }
  14899. // load material specific uniforms
  14900. // (shader material also gets them for the sake of genericity)
  14901. if ( material.isShaderMaterial ||
  14902. material.isMeshPhongMaterial ||
  14903. material.isMeshStandardMaterial ||
  14904. material.envMap ) {
  14905. var uCamPos = p_uniforms.map.cameraPosition;
  14906. if ( uCamPos !== undefined ) {
  14907. uCamPos.setValue( _gl,
  14908. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14909. }
  14910. }
  14911. if ( material.isMeshPhongMaterial ||
  14912. material.isMeshLambertMaterial ||
  14913. material.isMeshBasicMaterial ||
  14914. material.isMeshStandardMaterial ||
  14915. material.isShaderMaterial ||
  14916. material.skinning ) {
  14917. if ( program.numMultiviewViews > 0 ) {
  14918. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14919. } else {
  14920. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14921. }
  14922. }
  14923. }
  14924. // skinning uniforms must be set even if material didn't change
  14925. // auto-setting of texture unit for bone texture must go before other textures
  14926. // not sure why, but otherwise weird things happen
  14927. if ( material.skinning ) {
  14928. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14929. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14930. var skeleton = object.skeleton;
  14931. if ( skeleton ) {
  14932. var bones = skeleton.bones;
  14933. if ( capabilities.floatVertexTextures ) {
  14934. if ( skeleton.boneTexture === undefined ) {
  14935. // layout (1 matrix = 4 pixels)
  14936. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14937. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14938. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14939. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14940. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14941. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14942. size = _Math.ceilPowerOfTwo( size );
  14943. size = Math.max( size, 4 );
  14944. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14945. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14946. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14947. skeleton.boneMatrices = boneMatrices;
  14948. skeleton.boneTexture = boneTexture;
  14949. skeleton.boneTextureSize = size;
  14950. }
  14951. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14952. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14953. } else {
  14954. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14955. }
  14956. }
  14957. }
  14958. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14959. materialProperties.receiveShadow = object.receiveShadow;
  14960. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14961. }
  14962. if ( refreshMaterial ) {
  14963. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14964. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14965. if ( material.lights ) {
  14966. // the current material requires lighting info
  14967. // note: all lighting uniforms are always set correctly
  14968. // they simply reference the renderer's state for their
  14969. // values
  14970. //
  14971. // use the current material's .needsUpdate flags to set
  14972. // the GL state when required
  14973. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14974. }
  14975. // refresh uniforms common to several materials
  14976. if ( fog && material.fog ) {
  14977. refreshUniformsFog( m_uniforms, fog );
  14978. }
  14979. if ( material.isMeshBasicMaterial ) {
  14980. refreshUniformsCommon( m_uniforms, material );
  14981. } else if ( material.isMeshLambertMaterial ) {
  14982. refreshUniformsCommon( m_uniforms, material );
  14983. refreshUniformsLambert( m_uniforms, material );
  14984. } else if ( material.isMeshPhongMaterial ) {
  14985. refreshUniformsCommon( m_uniforms, material );
  14986. if ( material.isMeshToonMaterial ) {
  14987. refreshUniformsToon( m_uniforms, material );
  14988. } else {
  14989. refreshUniformsPhong( m_uniforms, material );
  14990. }
  14991. } else if ( material.isMeshStandardMaterial ) {
  14992. refreshUniformsCommon( m_uniforms, material );
  14993. if ( material.isMeshPhysicalMaterial ) {
  14994. refreshUniformsPhysical( m_uniforms, material );
  14995. } else {
  14996. refreshUniformsStandard( m_uniforms, material );
  14997. }
  14998. } else if ( material.isMeshMatcapMaterial ) {
  14999. refreshUniformsCommon( m_uniforms, material );
  15000. refreshUniformsMatcap( m_uniforms, material );
  15001. } else if ( material.isMeshDepthMaterial ) {
  15002. refreshUniformsCommon( m_uniforms, material );
  15003. refreshUniformsDepth( m_uniforms, material );
  15004. } else if ( material.isMeshDistanceMaterial ) {
  15005. refreshUniformsCommon( m_uniforms, material );
  15006. refreshUniformsDistance( m_uniforms, material );
  15007. } else if ( material.isMeshNormalMaterial ) {
  15008. refreshUniformsCommon( m_uniforms, material );
  15009. refreshUniformsNormal( m_uniforms, material );
  15010. } else if ( material.isLineBasicMaterial ) {
  15011. refreshUniformsLine( m_uniforms, material );
  15012. if ( material.isLineDashedMaterial ) {
  15013. refreshUniformsDash( m_uniforms, material );
  15014. }
  15015. } else if ( material.isPointsMaterial ) {
  15016. refreshUniformsPoints( m_uniforms, material );
  15017. } else if ( material.isSpriteMaterial ) {
  15018. refreshUniformsSprites( m_uniforms, material );
  15019. } else if ( material.isShadowMaterial ) {
  15020. m_uniforms.color.value.copy( material.color );
  15021. m_uniforms.opacity.value = material.opacity;
  15022. }
  15023. // RectAreaLight Texture
  15024. // TODO (mrdoob): Find a nicer implementation
  15025. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15026. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15027. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15028. }
  15029. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15030. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15031. material.uniformsNeedUpdate = false;
  15032. }
  15033. if ( material.isSpriteMaterial ) {
  15034. p_uniforms.setValue( _gl, 'center', object.center );
  15035. }
  15036. // common matrices
  15037. if ( program.numMultiviewViews > 0 ) {
  15038. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15039. } else {
  15040. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15041. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15042. }
  15043. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15044. return program;
  15045. }
  15046. // Uniforms (refresh uniforms objects)
  15047. function refreshUniformsCommon( uniforms, material ) {
  15048. uniforms.opacity.value = material.opacity;
  15049. if ( material.color ) {
  15050. uniforms.diffuse.value.copy( material.color );
  15051. }
  15052. if ( material.emissive ) {
  15053. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15054. }
  15055. if ( material.map ) {
  15056. uniforms.map.value = material.map;
  15057. }
  15058. if ( material.alphaMap ) {
  15059. uniforms.alphaMap.value = material.alphaMap;
  15060. }
  15061. if ( material.specularMap ) {
  15062. uniforms.specularMap.value = material.specularMap;
  15063. }
  15064. if ( material.envMap ) {
  15065. uniforms.envMap.value = material.envMap;
  15066. // don't flip CubeTexture envMaps, flip everything else:
  15067. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15068. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15069. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15070. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15071. uniforms.reflectivity.value = material.reflectivity;
  15072. uniforms.refractionRatio.value = material.refractionRatio;
  15073. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15074. }
  15075. if ( material.lightMap ) {
  15076. uniforms.lightMap.value = material.lightMap;
  15077. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15078. }
  15079. if ( material.aoMap ) {
  15080. uniforms.aoMap.value = material.aoMap;
  15081. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15082. }
  15083. // uv repeat and offset setting priorities
  15084. // 1. color map
  15085. // 2. specular map
  15086. // 3. normal map
  15087. // 4. bump map
  15088. // 5. alpha map
  15089. // 6. emissive map
  15090. var uvScaleMap;
  15091. if ( material.map ) {
  15092. uvScaleMap = material.map;
  15093. } else if ( material.specularMap ) {
  15094. uvScaleMap = material.specularMap;
  15095. } else if ( material.displacementMap ) {
  15096. uvScaleMap = material.displacementMap;
  15097. } else if ( material.normalMap ) {
  15098. uvScaleMap = material.normalMap;
  15099. } else if ( material.bumpMap ) {
  15100. uvScaleMap = material.bumpMap;
  15101. } else if ( material.roughnessMap ) {
  15102. uvScaleMap = material.roughnessMap;
  15103. } else if ( material.metalnessMap ) {
  15104. uvScaleMap = material.metalnessMap;
  15105. } else if ( material.alphaMap ) {
  15106. uvScaleMap = material.alphaMap;
  15107. } else if ( material.emissiveMap ) {
  15108. uvScaleMap = material.emissiveMap;
  15109. }
  15110. if ( uvScaleMap !== undefined ) {
  15111. // backwards compatibility
  15112. if ( uvScaleMap.isWebGLRenderTarget ) {
  15113. uvScaleMap = uvScaleMap.texture;
  15114. }
  15115. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15116. uvScaleMap.updateMatrix();
  15117. }
  15118. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15119. }
  15120. }
  15121. function refreshUniformsLine( uniforms, material ) {
  15122. uniforms.diffuse.value.copy( material.color );
  15123. uniforms.opacity.value = material.opacity;
  15124. }
  15125. function refreshUniformsDash( uniforms, material ) {
  15126. uniforms.dashSize.value = material.dashSize;
  15127. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15128. uniforms.scale.value = material.scale;
  15129. }
  15130. function refreshUniformsPoints( uniforms, material ) {
  15131. uniforms.diffuse.value.copy( material.color );
  15132. uniforms.opacity.value = material.opacity;
  15133. uniforms.size.value = material.size * _pixelRatio;
  15134. uniforms.scale.value = _height * 0.5;
  15135. uniforms.map.value = material.map;
  15136. if ( material.map !== null ) {
  15137. if ( material.map.matrixAutoUpdate === true ) {
  15138. material.map.updateMatrix();
  15139. }
  15140. uniforms.uvTransform.value.copy( material.map.matrix );
  15141. }
  15142. }
  15143. function refreshUniformsSprites( uniforms, material ) {
  15144. uniforms.diffuse.value.copy( material.color );
  15145. uniforms.opacity.value = material.opacity;
  15146. uniforms.rotation.value = material.rotation;
  15147. uniforms.map.value = material.map;
  15148. if ( material.map !== null ) {
  15149. if ( material.map.matrixAutoUpdate === true ) {
  15150. material.map.updateMatrix();
  15151. }
  15152. uniforms.uvTransform.value.copy( material.map.matrix );
  15153. }
  15154. }
  15155. function refreshUniformsFog( uniforms, fog ) {
  15156. uniforms.fogColor.value.copy( fog.color );
  15157. if ( fog.isFog ) {
  15158. uniforms.fogNear.value = fog.near;
  15159. uniforms.fogFar.value = fog.far;
  15160. } else if ( fog.isFogExp2 ) {
  15161. uniforms.fogDensity.value = fog.density;
  15162. }
  15163. }
  15164. function refreshUniformsLambert( uniforms, material ) {
  15165. if ( material.emissiveMap ) {
  15166. uniforms.emissiveMap.value = material.emissiveMap;
  15167. }
  15168. }
  15169. function refreshUniformsPhong( uniforms, material ) {
  15170. uniforms.specular.value.copy( material.specular );
  15171. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15172. if ( material.emissiveMap ) {
  15173. uniforms.emissiveMap.value = material.emissiveMap;
  15174. }
  15175. if ( material.bumpMap ) {
  15176. uniforms.bumpMap.value = material.bumpMap;
  15177. uniforms.bumpScale.value = material.bumpScale;
  15178. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15179. }
  15180. if ( material.normalMap ) {
  15181. uniforms.normalMap.value = material.normalMap;
  15182. uniforms.normalScale.value.copy( material.normalScale );
  15183. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15184. }
  15185. if ( material.displacementMap ) {
  15186. uniforms.displacementMap.value = material.displacementMap;
  15187. uniforms.displacementScale.value = material.displacementScale;
  15188. uniforms.displacementBias.value = material.displacementBias;
  15189. }
  15190. }
  15191. function refreshUniformsToon( uniforms, material ) {
  15192. refreshUniformsPhong( uniforms, material );
  15193. if ( material.gradientMap ) {
  15194. uniforms.gradientMap.value = material.gradientMap;
  15195. }
  15196. }
  15197. function refreshUniformsStandard( uniforms, material ) {
  15198. uniforms.roughness.value = material.roughness;
  15199. uniforms.metalness.value = material.metalness;
  15200. if ( material.roughnessMap ) {
  15201. uniforms.roughnessMap.value = material.roughnessMap;
  15202. }
  15203. if ( material.metalnessMap ) {
  15204. uniforms.metalnessMap.value = material.metalnessMap;
  15205. }
  15206. if ( material.emissiveMap ) {
  15207. uniforms.emissiveMap.value = material.emissiveMap;
  15208. }
  15209. if ( material.bumpMap ) {
  15210. uniforms.bumpMap.value = material.bumpMap;
  15211. uniforms.bumpScale.value = material.bumpScale;
  15212. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15213. }
  15214. if ( material.normalMap ) {
  15215. uniforms.normalMap.value = material.normalMap;
  15216. uniforms.normalScale.value.copy( material.normalScale );
  15217. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15218. }
  15219. if ( material.displacementMap ) {
  15220. uniforms.displacementMap.value = material.displacementMap;
  15221. uniforms.displacementScale.value = material.displacementScale;
  15222. uniforms.displacementBias.value = material.displacementBias;
  15223. }
  15224. if ( material.envMap ) {
  15225. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15226. uniforms.envMapIntensity.value = material.envMapIntensity;
  15227. }
  15228. }
  15229. function refreshUniformsPhysical( uniforms, material ) {
  15230. refreshUniformsStandard( uniforms, material );
  15231. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15232. uniforms.clearcoat.value = material.clearcoat;
  15233. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15234. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15235. if ( material.clearcoatNormalMap ) {
  15236. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15237. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15238. if ( material.side === BackSide ) {
  15239. uniforms.clearcoatNormalScale.value.negate();
  15240. }
  15241. }
  15242. uniforms.transparency.value = material.transparency;
  15243. }
  15244. function refreshUniformsMatcap( uniforms, material ) {
  15245. if ( material.matcap ) {
  15246. uniforms.matcap.value = material.matcap;
  15247. }
  15248. if ( material.bumpMap ) {
  15249. uniforms.bumpMap.value = material.bumpMap;
  15250. uniforms.bumpScale.value = material.bumpScale;
  15251. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15252. }
  15253. if ( material.normalMap ) {
  15254. uniforms.normalMap.value = material.normalMap;
  15255. uniforms.normalScale.value.copy( material.normalScale );
  15256. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15257. }
  15258. if ( material.displacementMap ) {
  15259. uniforms.displacementMap.value = material.displacementMap;
  15260. uniforms.displacementScale.value = material.displacementScale;
  15261. uniforms.displacementBias.value = material.displacementBias;
  15262. }
  15263. }
  15264. function refreshUniformsDepth( uniforms, material ) {
  15265. if ( material.displacementMap ) {
  15266. uniforms.displacementMap.value = material.displacementMap;
  15267. uniforms.displacementScale.value = material.displacementScale;
  15268. uniforms.displacementBias.value = material.displacementBias;
  15269. }
  15270. }
  15271. function refreshUniformsDistance( uniforms, material ) {
  15272. if ( material.displacementMap ) {
  15273. uniforms.displacementMap.value = material.displacementMap;
  15274. uniforms.displacementScale.value = material.displacementScale;
  15275. uniforms.displacementBias.value = material.displacementBias;
  15276. }
  15277. uniforms.referencePosition.value.copy( material.referencePosition );
  15278. uniforms.nearDistance.value = material.nearDistance;
  15279. uniforms.farDistance.value = material.farDistance;
  15280. }
  15281. function refreshUniformsNormal( uniforms, material ) {
  15282. if ( material.bumpMap ) {
  15283. uniforms.bumpMap.value = material.bumpMap;
  15284. uniforms.bumpScale.value = material.bumpScale;
  15285. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15286. }
  15287. if ( material.normalMap ) {
  15288. uniforms.normalMap.value = material.normalMap;
  15289. uniforms.normalScale.value.copy( material.normalScale );
  15290. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15291. }
  15292. if ( material.displacementMap ) {
  15293. uniforms.displacementMap.value = material.displacementMap;
  15294. uniforms.displacementScale.value = material.displacementScale;
  15295. uniforms.displacementBias.value = material.displacementBias;
  15296. }
  15297. }
  15298. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15299. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15300. uniforms.ambientLightColor.needsUpdate = value;
  15301. uniforms.lightProbe.needsUpdate = value;
  15302. uniforms.directionalLights.needsUpdate = value;
  15303. uniforms.pointLights.needsUpdate = value;
  15304. uniforms.spotLights.needsUpdate = value;
  15305. uniforms.rectAreaLights.needsUpdate = value;
  15306. uniforms.hemisphereLights.needsUpdate = value;
  15307. }
  15308. //
  15309. this.setFramebuffer = function ( value ) {
  15310. if ( _framebuffer !== value ) { _gl.bindFramebuffer( 36160, value ); }
  15311. _framebuffer = value;
  15312. };
  15313. this.getActiveCubeFace = function () {
  15314. return _currentActiveCubeFace;
  15315. };
  15316. this.getActiveMipmapLevel = function () {
  15317. return _currentActiveMipmapLevel;
  15318. };
  15319. this.getRenderTarget = function () {
  15320. return _currentRenderTarget;
  15321. };
  15322. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15323. _currentRenderTarget = renderTarget;
  15324. _currentActiveCubeFace = activeCubeFace;
  15325. _currentActiveMipmapLevel = activeMipmapLevel;
  15326. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15327. textures.setupRenderTarget( renderTarget );
  15328. }
  15329. var framebuffer = _framebuffer;
  15330. var isCube = false;
  15331. if ( renderTarget ) {
  15332. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15333. if ( renderTarget.isWebGLRenderTargetCube ) {
  15334. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15335. isCube = true;
  15336. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15337. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15338. } else {
  15339. framebuffer = __webglFramebuffer;
  15340. }
  15341. _currentViewport.copy( renderTarget.viewport );
  15342. _currentScissor.copy( renderTarget.scissor );
  15343. _currentScissorTest = renderTarget.scissorTest;
  15344. } else {
  15345. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15346. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15347. _currentScissorTest = _scissorTest;
  15348. }
  15349. if ( _currentFramebuffer !== framebuffer ) {
  15350. _gl.bindFramebuffer( 36160, framebuffer );
  15351. _currentFramebuffer = framebuffer;
  15352. }
  15353. state.viewport( _currentViewport );
  15354. state.scissor( _currentScissor );
  15355. state.setScissorTest( _currentScissorTest );
  15356. if ( isCube ) {
  15357. var textureProperties = properties.get( renderTarget.texture );
  15358. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15359. }
  15360. };
  15361. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15362. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15363. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15364. return;
  15365. }
  15366. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15367. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15368. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15369. }
  15370. if ( framebuffer ) {
  15371. var restore = false;
  15372. if ( framebuffer !== _currentFramebuffer ) {
  15373. _gl.bindFramebuffer( 36160, framebuffer );
  15374. restore = true;
  15375. }
  15376. try {
  15377. var texture = renderTarget.texture;
  15378. var textureFormat = texture.format;
  15379. var textureType = texture.type;
  15380. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15381. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15382. return;
  15383. }
  15384. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15385. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15386. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15387. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15388. return;
  15389. }
  15390. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15391. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15392. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15393. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15394. }
  15395. } else {
  15396. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15397. }
  15398. } finally {
  15399. if ( restore ) {
  15400. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15401. }
  15402. }
  15403. }
  15404. };
  15405. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15406. var width = texture.image.width;
  15407. var height = texture.image.height;
  15408. var glFormat = utils.convert( texture.format );
  15409. textures.setTexture2D( texture, 0 );
  15410. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15411. };
  15412. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15413. var width = srcTexture.image.width;
  15414. var height = srcTexture.image.height;
  15415. var glFormat = utils.convert( dstTexture.format );
  15416. var glType = utils.convert( dstTexture.type );
  15417. textures.setTexture2D( dstTexture, 0 );
  15418. if ( srcTexture.isDataTexture ) {
  15419. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15420. } else {
  15421. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15422. }
  15423. };
  15424. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15425. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15426. }
  15427. }
  15428. /**
  15429. * @author mrdoob / http://mrdoob.com/
  15430. * @author alteredq / http://alteredqualia.com/
  15431. */
  15432. function FogExp2( color, density ) {
  15433. this.name = '';
  15434. this.color = new Color( color );
  15435. this.density = ( density !== undefined ) ? density : 0.00025;
  15436. }
  15437. Object.assign( FogExp2.prototype, {
  15438. isFogExp2: true,
  15439. clone: function () {
  15440. return new FogExp2( this.color, this.density );
  15441. },
  15442. toJSON: function ( /* meta */ ) {
  15443. return {
  15444. type: 'FogExp2',
  15445. color: this.color.getHex(),
  15446. density: this.density
  15447. };
  15448. }
  15449. } );
  15450. /**
  15451. * @author mrdoob / http://mrdoob.com/
  15452. * @author alteredq / http://alteredqualia.com/
  15453. */
  15454. function Fog( color, near, far ) {
  15455. this.name = '';
  15456. this.color = new Color( color );
  15457. this.near = ( near !== undefined ) ? near : 1;
  15458. this.far = ( far !== undefined ) ? far : 1000;
  15459. }
  15460. Object.assign( Fog.prototype, {
  15461. isFog: true,
  15462. clone: function () {
  15463. return new Fog( this.color, this.near, this.far );
  15464. },
  15465. toJSON: function ( /* meta */ ) {
  15466. return {
  15467. type: 'Fog',
  15468. color: this.color.getHex(),
  15469. near: this.near,
  15470. far: this.far
  15471. };
  15472. }
  15473. } );
  15474. /**
  15475. * @author benaadams / https://twitter.com/ben_a_adams
  15476. */
  15477. function InterleavedBuffer( array, stride ) {
  15478. this.array = array;
  15479. this.stride = stride;
  15480. this.count = array !== undefined ? array.length / stride : 0;
  15481. this.dynamic = false;
  15482. this.updateRange = { offset: 0, count: - 1 };
  15483. this.version = 0;
  15484. }
  15485. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15486. set: function ( value ) {
  15487. if ( value === true ) { this.version ++; }
  15488. }
  15489. } );
  15490. Object.assign( InterleavedBuffer.prototype, {
  15491. isInterleavedBuffer: true,
  15492. onUploadCallback: function () {},
  15493. setDynamic: function ( value ) {
  15494. this.dynamic = value;
  15495. return this;
  15496. },
  15497. copy: function ( source ) {
  15498. this.array = new source.array.constructor( source.array );
  15499. this.count = source.count;
  15500. this.stride = source.stride;
  15501. this.dynamic = source.dynamic;
  15502. return this;
  15503. },
  15504. copyAt: function ( index1, attribute, index2 ) {
  15505. index1 *= this.stride;
  15506. index2 *= attribute.stride;
  15507. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15508. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15509. }
  15510. return this;
  15511. },
  15512. set: function ( value, offset ) {
  15513. if ( offset === undefined ) { offset = 0; }
  15514. this.array.set( value, offset );
  15515. return this;
  15516. },
  15517. clone: function () {
  15518. return new this.constructor().copy( this );
  15519. },
  15520. onUpload: function ( callback ) {
  15521. this.onUploadCallback = callback;
  15522. return this;
  15523. }
  15524. } );
  15525. /**
  15526. * @author benaadams / https://twitter.com/ben_a_adams
  15527. */
  15528. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15529. this.data = interleavedBuffer;
  15530. this.itemSize = itemSize;
  15531. this.offset = offset;
  15532. this.normalized = normalized === true;
  15533. }
  15534. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15535. count: {
  15536. get: function () {
  15537. return this.data.count;
  15538. }
  15539. },
  15540. array: {
  15541. get: function () {
  15542. return this.data.array;
  15543. }
  15544. }
  15545. } );
  15546. Object.assign( InterleavedBufferAttribute.prototype, {
  15547. isInterleavedBufferAttribute: true,
  15548. setX: function ( index, x ) {
  15549. this.data.array[ index * this.data.stride + this.offset ] = x;
  15550. return this;
  15551. },
  15552. setY: function ( index, y ) {
  15553. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15554. return this;
  15555. },
  15556. setZ: function ( index, z ) {
  15557. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15558. return this;
  15559. },
  15560. setW: function ( index, w ) {
  15561. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15562. return this;
  15563. },
  15564. getX: function ( index ) {
  15565. return this.data.array[ index * this.data.stride + this.offset ];
  15566. },
  15567. getY: function ( index ) {
  15568. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15569. },
  15570. getZ: function ( index ) {
  15571. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15572. },
  15573. getW: function ( index ) {
  15574. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15575. },
  15576. setXY: function ( index, x, y ) {
  15577. index = index * this.data.stride + this.offset;
  15578. this.data.array[ index + 0 ] = x;
  15579. this.data.array[ index + 1 ] = y;
  15580. return this;
  15581. },
  15582. setXYZ: function ( index, x, y, z ) {
  15583. index = index * this.data.stride + this.offset;
  15584. this.data.array[ index + 0 ] = x;
  15585. this.data.array[ index + 1 ] = y;
  15586. this.data.array[ index + 2 ] = z;
  15587. return this;
  15588. },
  15589. setXYZW: function ( index, x, y, z, w ) {
  15590. index = index * this.data.stride + this.offset;
  15591. this.data.array[ index + 0 ] = x;
  15592. this.data.array[ index + 1 ] = y;
  15593. this.data.array[ index + 2 ] = z;
  15594. this.data.array[ index + 3 ] = w;
  15595. return this;
  15596. }
  15597. } );
  15598. /**
  15599. * @author alteredq / http://alteredqualia.com/
  15600. *
  15601. * parameters = {
  15602. * color: <hex>,
  15603. * map: new THREE.Texture( <Image> ),
  15604. * rotation: <float>,
  15605. * sizeAttenuation: <bool>
  15606. * }
  15607. */
  15608. function SpriteMaterial( parameters ) {
  15609. Material.call( this );
  15610. this.type = 'SpriteMaterial';
  15611. this.color = new Color( 0xffffff );
  15612. this.map = null;
  15613. this.rotation = 0;
  15614. this.sizeAttenuation = true;
  15615. this.lights = false;
  15616. this.transparent = true;
  15617. this.setValues( parameters );
  15618. }
  15619. SpriteMaterial.prototype = Object.create( Material.prototype );
  15620. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15621. SpriteMaterial.prototype.isSpriteMaterial = true;
  15622. SpriteMaterial.prototype.copy = function ( source ) {
  15623. Material.prototype.copy.call( this, source );
  15624. this.color.copy( source.color );
  15625. this.map = source.map;
  15626. this.rotation = source.rotation;
  15627. this.sizeAttenuation = source.sizeAttenuation;
  15628. return this;
  15629. };
  15630. /**
  15631. * @author mikael emtinger / http://gomo.se/
  15632. * @author alteredq / http://alteredqualia.com/
  15633. */
  15634. var _geometry;
  15635. var _intersectPoint = new Vector3();
  15636. var _worldScale = new Vector3();
  15637. var _mvPosition = new Vector3();
  15638. var _alignedPosition = new Vector2();
  15639. var _rotatedPosition = new Vector2();
  15640. var _viewWorldMatrix = new Matrix4();
  15641. var _vA$1 = new Vector3();
  15642. var _vB$1 = new Vector3();
  15643. var _vC$1 = new Vector3();
  15644. var _uvA$1 = new Vector2();
  15645. var _uvB$1 = new Vector2();
  15646. var _uvC$1 = new Vector2();
  15647. function Sprite( material ) {
  15648. Object3D.call( this );
  15649. this.type = 'Sprite';
  15650. if ( _geometry === undefined ) {
  15651. _geometry = new BufferGeometry();
  15652. var float32Array = new Float32Array( [
  15653. - 0.5, - 0.5, 0, 0, 0,
  15654. 0.5, - 0.5, 0, 1, 0,
  15655. 0.5, 0.5, 0, 1, 1,
  15656. - 0.5, 0.5, 0, 0, 1
  15657. ] );
  15658. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15659. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15660. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15661. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15662. }
  15663. this.geometry = _geometry;
  15664. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15665. this.center = new Vector2( 0.5, 0.5 );
  15666. }
  15667. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15668. constructor: Sprite,
  15669. isSprite: true,
  15670. raycast: function ( raycaster, intersects ) {
  15671. if ( raycaster.camera === null ) {
  15672. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15673. }
  15674. _worldScale.setFromMatrixScale( this.matrixWorld );
  15675. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15676. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15677. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15678. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15679. _worldScale.multiplyScalar( - _mvPosition.z );
  15680. }
  15681. var rotation = this.material.rotation;
  15682. var sin, cos;
  15683. if ( rotation !== 0 ) {
  15684. cos = Math.cos( rotation );
  15685. sin = Math.sin( rotation );
  15686. }
  15687. var center = this.center;
  15688. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15689. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15690. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15691. _uvA$1.set( 0, 0 );
  15692. _uvB$1.set( 1, 0 );
  15693. _uvC$1.set( 1, 1 );
  15694. // check first triangle
  15695. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15696. if ( intersect === null ) {
  15697. // check second triangle
  15698. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15699. _uvB$1.set( 0, 1 );
  15700. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15701. if ( intersect === null ) {
  15702. return;
  15703. }
  15704. }
  15705. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15706. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15707. intersects.push( {
  15708. distance: distance,
  15709. point: _intersectPoint.clone(),
  15710. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15711. face: null,
  15712. object: this
  15713. } );
  15714. },
  15715. clone: function () {
  15716. return new this.constructor( this.material ).copy( this );
  15717. },
  15718. copy: function ( source ) {
  15719. Object3D.prototype.copy.call( this, source );
  15720. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15721. return this;
  15722. }
  15723. } );
  15724. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15725. // compute position in camera space
  15726. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15727. // to check if rotation is not zero
  15728. if ( sin !== undefined ) {
  15729. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15730. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15731. } else {
  15732. _rotatedPosition.copy( _alignedPosition );
  15733. }
  15734. vertexPosition.copy( mvPosition );
  15735. vertexPosition.x += _rotatedPosition.x;
  15736. vertexPosition.y += _rotatedPosition.y;
  15737. // transform to world space
  15738. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15739. }
  15740. /**
  15741. * @author mikael emtinger / http://gomo.se/
  15742. * @author alteredq / http://alteredqualia.com/
  15743. * @author mrdoob / http://mrdoob.com/
  15744. */
  15745. var _v1$4 = new Vector3();
  15746. var _v2$2 = new Vector3();
  15747. function LOD() {
  15748. Object3D.call( this );
  15749. this.type = 'LOD';
  15750. Object.defineProperties( this, {
  15751. levels: {
  15752. enumerable: true,
  15753. value: []
  15754. }
  15755. } );
  15756. this.autoUpdate = true;
  15757. }
  15758. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15759. constructor: LOD,
  15760. isLOD: true,
  15761. copy: function ( source ) {
  15762. Object3D.prototype.copy.call( this, source, false );
  15763. var levels = source.levels;
  15764. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15765. var level = levels[ i ];
  15766. this.addLevel( level.object.clone(), level.distance );
  15767. }
  15768. return this;
  15769. },
  15770. addLevel: function ( object, distance ) {
  15771. if ( distance === undefined ) { distance = 0; }
  15772. distance = Math.abs( distance );
  15773. var levels = this.levels;
  15774. for ( var l = 0; l < levels.length; l ++ ) {
  15775. if ( distance < levels[ l ].distance ) {
  15776. break;
  15777. }
  15778. }
  15779. levels.splice( l, 0, { distance: distance, object: object } );
  15780. this.add( object );
  15781. return this;
  15782. },
  15783. getObjectForDistance: function ( distance ) {
  15784. var levels = this.levels;
  15785. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15786. if ( distance < levels[ i ].distance ) {
  15787. break;
  15788. }
  15789. }
  15790. return levels[ i - 1 ].object;
  15791. },
  15792. raycast: function ( raycaster, intersects ) {
  15793. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15794. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15795. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15796. },
  15797. update: function ( camera ) {
  15798. var levels = this.levels;
  15799. if ( levels.length > 1 ) {
  15800. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15801. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15802. var distance = _v1$4.distanceTo( _v2$2 );
  15803. levels[ 0 ].object.visible = true;
  15804. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15805. if ( distance >= levels[ i ].distance ) {
  15806. levels[ i - 1 ].object.visible = false;
  15807. levels[ i ].object.visible = true;
  15808. } else {
  15809. break;
  15810. }
  15811. }
  15812. for ( ; i < l; i ++ ) {
  15813. levels[ i ].object.visible = false;
  15814. }
  15815. }
  15816. },
  15817. toJSON: function ( meta ) {
  15818. var data = Object3D.prototype.toJSON.call( this, meta );
  15819. data.object.levels = [];
  15820. var levels = this.levels;
  15821. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15822. var level = levels[ i ];
  15823. data.object.levels.push( {
  15824. object: level.object.uuid,
  15825. distance: level.distance
  15826. } );
  15827. }
  15828. return data;
  15829. }
  15830. } );
  15831. /**
  15832. * @author mikael emtinger / http://gomo.se/
  15833. * @author alteredq / http://alteredqualia.com/
  15834. * @author ikerr / http://verold.com
  15835. */
  15836. function SkinnedMesh( geometry, material ) {
  15837. if ( geometry && geometry.isGeometry ) {
  15838. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15839. }
  15840. Mesh.call( this, geometry, material );
  15841. this.type = 'SkinnedMesh';
  15842. this.bindMode = 'attached';
  15843. this.bindMatrix = new Matrix4();
  15844. this.bindMatrixInverse = new Matrix4();
  15845. }
  15846. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15847. constructor: SkinnedMesh,
  15848. isSkinnedMesh: true,
  15849. bind: function ( skeleton, bindMatrix ) {
  15850. this.skeleton = skeleton;
  15851. if ( bindMatrix === undefined ) {
  15852. this.updateMatrixWorld( true );
  15853. this.skeleton.calculateInverses();
  15854. bindMatrix = this.matrixWorld;
  15855. }
  15856. this.bindMatrix.copy( bindMatrix );
  15857. this.bindMatrixInverse.getInverse( bindMatrix );
  15858. },
  15859. pose: function () {
  15860. this.skeleton.pose();
  15861. },
  15862. normalizeSkinWeights: function () {
  15863. var vector = new Vector4();
  15864. var skinWeight = this.geometry.attributes.skinWeight;
  15865. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15866. vector.x = skinWeight.getX( i );
  15867. vector.y = skinWeight.getY( i );
  15868. vector.z = skinWeight.getZ( i );
  15869. vector.w = skinWeight.getW( i );
  15870. var scale = 1.0 / vector.manhattanLength();
  15871. if ( scale !== Infinity ) {
  15872. vector.multiplyScalar( scale );
  15873. } else {
  15874. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15875. }
  15876. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15877. }
  15878. },
  15879. updateMatrixWorld: function ( force ) {
  15880. Mesh.prototype.updateMatrixWorld.call( this, force );
  15881. if ( this.bindMode === 'attached' ) {
  15882. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15883. } else if ( this.bindMode === 'detached' ) {
  15884. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15885. } else {
  15886. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15887. }
  15888. },
  15889. clone: function () {
  15890. return new this.constructor( this.geometry, this.material ).copy( this );
  15891. }
  15892. } );
  15893. /**
  15894. * @author mikael emtinger / http://gomo.se/
  15895. * @author alteredq / http://alteredqualia.com/
  15896. * @author michael guerrero / http://realitymeltdown.com
  15897. * @author ikerr / http://verold.com
  15898. */
  15899. var _offsetMatrix = new Matrix4();
  15900. var _identityMatrix = new Matrix4();
  15901. function Skeleton( bones, boneInverses ) {
  15902. // copy the bone array
  15903. bones = bones || [];
  15904. this.bones = bones.slice( 0 );
  15905. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15906. this.frame = - 1;
  15907. // use the supplied bone inverses or calculate the inverses
  15908. if ( boneInverses === undefined ) {
  15909. this.calculateInverses();
  15910. } else {
  15911. if ( this.bones.length === boneInverses.length ) {
  15912. this.boneInverses = boneInverses.slice( 0 );
  15913. } else {
  15914. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15915. this.boneInverses = [];
  15916. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15917. this.boneInverses.push( new Matrix4() );
  15918. }
  15919. }
  15920. }
  15921. }
  15922. Object.assign( Skeleton.prototype, {
  15923. calculateInverses: function () {
  15924. this.boneInverses = [];
  15925. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15926. var inverse = new Matrix4();
  15927. if ( this.bones[ i ] ) {
  15928. inverse.getInverse( this.bones[ i ].matrixWorld );
  15929. }
  15930. this.boneInverses.push( inverse );
  15931. }
  15932. },
  15933. pose: function () {
  15934. var bone, i, il;
  15935. // recover the bind-time world matrices
  15936. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15937. bone = this.bones[ i ];
  15938. if ( bone ) {
  15939. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15940. }
  15941. }
  15942. // compute the local matrices, positions, rotations and scales
  15943. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15944. bone = this.bones[ i ];
  15945. if ( bone ) {
  15946. if ( bone.parent && bone.parent.isBone ) {
  15947. bone.matrix.getInverse( bone.parent.matrixWorld );
  15948. bone.matrix.multiply( bone.matrixWorld );
  15949. } else {
  15950. bone.matrix.copy( bone.matrixWorld );
  15951. }
  15952. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15953. }
  15954. }
  15955. },
  15956. update: function () {
  15957. var bones = this.bones;
  15958. var boneInverses = this.boneInverses;
  15959. var boneMatrices = this.boneMatrices;
  15960. var boneTexture = this.boneTexture;
  15961. // flatten bone matrices to array
  15962. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15963. // compute the offset between the current and the original transform
  15964. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15965. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15966. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15967. }
  15968. if ( boneTexture !== undefined ) {
  15969. boneTexture.needsUpdate = true;
  15970. }
  15971. },
  15972. clone: function () {
  15973. return new Skeleton( this.bones, this.boneInverses );
  15974. },
  15975. getBoneByName: function ( name ) {
  15976. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15977. var bone = this.bones[ i ];
  15978. if ( bone.name === name ) {
  15979. return bone;
  15980. }
  15981. }
  15982. return undefined;
  15983. }
  15984. } );
  15985. /**
  15986. * @author mikael emtinger / http://gomo.se/
  15987. * @author alteredq / http://alteredqualia.com/
  15988. * @author ikerr / http://verold.com
  15989. */
  15990. function Bone() {
  15991. Object3D.call( this );
  15992. this.type = 'Bone';
  15993. }
  15994. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15995. constructor: Bone,
  15996. isBone: true
  15997. } );
  15998. /**
  15999. * @author mrdoob / http://mrdoob.com/
  16000. * @author alteredq / http://alteredqualia.com/
  16001. *
  16002. * parameters = {
  16003. * color: <hex>,
  16004. * opacity: <float>,
  16005. *
  16006. * linewidth: <float>,
  16007. * linecap: "round",
  16008. * linejoin: "round"
  16009. * }
  16010. */
  16011. function LineBasicMaterial( parameters ) {
  16012. Material.call( this );
  16013. this.type = 'LineBasicMaterial';
  16014. this.color = new Color( 0xffffff );
  16015. this.linewidth = 1;
  16016. this.linecap = 'round';
  16017. this.linejoin = 'round';
  16018. this.lights = false;
  16019. this.setValues( parameters );
  16020. }
  16021. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16022. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16023. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16024. LineBasicMaterial.prototype.copy = function ( source ) {
  16025. Material.prototype.copy.call( this, source );
  16026. this.color.copy( source.color );
  16027. this.linewidth = source.linewidth;
  16028. this.linecap = source.linecap;
  16029. this.linejoin = source.linejoin;
  16030. return this;
  16031. };
  16032. /**
  16033. * @author mrdoob / http://mrdoob.com/
  16034. */
  16035. var _start = new Vector3();
  16036. var _end = new Vector3();
  16037. var _inverseMatrix$1 = new Matrix4();
  16038. var _ray$1 = new Ray();
  16039. var _sphere$2 = new Sphere();
  16040. function Line( geometry, material, mode ) {
  16041. if ( mode === 1 ) {
  16042. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16043. }
  16044. Object3D.call( this );
  16045. this.type = 'Line';
  16046. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16047. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16048. }
  16049. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16050. constructor: Line,
  16051. isLine: true,
  16052. computeLineDistances: function () {
  16053. var geometry = this.geometry;
  16054. if ( geometry.isBufferGeometry ) {
  16055. // we assume non-indexed geometry
  16056. if ( geometry.index === null ) {
  16057. var positionAttribute = geometry.attributes.position;
  16058. var lineDistances = [ 0 ];
  16059. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16060. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16061. _end.fromBufferAttribute( positionAttribute, i );
  16062. lineDistances[ i ] = lineDistances[ i - 1 ];
  16063. lineDistances[ i ] += _start.distanceTo( _end );
  16064. }
  16065. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16066. } else {
  16067. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16068. }
  16069. } else if ( geometry.isGeometry ) {
  16070. var vertices = geometry.vertices;
  16071. var lineDistances = geometry.lineDistances;
  16072. lineDistances[ 0 ] = 0;
  16073. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16074. lineDistances[ i ] = lineDistances[ i - 1 ];
  16075. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16076. }
  16077. }
  16078. return this;
  16079. },
  16080. raycast: function ( raycaster, intersects ) {
  16081. var precision = raycaster.linePrecision;
  16082. var geometry = this.geometry;
  16083. var matrixWorld = this.matrixWorld;
  16084. // Checking boundingSphere distance to ray
  16085. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16086. _sphere$2.copy( geometry.boundingSphere );
  16087. _sphere$2.applyMatrix4( matrixWorld );
  16088. _sphere$2.radius += precision;
  16089. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16090. //
  16091. _inverseMatrix$1.getInverse( matrixWorld );
  16092. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16093. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16094. var localPrecisionSq = localPrecision * localPrecision;
  16095. var vStart = new Vector3();
  16096. var vEnd = new Vector3();
  16097. var interSegment = new Vector3();
  16098. var interRay = new Vector3();
  16099. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16100. if ( geometry.isBufferGeometry ) {
  16101. var index = geometry.index;
  16102. var attributes = geometry.attributes;
  16103. var positions = attributes.position.array;
  16104. if ( index !== null ) {
  16105. var indices = index.array;
  16106. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16107. var a = indices[ i ];
  16108. var b = indices[ i + 1 ];
  16109. vStart.fromArray( positions, a * 3 );
  16110. vEnd.fromArray( positions, b * 3 );
  16111. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16112. if ( distSq > localPrecisionSq ) { continue; }
  16113. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16114. var distance = raycaster.ray.origin.distanceTo( interRay );
  16115. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16116. intersects.push( {
  16117. distance: distance,
  16118. // What do we want? intersection point on the ray or on the segment??
  16119. // point: raycaster.ray.at( distance ),
  16120. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16121. index: i,
  16122. face: null,
  16123. faceIndex: null,
  16124. object: this
  16125. } );
  16126. }
  16127. } else {
  16128. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16129. vStart.fromArray( positions, 3 * i );
  16130. vEnd.fromArray( positions, 3 * i + 3 );
  16131. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16132. if ( distSq > localPrecisionSq ) { continue; }
  16133. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16134. var distance = raycaster.ray.origin.distanceTo( interRay );
  16135. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16136. intersects.push( {
  16137. distance: distance,
  16138. // What do we want? intersection point on the ray or on the segment??
  16139. // point: raycaster.ray.at( distance ),
  16140. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16141. index: i,
  16142. face: null,
  16143. faceIndex: null,
  16144. object: this
  16145. } );
  16146. }
  16147. }
  16148. } else if ( geometry.isGeometry ) {
  16149. var vertices = geometry.vertices;
  16150. var nbVertices = vertices.length;
  16151. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16152. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16153. if ( distSq > localPrecisionSq ) { continue; }
  16154. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16155. var distance = raycaster.ray.origin.distanceTo( interRay );
  16156. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16157. intersects.push( {
  16158. distance: distance,
  16159. // What do we want? intersection point on the ray or on the segment??
  16160. // point: raycaster.ray.at( distance ),
  16161. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16162. index: i,
  16163. face: null,
  16164. faceIndex: null,
  16165. object: this
  16166. } );
  16167. }
  16168. }
  16169. },
  16170. clone: function () {
  16171. return new this.constructor( this.geometry, this.material ).copy( this );
  16172. }
  16173. } );
  16174. /**
  16175. * @author mrdoob / http://mrdoob.com/
  16176. */
  16177. var _start$1 = new Vector3();
  16178. var _end$1 = new Vector3();
  16179. function LineSegments( geometry, material ) {
  16180. Line.call( this, geometry, material );
  16181. this.type = 'LineSegments';
  16182. }
  16183. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16184. constructor: LineSegments,
  16185. isLineSegments: true,
  16186. computeLineDistances: function () {
  16187. var geometry = this.geometry;
  16188. if ( geometry.isBufferGeometry ) {
  16189. // we assume non-indexed geometry
  16190. if ( geometry.index === null ) {
  16191. var positionAttribute = geometry.attributes.position;
  16192. var lineDistances = [];
  16193. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16194. _start$1.fromBufferAttribute( positionAttribute, i );
  16195. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16196. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16197. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16198. }
  16199. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16200. } else {
  16201. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16202. }
  16203. } else if ( geometry.isGeometry ) {
  16204. var vertices = geometry.vertices;
  16205. var lineDistances = geometry.lineDistances;
  16206. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16207. _start$1.copy( vertices[ i ] );
  16208. _end$1.copy( vertices[ i + 1 ] );
  16209. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16210. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16211. }
  16212. }
  16213. return this;
  16214. }
  16215. } );
  16216. /**
  16217. * @author mgreter / http://github.com/mgreter
  16218. */
  16219. function LineLoop( geometry, material ) {
  16220. Line.call( this, geometry, material );
  16221. this.type = 'LineLoop';
  16222. }
  16223. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16224. constructor: LineLoop,
  16225. isLineLoop: true,
  16226. } );
  16227. /**
  16228. * @author mrdoob / http://mrdoob.com/
  16229. * @author alteredq / http://alteredqualia.com/
  16230. *
  16231. * parameters = {
  16232. * color: <hex>,
  16233. * opacity: <float>,
  16234. * map: new THREE.Texture( <Image> ),
  16235. *
  16236. * size: <float>,
  16237. * sizeAttenuation: <bool>
  16238. *
  16239. * morphTargets: <bool>
  16240. * }
  16241. */
  16242. function PointsMaterial( parameters ) {
  16243. Material.call( this );
  16244. this.type = 'PointsMaterial';
  16245. this.color = new Color( 0xffffff );
  16246. this.map = null;
  16247. this.size = 1;
  16248. this.sizeAttenuation = true;
  16249. this.morphTargets = false;
  16250. this.lights = false;
  16251. this.setValues( parameters );
  16252. }
  16253. PointsMaterial.prototype = Object.create( Material.prototype );
  16254. PointsMaterial.prototype.constructor = PointsMaterial;
  16255. PointsMaterial.prototype.isPointsMaterial = true;
  16256. PointsMaterial.prototype.copy = function ( source ) {
  16257. Material.prototype.copy.call( this, source );
  16258. this.color.copy( source.color );
  16259. this.map = source.map;
  16260. this.size = source.size;
  16261. this.sizeAttenuation = source.sizeAttenuation;
  16262. this.morphTargets = source.morphTargets;
  16263. return this;
  16264. };
  16265. /**
  16266. * @author alteredq / http://alteredqualia.com/
  16267. */
  16268. var _inverseMatrix$2 = new Matrix4();
  16269. var _ray$2 = new Ray();
  16270. var _sphere$3 = new Sphere();
  16271. var _position$1 = new Vector3();
  16272. function Points( geometry, material ) {
  16273. Object3D.call( this );
  16274. this.type = 'Points';
  16275. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16276. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16277. this.updateMorphTargets();
  16278. }
  16279. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16280. constructor: Points,
  16281. isPoints: true,
  16282. raycast: function ( raycaster, intersects ) {
  16283. var geometry = this.geometry;
  16284. var matrixWorld = this.matrixWorld;
  16285. var threshold = raycaster.params.Points.threshold;
  16286. // Checking boundingSphere distance to ray
  16287. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16288. _sphere$3.copy( geometry.boundingSphere );
  16289. _sphere$3.applyMatrix4( matrixWorld );
  16290. _sphere$3.radius += threshold;
  16291. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16292. //
  16293. _inverseMatrix$2.getInverse( matrixWorld );
  16294. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16295. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16296. var localThresholdSq = localThreshold * localThreshold;
  16297. if ( geometry.isBufferGeometry ) {
  16298. var index = geometry.index;
  16299. var attributes = geometry.attributes;
  16300. var positions = attributes.position.array;
  16301. if ( index !== null ) {
  16302. var indices = index.array;
  16303. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16304. var a = indices[ i ];
  16305. _position$1.fromArray( positions, a * 3 );
  16306. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16307. }
  16308. } else {
  16309. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16310. _position$1.fromArray( positions, i * 3 );
  16311. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16312. }
  16313. }
  16314. } else {
  16315. var vertices = geometry.vertices;
  16316. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16317. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16318. }
  16319. }
  16320. },
  16321. updateMorphTargets: function () {
  16322. var geometry = this.geometry;
  16323. var m, ml, name;
  16324. if ( geometry.isBufferGeometry ) {
  16325. var morphAttributes = geometry.morphAttributes;
  16326. var keys = Object.keys( morphAttributes );
  16327. if ( keys.length > 0 ) {
  16328. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16329. if ( morphAttribute !== undefined ) {
  16330. this.morphTargetInfluences = [];
  16331. this.morphTargetDictionary = {};
  16332. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16333. name = morphAttribute[ m ].name || String( m );
  16334. this.morphTargetInfluences.push( 0 );
  16335. this.morphTargetDictionary[ name ] = m;
  16336. }
  16337. }
  16338. }
  16339. } else {
  16340. var morphTargets = geometry.morphTargets;
  16341. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16342. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16343. }
  16344. }
  16345. },
  16346. clone: function () {
  16347. return new this.constructor( this.geometry, this.material ).copy( this );
  16348. }
  16349. } );
  16350. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16351. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16352. if ( rayPointDistanceSq < localThresholdSq ) {
  16353. var intersectPoint = new Vector3();
  16354. _ray$2.closestPointToPoint( point, intersectPoint );
  16355. intersectPoint.applyMatrix4( matrixWorld );
  16356. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16357. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16358. intersects.push( {
  16359. distance: distance,
  16360. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16361. point: intersectPoint,
  16362. index: index,
  16363. face: null,
  16364. object: object
  16365. } );
  16366. }
  16367. }
  16368. /**
  16369. * @author mrdoob / http://mrdoob.com/
  16370. */
  16371. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16372. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16373. this.format = format !== undefined ? format : RGBFormat;
  16374. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16375. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16376. this.generateMipmaps = false;
  16377. }
  16378. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16379. constructor: VideoTexture,
  16380. isVideoTexture: true,
  16381. update: function () {
  16382. var video = this.image;
  16383. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16384. this.needsUpdate = true;
  16385. }
  16386. }
  16387. } );
  16388. /**
  16389. * @author alteredq / http://alteredqualia.com/
  16390. */
  16391. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16392. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16393. this.image = { width: width, height: height };
  16394. this.mipmaps = mipmaps;
  16395. // no flipping for cube textures
  16396. // (also flipping doesn't work for compressed textures )
  16397. this.flipY = false;
  16398. // can't generate mipmaps for compressed textures
  16399. // mips must be embedded in DDS files
  16400. this.generateMipmaps = false;
  16401. }
  16402. CompressedTexture.prototype = Object.create( Texture.prototype );
  16403. CompressedTexture.prototype.constructor = CompressedTexture;
  16404. CompressedTexture.prototype.isCompressedTexture = true;
  16405. /**
  16406. * @author mrdoob / http://mrdoob.com/
  16407. */
  16408. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16409. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16410. this.needsUpdate = true;
  16411. }
  16412. CanvasTexture.prototype = Object.create( Texture.prototype );
  16413. CanvasTexture.prototype.constructor = CanvasTexture;
  16414. CanvasTexture.prototype.isCanvasTexture = true;
  16415. /**
  16416. * @author Matt DesLauriers / @mattdesl
  16417. * @author atix / arthursilber.de
  16418. */
  16419. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16420. format = format !== undefined ? format : DepthFormat;
  16421. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16422. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16423. }
  16424. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16425. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16426. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16427. this.image = { width: width, height: height };
  16428. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16429. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16430. this.flipY = false;
  16431. this.generateMipmaps = false;
  16432. }
  16433. DepthTexture.prototype = Object.create( Texture.prototype );
  16434. DepthTexture.prototype.constructor = DepthTexture;
  16435. DepthTexture.prototype.isDepthTexture = true;
  16436. /**
  16437. * @author mrdoob / http://mrdoob.com/
  16438. * @author Mugen87 / https://github.com/Mugen87
  16439. */
  16440. function WireframeGeometry( geometry ) {
  16441. BufferGeometry.call( this );
  16442. this.type = 'WireframeGeometry';
  16443. // buffer
  16444. var vertices = [];
  16445. // helper variables
  16446. var i, j, l, o, ol;
  16447. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16448. var key, keys = [ 'a', 'b', 'c' ];
  16449. var vertex;
  16450. // different logic for Geometry and BufferGeometry
  16451. if ( geometry && geometry.isGeometry ) {
  16452. // create a data structure that contains all edges without duplicates
  16453. var faces = geometry.faces;
  16454. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16455. var face = faces[ i ];
  16456. for ( j = 0; j < 3; j ++ ) {
  16457. edge1 = face[ keys[ j ] ];
  16458. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16459. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16460. edge[ 1 ] = Math.max( edge1, edge2 );
  16461. key = edge[ 0 ] + ',' + edge[ 1 ];
  16462. if ( edges[ key ] === undefined ) {
  16463. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16464. }
  16465. }
  16466. }
  16467. // generate vertices
  16468. for ( key in edges ) {
  16469. e = edges[ key ];
  16470. vertex = geometry.vertices[ e.index1 ];
  16471. vertices.push( vertex.x, vertex.y, vertex.z );
  16472. vertex = geometry.vertices[ e.index2 ];
  16473. vertices.push( vertex.x, vertex.y, vertex.z );
  16474. }
  16475. } else if ( geometry && geometry.isBufferGeometry ) {
  16476. var position, indices, groups;
  16477. var group, start, count;
  16478. var index1, index2;
  16479. vertex = new Vector3();
  16480. if ( geometry.index !== null ) {
  16481. // indexed BufferGeometry
  16482. position = geometry.attributes.position;
  16483. indices = geometry.index;
  16484. groups = geometry.groups;
  16485. if ( groups.length === 0 ) {
  16486. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16487. }
  16488. // create a data structure that contains all eges without duplicates
  16489. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16490. group = groups[ o ];
  16491. start = group.start;
  16492. count = group.count;
  16493. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16494. for ( j = 0; j < 3; j ++ ) {
  16495. edge1 = indices.getX( i + j );
  16496. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16497. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16498. edge[ 1 ] = Math.max( edge1, edge2 );
  16499. key = edge[ 0 ] + ',' + edge[ 1 ];
  16500. if ( edges[ key ] === undefined ) {
  16501. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16502. }
  16503. }
  16504. }
  16505. }
  16506. // generate vertices
  16507. for ( key in edges ) {
  16508. e = edges[ key ];
  16509. vertex.fromBufferAttribute( position, e.index1 );
  16510. vertices.push( vertex.x, vertex.y, vertex.z );
  16511. vertex.fromBufferAttribute( position, e.index2 );
  16512. vertices.push( vertex.x, vertex.y, vertex.z );
  16513. }
  16514. } else {
  16515. // non-indexed BufferGeometry
  16516. position = geometry.attributes.position;
  16517. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16518. for ( j = 0; j < 3; j ++ ) {
  16519. // three edges per triangle, an edge is represented as (index1, index2)
  16520. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16521. index1 = 3 * i + j;
  16522. vertex.fromBufferAttribute( position, index1 );
  16523. vertices.push( vertex.x, vertex.y, vertex.z );
  16524. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16525. vertex.fromBufferAttribute( position, index2 );
  16526. vertices.push( vertex.x, vertex.y, vertex.z );
  16527. }
  16528. }
  16529. }
  16530. }
  16531. // build geometry
  16532. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16533. }
  16534. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16535. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16536. /**
  16537. * @author zz85 / https://github.com/zz85
  16538. * @author Mugen87 / https://github.com/Mugen87
  16539. *
  16540. * Parametric Surfaces Geometry
  16541. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16542. */
  16543. // ParametricGeometry
  16544. function ParametricGeometry( func, slices, stacks ) {
  16545. Geometry.call( this );
  16546. this.type = 'ParametricGeometry';
  16547. this.parameters = {
  16548. func: func,
  16549. slices: slices,
  16550. stacks: stacks
  16551. };
  16552. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16553. this.mergeVertices();
  16554. }
  16555. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16556. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16557. // ParametricBufferGeometry
  16558. function ParametricBufferGeometry( func, slices, stacks ) {
  16559. BufferGeometry.call( this );
  16560. this.type = 'ParametricBufferGeometry';
  16561. this.parameters = {
  16562. func: func,
  16563. slices: slices,
  16564. stacks: stacks
  16565. };
  16566. // buffers
  16567. var indices = [];
  16568. var vertices = [];
  16569. var normals = [];
  16570. var uvs = [];
  16571. var EPS = 0.00001;
  16572. var normal = new Vector3();
  16573. var p0 = new Vector3(), p1 = new Vector3();
  16574. var pu = new Vector3(), pv = new Vector3();
  16575. var i, j;
  16576. if ( func.length < 3 ) {
  16577. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16578. }
  16579. // generate vertices, normals and uvs
  16580. var sliceCount = slices + 1;
  16581. for ( i = 0; i <= stacks; i ++ ) {
  16582. var v = i / stacks;
  16583. for ( j = 0; j <= slices; j ++ ) {
  16584. var u = j / slices;
  16585. // vertex
  16586. func( u, v, p0 );
  16587. vertices.push( p0.x, p0.y, p0.z );
  16588. // normal
  16589. // approximate tangent vectors via finite differences
  16590. if ( u - EPS >= 0 ) {
  16591. func( u - EPS, v, p1 );
  16592. pu.subVectors( p0, p1 );
  16593. } else {
  16594. func( u + EPS, v, p1 );
  16595. pu.subVectors( p1, p0 );
  16596. }
  16597. if ( v - EPS >= 0 ) {
  16598. func( u, v - EPS, p1 );
  16599. pv.subVectors( p0, p1 );
  16600. } else {
  16601. func( u, v + EPS, p1 );
  16602. pv.subVectors( p1, p0 );
  16603. }
  16604. // cross product of tangent vectors returns surface normal
  16605. normal.crossVectors( pu, pv ).normalize();
  16606. normals.push( normal.x, normal.y, normal.z );
  16607. // uv
  16608. uvs.push( u, v );
  16609. }
  16610. }
  16611. // generate indices
  16612. for ( i = 0; i < stacks; i ++ ) {
  16613. for ( j = 0; j < slices; j ++ ) {
  16614. var a = i * sliceCount + j;
  16615. var b = i * sliceCount + j + 1;
  16616. var c = ( i + 1 ) * sliceCount + j + 1;
  16617. var d = ( i + 1 ) * sliceCount + j;
  16618. // faces one and two
  16619. indices.push( a, b, d );
  16620. indices.push( b, c, d );
  16621. }
  16622. }
  16623. // build geometry
  16624. this.setIndex( indices );
  16625. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16626. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16627. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16628. }
  16629. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16630. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16631. /**
  16632. * @author clockworkgeek / https://github.com/clockworkgeek
  16633. * @author timothypratley / https://github.com/timothypratley
  16634. * @author WestLangley / http://github.com/WestLangley
  16635. * @author Mugen87 / https://github.com/Mugen87
  16636. */
  16637. // PolyhedronGeometry
  16638. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16639. Geometry.call( this );
  16640. this.type = 'PolyhedronGeometry';
  16641. this.parameters = {
  16642. vertices: vertices,
  16643. indices: indices,
  16644. radius: radius,
  16645. detail: detail
  16646. };
  16647. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16648. this.mergeVertices();
  16649. }
  16650. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16651. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16652. // PolyhedronBufferGeometry
  16653. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16654. BufferGeometry.call( this );
  16655. this.type = 'PolyhedronBufferGeometry';
  16656. this.parameters = {
  16657. vertices: vertices,
  16658. indices: indices,
  16659. radius: radius,
  16660. detail: detail
  16661. };
  16662. radius = radius || 1;
  16663. detail = detail || 0;
  16664. // default buffer data
  16665. var vertexBuffer = [];
  16666. var uvBuffer = [];
  16667. // the subdivision creates the vertex buffer data
  16668. subdivide( detail );
  16669. // all vertices should lie on a conceptual sphere with a given radius
  16670. applyRadius( radius );
  16671. // finally, create the uv data
  16672. generateUVs();
  16673. // build non-indexed geometry
  16674. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16675. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16676. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16677. if ( detail === 0 ) {
  16678. this.computeVertexNormals(); // flat normals
  16679. } else {
  16680. this.normalizeNormals(); // smooth normals
  16681. }
  16682. // helper functions
  16683. function subdivide( detail ) {
  16684. var a = new Vector3();
  16685. var b = new Vector3();
  16686. var c = new Vector3();
  16687. // iterate over all faces and apply a subdivison with the given detail value
  16688. for ( var i = 0; i < indices.length; i += 3 ) {
  16689. // get the vertices of the face
  16690. getVertexByIndex( indices[ i + 0 ], a );
  16691. getVertexByIndex( indices[ i + 1 ], b );
  16692. getVertexByIndex( indices[ i + 2 ], c );
  16693. // perform subdivision
  16694. subdivideFace( a, b, c, detail );
  16695. }
  16696. }
  16697. function subdivideFace( a, b, c, detail ) {
  16698. var cols = Math.pow( 2, detail );
  16699. // we use this multidimensional array as a data structure for creating the subdivision
  16700. var v = [];
  16701. var i, j;
  16702. // construct all of the vertices for this subdivision
  16703. for ( i = 0; i <= cols; i ++ ) {
  16704. v[ i ] = [];
  16705. var aj = a.clone().lerp( c, i / cols );
  16706. var bj = b.clone().lerp( c, i / cols );
  16707. var rows = cols - i;
  16708. for ( j = 0; j <= rows; j ++ ) {
  16709. if ( j === 0 && i === cols ) {
  16710. v[ i ][ j ] = aj;
  16711. } else {
  16712. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16713. }
  16714. }
  16715. }
  16716. // construct all of the faces
  16717. for ( i = 0; i < cols; i ++ ) {
  16718. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16719. var k = Math.floor( j / 2 );
  16720. if ( j % 2 === 0 ) {
  16721. pushVertex( v[ i ][ k + 1 ] );
  16722. pushVertex( v[ i + 1 ][ k ] );
  16723. pushVertex( v[ i ][ k ] );
  16724. } else {
  16725. pushVertex( v[ i ][ k + 1 ] );
  16726. pushVertex( v[ i + 1 ][ k + 1 ] );
  16727. pushVertex( v[ i + 1 ][ k ] );
  16728. }
  16729. }
  16730. }
  16731. }
  16732. function applyRadius( radius ) {
  16733. var vertex = new Vector3();
  16734. // iterate over the entire buffer and apply the radius to each vertex
  16735. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16736. vertex.x = vertexBuffer[ i + 0 ];
  16737. vertex.y = vertexBuffer[ i + 1 ];
  16738. vertex.z = vertexBuffer[ i + 2 ];
  16739. vertex.normalize().multiplyScalar( radius );
  16740. vertexBuffer[ i + 0 ] = vertex.x;
  16741. vertexBuffer[ i + 1 ] = vertex.y;
  16742. vertexBuffer[ i + 2 ] = vertex.z;
  16743. }
  16744. }
  16745. function generateUVs() {
  16746. var vertex = new Vector3();
  16747. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16748. vertex.x = vertexBuffer[ i + 0 ];
  16749. vertex.y = vertexBuffer[ i + 1 ];
  16750. vertex.z = vertexBuffer[ i + 2 ];
  16751. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16752. var v = inclination( vertex ) / Math.PI + 0.5;
  16753. uvBuffer.push( u, 1 - v );
  16754. }
  16755. correctUVs();
  16756. correctSeam();
  16757. }
  16758. function correctSeam() {
  16759. // handle case when face straddles the seam, see #3269
  16760. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16761. // uv data of a single face
  16762. var x0 = uvBuffer[ i + 0 ];
  16763. var x1 = uvBuffer[ i + 2 ];
  16764. var x2 = uvBuffer[ i + 4 ];
  16765. var max = Math.max( x0, x1, x2 );
  16766. var min = Math.min( x0, x1, x2 );
  16767. // 0.9 is somewhat arbitrary
  16768. if ( max > 0.9 && min < 0.1 ) {
  16769. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16770. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16771. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16772. }
  16773. }
  16774. }
  16775. function pushVertex( vertex ) {
  16776. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16777. }
  16778. function getVertexByIndex( index, vertex ) {
  16779. var stride = index * 3;
  16780. vertex.x = vertices[ stride + 0 ];
  16781. vertex.y = vertices[ stride + 1 ];
  16782. vertex.z = vertices[ stride + 2 ];
  16783. }
  16784. function correctUVs() {
  16785. var a = new Vector3();
  16786. var b = new Vector3();
  16787. var c = new Vector3();
  16788. var centroid = new Vector3();
  16789. var uvA = new Vector2();
  16790. var uvB = new Vector2();
  16791. var uvC = new Vector2();
  16792. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16793. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16794. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16795. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16796. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16797. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16798. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16799. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16800. var azi = azimuth( centroid );
  16801. correctUV( uvA, j + 0, a, azi );
  16802. correctUV( uvB, j + 2, b, azi );
  16803. correctUV( uvC, j + 4, c, azi );
  16804. }
  16805. }
  16806. function correctUV( uv, stride, vector, azimuth ) {
  16807. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16808. uvBuffer[ stride ] = uv.x - 1;
  16809. }
  16810. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16811. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16812. }
  16813. }
  16814. // Angle around the Y axis, counter-clockwise when looking from above.
  16815. function azimuth( vector ) {
  16816. return Math.atan2( vector.z, - vector.x );
  16817. }
  16818. // Angle above the XZ plane.
  16819. function inclination( vector ) {
  16820. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16821. }
  16822. }
  16823. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16824. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16825. /**
  16826. * @author timothypratley / https://github.com/timothypratley
  16827. * @author Mugen87 / https://github.com/Mugen87
  16828. */
  16829. // TetrahedronGeometry
  16830. function TetrahedronGeometry( radius, detail ) {
  16831. Geometry.call( this );
  16832. this.type = 'TetrahedronGeometry';
  16833. this.parameters = {
  16834. radius: radius,
  16835. detail: detail
  16836. };
  16837. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16838. this.mergeVertices();
  16839. }
  16840. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16841. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16842. // TetrahedronBufferGeometry
  16843. function TetrahedronBufferGeometry( radius, detail ) {
  16844. var vertices = [
  16845. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16846. ];
  16847. var indices = [
  16848. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16849. ];
  16850. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16851. this.type = 'TetrahedronBufferGeometry';
  16852. this.parameters = {
  16853. radius: radius,
  16854. detail: detail
  16855. };
  16856. }
  16857. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16858. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16859. /**
  16860. * @author timothypratley / https://github.com/timothypratley
  16861. * @author Mugen87 / https://github.com/Mugen87
  16862. */
  16863. // OctahedronGeometry
  16864. function OctahedronGeometry( radius, detail ) {
  16865. Geometry.call( this );
  16866. this.type = 'OctahedronGeometry';
  16867. this.parameters = {
  16868. radius: radius,
  16869. detail: detail
  16870. };
  16871. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16872. this.mergeVertices();
  16873. }
  16874. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16875. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16876. // OctahedronBufferGeometry
  16877. function OctahedronBufferGeometry( radius, detail ) {
  16878. var vertices = [
  16879. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16880. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16881. ];
  16882. var indices = [
  16883. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16884. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16885. 1, 3, 4, 1, 4, 2
  16886. ];
  16887. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16888. this.type = 'OctahedronBufferGeometry';
  16889. this.parameters = {
  16890. radius: radius,
  16891. detail: detail
  16892. };
  16893. }
  16894. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16895. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16896. /**
  16897. * @author timothypratley / https://github.com/timothypratley
  16898. * @author Mugen87 / https://github.com/Mugen87
  16899. */
  16900. // IcosahedronGeometry
  16901. function IcosahedronGeometry( radius, detail ) {
  16902. Geometry.call( this );
  16903. this.type = 'IcosahedronGeometry';
  16904. this.parameters = {
  16905. radius: radius,
  16906. detail: detail
  16907. };
  16908. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16909. this.mergeVertices();
  16910. }
  16911. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16912. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16913. // IcosahedronBufferGeometry
  16914. function IcosahedronBufferGeometry( radius, detail ) {
  16915. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16916. var vertices = [
  16917. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16918. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16919. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16920. ];
  16921. var indices = [
  16922. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16923. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16924. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16925. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16926. ];
  16927. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16928. this.type = 'IcosahedronBufferGeometry';
  16929. this.parameters = {
  16930. radius: radius,
  16931. detail: detail
  16932. };
  16933. }
  16934. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16935. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16936. /**
  16937. * @author Abe Pazos / https://hamoid.com
  16938. * @author Mugen87 / https://github.com/Mugen87
  16939. */
  16940. // DodecahedronGeometry
  16941. function DodecahedronGeometry( radius, detail ) {
  16942. Geometry.call( this );
  16943. this.type = 'DodecahedronGeometry';
  16944. this.parameters = {
  16945. radius: radius,
  16946. detail: detail
  16947. };
  16948. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16949. this.mergeVertices();
  16950. }
  16951. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16952. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16953. // DodecahedronBufferGeometry
  16954. function DodecahedronBufferGeometry( radius, detail ) {
  16955. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16956. var r = 1 / t;
  16957. var vertices = [
  16958. // (±1, ±1, ±1)
  16959. - 1, - 1, - 1, - 1, - 1, 1,
  16960. - 1, 1, - 1, - 1, 1, 1,
  16961. 1, - 1, - 1, 1, - 1, 1,
  16962. 1, 1, - 1, 1, 1, 1,
  16963. // (0, ±1/φ, ±φ)
  16964. 0, - r, - t, 0, - r, t,
  16965. 0, r, - t, 0, r, t,
  16966. // (±1/φ, ±φ, 0)
  16967. - r, - t, 0, - r, t, 0,
  16968. r, - t, 0, r, t, 0,
  16969. // (±φ, 0, ±1/φ)
  16970. - t, 0, - r, t, 0, - r,
  16971. - t, 0, r, t, 0, r
  16972. ];
  16973. var indices = [
  16974. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16975. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16976. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16977. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16978. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16979. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16980. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16981. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16982. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16983. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16984. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16985. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16986. ];
  16987. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16988. this.type = 'DodecahedronBufferGeometry';
  16989. this.parameters = {
  16990. radius: radius,
  16991. detail: detail
  16992. };
  16993. }
  16994. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16995. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16996. /**
  16997. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16998. * @author WestLangley / https://github.com/WestLangley
  16999. * @author zz85 / https://github.com/zz85
  17000. * @author miningold / https://github.com/miningold
  17001. * @author jonobr1 / https://github.com/jonobr1
  17002. * @author Mugen87 / https://github.com/Mugen87
  17003. *
  17004. */
  17005. // TubeGeometry
  17006. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17007. Geometry.call( this );
  17008. this.type = 'TubeGeometry';
  17009. this.parameters = {
  17010. path: path,
  17011. tubularSegments: tubularSegments,
  17012. radius: radius,
  17013. radialSegments: radialSegments,
  17014. closed: closed
  17015. };
  17016. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17017. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17018. // expose internals
  17019. this.tangents = bufferGeometry.tangents;
  17020. this.normals = bufferGeometry.normals;
  17021. this.binormals = bufferGeometry.binormals;
  17022. // create geometry
  17023. this.fromBufferGeometry( bufferGeometry );
  17024. this.mergeVertices();
  17025. }
  17026. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17027. TubeGeometry.prototype.constructor = TubeGeometry;
  17028. // TubeBufferGeometry
  17029. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17030. BufferGeometry.call( this );
  17031. this.type = 'TubeBufferGeometry';
  17032. this.parameters = {
  17033. path: path,
  17034. tubularSegments: tubularSegments,
  17035. radius: radius,
  17036. radialSegments: radialSegments,
  17037. closed: closed
  17038. };
  17039. tubularSegments = tubularSegments || 64;
  17040. radius = radius || 1;
  17041. radialSegments = radialSegments || 8;
  17042. closed = closed || false;
  17043. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17044. // expose internals
  17045. this.tangents = frames.tangents;
  17046. this.normals = frames.normals;
  17047. this.binormals = frames.binormals;
  17048. // helper variables
  17049. var vertex = new Vector3();
  17050. var normal = new Vector3();
  17051. var uv = new Vector2();
  17052. var P = new Vector3();
  17053. var i, j;
  17054. // buffer
  17055. var vertices = [];
  17056. var normals = [];
  17057. var uvs = [];
  17058. var indices = [];
  17059. // create buffer data
  17060. generateBufferData();
  17061. // build geometry
  17062. this.setIndex( indices );
  17063. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17064. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17065. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17066. // functions
  17067. function generateBufferData() {
  17068. for ( i = 0; i < tubularSegments; i ++ ) {
  17069. generateSegment( i );
  17070. }
  17071. // if the geometry is not closed, generate the last row of vertices and normals
  17072. // at the regular position on the given path
  17073. //
  17074. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17075. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17076. // uvs are generated in a separate function.
  17077. // this makes it easy compute correct values for closed geometries
  17078. generateUVs();
  17079. // finally create faces
  17080. generateIndices();
  17081. }
  17082. function generateSegment( i ) {
  17083. // we use getPointAt to sample evenly distributed points from the given path
  17084. P = path.getPointAt( i / tubularSegments, P );
  17085. // retrieve corresponding normal and binormal
  17086. var N = frames.normals[ i ];
  17087. var B = frames.binormals[ i ];
  17088. // generate normals and vertices for the current segment
  17089. for ( j = 0; j <= radialSegments; j ++ ) {
  17090. var v = j / radialSegments * Math.PI * 2;
  17091. var sin = Math.sin( v );
  17092. var cos = - Math.cos( v );
  17093. // normal
  17094. normal.x = ( cos * N.x + sin * B.x );
  17095. normal.y = ( cos * N.y + sin * B.y );
  17096. normal.z = ( cos * N.z + sin * B.z );
  17097. normal.normalize();
  17098. normals.push( normal.x, normal.y, normal.z );
  17099. // vertex
  17100. vertex.x = P.x + radius * normal.x;
  17101. vertex.y = P.y + radius * normal.y;
  17102. vertex.z = P.z + radius * normal.z;
  17103. vertices.push( vertex.x, vertex.y, vertex.z );
  17104. }
  17105. }
  17106. function generateIndices() {
  17107. for ( j = 1; j <= tubularSegments; j ++ ) {
  17108. for ( i = 1; i <= radialSegments; i ++ ) {
  17109. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17110. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17111. var c = ( radialSegments + 1 ) * j + i;
  17112. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17113. // faces
  17114. indices.push( a, b, d );
  17115. indices.push( b, c, d );
  17116. }
  17117. }
  17118. }
  17119. function generateUVs() {
  17120. for ( i = 0; i <= tubularSegments; i ++ ) {
  17121. for ( j = 0; j <= radialSegments; j ++ ) {
  17122. uv.x = i / tubularSegments;
  17123. uv.y = j / radialSegments;
  17124. uvs.push( uv.x, uv.y );
  17125. }
  17126. }
  17127. }
  17128. }
  17129. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17130. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17131. TubeBufferGeometry.prototype.toJSON = function () {
  17132. var data = BufferGeometry.prototype.toJSON.call( this );
  17133. data.path = this.parameters.path.toJSON();
  17134. return data;
  17135. };
  17136. /**
  17137. * @author oosmoxiecode
  17138. * @author Mugen87 / https://github.com/Mugen87
  17139. *
  17140. * based on http://www.blackpawn.com/texts/pqtorus/
  17141. */
  17142. // TorusKnotGeometry
  17143. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17144. Geometry.call( this );
  17145. this.type = 'TorusKnotGeometry';
  17146. this.parameters = {
  17147. radius: radius,
  17148. tube: tube,
  17149. tubularSegments: tubularSegments,
  17150. radialSegments: radialSegments,
  17151. p: p,
  17152. q: q
  17153. };
  17154. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17155. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17156. this.mergeVertices();
  17157. }
  17158. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17159. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17160. // TorusKnotBufferGeometry
  17161. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17162. BufferGeometry.call( this );
  17163. this.type = 'TorusKnotBufferGeometry';
  17164. this.parameters = {
  17165. radius: radius,
  17166. tube: tube,
  17167. tubularSegments: tubularSegments,
  17168. radialSegments: radialSegments,
  17169. p: p,
  17170. q: q
  17171. };
  17172. radius = radius || 1;
  17173. tube = tube || 0.4;
  17174. tubularSegments = Math.floor( tubularSegments ) || 64;
  17175. radialSegments = Math.floor( radialSegments ) || 8;
  17176. p = p || 2;
  17177. q = q || 3;
  17178. // buffers
  17179. var indices = [];
  17180. var vertices = [];
  17181. var normals = [];
  17182. var uvs = [];
  17183. // helper variables
  17184. var i, j;
  17185. var vertex = new Vector3();
  17186. var normal = new Vector3();
  17187. var P1 = new Vector3();
  17188. var P2 = new Vector3();
  17189. var B = new Vector3();
  17190. var T = new Vector3();
  17191. var N = new Vector3();
  17192. // generate vertices, normals and uvs
  17193. for ( i = 0; i <= tubularSegments; ++ i ) {
  17194. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17195. var u = i / tubularSegments * p * Math.PI * 2;
  17196. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17197. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17198. calculatePositionOnCurve( u, p, q, radius, P1 );
  17199. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17200. // calculate orthonormal basis
  17201. T.subVectors( P2, P1 );
  17202. N.addVectors( P2, P1 );
  17203. B.crossVectors( T, N );
  17204. N.crossVectors( B, T );
  17205. // normalize B, N. T can be ignored, we don't use it
  17206. B.normalize();
  17207. N.normalize();
  17208. for ( j = 0; j <= radialSegments; ++ j ) {
  17209. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17210. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17211. var v = j / radialSegments * Math.PI * 2;
  17212. var cx = - tube * Math.cos( v );
  17213. var cy = tube * Math.sin( v );
  17214. // now calculate the final vertex position.
  17215. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17216. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17217. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17218. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17219. vertices.push( vertex.x, vertex.y, vertex.z );
  17220. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17221. normal.subVectors( vertex, P1 ).normalize();
  17222. normals.push( normal.x, normal.y, normal.z );
  17223. // uv
  17224. uvs.push( i / tubularSegments );
  17225. uvs.push( j / radialSegments );
  17226. }
  17227. }
  17228. // generate indices
  17229. for ( j = 1; j <= tubularSegments; j ++ ) {
  17230. for ( i = 1; i <= radialSegments; i ++ ) {
  17231. // indices
  17232. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17233. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17234. var c = ( radialSegments + 1 ) * j + i;
  17235. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17236. // faces
  17237. indices.push( a, b, d );
  17238. indices.push( b, c, d );
  17239. }
  17240. }
  17241. // build geometry
  17242. this.setIndex( indices );
  17243. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17244. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17245. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17246. // this function calculates the current position on the torus curve
  17247. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17248. var cu = Math.cos( u );
  17249. var su = Math.sin( u );
  17250. var quOverP = q / p * u;
  17251. var cs = Math.cos( quOverP );
  17252. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17253. position.y = radius * ( 2 + cs ) * su * 0.5;
  17254. position.z = radius * Math.sin( quOverP ) * 0.5;
  17255. }
  17256. }
  17257. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17258. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17259. /**
  17260. * @author oosmoxiecode
  17261. * @author mrdoob / http://mrdoob.com/
  17262. * @author Mugen87 / https://github.com/Mugen87
  17263. */
  17264. // TorusGeometry
  17265. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17266. Geometry.call( this );
  17267. this.type = 'TorusGeometry';
  17268. this.parameters = {
  17269. radius: radius,
  17270. tube: tube,
  17271. radialSegments: radialSegments,
  17272. tubularSegments: tubularSegments,
  17273. arc: arc
  17274. };
  17275. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17276. this.mergeVertices();
  17277. }
  17278. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17279. TorusGeometry.prototype.constructor = TorusGeometry;
  17280. // TorusBufferGeometry
  17281. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17282. BufferGeometry.call( this );
  17283. this.type = 'TorusBufferGeometry';
  17284. this.parameters = {
  17285. radius: radius,
  17286. tube: tube,
  17287. radialSegments: radialSegments,
  17288. tubularSegments: tubularSegments,
  17289. arc: arc
  17290. };
  17291. radius = radius || 1;
  17292. tube = tube || 0.4;
  17293. radialSegments = Math.floor( radialSegments ) || 8;
  17294. tubularSegments = Math.floor( tubularSegments ) || 6;
  17295. arc = arc || Math.PI * 2;
  17296. // buffers
  17297. var indices = [];
  17298. var vertices = [];
  17299. var normals = [];
  17300. var uvs = [];
  17301. // helper variables
  17302. var center = new Vector3();
  17303. var vertex = new Vector3();
  17304. var normal = new Vector3();
  17305. var j, i;
  17306. // generate vertices, normals and uvs
  17307. for ( j = 0; j <= radialSegments; j ++ ) {
  17308. for ( i = 0; i <= tubularSegments; i ++ ) {
  17309. var u = i / tubularSegments * arc;
  17310. var v = j / radialSegments * Math.PI * 2;
  17311. // vertex
  17312. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17313. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17314. vertex.z = tube * Math.sin( v );
  17315. vertices.push( vertex.x, vertex.y, vertex.z );
  17316. // normal
  17317. center.x = radius * Math.cos( u );
  17318. center.y = radius * Math.sin( u );
  17319. normal.subVectors( vertex, center ).normalize();
  17320. normals.push( normal.x, normal.y, normal.z );
  17321. // uv
  17322. uvs.push( i / tubularSegments );
  17323. uvs.push( j / radialSegments );
  17324. }
  17325. }
  17326. // generate indices
  17327. for ( j = 1; j <= radialSegments; j ++ ) {
  17328. for ( i = 1; i <= tubularSegments; i ++ ) {
  17329. // indices
  17330. var a = ( tubularSegments + 1 ) * j + i - 1;
  17331. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17332. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17333. var d = ( tubularSegments + 1 ) * j + i;
  17334. // faces
  17335. indices.push( a, b, d );
  17336. indices.push( b, c, d );
  17337. }
  17338. }
  17339. // build geometry
  17340. this.setIndex( indices );
  17341. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17342. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17343. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17344. }
  17345. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17346. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17347. /**
  17348. * @author Mugen87 / https://github.com/Mugen87
  17349. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17350. */
  17351. var Earcut = {
  17352. triangulate: function ( data, holeIndices, dim ) {
  17353. dim = dim || 2;
  17354. var hasHoles = holeIndices && holeIndices.length,
  17355. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17356. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17357. triangles = [];
  17358. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17359. var minX, minY, maxX, maxY, x, y, invSize;
  17360. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17361. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17362. if ( data.length > 80 * dim ) {
  17363. minX = maxX = data[ 0 ];
  17364. minY = maxY = data[ 1 ];
  17365. for ( var i = dim; i < outerLen; i += dim ) {
  17366. x = data[ i ];
  17367. y = data[ i + 1 ];
  17368. if ( x < minX ) { minX = x; }
  17369. if ( y < minY ) { minY = y; }
  17370. if ( x > maxX ) { maxX = x; }
  17371. if ( y > maxY ) { maxY = y; }
  17372. }
  17373. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17374. invSize = Math.max( maxX - minX, maxY - minY );
  17375. invSize = invSize !== 0 ? 1 / invSize : 0;
  17376. }
  17377. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17378. return triangles;
  17379. }
  17380. };
  17381. // create a circular doubly linked list from polygon points in the specified winding order
  17382. function linkedList( data, start, end, dim, clockwise ) {
  17383. var i, last;
  17384. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17385. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17386. } else {
  17387. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17388. }
  17389. if ( last && equals( last, last.next ) ) {
  17390. removeNode( last );
  17391. last = last.next;
  17392. }
  17393. return last;
  17394. }
  17395. // eliminate colinear or duplicate points
  17396. function filterPoints( start, end ) {
  17397. if ( ! start ) { return start; }
  17398. if ( ! end ) { end = start; }
  17399. var p = start,
  17400. again;
  17401. do {
  17402. again = false;
  17403. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17404. removeNode( p );
  17405. p = end = p.prev;
  17406. if ( p === p.next ) { break; }
  17407. again = true;
  17408. } else {
  17409. p = p.next;
  17410. }
  17411. } while ( again || p !== end );
  17412. return end;
  17413. }
  17414. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17415. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17416. if ( ! ear ) { return; }
  17417. // interlink polygon nodes in z-order
  17418. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17419. var stop = ear,
  17420. prev, next;
  17421. // iterate through ears, slicing them one by one
  17422. while ( ear.prev !== ear.next ) {
  17423. prev = ear.prev;
  17424. next = ear.next;
  17425. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17426. // cut off the triangle
  17427. triangles.push( prev.i / dim );
  17428. triangles.push( ear.i / dim );
  17429. triangles.push( next.i / dim );
  17430. removeNode( ear );
  17431. // skipping the next vertex leads to less sliver triangles
  17432. ear = next.next;
  17433. stop = next.next;
  17434. continue;
  17435. }
  17436. ear = next;
  17437. // if we looped through the whole remaining polygon and can't find any more ears
  17438. if ( ear === stop ) {
  17439. // try filtering points and slicing again
  17440. if ( ! pass ) {
  17441. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17442. // if this didn't work, try curing all small self-intersections locally
  17443. } else if ( pass === 1 ) {
  17444. ear = cureLocalIntersections( ear, triangles, dim );
  17445. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17446. // as a last resort, try splitting the remaining polygon into two
  17447. } else if ( pass === 2 ) {
  17448. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17449. }
  17450. break;
  17451. }
  17452. }
  17453. }
  17454. // check whether a polygon node forms a valid ear with adjacent nodes
  17455. function isEar( ear ) {
  17456. var a = ear.prev,
  17457. b = ear,
  17458. c = ear.next;
  17459. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17460. // now make sure we don't have other points inside the potential ear
  17461. var p = ear.next.next;
  17462. while ( p !== ear.prev ) {
  17463. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17464. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17465. p = p.next;
  17466. }
  17467. return true;
  17468. }
  17469. function isEarHashed( ear, minX, minY, invSize ) {
  17470. var a = ear.prev,
  17471. b = ear,
  17472. c = ear.next;
  17473. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17474. // triangle bbox; min & max are calculated like this for speed
  17475. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17476. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17477. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17478. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17479. // z-order range for the current triangle bbox;
  17480. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17481. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17482. var p = ear.prevZ,
  17483. n = ear.nextZ;
  17484. // look for points inside the triangle in both directions
  17485. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17486. if ( p !== ear.prev && p !== ear.next &&
  17487. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17488. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17489. p = p.prevZ;
  17490. if ( n !== ear.prev && n !== ear.next &&
  17491. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17492. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17493. n = n.nextZ;
  17494. }
  17495. // look for remaining points in decreasing z-order
  17496. while ( p && p.z >= minZ ) {
  17497. if ( p !== ear.prev && p !== ear.next &&
  17498. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17499. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17500. p = p.prevZ;
  17501. }
  17502. // look for remaining points in increasing z-order
  17503. while ( n && n.z <= maxZ ) {
  17504. if ( n !== ear.prev && n !== ear.next &&
  17505. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17506. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17507. n = n.nextZ;
  17508. }
  17509. return true;
  17510. }
  17511. // go through all polygon nodes and cure small local self-intersections
  17512. function cureLocalIntersections( start, triangles, dim ) {
  17513. var p = start;
  17514. do {
  17515. var a = p.prev,
  17516. b = p.next.next;
  17517. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17518. triangles.push( a.i / dim );
  17519. triangles.push( p.i / dim );
  17520. triangles.push( b.i / dim );
  17521. // remove two nodes involved
  17522. removeNode( p );
  17523. removeNode( p.next );
  17524. p = start = b;
  17525. }
  17526. p = p.next;
  17527. } while ( p !== start );
  17528. return p;
  17529. }
  17530. // try splitting polygon into two and triangulate them independently
  17531. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17532. // look for a valid diagonal that divides the polygon into two
  17533. var a = start;
  17534. do {
  17535. var b = a.next.next;
  17536. while ( b !== a.prev ) {
  17537. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17538. // split the polygon in two by the diagonal
  17539. var c = splitPolygon( a, b );
  17540. // filter colinear points around the cuts
  17541. a = filterPoints( a, a.next );
  17542. c = filterPoints( c, c.next );
  17543. // run earcut on each half
  17544. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17545. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17546. return;
  17547. }
  17548. b = b.next;
  17549. }
  17550. a = a.next;
  17551. } while ( a !== start );
  17552. }
  17553. // link every hole into the outer loop, producing a single-ring polygon without holes
  17554. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17555. var queue = [],
  17556. i, len, start, end, list;
  17557. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17558. start = holeIndices[ i ] * dim;
  17559. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17560. list = linkedList( data, start, end, dim, false );
  17561. if ( list === list.next ) { list.steiner = true; }
  17562. queue.push( getLeftmost( list ) );
  17563. }
  17564. queue.sort( compareX );
  17565. // process holes from left to right
  17566. for ( i = 0; i < queue.length; i ++ ) {
  17567. eliminateHole( queue[ i ], outerNode );
  17568. outerNode = filterPoints( outerNode, outerNode.next );
  17569. }
  17570. return outerNode;
  17571. }
  17572. function compareX( a, b ) {
  17573. return a.x - b.x;
  17574. }
  17575. // find a bridge between vertices that connects hole with an outer ring and and link it
  17576. function eliminateHole( hole, outerNode ) {
  17577. outerNode = findHoleBridge( hole, outerNode );
  17578. if ( outerNode ) {
  17579. var b = splitPolygon( outerNode, hole );
  17580. filterPoints( b, b.next );
  17581. }
  17582. }
  17583. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17584. function findHoleBridge( hole, outerNode ) {
  17585. var p = outerNode,
  17586. hx = hole.x,
  17587. hy = hole.y,
  17588. qx = - Infinity,
  17589. m;
  17590. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17591. // segment's endpoint with lesser x will be potential connection point
  17592. do {
  17593. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17594. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17595. if ( x <= hx && x > qx ) {
  17596. qx = x;
  17597. if ( x === hx ) {
  17598. if ( hy === p.y ) { return p; }
  17599. if ( hy === p.next.y ) { return p.next; }
  17600. }
  17601. m = p.x < p.next.x ? p : p.next;
  17602. }
  17603. }
  17604. p = p.next;
  17605. } while ( p !== outerNode );
  17606. if ( ! m ) { return null; }
  17607. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17608. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17609. // if there are no points found, we have a valid connection;
  17610. // otherwise choose the point of the minimum angle with the ray as connection point
  17611. var stop = m,
  17612. mx = m.x,
  17613. my = m.y,
  17614. tanMin = Infinity,
  17615. tan;
  17616. p = m.next;
  17617. while ( p !== stop ) {
  17618. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17619. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17620. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17621. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17622. m = p;
  17623. tanMin = tan;
  17624. }
  17625. }
  17626. p = p.next;
  17627. }
  17628. return m;
  17629. }
  17630. // interlink polygon nodes in z-order
  17631. function indexCurve( start, minX, minY, invSize ) {
  17632. var p = start;
  17633. do {
  17634. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17635. p.prevZ = p.prev;
  17636. p.nextZ = p.next;
  17637. p = p.next;
  17638. } while ( p !== start );
  17639. p.prevZ.nextZ = null;
  17640. p.prevZ = null;
  17641. sortLinked( p );
  17642. }
  17643. // Simon Tatham's linked list merge sort algorithm
  17644. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17645. function sortLinked( list ) {
  17646. var i, p, q, e, tail, numMerges, pSize, qSize,
  17647. inSize = 1;
  17648. do {
  17649. p = list;
  17650. list = null;
  17651. tail = null;
  17652. numMerges = 0;
  17653. while ( p ) {
  17654. numMerges ++;
  17655. q = p;
  17656. pSize = 0;
  17657. for ( i = 0; i < inSize; i ++ ) {
  17658. pSize ++;
  17659. q = q.nextZ;
  17660. if ( ! q ) { break; }
  17661. }
  17662. qSize = inSize;
  17663. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17664. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17665. e = p;
  17666. p = p.nextZ;
  17667. pSize --;
  17668. } else {
  17669. e = q;
  17670. q = q.nextZ;
  17671. qSize --;
  17672. }
  17673. if ( tail ) { tail.nextZ = e; }
  17674. else { list = e; }
  17675. e.prevZ = tail;
  17676. tail = e;
  17677. }
  17678. p = q;
  17679. }
  17680. tail.nextZ = null;
  17681. inSize *= 2;
  17682. } while ( numMerges > 1 );
  17683. return list;
  17684. }
  17685. // z-order of a point given coords and inverse of the longer side of data bbox
  17686. function zOrder( x, y, minX, minY, invSize ) {
  17687. // coords are transformed into non-negative 15-bit integer range
  17688. x = 32767 * ( x - minX ) * invSize;
  17689. y = 32767 * ( y - minY ) * invSize;
  17690. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17691. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17692. x = ( x | ( x << 2 ) ) & 0x33333333;
  17693. x = ( x | ( x << 1 ) ) & 0x55555555;
  17694. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17695. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17696. y = ( y | ( y << 2 ) ) & 0x33333333;
  17697. y = ( y | ( y << 1 ) ) & 0x55555555;
  17698. return x | ( y << 1 );
  17699. }
  17700. // find the leftmost node of a polygon ring
  17701. function getLeftmost( start ) {
  17702. var p = start,
  17703. leftmost = start;
  17704. do {
  17705. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17706. p = p.next;
  17707. } while ( p !== start );
  17708. return leftmost;
  17709. }
  17710. // check if a point lies within a convex triangle
  17711. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17712. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17713. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17714. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17715. }
  17716. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17717. function isValidDiagonal( a, b ) {
  17718. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17719. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17720. }
  17721. // signed area of a triangle
  17722. function area( p, q, r ) {
  17723. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17724. }
  17725. // check if two points are equal
  17726. function equals( p1, p2 ) {
  17727. return p1.x === p2.x && p1.y === p2.y;
  17728. }
  17729. // check if two segments intersect
  17730. function intersects( p1, q1, p2, q2 ) {
  17731. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17732. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17733. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17734. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17735. }
  17736. // check if a polygon diagonal intersects any polygon segments
  17737. function intersectsPolygon( a, b ) {
  17738. var p = a;
  17739. do {
  17740. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17741. intersects( p, p.next, a, b ) ) { return true; }
  17742. p = p.next;
  17743. } while ( p !== a );
  17744. return false;
  17745. }
  17746. // check if a polygon diagonal is locally inside the polygon
  17747. function locallyInside( a, b ) {
  17748. return area( a.prev, a, a.next ) < 0 ?
  17749. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17750. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17751. }
  17752. // check if the middle point of a polygon diagonal is inside the polygon
  17753. function middleInside( a, b ) {
  17754. var p = a,
  17755. inside = false,
  17756. px = ( a.x + b.x ) / 2,
  17757. py = ( a.y + b.y ) / 2;
  17758. do {
  17759. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17760. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17761. { inside = ! inside; }
  17762. p = p.next;
  17763. } while ( p !== a );
  17764. return inside;
  17765. }
  17766. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17767. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17768. function splitPolygon( a, b ) {
  17769. var a2 = new Node( a.i, a.x, a.y ),
  17770. b2 = new Node( b.i, b.x, b.y ),
  17771. an = a.next,
  17772. bp = b.prev;
  17773. a.next = b;
  17774. b.prev = a;
  17775. a2.next = an;
  17776. an.prev = a2;
  17777. b2.next = a2;
  17778. a2.prev = b2;
  17779. bp.next = b2;
  17780. b2.prev = bp;
  17781. return b2;
  17782. }
  17783. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17784. function insertNode( i, x, y, last ) {
  17785. var p = new Node( i, x, y );
  17786. if ( ! last ) {
  17787. p.prev = p;
  17788. p.next = p;
  17789. } else {
  17790. p.next = last.next;
  17791. p.prev = last;
  17792. last.next.prev = p;
  17793. last.next = p;
  17794. }
  17795. return p;
  17796. }
  17797. function removeNode( p ) {
  17798. p.next.prev = p.prev;
  17799. p.prev.next = p.next;
  17800. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17801. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17802. }
  17803. function Node( i, x, y ) {
  17804. // vertex index in coordinates array
  17805. this.i = i;
  17806. // vertex coordinates
  17807. this.x = x;
  17808. this.y = y;
  17809. // previous and next vertex nodes in a polygon ring
  17810. this.prev = null;
  17811. this.next = null;
  17812. // z-order curve value
  17813. this.z = null;
  17814. // previous and next nodes in z-order
  17815. this.prevZ = null;
  17816. this.nextZ = null;
  17817. // indicates whether this is a steiner point
  17818. this.steiner = false;
  17819. }
  17820. function signedArea( data, start, end, dim ) {
  17821. var sum = 0;
  17822. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17823. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17824. j = i;
  17825. }
  17826. return sum;
  17827. }
  17828. /**
  17829. * @author zz85 / http://www.lab4games.net/zz85/blog
  17830. */
  17831. var ShapeUtils = {
  17832. // calculate area of the contour polygon
  17833. area: function ( contour ) {
  17834. var n = contour.length;
  17835. var a = 0.0;
  17836. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17837. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17838. }
  17839. return a * 0.5;
  17840. },
  17841. isClockWise: function ( pts ) {
  17842. return ShapeUtils.area( pts ) < 0;
  17843. },
  17844. triangulateShape: function ( contour, holes ) {
  17845. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17846. var holeIndices = []; // array of hole indices
  17847. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17848. removeDupEndPts( contour );
  17849. addContour( vertices, contour );
  17850. //
  17851. var holeIndex = contour.length;
  17852. holes.forEach( removeDupEndPts );
  17853. for ( var i = 0; i < holes.length; i ++ ) {
  17854. holeIndices.push( holeIndex );
  17855. holeIndex += holes[ i ].length;
  17856. addContour( vertices, holes[ i ] );
  17857. }
  17858. //
  17859. var triangles = Earcut.triangulate( vertices, holeIndices );
  17860. //
  17861. for ( var i = 0; i < triangles.length; i += 3 ) {
  17862. faces.push( triangles.slice( i, i + 3 ) );
  17863. }
  17864. return faces;
  17865. }
  17866. };
  17867. function removeDupEndPts( points ) {
  17868. var l = points.length;
  17869. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17870. points.pop();
  17871. }
  17872. }
  17873. function addContour( vertices, contour ) {
  17874. for ( var i = 0; i < contour.length; i ++ ) {
  17875. vertices.push( contour[ i ].x );
  17876. vertices.push( contour[ i ].y );
  17877. }
  17878. }
  17879. /**
  17880. * @author zz85 / http://www.lab4games.net/zz85/blog
  17881. *
  17882. * Creates extruded geometry from a path shape.
  17883. *
  17884. * parameters = {
  17885. *
  17886. * curveSegments: <int>, // number of points on the curves
  17887. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17888. * depth: <float>, // Depth to extrude the shape
  17889. *
  17890. * bevelEnabled: <bool>, // turn on bevel
  17891. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17892. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17893. * bevelOffset: <float>, // how far from shape outline does bevel start
  17894. * bevelSegments: <int>, // number of bevel layers
  17895. *
  17896. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17897. *
  17898. * UVGenerator: <Object> // object that provides UV generator functions
  17899. *
  17900. * }
  17901. */
  17902. // ExtrudeGeometry
  17903. function ExtrudeGeometry( shapes, options ) {
  17904. Geometry.call( this );
  17905. this.type = 'ExtrudeGeometry';
  17906. this.parameters = {
  17907. shapes: shapes,
  17908. options: options
  17909. };
  17910. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17911. this.mergeVertices();
  17912. }
  17913. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17914. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17915. ExtrudeGeometry.prototype.toJSON = function () {
  17916. var data = Geometry.prototype.toJSON.call( this );
  17917. var shapes = this.parameters.shapes;
  17918. var options = this.parameters.options;
  17919. return toJSON( shapes, options, data );
  17920. };
  17921. // ExtrudeBufferGeometry
  17922. function ExtrudeBufferGeometry( shapes, options ) {
  17923. BufferGeometry.call( this );
  17924. this.type = 'ExtrudeBufferGeometry';
  17925. this.parameters = {
  17926. shapes: shapes,
  17927. options: options
  17928. };
  17929. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17930. var scope = this;
  17931. var verticesArray = [];
  17932. var uvArray = [];
  17933. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17934. var shape = shapes[ i ];
  17935. addShape( shape );
  17936. }
  17937. // build geometry
  17938. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17939. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17940. this.computeVertexNormals();
  17941. // functions
  17942. function addShape( shape ) {
  17943. var placeholder = [];
  17944. // options
  17945. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17946. var steps = options.steps !== undefined ? options.steps : 1;
  17947. var depth = options.depth !== undefined ? options.depth : 100;
  17948. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17949. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17950. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17951. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17952. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17953. var extrudePath = options.extrudePath;
  17954. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17955. // deprecated options
  17956. if ( options.amount !== undefined ) {
  17957. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17958. depth = options.amount;
  17959. }
  17960. //
  17961. var extrudePts, extrudeByPath = false;
  17962. var splineTube, binormal, normal, position2;
  17963. if ( extrudePath ) {
  17964. extrudePts = extrudePath.getSpacedPoints( steps );
  17965. extrudeByPath = true;
  17966. bevelEnabled = false; // bevels not supported for path extrusion
  17967. // SETUP TNB variables
  17968. // TODO1 - have a .isClosed in spline?
  17969. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17970. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17971. binormal = new Vector3();
  17972. normal = new Vector3();
  17973. position2 = new Vector3();
  17974. }
  17975. // Safeguards if bevels are not enabled
  17976. if ( ! bevelEnabled ) {
  17977. bevelSegments = 0;
  17978. bevelThickness = 0;
  17979. bevelSize = 0;
  17980. bevelOffset = 0;
  17981. }
  17982. // Variables initialization
  17983. var ahole, h, hl; // looping of holes
  17984. var shapePoints = shape.extractPoints( curveSegments );
  17985. var vertices = shapePoints.shape;
  17986. var holes = shapePoints.holes;
  17987. var reverse = ! ShapeUtils.isClockWise( vertices );
  17988. if ( reverse ) {
  17989. vertices = vertices.reverse();
  17990. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17991. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17992. ahole = holes[ h ];
  17993. if ( ShapeUtils.isClockWise( ahole ) ) {
  17994. holes[ h ] = ahole.reverse();
  17995. }
  17996. }
  17997. }
  17998. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17999. /* Vertices */
  18000. var contour = vertices; // vertices has all points but contour has only points of circumference
  18001. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18002. ahole = holes[ h ];
  18003. vertices = vertices.concat( ahole );
  18004. }
  18005. function scalePt2( pt, vec, size ) {
  18006. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18007. return vec.clone().multiplyScalar( size ).add( pt );
  18008. }
  18009. var b, bs, t, z,
  18010. vert, vlen = vertices.length,
  18011. face, flen = faces.length;
  18012. // Find directions for point movement
  18013. function getBevelVec( inPt, inPrev, inNext ) {
  18014. // computes for inPt the corresponding point inPt' on a new contour
  18015. // shifted by 1 unit (length of normalized vector) to the left
  18016. // if we walk along contour clockwise, this new contour is outside the old one
  18017. //
  18018. // inPt' is the intersection of the two lines parallel to the two
  18019. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18020. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18021. // good reading for geometry algorithms (here: line-line intersection)
  18022. // http://geomalgorithms.com/a05-_intersect-1.html
  18023. var v_prev_x = inPt.x - inPrev.x,
  18024. v_prev_y = inPt.y - inPrev.y;
  18025. var v_next_x = inNext.x - inPt.x,
  18026. v_next_y = inNext.y - inPt.y;
  18027. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18028. // check for collinear edges
  18029. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18030. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18031. // not collinear
  18032. // length of vectors for normalizing
  18033. var v_prev_len = Math.sqrt( v_prev_lensq );
  18034. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18035. // shift adjacent points by unit vectors to the left
  18036. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18037. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18038. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18039. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18040. // scaling factor for v_prev to intersection point
  18041. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18042. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18043. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18044. // vector from inPt to intersection point
  18045. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18046. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18047. // Don't normalize!, otherwise sharp corners become ugly
  18048. // but prevent crazy spikes
  18049. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18050. if ( v_trans_lensq <= 2 ) {
  18051. return new Vector2( v_trans_x, v_trans_y );
  18052. } else {
  18053. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18054. }
  18055. } else {
  18056. // handle special case of collinear edges
  18057. var direction_eq = false; // assumes: opposite
  18058. if ( v_prev_x > Number.EPSILON ) {
  18059. if ( v_next_x > Number.EPSILON ) {
  18060. direction_eq = true;
  18061. }
  18062. } else {
  18063. if ( v_prev_x < - Number.EPSILON ) {
  18064. if ( v_next_x < - Number.EPSILON ) {
  18065. direction_eq = true;
  18066. }
  18067. } else {
  18068. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18069. direction_eq = true;
  18070. }
  18071. }
  18072. }
  18073. if ( direction_eq ) {
  18074. // console.log("Warning: lines are a straight sequence");
  18075. v_trans_x = - v_prev_y;
  18076. v_trans_y = v_prev_x;
  18077. shrink_by = Math.sqrt( v_prev_lensq );
  18078. } else {
  18079. // console.log("Warning: lines are a straight spike");
  18080. v_trans_x = v_prev_x;
  18081. v_trans_y = v_prev_y;
  18082. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18083. }
  18084. }
  18085. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18086. }
  18087. var contourMovements = [];
  18088. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18089. if ( j === il ) { j = 0; }
  18090. if ( k === il ) { k = 0; }
  18091. // (j)---(i)---(k)
  18092. // console.log('i,j,k', i, j , k)
  18093. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18094. }
  18095. var holesMovements = [],
  18096. oneHoleMovements, verticesMovements = contourMovements.concat();
  18097. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18098. ahole = holes[ h ];
  18099. oneHoleMovements = [];
  18100. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18101. if ( j === il ) { j = 0; }
  18102. if ( k === il ) { k = 0; }
  18103. // (j)---(i)---(k)
  18104. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18105. }
  18106. holesMovements.push( oneHoleMovements );
  18107. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18108. }
  18109. // Loop bevelSegments, 1 for the front, 1 for the back
  18110. for ( b = 0; b < bevelSegments; b ++ ) {
  18111. //for ( b = bevelSegments; b > 0; b -- ) {
  18112. t = b / bevelSegments;
  18113. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18114. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18115. // contract shape
  18116. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18117. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18118. v( vert.x, vert.y, - z );
  18119. }
  18120. // expand holes
  18121. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18122. ahole = holes[ h ];
  18123. oneHoleMovements = holesMovements[ h ];
  18124. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18125. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18126. v( vert.x, vert.y, - z );
  18127. }
  18128. }
  18129. }
  18130. bs = bevelSize + bevelOffset;
  18131. // Back facing vertices
  18132. for ( i = 0; i < vlen; i ++ ) {
  18133. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18134. if ( ! extrudeByPath ) {
  18135. v( vert.x, vert.y, 0 );
  18136. } else {
  18137. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18138. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18139. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18140. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18141. v( position2.x, position2.y, position2.z );
  18142. }
  18143. }
  18144. // Add stepped vertices...
  18145. // Including front facing vertices
  18146. var s;
  18147. for ( s = 1; s <= steps; s ++ ) {
  18148. for ( i = 0; i < vlen; i ++ ) {
  18149. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18150. if ( ! extrudeByPath ) {
  18151. v( vert.x, vert.y, depth / steps * s );
  18152. } else {
  18153. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18154. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18155. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18156. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18157. v( position2.x, position2.y, position2.z );
  18158. }
  18159. }
  18160. }
  18161. // Add bevel segments planes
  18162. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18163. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18164. t = b / bevelSegments;
  18165. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18166. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18167. // contract shape
  18168. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18169. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18170. v( vert.x, vert.y, depth + z );
  18171. }
  18172. // expand holes
  18173. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18174. ahole = holes[ h ];
  18175. oneHoleMovements = holesMovements[ h ];
  18176. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18177. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18178. if ( ! extrudeByPath ) {
  18179. v( vert.x, vert.y, depth + z );
  18180. } else {
  18181. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18182. }
  18183. }
  18184. }
  18185. }
  18186. /* Faces */
  18187. // Top and bottom faces
  18188. buildLidFaces();
  18189. // Sides faces
  18190. buildSideFaces();
  18191. ///// Internal functions
  18192. function buildLidFaces() {
  18193. var start = verticesArray.length / 3;
  18194. if ( bevelEnabled ) {
  18195. var layer = 0; // steps + 1
  18196. var offset = vlen * layer;
  18197. // Bottom faces
  18198. for ( i = 0; i < flen; i ++ ) {
  18199. face = faces[ i ];
  18200. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18201. }
  18202. layer = steps + bevelSegments * 2;
  18203. offset = vlen * layer;
  18204. // Top faces
  18205. for ( i = 0; i < flen; i ++ ) {
  18206. face = faces[ i ];
  18207. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18208. }
  18209. } else {
  18210. // Bottom faces
  18211. for ( i = 0; i < flen; i ++ ) {
  18212. face = faces[ i ];
  18213. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18214. }
  18215. // Top faces
  18216. for ( i = 0; i < flen; i ++ ) {
  18217. face = faces[ i ];
  18218. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18219. }
  18220. }
  18221. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18222. }
  18223. // Create faces for the z-sides of the shape
  18224. function buildSideFaces() {
  18225. var start = verticesArray.length / 3;
  18226. var layeroffset = 0;
  18227. sidewalls( contour, layeroffset );
  18228. layeroffset += contour.length;
  18229. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18230. ahole = holes[ h ];
  18231. sidewalls( ahole, layeroffset );
  18232. //, true
  18233. layeroffset += ahole.length;
  18234. }
  18235. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18236. }
  18237. function sidewalls( contour, layeroffset ) {
  18238. var j, k;
  18239. i = contour.length;
  18240. while ( -- i >= 0 ) {
  18241. j = i;
  18242. k = i - 1;
  18243. if ( k < 0 ) { k = contour.length - 1; }
  18244. //console.log('b', i,j, i-1, k,vertices.length);
  18245. var s = 0,
  18246. sl = steps + bevelSegments * 2;
  18247. for ( s = 0; s < sl; s ++ ) {
  18248. var slen1 = vlen * s;
  18249. var slen2 = vlen * ( s + 1 );
  18250. var a = layeroffset + j + slen1,
  18251. b = layeroffset + k + slen1,
  18252. c = layeroffset + k + slen2,
  18253. d = layeroffset + j + slen2;
  18254. f4( a, b, c, d );
  18255. }
  18256. }
  18257. }
  18258. function v( x, y, z ) {
  18259. placeholder.push( x );
  18260. placeholder.push( y );
  18261. placeholder.push( z );
  18262. }
  18263. function f3( a, b, c ) {
  18264. addVertex( a );
  18265. addVertex( b );
  18266. addVertex( c );
  18267. var nextIndex = verticesArray.length / 3;
  18268. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18269. addUV( uvs[ 0 ] );
  18270. addUV( uvs[ 1 ] );
  18271. addUV( uvs[ 2 ] );
  18272. }
  18273. function f4( a, b, c, d ) {
  18274. addVertex( a );
  18275. addVertex( b );
  18276. addVertex( d );
  18277. addVertex( b );
  18278. addVertex( c );
  18279. addVertex( d );
  18280. var nextIndex = verticesArray.length / 3;
  18281. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18282. addUV( uvs[ 0 ] );
  18283. addUV( uvs[ 1 ] );
  18284. addUV( uvs[ 3 ] );
  18285. addUV( uvs[ 1 ] );
  18286. addUV( uvs[ 2 ] );
  18287. addUV( uvs[ 3 ] );
  18288. }
  18289. function addVertex( index ) {
  18290. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18291. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18292. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18293. }
  18294. function addUV( vector2 ) {
  18295. uvArray.push( vector2.x );
  18296. uvArray.push( vector2.y );
  18297. }
  18298. }
  18299. }
  18300. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18301. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18302. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18303. var data = BufferGeometry.prototype.toJSON.call( this );
  18304. var shapes = this.parameters.shapes;
  18305. var options = this.parameters.options;
  18306. return toJSON( shapes, options, data );
  18307. };
  18308. //
  18309. var WorldUVGenerator = {
  18310. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18311. var a_x = vertices[ indexA * 3 ];
  18312. var a_y = vertices[ indexA * 3 + 1 ];
  18313. var b_x = vertices[ indexB * 3 ];
  18314. var b_y = vertices[ indexB * 3 + 1 ];
  18315. var c_x = vertices[ indexC * 3 ];
  18316. var c_y = vertices[ indexC * 3 + 1 ];
  18317. return [
  18318. new Vector2( a_x, a_y ),
  18319. new Vector2( b_x, b_y ),
  18320. new Vector2( c_x, c_y )
  18321. ];
  18322. },
  18323. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18324. var a_x = vertices[ indexA * 3 ];
  18325. var a_y = vertices[ indexA * 3 + 1 ];
  18326. var a_z = vertices[ indexA * 3 + 2 ];
  18327. var b_x = vertices[ indexB * 3 ];
  18328. var b_y = vertices[ indexB * 3 + 1 ];
  18329. var b_z = vertices[ indexB * 3 + 2 ];
  18330. var c_x = vertices[ indexC * 3 ];
  18331. var c_y = vertices[ indexC * 3 + 1 ];
  18332. var c_z = vertices[ indexC * 3 + 2 ];
  18333. var d_x = vertices[ indexD * 3 ];
  18334. var d_y = vertices[ indexD * 3 + 1 ];
  18335. var d_z = vertices[ indexD * 3 + 2 ];
  18336. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18337. return [
  18338. new Vector2( a_x, 1 - a_z ),
  18339. new Vector2( b_x, 1 - b_z ),
  18340. new Vector2( c_x, 1 - c_z ),
  18341. new Vector2( d_x, 1 - d_z )
  18342. ];
  18343. } else {
  18344. return [
  18345. new Vector2( a_y, 1 - a_z ),
  18346. new Vector2( b_y, 1 - b_z ),
  18347. new Vector2( c_y, 1 - c_z ),
  18348. new Vector2( d_y, 1 - d_z )
  18349. ];
  18350. }
  18351. }
  18352. };
  18353. function toJSON( shapes, options, data ) {
  18354. //
  18355. data.shapes = [];
  18356. if ( Array.isArray( shapes ) ) {
  18357. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18358. var shape = shapes[ i ];
  18359. data.shapes.push( shape.uuid );
  18360. }
  18361. } else {
  18362. data.shapes.push( shapes.uuid );
  18363. }
  18364. //
  18365. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18366. return data;
  18367. }
  18368. /**
  18369. * @author zz85 / http://www.lab4games.net/zz85/blog
  18370. * @author alteredq / http://alteredqualia.com/
  18371. *
  18372. * Text = 3D Text
  18373. *
  18374. * parameters = {
  18375. * font: <THREE.Font>, // font
  18376. *
  18377. * size: <float>, // size of the text
  18378. * height: <float>, // thickness to extrude text
  18379. * curveSegments: <int>, // number of points on the curves
  18380. *
  18381. * bevelEnabled: <bool>, // turn on bevel
  18382. * bevelThickness: <float>, // how deep into text bevel goes
  18383. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18384. * bevelOffset: <float> // how far from text outline does bevel start
  18385. * }
  18386. */
  18387. // TextGeometry
  18388. function TextGeometry( text, parameters ) {
  18389. Geometry.call( this );
  18390. this.type = 'TextGeometry';
  18391. this.parameters = {
  18392. text: text,
  18393. parameters: parameters
  18394. };
  18395. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18396. this.mergeVertices();
  18397. }
  18398. TextGeometry.prototype = Object.create( Geometry.prototype );
  18399. TextGeometry.prototype.constructor = TextGeometry;
  18400. // TextBufferGeometry
  18401. function TextBufferGeometry( text, parameters ) {
  18402. parameters = parameters || {};
  18403. var font = parameters.font;
  18404. if ( ! ( font && font.isFont ) ) {
  18405. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18406. return new Geometry();
  18407. }
  18408. var shapes = font.generateShapes( text, parameters.size );
  18409. // translate parameters to ExtrudeGeometry API
  18410. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18411. // defaults
  18412. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18413. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18414. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18415. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18416. this.type = 'TextBufferGeometry';
  18417. }
  18418. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18419. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18420. /**
  18421. * @author mrdoob / http://mrdoob.com/
  18422. * @author benaadams / https://twitter.com/ben_a_adams
  18423. * @author Mugen87 / https://github.com/Mugen87
  18424. */
  18425. // SphereGeometry
  18426. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18427. Geometry.call( this );
  18428. this.type = 'SphereGeometry';
  18429. this.parameters = {
  18430. radius: radius,
  18431. widthSegments: widthSegments,
  18432. heightSegments: heightSegments,
  18433. phiStart: phiStart,
  18434. phiLength: phiLength,
  18435. thetaStart: thetaStart,
  18436. thetaLength: thetaLength
  18437. };
  18438. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18439. this.mergeVertices();
  18440. }
  18441. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18442. SphereGeometry.prototype.constructor = SphereGeometry;
  18443. // SphereBufferGeometry
  18444. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18445. BufferGeometry.call( this );
  18446. this.type = 'SphereBufferGeometry';
  18447. this.parameters = {
  18448. radius: radius,
  18449. widthSegments: widthSegments,
  18450. heightSegments: heightSegments,
  18451. phiStart: phiStart,
  18452. phiLength: phiLength,
  18453. thetaStart: thetaStart,
  18454. thetaLength: thetaLength
  18455. };
  18456. radius = radius || 1;
  18457. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18458. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18459. phiStart = phiStart !== undefined ? phiStart : 0;
  18460. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18461. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18462. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18463. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18464. var ix, iy;
  18465. var index = 0;
  18466. var grid = [];
  18467. var vertex = new Vector3();
  18468. var normal = new Vector3();
  18469. // buffers
  18470. var indices = [];
  18471. var vertices = [];
  18472. var normals = [];
  18473. var uvs = [];
  18474. // generate vertices, normals and uvs
  18475. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18476. var verticesRow = [];
  18477. var v = iy / heightSegments;
  18478. // special case for the poles
  18479. var uOffset = 0;
  18480. if ( iy == 0 && thetaStart == 0 ) {
  18481. uOffset = 0.5 / widthSegments;
  18482. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18483. uOffset = - 0.5 / widthSegments;
  18484. }
  18485. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18486. var u = ix / widthSegments;
  18487. // vertex
  18488. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18489. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18490. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18491. vertices.push( vertex.x, vertex.y, vertex.z );
  18492. // normal
  18493. normal.copy( vertex ).normalize();
  18494. normals.push( normal.x, normal.y, normal.z );
  18495. // uv
  18496. uvs.push( u + uOffset, 1 - v );
  18497. verticesRow.push( index ++ );
  18498. }
  18499. grid.push( verticesRow );
  18500. }
  18501. // indices
  18502. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18503. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18504. var a = grid[ iy ][ ix + 1 ];
  18505. var b = grid[ iy ][ ix ];
  18506. var c = grid[ iy + 1 ][ ix ];
  18507. var d = grid[ iy + 1 ][ ix + 1 ];
  18508. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18509. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18510. }
  18511. }
  18512. // build geometry
  18513. this.setIndex( indices );
  18514. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18515. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18516. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18517. }
  18518. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18519. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18520. /**
  18521. * @author Kaleb Murphy
  18522. * @author Mugen87 / https://github.com/Mugen87
  18523. */
  18524. // RingGeometry
  18525. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18526. Geometry.call( this );
  18527. this.type = 'RingGeometry';
  18528. this.parameters = {
  18529. innerRadius: innerRadius,
  18530. outerRadius: outerRadius,
  18531. thetaSegments: thetaSegments,
  18532. phiSegments: phiSegments,
  18533. thetaStart: thetaStart,
  18534. thetaLength: thetaLength
  18535. };
  18536. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18537. this.mergeVertices();
  18538. }
  18539. RingGeometry.prototype = Object.create( Geometry.prototype );
  18540. RingGeometry.prototype.constructor = RingGeometry;
  18541. // RingBufferGeometry
  18542. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18543. BufferGeometry.call( this );
  18544. this.type = 'RingBufferGeometry';
  18545. this.parameters = {
  18546. innerRadius: innerRadius,
  18547. outerRadius: outerRadius,
  18548. thetaSegments: thetaSegments,
  18549. phiSegments: phiSegments,
  18550. thetaStart: thetaStart,
  18551. thetaLength: thetaLength
  18552. };
  18553. innerRadius = innerRadius || 0.5;
  18554. outerRadius = outerRadius || 1;
  18555. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18556. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18557. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18558. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18559. // buffers
  18560. var indices = [];
  18561. var vertices = [];
  18562. var normals = [];
  18563. var uvs = [];
  18564. // some helper variables
  18565. var segment;
  18566. var radius = innerRadius;
  18567. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18568. var vertex = new Vector3();
  18569. var uv = new Vector2();
  18570. var j, i;
  18571. // generate vertices, normals and uvs
  18572. for ( j = 0; j <= phiSegments; j ++ ) {
  18573. for ( i = 0; i <= thetaSegments; i ++ ) {
  18574. // values are generate from the inside of the ring to the outside
  18575. segment = thetaStart + i / thetaSegments * thetaLength;
  18576. // vertex
  18577. vertex.x = radius * Math.cos( segment );
  18578. vertex.y = radius * Math.sin( segment );
  18579. vertices.push( vertex.x, vertex.y, vertex.z );
  18580. // normal
  18581. normals.push( 0, 0, 1 );
  18582. // uv
  18583. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18584. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18585. uvs.push( uv.x, uv.y );
  18586. }
  18587. // increase the radius for next row of vertices
  18588. radius += radiusStep;
  18589. }
  18590. // indices
  18591. for ( j = 0; j < phiSegments; j ++ ) {
  18592. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18593. for ( i = 0; i < thetaSegments; i ++ ) {
  18594. segment = i + thetaSegmentLevel;
  18595. var a = segment;
  18596. var b = segment + thetaSegments + 1;
  18597. var c = segment + thetaSegments + 2;
  18598. var d = segment + 1;
  18599. // faces
  18600. indices.push( a, b, d );
  18601. indices.push( b, c, d );
  18602. }
  18603. }
  18604. // build geometry
  18605. this.setIndex( indices );
  18606. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18607. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18608. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18609. }
  18610. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18611. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18612. /**
  18613. * @author zz85 / https://github.com/zz85
  18614. * @author bhouston / http://clara.io
  18615. * @author Mugen87 / https://github.com/Mugen87
  18616. */
  18617. // LatheGeometry
  18618. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18619. Geometry.call( this );
  18620. this.type = 'LatheGeometry';
  18621. this.parameters = {
  18622. points: points,
  18623. segments: segments,
  18624. phiStart: phiStart,
  18625. phiLength: phiLength
  18626. };
  18627. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18628. this.mergeVertices();
  18629. }
  18630. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18631. LatheGeometry.prototype.constructor = LatheGeometry;
  18632. // LatheBufferGeometry
  18633. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18634. BufferGeometry.call( this );
  18635. this.type = 'LatheBufferGeometry';
  18636. this.parameters = {
  18637. points: points,
  18638. segments: segments,
  18639. phiStart: phiStart,
  18640. phiLength: phiLength
  18641. };
  18642. segments = Math.floor( segments ) || 12;
  18643. phiStart = phiStart || 0;
  18644. phiLength = phiLength || Math.PI * 2;
  18645. // clamp phiLength so it's in range of [ 0, 2PI ]
  18646. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18647. // buffers
  18648. var indices = [];
  18649. var vertices = [];
  18650. var uvs = [];
  18651. // helper variables
  18652. var base;
  18653. var inverseSegments = 1.0 / segments;
  18654. var vertex = new Vector3();
  18655. var uv = new Vector2();
  18656. var i, j;
  18657. // generate vertices and uvs
  18658. for ( i = 0; i <= segments; i ++ ) {
  18659. var phi = phiStart + i * inverseSegments * phiLength;
  18660. var sin = Math.sin( phi );
  18661. var cos = Math.cos( phi );
  18662. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18663. // vertex
  18664. vertex.x = points[ j ].x * sin;
  18665. vertex.y = points[ j ].y;
  18666. vertex.z = points[ j ].x * cos;
  18667. vertices.push( vertex.x, vertex.y, vertex.z );
  18668. // uv
  18669. uv.x = i / segments;
  18670. uv.y = j / ( points.length - 1 );
  18671. uvs.push( uv.x, uv.y );
  18672. }
  18673. }
  18674. // indices
  18675. for ( i = 0; i < segments; i ++ ) {
  18676. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18677. base = j + i * points.length;
  18678. var a = base;
  18679. var b = base + points.length;
  18680. var c = base + points.length + 1;
  18681. var d = base + 1;
  18682. // faces
  18683. indices.push( a, b, d );
  18684. indices.push( b, c, d );
  18685. }
  18686. }
  18687. // build geometry
  18688. this.setIndex( indices );
  18689. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18690. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18691. // generate normals
  18692. this.computeVertexNormals();
  18693. // if the geometry is closed, we need to average the normals along the seam.
  18694. // because the corresponding vertices are identical (but still have different UVs).
  18695. if ( phiLength === Math.PI * 2 ) {
  18696. var normals = this.attributes.normal.array;
  18697. var n1 = new Vector3();
  18698. var n2 = new Vector3();
  18699. var n = new Vector3();
  18700. // this is the buffer offset for the last line of vertices
  18701. base = segments * points.length * 3;
  18702. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18703. // select the normal of the vertex in the first line
  18704. n1.x = normals[ j + 0 ];
  18705. n1.y = normals[ j + 1 ];
  18706. n1.z = normals[ j + 2 ];
  18707. // select the normal of the vertex in the last line
  18708. n2.x = normals[ base + j + 0 ];
  18709. n2.y = normals[ base + j + 1 ];
  18710. n2.z = normals[ base + j + 2 ];
  18711. // average normals
  18712. n.addVectors( n1, n2 ).normalize();
  18713. // assign the new values to both normals
  18714. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18715. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18716. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18717. }
  18718. }
  18719. }
  18720. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18721. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18722. /**
  18723. * @author jonobr1 / http://jonobr1.com
  18724. * @author Mugen87 / https://github.com/Mugen87
  18725. */
  18726. // ShapeGeometry
  18727. function ShapeGeometry( shapes, curveSegments ) {
  18728. Geometry.call( this );
  18729. this.type = 'ShapeGeometry';
  18730. if ( typeof curveSegments === 'object' ) {
  18731. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18732. curveSegments = curveSegments.curveSegments;
  18733. }
  18734. this.parameters = {
  18735. shapes: shapes,
  18736. curveSegments: curveSegments
  18737. };
  18738. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18739. this.mergeVertices();
  18740. }
  18741. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18742. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18743. ShapeGeometry.prototype.toJSON = function () {
  18744. var data = Geometry.prototype.toJSON.call( this );
  18745. var shapes = this.parameters.shapes;
  18746. return toJSON$1( shapes, data );
  18747. };
  18748. // ShapeBufferGeometry
  18749. function ShapeBufferGeometry( shapes, curveSegments ) {
  18750. BufferGeometry.call( this );
  18751. this.type = 'ShapeBufferGeometry';
  18752. this.parameters = {
  18753. shapes: shapes,
  18754. curveSegments: curveSegments
  18755. };
  18756. curveSegments = curveSegments || 12;
  18757. // buffers
  18758. var indices = [];
  18759. var vertices = [];
  18760. var normals = [];
  18761. var uvs = [];
  18762. // helper variables
  18763. var groupStart = 0;
  18764. var groupCount = 0;
  18765. // allow single and array values for "shapes" parameter
  18766. if ( Array.isArray( shapes ) === false ) {
  18767. addShape( shapes );
  18768. } else {
  18769. for ( var i = 0; i < shapes.length; i ++ ) {
  18770. addShape( shapes[ i ] );
  18771. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18772. groupStart += groupCount;
  18773. groupCount = 0;
  18774. }
  18775. }
  18776. // build geometry
  18777. this.setIndex( indices );
  18778. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18779. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18780. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18781. // helper functions
  18782. function addShape( shape ) {
  18783. var i, l, shapeHole;
  18784. var indexOffset = vertices.length / 3;
  18785. var points = shape.extractPoints( curveSegments );
  18786. var shapeVertices = points.shape;
  18787. var shapeHoles = points.holes;
  18788. // check direction of vertices
  18789. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18790. shapeVertices = shapeVertices.reverse();
  18791. }
  18792. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18793. shapeHole = shapeHoles[ i ];
  18794. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18795. shapeHoles[ i ] = shapeHole.reverse();
  18796. }
  18797. }
  18798. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18799. // join vertices of inner and outer paths to a single array
  18800. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18801. shapeHole = shapeHoles[ i ];
  18802. shapeVertices = shapeVertices.concat( shapeHole );
  18803. }
  18804. // vertices, normals, uvs
  18805. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18806. var vertex = shapeVertices[ i ];
  18807. vertices.push( vertex.x, vertex.y, 0 );
  18808. normals.push( 0, 0, 1 );
  18809. uvs.push( vertex.x, vertex.y ); // world uvs
  18810. }
  18811. // incides
  18812. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18813. var face = faces[ i ];
  18814. var a = face[ 0 ] + indexOffset;
  18815. var b = face[ 1 ] + indexOffset;
  18816. var c = face[ 2 ] + indexOffset;
  18817. indices.push( a, b, c );
  18818. groupCount += 3;
  18819. }
  18820. }
  18821. }
  18822. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18823. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18824. ShapeBufferGeometry.prototype.toJSON = function () {
  18825. var data = BufferGeometry.prototype.toJSON.call( this );
  18826. var shapes = this.parameters.shapes;
  18827. return toJSON$1( shapes, data );
  18828. };
  18829. //
  18830. function toJSON$1( shapes, data ) {
  18831. data.shapes = [];
  18832. if ( Array.isArray( shapes ) ) {
  18833. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18834. var shape = shapes[ i ];
  18835. data.shapes.push( shape.uuid );
  18836. }
  18837. } else {
  18838. data.shapes.push( shapes.uuid );
  18839. }
  18840. return data;
  18841. }
  18842. /**
  18843. * @author WestLangley / http://github.com/WestLangley
  18844. * @author Mugen87 / https://github.com/Mugen87
  18845. */
  18846. function EdgesGeometry( geometry, thresholdAngle ) {
  18847. BufferGeometry.call( this );
  18848. this.type = 'EdgesGeometry';
  18849. this.parameters = {
  18850. thresholdAngle: thresholdAngle
  18851. };
  18852. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18853. // buffer
  18854. var vertices = [];
  18855. // helper variables
  18856. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18857. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18858. var key, keys = [ 'a', 'b', 'c' ];
  18859. // prepare source geometry
  18860. var geometry2;
  18861. if ( geometry.isBufferGeometry ) {
  18862. geometry2 = new Geometry();
  18863. geometry2.fromBufferGeometry( geometry );
  18864. } else {
  18865. geometry2 = geometry.clone();
  18866. }
  18867. geometry2.mergeVertices();
  18868. geometry2.computeFaceNormals();
  18869. var sourceVertices = geometry2.vertices;
  18870. var faces = geometry2.faces;
  18871. // now create a data structure where each entry represents an edge with its adjoining faces
  18872. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18873. var face = faces[ i ];
  18874. for ( var j = 0; j < 3; j ++ ) {
  18875. edge1 = face[ keys[ j ] ];
  18876. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18877. edge[ 0 ] = Math.min( edge1, edge2 );
  18878. edge[ 1 ] = Math.max( edge1, edge2 );
  18879. key = edge[ 0 ] + ',' + edge[ 1 ];
  18880. if ( edges[ key ] === undefined ) {
  18881. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18882. } else {
  18883. edges[ key ].face2 = i;
  18884. }
  18885. }
  18886. }
  18887. // generate vertices
  18888. for ( key in edges ) {
  18889. var e = edges[ key ];
  18890. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18891. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18892. var vertex = sourceVertices[ e.index1 ];
  18893. vertices.push( vertex.x, vertex.y, vertex.z );
  18894. vertex = sourceVertices[ e.index2 ];
  18895. vertices.push( vertex.x, vertex.y, vertex.z );
  18896. }
  18897. }
  18898. // build geometry
  18899. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18900. }
  18901. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18902. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18903. /**
  18904. * @author mrdoob / http://mrdoob.com/
  18905. * @author Mugen87 / https://github.com/Mugen87
  18906. */
  18907. // CylinderGeometry
  18908. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18909. Geometry.call( this );
  18910. this.type = 'CylinderGeometry';
  18911. this.parameters = {
  18912. radiusTop: radiusTop,
  18913. radiusBottom: radiusBottom,
  18914. height: height,
  18915. radialSegments: radialSegments,
  18916. heightSegments: heightSegments,
  18917. openEnded: openEnded,
  18918. thetaStart: thetaStart,
  18919. thetaLength: thetaLength
  18920. };
  18921. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18922. this.mergeVertices();
  18923. }
  18924. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18925. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18926. // CylinderBufferGeometry
  18927. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18928. BufferGeometry.call( this );
  18929. this.type = 'CylinderBufferGeometry';
  18930. this.parameters = {
  18931. radiusTop: radiusTop,
  18932. radiusBottom: radiusBottom,
  18933. height: height,
  18934. radialSegments: radialSegments,
  18935. heightSegments: heightSegments,
  18936. openEnded: openEnded,
  18937. thetaStart: thetaStart,
  18938. thetaLength: thetaLength
  18939. };
  18940. var scope = this;
  18941. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18942. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18943. height = height || 1;
  18944. radialSegments = Math.floor( radialSegments ) || 8;
  18945. heightSegments = Math.floor( heightSegments ) || 1;
  18946. openEnded = openEnded !== undefined ? openEnded : false;
  18947. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18948. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18949. // buffers
  18950. var indices = [];
  18951. var vertices = [];
  18952. var normals = [];
  18953. var uvs = [];
  18954. // helper variables
  18955. var index = 0;
  18956. var indexArray = [];
  18957. var halfHeight = height / 2;
  18958. var groupStart = 0;
  18959. // generate geometry
  18960. generateTorso();
  18961. if ( openEnded === false ) {
  18962. if ( radiusTop > 0 ) { generateCap( true ); }
  18963. if ( radiusBottom > 0 ) { generateCap( false ); }
  18964. }
  18965. // build geometry
  18966. this.setIndex( indices );
  18967. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18968. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18969. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18970. function generateTorso() {
  18971. var x, y;
  18972. var normal = new Vector3();
  18973. var vertex = new Vector3();
  18974. var groupCount = 0;
  18975. // this will be used to calculate the normal
  18976. var slope = ( radiusBottom - radiusTop ) / height;
  18977. // generate vertices, normals and uvs
  18978. for ( y = 0; y <= heightSegments; y ++ ) {
  18979. var indexRow = [];
  18980. var v = y / heightSegments;
  18981. // calculate the radius of the current row
  18982. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18983. for ( x = 0; x <= radialSegments; x ++ ) {
  18984. var u = x / radialSegments;
  18985. var theta = u * thetaLength + thetaStart;
  18986. var sinTheta = Math.sin( theta );
  18987. var cosTheta = Math.cos( theta );
  18988. // vertex
  18989. vertex.x = radius * sinTheta;
  18990. vertex.y = - v * height + halfHeight;
  18991. vertex.z = radius * cosTheta;
  18992. vertices.push( vertex.x, vertex.y, vertex.z );
  18993. // normal
  18994. normal.set( sinTheta, slope, cosTheta ).normalize();
  18995. normals.push( normal.x, normal.y, normal.z );
  18996. // uv
  18997. uvs.push( u, 1 - v );
  18998. // save index of vertex in respective row
  18999. indexRow.push( index ++ );
  19000. }
  19001. // now save vertices of the row in our index array
  19002. indexArray.push( indexRow );
  19003. }
  19004. // generate indices
  19005. for ( x = 0; x < radialSegments; x ++ ) {
  19006. for ( y = 0; y < heightSegments; y ++ ) {
  19007. // we use the index array to access the correct indices
  19008. var a = indexArray[ y ][ x ];
  19009. var b = indexArray[ y + 1 ][ x ];
  19010. var c = indexArray[ y + 1 ][ x + 1 ];
  19011. var d = indexArray[ y ][ x + 1 ];
  19012. // faces
  19013. indices.push( a, b, d );
  19014. indices.push( b, c, d );
  19015. // update group counter
  19016. groupCount += 6;
  19017. }
  19018. }
  19019. // add a group to the geometry. this will ensure multi material support
  19020. scope.addGroup( groupStart, groupCount, 0 );
  19021. // calculate new start value for groups
  19022. groupStart += groupCount;
  19023. }
  19024. function generateCap( top ) {
  19025. var x, centerIndexStart, centerIndexEnd;
  19026. var uv = new Vector2();
  19027. var vertex = new Vector3();
  19028. var groupCount = 0;
  19029. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19030. var sign = ( top === true ) ? 1 : - 1;
  19031. // save the index of the first center vertex
  19032. centerIndexStart = index;
  19033. // first we generate the center vertex data of the cap.
  19034. // because the geometry needs one set of uvs per face,
  19035. // we must generate a center vertex per face/segment
  19036. for ( x = 1; x <= radialSegments; x ++ ) {
  19037. // vertex
  19038. vertices.push( 0, halfHeight * sign, 0 );
  19039. // normal
  19040. normals.push( 0, sign, 0 );
  19041. // uv
  19042. uvs.push( 0.5, 0.5 );
  19043. // increase index
  19044. index ++;
  19045. }
  19046. // save the index of the last center vertex
  19047. centerIndexEnd = index;
  19048. // now we generate the surrounding vertices, normals and uvs
  19049. for ( x = 0; x <= radialSegments; x ++ ) {
  19050. var u = x / radialSegments;
  19051. var theta = u * thetaLength + thetaStart;
  19052. var cosTheta = Math.cos( theta );
  19053. var sinTheta = Math.sin( theta );
  19054. // vertex
  19055. vertex.x = radius * sinTheta;
  19056. vertex.y = halfHeight * sign;
  19057. vertex.z = radius * cosTheta;
  19058. vertices.push( vertex.x, vertex.y, vertex.z );
  19059. // normal
  19060. normals.push( 0, sign, 0 );
  19061. // uv
  19062. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19063. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19064. uvs.push( uv.x, uv.y );
  19065. // increase index
  19066. index ++;
  19067. }
  19068. // generate indices
  19069. for ( x = 0; x < radialSegments; x ++ ) {
  19070. var c = centerIndexStart + x;
  19071. var i = centerIndexEnd + x;
  19072. if ( top === true ) {
  19073. // face top
  19074. indices.push( i, i + 1, c );
  19075. } else {
  19076. // face bottom
  19077. indices.push( i + 1, i, c );
  19078. }
  19079. groupCount += 3;
  19080. }
  19081. // add a group to the geometry. this will ensure multi material support
  19082. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19083. // calculate new start value for groups
  19084. groupStart += groupCount;
  19085. }
  19086. }
  19087. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19088. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19089. /**
  19090. * @author abelnation / http://github.com/abelnation
  19091. */
  19092. // ConeGeometry
  19093. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19094. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19095. this.type = 'ConeGeometry';
  19096. this.parameters = {
  19097. radius: radius,
  19098. height: height,
  19099. radialSegments: radialSegments,
  19100. heightSegments: heightSegments,
  19101. openEnded: openEnded,
  19102. thetaStart: thetaStart,
  19103. thetaLength: thetaLength
  19104. };
  19105. }
  19106. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19107. ConeGeometry.prototype.constructor = ConeGeometry;
  19108. // ConeBufferGeometry
  19109. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19110. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19111. this.type = 'ConeBufferGeometry';
  19112. this.parameters = {
  19113. radius: radius,
  19114. height: height,
  19115. radialSegments: radialSegments,
  19116. heightSegments: heightSegments,
  19117. openEnded: openEnded,
  19118. thetaStart: thetaStart,
  19119. thetaLength: thetaLength
  19120. };
  19121. }
  19122. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19123. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19124. /**
  19125. * @author benaadams / https://twitter.com/ben_a_adams
  19126. * @author Mugen87 / https://github.com/Mugen87
  19127. * @author hughes
  19128. */
  19129. // CircleGeometry
  19130. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19131. Geometry.call( this );
  19132. this.type = 'CircleGeometry';
  19133. this.parameters = {
  19134. radius: radius,
  19135. segments: segments,
  19136. thetaStart: thetaStart,
  19137. thetaLength: thetaLength
  19138. };
  19139. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19140. this.mergeVertices();
  19141. }
  19142. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19143. CircleGeometry.prototype.constructor = CircleGeometry;
  19144. // CircleBufferGeometry
  19145. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19146. BufferGeometry.call( this );
  19147. this.type = 'CircleBufferGeometry';
  19148. this.parameters = {
  19149. radius: radius,
  19150. segments: segments,
  19151. thetaStart: thetaStart,
  19152. thetaLength: thetaLength
  19153. };
  19154. radius = radius || 1;
  19155. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19156. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19157. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19158. // buffers
  19159. var indices = [];
  19160. var vertices = [];
  19161. var normals = [];
  19162. var uvs = [];
  19163. // helper variables
  19164. var i, s;
  19165. var vertex = new Vector3();
  19166. var uv = new Vector2();
  19167. // center point
  19168. vertices.push( 0, 0, 0 );
  19169. normals.push( 0, 0, 1 );
  19170. uvs.push( 0.5, 0.5 );
  19171. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19172. var segment = thetaStart + s / segments * thetaLength;
  19173. // vertex
  19174. vertex.x = radius * Math.cos( segment );
  19175. vertex.y = radius * Math.sin( segment );
  19176. vertices.push( vertex.x, vertex.y, vertex.z );
  19177. // normal
  19178. normals.push( 0, 0, 1 );
  19179. // uvs
  19180. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19181. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19182. uvs.push( uv.x, uv.y );
  19183. }
  19184. // indices
  19185. for ( i = 1; i <= segments; i ++ ) {
  19186. indices.push( i, i + 1, 0 );
  19187. }
  19188. // build geometry
  19189. this.setIndex( indices );
  19190. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19191. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19192. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19193. }
  19194. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19195. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19196. var Geometries = /*#__PURE__*/Object.freeze({
  19197. WireframeGeometry: WireframeGeometry,
  19198. ParametricGeometry: ParametricGeometry,
  19199. ParametricBufferGeometry: ParametricBufferGeometry,
  19200. TetrahedronGeometry: TetrahedronGeometry,
  19201. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19202. OctahedronGeometry: OctahedronGeometry,
  19203. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19204. IcosahedronGeometry: IcosahedronGeometry,
  19205. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19206. DodecahedronGeometry: DodecahedronGeometry,
  19207. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19208. PolyhedronGeometry: PolyhedronGeometry,
  19209. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19210. TubeGeometry: TubeGeometry,
  19211. TubeBufferGeometry: TubeBufferGeometry,
  19212. TorusKnotGeometry: TorusKnotGeometry,
  19213. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19214. TorusGeometry: TorusGeometry,
  19215. TorusBufferGeometry: TorusBufferGeometry,
  19216. TextGeometry: TextGeometry,
  19217. TextBufferGeometry: TextBufferGeometry,
  19218. SphereGeometry: SphereGeometry,
  19219. SphereBufferGeometry: SphereBufferGeometry,
  19220. RingGeometry: RingGeometry,
  19221. RingBufferGeometry: RingBufferGeometry,
  19222. PlaneGeometry: PlaneGeometry,
  19223. PlaneBufferGeometry: PlaneBufferGeometry,
  19224. LatheGeometry: LatheGeometry,
  19225. LatheBufferGeometry: LatheBufferGeometry,
  19226. ShapeGeometry: ShapeGeometry,
  19227. ShapeBufferGeometry: ShapeBufferGeometry,
  19228. ExtrudeGeometry: ExtrudeGeometry,
  19229. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19230. EdgesGeometry: EdgesGeometry,
  19231. ConeGeometry: ConeGeometry,
  19232. ConeBufferGeometry: ConeBufferGeometry,
  19233. CylinderGeometry: CylinderGeometry,
  19234. CylinderBufferGeometry: CylinderBufferGeometry,
  19235. CircleGeometry: CircleGeometry,
  19236. CircleBufferGeometry: CircleBufferGeometry,
  19237. BoxGeometry: BoxGeometry,
  19238. BoxBufferGeometry: BoxBufferGeometry
  19239. });
  19240. /**
  19241. * @author mrdoob / http://mrdoob.com/
  19242. *
  19243. * parameters = {
  19244. * color: <THREE.Color>
  19245. * }
  19246. */
  19247. function ShadowMaterial( parameters ) {
  19248. Material.call( this );
  19249. this.type = 'ShadowMaterial';
  19250. this.color = new Color( 0x000000 );
  19251. this.transparent = true;
  19252. this.setValues( parameters );
  19253. }
  19254. ShadowMaterial.prototype = Object.create( Material.prototype );
  19255. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19256. ShadowMaterial.prototype.isShadowMaterial = true;
  19257. ShadowMaterial.prototype.copy = function ( source ) {
  19258. Material.prototype.copy.call( this, source );
  19259. this.color.copy( source.color );
  19260. return this;
  19261. };
  19262. /**
  19263. * @author mrdoob / http://mrdoob.com/
  19264. */
  19265. function RawShaderMaterial( parameters ) {
  19266. ShaderMaterial.call( this, parameters );
  19267. this.type = 'RawShaderMaterial';
  19268. }
  19269. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19270. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19271. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19272. /**
  19273. * @author WestLangley / http://github.com/WestLangley
  19274. *
  19275. * parameters = {
  19276. * color: <hex>,
  19277. * roughness: <float>,
  19278. * metalness: <float>,
  19279. * opacity: <float>,
  19280. *
  19281. * map: new THREE.Texture( <Image> ),
  19282. *
  19283. * lightMap: new THREE.Texture( <Image> ),
  19284. * lightMapIntensity: <float>
  19285. *
  19286. * aoMap: new THREE.Texture( <Image> ),
  19287. * aoMapIntensity: <float>
  19288. *
  19289. * emissive: <hex>,
  19290. * emissiveIntensity: <float>
  19291. * emissiveMap: new THREE.Texture( <Image> ),
  19292. *
  19293. * bumpMap: new THREE.Texture( <Image> ),
  19294. * bumpScale: <float>,
  19295. *
  19296. * normalMap: new THREE.Texture( <Image> ),
  19297. * normalMapType: THREE.TangentSpaceNormalMap,
  19298. * normalScale: <Vector2>,
  19299. *
  19300. * displacementMap: new THREE.Texture( <Image> ),
  19301. * displacementScale: <float>,
  19302. * displacementBias: <float>,
  19303. *
  19304. * roughnessMap: new THREE.Texture( <Image> ),
  19305. *
  19306. * metalnessMap: new THREE.Texture( <Image> ),
  19307. *
  19308. * alphaMap: new THREE.Texture( <Image> ),
  19309. *
  19310. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19311. * envMapIntensity: <float>
  19312. *
  19313. * refractionRatio: <float>,
  19314. *
  19315. * wireframe: <boolean>,
  19316. * wireframeLinewidth: <float>,
  19317. *
  19318. * skinning: <bool>,
  19319. * morphTargets: <bool>,
  19320. * morphNormals: <bool>
  19321. * }
  19322. */
  19323. function MeshStandardMaterial( parameters ) {
  19324. Material.call( this );
  19325. this.defines = { 'STANDARD': '' };
  19326. this.type = 'MeshStandardMaterial';
  19327. this.color = new Color( 0xffffff ); // diffuse
  19328. this.roughness = 0.5;
  19329. this.metalness = 0.5;
  19330. this.map = null;
  19331. this.lightMap = null;
  19332. this.lightMapIntensity = 1.0;
  19333. this.aoMap = null;
  19334. this.aoMapIntensity = 1.0;
  19335. this.emissive = new Color( 0x000000 );
  19336. this.emissiveIntensity = 1.0;
  19337. this.emissiveMap = null;
  19338. this.bumpMap = null;
  19339. this.bumpScale = 1;
  19340. this.normalMap = null;
  19341. this.normalMapType = TangentSpaceNormalMap;
  19342. this.normalScale = new Vector2( 1, 1 );
  19343. this.displacementMap = null;
  19344. this.displacementScale = 1;
  19345. this.displacementBias = 0;
  19346. this.roughnessMap = null;
  19347. this.metalnessMap = null;
  19348. this.alphaMap = null;
  19349. this.envMap = null;
  19350. this.envMapIntensity = 1.0;
  19351. this.refractionRatio = 0.98;
  19352. this.wireframe = false;
  19353. this.wireframeLinewidth = 1;
  19354. this.wireframeLinecap = 'round';
  19355. this.wireframeLinejoin = 'round';
  19356. this.skinning = false;
  19357. this.morphTargets = false;
  19358. this.morphNormals = false;
  19359. this.setValues( parameters );
  19360. }
  19361. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19362. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19363. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19364. MeshStandardMaterial.prototype.copy = function ( source ) {
  19365. Material.prototype.copy.call( this, source );
  19366. this.defines = { 'STANDARD': '' };
  19367. this.color.copy( source.color );
  19368. this.roughness = source.roughness;
  19369. this.metalness = source.metalness;
  19370. this.map = source.map;
  19371. this.lightMap = source.lightMap;
  19372. this.lightMapIntensity = source.lightMapIntensity;
  19373. this.aoMap = source.aoMap;
  19374. this.aoMapIntensity = source.aoMapIntensity;
  19375. this.emissive.copy( source.emissive );
  19376. this.emissiveMap = source.emissiveMap;
  19377. this.emissiveIntensity = source.emissiveIntensity;
  19378. this.bumpMap = source.bumpMap;
  19379. this.bumpScale = source.bumpScale;
  19380. this.normalMap = source.normalMap;
  19381. this.normalMapType = source.normalMapType;
  19382. this.normalScale.copy( source.normalScale );
  19383. this.displacementMap = source.displacementMap;
  19384. this.displacementScale = source.displacementScale;
  19385. this.displacementBias = source.displacementBias;
  19386. this.roughnessMap = source.roughnessMap;
  19387. this.metalnessMap = source.metalnessMap;
  19388. this.alphaMap = source.alphaMap;
  19389. this.envMap = source.envMap;
  19390. this.envMapIntensity = source.envMapIntensity;
  19391. this.refractionRatio = source.refractionRatio;
  19392. this.wireframe = source.wireframe;
  19393. this.wireframeLinewidth = source.wireframeLinewidth;
  19394. this.wireframeLinecap = source.wireframeLinecap;
  19395. this.wireframeLinejoin = source.wireframeLinejoin;
  19396. this.skinning = source.skinning;
  19397. this.morphTargets = source.morphTargets;
  19398. this.morphNormals = source.morphNormals;
  19399. return this;
  19400. };
  19401. /**
  19402. * @author WestLangley / http://github.com/WestLangley
  19403. *
  19404. * parameters = {
  19405. * reflectivity: <float>
  19406. * clearcoat: <float>
  19407. * clearcoatRoughness: <float>
  19408. *
  19409. * sheen: <Color>
  19410. *
  19411. * clearcoatNormalScale: <Vector2>,
  19412. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19413. * }
  19414. */
  19415. function MeshPhysicalMaterial( parameters ) {
  19416. MeshStandardMaterial.call( this );
  19417. this.defines = {
  19418. 'STANDARD': '',
  19419. 'PHYSICAL': ''
  19420. };
  19421. this.type = 'MeshPhysicalMaterial';
  19422. this.reflectivity = 0.5; // maps to F0 = 0.04
  19423. this.clearcoat = 0.0;
  19424. this.clearcoatRoughness = 0.0;
  19425. this.sheen = null; // null will disable sheen bsdf
  19426. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19427. this.clearcoatNormalMap = null;
  19428. this.transparency = 0.0;
  19429. this.setValues( parameters );
  19430. }
  19431. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19432. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19433. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19434. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19435. MeshStandardMaterial.prototype.copy.call( this, source );
  19436. this.defines = {
  19437. 'STANDARD': '',
  19438. 'PHYSICAL': ''
  19439. };
  19440. this.reflectivity = source.reflectivity;
  19441. this.clearcoat = source.clearcoat;
  19442. this.clearcoatRoughness = source.clearcoatRoughness;
  19443. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19444. else { this.sheen = null; }
  19445. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19446. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19447. this.transparency = source.transparency;
  19448. return this;
  19449. };
  19450. /**
  19451. * @author mrdoob / http://mrdoob.com/
  19452. * @author alteredq / http://alteredqualia.com/
  19453. *
  19454. * parameters = {
  19455. * color: <hex>,
  19456. * specular: <hex>,
  19457. * shininess: <float>,
  19458. * opacity: <float>,
  19459. *
  19460. * map: new THREE.Texture( <Image> ),
  19461. *
  19462. * lightMap: new THREE.Texture( <Image> ),
  19463. * lightMapIntensity: <float>
  19464. *
  19465. * aoMap: new THREE.Texture( <Image> ),
  19466. * aoMapIntensity: <float>
  19467. *
  19468. * emissive: <hex>,
  19469. * emissiveIntensity: <float>
  19470. * emissiveMap: new THREE.Texture( <Image> ),
  19471. *
  19472. * bumpMap: new THREE.Texture( <Image> ),
  19473. * bumpScale: <float>,
  19474. *
  19475. * normalMap: new THREE.Texture( <Image> ),
  19476. * normalMapType: THREE.TangentSpaceNormalMap,
  19477. * normalScale: <Vector2>,
  19478. *
  19479. * displacementMap: new THREE.Texture( <Image> ),
  19480. * displacementScale: <float>,
  19481. * displacementBias: <float>,
  19482. *
  19483. * specularMap: new THREE.Texture( <Image> ),
  19484. *
  19485. * alphaMap: new THREE.Texture( <Image> ),
  19486. *
  19487. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19488. * combine: THREE.Multiply,
  19489. * reflectivity: <float>,
  19490. * refractionRatio: <float>,
  19491. *
  19492. * wireframe: <boolean>,
  19493. * wireframeLinewidth: <float>,
  19494. *
  19495. * skinning: <bool>,
  19496. * morphTargets: <bool>,
  19497. * morphNormals: <bool>
  19498. * }
  19499. */
  19500. function MeshPhongMaterial( parameters ) {
  19501. Material.call( this );
  19502. this.type = 'MeshPhongMaterial';
  19503. this.color = new Color( 0xffffff ); // diffuse
  19504. this.specular = new Color( 0x111111 );
  19505. this.shininess = 30;
  19506. this.map = null;
  19507. this.lightMap = null;
  19508. this.lightMapIntensity = 1.0;
  19509. this.aoMap = null;
  19510. this.aoMapIntensity = 1.0;
  19511. this.emissive = new Color( 0x000000 );
  19512. this.emissiveIntensity = 1.0;
  19513. this.emissiveMap = null;
  19514. this.bumpMap = null;
  19515. this.bumpScale = 1;
  19516. this.normalMap = null;
  19517. this.normalMapType = TangentSpaceNormalMap;
  19518. this.normalScale = new Vector2( 1, 1 );
  19519. this.displacementMap = null;
  19520. this.displacementScale = 1;
  19521. this.displacementBias = 0;
  19522. this.specularMap = null;
  19523. this.alphaMap = null;
  19524. this.envMap = null;
  19525. this.combine = MultiplyOperation;
  19526. this.reflectivity = 1;
  19527. this.refractionRatio = 0.98;
  19528. this.wireframe = false;
  19529. this.wireframeLinewidth = 1;
  19530. this.wireframeLinecap = 'round';
  19531. this.wireframeLinejoin = 'round';
  19532. this.skinning = false;
  19533. this.morphTargets = false;
  19534. this.morphNormals = false;
  19535. this.setValues( parameters );
  19536. }
  19537. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19538. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19539. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19540. MeshPhongMaterial.prototype.copy = function ( source ) {
  19541. Material.prototype.copy.call( this, source );
  19542. this.color.copy( source.color );
  19543. this.specular.copy( source.specular );
  19544. this.shininess = source.shininess;
  19545. this.map = source.map;
  19546. this.lightMap = source.lightMap;
  19547. this.lightMapIntensity = source.lightMapIntensity;
  19548. this.aoMap = source.aoMap;
  19549. this.aoMapIntensity = source.aoMapIntensity;
  19550. this.emissive.copy( source.emissive );
  19551. this.emissiveMap = source.emissiveMap;
  19552. this.emissiveIntensity = source.emissiveIntensity;
  19553. this.bumpMap = source.bumpMap;
  19554. this.bumpScale = source.bumpScale;
  19555. this.normalMap = source.normalMap;
  19556. this.normalMapType = source.normalMapType;
  19557. this.normalScale.copy( source.normalScale );
  19558. this.displacementMap = source.displacementMap;
  19559. this.displacementScale = source.displacementScale;
  19560. this.displacementBias = source.displacementBias;
  19561. this.specularMap = source.specularMap;
  19562. this.alphaMap = source.alphaMap;
  19563. this.envMap = source.envMap;
  19564. this.combine = source.combine;
  19565. this.reflectivity = source.reflectivity;
  19566. this.refractionRatio = source.refractionRatio;
  19567. this.wireframe = source.wireframe;
  19568. this.wireframeLinewidth = source.wireframeLinewidth;
  19569. this.wireframeLinecap = source.wireframeLinecap;
  19570. this.wireframeLinejoin = source.wireframeLinejoin;
  19571. this.skinning = source.skinning;
  19572. this.morphTargets = source.morphTargets;
  19573. this.morphNormals = source.morphNormals;
  19574. return this;
  19575. };
  19576. /**
  19577. * @author takahirox / http://github.com/takahirox
  19578. *
  19579. * parameters = {
  19580. * gradientMap: new THREE.Texture( <Image> )
  19581. * }
  19582. */
  19583. function MeshToonMaterial( parameters ) {
  19584. MeshPhongMaterial.call( this );
  19585. this.defines = { 'TOON': '' };
  19586. this.type = 'MeshToonMaterial';
  19587. this.gradientMap = null;
  19588. this.setValues( parameters );
  19589. }
  19590. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19591. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19592. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19593. MeshToonMaterial.prototype.copy = function ( source ) {
  19594. MeshPhongMaterial.prototype.copy.call( this, source );
  19595. this.gradientMap = source.gradientMap;
  19596. return this;
  19597. };
  19598. /**
  19599. * @author mrdoob / http://mrdoob.com/
  19600. * @author WestLangley / http://github.com/WestLangley
  19601. *
  19602. * parameters = {
  19603. * opacity: <float>,
  19604. *
  19605. * bumpMap: new THREE.Texture( <Image> ),
  19606. * bumpScale: <float>,
  19607. *
  19608. * normalMap: new THREE.Texture( <Image> ),
  19609. * normalMapType: THREE.TangentSpaceNormalMap,
  19610. * normalScale: <Vector2>,
  19611. *
  19612. * displacementMap: new THREE.Texture( <Image> ),
  19613. * displacementScale: <float>,
  19614. * displacementBias: <float>,
  19615. *
  19616. * wireframe: <boolean>,
  19617. * wireframeLinewidth: <float>
  19618. *
  19619. * skinning: <bool>,
  19620. * morphTargets: <bool>,
  19621. * morphNormals: <bool>
  19622. * }
  19623. */
  19624. function MeshNormalMaterial( parameters ) {
  19625. Material.call( this );
  19626. this.type = 'MeshNormalMaterial';
  19627. this.bumpMap = null;
  19628. this.bumpScale = 1;
  19629. this.normalMap = null;
  19630. this.normalMapType = TangentSpaceNormalMap;
  19631. this.normalScale = new Vector2( 1, 1 );
  19632. this.displacementMap = null;
  19633. this.displacementScale = 1;
  19634. this.displacementBias = 0;
  19635. this.wireframe = false;
  19636. this.wireframeLinewidth = 1;
  19637. this.fog = false;
  19638. this.lights = false;
  19639. this.skinning = false;
  19640. this.morphTargets = false;
  19641. this.morphNormals = false;
  19642. this.setValues( parameters );
  19643. }
  19644. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19645. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19646. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19647. MeshNormalMaterial.prototype.copy = function ( source ) {
  19648. Material.prototype.copy.call( this, source );
  19649. this.bumpMap = source.bumpMap;
  19650. this.bumpScale = source.bumpScale;
  19651. this.normalMap = source.normalMap;
  19652. this.normalMapType = source.normalMapType;
  19653. this.normalScale.copy( source.normalScale );
  19654. this.displacementMap = source.displacementMap;
  19655. this.displacementScale = source.displacementScale;
  19656. this.displacementBias = source.displacementBias;
  19657. this.wireframe = source.wireframe;
  19658. this.wireframeLinewidth = source.wireframeLinewidth;
  19659. this.skinning = source.skinning;
  19660. this.morphTargets = source.morphTargets;
  19661. this.morphNormals = source.morphNormals;
  19662. return this;
  19663. };
  19664. /**
  19665. * @author mrdoob / http://mrdoob.com/
  19666. * @author alteredq / http://alteredqualia.com/
  19667. *
  19668. * parameters = {
  19669. * color: <hex>,
  19670. * opacity: <float>,
  19671. *
  19672. * map: new THREE.Texture( <Image> ),
  19673. *
  19674. * lightMap: new THREE.Texture( <Image> ),
  19675. * lightMapIntensity: <float>
  19676. *
  19677. * aoMap: new THREE.Texture( <Image> ),
  19678. * aoMapIntensity: <float>
  19679. *
  19680. * emissive: <hex>,
  19681. * emissiveIntensity: <float>
  19682. * emissiveMap: new THREE.Texture( <Image> ),
  19683. *
  19684. * specularMap: new THREE.Texture( <Image> ),
  19685. *
  19686. * alphaMap: new THREE.Texture( <Image> ),
  19687. *
  19688. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19689. * combine: THREE.Multiply,
  19690. * reflectivity: <float>,
  19691. * refractionRatio: <float>,
  19692. *
  19693. * wireframe: <boolean>,
  19694. * wireframeLinewidth: <float>,
  19695. *
  19696. * skinning: <bool>,
  19697. * morphTargets: <bool>,
  19698. * morphNormals: <bool>
  19699. * }
  19700. */
  19701. function MeshLambertMaterial( parameters ) {
  19702. Material.call( this );
  19703. this.type = 'MeshLambertMaterial';
  19704. this.color = new Color( 0xffffff ); // diffuse
  19705. this.map = null;
  19706. this.lightMap = null;
  19707. this.lightMapIntensity = 1.0;
  19708. this.aoMap = null;
  19709. this.aoMapIntensity = 1.0;
  19710. this.emissive = new Color( 0x000000 );
  19711. this.emissiveIntensity = 1.0;
  19712. this.emissiveMap = null;
  19713. this.specularMap = null;
  19714. this.alphaMap = null;
  19715. this.envMap = null;
  19716. this.combine = MultiplyOperation;
  19717. this.reflectivity = 1;
  19718. this.refractionRatio = 0.98;
  19719. this.wireframe = false;
  19720. this.wireframeLinewidth = 1;
  19721. this.wireframeLinecap = 'round';
  19722. this.wireframeLinejoin = 'round';
  19723. this.skinning = false;
  19724. this.morphTargets = false;
  19725. this.morphNormals = false;
  19726. this.setValues( parameters );
  19727. }
  19728. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19729. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19730. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19731. MeshLambertMaterial.prototype.copy = function ( source ) {
  19732. Material.prototype.copy.call( this, source );
  19733. this.color.copy( source.color );
  19734. this.map = source.map;
  19735. this.lightMap = source.lightMap;
  19736. this.lightMapIntensity = source.lightMapIntensity;
  19737. this.aoMap = source.aoMap;
  19738. this.aoMapIntensity = source.aoMapIntensity;
  19739. this.emissive.copy( source.emissive );
  19740. this.emissiveMap = source.emissiveMap;
  19741. this.emissiveIntensity = source.emissiveIntensity;
  19742. this.specularMap = source.specularMap;
  19743. this.alphaMap = source.alphaMap;
  19744. this.envMap = source.envMap;
  19745. this.combine = source.combine;
  19746. this.reflectivity = source.reflectivity;
  19747. this.refractionRatio = source.refractionRatio;
  19748. this.wireframe = source.wireframe;
  19749. this.wireframeLinewidth = source.wireframeLinewidth;
  19750. this.wireframeLinecap = source.wireframeLinecap;
  19751. this.wireframeLinejoin = source.wireframeLinejoin;
  19752. this.skinning = source.skinning;
  19753. this.morphTargets = source.morphTargets;
  19754. this.morphNormals = source.morphNormals;
  19755. return this;
  19756. };
  19757. /**
  19758. * @author WestLangley / http://github.com/WestLangley
  19759. *
  19760. * parameters = {
  19761. * color: <hex>,
  19762. * opacity: <float>,
  19763. *
  19764. * matcap: new THREE.Texture( <Image> ),
  19765. *
  19766. * map: new THREE.Texture( <Image> ),
  19767. *
  19768. * bumpMap: new THREE.Texture( <Image> ),
  19769. * bumpScale: <float>,
  19770. *
  19771. * normalMap: new THREE.Texture( <Image> ),
  19772. * normalMapType: THREE.TangentSpaceNormalMap,
  19773. * normalScale: <Vector2>,
  19774. *
  19775. * displacementMap: new THREE.Texture( <Image> ),
  19776. * displacementScale: <float>,
  19777. * displacementBias: <float>,
  19778. *
  19779. * alphaMap: new THREE.Texture( <Image> ),
  19780. *
  19781. * skinning: <bool>,
  19782. * morphTargets: <bool>,
  19783. * morphNormals: <bool>
  19784. * }
  19785. */
  19786. function MeshMatcapMaterial( parameters ) {
  19787. Material.call( this );
  19788. this.defines = { 'MATCAP': '' };
  19789. this.type = 'MeshMatcapMaterial';
  19790. this.color = new Color( 0xffffff ); // diffuse
  19791. this.matcap = null;
  19792. this.map = null;
  19793. this.bumpMap = null;
  19794. this.bumpScale = 1;
  19795. this.normalMap = null;
  19796. this.normalMapType = TangentSpaceNormalMap;
  19797. this.normalScale = new Vector2( 1, 1 );
  19798. this.displacementMap = null;
  19799. this.displacementScale = 1;
  19800. this.displacementBias = 0;
  19801. this.alphaMap = null;
  19802. this.skinning = false;
  19803. this.morphTargets = false;
  19804. this.morphNormals = false;
  19805. this.lights = false;
  19806. this.setValues( parameters );
  19807. }
  19808. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19809. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19810. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19811. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19812. Material.prototype.copy.call( this, source );
  19813. this.defines = { 'MATCAP': '' };
  19814. this.color.copy( source.color );
  19815. this.matcap = source.matcap;
  19816. this.map = source.map;
  19817. this.bumpMap = source.bumpMap;
  19818. this.bumpScale = source.bumpScale;
  19819. this.normalMap = source.normalMap;
  19820. this.normalMapType = source.normalMapType;
  19821. this.normalScale.copy( source.normalScale );
  19822. this.displacementMap = source.displacementMap;
  19823. this.displacementScale = source.displacementScale;
  19824. this.displacementBias = source.displacementBias;
  19825. this.alphaMap = source.alphaMap;
  19826. this.skinning = source.skinning;
  19827. this.morphTargets = source.morphTargets;
  19828. this.morphNormals = source.morphNormals;
  19829. return this;
  19830. };
  19831. /**
  19832. * @author alteredq / http://alteredqualia.com/
  19833. *
  19834. * parameters = {
  19835. * color: <hex>,
  19836. * opacity: <float>,
  19837. *
  19838. * linewidth: <float>,
  19839. *
  19840. * scale: <float>,
  19841. * dashSize: <float>,
  19842. * gapSize: <float>
  19843. * }
  19844. */
  19845. function LineDashedMaterial( parameters ) {
  19846. LineBasicMaterial.call( this );
  19847. this.type = 'LineDashedMaterial';
  19848. this.scale = 1;
  19849. this.dashSize = 3;
  19850. this.gapSize = 1;
  19851. this.setValues( parameters );
  19852. }
  19853. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19854. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19855. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19856. LineDashedMaterial.prototype.copy = function ( source ) {
  19857. LineBasicMaterial.prototype.copy.call( this, source );
  19858. this.scale = source.scale;
  19859. this.dashSize = source.dashSize;
  19860. this.gapSize = source.gapSize;
  19861. return this;
  19862. };
  19863. var Materials = /*#__PURE__*/Object.freeze({
  19864. ShadowMaterial: ShadowMaterial,
  19865. SpriteMaterial: SpriteMaterial,
  19866. RawShaderMaterial: RawShaderMaterial,
  19867. ShaderMaterial: ShaderMaterial,
  19868. PointsMaterial: PointsMaterial,
  19869. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19870. MeshStandardMaterial: MeshStandardMaterial,
  19871. MeshPhongMaterial: MeshPhongMaterial,
  19872. MeshToonMaterial: MeshToonMaterial,
  19873. MeshNormalMaterial: MeshNormalMaterial,
  19874. MeshLambertMaterial: MeshLambertMaterial,
  19875. MeshDepthMaterial: MeshDepthMaterial,
  19876. MeshDistanceMaterial: MeshDistanceMaterial,
  19877. MeshBasicMaterial: MeshBasicMaterial,
  19878. MeshMatcapMaterial: MeshMatcapMaterial,
  19879. LineDashedMaterial: LineDashedMaterial,
  19880. LineBasicMaterial: LineBasicMaterial,
  19881. Material: Material
  19882. });
  19883. /**
  19884. * @author tschw
  19885. * @author Ben Houston / http://clara.io/
  19886. * @author David Sarno / http://lighthaus.us/
  19887. */
  19888. var AnimationUtils = {
  19889. // same as Array.prototype.slice, but also works on typed arrays
  19890. arraySlice: function ( array, from, to ) {
  19891. if ( AnimationUtils.isTypedArray( array ) ) {
  19892. // in ios9 array.subarray(from, undefined) will return empty array
  19893. // but array.subarray(from) or array.subarray(from, len) is correct
  19894. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19895. }
  19896. return array.slice( from, to );
  19897. },
  19898. // converts an array to a specific type
  19899. convertArray: function ( array, type, forceClone ) {
  19900. if ( ! array || // let 'undefined' and 'null' pass
  19901. ! forceClone && array.constructor === type ) { return array; }
  19902. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19903. return new type( array ); // create typed array
  19904. }
  19905. return Array.prototype.slice.call( array ); // create Array
  19906. },
  19907. isTypedArray: function ( object ) {
  19908. return ArrayBuffer.isView( object ) &&
  19909. ! ( object instanceof DataView );
  19910. },
  19911. // returns an array by which times and values can be sorted
  19912. getKeyframeOrder: function ( times ) {
  19913. function compareTime( i, j ) {
  19914. return times[ i ] - times[ j ];
  19915. }
  19916. var n = times.length;
  19917. var result = new Array( n );
  19918. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  19919. result.sort( compareTime );
  19920. return result;
  19921. },
  19922. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19923. sortedArray: function ( values, stride, order ) {
  19924. var nValues = values.length;
  19925. var result = new values.constructor( nValues );
  19926. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19927. var srcOffset = order[ i ] * stride;
  19928. for ( var j = 0; j !== stride; ++ j ) {
  19929. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19930. }
  19931. }
  19932. return result;
  19933. },
  19934. // function for parsing AOS keyframe formats
  19935. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19936. var i = 1, key = jsonKeys[ 0 ];
  19937. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19938. key = jsonKeys[ i ++ ];
  19939. }
  19940. if ( key === undefined ) { return; } // no data
  19941. var value = key[ valuePropertyName ];
  19942. if ( value === undefined ) { return; } // no data
  19943. if ( Array.isArray( value ) ) {
  19944. do {
  19945. value = key[ valuePropertyName ];
  19946. if ( value !== undefined ) {
  19947. times.push( key.time );
  19948. values.push.apply( values, value ); // push all elements
  19949. }
  19950. key = jsonKeys[ i ++ ];
  19951. } while ( key !== undefined );
  19952. } else if ( value.toArray !== undefined ) {
  19953. // ...assume THREE.Math-ish
  19954. do {
  19955. value = key[ valuePropertyName ];
  19956. if ( value !== undefined ) {
  19957. times.push( key.time );
  19958. value.toArray( values, values.length );
  19959. }
  19960. key = jsonKeys[ i ++ ];
  19961. } while ( key !== undefined );
  19962. } else {
  19963. // otherwise push as-is
  19964. do {
  19965. value = key[ valuePropertyName ];
  19966. if ( value !== undefined ) {
  19967. times.push( key.time );
  19968. values.push( value );
  19969. }
  19970. key = jsonKeys[ i ++ ];
  19971. } while ( key !== undefined );
  19972. }
  19973. }
  19974. };
  19975. /**
  19976. * Abstract base class of interpolants over parametric samples.
  19977. *
  19978. * The parameter domain is one dimensional, typically the time or a path
  19979. * along a curve defined by the data.
  19980. *
  19981. * The sample values can have any dimensionality and derived classes may
  19982. * apply special interpretations to the data.
  19983. *
  19984. * This class provides the interval seek in a Template Method, deferring
  19985. * the actual interpolation to derived classes.
  19986. *
  19987. * Time complexity is O(1) for linear access crossing at most two points
  19988. * and O(log N) for random access, where N is the number of positions.
  19989. *
  19990. * References:
  19991. *
  19992. * http://www.oodesign.com/template-method-pattern.html
  19993. *
  19994. * @author tschw
  19995. */
  19996. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19997. this.parameterPositions = parameterPositions;
  19998. this._cachedIndex = 0;
  19999. this.resultBuffer = resultBuffer !== undefined ?
  20000. resultBuffer : new sampleValues.constructor( sampleSize );
  20001. this.sampleValues = sampleValues;
  20002. this.valueSize = sampleSize;
  20003. }
  20004. Object.assign( Interpolant.prototype, {
  20005. evaluate: function ( t ) {
  20006. var pp = this.parameterPositions,
  20007. i1 = this._cachedIndex,
  20008. t1 = pp[ i1 ],
  20009. t0 = pp[ i1 - 1 ];
  20010. validate_interval: {
  20011. seek: {
  20012. var right;
  20013. linear_scan: {
  20014. //- See http://jsperf.com/comparison-to-undefined/3
  20015. //- slower code:
  20016. //-
  20017. //- if ( t >= t1 || t1 === undefined ) {
  20018. forward_scan: if ( ! ( t < t1 ) ) {
  20019. for ( var giveUpAt = i1 + 2; ; ) {
  20020. if ( t1 === undefined ) {
  20021. if ( t < t0 ) { break forward_scan; }
  20022. // after end
  20023. i1 = pp.length;
  20024. this._cachedIndex = i1;
  20025. return this.afterEnd_( i1 - 1, t, t0 );
  20026. }
  20027. if ( i1 === giveUpAt ) { break; } // this loop
  20028. t0 = t1;
  20029. t1 = pp[ ++ i1 ];
  20030. if ( t < t1 ) {
  20031. // we have arrived at the sought interval
  20032. break seek;
  20033. }
  20034. }
  20035. // prepare binary search on the right side of the index
  20036. right = pp.length;
  20037. break linear_scan;
  20038. }
  20039. //- slower code:
  20040. //- if ( t < t0 || t0 === undefined ) {
  20041. if ( ! ( t >= t0 ) ) {
  20042. // looping?
  20043. var t1global = pp[ 1 ];
  20044. if ( t < t1global ) {
  20045. i1 = 2; // + 1, using the scan for the details
  20046. t0 = t1global;
  20047. }
  20048. // linear reverse scan
  20049. for ( var giveUpAt = i1 - 2; ; ) {
  20050. if ( t0 === undefined ) {
  20051. // before start
  20052. this._cachedIndex = 0;
  20053. return this.beforeStart_( 0, t, t1 );
  20054. }
  20055. if ( i1 === giveUpAt ) { break; } // this loop
  20056. t1 = t0;
  20057. t0 = pp[ -- i1 - 1 ];
  20058. if ( t >= t0 ) {
  20059. // we have arrived at the sought interval
  20060. break seek;
  20061. }
  20062. }
  20063. // prepare binary search on the left side of the index
  20064. right = i1;
  20065. i1 = 0;
  20066. break linear_scan;
  20067. }
  20068. // the interval is valid
  20069. break validate_interval;
  20070. } // linear scan
  20071. // binary search
  20072. while ( i1 < right ) {
  20073. var mid = ( i1 + right ) >>> 1;
  20074. if ( t < pp[ mid ] ) {
  20075. right = mid;
  20076. } else {
  20077. i1 = mid + 1;
  20078. }
  20079. }
  20080. t1 = pp[ i1 ];
  20081. t0 = pp[ i1 - 1 ];
  20082. // check boundary cases, again
  20083. if ( t0 === undefined ) {
  20084. this._cachedIndex = 0;
  20085. return this.beforeStart_( 0, t, t1 );
  20086. }
  20087. if ( t1 === undefined ) {
  20088. i1 = pp.length;
  20089. this._cachedIndex = i1;
  20090. return this.afterEnd_( i1 - 1, t0, t );
  20091. }
  20092. } // seek
  20093. this._cachedIndex = i1;
  20094. this.intervalChanged_( i1, t0, t1 );
  20095. } // validate_interval
  20096. return this.interpolate_( i1, t0, t, t1 );
  20097. },
  20098. settings: null, // optional, subclass-specific settings structure
  20099. // Note: The indirection allows central control of many interpolants.
  20100. // --- Protected interface
  20101. DefaultSettings_: {},
  20102. getSettings_: function () {
  20103. return this.settings || this.DefaultSettings_;
  20104. },
  20105. copySampleValue_: function ( index ) {
  20106. // copies a sample value to the result buffer
  20107. var result = this.resultBuffer,
  20108. values = this.sampleValues,
  20109. stride = this.valueSize,
  20110. offset = index * stride;
  20111. for ( var i = 0; i !== stride; ++ i ) {
  20112. result[ i ] = values[ offset + i ];
  20113. }
  20114. return result;
  20115. },
  20116. // Template methods for derived classes:
  20117. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20118. throw new Error( 'call to abstract method' );
  20119. // implementations shall return this.resultBuffer
  20120. },
  20121. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20122. // empty
  20123. }
  20124. } );
  20125. //!\ DECLARE ALIAS AFTER assign prototype !
  20126. Object.assign( Interpolant.prototype, {
  20127. //( 0, t, t0 ), returns this.resultBuffer
  20128. beforeStart_: Interpolant.prototype.copySampleValue_,
  20129. //( N-1, tN-1, t ), returns this.resultBuffer
  20130. afterEnd_: Interpolant.prototype.copySampleValue_,
  20131. } );
  20132. /**
  20133. * Fast and simple cubic spline interpolant.
  20134. *
  20135. * It was derived from a Hermitian construction setting the first derivative
  20136. * at each sample position to the linear slope between neighboring positions
  20137. * over their parameter interval.
  20138. *
  20139. * @author tschw
  20140. */
  20141. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20142. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20143. this._weightPrev = - 0;
  20144. this._offsetPrev = - 0;
  20145. this._weightNext = - 0;
  20146. this._offsetNext = - 0;
  20147. }
  20148. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20149. constructor: CubicInterpolant,
  20150. DefaultSettings_: {
  20151. endingStart: ZeroCurvatureEnding,
  20152. endingEnd: ZeroCurvatureEnding
  20153. },
  20154. intervalChanged_: function ( i1, t0, t1 ) {
  20155. var pp = this.parameterPositions,
  20156. iPrev = i1 - 2,
  20157. iNext = i1 + 1,
  20158. tPrev = pp[ iPrev ],
  20159. tNext = pp[ iNext ];
  20160. if ( tPrev === undefined ) {
  20161. switch ( this.getSettings_().endingStart ) {
  20162. case ZeroSlopeEnding:
  20163. // f'(t0) = 0
  20164. iPrev = i1;
  20165. tPrev = 2 * t0 - t1;
  20166. break;
  20167. case WrapAroundEnding:
  20168. // use the other end of the curve
  20169. iPrev = pp.length - 2;
  20170. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20171. break;
  20172. default: // ZeroCurvatureEnding
  20173. // f''(t0) = 0 a.k.a. Natural Spline
  20174. iPrev = i1;
  20175. tPrev = t1;
  20176. }
  20177. }
  20178. if ( tNext === undefined ) {
  20179. switch ( this.getSettings_().endingEnd ) {
  20180. case ZeroSlopeEnding:
  20181. // f'(tN) = 0
  20182. iNext = i1;
  20183. tNext = 2 * t1 - t0;
  20184. break;
  20185. case WrapAroundEnding:
  20186. // use the other end of the curve
  20187. iNext = 1;
  20188. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20189. break;
  20190. default: // ZeroCurvatureEnding
  20191. // f''(tN) = 0, a.k.a. Natural Spline
  20192. iNext = i1 - 1;
  20193. tNext = t0;
  20194. }
  20195. }
  20196. var halfDt = ( t1 - t0 ) * 0.5,
  20197. stride = this.valueSize;
  20198. this._weightPrev = halfDt / ( t0 - tPrev );
  20199. this._weightNext = halfDt / ( tNext - t1 );
  20200. this._offsetPrev = iPrev * stride;
  20201. this._offsetNext = iNext * stride;
  20202. },
  20203. interpolate_: function ( i1, t0, t, t1 ) {
  20204. var result = this.resultBuffer,
  20205. values = this.sampleValues,
  20206. stride = this.valueSize,
  20207. o1 = i1 * stride, o0 = o1 - stride,
  20208. oP = this._offsetPrev, oN = this._offsetNext,
  20209. wP = this._weightPrev, wN = this._weightNext,
  20210. p = ( t - t0 ) / ( t1 - t0 ),
  20211. pp = p * p,
  20212. ppp = pp * p;
  20213. // evaluate polynomials
  20214. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20215. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20216. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20217. var sN = wN * ppp - wN * pp;
  20218. // combine data linearly
  20219. for ( var i = 0; i !== stride; ++ i ) {
  20220. result[ i ] =
  20221. sP * values[ oP + i ] +
  20222. s0 * values[ o0 + i ] +
  20223. s1 * values[ o1 + i ] +
  20224. sN * values[ oN + i ];
  20225. }
  20226. return result;
  20227. }
  20228. } );
  20229. /**
  20230. * @author tschw
  20231. */
  20232. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20233. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20234. }
  20235. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20236. constructor: LinearInterpolant,
  20237. interpolate_: function ( i1, t0, t, t1 ) {
  20238. var result = this.resultBuffer,
  20239. values = this.sampleValues,
  20240. stride = this.valueSize,
  20241. offset1 = i1 * stride,
  20242. offset0 = offset1 - stride,
  20243. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20244. weight0 = 1 - weight1;
  20245. for ( var i = 0; i !== stride; ++ i ) {
  20246. result[ i ] =
  20247. values[ offset0 + i ] * weight0 +
  20248. values[ offset1 + i ] * weight1;
  20249. }
  20250. return result;
  20251. }
  20252. } );
  20253. /**
  20254. *
  20255. * Interpolant that evaluates to the sample value at the position preceeding
  20256. * the parameter.
  20257. *
  20258. * @author tschw
  20259. */
  20260. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20261. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20262. }
  20263. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20264. constructor: DiscreteInterpolant,
  20265. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20266. return this.copySampleValue_( i1 - 1 );
  20267. }
  20268. } );
  20269. /**
  20270. *
  20271. * A timed sequence of keyframes for a specific property.
  20272. *
  20273. *
  20274. * @author Ben Houston / http://clara.io/
  20275. * @author David Sarno / http://lighthaus.us/
  20276. * @author tschw
  20277. */
  20278. function KeyframeTrack( name, times, values, interpolation ) {
  20279. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20280. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20281. this.name = name;
  20282. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20283. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20284. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20285. }
  20286. // Static methods
  20287. Object.assign( KeyframeTrack, {
  20288. // Serialization (in static context, because of constructor invocation
  20289. // and automatic invocation of .toJSON):
  20290. toJSON: function ( track ) {
  20291. var trackType = track.constructor;
  20292. var json;
  20293. // derived classes can define a static toJSON method
  20294. if ( trackType.toJSON !== undefined ) {
  20295. json = trackType.toJSON( track );
  20296. } else {
  20297. // by default, we assume the data can be serialized as-is
  20298. json = {
  20299. 'name': track.name,
  20300. 'times': AnimationUtils.convertArray( track.times, Array ),
  20301. 'values': AnimationUtils.convertArray( track.values, Array )
  20302. };
  20303. var interpolation = track.getInterpolation();
  20304. if ( interpolation !== track.DefaultInterpolation ) {
  20305. json.interpolation = interpolation;
  20306. }
  20307. }
  20308. json.type = track.ValueTypeName; // mandatory
  20309. return json;
  20310. }
  20311. } );
  20312. Object.assign( KeyframeTrack.prototype, {
  20313. constructor: KeyframeTrack,
  20314. TimeBufferType: Float32Array,
  20315. ValueBufferType: Float32Array,
  20316. DefaultInterpolation: InterpolateLinear,
  20317. InterpolantFactoryMethodDiscrete: function ( result ) {
  20318. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20319. },
  20320. InterpolantFactoryMethodLinear: function ( result ) {
  20321. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20322. },
  20323. InterpolantFactoryMethodSmooth: function ( result ) {
  20324. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20325. },
  20326. setInterpolation: function ( interpolation ) {
  20327. var factoryMethod;
  20328. switch ( interpolation ) {
  20329. case InterpolateDiscrete:
  20330. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20331. break;
  20332. case InterpolateLinear:
  20333. factoryMethod = this.InterpolantFactoryMethodLinear;
  20334. break;
  20335. case InterpolateSmooth:
  20336. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20337. break;
  20338. }
  20339. if ( factoryMethod === undefined ) {
  20340. var message = "unsupported interpolation for " +
  20341. this.ValueTypeName + " keyframe track named " + this.name;
  20342. if ( this.createInterpolant === undefined ) {
  20343. // fall back to default, unless the default itself is messed up
  20344. if ( interpolation !== this.DefaultInterpolation ) {
  20345. this.setInterpolation( this.DefaultInterpolation );
  20346. } else {
  20347. throw new Error( message ); // fatal, in this case
  20348. }
  20349. }
  20350. console.warn( 'THREE.KeyframeTrack:', message );
  20351. return this;
  20352. }
  20353. this.createInterpolant = factoryMethod;
  20354. return this;
  20355. },
  20356. getInterpolation: function () {
  20357. switch ( this.createInterpolant ) {
  20358. case this.InterpolantFactoryMethodDiscrete:
  20359. return InterpolateDiscrete;
  20360. case this.InterpolantFactoryMethodLinear:
  20361. return InterpolateLinear;
  20362. case this.InterpolantFactoryMethodSmooth:
  20363. return InterpolateSmooth;
  20364. }
  20365. },
  20366. getValueSize: function () {
  20367. return this.values.length / this.times.length;
  20368. },
  20369. // move all keyframes either forwards or backwards in time
  20370. shift: function ( timeOffset ) {
  20371. if ( timeOffset !== 0.0 ) {
  20372. var times = this.times;
  20373. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20374. times[ i ] += timeOffset;
  20375. }
  20376. }
  20377. return this;
  20378. },
  20379. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20380. scale: function ( timeScale ) {
  20381. if ( timeScale !== 1.0 ) {
  20382. var times = this.times;
  20383. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20384. times[ i ] *= timeScale;
  20385. }
  20386. }
  20387. return this;
  20388. },
  20389. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20390. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20391. trim: function ( startTime, endTime ) {
  20392. var times = this.times,
  20393. nKeys = times.length,
  20394. from = 0,
  20395. to = nKeys - 1;
  20396. while ( from !== nKeys && times[ from ] < startTime ) {
  20397. ++ from;
  20398. }
  20399. while ( to !== - 1 && times[ to ] > endTime ) {
  20400. -- to;
  20401. }
  20402. ++ to; // inclusive -> exclusive bound
  20403. if ( from !== 0 || to !== nKeys ) {
  20404. // empty tracks are forbidden, so keep at least one keyframe
  20405. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20406. var stride = this.getValueSize();
  20407. this.times = AnimationUtils.arraySlice( times, from, to );
  20408. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20409. }
  20410. return this;
  20411. },
  20412. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20413. validate: function () {
  20414. var valid = true;
  20415. var valueSize = this.getValueSize();
  20416. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20417. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20418. valid = false;
  20419. }
  20420. var times = this.times,
  20421. values = this.values,
  20422. nKeys = times.length;
  20423. if ( nKeys === 0 ) {
  20424. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20425. valid = false;
  20426. }
  20427. var prevTime = null;
  20428. for ( var i = 0; i !== nKeys; i ++ ) {
  20429. var currTime = times[ i ];
  20430. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20431. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20432. valid = false;
  20433. break;
  20434. }
  20435. if ( prevTime !== null && prevTime > currTime ) {
  20436. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20437. valid = false;
  20438. break;
  20439. }
  20440. prevTime = currTime;
  20441. }
  20442. if ( values !== undefined ) {
  20443. if ( AnimationUtils.isTypedArray( values ) ) {
  20444. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20445. var value = values[ i ];
  20446. if ( isNaN( value ) ) {
  20447. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20448. valid = false;
  20449. break;
  20450. }
  20451. }
  20452. }
  20453. }
  20454. return valid;
  20455. },
  20456. // removes equivalent sequential keys as common in morph target sequences
  20457. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20458. optimize: function () {
  20459. var times = this.times,
  20460. values = this.values,
  20461. stride = this.getValueSize(),
  20462. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20463. writeIndex = 1,
  20464. lastIndex = times.length - 1;
  20465. for ( var i = 1; i < lastIndex; ++ i ) {
  20466. var keep = false;
  20467. var time = times[ i ];
  20468. var timeNext = times[ i + 1 ];
  20469. // remove adjacent keyframes scheduled at the same time
  20470. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20471. if ( ! smoothInterpolation ) {
  20472. // remove unnecessary keyframes same as their neighbors
  20473. var offset = i * stride,
  20474. offsetP = offset - stride,
  20475. offsetN = offset + stride;
  20476. for ( var j = 0; j !== stride; ++ j ) {
  20477. var value = values[ offset + j ];
  20478. if ( value !== values[ offsetP + j ] ||
  20479. value !== values[ offsetN + j ] ) {
  20480. keep = true;
  20481. break;
  20482. }
  20483. }
  20484. } else {
  20485. keep = true;
  20486. }
  20487. }
  20488. // in-place compaction
  20489. if ( keep ) {
  20490. if ( i !== writeIndex ) {
  20491. times[ writeIndex ] = times[ i ];
  20492. var readOffset = i * stride,
  20493. writeOffset = writeIndex * stride;
  20494. for ( var j = 0; j !== stride; ++ j ) {
  20495. values[ writeOffset + j ] = values[ readOffset + j ];
  20496. }
  20497. }
  20498. ++ writeIndex;
  20499. }
  20500. }
  20501. // flush last keyframe (compaction looks ahead)
  20502. if ( lastIndex > 0 ) {
  20503. times[ writeIndex ] = times[ lastIndex ];
  20504. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20505. values[ writeOffset + j ] = values[ readOffset + j ];
  20506. }
  20507. ++ writeIndex;
  20508. }
  20509. if ( writeIndex !== times.length ) {
  20510. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20511. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20512. }
  20513. return this;
  20514. },
  20515. clone: function () {
  20516. var times = AnimationUtils.arraySlice( this.times, 0 );
  20517. var values = AnimationUtils.arraySlice( this.values, 0 );
  20518. var TypedKeyframeTrack = this.constructor;
  20519. var track = new TypedKeyframeTrack( this.name, times, values );
  20520. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20521. track.createInterpolant = this.createInterpolant;
  20522. return track;
  20523. }
  20524. } );
  20525. /**
  20526. *
  20527. * A Track of Boolean keyframe values.
  20528. *
  20529. *
  20530. * @author Ben Houston / http://clara.io/
  20531. * @author David Sarno / http://lighthaus.us/
  20532. * @author tschw
  20533. */
  20534. function BooleanKeyframeTrack( name, times, values ) {
  20535. KeyframeTrack.call( this, name, times, values );
  20536. }
  20537. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20538. constructor: BooleanKeyframeTrack,
  20539. ValueTypeName: 'bool',
  20540. ValueBufferType: Array,
  20541. DefaultInterpolation: InterpolateDiscrete,
  20542. InterpolantFactoryMethodLinear: undefined,
  20543. InterpolantFactoryMethodSmooth: undefined
  20544. // Note: Actually this track could have a optimized / compressed
  20545. // representation of a single value and a custom interpolant that
  20546. // computes "firstValue ^ isOdd( index )".
  20547. } );
  20548. /**
  20549. *
  20550. * A Track of keyframe values that represent color.
  20551. *
  20552. *
  20553. * @author Ben Houston / http://clara.io/
  20554. * @author David Sarno / http://lighthaus.us/
  20555. * @author tschw
  20556. */
  20557. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20558. KeyframeTrack.call( this, name, times, values, interpolation );
  20559. }
  20560. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20561. constructor: ColorKeyframeTrack,
  20562. ValueTypeName: 'color'
  20563. // ValueBufferType is inherited
  20564. // DefaultInterpolation is inherited
  20565. // Note: Very basic implementation and nothing special yet.
  20566. // However, this is the place for color space parameterization.
  20567. } );
  20568. /**
  20569. *
  20570. * A Track of numeric keyframe values.
  20571. *
  20572. * @author Ben Houston / http://clara.io/
  20573. * @author David Sarno / http://lighthaus.us/
  20574. * @author tschw
  20575. */
  20576. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20577. KeyframeTrack.call( this, name, times, values, interpolation );
  20578. }
  20579. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20580. constructor: NumberKeyframeTrack,
  20581. ValueTypeName: 'number'
  20582. // ValueBufferType is inherited
  20583. // DefaultInterpolation is inherited
  20584. } );
  20585. /**
  20586. * Spherical linear unit quaternion interpolant.
  20587. *
  20588. * @author tschw
  20589. */
  20590. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20591. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20592. }
  20593. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20594. constructor: QuaternionLinearInterpolant,
  20595. interpolate_: function ( i1, t0, t, t1 ) {
  20596. var result = this.resultBuffer,
  20597. values = this.sampleValues,
  20598. stride = this.valueSize,
  20599. offset = i1 * stride,
  20600. alpha = ( t - t0 ) / ( t1 - t0 );
  20601. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20602. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20603. }
  20604. return result;
  20605. }
  20606. } );
  20607. /**
  20608. *
  20609. * A Track of quaternion keyframe values.
  20610. *
  20611. * @author Ben Houston / http://clara.io/
  20612. * @author David Sarno / http://lighthaus.us/
  20613. * @author tschw
  20614. */
  20615. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20616. KeyframeTrack.call( this, name, times, values, interpolation );
  20617. }
  20618. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20619. constructor: QuaternionKeyframeTrack,
  20620. ValueTypeName: 'quaternion',
  20621. // ValueBufferType is inherited
  20622. DefaultInterpolation: InterpolateLinear,
  20623. InterpolantFactoryMethodLinear: function ( result ) {
  20624. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20625. },
  20626. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20627. } );
  20628. /**
  20629. *
  20630. * A Track that interpolates Strings
  20631. *
  20632. *
  20633. * @author Ben Houston / http://clara.io/
  20634. * @author David Sarno / http://lighthaus.us/
  20635. * @author tschw
  20636. */
  20637. function StringKeyframeTrack( name, times, values, interpolation ) {
  20638. KeyframeTrack.call( this, name, times, values, interpolation );
  20639. }
  20640. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20641. constructor: StringKeyframeTrack,
  20642. ValueTypeName: 'string',
  20643. ValueBufferType: Array,
  20644. DefaultInterpolation: InterpolateDiscrete,
  20645. InterpolantFactoryMethodLinear: undefined,
  20646. InterpolantFactoryMethodSmooth: undefined
  20647. } );
  20648. /**
  20649. *
  20650. * A Track of vectored keyframe values.
  20651. *
  20652. *
  20653. * @author Ben Houston / http://clara.io/
  20654. * @author David Sarno / http://lighthaus.us/
  20655. * @author tschw
  20656. */
  20657. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20658. KeyframeTrack.call( this, name, times, values, interpolation );
  20659. }
  20660. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20661. constructor: VectorKeyframeTrack,
  20662. ValueTypeName: 'vector'
  20663. // ValueBufferType is inherited
  20664. // DefaultInterpolation is inherited
  20665. } );
  20666. /**
  20667. *
  20668. * Reusable set of Tracks that represent an animation.
  20669. *
  20670. * @author Ben Houston / http://clara.io/
  20671. * @author David Sarno / http://lighthaus.us/
  20672. */
  20673. function AnimationClip( name, duration, tracks ) {
  20674. this.name = name;
  20675. this.tracks = tracks;
  20676. this.duration = ( duration !== undefined ) ? duration : - 1;
  20677. this.uuid = _Math.generateUUID();
  20678. // this means it should figure out its duration by scanning the tracks
  20679. if ( this.duration < 0 ) {
  20680. this.resetDuration();
  20681. }
  20682. }
  20683. function getTrackTypeForValueTypeName( typeName ) {
  20684. switch ( typeName.toLowerCase() ) {
  20685. case 'scalar':
  20686. case 'double':
  20687. case 'float':
  20688. case 'number':
  20689. case 'integer':
  20690. return NumberKeyframeTrack;
  20691. case 'vector':
  20692. case 'vector2':
  20693. case 'vector3':
  20694. case 'vector4':
  20695. return VectorKeyframeTrack;
  20696. case 'color':
  20697. return ColorKeyframeTrack;
  20698. case 'quaternion':
  20699. return QuaternionKeyframeTrack;
  20700. case 'bool':
  20701. case 'boolean':
  20702. return BooleanKeyframeTrack;
  20703. case 'string':
  20704. return StringKeyframeTrack;
  20705. }
  20706. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20707. }
  20708. function parseKeyframeTrack( json ) {
  20709. if ( json.type === undefined ) {
  20710. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20711. }
  20712. var trackType = getTrackTypeForValueTypeName( json.type );
  20713. if ( json.times === undefined ) {
  20714. var times = [], values = [];
  20715. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20716. json.times = times;
  20717. json.values = values;
  20718. }
  20719. // derived classes can define a static parse method
  20720. if ( trackType.parse !== undefined ) {
  20721. return trackType.parse( json );
  20722. } else {
  20723. // by default, we assume a constructor compatible with the base
  20724. return new trackType( json.name, json.times, json.values, json.interpolation );
  20725. }
  20726. }
  20727. Object.assign( AnimationClip, {
  20728. parse: function ( json ) {
  20729. var tracks = [],
  20730. jsonTracks = json.tracks,
  20731. frameTime = 1.0 / ( json.fps || 1.0 );
  20732. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20733. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20734. }
  20735. return new AnimationClip( json.name, json.duration, tracks );
  20736. },
  20737. toJSON: function ( clip ) {
  20738. var tracks = [],
  20739. clipTracks = clip.tracks;
  20740. var json = {
  20741. 'name': clip.name,
  20742. 'duration': clip.duration,
  20743. 'tracks': tracks,
  20744. 'uuid': clip.uuid
  20745. };
  20746. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20747. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20748. }
  20749. return json;
  20750. },
  20751. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20752. var numMorphTargets = morphTargetSequence.length;
  20753. var tracks = [];
  20754. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20755. var times = [];
  20756. var values = [];
  20757. times.push(
  20758. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20759. i,
  20760. ( i + 1 ) % numMorphTargets );
  20761. values.push( 0, 1, 0 );
  20762. var order = AnimationUtils.getKeyframeOrder( times );
  20763. times = AnimationUtils.sortedArray( times, 1, order );
  20764. values = AnimationUtils.sortedArray( values, 1, order );
  20765. // if there is a key at the first frame, duplicate it as the
  20766. // last frame as well for perfect loop.
  20767. if ( ! noLoop && times[ 0 ] === 0 ) {
  20768. times.push( numMorphTargets );
  20769. values.push( values[ 0 ] );
  20770. }
  20771. tracks.push(
  20772. new NumberKeyframeTrack(
  20773. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20774. times, values
  20775. ).scale( 1.0 / fps ) );
  20776. }
  20777. return new AnimationClip( name, - 1, tracks );
  20778. },
  20779. findByName: function ( objectOrClipArray, name ) {
  20780. var clipArray = objectOrClipArray;
  20781. if ( ! Array.isArray( objectOrClipArray ) ) {
  20782. var o = objectOrClipArray;
  20783. clipArray = o.geometry && o.geometry.animations || o.animations;
  20784. }
  20785. for ( var i = 0; i < clipArray.length; i ++ ) {
  20786. if ( clipArray[ i ].name === name ) {
  20787. return clipArray[ i ];
  20788. }
  20789. }
  20790. return null;
  20791. },
  20792. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20793. var animationToMorphTargets = {};
  20794. // tested with https://regex101.com/ on trick sequences
  20795. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20796. var pattern = /^([\w-]*?)([\d]+)$/;
  20797. // sort morph target names into animation groups based
  20798. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20799. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20800. var morphTarget = morphTargets[ i ];
  20801. var parts = morphTarget.name.match( pattern );
  20802. if ( parts && parts.length > 1 ) {
  20803. var name = parts[ 1 ];
  20804. var animationMorphTargets = animationToMorphTargets[ name ];
  20805. if ( ! animationMorphTargets ) {
  20806. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20807. }
  20808. animationMorphTargets.push( morphTarget );
  20809. }
  20810. }
  20811. var clips = [];
  20812. for ( var name in animationToMorphTargets ) {
  20813. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20814. }
  20815. return clips;
  20816. },
  20817. // parse the animation.hierarchy format
  20818. parseAnimation: function ( animation, bones ) {
  20819. if ( ! animation ) {
  20820. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20821. return null;
  20822. }
  20823. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20824. // only return track if there are actually keys.
  20825. if ( animationKeys.length !== 0 ) {
  20826. var times = [];
  20827. var values = [];
  20828. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20829. // empty keys are filtered out, so check again
  20830. if ( times.length !== 0 ) {
  20831. destTracks.push( new trackType( trackName, times, values ) );
  20832. }
  20833. }
  20834. };
  20835. var tracks = [];
  20836. var clipName = animation.name || 'default';
  20837. // automatic length determination in AnimationClip.
  20838. var duration = animation.length || - 1;
  20839. var fps = animation.fps || 30;
  20840. var hierarchyTracks = animation.hierarchy || [];
  20841. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20842. var animationKeys = hierarchyTracks[ h ].keys;
  20843. // skip empty tracks
  20844. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  20845. // process morph targets
  20846. if ( animationKeys[ 0 ].morphTargets ) {
  20847. // figure out all morph targets used in this track
  20848. var morphTargetNames = {};
  20849. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20850. if ( animationKeys[ k ].morphTargets ) {
  20851. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20852. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20853. }
  20854. }
  20855. }
  20856. // create a track for each morph target with all zero
  20857. // morphTargetInfluences except for the keys in which
  20858. // the morphTarget is named.
  20859. for ( var morphTargetName in morphTargetNames ) {
  20860. var times = [];
  20861. var values = [];
  20862. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20863. var animationKey = animationKeys[ k ];
  20864. times.push( animationKey.time );
  20865. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20866. }
  20867. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20868. }
  20869. duration = morphTargetNames.length * ( fps || 1.0 );
  20870. } else {
  20871. // ...assume skeletal animation
  20872. var boneName = '.bones[' + bones[ h ].name + ']';
  20873. addNonemptyTrack(
  20874. VectorKeyframeTrack, boneName + '.position',
  20875. animationKeys, 'pos', tracks );
  20876. addNonemptyTrack(
  20877. QuaternionKeyframeTrack, boneName + '.quaternion',
  20878. animationKeys, 'rot', tracks );
  20879. addNonemptyTrack(
  20880. VectorKeyframeTrack, boneName + '.scale',
  20881. animationKeys, 'scl', tracks );
  20882. }
  20883. }
  20884. if ( tracks.length === 0 ) {
  20885. return null;
  20886. }
  20887. var clip = new AnimationClip( clipName, duration, tracks );
  20888. return clip;
  20889. }
  20890. } );
  20891. Object.assign( AnimationClip.prototype, {
  20892. resetDuration: function () {
  20893. var tracks = this.tracks, duration = 0;
  20894. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20895. var track = this.tracks[ i ];
  20896. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20897. }
  20898. this.duration = duration;
  20899. return this;
  20900. },
  20901. trim: function () {
  20902. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20903. this.tracks[ i ].trim( 0, this.duration );
  20904. }
  20905. return this;
  20906. },
  20907. validate: function () {
  20908. var valid = true;
  20909. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20910. valid = valid && this.tracks[ i ].validate();
  20911. }
  20912. return valid;
  20913. },
  20914. optimize: function () {
  20915. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20916. this.tracks[ i ].optimize();
  20917. }
  20918. return this;
  20919. },
  20920. clone: function () {
  20921. var tracks = [];
  20922. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20923. tracks.push( this.tracks[ i ].clone() );
  20924. }
  20925. return new AnimationClip( this.name, this.duration, tracks );
  20926. }
  20927. } );
  20928. /**
  20929. * @author mrdoob / http://mrdoob.com/
  20930. */
  20931. var Cache = {
  20932. enabled: false,
  20933. files: {},
  20934. add: function ( key, file ) {
  20935. if ( this.enabled === false ) { return; }
  20936. // console.log( 'THREE.Cache', 'Adding key:', key );
  20937. this.files[ key ] = file;
  20938. },
  20939. get: function ( key ) {
  20940. if ( this.enabled === false ) { return; }
  20941. // console.log( 'THREE.Cache', 'Checking key:', key );
  20942. return this.files[ key ];
  20943. },
  20944. remove: function ( key ) {
  20945. delete this.files[ key ];
  20946. },
  20947. clear: function () {
  20948. this.files = {};
  20949. }
  20950. };
  20951. /**
  20952. * @author mrdoob / http://mrdoob.com/
  20953. */
  20954. function LoadingManager( onLoad, onProgress, onError ) {
  20955. var scope = this;
  20956. var isLoading = false;
  20957. var itemsLoaded = 0;
  20958. var itemsTotal = 0;
  20959. var urlModifier = undefined;
  20960. var handlers = [];
  20961. // Refer to #5689 for the reason why we don't set .onStart
  20962. // in the constructor
  20963. this.onStart = undefined;
  20964. this.onLoad = onLoad;
  20965. this.onProgress = onProgress;
  20966. this.onError = onError;
  20967. this.itemStart = function ( url ) {
  20968. itemsTotal ++;
  20969. if ( isLoading === false ) {
  20970. if ( scope.onStart !== undefined ) {
  20971. scope.onStart( url, itemsLoaded, itemsTotal );
  20972. }
  20973. }
  20974. isLoading = true;
  20975. };
  20976. this.itemEnd = function ( url ) {
  20977. itemsLoaded ++;
  20978. if ( scope.onProgress !== undefined ) {
  20979. scope.onProgress( url, itemsLoaded, itemsTotal );
  20980. }
  20981. if ( itemsLoaded === itemsTotal ) {
  20982. isLoading = false;
  20983. if ( scope.onLoad !== undefined ) {
  20984. scope.onLoad();
  20985. }
  20986. }
  20987. };
  20988. this.itemError = function ( url ) {
  20989. if ( scope.onError !== undefined ) {
  20990. scope.onError( url );
  20991. }
  20992. };
  20993. this.resolveURL = function ( url ) {
  20994. if ( urlModifier ) {
  20995. return urlModifier( url );
  20996. }
  20997. return url;
  20998. };
  20999. this.setURLModifier = function ( transform ) {
  21000. urlModifier = transform;
  21001. return this;
  21002. };
  21003. this.addHandler = function ( regex, loader ) {
  21004. handlers.push( regex, loader );
  21005. return this;
  21006. };
  21007. this.removeHandler = function ( regex ) {
  21008. var index = handlers.indexOf( regex );
  21009. if ( index !== - 1 ) {
  21010. handlers.splice( index, 2 );
  21011. }
  21012. return this;
  21013. };
  21014. this.getHandler = function ( file ) {
  21015. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21016. var regex = handlers[ i ];
  21017. var loader = handlers[ i + 1 ];
  21018. if ( regex.test( file ) ) {
  21019. return loader;
  21020. }
  21021. }
  21022. return null;
  21023. };
  21024. }
  21025. var DefaultLoadingManager = new LoadingManager();
  21026. /**
  21027. * @author alteredq / http://alteredqualia.com/
  21028. */
  21029. function Loader( manager ) {
  21030. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21031. this.crossOrigin = 'anonymous';
  21032. this.path = '';
  21033. this.resourcePath = '';
  21034. }
  21035. Object.assign( Loader.prototype, {
  21036. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21037. parse: function ( /* data */ ) {},
  21038. setCrossOrigin: function ( crossOrigin ) {
  21039. this.crossOrigin = crossOrigin;
  21040. return this;
  21041. },
  21042. setPath: function ( path ) {
  21043. this.path = path;
  21044. return this;
  21045. },
  21046. setResourcePath: function ( resourcePath ) {
  21047. this.resourcePath = resourcePath;
  21048. return this;
  21049. }
  21050. } );
  21051. /**
  21052. * @author mrdoob / http://mrdoob.com/
  21053. */
  21054. var loading = {};
  21055. function FileLoader( manager ) {
  21056. Loader.call( this, manager );
  21057. }
  21058. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21059. constructor: FileLoader,
  21060. load: function ( url, onLoad, onProgress, onError ) {
  21061. if ( url === undefined ) { url = ''; }
  21062. if ( this.path !== undefined ) { url = this.path + url; }
  21063. url = this.manager.resolveURL( url );
  21064. var scope = this;
  21065. var cached = Cache.get( url );
  21066. if ( cached !== undefined ) {
  21067. scope.manager.itemStart( url );
  21068. setTimeout( function () {
  21069. if ( onLoad ) { onLoad( cached ); }
  21070. scope.manager.itemEnd( url );
  21071. }, 0 );
  21072. return cached;
  21073. }
  21074. // Check if request is duplicate
  21075. if ( loading[ url ] !== undefined ) {
  21076. loading[ url ].push( {
  21077. onLoad: onLoad,
  21078. onProgress: onProgress,
  21079. onError: onError
  21080. } );
  21081. return;
  21082. }
  21083. // Check for data: URI
  21084. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21085. var dataUriRegexResult = url.match( dataUriRegex );
  21086. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21087. if ( dataUriRegexResult ) {
  21088. var mimeType = dataUriRegexResult[ 1 ];
  21089. var isBase64 = !! dataUriRegexResult[ 2 ];
  21090. var data = dataUriRegexResult[ 3 ];
  21091. data = decodeURIComponent( data );
  21092. if ( isBase64 ) { data = atob( data ); }
  21093. try {
  21094. var response;
  21095. var responseType = ( this.responseType || '' ).toLowerCase();
  21096. switch ( responseType ) {
  21097. case 'arraybuffer':
  21098. case 'blob':
  21099. var view = new Uint8Array( data.length );
  21100. for ( var i = 0; i < data.length; i ++ ) {
  21101. view[ i ] = data.charCodeAt( i );
  21102. }
  21103. if ( responseType === 'blob' ) {
  21104. response = new Blob( [ view.buffer ], { type: mimeType } );
  21105. } else {
  21106. response = view.buffer;
  21107. }
  21108. break;
  21109. case 'document':
  21110. var parser = new DOMParser();
  21111. response = parser.parseFromString( data, mimeType );
  21112. break;
  21113. case 'json':
  21114. response = JSON.parse( data );
  21115. break;
  21116. default: // 'text' or other
  21117. response = data;
  21118. break;
  21119. }
  21120. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21121. setTimeout( function () {
  21122. if ( onLoad ) { onLoad( response ); }
  21123. scope.manager.itemEnd( url );
  21124. }, 0 );
  21125. } catch ( error ) {
  21126. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21127. setTimeout( function () {
  21128. if ( onError ) { onError( error ); }
  21129. scope.manager.itemError( url );
  21130. scope.manager.itemEnd( url );
  21131. }, 0 );
  21132. }
  21133. } else {
  21134. // Initialise array for duplicate requests
  21135. loading[ url ] = [];
  21136. loading[ url ].push( {
  21137. onLoad: onLoad,
  21138. onProgress: onProgress,
  21139. onError: onError
  21140. } );
  21141. var request = new XMLHttpRequest();
  21142. request.open( 'GET', url, true );
  21143. request.addEventListener( 'load', function ( event ) {
  21144. var response = this.response;
  21145. Cache.add( url, response );
  21146. var callbacks = loading[ url ];
  21147. delete loading[ url ];
  21148. if ( this.status === 200 || this.status === 0 ) {
  21149. // Some browsers return HTTP Status 0 when using non-http protocol
  21150. // e.g. 'file://' or 'data://'. Handle as success.
  21151. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21152. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21153. var callback = callbacks[ i ];
  21154. if ( callback.onLoad ) { callback.onLoad( response ); }
  21155. }
  21156. scope.manager.itemEnd( url );
  21157. } else {
  21158. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21159. var callback = callbacks[ i ];
  21160. if ( callback.onError ) { callback.onError( event ); }
  21161. }
  21162. scope.manager.itemError( url );
  21163. scope.manager.itemEnd( url );
  21164. }
  21165. }, false );
  21166. request.addEventListener( 'progress', function ( event ) {
  21167. var callbacks = loading[ url ];
  21168. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21169. var callback = callbacks[ i ];
  21170. if ( callback.onProgress ) { callback.onProgress( event ); }
  21171. }
  21172. }, false );
  21173. request.addEventListener( 'error', function ( event ) {
  21174. var callbacks = loading[ url ];
  21175. delete loading[ url ];
  21176. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21177. var callback = callbacks[ i ];
  21178. if ( callback.onError ) { callback.onError( event ); }
  21179. }
  21180. scope.manager.itemError( url );
  21181. scope.manager.itemEnd( url );
  21182. }, false );
  21183. request.addEventListener( 'abort', function ( event ) {
  21184. var callbacks = loading[ url ];
  21185. delete loading[ url ];
  21186. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21187. var callback = callbacks[ i ];
  21188. if ( callback.onError ) { callback.onError( event ); }
  21189. }
  21190. scope.manager.itemError( url );
  21191. scope.manager.itemEnd( url );
  21192. }, false );
  21193. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21194. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21195. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21196. for ( var header in this.requestHeader ) {
  21197. request.setRequestHeader( header, this.requestHeader[ header ] );
  21198. }
  21199. request.send( null );
  21200. }
  21201. scope.manager.itemStart( url );
  21202. return request;
  21203. },
  21204. setResponseType: function ( value ) {
  21205. this.responseType = value;
  21206. return this;
  21207. },
  21208. setWithCredentials: function ( value ) {
  21209. this.withCredentials = value;
  21210. return this;
  21211. },
  21212. setMimeType: function ( value ) {
  21213. this.mimeType = value;
  21214. return this;
  21215. },
  21216. setRequestHeader: function ( value ) {
  21217. this.requestHeader = value;
  21218. return this;
  21219. }
  21220. } );
  21221. /**
  21222. * @author bhouston / http://clara.io/
  21223. */
  21224. function AnimationLoader( manager ) {
  21225. Loader.call( this, manager );
  21226. }
  21227. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21228. constructor: AnimationLoader,
  21229. load: function ( url, onLoad, onProgress, onError ) {
  21230. var scope = this;
  21231. var loader = new FileLoader( scope.manager );
  21232. loader.setPath( scope.path );
  21233. loader.load( url, function ( text ) {
  21234. onLoad( scope.parse( JSON.parse( text ) ) );
  21235. }, onProgress, onError );
  21236. },
  21237. parse: function ( json ) {
  21238. var animations = [];
  21239. for ( var i = 0; i < json.length; i ++ ) {
  21240. var clip = AnimationClip.parse( json[ i ] );
  21241. animations.push( clip );
  21242. }
  21243. return animations;
  21244. }
  21245. } );
  21246. /**
  21247. * @author mrdoob / http://mrdoob.com/
  21248. *
  21249. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21250. *
  21251. * Sub classes have to implement the parse() method which will be used in load().
  21252. */
  21253. function CompressedTextureLoader( manager ) {
  21254. Loader.call( this, manager );
  21255. }
  21256. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21257. constructor: CompressedTextureLoader,
  21258. load: function ( url, onLoad, onProgress, onError ) {
  21259. var scope = this;
  21260. var images = [];
  21261. var texture = new CompressedTexture();
  21262. texture.image = images;
  21263. var loader = new FileLoader( this.manager );
  21264. loader.setPath( this.path );
  21265. loader.setResponseType( 'arraybuffer' );
  21266. function loadTexture( i ) {
  21267. loader.load( url[ i ], function ( buffer ) {
  21268. var texDatas = scope.parse( buffer, true );
  21269. images[ i ] = {
  21270. width: texDatas.width,
  21271. height: texDatas.height,
  21272. format: texDatas.format,
  21273. mipmaps: texDatas.mipmaps
  21274. };
  21275. loaded += 1;
  21276. if ( loaded === 6 ) {
  21277. if ( texDatas.mipmapCount === 1 )
  21278. { texture.minFilter = LinearFilter; }
  21279. texture.format = texDatas.format;
  21280. texture.needsUpdate = true;
  21281. if ( onLoad ) { onLoad( texture ); }
  21282. }
  21283. }, onProgress, onError );
  21284. }
  21285. if ( Array.isArray( url ) ) {
  21286. var loaded = 0;
  21287. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21288. loadTexture( i );
  21289. }
  21290. } else {
  21291. // compressed cubemap texture stored in a single DDS file
  21292. loader.load( url, function ( buffer ) {
  21293. var texDatas = scope.parse( buffer, true );
  21294. if ( texDatas.isCubemap ) {
  21295. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21296. for ( var f = 0; f < faces; f ++ ) {
  21297. images[ f ] = { mipmaps: [] };
  21298. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21299. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21300. images[ f ].format = texDatas.format;
  21301. images[ f ].width = texDatas.width;
  21302. images[ f ].height = texDatas.height;
  21303. }
  21304. }
  21305. } else {
  21306. texture.image.width = texDatas.width;
  21307. texture.image.height = texDatas.height;
  21308. texture.mipmaps = texDatas.mipmaps;
  21309. }
  21310. if ( texDatas.mipmapCount === 1 ) {
  21311. texture.minFilter = LinearFilter;
  21312. }
  21313. texture.format = texDatas.format;
  21314. texture.needsUpdate = true;
  21315. if ( onLoad ) { onLoad( texture ); }
  21316. }, onProgress, onError );
  21317. }
  21318. return texture;
  21319. }
  21320. } );
  21321. /**
  21322. * @author Nikos M. / https://github.com/foo123/
  21323. *
  21324. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21325. *
  21326. * Sub classes have to implement the parse() method which will be used in load().
  21327. */
  21328. function DataTextureLoader( manager ) {
  21329. Loader.call( this, manager );
  21330. }
  21331. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21332. constructor: DataTextureLoader,
  21333. load: function ( url, onLoad, onProgress, onError ) {
  21334. var scope = this;
  21335. var texture = new DataTexture();
  21336. var loader = new FileLoader( this.manager );
  21337. loader.setResponseType( 'arraybuffer' );
  21338. loader.setPath( this.path );
  21339. loader.load( url, function ( buffer ) {
  21340. var texData = scope.parse( buffer );
  21341. if ( ! texData ) { return; }
  21342. if ( texData.image !== undefined ) {
  21343. texture.image = texData.image;
  21344. } else if ( texData.data !== undefined ) {
  21345. texture.image.width = texData.width;
  21346. texture.image.height = texData.height;
  21347. texture.image.data = texData.data;
  21348. }
  21349. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21350. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21351. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21352. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21353. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21354. if ( texData.format !== undefined ) {
  21355. texture.format = texData.format;
  21356. }
  21357. if ( texData.type !== undefined ) {
  21358. texture.type = texData.type;
  21359. }
  21360. if ( texData.mipmaps !== undefined ) {
  21361. texture.mipmaps = texData.mipmaps;
  21362. }
  21363. if ( texData.mipmapCount === 1 ) {
  21364. texture.minFilter = LinearFilter;
  21365. }
  21366. texture.needsUpdate = true;
  21367. if ( onLoad ) { onLoad( texture, texData ); }
  21368. }, onProgress, onError );
  21369. return texture;
  21370. }
  21371. } );
  21372. /**
  21373. * @author mrdoob / http://mrdoob.com/
  21374. */
  21375. function ImageLoader( manager ) {
  21376. Loader.call( this, manager );
  21377. }
  21378. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21379. constructor: ImageLoader,
  21380. load: function ( url, onLoad, onProgress, onError ) {
  21381. if ( this.path !== undefined ) { url = this.path + url; }
  21382. url = this.manager.resolveURL( url );
  21383. var scope = this;
  21384. var cached = Cache.get( url );
  21385. if ( cached !== undefined ) {
  21386. scope.manager.itemStart( url );
  21387. setTimeout( function () {
  21388. if ( onLoad ) { onLoad( cached ); }
  21389. scope.manager.itemEnd( url );
  21390. }, 0 );
  21391. return cached;
  21392. }
  21393. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21394. function onImageLoad() {
  21395. image.removeEventListener( 'load', onImageLoad, false );
  21396. image.removeEventListener( 'error', onImageError, false );
  21397. Cache.add( url, this );
  21398. if ( onLoad ) { onLoad( this ); }
  21399. scope.manager.itemEnd( url );
  21400. }
  21401. function onImageError( event ) {
  21402. image.removeEventListener( 'load', onImageLoad, false );
  21403. image.removeEventListener( 'error', onImageError, false );
  21404. if ( onError ) { onError( event ); }
  21405. scope.manager.itemError( url );
  21406. scope.manager.itemEnd( url );
  21407. }
  21408. image.addEventListener( 'load', onImageLoad, false );
  21409. image.addEventListener( 'error', onImageError, false );
  21410. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21411. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21412. }
  21413. scope.manager.itemStart( url );
  21414. image.src = url;
  21415. return image;
  21416. }
  21417. } );
  21418. /**
  21419. * @author mrdoob / http://mrdoob.com/
  21420. */
  21421. function CubeTextureLoader( manager ) {
  21422. Loader.call( this, manager );
  21423. }
  21424. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21425. constructor: CubeTextureLoader,
  21426. load: function ( urls, onLoad, onProgress, onError ) {
  21427. var texture = new CubeTexture();
  21428. var loader = new ImageLoader( this.manager );
  21429. loader.setCrossOrigin( this.crossOrigin );
  21430. loader.setPath( this.path );
  21431. var loaded = 0;
  21432. function loadTexture( i ) {
  21433. loader.load( urls[ i ], function ( image ) {
  21434. texture.images[ i ] = image;
  21435. loaded ++;
  21436. if ( loaded === 6 ) {
  21437. texture.needsUpdate = true;
  21438. if ( onLoad ) { onLoad( texture ); }
  21439. }
  21440. }, undefined, onError );
  21441. }
  21442. for ( var i = 0; i < urls.length; ++ i ) {
  21443. loadTexture( i );
  21444. }
  21445. return texture;
  21446. }
  21447. } );
  21448. /**
  21449. * @author mrdoob / http://mrdoob.com/
  21450. */
  21451. function TextureLoader( manager ) {
  21452. Loader.call( this, manager );
  21453. }
  21454. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21455. constructor: TextureLoader,
  21456. load: function ( url, onLoad, onProgress, onError ) {
  21457. var texture = new Texture();
  21458. var loader = new ImageLoader( this.manager );
  21459. loader.setCrossOrigin( this.crossOrigin );
  21460. loader.setPath( this.path );
  21461. loader.load( url, function ( image ) {
  21462. texture.image = image;
  21463. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21464. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21465. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21466. texture.needsUpdate = true;
  21467. if ( onLoad !== undefined ) {
  21468. onLoad( texture );
  21469. }
  21470. }, onProgress, onError );
  21471. return texture;
  21472. }
  21473. } );
  21474. /**
  21475. * @author zz85 / http://www.lab4games.net/zz85/blog
  21476. * Extensible curve object
  21477. *
  21478. * Some common of curve methods:
  21479. * .getPoint( t, optionalTarget ), .getTangent( t )
  21480. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21481. * .getPoints(), .getSpacedPoints()
  21482. * .getLength()
  21483. * .updateArcLengths()
  21484. *
  21485. * This following curves inherit from THREE.Curve:
  21486. *
  21487. * -- 2D curves --
  21488. * THREE.ArcCurve
  21489. * THREE.CubicBezierCurve
  21490. * THREE.EllipseCurve
  21491. * THREE.LineCurve
  21492. * THREE.QuadraticBezierCurve
  21493. * THREE.SplineCurve
  21494. *
  21495. * -- 3D curves --
  21496. * THREE.CatmullRomCurve3
  21497. * THREE.CubicBezierCurve3
  21498. * THREE.LineCurve3
  21499. * THREE.QuadraticBezierCurve3
  21500. *
  21501. * A series of curves can be represented as a THREE.CurvePath.
  21502. *
  21503. **/
  21504. /**************************************************************
  21505. * Abstract Curve base class
  21506. **************************************************************/
  21507. function Curve() {
  21508. this.type = 'Curve';
  21509. this.arcLengthDivisions = 200;
  21510. }
  21511. Object.assign( Curve.prototype, {
  21512. // Virtual base class method to overwrite and implement in subclasses
  21513. // - t [0 .. 1]
  21514. getPoint: function ( /* t, optionalTarget */ ) {
  21515. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21516. return null;
  21517. },
  21518. // Get point at relative position in curve according to arc length
  21519. // - u [0 .. 1]
  21520. getPointAt: function ( u, optionalTarget ) {
  21521. var t = this.getUtoTmapping( u );
  21522. return this.getPoint( t, optionalTarget );
  21523. },
  21524. // Get sequence of points using getPoint( t )
  21525. getPoints: function ( divisions ) {
  21526. if ( divisions === undefined ) { divisions = 5; }
  21527. var points = [];
  21528. for ( var d = 0; d <= divisions; d ++ ) {
  21529. points.push( this.getPoint( d / divisions ) );
  21530. }
  21531. return points;
  21532. },
  21533. // Get sequence of points using getPointAt( u )
  21534. getSpacedPoints: function ( divisions ) {
  21535. if ( divisions === undefined ) { divisions = 5; }
  21536. var points = [];
  21537. for ( var d = 0; d <= divisions; d ++ ) {
  21538. points.push( this.getPointAt( d / divisions ) );
  21539. }
  21540. return points;
  21541. },
  21542. // Get total curve arc length
  21543. getLength: function () {
  21544. var lengths = this.getLengths();
  21545. return lengths[ lengths.length - 1 ];
  21546. },
  21547. // Get list of cumulative segment lengths
  21548. getLengths: function ( divisions ) {
  21549. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21550. if ( this.cacheArcLengths &&
  21551. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21552. ! this.needsUpdate ) {
  21553. return this.cacheArcLengths;
  21554. }
  21555. this.needsUpdate = false;
  21556. var cache = [];
  21557. var current, last = this.getPoint( 0 );
  21558. var p, sum = 0;
  21559. cache.push( 0 );
  21560. for ( p = 1; p <= divisions; p ++ ) {
  21561. current = this.getPoint( p / divisions );
  21562. sum += current.distanceTo( last );
  21563. cache.push( sum );
  21564. last = current;
  21565. }
  21566. this.cacheArcLengths = cache;
  21567. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21568. },
  21569. updateArcLengths: function () {
  21570. this.needsUpdate = true;
  21571. this.getLengths();
  21572. },
  21573. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21574. getUtoTmapping: function ( u, distance ) {
  21575. var arcLengths = this.getLengths();
  21576. var i = 0, il = arcLengths.length;
  21577. var targetArcLength; // The targeted u distance value to get
  21578. if ( distance ) {
  21579. targetArcLength = distance;
  21580. } else {
  21581. targetArcLength = u * arcLengths[ il - 1 ];
  21582. }
  21583. // binary search for the index with largest value smaller than target u distance
  21584. var low = 0, high = il - 1, comparison;
  21585. while ( low <= high ) {
  21586. 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
  21587. comparison = arcLengths[ i ] - targetArcLength;
  21588. if ( comparison < 0 ) {
  21589. low = i + 1;
  21590. } else if ( comparison > 0 ) {
  21591. high = i - 1;
  21592. } else {
  21593. high = i;
  21594. break;
  21595. // DONE
  21596. }
  21597. }
  21598. i = high;
  21599. if ( arcLengths[ i ] === targetArcLength ) {
  21600. return i / ( il - 1 );
  21601. }
  21602. // we could get finer grain at lengths, or use simple interpolation between two points
  21603. var lengthBefore = arcLengths[ i ];
  21604. var lengthAfter = arcLengths[ i + 1 ];
  21605. var segmentLength = lengthAfter - lengthBefore;
  21606. // determine where we are between the 'before' and 'after' points
  21607. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21608. // add that fractional amount to t
  21609. var t = ( i + segmentFraction ) / ( il - 1 );
  21610. return t;
  21611. },
  21612. // Returns a unit vector tangent at t
  21613. // In case any sub curve does not implement its tangent derivation,
  21614. // 2 points a small delta apart will be used to find its gradient
  21615. // which seems to give a reasonable approximation
  21616. getTangent: function ( t ) {
  21617. var delta = 0.0001;
  21618. var t1 = t - delta;
  21619. var t2 = t + delta;
  21620. // Capping in case of danger
  21621. if ( t1 < 0 ) { t1 = 0; }
  21622. if ( t2 > 1 ) { t2 = 1; }
  21623. var pt1 = this.getPoint( t1 );
  21624. var pt2 = this.getPoint( t2 );
  21625. var vec = pt2.clone().sub( pt1 );
  21626. return vec.normalize();
  21627. },
  21628. getTangentAt: function ( u ) {
  21629. var t = this.getUtoTmapping( u );
  21630. return this.getTangent( t );
  21631. },
  21632. computeFrenetFrames: function ( segments, closed ) {
  21633. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21634. var normal = new Vector3();
  21635. var tangents = [];
  21636. var normals = [];
  21637. var binormals = [];
  21638. var vec = new Vector3();
  21639. var mat = new Matrix4();
  21640. var i, u, theta;
  21641. // compute the tangent vectors for each segment on the curve
  21642. for ( i = 0; i <= segments; i ++ ) {
  21643. u = i / segments;
  21644. tangents[ i ] = this.getTangentAt( u );
  21645. tangents[ i ].normalize();
  21646. }
  21647. // select an initial normal vector perpendicular to the first tangent vector,
  21648. // and in the direction of the minimum tangent xyz component
  21649. normals[ 0 ] = new Vector3();
  21650. binormals[ 0 ] = new Vector3();
  21651. var min = Number.MAX_VALUE;
  21652. var tx = Math.abs( tangents[ 0 ].x );
  21653. var ty = Math.abs( tangents[ 0 ].y );
  21654. var tz = Math.abs( tangents[ 0 ].z );
  21655. if ( tx <= min ) {
  21656. min = tx;
  21657. normal.set( 1, 0, 0 );
  21658. }
  21659. if ( ty <= min ) {
  21660. min = ty;
  21661. normal.set( 0, 1, 0 );
  21662. }
  21663. if ( tz <= min ) {
  21664. normal.set( 0, 0, 1 );
  21665. }
  21666. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21667. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21668. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21669. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21670. for ( i = 1; i <= segments; i ++ ) {
  21671. normals[ i ] = normals[ i - 1 ].clone();
  21672. binormals[ i ] = binormals[ i - 1 ].clone();
  21673. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21674. if ( vec.length() > Number.EPSILON ) {
  21675. vec.normalize();
  21676. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21677. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21678. }
  21679. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21680. }
  21681. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21682. if ( closed === true ) {
  21683. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21684. theta /= segments;
  21685. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21686. theta = - theta;
  21687. }
  21688. for ( i = 1; i <= segments; i ++ ) {
  21689. // twist a little...
  21690. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21691. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21692. }
  21693. }
  21694. return {
  21695. tangents: tangents,
  21696. normals: normals,
  21697. binormals: binormals
  21698. };
  21699. },
  21700. clone: function () {
  21701. return new this.constructor().copy( this );
  21702. },
  21703. copy: function ( source ) {
  21704. this.arcLengthDivisions = source.arcLengthDivisions;
  21705. return this;
  21706. },
  21707. toJSON: function () {
  21708. var data = {
  21709. metadata: {
  21710. version: 4.5,
  21711. type: 'Curve',
  21712. generator: 'Curve.toJSON'
  21713. }
  21714. };
  21715. data.arcLengthDivisions = this.arcLengthDivisions;
  21716. data.type = this.type;
  21717. return data;
  21718. },
  21719. fromJSON: function ( json ) {
  21720. this.arcLengthDivisions = json.arcLengthDivisions;
  21721. return this;
  21722. }
  21723. } );
  21724. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21725. Curve.call( this );
  21726. this.type = 'EllipseCurve';
  21727. this.aX = aX || 0;
  21728. this.aY = aY || 0;
  21729. this.xRadius = xRadius || 1;
  21730. this.yRadius = yRadius || 1;
  21731. this.aStartAngle = aStartAngle || 0;
  21732. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21733. this.aClockwise = aClockwise || false;
  21734. this.aRotation = aRotation || 0;
  21735. }
  21736. EllipseCurve.prototype = Object.create( Curve.prototype );
  21737. EllipseCurve.prototype.constructor = EllipseCurve;
  21738. EllipseCurve.prototype.isEllipseCurve = true;
  21739. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21740. var point = optionalTarget || new Vector2();
  21741. var twoPi = Math.PI * 2;
  21742. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21743. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21744. // ensures that deltaAngle is 0 .. 2 PI
  21745. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21746. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21747. if ( deltaAngle < Number.EPSILON ) {
  21748. if ( samePoints ) {
  21749. deltaAngle = 0;
  21750. } else {
  21751. deltaAngle = twoPi;
  21752. }
  21753. }
  21754. if ( this.aClockwise === true && ! samePoints ) {
  21755. if ( deltaAngle === twoPi ) {
  21756. deltaAngle = - twoPi;
  21757. } else {
  21758. deltaAngle = deltaAngle - twoPi;
  21759. }
  21760. }
  21761. var angle = this.aStartAngle + t * deltaAngle;
  21762. var x = this.aX + this.xRadius * Math.cos( angle );
  21763. var y = this.aY + this.yRadius * Math.sin( angle );
  21764. if ( this.aRotation !== 0 ) {
  21765. var cos = Math.cos( this.aRotation );
  21766. var sin = Math.sin( this.aRotation );
  21767. var tx = x - this.aX;
  21768. var ty = y - this.aY;
  21769. // Rotate the point about the center of the ellipse.
  21770. x = tx * cos - ty * sin + this.aX;
  21771. y = tx * sin + ty * cos + this.aY;
  21772. }
  21773. return point.set( x, y );
  21774. };
  21775. EllipseCurve.prototype.copy = function ( source ) {
  21776. Curve.prototype.copy.call( this, source );
  21777. this.aX = source.aX;
  21778. this.aY = source.aY;
  21779. this.xRadius = source.xRadius;
  21780. this.yRadius = source.yRadius;
  21781. this.aStartAngle = source.aStartAngle;
  21782. this.aEndAngle = source.aEndAngle;
  21783. this.aClockwise = source.aClockwise;
  21784. this.aRotation = source.aRotation;
  21785. return this;
  21786. };
  21787. EllipseCurve.prototype.toJSON = function () {
  21788. var data = Curve.prototype.toJSON.call( this );
  21789. data.aX = this.aX;
  21790. data.aY = this.aY;
  21791. data.xRadius = this.xRadius;
  21792. data.yRadius = this.yRadius;
  21793. data.aStartAngle = this.aStartAngle;
  21794. data.aEndAngle = this.aEndAngle;
  21795. data.aClockwise = this.aClockwise;
  21796. data.aRotation = this.aRotation;
  21797. return data;
  21798. };
  21799. EllipseCurve.prototype.fromJSON = function ( json ) {
  21800. Curve.prototype.fromJSON.call( this, json );
  21801. this.aX = json.aX;
  21802. this.aY = json.aY;
  21803. this.xRadius = json.xRadius;
  21804. this.yRadius = json.yRadius;
  21805. this.aStartAngle = json.aStartAngle;
  21806. this.aEndAngle = json.aEndAngle;
  21807. this.aClockwise = json.aClockwise;
  21808. this.aRotation = json.aRotation;
  21809. return this;
  21810. };
  21811. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21812. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21813. this.type = 'ArcCurve';
  21814. }
  21815. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21816. ArcCurve.prototype.constructor = ArcCurve;
  21817. ArcCurve.prototype.isArcCurve = true;
  21818. /**
  21819. * @author zz85 https://github.com/zz85
  21820. *
  21821. * Centripetal CatmullRom Curve - which is useful for avoiding
  21822. * cusps and self-intersections in non-uniform catmull rom curves.
  21823. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21824. *
  21825. * curve.type accepts centripetal(default), chordal and catmullrom
  21826. * curve.tension is used for catmullrom which defaults to 0.5
  21827. */
  21828. /*
  21829. Based on an optimized c++ solution in
  21830. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21831. - http://ideone.com/NoEbVM
  21832. This CubicPoly class could be used for reusing some variables and calculations,
  21833. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21834. which can be placed in CurveUtils.
  21835. */
  21836. function CubicPoly() {
  21837. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21838. /*
  21839. * Compute coefficients for a cubic polynomial
  21840. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21841. * such that
  21842. * p(0) = x0, p(1) = x1
  21843. * and
  21844. * p'(0) = t0, p'(1) = t1.
  21845. */
  21846. function init( x0, x1, t0, t1 ) {
  21847. c0 = x0;
  21848. c1 = t0;
  21849. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21850. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21851. }
  21852. return {
  21853. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21854. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21855. },
  21856. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21857. // compute tangents when parameterized in [t1,t2]
  21858. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21859. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21860. // rescale tangents for parametrization in [0,1]
  21861. t1 *= dt1;
  21862. t2 *= dt1;
  21863. init( x1, x2, t1, t2 );
  21864. },
  21865. calc: function ( t ) {
  21866. var t2 = t * t;
  21867. var t3 = t2 * t;
  21868. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21869. }
  21870. };
  21871. }
  21872. //
  21873. var tmp = new Vector3();
  21874. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21875. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21876. Curve.call( this );
  21877. this.type = 'CatmullRomCurve3';
  21878. this.points = points || [];
  21879. this.closed = closed || false;
  21880. this.curveType = curveType || 'centripetal';
  21881. this.tension = tension || 0.5;
  21882. }
  21883. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21884. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21885. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21886. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21887. var point = optionalTarget || new Vector3();
  21888. var points = this.points;
  21889. var l = points.length;
  21890. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21891. var intPoint = Math.floor( p );
  21892. var weight = p - intPoint;
  21893. if ( this.closed ) {
  21894. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21895. } else if ( weight === 0 && intPoint === l - 1 ) {
  21896. intPoint = l - 2;
  21897. weight = 1;
  21898. }
  21899. var p0, p1, p2, p3; // 4 points
  21900. if ( this.closed || intPoint > 0 ) {
  21901. p0 = points[ ( intPoint - 1 ) % l ];
  21902. } else {
  21903. // extrapolate first point
  21904. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21905. p0 = tmp;
  21906. }
  21907. p1 = points[ intPoint % l ];
  21908. p2 = points[ ( intPoint + 1 ) % l ];
  21909. if ( this.closed || intPoint + 2 < l ) {
  21910. p3 = points[ ( intPoint + 2 ) % l ];
  21911. } else {
  21912. // extrapolate last point
  21913. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21914. p3 = tmp;
  21915. }
  21916. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21917. // init Centripetal / Chordal Catmull-Rom
  21918. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21919. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21920. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21921. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21922. // safety check for repeated points
  21923. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  21924. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  21925. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  21926. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21927. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21928. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21929. } else if ( this.curveType === 'catmullrom' ) {
  21930. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21931. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21932. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21933. }
  21934. point.set(
  21935. px.calc( weight ),
  21936. py.calc( weight ),
  21937. pz.calc( weight )
  21938. );
  21939. return point;
  21940. };
  21941. CatmullRomCurve3.prototype.copy = function ( source ) {
  21942. Curve.prototype.copy.call( this, source );
  21943. this.points = [];
  21944. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21945. var point = source.points[ i ];
  21946. this.points.push( point.clone() );
  21947. }
  21948. this.closed = source.closed;
  21949. this.curveType = source.curveType;
  21950. this.tension = source.tension;
  21951. return this;
  21952. };
  21953. CatmullRomCurve3.prototype.toJSON = function () {
  21954. var data = Curve.prototype.toJSON.call( this );
  21955. data.points = [];
  21956. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21957. var point = this.points[ i ];
  21958. data.points.push( point.toArray() );
  21959. }
  21960. data.closed = this.closed;
  21961. data.curveType = this.curveType;
  21962. data.tension = this.tension;
  21963. return data;
  21964. };
  21965. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21966. Curve.prototype.fromJSON.call( this, json );
  21967. this.points = [];
  21968. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21969. var point = json.points[ i ];
  21970. this.points.push( new Vector3().fromArray( point ) );
  21971. }
  21972. this.closed = json.closed;
  21973. this.curveType = json.curveType;
  21974. this.tension = json.tension;
  21975. return this;
  21976. };
  21977. /**
  21978. * @author zz85 / http://www.lab4games.net/zz85/blog
  21979. *
  21980. * Bezier Curves formulas obtained from
  21981. * http://en.wikipedia.org/wiki/Bézier_curve
  21982. */
  21983. function CatmullRom( t, p0, p1, p2, p3 ) {
  21984. var v0 = ( p2 - p0 ) * 0.5;
  21985. var v1 = ( p3 - p1 ) * 0.5;
  21986. var t2 = t * t;
  21987. var t3 = t * t2;
  21988. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21989. }
  21990. //
  21991. function QuadraticBezierP0( t, p ) {
  21992. var k = 1 - t;
  21993. return k * k * p;
  21994. }
  21995. function QuadraticBezierP1( t, p ) {
  21996. return 2 * ( 1 - t ) * t * p;
  21997. }
  21998. function QuadraticBezierP2( t, p ) {
  21999. return t * t * p;
  22000. }
  22001. function QuadraticBezier( t, p0, p1, p2 ) {
  22002. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22003. QuadraticBezierP2( t, p2 );
  22004. }
  22005. //
  22006. function CubicBezierP0( t, p ) {
  22007. var k = 1 - t;
  22008. return k * k * k * p;
  22009. }
  22010. function CubicBezierP1( t, p ) {
  22011. var k = 1 - t;
  22012. return 3 * k * k * t * p;
  22013. }
  22014. function CubicBezierP2( t, p ) {
  22015. return 3 * ( 1 - t ) * t * t * p;
  22016. }
  22017. function CubicBezierP3( t, p ) {
  22018. return t * t * t * p;
  22019. }
  22020. function CubicBezier( t, p0, p1, p2, p3 ) {
  22021. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22022. CubicBezierP3( t, p3 );
  22023. }
  22024. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22025. Curve.call( this );
  22026. this.type = 'CubicBezierCurve';
  22027. this.v0 = v0 || new Vector2();
  22028. this.v1 = v1 || new Vector2();
  22029. this.v2 = v2 || new Vector2();
  22030. this.v3 = v3 || new Vector2();
  22031. }
  22032. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22033. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22034. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22035. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22036. var point = optionalTarget || new Vector2();
  22037. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22038. point.set(
  22039. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22040. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22041. );
  22042. return point;
  22043. };
  22044. CubicBezierCurve.prototype.copy = function ( source ) {
  22045. Curve.prototype.copy.call( this, source );
  22046. this.v0.copy( source.v0 );
  22047. this.v1.copy( source.v1 );
  22048. this.v2.copy( source.v2 );
  22049. this.v3.copy( source.v3 );
  22050. return this;
  22051. };
  22052. CubicBezierCurve.prototype.toJSON = function () {
  22053. var data = Curve.prototype.toJSON.call( this );
  22054. data.v0 = this.v0.toArray();
  22055. data.v1 = this.v1.toArray();
  22056. data.v2 = this.v2.toArray();
  22057. data.v3 = this.v3.toArray();
  22058. return data;
  22059. };
  22060. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22061. Curve.prototype.fromJSON.call( this, json );
  22062. this.v0.fromArray( json.v0 );
  22063. this.v1.fromArray( json.v1 );
  22064. this.v2.fromArray( json.v2 );
  22065. this.v3.fromArray( json.v3 );
  22066. return this;
  22067. };
  22068. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22069. Curve.call( this );
  22070. this.type = 'CubicBezierCurve3';
  22071. this.v0 = v0 || new Vector3();
  22072. this.v1 = v1 || new Vector3();
  22073. this.v2 = v2 || new Vector3();
  22074. this.v3 = v3 || new Vector3();
  22075. }
  22076. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22077. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22078. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22079. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22080. var point = optionalTarget || new Vector3();
  22081. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22082. point.set(
  22083. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22084. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22085. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22086. );
  22087. return point;
  22088. };
  22089. CubicBezierCurve3.prototype.copy = function ( source ) {
  22090. Curve.prototype.copy.call( this, source );
  22091. this.v0.copy( source.v0 );
  22092. this.v1.copy( source.v1 );
  22093. this.v2.copy( source.v2 );
  22094. this.v3.copy( source.v3 );
  22095. return this;
  22096. };
  22097. CubicBezierCurve3.prototype.toJSON = function () {
  22098. var data = Curve.prototype.toJSON.call( this );
  22099. data.v0 = this.v0.toArray();
  22100. data.v1 = this.v1.toArray();
  22101. data.v2 = this.v2.toArray();
  22102. data.v3 = this.v3.toArray();
  22103. return data;
  22104. };
  22105. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22106. Curve.prototype.fromJSON.call( this, json );
  22107. this.v0.fromArray( json.v0 );
  22108. this.v1.fromArray( json.v1 );
  22109. this.v2.fromArray( json.v2 );
  22110. this.v3.fromArray( json.v3 );
  22111. return this;
  22112. };
  22113. function LineCurve( v1, v2 ) {
  22114. Curve.call( this );
  22115. this.type = 'LineCurve';
  22116. this.v1 = v1 || new Vector2();
  22117. this.v2 = v2 || new Vector2();
  22118. }
  22119. LineCurve.prototype = Object.create( Curve.prototype );
  22120. LineCurve.prototype.constructor = LineCurve;
  22121. LineCurve.prototype.isLineCurve = true;
  22122. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22123. var point = optionalTarget || new Vector2();
  22124. if ( t === 1 ) {
  22125. point.copy( this.v2 );
  22126. } else {
  22127. point.copy( this.v2 ).sub( this.v1 );
  22128. point.multiplyScalar( t ).add( this.v1 );
  22129. }
  22130. return point;
  22131. };
  22132. // Line curve is linear, so we can overwrite default getPointAt
  22133. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22134. return this.getPoint( u, optionalTarget );
  22135. };
  22136. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22137. var tangent = this.v2.clone().sub( this.v1 );
  22138. return tangent.normalize();
  22139. };
  22140. LineCurve.prototype.copy = function ( source ) {
  22141. Curve.prototype.copy.call( this, source );
  22142. this.v1.copy( source.v1 );
  22143. this.v2.copy( source.v2 );
  22144. return this;
  22145. };
  22146. LineCurve.prototype.toJSON = function () {
  22147. var data = Curve.prototype.toJSON.call( this );
  22148. data.v1 = this.v1.toArray();
  22149. data.v2 = this.v2.toArray();
  22150. return data;
  22151. };
  22152. LineCurve.prototype.fromJSON = function ( json ) {
  22153. Curve.prototype.fromJSON.call( this, json );
  22154. this.v1.fromArray( json.v1 );
  22155. this.v2.fromArray( json.v2 );
  22156. return this;
  22157. };
  22158. function LineCurve3( v1, v2 ) {
  22159. Curve.call( this );
  22160. this.type = 'LineCurve3';
  22161. this.v1 = v1 || new Vector3();
  22162. this.v2 = v2 || new Vector3();
  22163. }
  22164. LineCurve3.prototype = Object.create( Curve.prototype );
  22165. LineCurve3.prototype.constructor = LineCurve3;
  22166. LineCurve3.prototype.isLineCurve3 = true;
  22167. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22168. var point = optionalTarget || new Vector3();
  22169. if ( t === 1 ) {
  22170. point.copy( this.v2 );
  22171. } else {
  22172. point.copy( this.v2 ).sub( this.v1 );
  22173. point.multiplyScalar( t ).add( this.v1 );
  22174. }
  22175. return point;
  22176. };
  22177. // Line curve is linear, so we can overwrite default getPointAt
  22178. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22179. return this.getPoint( u, optionalTarget );
  22180. };
  22181. LineCurve3.prototype.copy = function ( source ) {
  22182. Curve.prototype.copy.call( this, source );
  22183. this.v1.copy( source.v1 );
  22184. this.v2.copy( source.v2 );
  22185. return this;
  22186. };
  22187. LineCurve3.prototype.toJSON = function () {
  22188. var data = Curve.prototype.toJSON.call( this );
  22189. data.v1 = this.v1.toArray();
  22190. data.v2 = this.v2.toArray();
  22191. return data;
  22192. };
  22193. LineCurve3.prototype.fromJSON = function ( json ) {
  22194. Curve.prototype.fromJSON.call( this, json );
  22195. this.v1.fromArray( json.v1 );
  22196. this.v2.fromArray( json.v2 );
  22197. return this;
  22198. };
  22199. function QuadraticBezierCurve( v0, v1, v2 ) {
  22200. Curve.call( this );
  22201. this.type = 'QuadraticBezierCurve';
  22202. this.v0 = v0 || new Vector2();
  22203. this.v1 = v1 || new Vector2();
  22204. this.v2 = v2 || new Vector2();
  22205. }
  22206. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22207. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22208. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22209. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22210. var point = optionalTarget || new Vector2();
  22211. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22212. point.set(
  22213. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22214. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22215. );
  22216. return point;
  22217. };
  22218. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22219. Curve.prototype.copy.call( this, source );
  22220. this.v0.copy( source.v0 );
  22221. this.v1.copy( source.v1 );
  22222. this.v2.copy( source.v2 );
  22223. return this;
  22224. };
  22225. QuadraticBezierCurve.prototype.toJSON = function () {
  22226. var data = Curve.prototype.toJSON.call( this );
  22227. data.v0 = this.v0.toArray();
  22228. data.v1 = this.v1.toArray();
  22229. data.v2 = this.v2.toArray();
  22230. return data;
  22231. };
  22232. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22233. Curve.prototype.fromJSON.call( this, json );
  22234. this.v0.fromArray( json.v0 );
  22235. this.v1.fromArray( json.v1 );
  22236. this.v2.fromArray( json.v2 );
  22237. return this;
  22238. };
  22239. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22240. Curve.call( this );
  22241. this.type = 'QuadraticBezierCurve3';
  22242. this.v0 = v0 || new Vector3();
  22243. this.v1 = v1 || new Vector3();
  22244. this.v2 = v2 || new Vector3();
  22245. }
  22246. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22247. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22248. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22249. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22250. var point = optionalTarget || new Vector3();
  22251. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22252. point.set(
  22253. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22254. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22255. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22256. );
  22257. return point;
  22258. };
  22259. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22260. Curve.prototype.copy.call( this, source );
  22261. this.v0.copy( source.v0 );
  22262. this.v1.copy( source.v1 );
  22263. this.v2.copy( source.v2 );
  22264. return this;
  22265. };
  22266. QuadraticBezierCurve3.prototype.toJSON = function () {
  22267. var data = Curve.prototype.toJSON.call( this );
  22268. data.v0 = this.v0.toArray();
  22269. data.v1 = this.v1.toArray();
  22270. data.v2 = this.v2.toArray();
  22271. return data;
  22272. };
  22273. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22274. Curve.prototype.fromJSON.call( this, json );
  22275. this.v0.fromArray( json.v0 );
  22276. this.v1.fromArray( json.v1 );
  22277. this.v2.fromArray( json.v2 );
  22278. return this;
  22279. };
  22280. function SplineCurve( points /* array of Vector2 */ ) {
  22281. Curve.call( this );
  22282. this.type = 'SplineCurve';
  22283. this.points = points || [];
  22284. }
  22285. SplineCurve.prototype = Object.create( Curve.prototype );
  22286. SplineCurve.prototype.constructor = SplineCurve;
  22287. SplineCurve.prototype.isSplineCurve = true;
  22288. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22289. var point = optionalTarget || new Vector2();
  22290. var points = this.points;
  22291. var p = ( points.length - 1 ) * t;
  22292. var intPoint = Math.floor( p );
  22293. var weight = p - intPoint;
  22294. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22295. var p1 = points[ intPoint ];
  22296. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22297. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22298. point.set(
  22299. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22300. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22301. );
  22302. return point;
  22303. };
  22304. SplineCurve.prototype.copy = function ( source ) {
  22305. Curve.prototype.copy.call( this, source );
  22306. this.points = [];
  22307. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22308. var point = source.points[ i ];
  22309. this.points.push( point.clone() );
  22310. }
  22311. return this;
  22312. };
  22313. SplineCurve.prototype.toJSON = function () {
  22314. var data = Curve.prototype.toJSON.call( this );
  22315. data.points = [];
  22316. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22317. var point = this.points[ i ];
  22318. data.points.push( point.toArray() );
  22319. }
  22320. return data;
  22321. };
  22322. SplineCurve.prototype.fromJSON = function ( json ) {
  22323. Curve.prototype.fromJSON.call( this, json );
  22324. this.points = [];
  22325. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22326. var point = json.points[ i ];
  22327. this.points.push( new Vector2().fromArray( point ) );
  22328. }
  22329. return this;
  22330. };
  22331. var Curves = /*#__PURE__*/Object.freeze({
  22332. ArcCurve: ArcCurve,
  22333. CatmullRomCurve3: CatmullRomCurve3,
  22334. CubicBezierCurve: CubicBezierCurve,
  22335. CubicBezierCurve3: CubicBezierCurve3,
  22336. EllipseCurve: EllipseCurve,
  22337. LineCurve: LineCurve,
  22338. LineCurve3: LineCurve3,
  22339. QuadraticBezierCurve: QuadraticBezierCurve,
  22340. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22341. SplineCurve: SplineCurve
  22342. });
  22343. /**
  22344. * @author zz85 / http://www.lab4games.net/zz85/blog
  22345. *
  22346. **/
  22347. /**************************************************************
  22348. * Curved Path - a curve path is simply a array of connected
  22349. * curves, but retains the api of a curve
  22350. **************************************************************/
  22351. function CurvePath() {
  22352. Curve.call( this );
  22353. this.type = 'CurvePath';
  22354. this.curves = [];
  22355. this.autoClose = false; // Automatically closes the path
  22356. }
  22357. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22358. constructor: CurvePath,
  22359. add: function ( curve ) {
  22360. this.curves.push( curve );
  22361. },
  22362. closePath: function () {
  22363. // Add a line curve if start and end of lines are not connected
  22364. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22365. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22366. if ( ! startPoint.equals( endPoint ) ) {
  22367. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22368. }
  22369. },
  22370. // To get accurate point with reference to
  22371. // entire path distance at time t,
  22372. // following has to be done:
  22373. // 1. Length of each sub path have to be known
  22374. // 2. Locate and identify type of curve
  22375. // 3. Get t for the curve
  22376. // 4. Return curve.getPointAt(t')
  22377. getPoint: function ( t ) {
  22378. var d = t * this.getLength();
  22379. var curveLengths = this.getCurveLengths();
  22380. var i = 0;
  22381. // To think about boundaries points.
  22382. while ( i < curveLengths.length ) {
  22383. if ( curveLengths[ i ] >= d ) {
  22384. var diff = curveLengths[ i ] - d;
  22385. var curve = this.curves[ i ];
  22386. var segmentLength = curve.getLength();
  22387. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22388. return curve.getPointAt( u );
  22389. }
  22390. i ++;
  22391. }
  22392. return null;
  22393. // loop where sum != 0, sum > d , sum+1 <d
  22394. },
  22395. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22396. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22397. // getPoint() depends on getLength
  22398. getLength: function () {
  22399. var lens = this.getCurveLengths();
  22400. return lens[ lens.length - 1 ];
  22401. },
  22402. // cacheLengths must be recalculated.
  22403. updateArcLengths: function () {
  22404. this.needsUpdate = true;
  22405. this.cacheLengths = null;
  22406. this.getCurveLengths();
  22407. },
  22408. // Compute lengths and cache them
  22409. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22410. getCurveLengths: function () {
  22411. // We use cache values if curves and cache array are same length
  22412. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22413. return this.cacheLengths;
  22414. }
  22415. // Get length of sub-curve
  22416. // Push sums into cached array
  22417. var lengths = [], sums = 0;
  22418. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22419. sums += this.curves[ i ].getLength();
  22420. lengths.push( sums );
  22421. }
  22422. this.cacheLengths = lengths;
  22423. return lengths;
  22424. },
  22425. getSpacedPoints: function ( divisions ) {
  22426. if ( divisions === undefined ) { divisions = 40; }
  22427. var points = [];
  22428. for ( var i = 0; i <= divisions; i ++ ) {
  22429. points.push( this.getPoint( i / divisions ) );
  22430. }
  22431. if ( this.autoClose ) {
  22432. points.push( points[ 0 ] );
  22433. }
  22434. return points;
  22435. },
  22436. getPoints: function ( divisions ) {
  22437. divisions = divisions || 12;
  22438. var points = [], last;
  22439. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22440. var curve = curves[ i ];
  22441. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22442. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22443. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22444. : divisions;
  22445. var pts = curve.getPoints( resolution );
  22446. for ( var j = 0; j < pts.length; j ++ ) {
  22447. var point = pts[ j ];
  22448. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22449. points.push( point );
  22450. last = point;
  22451. }
  22452. }
  22453. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22454. points.push( points[ 0 ] );
  22455. }
  22456. return points;
  22457. },
  22458. copy: function ( source ) {
  22459. Curve.prototype.copy.call( this, source );
  22460. this.curves = [];
  22461. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22462. var curve = source.curves[ i ];
  22463. this.curves.push( curve.clone() );
  22464. }
  22465. this.autoClose = source.autoClose;
  22466. return this;
  22467. },
  22468. toJSON: function () {
  22469. var data = Curve.prototype.toJSON.call( this );
  22470. data.autoClose = this.autoClose;
  22471. data.curves = [];
  22472. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22473. var curve = this.curves[ i ];
  22474. data.curves.push( curve.toJSON() );
  22475. }
  22476. return data;
  22477. },
  22478. fromJSON: function ( json ) {
  22479. Curve.prototype.fromJSON.call( this, json );
  22480. this.autoClose = json.autoClose;
  22481. this.curves = [];
  22482. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22483. var curve = json.curves[ i ];
  22484. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22485. }
  22486. return this;
  22487. }
  22488. } );
  22489. /**
  22490. * @author zz85 / http://www.lab4games.net/zz85/blog
  22491. * Creates free form 2d path using series of points, lines or curves.
  22492. **/
  22493. function Path( points ) {
  22494. CurvePath.call( this );
  22495. this.type = 'Path';
  22496. this.currentPoint = new Vector2();
  22497. if ( points ) {
  22498. this.setFromPoints( points );
  22499. }
  22500. }
  22501. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22502. constructor: Path,
  22503. setFromPoints: function ( points ) {
  22504. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22505. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22506. this.lineTo( points[ i ].x, points[ i ].y );
  22507. }
  22508. },
  22509. moveTo: function ( x, y ) {
  22510. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22511. },
  22512. lineTo: function ( x, y ) {
  22513. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22514. this.curves.push( curve );
  22515. this.currentPoint.set( x, y );
  22516. },
  22517. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22518. var curve = new QuadraticBezierCurve(
  22519. this.currentPoint.clone(),
  22520. new Vector2( aCPx, aCPy ),
  22521. new Vector2( aX, aY )
  22522. );
  22523. this.curves.push( curve );
  22524. this.currentPoint.set( aX, aY );
  22525. },
  22526. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22527. var curve = new CubicBezierCurve(
  22528. this.currentPoint.clone(),
  22529. new Vector2( aCP1x, aCP1y ),
  22530. new Vector2( aCP2x, aCP2y ),
  22531. new Vector2( aX, aY )
  22532. );
  22533. this.curves.push( curve );
  22534. this.currentPoint.set( aX, aY );
  22535. },
  22536. splineThru: function ( pts /*Array of Vector*/ ) {
  22537. var npts = [ this.currentPoint.clone() ].concat( pts );
  22538. var curve = new SplineCurve( npts );
  22539. this.curves.push( curve );
  22540. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22541. },
  22542. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22543. var x0 = this.currentPoint.x;
  22544. var y0 = this.currentPoint.y;
  22545. this.absarc( aX + x0, aY + y0, aRadius,
  22546. aStartAngle, aEndAngle, aClockwise );
  22547. },
  22548. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22549. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22550. },
  22551. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22552. var x0 = this.currentPoint.x;
  22553. var y0 = this.currentPoint.y;
  22554. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22555. },
  22556. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22557. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22558. if ( this.curves.length > 0 ) {
  22559. // if a previous curve is present, attempt to join
  22560. var firstPoint = curve.getPoint( 0 );
  22561. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22562. this.lineTo( firstPoint.x, firstPoint.y );
  22563. }
  22564. }
  22565. this.curves.push( curve );
  22566. var lastPoint = curve.getPoint( 1 );
  22567. this.currentPoint.copy( lastPoint );
  22568. },
  22569. copy: function ( source ) {
  22570. CurvePath.prototype.copy.call( this, source );
  22571. this.currentPoint.copy( source.currentPoint );
  22572. return this;
  22573. },
  22574. toJSON: function () {
  22575. var data = CurvePath.prototype.toJSON.call( this );
  22576. data.currentPoint = this.currentPoint.toArray();
  22577. return data;
  22578. },
  22579. fromJSON: function ( json ) {
  22580. CurvePath.prototype.fromJSON.call( this, json );
  22581. this.currentPoint.fromArray( json.currentPoint );
  22582. return this;
  22583. }
  22584. } );
  22585. /**
  22586. * @author zz85 / http://www.lab4games.net/zz85/blog
  22587. * Defines a 2d shape plane using paths.
  22588. **/
  22589. // STEP 1 Create a path.
  22590. // STEP 2 Turn path into shape.
  22591. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22592. // STEP 3a - Extract points from each shape, turn to vertices
  22593. // STEP 3b - Triangulate each shape, add faces.
  22594. function Shape( points ) {
  22595. Path.call( this, points );
  22596. this.uuid = _Math.generateUUID();
  22597. this.type = 'Shape';
  22598. this.holes = [];
  22599. }
  22600. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22601. constructor: Shape,
  22602. getPointsHoles: function ( divisions ) {
  22603. var holesPts = [];
  22604. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22605. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22606. }
  22607. return holesPts;
  22608. },
  22609. // get points of shape and holes (keypoints based on segments parameter)
  22610. extractPoints: function ( divisions ) {
  22611. return {
  22612. shape: this.getPoints( divisions ),
  22613. holes: this.getPointsHoles( divisions )
  22614. };
  22615. },
  22616. copy: function ( source ) {
  22617. Path.prototype.copy.call( this, source );
  22618. this.holes = [];
  22619. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22620. var hole = source.holes[ i ];
  22621. this.holes.push( hole.clone() );
  22622. }
  22623. return this;
  22624. },
  22625. toJSON: function () {
  22626. var data = Path.prototype.toJSON.call( this );
  22627. data.uuid = this.uuid;
  22628. data.holes = [];
  22629. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22630. var hole = this.holes[ i ];
  22631. data.holes.push( hole.toJSON() );
  22632. }
  22633. return data;
  22634. },
  22635. fromJSON: function ( json ) {
  22636. Path.prototype.fromJSON.call( this, json );
  22637. this.uuid = json.uuid;
  22638. this.holes = [];
  22639. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22640. var hole = json.holes[ i ];
  22641. this.holes.push( new Path().fromJSON( hole ) );
  22642. }
  22643. return this;
  22644. }
  22645. } );
  22646. /**
  22647. * @author mrdoob / http://mrdoob.com/
  22648. * @author alteredq / http://alteredqualia.com/
  22649. */
  22650. function Light( color, intensity ) {
  22651. Object3D.call( this );
  22652. this.type = 'Light';
  22653. this.color = new Color( color );
  22654. this.intensity = intensity !== undefined ? intensity : 1;
  22655. this.receiveShadow = undefined;
  22656. }
  22657. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22658. constructor: Light,
  22659. isLight: true,
  22660. copy: function ( source ) {
  22661. Object3D.prototype.copy.call( this, source );
  22662. this.color.copy( source.color );
  22663. this.intensity = source.intensity;
  22664. return this;
  22665. },
  22666. toJSON: function ( meta ) {
  22667. var data = Object3D.prototype.toJSON.call( this, meta );
  22668. data.object.color = this.color.getHex();
  22669. data.object.intensity = this.intensity;
  22670. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22671. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22672. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22673. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22674. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22675. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22676. return data;
  22677. }
  22678. } );
  22679. /**
  22680. * @author alteredq / http://alteredqualia.com/
  22681. */
  22682. function HemisphereLight( skyColor, groundColor, intensity ) {
  22683. Light.call( this, skyColor, intensity );
  22684. this.type = 'HemisphereLight';
  22685. this.castShadow = undefined;
  22686. this.position.copy( Object3D.DefaultUp );
  22687. this.updateMatrix();
  22688. this.groundColor = new Color( groundColor );
  22689. }
  22690. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22691. constructor: HemisphereLight,
  22692. isHemisphereLight: true,
  22693. copy: function ( source ) {
  22694. Light.prototype.copy.call( this, source );
  22695. this.groundColor.copy( source.groundColor );
  22696. return this;
  22697. }
  22698. } );
  22699. /**
  22700. * @author mrdoob / http://mrdoob.com/
  22701. */
  22702. function LightShadow( camera ) {
  22703. this.camera = camera;
  22704. this.bias = 0;
  22705. this.radius = 1;
  22706. this.mapSize = new Vector2( 512, 512 );
  22707. this.map = null;
  22708. this.mapPass = null;
  22709. this.matrix = new Matrix4();
  22710. this._frustum = new Frustum();
  22711. this._frameExtents = new Vector2( 1, 1 );
  22712. this._viewportCount = 1;
  22713. this._viewports = [
  22714. new Vector4( 0, 0, 1, 1 )
  22715. ];
  22716. }
  22717. Object.assign( LightShadow.prototype, {
  22718. _projScreenMatrix: new Matrix4(),
  22719. _lightPositionWorld: new Vector3(),
  22720. _lookTarget: new Vector3(),
  22721. getViewportCount: function () {
  22722. return this._viewportCount;
  22723. },
  22724. getFrustum: function () {
  22725. return this._frustum;
  22726. },
  22727. updateMatrices: function ( light ) {
  22728. var shadowCamera = this.camera,
  22729. shadowMatrix = this.matrix,
  22730. projScreenMatrix = this._projScreenMatrix,
  22731. lookTarget = this._lookTarget,
  22732. lightPositionWorld = this._lightPositionWorld;
  22733. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22734. shadowCamera.position.copy( lightPositionWorld );
  22735. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22736. shadowCamera.lookAt( lookTarget );
  22737. shadowCamera.updateMatrixWorld();
  22738. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22739. this._frustum.setFromMatrix( projScreenMatrix );
  22740. shadowMatrix.set(
  22741. 0.5, 0.0, 0.0, 0.5,
  22742. 0.0, 0.5, 0.0, 0.5,
  22743. 0.0, 0.0, 0.5, 0.5,
  22744. 0.0, 0.0, 0.0, 1.0
  22745. );
  22746. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22747. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22748. },
  22749. getViewport: function ( viewportIndex ) {
  22750. return this._viewports[ viewportIndex ];
  22751. },
  22752. getFrameExtents: function () {
  22753. return this._frameExtents;
  22754. },
  22755. copy: function ( source ) {
  22756. this.camera = source.camera.clone();
  22757. this.bias = source.bias;
  22758. this.radius = source.radius;
  22759. this.mapSize.copy( source.mapSize );
  22760. return this;
  22761. },
  22762. clone: function () {
  22763. return new this.constructor().copy( this );
  22764. },
  22765. toJSON: function () {
  22766. var object = {};
  22767. if ( this.bias !== 0 ) { object.bias = this.bias; }
  22768. if ( this.radius !== 1 ) { object.radius = this.radius; }
  22769. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  22770. object.camera = this.camera.toJSON( false ).object;
  22771. delete object.camera.matrix;
  22772. return object;
  22773. }
  22774. } );
  22775. /**
  22776. * @author mrdoob / http://mrdoob.com/
  22777. */
  22778. function SpotLightShadow() {
  22779. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22780. }
  22781. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22782. constructor: SpotLightShadow,
  22783. isSpotLightShadow: true,
  22784. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22785. var camera = this.camera;
  22786. var fov = _Math.RAD2DEG * 2 * light.angle;
  22787. var aspect = this.mapSize.width / this.mapSize.height;
  22788. var far = light.distance || camera.far;
  22789. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22790. camera.fov = fov;
  22791. camera.aspect = aspect;
  22792. camera.far = far;
  22793. camera.updateProjectionMatrix();
  22794. }
  22795. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22796. }
  22797. } );
  22798. /**
  22799. * @author alteredq / http://alteredqualia.com/
  22800. */
  22801. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22802. Light.call( this, color, intensity );
  22803. this.type = 'SpotLight';
  22804. this.position.copy( Object3D.DefaultUp );
  22805. this.updateMatrix();
  22806. this.target = new Object3D();
  22807. Object.defineProperty( this, 'power', {
  22808. get: function () {
  22809. // intensity = power per solid angle.
  22810. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22811. return this.intensity * Math.PI;
  22812. },
  22813. set: function ( power ) {
  22814. // intensity = power per solid angle.
  22815. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22816. this.intensity = power / Math.PI;
  22817. }
  22818. } );
  22819. this.distance = ( distance !== undefined ) ? distance : 0;
  22820. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22821. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22822. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22823. this.shadow = new SpotLightShadow();
  22824. }
  22825. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22826. constructor: SpotLight,
  22827. isSpotLight: true,
  22828. copy: function ( source ) {
  22829. Light.prototype.copy.call( this, source );
  22830. this.distance = source.distance;
  22831. this.angle = source.angle;
  22832. this.penumbra = source.penumbra;
  22833. this.decay = source.decay;
  22834. this.target = source.target.clone();
  22835. this.shadow = source.shadow.clone();
  22836. return this;
  22837. }
  22838. } );
  22839. function PointLightShadow() {
  22840. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22841. this._frameExtents = new Vector2( 4, 2 );
  22842. this._viewportCount = 6;
  22843. this._viewports = [
  22844. // These viewports map a cube-map onto a 2D texture with the
  22845. // following orientation:
  22846. //
  22847. // xzXZ
  22848. // y Y
  22849. //
  22850. // X - Positive x direction
  22851. // x - Negative x direction
  22852. // Y - Positive y direction
  22853. // y - Negative y direction
  22854. // Z - Positive z direction
  22855. // z - Negative z direction
  22856. // positive X
  22857. new Vector4( 2, 1, 1, 1 ),
  22858. // negative X
  22859. new Vector4( 0, 1, 1, 1 ),
  22860. // positive Z
  22861. new Vector4( 3, 1, 1, 1 ),
  22862. // negative Z
  22863. new Vector4( 1, 1, 1, 1 ),
  22864. // positive Y
  22865. new Vector4( 3, 0, 1, 1 ),
  22866. // negative Y
  22867. new Vector4( 1, 0, 1, 1 )
  22868. ];
  22869. this._cubeDirections = [
  22870. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22871. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22872. ];
  22873. this._cubeUps = [
  22874. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22875. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22876. ];
  22877. }
  22878. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22879. constructor: PointLightShadow,
  22880. isPointLightShadow: true,
  22881. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22882. var camera = this.camera,
  22883. shadowMatrix = this.matrix,
  22884. lightPositionWorld = this._lightPositionWorld,
  22885. lookTarget = this._lookTarget,
  22886. projScreenMatrix = this._projScreenMatrix;
  22887. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22888. camera.position.copy( lightPositionWorld );
  22889. lookTarget.copy( camera.position );
  22890. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22891. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22892. camera.lookAt( lookTarget );
  22893. camera.updateMatrixWorld();
  22894. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22895. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22896. this._frustum.setFromMatrix( projScreenMatrix );
  22897. }
  22898. } );
  22899. /**
  22900. * @author mrdoob / http://mrdoob.com/
  22901. */
  22902. function PointLight( color, intensity, distance, decay ) {
  22903. Light.call( this, color, intensity );
  22904. this.type = 'PointLight';
  22905. Object.defineProperty( this, 'power', {
  22906. get: function () {
  22907. // intensity = power per solid angle.
  22908. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22909. return this.intensity * 4 * Math.PI;
  22910. },
  22911. set: function ( power ) {
  22912. // intensity = power per solid angle.
  22913. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22914. this.intensity = power / ( 4 * Math.PI );
  22915. }
  22916. } );
  22917. this.distance = ( distance !== undefined ) ? distance : 0;
  22918. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22919. this.shadow = new PointLightShadow();
  22920. }
  22921. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22922. constructor: PointLight,
  22923. isPointLight: true,
  22924. copy: function ( source ) {
  22925. Light.prototype.copy.call( this, source );
  22926. this.distance = source.distance;
  22927. this.decay = source.decay;
  22928. this.shadow = source.shadow.clone();
  22929. return this;
  22930. }
  22931. } );
  22932. /**
  22933. * @author alteredq / http://alteredqualia.com/
  22934. * @author arose / http://github.com/arose
  22935. */
  22936. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22937. Camera.call( this );
  22938. this.type = 'OrthographicCamera';
  22939. this.zoom = 1;
  22940. this.view = null;
  22941. this.left = ( left !== undefined ) ? left : - 1;
  22942. this.right = ( right !== undefined ) ? right : 1;
  22943. this.top = ( top !== undefined ) ? top : 1;
  22944. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22945. this.near = ( near !== undefined ) ? near : 0.1;
  22946. this.far = ( far !== undefined ) ? far : 2000;
  22947. this.updateProjectionMatrix();
  22948. }
  22949. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22950. constructor: OrthographicCamera,
  22951. isOrthographicCamera: true,
  22952. copy: function ( source, recursive ) {
  22953. Camera.prototype.copy.call( this, source, recursive );
  22954. this.left = source.left;
  22955. this.right = source.right;
  22956. this.top = source.top;
  22957. this.bottom = source.bottom;
  22958. this.near = source.near;
  22959. this.far = source.far;
  22960. this.zoom = source.zoom;
  22961. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22962. return this;
  22963. },
  22964. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22965. if ( this.view === null ) {
  22966. this.view = {
  22967. enabled: true,
  22968. fullWidth: 1,
  22969. fullHeight: 1,
  22970. offsetX: 0,
  22971. offsetY: 0,
  22972. width: 1,
  22973. height: 1
  22974. };
  22975. }
  22976. this.view.enabled = true;
  22977. this.view.fullWidth = fullWidth;
  22978. this.view.fullHeight = fullHeight;
  22979. this.view.offsetX = x;
  22980. this.view.offsetY = y;
  22981. this.view.width = width;
  22982. this.view.height = height;
  22983. this.updateProjectionMatrix();
  22984. },
  22985. clearViewOffset: function () {
  22986. if ( this.view !== null ) {
  22987. this.view.enabled = false;
  22988. }
  22989. this.updateProjectionMatrix();
  22990. },
  22991. updateProjectionMatrix: function () {
  22992. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22993. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22994. var cx = ( this.right + this.left ) / 2;
  22995. var cy = ( this.top + this.bottom ) / 2;
  22996. var left = cx - dx;
  22997. var right = cx + dx;
  22998. var top = cy + dy;
  22999. var bottom = cy - dy;
  23000. if ( this.view !== null && this.view.enabled ) {
  23001. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23002. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23003. var scaleW = ( this.right - this.left ) / this.view.width;
  23004. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23005. left += scaleW * ( this.view.offsetX / zoomW );
  23006. right = left + scaleW * ( this.view.width / zoomW );
  23007. top -= scaleH * ( this.view.offsetY / zoomH );
  23008. bottom = top - scaleH * ( this.view.height / zoomH );
  23009. }
  23010. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23011. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23012. },
  23013. toJSON: function ( meta ) {
  23014. var data = Object3D.prototype.toJSON.call( this, meta );
  23015. data.object.zoom = this.zoom;
  23016. data.object.left = this.left;
  23017. data.object.right = this.right;
  23018. data.object.top = this.top;
  23019. data.object.bottom = this.bottom;
  23020. data.object.near = this.near;
  23021. data.object.far = this.far;
  23022. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23023. return data;
  23024. }
  23025. } );
  23026. /**
  23027. * @author mrdoob / http://mrdoob.com/
  23028. */
  23029. function DirectionalLightShadow() {
  23030. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23031. }
  23032. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23033. constructor: DirectionalLightShadow,
  23034. isDirectionalLightShadow: true,
  23035. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  23036. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  23037. }
  23038. } );
  23039. /**
  23040. * @author mrdoob / http://mrdoob.com/
  23041. * @author alteredq / http://alteredqualia.com/
  23042. */
  23043. function DirectionalLight( color, intensity ) {
  23044. Light.call( this, color, intensity );
  23045. this.type = 'DirectionalLight';
  23046. this.position.copy( Object3D.DefaultUp );
  23047. this.updateMatrix();
  23048. this.target = new Object3D();
  23049. this.shadow = new DirectionalLightShadow();
  23050. }
  23051. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23052. constructor: DirectionalLight,
  23053. isDirectionalLight: true,
  23054. copy: function ( source ) {
  23055. Light.prototype.copy.call( this, source );
  23056. this.target = source.target.clone();
  23057. this.shadow = source.shadow.clone();
  23058. return this;
  23059. }
  23060. } );
  23061. /**
  23062. * @author mrdoob / http://mrdoob.com/
  23063. */
  23064. function AmbientLight( color, intensity ) {
  23065. Light.call( this, color, intensity );
  23066. this.type = 'AmbientLight';
  23067. this.castShadow = undefined;
  23068. }
  23069. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23070. constructor: AmbientLight,
  23071. isAmbientLight: true
  23072. } );
  23073. /**
  23074. * @author abelnation / http://github.com/abelnation
  23075. */
  23076. function RectAreaLight( color, intensity, width, height ) {
  23077. Light.call( this, color, intensity );
  23078. this.type = 'RectAreaLight';
  23079. this.width = ( width !== undefined ) ? width : 10;
  23080. this.height = ( height !== undefined ) ? height : 10;
  23081. }
  23082. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23083. constructor: RectAreaLight,
  23084. isRectAreaLight: true,
  23085. copy: function ( source ) {
  23086. Light.prototype.copy.call( this, source );
  23087. this.width = source.width;
  23088. this.height = source.height;
  23089. return this;
  23090. },
  23091. toJSON: function ( meta ) {
  23092. var data = Light.prototype.toJSON.call( this, meta );
  23093. data.object.width = this.width;
  23094. data.object.height = this.height;
  23095. return data;
  23096. }
  23097. } );
  23098. /**
  23099. * @author mrdoob / http://mrdoob.com/
  23100. */
  23101. function MaterialLoader( manager ) {
  23102. Loader.call( this, manager );
  23103. this.textures = {};
  23104. }
  23105. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23106. constructor: MaterialLoader,
  23107. load: function ( url, onLoad, onProgress, onError ) {
  23108. var scope = this;
  23109. var loader = new FileLoader( scope.manager );
  23110. loader.setPath( scope.path );
  23111. loader.load( url, function ( text ) {
  23112. onLoad( scope.parse( JSON.parse( text ) ) );
  23113. }, onProgress, onError );
  23114. },
  23115. parse: function ( json ) {
  23116. var textures = this.textures;
  23117. function getTexture( name ) {
  23118. if ( textures[ name ] === undefined ) {
  23119. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23120. }
  23121. return textures[ name ];
  23122. }
  23123. var material = new Materials[ json.type ]();
  23124. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23125. if ( json.name !== undefined ) { material.name = json.name; }
  23126. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23127. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23128. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23129. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23130. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23131. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23132. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23133. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23134. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23135. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23136. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23137. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23138. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23139. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23140. if ( json.side !== undefined ) { material.side = json.side; }
  23141. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23142. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23143. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23144. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23145. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23146. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23147. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23148. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23149. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23150. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23151. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23152. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23153. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23154. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23155. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23156. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23157. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23158. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23159. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23160. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23161. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23162. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23163. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23164. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23165. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23166. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23167. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23168. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23169. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23170. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23171. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23172. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23173. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23174. // Shader Material
  23175. if ( json.uniforms !== undefined ) {
  23176. for ( var name in json.uniforms ) {
  23177. var uniform = json.uniforms[ name ];
  23178. material.uniforms[ name ] = {};
  23179. switch ( uniform.type ) {
  23180. case 't':
  23181. material.uniforms[ name ].value = getTexture( uniform.value );
  23182. break;
  23183. case 'c':
  23184. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23185. break;
  23186. case 'v2':
  23187. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23188. break;
  23189. case 'v3':
  23190. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23191. break;
  23192. case 'v4':
  23193. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23194. break;
  23195. case 'm3':
  23196. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23197. case 'm4':
  23198. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23199. break;
  23200. default:
  23201. material.uniforms[ name ].value = uniform.value;
  23202. }
  23203. }
  23204. }
  23205. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23206. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23207. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23208. if ( json.extensions !== undefined ) {
  23209. for ( var key in json.extensions ) {
  23210. material.extensions[ key ] = json.extensions[ key ];
  23211. }
  23212. }
  23213. // Deprecated
  23214. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23215. // for PointsMaterial
  23216. if ( json.size !== undefined ) { material.size = json.size; }
  23217. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23218. // maps
  23219. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23220. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23221. if ( json.alphaMap !== undefined ) {
  23222. material.alphaMap = getTexture( json.alphaMap );
  23223. material.transparent = true;
  23224. }
  23225. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23226. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23227. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23228. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23229. if ( json.normalScale !== undefined ) {
  23230. var normalScale = json.normalScale;
  23231. if ( Array.isArray( normalScale ) === false ) {
  23232. // Blender exporter used to export a scalar. See #7459
  23233. normalScale = [ normalScale, normalScale ];
  23234. }
  23235. material.normalScale = new Vector2().fromArray( normalScale );
  23236. }
  23237. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23238. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23239. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23240. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23241. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23242. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23243. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23244. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23245. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23246. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23247. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23248. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23249. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23250. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23251. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23252. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23253. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23254. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23255. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23256. return material;
  23257. },
  23258. setTextures: function ( value ) {
  23259. this.textures = value;
  23260. return this;
  23261. }
  23262. } );
  23263. /**
  23264. * @author Don McCurdy / https://www.donmccurdy.com
  23265. */
  23266. var LoaderUtils = {
  23267. decodeText: function ( array ) {
  23268. if ( typeof TextDecoder !== 'undefined' ) {
  23269. return new TextDecoder().decode( array );
  23270. }
  23271. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23272. // throws a "maximum call stack size exceeded" error for large arrays.
  23273. var s = '';
  23274. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23275. // Implicitly assumes little-endian.
  23276. s += String.fromCharCode( array[ i ] );
  23277. }
  23278. try {
  23279. // merges multi-byte utf-8 characters.
  23280. return decodeURIComponent( escape( s ) );
  23281. } catch ( e ) { // see #16358
  23282. return s;
  23283. }
  23284. },
  23285. extractUrlBase: function ( url ) {
  23286. var index = url.lastIndexOf( '/' );
  23287. if ( index === - 1 ) { return './'; }
  23288. return url.substr( 0, index + 1 );
  23289. }
  23290. };
  23291. /**
  23292. * @author benaadams / https://twitter.com/ben_a_adams
  23293. */
  23294. function InstancedBufferGeometry() {
  23295. BufferGeometry.call( this );
  23296. this.type = 'InstancedBufferGeometry';
  23297. this.maxInstancedCount = undefined;
  23298. }
  23299. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23300. constructor: InstancedBufferGeometry,
  23301. isInstancedBufferGeometry: true,
  23302. copy: function ( source ) {
  23303. BufferGeometry.prototype.copy.call( this, source );
  23304. this.maxInstancedCount = source.maxInstancedCount;
  23305. return this;
  23306. },
  23307. clone: function () {
  23308. return new this.constructor().copy( this );
  23309. },
  23310. toJSON: function () {
  23311. var data = BufferGeometry.prototype.toJSON.call( this );
  23312. data.maxInstancedCount = this.maxInstancedCount;
  23313. data.isInstancedBufferGeometry = true;
  23314. return data;
  23315. }
  23316. } );
  23317. /**
  23318. * @author benaadams / https://twitter.com/ben_a_adams
  23319. */
  23320. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23321. if ( typeof ( normalized ) === 'number' ) {
  23322. meshPerAttribute = normalized;
  23323. normalized = false;
  23324. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23325. }
  23326. BufferAttribute.call( this, array, itemSize, normalized );
  23327. this.meshPerAttribute = meshPerAttribute || 1;
  23328. }
  23329. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23330. constructor: InstancedBufferAttribute,
  23331. isInstancedBufferAttribute: true,
  23332. copy: function ( source ) {
  23333. BufferAttribute.prototype.copy.call( this, source );
  23334. this.meshPerAttribute = source.meshPerAttribute;
  23335. return this;
  23336. },
  23337. toJSON: function () {
  23338. var data = BufferAttribute.prototype.toJSON.call( this );
  23339. data.meshPerAttribute = this.meshPerAttribute;
  23340. data.isInstancedBufferAttribute = true;
  23341. return data;
  23342. }
  23343. } );
  23344. /**
  23345. * @author mrdoob / http://mrdoob.com/
  23346. */
  23347. function BufferGeometryLoader( manager ) {
  23348. Loader.call( this, manager );
  23349. }
  23350. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23351. constructor: BufferGeometryLoader,
  23352. load: function ( url, onLoad, onProgress, onError ) {
  23353. var scope = this;
  23354. var loader = new FileLoader( scope.manager );
  23355. loader.setPath( scope.path );
  23356. loader.load( url, function ( text ) {
  23357. onLoad( scope.parse( JSON.parse( text ) ) );
  23358. }, onProgress, onError );
  23359. },
  23360. parse: function ( json ) {
  23361. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23362. var index = json.data.index;
  23363. if ( index !== undefined ) {
  23364. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23365. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23366. }
  23367. var attributes = json.data.attributes;
  23368. for ( var key in attributes ) {
  23369. var attribute = attributes[ key ];
  23370. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23371. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23372. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23373. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23374. geometry.addAttribute( key, bufferAttribute );
  23375. }
  23376. var morphAttributes = json.data.morphAttributes;
  23377. if ( morphAttributes ) {
  23378. for ( var key in morphAttributes ) {
  23379. var attributeArray = morphAttributes[ key ];
  23380. var array = [];
  23381. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23382. var attribute = attributeArray[ i ];
  23383. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23384. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23385. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23386. array.push( bufferAttribute );
  23387. }
  23388. geometry.morphAttributes[ key ] = array;
  23389. }
  23390. }
  23391. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23392. if ( groups !== undefined ) {
  23393. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23394. var group = groups[ i ];
  23395. geometry.addGroup( group.start, group.count, group.materialIndex );
  23396. }
  23397. }
  23398. var boundingSphere = json.data.boundingSphere;
  23399. if ( boundingSphere !== undefined ) {
  23400. var center = new Vector3();
  23401. if ( boundingSphere.center !== undefined ) {
  23402. center.fromArray( boundingSphere.center );
  23403. }
  23404. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23405. }
  23406. if ( json.name ) { geometry.name = json.name; }
  23407. if ( json.userData ) { geometry.userData = json.userData; }
  23408. return geometry;
  23409. }
  23410. } );
  23411. var TYPED_ARRAYS = {
  23412. Int8Array: Int8Array,
  23413. Uint8Array: Uint8Array,
  23414. // Workaround for IE11 pre KB2929437. See #11440
  23415. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23416. Int16Array: Int16Array,
  23417. Uint16Array: Uint16Array,
  23418. Int32Array: Int32Array,
  23419. Uint32Array: Uint32Array,
  23420. Float32Array: Float32Array,
  23421. Float64Array: Float64Array
  23422. };
  23423. /**
  23424. * @author mrdoob / http://mrdoob.com/
  23425. */
  23426. function ObjectLoader( manager ) {
  23427. Loader.call( this, manager );
  23428. }
  23429. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23430. constructor: ObjectLoader,
  23431. load: function ( url, onLoad, onProgress, onError ) {
  23432. var scope = this;
  23433. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23434. this.resourcePath = this.resourcePath || path;
  23435. var loader = new FileLoader( scope.manager );
  23436. loader.setPath( this.path );
  23437. loader.load( url, function ( text ) {
  23438. var json = null;
  23439. try {
  23440. json = JSON.parse( text );
  23441. } catch ( error ) {
  23442. if ( onError !== undefined ) { onError( error ); }
  23443. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23444. return;
  23445. }
  23446. var metadata = json.metadata;
  23447. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23448. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23449. return;
  23450. }
  23451. scope.parse( json, onLoad );
  23452. }, onProgress, onError );
  23453. },
  23454. parse: function ( json, onLoad ) {
  23455. var shapes = this.parseShape( json.shapes );
  23456. var geometries = this.parseGeometries( json.geometries, shapes );
  23457. var images = this.parseImages( json.images, function () {
  23458. if ( onLoad !== undefined ) { onLoad( object ); }
  23459. } );
  23460. var textures = this.parseTextures( json.textures, images );
  23461. var materials = this.parseMaterials( json.materials, textures );
  23462. var object = this.parseObject( json.object, geometries, materials );
  23463. if ( json.animations ) {
  23464. object.animations = this.parseAnimations( json.animations );
  23465. }
  23466. if ( json.images === undefined || json.images.length === 0 ) {
  23467. if ( onLoad !== undefined ) { onLoad( object ); }
  23468. }
  23469. return object;
  23470. },
  23471. parseShape: function ( json ) {
  23472. var shapes = {};
  23473. if ( json !== undefined ) {
  23474. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23475. var shape = new Shape().fromJSON( json[ i ] );
  23476. shapes[ shape.uuid ] = shape;
  23477. }
  23478. }
  23479. return shapes;
  23480. },
  23481. parseGeometries: function ( json, shapes ) {
  23482. var geometries = {};
  23483. if ( json !== undefined ) {
  23484. var bufferGeometryLoader = new BufferGeometryLoader();
  23485. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23486. var geometry;
  23487. var data = json[ i ];
  23488. switch ( data.type ) {
  23489. case 'PlaneGeometry':
  23490. case 'PlaneBufferGeometry':
  23491. geometry = new Geometries[ data.type ](
  23492. data.width,
  23493. data.height,
  23494. data.widthSegments,
  23495. data.heightSegments
  23496. );
  23497. break;
  23498. case 'BoxGeometry':
  23499. case 'BoxBufferGeometry':
  23500. case 'CubeGeometry': // backwards compatible
  23501. geometry = new Geometries[ data.type ](
  23502. data.width,
  23503. data.height,
  23504. data.depth,
  23505. data.widthSegments,
  23506. data.heightSegments,
  23507. data.depthSegments
  23508. );
  23509. break;
  23510. case 'CircleGeometry':
  23511. case 'CircleBufferGeometry':
  23512. geometry = new Geometries[ data.type ](
  23513. data.radius,
  23514. data.segments,
  23515. data.thetaStart,
  23516. data.thetaLength
  23517. );
  23518. break;
  23519. case 'CylinderGeometry':
  23520. case 'CylinderBufferGeometry':
  23521. geometry = new Geometries[ data.type ](
  23522. data.radiusTop,
  23523. data.radiusBottom,
  23524. data.height,
  23525. data.radialSegments,
  23526. data.heightSegments,
  23527. data.openEnded,
  23528. data.thetaStart,
  23529. data.thetaLength
  23530. );
  23531. break;
  23532. case 'ConeGeometry':
  23533. case 'ConeBufferGeometry':
  23534. geometry = new Geometries[ data.type ](
  23535. data.radius,
  23536. data.height,
  23537. data.radialSegments,
  23538. data.heightSegments,
  23539. data.openEnded,
  23540. data.thetaStart,
  23541. data.thetaLength
  23542. );
  23543. break;
  23544. case 'SphereGeometry':
  23545. case 'SphereBufferGeometry':
  23546. geometry = new Geometries[ data.type ](
  23547. data.radius,
  23548. data.widthSegments,
  23549. data.heightSegments,
  23550. data.phiStart,
  23551. data.phiLength,
  23552. data.thetaStart,
  23553. data.thetaLength
  23554. );
  23555. break;
  23556. case 'DodecahedronGeometry':
  23557. case 'DodecahedronBufferGeometry':
  23558. case 'IcosahedronGeometry':
  23559. case 'IcosahedronBufferGeometry':
  23560. case 'OctahedronGeometry':
  23561. case 'OctahedronBufferGeometry':
  23562. case 'TetrahedronGeometry':
  23563. case 'TetrahedronBufferGeometry':
  23564. geometry = new Geometries[ data.type ](
  23565. data.radius,
  23566. data.detail
  23567. );
  23568. break;
  23569. case 'RingGeometry':
  23570. case 'RingBufferGeometry':
  23571. geometry = new Geometries[ data.type ](
  23572. data.innerRadius,
  23573. data.outerRadius,
  23574. data.thetaSegments,
  23575. data.phiSegments,
  23576. data.thetaStart,
  23577. data.thetaLength
  23578. );
  23579. break;
  23580. case 'TorusGeometry':
  23581. case 'TorusBufferGeometry':
  23582. geometry = new Geometries[ data.type ](
  23583. data.radius,
  23584. data.tube,
  23585. data.radialSegments,
  23586. data.tubularSegments,
  23587. data.arc
  23588. );
  23589. break;
  23590. case 'TorusKnotGeometry':
  23591. case 'TorusKnotBufferGeometry':
  23592. geometry = new Geometries[ data.type ](
  23593. data.radius,
  23594. data.tube,
  23595. data.tubularSegments,
  23596. data.radialSegments,
  23597. data.p,
  23598. data.q
  23599. );
  23600. break;
  23601. case 'TubeGeometry':
  23602. case 'TubeBufferGeometry':
  23603. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23604. // User defined curves or instances of CurvePath will not be deserialized.
  23605. geometry = new Geometries[ data.type ](
  23606. new Curves[ data.path.type ]().fromJSON( data.path ),
  23607. data.tubularSegments,
  23608. data.radius,
  23609. data.radialSegments,
  23610. data.closed
  23611. );
  23612. break;
  23613. case 'LatheGeometry':
  23614. case 'LatheBufferGeometry':
  23615. geometry = new Geometries[ data.type ](
  23616. data.points,
  23617. data.segments,
  23618. data.phiStart,
  23619. data.phiLength
  23620. );
  23621. break;
  23622. case 'PolyhedronGeometry':
  23623. case 'PolyhedronBufferGeometry':
  23624. geometry = new Geometries[ data.type ](
  23625. data.vertices,
  23626. data.indices,
  23627. data.radius,
  23628. data.details
  23629. );
  23630. break;
  23631. case 'ShapeGeometry':
  23632. case 'ShapeBufferGeometry':
  23633. var geometryShapes = [];
  23634. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23635. var shape = shapes[ data.shapes[ j ] ];
  23636. geometryShapes.push( shape );
  23637. }
  23638. geometry = new Geometries[ data.type ](
  23639. geometryShapes,
  23640. data.curveSegments
  23641. );
  23642. break;
  23643. case 'ExtrudeGeometry':
  23644. case 'ExtrudeBufferGeometry':
  23645. var geometryShapes = [];
  23646. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23647. var shape = shapes[ data.shapes[ j ] ];
  23648. geometryShapes.push( shape );
  23649. }
  23650. var extrudePath = data.options.extrudePath;
  23651. if ( extrudePath !== undefined ) {
  23652. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23653. }
  23654. geometry = new Geometries[ data.type ](
  23655. geometryShapes,
  23656. data.options
  23657. );
  23658. break;
  23659. case 'BufferGeometry':
  23660. case 'InstancedBufferGeometry':
  23661. geometry = bufferGeometryLoader.parse( data );
  23662. break;
  23663. case 'Geometry':
  23664. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23665. var geometryLoader = new THREE.LegacyJSONLoader();
  23666. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23667. } else {
  23668. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23669. }
  23670. break;
  23671. default:
  23672. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23673. continue;
  23674. }
  23675. geometry.uuid = data.uuid;
  23676. if ( data.name !== undefined ) { geometry.name = data.name; }
  23677. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23678. geometries[ data.uuid ] = geometry;
  23679. }
  23680. }
  23681. return geometries;
  23682. },
  23683. parseMaterials: function ( json, textures ) {
  23684. var cache = {}; // MultiMaterial
  23685. var materials = {};
  23686. if ( json !== undefined ) {
  23687. var loader = new MaterialLoader();
  23688. loader.setTextures( textures );
  23689. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23690. var data = json[ i ];
  23691. if ( data.type === 'MultiMaterial' ) {
  23692. // Deprecated
  23693. var array = [];
  23694. for ( var j = 0; j < data.materials.length; j ++ ) {
  23695. var material = data.materials[ j ];
  23696. if ( cache[ material.uuid ] === undefined ) {
  23697. cache[ material.uuid ] = loader.parse( material );
  23698. }
  23699. array.push( cache[ material.uuid ] );
  23700. }
  23701. materials[ data.uuid ] = array;
  23702. } else {
  23703. if ( cache[ data.uuid ] === undefined ) {
  23704. cache[ data.uuid ] = loader.parse( data );
  23705. }
  23706. materials[ data.uuid ] = cache[ data.uuid ];
  23707. }
  23708. }
  23709. }
  23710. return materials;
  23711. },
  23712. parseAnimations: function ( json ) {
  23713. var animations = [];
  23714. for ( var i = 0; i < json.length; i ++ ) {
  23715. var data = json[ i ];
  23716. var clip = AnimationClip.parse( data );
  23717. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23718. animations.push( clip );
  23719. }
  23720. return animations;
  23721. },
  23722. parseImages: function ( json, onLoad ) {
  23723. var scope = this;
  23724. var images = {};
  23725. function loadImage( url ) {
  23726. scope.manager.itemStart( url );
  23727. return loader.load( url, function () {
  23728. scope.manager.itemEnd( url );
  23729. }, undefined, function () {
  23730. scope.manager.itemError( url );
  23731. scope.manager.itemEnd( url );
  23732. } );
  23733. }
  23734. if ( json !== undefined && json.length > 0 ) {
  23735. var manager = new LoadingManager( onLoad );
  23736. var loader = new ImageLoader( manager );
  23737. loader.setCrossOrigin( this.crossOrigin );
  23738. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23739. var image = json[ i ];
  23740. var url = image.url;
  23741. if ( Array.isArray( url ) ) {
  23742. // load array of images e.g CubeTexture
  23743. images[ image.uuid ] = [];
  23744. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23745. var currentUrl = url[ j ];
  23746. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23747. images[ image.uuid ].push( loadImage( path ) );
  23748. }
  23749. } else {
  23750. // load single image
  23751. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23752. images[ image.uuid ] = loadImage( path );
  23753. }
  23754. }
  23755. }
  23756. return images;
  23757. },
  23758. parseTextures: function ( json, images ) {
  23759. function parseConstant( value, type ) {
  23760. if ( typeof value === 'number' ) { return value; }
  23761. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23762. return type[ value ];
  23763. }
  23764. var textures = {};
  23765. if ( json !== undefined ) {
  23766. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23767. var data = json[ i ];
  23768. if ( data.image === undefined ) {
  23769. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23770. }
  23771. if ( images[ data.image ] === undefined ) {
  23772. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23773. }
  23774. var texture;
  23775. if ( Array.isArray( images[ data.image ] ) ) {
  23776. texture = new CubeTexture( images[ data.image ] );
  23777. } else {
  23778. texture = new Texture( images[ data.image ] );
  23779. }
  23780. texture.needsUpdate = true;
  23781. texture.uuid = data.uuid;
  23782. if ( data.name !== undefined ) { texture.name = data.name; }
  23783. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  23784. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  23785. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  23786. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  23787. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  23788. if ( data.wrap !== undefined ) {
  23789. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23790. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23791. }
  23792. if ( data.format !== undefined ) { texture.format = data.format; }
  23793. if ( data.type !== undefined ) { texture.type = data.type; }
  23794. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  23795. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  23796. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  23797. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  23798. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  23799. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  23800. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  23801. textures[ data.uuid ] = texture;
  23802. }
  23803. }
  23804. return textures;
  23805. },
  23806. parseObject: function ( data, geometries, materials ) {
  23807. var object;
  23808. function getGeometry( name ) {
  23809. if ( geometries[ name ] === undefined ) {
  23810. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23811. }
  23812. return geometries[ name ];
  23813. }
  23814. function getMaterial( name ) {
  23815. if ( name === undefined ) { return undefined; }
  23816. if ( Array.isArray( name ) ) {
  23817. var array = [];
  23818. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23819. var uuid = name[ i ];
  23820. if ( materials[ uuid ] === undefined ) {
  23821. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23822. }
  23823. array.push( materials[ uuid ] );
  23824. }
  23825. return array;
  23826. }
  23827. if ( materials[ name ] === undefined ) {
  23828. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23829. }
  23830. return materials[ name ];
  23831. }
  23832. switch ( data.type ) {
  23833. case 'Scene':
  23834. object = new Scene();
  23835. if ( data.background !== undefined ) {
  23836. if ( Number.isInteger( data.background ) ) {
  23837. object.background = new Color( data.background );
  23838. }
  23839. }
  23840. if ( data.fog !== undefined ) {
  23841. if ( data.fog.type === 'Fog' ) {
  23842. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23843. } else if ( data.fog.type === 'FogExp2' ) {
  23844. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23845. }
  23846. }
  23847. break;
  23848. case 'PerspectiveCamera':
  23849. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23850. if ( data.focus !== undefined ) { object.focus = data.focus; }
  23851. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23852. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  23853. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  23854. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23855. break;
  23856. case 'OrthographicCamera':
  23857. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23858. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23859. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23860. break;
  23861. case 'AmbientLight':
  23862. object = new AmbientLight( data.color, data.intensity );
  23863. break;
  23864. case 'DirectionalLight':
  23865. object = new DirectionalLight( data.color, data.intensity );
  23866. break;
  23867. case 'PointLight':
  23868. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23869. break;
  23870. case 'RectAreaLight':
  23871. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23872. break;
  23873. case 'SpotLight':
  23874. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23875. break;
  23876. case 'HemisphereLight':
  23877. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23878. break;
  23879. case 'SkinnedMesh':
  23880. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23881. case 'Mesh':
  23882. var geometry = getGeometry( data.geometry );
  23883. var material = getMaterial( data.material );
  23884. if ( geometry.bones && geometry.bones.length > 0 ) {
  23885. object = new SkinnedMesh( geometry, material );
  23886. } else {
  23887. object = new Mesh( geometry, material );
  23888. }
  23889. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  23890. break;
  23891. case 'LOD':
  23892. object = new LOD();
  23893. break;
  23894. case 'Line':
  23895. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23896. break;
  23897. case 'LineLoop':
  23898. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23899. break;
  23900. case 'LineSegments':
  23901. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23902. break;
  23903. case 'PointCloud':
  23904. case 'Points':
  23905. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23906. break;
  23907. case 'Sprite':
  23908. object = new Sprite( getMaterial( data.material ) );
  23909. break;
  23910. case 'Group':
  23911. object = new Group();
  23912. break;
  23913. default:
  23914. object = new Object3D();
  23915. }
  23916. object.uuid = data.uuid;
  23917. if ( data.name !== undefined ) { object.name = data.name; }
  23918. if ( data.matrix !== undefined ) {
  23919. object.matrix.fromArray( data.matrix );
  23920. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  23921. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  23922. } else {
  23923. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  23924. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  23925. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  23926. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  23927. }
  23928. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  23929. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  23930. if ( data.shadow ) {
  23931. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  23932. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  23933. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  23934. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  23935. }
  23936. if ( data.visible !== undefined ) { object.visible = data.visible; }
  23937. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  23938. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  23939. if ( data.userData !== undefined ) { object.userData = data.userData; }
  23940. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  23941. if ( data.children !== undefined ) {
  23942. var children = data.children;
  23943. for ( var i = 0; i < children.length; i ++ ) {
  23944. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23945. }
  23946. }
  23947. if ( data.type === 'LOD' ) {
  23948. var levels = data.levels;
  23949. for ( var l = 0; l < levels.length; l ++ ) {
  23950. var level = levels[ l ];
  23951. var child = object.getObjectByProperty( 'uuid', level.object );
  23952. if ( child !== undefined ) {
  23953. object.addLevel( child, level.distance );
  23954. }
  23955. }
  23956. }
  23957. return object;
  23958. }
  23959. } );
  23960. var TEXTURE_MAPPING = {
  23961. UVMapping: UVMapping,
  23962. CubeReflectionMapping: CubeReflectionMapping,
  23963. CubeRefractionMapping: CubeRefractionMapping,
  23964. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23965. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23966. SphericalReflectionMapping: SphericalReflectionMapping,
  23967. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23968. CubeUVRefractionMapping: CubeUVRefractionMapping
  23969. };
  23970. var TEXTURE_WRAPPING = {
  23971. RepeatWrapping: RepeatWrapping,
  23972. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23973. MirroredRepeatWrapping: MirroredRepeatWrapping
  23974. };
  23975. var TEXTURE_FILTER = {
  23976. NearestFilter: NearestFilter,
  23977. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23978. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23979. LinearFilter: LinearFilter,
  23980. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23981. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23982. };
  23983. /**
  23984. * @author thespite / http://clicktorelease.com/
  23985. */
  23986. function ImageBitmapLoader( manager ) {
  23987. if ( typeof createImageBitmap === 'undefined' ) {
  23988. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23989. }
  23990. if ( typeof fetch === 'undefined' ) {
  23991. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23992. }
  23993. Loader.call( this, manager );
  23994. this.options = undefined;
  23995. }
  23996. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23997. constructor: ImageBitmapLoader,
  23998. setOptions: function setOptions( options ) {
  23999. this.options = options;
  24000. return this;
  24001. },
  24002. load: function ( url, onLoad, onProgress, onError ) {
  24003. if ( url === undefined ) { url = ''; }
  24004. if ( this.path !== undefined ) { url = this.path + url; }
  24005. url = this.manager.resolveURL( url );
  24006. var scope = this;
  24007. var cached = Cache.get( url );
  24008. if ( cached !== undefined ) {
  24009. scope.manager.itemStart( url );
  24010. setTimeout( function () {
  24011. if ( onLoad ) { onLoad( cached ); }
  24012. scope.manager.itemEnd( url );
  24013. }, 0 );
  24014. return cached;
  24015. }
  24016. fetch( url ).then( function ( res ) {
  24017. return res.blob();
  24018. } ).then( function ( blob ) {
  24019. if ( scope.options === undefined ) {
  24020. // Workaround for FireFox. It causes an error if you pass options.
  24021. return createImageBitmap( blob );
  24022. } else {
  24023. return createImageBitmap( blob, scope.options );
  24024. }
  24025. } ).then( function ( imageBitmap ) {
  24026. Cache.add( url, imageBitmap );
  24027. if ( onLoad ) { onLoad( imageBitmap ); }
  24028. scope.manager.itemEnd( url );
  24029. } ).catch( function ( e ) {
  24030. if ( onError ) { onError( e ); }
  24031. scope.manager.itemError( url );
  24032. scope.manager.itemEnd( url );
  24033. } );
  24034. scope.manager.itemStart( url );
  24035. }
  24036. } );
  24037. /**
  24038. * @author zz85 / http://www.lab4games.net/zz85/blog
  24039. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24040. **/
  24041. function ShapePath() {
  24042. this.type = 'ShapePath';
  24043. this.color = new Color();
  24044. this.subPaths = [];
  24045. this.currentPath = null;
  24046. }
  24047. Object.assign( ShapePath.prototype, {
  24048. moveTo: function ( x, y ) {
  24049. this.currentPath = new Path();
  24050. this.subPaths.push( this.currentPath );
  24051. this.currentPath.moveTo( x, y );
  24052. },
  24053. lineTo: function ( x, y ) {
  24054. this.currentPath.lineTo( x, y );
  24055. },
  24056. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24057. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24058. },
  24059. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24060. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24061. },
  24062. splineThru: function ( pts ) {
  24063. this.currentPath.splineThru( pts );
  24064. },
  24065. toShapes: function ( isCCW, noHoles ) {
  24066. function toShapesNoHoles( inSubpaths ) {
  24067. var shapes = [];
  24068. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24069. var tmpPath = inSubpaths[ i ];
  24070. var tmpShape = new Shape();
  24071. tmpShape.curves = tmpPath.curves;
  24072. shapes.push( tmpShape );
  24073. }
  24074. return shapes;
  24075. }
  24076. function isPointInsidePolygon( inPt, inPolygon ) {
  24077. var polyLen = inPolygon.length;
  24078. // inPt on polygon contour => immediate success or
  24079. // toggling of inside/outside at every single! intersection point of an edge
  24080. // with the horizontal line through inPt, left of inPt
  24081. // not counting lowerY endpoints of edges and whole edges on that line
  24082. var inside = false;
  24083. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24084. var edgeLowPt = inPolygon[ p ];
  24085. var edgeHighPt = inPolygon[ q ];
  24086. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24087. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24088. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24089. // not parallel
  24090. if ( edgeDy < 0 ) {
  24091. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24092. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24093. }
  24094. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24095. if ( inPt.y === edgeLowPt.y ) {
  24096. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24097. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24098. } else {
  24099. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24100. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24101. if ( perpEdge < 0 ) { continue; }
  24102. inside = ! inside; // true intersection left of inPt
  24103. }
  24104. } else {
  24105. // parallel or collinear
  24106. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24107. // edge lies on the same horizontal line as inPt
  24108. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24109. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24110. // continue;
  24111. }
  24112. }
  24113. return inside;
  24114. }
  24115. var isClockWise = ShapeUtils.isClockWise;
  24116. var subPaths = this.subPaths;
  24117. if ( subPaths.length === 0 ) { return []; }
  24118. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24119. var solid, tmpPath, tmpShape, shapes = [];
  24120. if ( subPaths.length === 1 ) {
  24121. tmpPath = subPaths[ 0 ];
  24122. tmpShape = new Shape();
  24123. tmpShape.curves = tmpPath.curves;
  24124. shapes.push( tmpShape );
  24125. return shapes;
  24126. }
  24127. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24128. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24129. // console.log("Holes first", holesFirst);
  24130. var betterShapeHoles = [];
  24131. var newShapes = [];
  24132. var newShapeHoles = [];
  24133. var mainIdx = 0;
  24134. var tmpPoints;
  24135. newShapes[ mainIdx ] = undefined;
  24136. newShapeHoles[ mainIdx ] = [];
  24137. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24138. tmpPath = subPaths[ i ];
  24139. tmpPoints = tmpPath.getPoints();
  24140. solid = isClockWise( tmpPoints );
  24141. solid = isCCW ? ! solid : solid;
  24142. if ( solid ) {
  24143. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24144. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24145. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24146. if ( holesFirst ) { mainIdx ++; }
  24147. newShapeHoles[ mainIdx ] = [];
  24148. //console.log('cw', i);
  24149. } else {
  24150. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24151. //console.log('ccw', i);
  24152. }
  24153. }
  24154. // only Holes? -> probably all Shapes with wrong orientation
  24155. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24156. if ( newShapes.length > 1 ) {
  24157. var ambiguous = false;
  24158. var toChange = [];
  24159. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24160. betterShapeHoles[ sIdx ] = [];
  24161. }
  24162. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24163. var sho = newShapeHoles[ sIdx ];
  24164. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24165. var ho = sho[ hIdx ];
  24166. var hole_unassigned = true;
  24167. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24168. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24169. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24170. if ( hole_unassigned ) {
  24171. hole_unassigned = false;
  24172. betterShapeHoles[ s2Idx ].push( ho );
  24173. } else {
  24174. ambiguous = true;
  24175. }
  24176. }
  24177. }
  24178. if ( hole_unassigned ) {
  24179. betterShapeHoles[ sIdx ].push( ho );
  24180. }
  24181. }
  24182. }
  24183. // console.log("ambiguous: ", ambiguous);
  24184. if ( toChange.length > 0 ) {
  24185. // console.log("to change: ", toChange);
  24186. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24187. }
  24188. }
  24189. var tmpHoles;
  24190. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24191. tmpShape = newShapes[ i ].s;
  24192. shapes.push( tmpShape );
  24193. tmpHoles = newShapeHoles[ i ];
  24194. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24195. tmpShape.holes.push( tmpHoles[ j ].h );
  24196. }
  24197. }
  24198. //console.log("shape", shapes);
  24199. return shapes;
  24200. }
  24201. } );
  24202. /**
  24203. * @author zz85 / http://www.lab4games.net/zz85/blog
  24204. * @author mrdoob / http://mrdoob.com/
  24205. */
  24206. function Font( data ) {
  24207. this.type = 'Font';
  24208. this.data = data;
  24209. }
  24210. Object.assign( Font.prototype, {
  24211. isFont: true,
  24212. generateShapes: function ( text, size ) {
  24213. if ( size === undefined ) { size = 100; }
  24214. var shapes = [];
  24215. var paths = createPaths( text, size, this.data );
  24216. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24217. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24218. }
  24219. return shapes;
  24220. }
  24221. } );
  24222. function createPaths( text, size, data ) {
  24223. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24224. var scale = size / data.resolution;
  24225. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24226. var paths = [];
  24227. var offsetX = 0, offsetY = 0;
  24228. for ( var i = 0; i < chars.length; i ++ ) {
  24229. var char = chars[ i ];
  24230. if ( char === '\n' ) {
  24231. offsetX = 0;
  24232. offsetY -= line_height;
  24233. } else {
  24234. var ret = createPath( char, scale, offsetX, offsetY, data );
  24235. offsetX += ret.offsetX;
  24236. paths.push( ret.path );
  24237. }
  24238. }
  24239. return paths;
  24240. }
  24241. function createPath( char, scale, offsetX, offsetY, data ) {
  24242. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24243. if ( ! glyph ) {
  24244. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24245. return;
  24246. }
  24247. var path = new ShapePath();
  24248. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24249. if ( glyph.o ) {
  24250. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24251. for ( var i = 0, l = outline.length; i < l; ) {
  24252. var action = outline[ i ++ ];
  24253. switch ( action ) {
  24254. case 'm': // moveTo
  24255. x = outline[ i ++ ] * scale + offsetX;
  24256. y = outline[ i ++ ] * scale + offsetY;
  24257. path.moveTo( x, y );
  24258. break;
  24259. case 'l': // lineTo
  24260. x = outline[ i ++ ] * scale + offsetX;
  24261. y = outline[ i ++ ] * scale + offsetY;
  24262. path.lineTo( x, y );
  24263. break;
  24264. case 'q': // quadraticCurveTo
  24265. cpx = outline[ i ++ ] * scale + offsetX;
  24266. cpy = outline[ i ++ ] * scale + offsetY;
  24267. cpx1 = outline[ i ++ ] * scale + offsetX;
  24268. cpy1 = outline[ i ++ ] * scale + offsetY;
  24269. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24270. break;
  24271. case 'b': // bezierCurveTo
  24272. cpx = outline[ i ++ ] * scale + offsetX;
  24273. cpy = outline[ i ++ ] * scale + offsetY;
  24274. cpx1 = outline[ i ++ ] * scale + offsetX;
  24275. cpy1 = outline[ i ++ ] * scale + offsetY;
  24276. cpx2 = outline[ i ++ ] * scale + offsetX;
  24277. cpy2 = outline[ i ++ ] * scale + offsetY;
  24278. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24279. break;
  24280. }
  24281. }
  24282. }
  24283. return { offsetX: glyph.ha * scale, path: path };
  24284. }
  24285. /**
  24286. * @author mrdoob / http://mrdoob.com/
  24287. */
  24288. function FontLoader( manager ) {
  24289. Loader.call( this, manager );
  24290. }
  24291. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24292. constructor: FontLoader,
  24293. load: function ( url, onLoad, onProgress, onError ) {
  24294. var scope = this;
  24295. var loader = new FileLoader( this.manager );
  24296. loader.setPath( this.path );
  24297. loader.load( url, function ( text ) {
  24298. var json;
  24299. try {
  24300. json = JSON.parse( text );
  24301. } catch ( e ) {
  24302. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24303. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24304. }
  24305. var font = scope.parse( json );
  24306. if ( onLoad ) { onLoad( font ); }
  24307. }, onProgress, onError );
  24308. },
  24309. parse: function ( json ) {
  24310. return new Font( json );
  24311. }
  24312. } );
  24313. /**
  24314. * @author mrdoob / http://mrdoob.com/
  24315. */
  24316. var _context;
  24317. var AudioContext = {
  24318. getContext: function () {
  24319. if ( _context === undefined ) {
  24320. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24321. }
  24322. return _context;
  24323. },
  24324. setContext: function ( value ) {
  24325. _context = value;
  24326. }
  24327. };
  24328. /**
  24329. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24330. */
  24331. function AudioLoader( manager ) {
  24332. Loader.call( this, manager );
  24333. }
  24334. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24335. constructor: AudioLoader,
  24336. load: function ( url, onLoad, onProgress, onError ) {
  24337. var loader = new FileLoader( this.manager );
  24338. loader.setResponseType( 'arraybuffer' );
  24339. loader.setPath( this.path );
  24340. loader.load( url, function ( buffer ) {
  24341. // Create a copy of the buffer. The `decodeAudioData` method
  24342. // detaches the buffer when complete, preventing reuse.
  24343. var bufferCopy = buffer.slice( 0 );
  24344. var context = AudioContext.getContext();
  24345. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24346. onLoad( audioBuffer );
  24347. } );
  24348. }, onProgress, onError );
  24349. }
  24350. } );
  24351. /**
  24352. * @author bhouston / http://clara.io
  24353. * @author WestLangley / http://github.com/WestLangley
  24354. *
  24355. * Primary reference:
  24356. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24357. *
  24358. * Secondary reference:
  24359. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24360. */
  24361. // 3-band SH defined by 9 coefficients
  24362. function SphericalHarmonics3() {
  24363. this.coefficients = [];
  24364. for ( var i = 0; i < 9; i ++ ) {
  24365. this.coefficients.push( new Vector3() );
  24366. }
  24367. }
  24368. Object.assign( SphericalHarmonics3.prototype, {
  24369. isSphericalHarmonics3: true,
  24370. set: function ( coefficients ) {
  24371. for ( var i = 0; i < 9; i ++ ) {
  24372. this.coefficients[ i ].copy( coefficients[ i ] );
  24373. }
  24374. return this;
  24375. },
  24376. zero: function () {
  24377. for ( var i = 0; i < 9; i ++ ) {
  24378. this.coefficients[ i ].set( 0, 0, 0 );
  24379. }
  24380. return this;
  24381. },
  24382. // get the radiance in the direction of the normal
  24383. // target is a Vector3
  24384. getAt: function ( normal, target ) {
  24385. // normal is assumed to be unit length
  24386. var x = normal.x, y = normal.y, z = normal.z;
  24387. var coeff = this.coefficients;
  24388. // band 0
  24389. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24390. // band 1
  24391. target.addScale( coeff[ 1 ], 0.488603 * y );
  24392. target.addScale( coeff[ 2 ], 0.488603 * z );
  24393. target.addScale( coeff[ 3 ], 0.488603 * x );
  24394. // band 2
  24395. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24396. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24397. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24398. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24399. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24400. return target;
  24401. },
  24402. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24403. // target is a Vector3
  24404. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24405. getIrradianceAt: function ( normal, target ) {
  24406. // normal is assumed to be unit length
  24407. var x = normal.x, y = normal.y, z = normal.z;
  24408. var coeff = this.coefficients;
  24409. // band 0
  24410. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24411. // band 1
  24412. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24413. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24414. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24415. // band 2
  24416. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24417. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24418. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24419. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24420. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24421. return target;
  24422. },
  24423. add: function ( sh ) {
  24424. for ( var i = 0; i < 9; i ++ ) {
  24425. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24426. }
  24427. return this;
  24428. },
  24429. scale: function ( s ) {
  24430. for ( var i = 0; i < 9; i ++ ) {
  24431. this.coefficients[ i ].multiplyScalar( s );
  24432. }
  24433. return this;
  24434. },
  24435. lerp: function ( sh, alpha ) {
  24436. for ( var i = 0; i < 9; i ++ ) {
  24437. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24438. }
  24439. return this;
  24440. },
  24441. equals: function ( sh ) {
  24442. for ( var i = 0; i < 9; i ++ ) {
  24443. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24444. return false;
  24445. }
  24446. }
  24447. return true;
  24448. },
  24449. copy: function ( sh ) {
  24450. return this.set( sh.coefficients );
  24451. },
  24452. clone: function () {
  24453. return new this.constructor().copy( this );
  24454. },
  24455. fromArray: function ( array, offset ) {
  24456. if ( offset === undefined ) { offset = 0; }
  24457. var coefficients = this.coefficients;
  24458. for ( var i = 0; i < 9; i ++ ) {
  24459. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24460. }
  24461. return this;
  24462. },
  24463. toArray: function ( array, offset ) {
  24464. if ( array === undefined ) { array = []; }
  24465. if ( offset === undefined ) { offset = 0; }
  24466. var coefficients = this.coefficients;
  24467. for ( var i = 0; i < 9; i ++ ) {
  24468. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24469. }
  24470. return array;
  24471. }
  24472. } );
  24473. Object.assign( SphericalHarmonics3, {
  24474. // evaluate the basis functions
  24475. // shBasis is an Array[ 9 ]
  24476. getBasisAt: function ( normal, shBasis ) {
  24477. // normal is assumed to be unit length
  24478. var x = normal.x, y = normal.y, z = normal.z;
  24479. // band 0
  24480. shBasis[ 0 ] = 0.282095;
  24481. // band 1
  24482. shBasis[ 1 ] = 0.488603 * y;
  24483. shBasis[ 2 ] = 0.488603 * z;
  24484. shBasis[ 3 ] = 0.488603 * x;
  24485. // band 2
  24486. shBasis[ 4 ] = 1.092548 * x * y;
  24487. shBasis[ 5 ] = 1.092548 * y * z;
  24488. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24489. shBasis[ 7 ] = 1.092548 * x * z;
  24490. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24491. }
  24492. } );
  24493. /**
  24494. * @author WestLangley / http://github.com/WestLangley
  24495. *
  24496. * A LightProbe is a source of indirect-diffuse light
  24497. */
  24498. function LightProbe( sh, intensity ) {
  24499. Light.call( this, undefined, intensity );
  24500. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24501. }
  24502. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24503. constructor: LightProbe,
  24504. isLightProbe: true,
  24505. copy: function ( source ) {
  24506. Light.prototype.copy.call( this, source );
  24507. this.sh.copy( source.sh );
  24508. this.intensity = source.intensity;
  24509. return this;
  24510. },
  24511. toJSON: function ( meta ) {
  24512. var data = Light.prototype.toJSON.call( this, meta );
  24513. // data.sh = this.sh.toArray(); // todo
  24514. return data;
  24515. }
  24516. } );
  24517. /**
  24518. * @author WestLangley / http://github.com/WestLangley
  24519. */
  24520. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24521. LightProbe.call( this, undefined, intensity );
  24522. var color1 = new Color().set( skyColor );
  24523. var color2 = new Color().set( groundColor );
  24524. var sky = new Vector3( color1.r, color1.g, color1.b );
  24525. var ground = new Vector3( color2.r, color2.g, color2.b );
  24526. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24527. var c0 = Math.sqrt( Math.PI );
  24528. var c1 = c0 * Math.sqrt( 0.75 );
  24529. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24530. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24531. }
  24532. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24533. constructor: HemisphereLightProbe,
  24534. isHemisphereLightProbe: true,
  24535. copy: function ( source ) { // modifying colors not currently supported
  24536. LightProbe.prototype.copy.call( this, source );
  24537. return this;
  24538. },
  24539. toJSON: function ( meta ) {
  24540. var data = LightProbe.prototype.toJSON.call( this, meta );
  24541. // data.sh = this.sh.toArray(); // todo
  24542. return data;
  24543. }
  24544. } );
  24545. /**
  24546. * @author WestLangley / http://github.com/WestLangley
  24547. */
  24548. function AmbientLightProbe( color, intensity ) {
  24549. LightProbe.call( this, undefined, intensity );
  24550. var color1 = new Color().set( color );
  24551. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24552. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24553. }
  24554. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24555. constructor: AmbientLightProbe,
  24556. isAmbientLightProbe: true,
  24557. copy: function ( source ) { // modifying color not currently supported
  24558. LightProbe.prototype.copy.call( this, source );
  24559. return this;
  24560. },
  24561. toJSON: function ( meta ) {
  24562. var data = LightProbe.prototype.toJSON.call( this, meta );
  24563. // data.sh = this.sh.toArray(); // todo
  24564. return data;
  24565. }
  24566. } );
  24567. var _eyeRight = new Matrix4();
  24568. var _eyeLeft = new Matrix4();
  24569. /**
  24570. * @author mrdoob / http://mrdoob.com/
  24571. */
  24572. function StereoCamera() {
  24573. this.type = 'StereoCamera';
  24574. this.aspect = 1;
  24575. this.eyeSep = 0.064;
  24576. this.cameraL = new PerspectiveCamera();
  24577. this.cameraL.layers.enable( 1 );
  24578. this.cameraL.matrixAutoUpdate = false;
  24579. this.cameraR = new PerspectiveCamera();
  24580. this.cameraR.layers.enable( 2 );
  24581. this.cameraR.matrixAutoUpdate = false;
  24582. this._cache = {
  24583. focus: null,
  24584. fov: null,
  24585. aspect: null,
  24586. near: null,
  24587. far: null,
  24588. zoom: null,
  24589. eyeSep: null
  24590. };
  24591. }
  24592. Object.assign( StereoCamera.prototype, {
  24593. update: function ( camera ) {
  24594. var cache = this._cache;
  24595. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24596. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24597. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24598. if ( needsUpdate ) {
  24599. cache.focus = camera.focus;
  24600. cache.fov = camera.fov;
  24601. cache.aspect = camera.aspect * this.aspect;
  24602. cache.near = camera.near;
  24603. cache.far = camera.far;
  24604. cache.zoom = camera.zoom;
  24605. cache.eyeSep = this.eyeSep;
  24606. // Off-axis stereoscopic effect based on
  24607. // http://paulbourke.net/stereographics/stereorender/
  24608. var projectionMatrix = camera.projectionMatrix.clone();
  24609. var eyeSepHalf = cache.eyeSep / 2;
  24610. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24611. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24612. var xmin, xmax;
  24613. // translate xOffset
  24614. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24615. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24616. // for left eye
  24617. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24618. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24619. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24620. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24621. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24622. // for right eye
  24623. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24624. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24625. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24626. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24627. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24628. }
  24629. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24630. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24631. }
  24632. } );
  24633. /**
  24634. * @author alteredq / http://alteredqualia.com/
  24635. */
  24636. function Clock( autoStart ) {
  24637. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24638. this.startTime = 0;
  24639. this.oldTime = 0;
  24640. this.elapsedTime = 0;
  24641. this.running = false;
  24642. }
  24643. Object.assign( Clock.prototype, {
  24644. start: function () {
  24645. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24646. this.oldTime = this.startTime;
  24647. this.elapsedTime = 0;
  24648. this.running = true;
  24649. },
  24650. stop: function () {
  24651. this.getElapsedTime();
  24652. this.running = false;
  24653. this.autoStart = false;
  24654. },
  24655. getElapsedTime: function () {
  24656. this.getDelta();
  24657. return this.elapsedTime;
  24658. },
  24659. getDelta: function () {
  24660. var diff = 0;
  24661. if ( this.autoStart && ! this.running ) {
  24662. this.start();
  24663. return 0;
  24664. }
  24665. if ( this.running ) {
  24666. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24667. diff = ( newTime - this.oldTime ) / 1000;
  24668. this.oldTime = newTime;
  24669. this.elapsedTime += diff;
  24670. }
  24671. return diff;
  24672. }
  24673. } );
  24674. /**
  24675. * @author mrdoob / http://mrdoob.com/
  24676. */
  24677. var _position$2 = new Vector3();
  24678. var _quaternion$3 = new Quaternion();
  24679. var _scale$1 = new Vector3();
  24680. var _orientation = new Vector3();
  24681. function AudioListener() {
  24682. Object3D.call( this );
  24683. this.type = 'AudioListener';
  24684. this.context = AudioContext.getContext();
  24685. this.gain = this.context.createGain();
  24686. this.gain.connect( this.context.destination );
  24687. this.filter = null;
  24688. this.timeDelta = 0;
  24689. // private
  24690. this._clock = new Clock();
  24691. }
  24692. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24693. constructor: AudioListener,
  24694. getInput: function () {
  24695. return this.gain;
  24696. },
  24697. removeFilter: function ( ) {
  24698. if ( this.filter !== null ) {
  24699. this.gain.disconnect( this.filter );
  24700. this.filter.disconnect( this.context.destination );
  24701. this.gain.connect( this.context.destination );
  24702. this.filter = null;
  24703. }
  24704. return this;
  24705. },
  24706. getFilter: function () {
  24707. return this.filter;
  24708. },
  24709. setFilter: function ( value ) {
  24710. if ( this.filter !== null ) {
  24711. this.gain.disconnect( this.filter );
  24712. this.filter.disconnect( this.context.destination );
  24713. } else {
  24714. this.gain.disconnect( this.context.destination );
  24715. }
  24716. this.filter = value;
  24717. this.gain.connect( this.filter );
  24718. this.filter.connect( this.context.destination );
  24719. return this;
  24720. },
  24721. getMasterVolume: function () {
  24722. return this.gain.gain.value;
  24723. },
  24724. setMasterVolume: function ( value ) {
  24725. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24726. return this;
  24727. },
  24728. updateMatrixWorld: function ( force ) {
  24729. Object3D.prototype.updateMatrixWorld.call( this, force );
  24730. var listener = this.context.listener;
  24731. var up = this.up;
  24732. this.timeDelta = this._clock.getDelta();
  24733. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24734. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24735. if ( listener.positionX ) {
  24736. // code path for Chrome (see #14393)
  24737. var endTime = this.context.currentTime + this.timeDelta;
  24738. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24739. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24740. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24741. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24742. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24743. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24744. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24745. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24746. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24747. } else {
  24748. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24749. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24750. }
  24751. }
  24752. } );
  24753. /**
  24754. * @author mrdoob / http://mrdoob.com/
  24755. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24756. */
  24757. function Audio( listener ) {
  24758. Object3D.call( this );
  24759. this.type = 'Audio';
  24760. this.listener = listener;
  24761. this.context = listener.context;
  24762. this.gain = this.context.createGain();
  24763. this.gain.connect( listener.getInput() );
  24764. this.autoplay = false;
  24765. this.buffer = null;
  24766. this.detune = 0;
  24767. this.loop = false;
  24768. this.startTime = 0;
  24769. this.offset = 0;
  24770. this.duration = undefined;
  24771. this.playbackRate = 1;
  24772. this.isPlaying = false;
  24773. this.hasPlaybackControl = true;
  24774. this.sourceType = 'empty';
  24775. this.filters = [];
  24776. }
  24777. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24778. constructor: Audio,
  24779. getOutput: function () {
  24780. return this.gain;
  24781. },
  24782. setNodeSource: function ( audioNode ) {
  24783. this.hasPlaybackControl = false;
  24784. this.sourceType = 'audioNode';
  24785. this.source = audioNode;
  24786. this.connect();
  24787. return this;
  24788. },
  24789. setMediaElementSource: function ( mediaElement ) {
  24790. this.hasPlaybackControl = false;
  24791. this.sourceType = 'mediaNode';
  24792. this.source = this.context.createMediaElementSource( mediaElement );
  24793. this.connect();
  24794. return this;
  24795. },
  24796. setMediaStreamSource: function ( mediaStream ) {
  24797. this.hasPlaybackControl = false;
  24798. this.sourceType = 'mediaStreamNode';
  24799. this.source = this.context.createMediaStreamSource( mediaStream );
  24800. this.connect();
  24801. return this;
  24802. },
  24803. setBuffer: function ( audioBuffer ) {
  24804. this.buffer = audioBuffer;
  24805. this.sourceType = 'buffer';
  24806. if ( this.autoplay ) { this.play(); }
  24807. return this;
  24808. },
  24809. play: function () {
  24810. if ( this.isPlaying === true ) {
  24811. console.warn( 'THREE.Audio: Audio is already playing.' );
  24812. return;
  24813. }
  24814. if ( this.hasPlaybackControl === false ) {
  24815. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24816. return;
  24817. }
  24818. var source = this.context.createBufferSource();
  24819. source.buffer = this.buffer;
  24820. source.loop = this.loop;
  24821. source.onended = this.onEnded.bind( this );
  24822. this.startTime = this.context.currentTime;
  24823. source.start( this.startTime, this.offset, this.duration );
  24824. this.isPlaying = true;
  24825. this.source = source;
  24826. this.setDetune( this.detune );
  24827. this.setPlaybackRate( this.playbackRate );
  24828. return this.connect();
  24829. },
  24830. pause: function () {
  24831. if ( this.hasPlaybackControl === false ) {
  24832. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24833. return;
  24834. }
  24835. if ( this.isPlaying === true ) {
  24836. this.source.stop();
  24837. this.source.onended = null;
  24838. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24839. this.isPlaying = false;
  24840. }
  24841. return this;
  24842. },
  24843. stop: function () {
  24844. if ( this.hasPlaybackControl === false ) {
  24845. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24846. return;
  24847. }
  24848. this.source.stop();
  24849. this.source.onended = null;
  24850. this.offset = 0;
  24851. this.isPlaying = false;
  24852. return this;
  24853. },
  24854. connect: function () {
  24855. if ( this.filters.length > 0 ) {
  24856. this.source.connect( this.filters[ 0 ] );
  24857. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24858. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24859. }
  24860. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24861. } else {
  24862. this.source.connect( this.getOutput() );
  24863. }
  24864. return this;
  24865. },
  24866. disconnect: function () {
  24867. if ( this.filters.length > 0 ) {
  24868. this.source.disconnect( this.filters[ 0 ] );
  24869. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24870. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24871. }
  24872. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24873. } else {
  24874. this.source.disconnect( this.getOutput() );
  24875. }
  24876. return this;
  24877. },
  24878. getFilters: function () {
  24879. return this.filters;
  24880. },
  24881. setFilters: function ( value ) {
  24882. if ( ! value ) { value = []; }
  24883. if ( this.isPlaying === true ) {
  24884. this.disconnect();
  24885. this.filters = value;
  24886. this.connect();
  24887. } else {
  24888. this.filters = value;
  24889. }
  24890. return this;
  24891. },
  24892. setDetune: function ( value ) {
  24893. this.detune = value;
  24894. if ( this.source.detune === undefined ) { return; } // only set detune when available
  24895. if ( this.isPlaying === true ) {
  24896. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24897. }
  24898. return this;
  24899. },
  24900. getDetune: function () {
  24901. return this.detune;
  24902. },
  24903. getFilter: function () {
  24904. return this.getFilters()[ 0 ];
  24905. },
  24906. setFilter: function ( filter ) {
  24907. return this.setFilters( filter ? [ filter ] : [] );
  24908. },
  24909. setPlaybackRate: function ( value ) {
  24910. if ( this.hasPlaybackControl === false ) {
  24911. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24912. return;
  24913. }
  24914. this.playbackRate = value;
  24915. if ( this.isPlaying === true ) {
  24916. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24917. }
  24918. return this;
  24919. },
  24920. getPlaybackRate: function () {
  24921. return this.playbackRate;
  24922. },
  24923. onEnded: function () {
  24924. this.isPlaying = false;
  24925. },
  24926. getLoop: function () {
  24927. if ( this.hasPlaybackControl === false ) {
  24928. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24929. return false;
  24930. }
  24931. return this.loop;
  24932. },
  24933. setLoop: function ( value ) {
  24934. if ( this.hasPlaybackControl === false ) {
  24935. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24936. return;
  24937. }
  24938. this.loop = value;
  24939. if ( this.isPlaying === true ) {
  24940. this.source.loop = this.loop;
  24941. }
  24942. return this;
  24943. },
  24944. getVolume: function () {
  24945. return this.gain.gain.value;
  24946. },
  24947. setVolume: function ( value ) {
  24948. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24949. return this;
  24950. }
  24951. } );
  24952. /**
  24953. * @author mrdoob / http://mrdoob.com/
  24954. */
  24955. var _position$3 = new Vector3();
  24956. var _quaternion$4 = new Quaternion();
  24957. var _scale$2 = new Vector3();
  24958. var _orientation$1 = new Vector3();
  24959. function PositionalAudio( listener ) {
  24960. Audio.call( this, listener );
  24961. this.panner = this.context.createPanner();
  24962. this.panner.panningModel = 'HRTF';
  24963. this.panner.connect( this.gain );
  24964. }
  24965. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24966. constructor: PositionalAudio,
  24967. getOutput: function () {
  24968. return this.panner;
  24969. },
  24970. getRefDistance: function () {
  24971. return this.panner.refDistance;
  24972. },
  24973. setRefDistance: function ( value ) {
  24974. this.panner.refDistance = value;
  24975. return this;
  24976. },
  24977. getRolloffFactor: function () {
  24978. return this.panner.rolloffFactor;
  24979. },
  24980. setRolloffFactor: function ( value ) {
  24981. this.panner.rolloffFactor = value;
  24982. return this;
  24983. },
  24984. getDistanceModel: function () {
  24985. return this.panner.distanceModel;
  24986. },
  24987. setDistanceModel: function ( value ) {
  24988. this.panner.distanceModel = value;
  24989. return this;
  24990. },
  24991. getMaxDistance: function () {
  24992. return this.panner.maxDistance;
  24993. },
  24994. setMaxDistance: function ( value ) {
  24995. this.panner.maxDistance = value;
  24996. return this;
  24997. },
  24998. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24999. this.panner.coneInnerAngle = coneInnerAngle;
  25000. this.panner.coneOuterAngle = coneOuterAngle;
  25001. this.panner.coneOuterGain = coneOuterGain;
  25002. return this;
  25003. },
  25004. updateMatrixWorld: function ( force ) {
  25005. Object3D.prototype.updateMatrixWorld.call( this, force );
  25006. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25007. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25008. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25009. var panner = this.panner;
  25010. if ( panner.positionX ) {
  25011. // code path for Chrome and Firefox (see #14393)
  25012. var endTime = this.context.currentTime + this.listener.timeDelta;
  25013. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25014. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25015. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25016. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25017. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25018. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25019. } else {
  25020. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25021. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25022. }
  25023. }
  25024. } );
  25025. /**
  25026. * @author mrdoob / http://mrdoob.com/
  25027. */
  25028. function AudioAnalyser( audio, fftSize ) {
  25029. this.analyser = audio.context.createAnalyser();
  25030. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25031. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25032. audio.getOutput().connect( this.analyser );
  25033. }
  25034. Object.assign( AudioAnalyser.prototype, {
  25035. getFrequencyData: function () {
  25036. this.analyser.getByteFrequencyData( this.data );
  25037. return this.data;
  25038. },
  25039. getAverageFrequency: function () {
  25040. var value = 0, data = this.getFrequencyData();
  25041. for ( var i = 0; i < data.length; i ++ ) {
  25042. value += data[ i ];
  25043. }
  25044. return value / data.length;
  25045. }
  25046. } );
  25047. /**
  25048. *
  25049. * Buffered scene graph property that allows weighted accumulation.
  25050. *
  25051. *
  25052. * @author Ben Houston / http://clara.io/
  25053. * @author David Sarno / http://lighthaus.us/
  25054. * @author tschw
  25055. */
  25056. function PropertyMixer( binding, typeName, valueSize ) {
  25057. this.binding = binding;
  25058. this.valueSize = valueSize;
  25059. var bufferType = Float64Array,
  25060. mixFunction;
  25061. switch ( typeName ) {
  25062. case 'quaternion':
  25063. mixFunction = this._slerp;
  25064. break;
  25065. case 'string':
  25066. case 'bool':
  25067. bufferType = Array;
  25068. mixFunction = this._select;
  25069. break;
  25070. default:
  25071. mixFunction = this._lerp;
  25072. }
  25073. this.buffer = new bufferType( valueSize * 4 );
  25074. // layout: [ incoming | accu0 | accu1 | orig ]
  25075. //
  25076. // interpolators can use .buffer as their .result
  25077. // the data then goes to 'incoming'
  25078. //
  25079. // 'accu0' and 'accu1' are used frame-interleaved for
  25080. // the cumulative result and are compared to detect
  25081. // changes
  25082. //
  25083. // 'orig' stores the original state of the property
  25084. this._mixBufferRegion = mixFunction;
  25085. this.cumulativeWeight = 0;
  25086. this.useCount = 0;
  25087. this.referenceCount = 0;
  25088. }
  25089. Object.assign( PropertyMixer.prototype, {
  25090. // accumulate data in the 'incoming' region into 'accu<i>'
  25091. accumulate: function ( accuIndex, weight ) {
  25092. // note: happily accumulating nothing when weight = 0, the caller knows
  25093. // the weight and shouldn't have made the call in the first place
  25094. var buffer = this.buffer,
  25095. stride = this.valueSize,
  25096. offset = accuIndex * stride + stride,
  25097. currentWeight = this.cumulativeWeight;
  25098. if ( currentWeight === 0 ) {
  25099. // accuN := incoming * weight
  25100. for ( var i = 0; i !== stride; ++ i ) {
  25101. buffer[ offset + i ] = buffer[ i ];
  25102. }
  25103. currentWeight = weight;
  25104. } else {
  25105. // accuN := accuN + incoming * weight
  25106. currentWeight += weight;
  25107. var mix = weight / currentWeight;
  25108. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25109. }
  25110. this.cumulativeWeight = currentWeight;
  25111. },
  25112. // apply the state of 'accu<i>' to the binding when accus differ
  25113. apply: function ( accuIndex ) {
  25114. var stride = this.valueSize,
  25115. buffer = this.buffer,
  25116. offset = accuIndex * stride + stride,
  25117. weight = this.cumulativeWeight,
  25118. binding = this.binding;
  25119. this.cumulativeWeight = 0;
  25120. if ( weight < 1 ) {
  25121. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25122. var originalValueOffset = stride * 3;
  25123. this._mixBufferRegion(
  25124. buffer, offset, originalValueOffset, 1 - weight, stride );
  25125. }
  25126. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25127. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25128. // value has changed -> update scene graph
  25129. binding.setValue( buffer, offset );
  25130. break;
  25131. }
  25132. }
  25133. },
  25134. // remember the state of the bound property and copy it to both accus
  25135. saveOriginalState: function () {
  25136. var binding = this.binding;
  25137. var buffer = this.buffer,
  25138. stride = this.valueSize,
  25139. originalValueOffset = stride * 3;
  25140. binding.getValue( buffer, originalValueOffset );
  25141. // accu[0..1] := orig -- initially detect changes against the original
  25142. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25143. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25144. }
  25145. this.cumulativeWeight = 0;
  25146. },
  25147. // apply the state previously taken via 'saveOriginalState' to the binding
  25148. restoreOriginalState: function () {
  25149. var originalValueOffset = this.valueSize * 3;
  25150. this.binding.setValue( this.buffer, originalValueOffset );
  25151. },
  25152. // mix functions
  25153. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25154. if ( t >= 0.5 ) {
  25155. for ( var i = 0; i !== stride; ++ i ) {
  25156. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25157. }
  25158. }
  25159. },
  25160. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25161. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25162. },
  25163. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25164. var s = 1 - t;
  25165. for ( var i = 0; i !== stride; ++ i ) {
  25166. var j = dstOffset + i;
  25167. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25168. }
  25169. }
  25170. } );
  25171. /**
  25172. *
  25173. * A reference to a real property in the scene graph.
  25174. *
  25175. *
  25176. * @author Ben Houston / http://clara.io/
  25177. * @author David Sarno / http://lighthaus.us/
  25178. * @author tschw
  25179. */
  25180. // Characters [].:/ are reserved for track binding syntax.
  25181. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25182. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25183. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25184. // only latin characters, and the unicode \p{L} is not yet supported. So
  25185. // instead, we exclude reserved characters and match everything else.
  25186. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25187. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25188. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25189. // be matched to parse the rest of the track name.
  25190. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25191. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25192. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25193. // Object on target node, and accessor. May not contain reserved
  25194. // characters. Accessor may contain any character except closing bracket.
  25195. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25196. // Property and accessor. May not contain reserved characters. Accessor may
  25197. // contain any non-bracket characters.
  25198. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25199. var _trackRe = new RegExp( ''
  25200. + '^'
  25201. + _directoryRe
  25202. + _nodeRe
  25203. + _objectRe
  25204. + _propertyRe
  25205. + '$'
  25206. );
  25207. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25208. function Composite( targetGroup, path, optionalParsedPath ) {
  25209. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25210. this._targetGroup = targetGroup;
  25211. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25212. }
  25213. Object.assign( Composite.prototype, {
  25214. getValue: function ( array, offset ) {
  25215. this.bind(); // bind all binding
  25216. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25217. binding = this._bindings[ firstValidIndex ];
  25218. // and only call .getValue on the first
  25219. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25220. },
  25221. setValue: function ( array, offset ) {
  25222. var bindings = this._bindings;
  25223. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25224. bindings[ i ].setValue( array, offset );
  25225. }
  25226. },
  25227. bind: function () {
  25228. var bindings = this._bindings;
  25229. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25230. bindings[ i ].bind();
  25231. }
  25232. },
  25233. unbind: function () {
  25234. var bindings = this._bindings;
  25235. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25236. bindings[ i ].unbind();
  25237. }
  25238. }
  25239. } );
  25240. function PropertyBinding( rootNode, path, parsedPath ) {
  25241. this.path = path;
  25242. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25243. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25244. this.rootNode = rootNode;
  25245. }
  25246. Object.assign( PropertyBinding, {
  25247. Composite: Composite,
  25248. create: function ( root, path, parsedPath ) {
  25249. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25250. return new PropertyBinding( root, path, parsedPath );
  25251. } else {
  25252. return new PropertyBinding.Composite( root, path, parsedPath );
  25253. }
  25254. },
  25255. /**
  25256. * Replaces spaces with underscores and removes unsupported characters from
  25257. * node names, to ensure compatibility with parseTrackName().
  25258. *
  25259. * @param {string} name Node name to be sanitized.
  25260. * @return {string}
  25261. */
  25262. sanitizeNodeName: function ( name ) {
  25263. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25264. },
  25265. parseTrackName: function ( trackName ) {
  25266. var matches = _trackRe.exec( trackName );
  25267. if ( ! matches ) {
  25268. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25269. }
  25270. var results = {
  25271. // directoryName: matches[ 1 ], // (tschw) currently unused
  25272. nodeName: matches[ 2 ],
  25273. objectName: matches[ 3 ],
  25274. objectIndex: matches[ 4 ],
  25275. propertyName: matches[ 5 ], // required
  25276. propertyIndex: matches[ 6 ]
  25277. };
  25278. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25279. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25280. var objectName = results.nodeName.substring( lastDot + 1 );
  25281. // Object names must be checked against a whitelist. Otherwise, there
  25282. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25283. // 'bar' could be the objectName, or part of a nodeName (which can
  25284. // include '.' characters).
  25285. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25286. results.nodeName = results.nodeName.substring( 0, lastDot );
  25287. results.objectName = objectName;
  25288. }
  25289. }
  25290. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25291. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25292. }
  25293. return results;
  25294. },
  25295. findNode: function ( root, nodeName ) {
  25296. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25297. return root;
  25298. }
  25299. // search into skeleton bones.
  25300. if ( root.skeleton ) {
  25301. var bone = root.skeleton.getBoneByName( nodeName );
  25302. if ( bone !== undefined ) {
  25303. return bone;
  25304. }
  25305. }
  25306. // search into node subtree.
  25307. if ( root.children ) {
  25308. var searchNodeSubtree = function ( children ) {
  25309. for ( var i = 0; i < children.length; i ++ ) {
  25310. var childNode = children[ i ];
  25311. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25312. return childNode;
  25313. }
  25314. var result = searchNodeSubtree( childNode.children );
  25315. if ( result ) { return result; }
  25316. }
  25317. return null;
  25318. };
  25319. var subTreeNode = searchNodeSubtree( root.children );
  25320. if ( subTreeNode ) {
  25321. return subTreeNode;
  25322. }
  25323. }
  25324. return null;
  25325. }
  25326. } );
  25327. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25328. // these are used to "bind" a nonexistent property
  25329. _getValue_unavailable: function () {},
  25330. _setValue_unavailable: function () {},
  25331. BindingType: {
  25332. Direct: 0,
  25333. EntireArray: 1,
  25334. ArrayElement: 2,
  25335. HasFromToArray: 3
  25336. },
  25337. Versioning: {
  25338. None: 0,
  25339. NeedsUpdate: 1,
  25340. MatrixWorldNeedsUpdate: 2
  25341. },
  25342. GetterByBindingType: [
  25343. function getValue_direct( buffer, offset ) {
  25344. buffer[ offset ] = this.node[ this.propertyName ];
  25345. },
  25346. function getValue_array( buffer, offset ) {
  25347. var source = this.resolvedProperty;
  25348. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25349. buffer[ offset ++ ] = source[ i ];
  25350. }
  25351. },
  25352. function getValue_arrayElement( buffer, offset ) {
  25353. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25354. },
  25355. function getValue_toArray( buffer, offset ) {
  25356. this.resolvedProperty.toArray( buffer, offset );
  25357. }
  25358. ],
  25359. SetterByBindingTypeAndVersioning: [
  25360. [
  25361. // Direct
  25362. function setValue_direct( buffer, offset ) {
  25363. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25364. },
  25365. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25366. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25367. this.targetObject.needsUpdate = true;
  25368. },
  25369. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25370. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25371. this.targetObject.matrixWorldNeedsUpdate = true;
  25372. }
  25373. ], [
  25374. // EntireArray
  25375. function setValue_array( buffer, offset ) {
  25376. var dest = this.resolvedProperty;
  25377. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25378. dest[ i ] = buffer[ offset ++ ];
  25379. }
  25380. },
  25381. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25382. var dest = this.resolvedProperty;
  25383. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25384. dest[ i ] = buffer[ offset ++ ];
  25385. }
  25386. this.targetObject.needsUpdate = true;
  25387. },
  25388. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25389. var dest = this.resolvedProperty;
  25390. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25391. dest[ i ] = buffer[ offset ++ ];
  25392. }
  25393. this.targetObject.matrixWorldNeedsUpdate = true;
  25394. }
  25395. ], [
  25396. // ArrayElement
  25397. function setValue_arrayElement( buffer, offset ) {
  25398. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25399. },
  25400. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25401. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25402. this.targetObject.needsUpdate = true;
  25403. },
  25404. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25405. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25406. this.targetObject.matrixWorldNeedsUpdate = true;
  25407. }
  25408. ], [
  25409. // HasToFromArray
  25410. function setValue_fromArray( buffer, offset ) {
  25411. this.resolvedProperty.fromArray( buffer, offset );
  25412. },
  25413. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25414. this.resolvedProperty.fromArray( buffer, offset );
  25415. this.targetObject.needsUpdate = true;
  25416. },
  25417. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25418. this.resolvedProperty.fromArray( buffer, offset );
  25419. this.targetObject.matrixWorldNeedsUpdate = true;
  25420. }
  25421. ]
  25422. ],
  25423. getValue: function getValue_unbound( targetArray, offset ) {
  25424. this.bind();
  25425. this.getValue( targetArray, offset );
  25426. // Note: This class uses a State pattern on a per-method basis:
  25427. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25428. // prototype version of these methods with one that represents
  25429. // the bound state. When the property is not found, the methods
  25430. // become no-ops.
  25431. },
  25432. setValue: function getValue_unbound( sourceArray, offset ) {
  25433. this.bind();
  25434. this.setValue( sourceArray, offset );
  25435. },
  25436. // create getter / setter pair for a property in the scene graph
  25437. bind: function () {
  25438. var targetObject = this.node,
  25439. parsedPath = this.parsedPath,
  25440. objectName = parsedPath.objectName,
  25441. propertyName = parsedPath.propertyName,
  25442. propertyIndex = parsedPath.propertyIndex;
  25443. if ( ! targetObject ) {
  25444. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25445. this.node = targetObject;
  25446. }
  25447. // set fail state so we can just 'return' on error
  25448. this.getValue = this._getValue_unavailable;
  25449. this.setValue = this._setValue_unavailable;
  25450. // ensure there is a value node
  25451. if ( ! targetObject ) {
  25452. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25453. return;
  25454. }
  25455. if ( objectName ) {
  25456. var objectIndex = parsedPath.objectIndex;
  25457. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25458. switch ( objectName ) {
  25459. case 'materials':
  25460. if ( ! targetObject.material ) {
  25461. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25462. return;
  25463. }
  25464. if ( ! targetObject.material.materials ) {
  25465. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25466. return;
  25467. }
  25468. targetObject = targetObject.material.materials;
  25469. break;
  25470. case 'bones':
  25471. if ( ! targetObject.skeleton ) {
  25472. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25473. return;
  25474. }
  25475. // potential future optimization: skip this if propertyIndex is already an integer
  25476. // and convert the integer string to a true integer.
  25477. targetObject = targetObject.skeleton.bones;
  25478. // support resolving morphTarget names into indices.
  25479. for ( var i = 0; i < targetObject.length; i ++ ) {
  25480. if ( targetObject[ i ].name === objectIndex ) {
  25481. objectIndex = i;
  25482. break;
  25483. }
  25484. }
  25485. break;
  25486. default:
  25487. if ( targetObject[ objectName ] === undefined ) {
  25488. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25489. return;
  25490. }
  25491. targetObject = targetObject[ objectName ];
  25492. }
  25493. if ( objectIndex !== undefined ) {
  25494. if ( targetObject[ objectIndex ] === undefined ) {
  25495. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25496. return;
  25497. }
  25498. targetObject = targetObject[ objectIndex ];
  25499. }
  25500. }
  25501. // resolve property
  25502. var nodeProperty = targetObject[ propertyName ];
  25503. if ( nodeProperty === undefined ) {
  25504. var nodeName = parsedPath.nodeName;
  25505. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25506. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25507. return;
  25508. }
  25509. // determine versioning scheme
  25510. var versioning = this.Versioning.None;
  25511. this.targetObject = targetObject;
  25512. if ( targetObject.needsUpdate !== undefined ) { // material
  25513. versioning = this.Versioning.NeedsUpdate;
  25514. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25515. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25516. }
  25517. // determine how the property gets bound
  25518. var bindingType = this.BindingType.Direct;
  25519. if ( propertyIndex !== undefined ) {
  25520. // access a sub element of the property array (only primitives are supported right now)
  25521. if ( propertyName === "morphTargetInfluences" ) {
  25522. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25523. // support resolving morphTarget names into indices.
  25524. if ( ! targetObject.geometry ) {
  25525. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25526. return;
  25527. }
  25528. if ( targetObject.geometry.isBufferGeometry ) {
  25529. if ( ! targetObject.geometry.morphAttributes ) {
  25530. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25531. return;
  25532. }
  25533. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25534. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25535. propertyIndex = i;
  25536. break;
  25537. }
  25538. }
  25539. } else {
  25540. if ( ! targetObject.geometry.morphTargets ) {
  25541. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25542. return;
  25543. }
  25544. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25545. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25546. propertyIndex = i;
  25547. break;
  25548. }
  25549. }
  25550. }
  25551. }
  25552. bindingType = this.BindingType.ArrayElement;
  25553. this.resolvedProperty = nodeProperty;
  25554. this.propertyIndex = propertyIndex;
  25555. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25556. // must use copy for Object3D.Euler/Quaternion
  25557. bindingType = this.BindingType.HasFromToArray;
  25558. this.resolvedProperty = nodeProperty;
  25559. } else if ( Array.isArray( nodeProperty ) ) {
  25560. bindingType = this.BindingType.EntireArray;
  25561. this.resolvedProperty = nodeProperty;
  25562. } else {
  25563. this.propertyName = propertyName;
  25564. }
  25565. // select getter / setter
  25566. this.getValue = this.GetterByBindingType[ bindingType ];
  25567. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25568. },
  25569. unbind: function () {
  25570. this.node = null;
  25571. // back to the prototype version of getValue / setValue
  25572. // note: avoiding to mutate the shape of 'this' via 'delete'
  25573. this.getValue = this._getValue_unbound;
  25574. this.setValue = this._setValue_unbound;
  25575. }
  25576. } );
  25577. //!\ DECLARE ALIAS AFTER assign prototype !
  25578. Object.assign( PropertyBinding.prototype, {
  25579. // initial state of these methods that calls 'bind'
  25580. _getValue_unbound: PropertyBinding.prototype.getValue,
  25581. _setValue_unbound: PropertyBinding.prototype.setValue,
  25582. } );
  25583. /**
  25584. *
  25585. * A group of objects that receives a shared animation state.
  25586. *
  25587. * Usage:
  25588. *
  25589. * - Add objects you would otherwise pass as 'root' to the
  25590. * constructor or the .clipAction method of AnimationMixer.
  25591. *
  25592. * - Instead pass this object as 'root'.
  25593. *
  25594. * - You can also add and remove objects later when the mixer
  25595. * is running.
  25596. *
  25597. * Note:
  25598. *
  25599. * Objects of this class appear as one object to the mixer,
  25600. * so cache control of the individual objects must be done
  25601. * on the group.
  25602. *
  25603. * Limitation:
  25604. *
  25605. * - The animated properties must be compatible among the
  25606. * all objects in the group.
  25607. *
  25608. * - A single property can either be controlled through a
  25609. * target group or directly, but not both.
  25610. *
  25611. * @author tschw
  25612. */
  25613. function AnimationObjectGroup() {
  25614. this.uuid = _Math.generateUUID();
  25615. // cached objects followed by the active ones
  25616. this._objects = Array.prototype.slice.call( arguments );
  25617. this.nCachedObjects_ = 0; // threshold
  25618. // note: read by PropertyBinding.Composite
  25619. var indices = {};
  25620. this._indicesByUUID = indices; // for bookkeeping
  25621. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25622. indices[ arguments[ i ].uuid ] = i;
  25623. }
  25624. this._paths = []; // inside: string
  25625. this._parsedPaths = []; // inside: { we don't care, here }
  25626. this._bindings = []; // inside: Array< PropertyBinding >
  25627. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25628. var scope = this;
  25629. this.stats = {
  25630. objects: {
  25631. get total() {
  25632. return scope._objects.length;
  25633. },
  25634. get inUse() {
  25635. return this.total - scope.nCachedObjects_;
  25636. }
  25637. },
  25638. get bindingsPerObject() {
  25639. return scope._bindings.length;
  25640. }
  25641. };
  25642. }
  25643. Object.assign( AnimationObjectGroup.prototype, {
  25644. isAnimationObjectGroup: true,
  25645. add: function () {
  25646. var objects = this._objects,
  25647. nObjects = objects.length,
  25648. nCachedObjects = this.nCachedObjects_,
  25649. indicesByUUID = this._indicesByUUID,
  25650. paths = this._paths,
  25651. parsedPaths = this._parsedPaths,
  25652. bindings = this._bindings,
  25653. nBindings = bindings.length,
  25654. knownObject = undefined;
  25655. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25656. var object = arguments[ i ],
  25657. uuid = object.uuid,
  25658. index = indicesByUUID[ uuid ];
  25659. if ( index === undefined ) {
  25660. // unknown object -> add it to the ACTIVE region
  25661. index = nObjects ++;
  25662. indicesByUUID[ uuid ] = index;
  25663. objects.push( object );
  25664. // accounting is done, now do the same for all bindings
  25665. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25666. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25667. }
  25668. } else if ( index < nCachedObjects ) {
  25669. knownObject = objects[ index ];
  25670. // move existing object to the ACTIVE region
  25671. var firstActiveIndex = -- nCachedObjects,
  25672. lastCachedObject = objects[ firstActiveIndex ];
  25673. indicesByUUID[ lastCachedObject.uuid ] = index;
  25674. objects[ index ] = lastCachedObject;
  25675. indicesByUUID[ uuid ] = firstActiveIndex;
  25676. objects[ firstActiveIndex ] = object;
  25677. // accounting is done, now do the same for all bindings
  25678. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25679. var bindingsForPath = bindings[ j ],
  25680. lastCached = bindingsForPath[ firstActiveIndex ],
  25681. binding = bindingsForPath[ index ];
  25682. bindingsForPath[ index ] = lastCached;
  25683. if ( binding === undefined ) {
  25684. // since we do not bother to create new bindings
  25685. // for objects that are cached, the binding may
  25686. // or may not exist
  25687. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25688. }
  25689. bindingsForPath[ firstActiveIndex ] = binding;
  25690. }
  25691. } else if ( objects[ index ] !== knownObject ) {
  25692. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25693. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25694. } // else the object is already where we want it to be
  25695. } // for arguments
  25696. this.nCachedObjects_ = nCachedObjects;
  25697. },
  25698. remove: function () {
  25699. var objects = this._objects,
  25700. nCachedObjects = this.nCachedObjects_,
  25701. indicesByUUID = this._indicesByUUID,
  25702. bindings = this._bindings,
  25703. nBindings = bindings.length;
  25704. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25705. var object = arguments[ i ],
  25706. uuid = object.uuid,
  25707. index = indicesByUUID[ uuid ];
  25708. if ( index !== undefined && index >= nCachedObjects ) {
  25709. // move existing object into the CACHED region
  25710. var lastCachedIndex = nCachedObjects ++,
  25711. firstActiveObject = objects[ lastCachedIndex ];
  25712. indicesByUUID[ firstActiveObject.uuid ] = index;
  25713. objects[ index ] = firstActiveObject;
  25714. indicesByUUID[ uuid ] = lastCachedIndex;
  25715. objects[ lastCachedIndex ] = object;
  25716. // accounting is done, now do the same for all bindings
  25717. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25718. var bindingsForPath = bindings[ j ],
  25719. firstActive = bindingsForPath[ lastCachedIndex ],
  25720. binding = bindingsForPath[ index ];
  25721. bindingsForPath[ index ] = firstActive;
  25722. bindingsForPath[ lastCachedIndex ] = binding;
  25723. }
  25724. }
  25725. } // for arguments
  25726. this.nCachedObjects_ = nCachedObjects;
  25727. },
  25728. // remove & forget
  25729. uncache: function () {
  25730. var objects = this._objects,
  25731. nObjects = objects.length,
  25732. nCachedObjects = this.nCachedObjects_,
  25733. indicesByUUID = this._indicesByUUID,
  25734. bindings = this._bindings,
  25735. nBindings = bindings.length;
  25736. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25737. var object = arguments[ i ],
  25738. uuid = object.uuid,
  25739. index = indicesByUUID[ uuid ];
  25740. if ( index !== undefined ) {
  25741. delete indicesByUUID[ uuid ];
  25742. if ( index < nCachedObjects ) {
  25743. // object is cached, shrink the CACHED region
  25744. var firstActiveIndex = -- nCachedObjects,
  25745. lastCachedObject = objects[ firstActiveIndex ],
  25746. lastIndex = -- nObjects,
  25747. lastObject = objects[ lastIndex ];
  25748. // last cached object takes this object's place
  25749. indicesByUUID[ lastCachedObject.uuid ] = index;
  25750. objects[ index ] = lastCachedObject;
  25751. // last object goes to the activated slot and pop
  25752. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25753. objects[ firstActiveIndex ] = lastObject;
  25754. objects.pop();
  25755. // accounting is done, now do the same for all bindings
  25756. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25757. var bindingsForPath = bindings[ j ],
  25758. lastCached = bindingsForPath[ firstActiveIndex ],
  25759. last = bindingsForPath[ lastIndex ];
  25760. bindingsForPath[ index ] = lastCached;
  25761. bindingsForPath[ firstActiveIndex ] = last;
  25762. bindingsForPath.pop();
  25763. }
  25764. } else {
  25765. // object is active, just swap with the last and pop
  25766. var lastIndex = -- nObjects,
  25767. lastObject = objects[ lastIndex ];
  25768. indicesByUUID[ lastObject.uuid ] = index;
  25769. objects[ index ] = lastObject;
  25770. objects.pop();
  25771. // accounting is done, now do the same for all bindings
  25772. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25773. var bindingsForPath = bindings[ j ];
  25774. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25775. bindingsForPath.pop();
  25776. }
  25777. } // cached or active
  25778. } // if object is known
  25779. } // for arguments
  25780. this.nCachedObjects_ = nCachedObjects;
  25781. },
  25782. // Internal interface used by befriended PropertyBinding.Composite:
  25783. subscribe_: function ( path, parsedPath ) {
  25784. // returns an array of bindings for the given path that is changed
  25785. // according to the contained objects in the group
  25786. var indicesByPath = this._bindingsIndicesByPath,
  25787. index = indicesByPath[ path ],
  25788. bindings = this._bindings;
  25789. if ( index !== undefined ) { return bindings[ index ]; }
  25790. var paths = this._paths,
  25791. parsedPaths = this._parsedPaths,
  25792. objects = this._objects,
  25793. nObjects = objects.length,
  25794. nCachedObjects = this.nCachedObjects_,
  25795. bindingsForPath = new Array( nObjects );
  25796. index = bindings.length;
  25797. indicesByPath[ path ] = index;
  25798. paths.push( path );
  25799. parsedPaths.push( parsedPath );
  25800. bindings.push( bindingsForPath );
  25801. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25802. var object = objects[ i ];
  25803. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25804. }
  25805. return bindingsForPath;
  25806. },
  25807. unsubscribe_: function ( path ) {
  25808. // tells the group to forget about a property path and no longer
  25809. // update the array previously obtained with 'subscribe_'
  25810. var indicesByPath = this._bindingsIndicesByPath,
  25811. index = indicesByPath[ path ];
  25812. if ( index !== undefined ) {
  25813. var paths = this._paths,
  25814. parsedPaths = this._parsedPaths,
  25815. bindings = this._bindings,
  25816. lastBindingsIndex = bindings.length - 1,
  25817. lastBindings = bindings[ lastBindingsIndex ],
  25818. lastBindingsPath = path[ lastBindingsIndex ];
  25819. indicesByPath[ lastBindingsPath ] = index;
  25820. bindings[ index ] = lastBindings;
  25821. bindings.pop();
  25822. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25823. parsedPaths.pop();
  25824. paths[ index ] = paths[ lastBindingsIndex ];
  25825. paths.pop();
  25826. }
  25827. }
  25828. } );
  25829. /**
  25830. *
  25831. * Action provided by AnimationMixer for scheduling clip playback on specific
  25832. * objects.
  25833. *
  25834. * @author Ben Houston / http://clara.io/
  25835. * @author David Sarno / http://lighthaus.us/
  25836. * @author tschw
  25837. *
  25838. */
  25839. function AnimationAction( mixer, clip, localRoot ) {
  25840. this._mixer = mixer;
  25841. this._clip = clip;
  25842. this._localRoot = localRoot || null;
  25843. var tracks = clip.tracks,
  25844. nTracks = tracks.length,
  25845. interpolants = new Array( nTracks );
  25846. var interpolantSettings = {
  25847. endingStart: ZeroCurvatureEnding,
  25848. endingEnd: ZeroCurvatureEnding
  25849. };
  25850. for ( var i = 0; i !== nTracks; ++ i ) {
  25851. var interpolant = tracks[ i ].createInterpolant( null );
  25852. interpolants[ i ] = interpolant;
  25853. interpolant.settings = interpolantSettings;
  25854. }
  25855. this._interpolantSettings = interpolantSettings;
  25856. this._interpolants = interpolants; // bound by the mixer
  25857. // inside: PropertyMixer (managed by the mixer)
  25858. this._propertyBindings = new Array( nTracks );
  25859. this._cacheIndex = null; // for the memory manager
  25860. this._byClipCacheIndex = null; // for the memory manager
  25861. this._timeScaleInterpolant = null;
  25862. this._weightInterpolant = null;
  25863. this.loop = LoopRepeat;
  25864. this._loopCount = - 1;
  25865. // global mixer time when the action is to be started
  25866. // it's set back to 'null' upon start of the action
  25867. this._startTime = null;
  25868. // scaled local time of the action
  25869. // gets clamped or wrapped to 0..clip.duration according to loop
  25870. this.time = 0;
  25871. this.timeScale = 1;
  25872. this._effectiveTimeScale = 1;
  25873. this.weight = 1;
  25874. this._effectiveWeight = 1;
  25875. this.repetitions = Infinity; // no. of repetitions when looping
  25876. this.paused = false; // true -> zero effective time scale
  25877. this.enabled = true; // false -> zero effective weight
  25878. this.clampWhenFinished = false;// keep feeding the last frame?
  25879. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25880. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25881. }
  25882. Object.assign( AnimationAction.prototype, {
  25883. // State & Scheduling
  25884. play: function () {
  25885. this._mixer._activateAction( this );
  25886. return this;
  25887. },
  25888. stop: function () {
  25889. this._mixer._deactivateAction( this );
  25890. return this.reset();
  25891. },
  25892. reset: function () {
  25893. this.paused = false;
  25894. this.enabled = true;
  25895. this.time = 0; // restart clip
  25896. this._loopCount = - 1;// forget previous loops
  25897. this._startTime = null;// forget scheduling
  25898. return this.stopFading().stopWarping();
  25899. },
  25900. isRunning: function () {
  25901. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25902. this._startTime === null && this._mixer._isActiveAction( this );
  25903. },
  25904. // return true when play has been called
  25905. isScheduled: function () {
  25906. return this._mixer._isActiveAction( this );
  25907. },
  25908. startAt: function ( time ) {
  25909. this._startTime = time;
  25910. return this;
  25911. },
  25912. setLoop: function ( mode, repetitions ) {
  25913. this.loop = mode;
  25914. this.repetitions = repetitions;
  25915. return this;
  25916. },
  25917. // Weight
  25918. // set the weight stopping any scheduled fading
  25919. // although .enabled = false yields an effective weight of zero, this
  25920. // method does *not* change .enabled, because it would be confusing
  25921. setEffectiveWeight: function ( weight ) {
  25922. this.weight = weight;
  25923. // note: same logic as when updated at runtime
  25924. this._effectiveWeight = this.enabled ? weight : 0;
  25925. return this.stopFading();
  25926. },
  25927. // return the weight considering fading and .enabled
  25928. getEffectiveWeight: function () {
  25929. return this._effectiveWeight;
  25930. },
  25931. fadeIn: function ( duration ) {
  25932. return this._scheduleFading( duration, 0, 1 );
  25933. },
  25934. fadeOut: function ( duration ) {
  25935. return this._scheduleFading( duration, 1, 0 );
  25936. },
  25937. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25938. fadeOutAction.fadeOut( duration );
  25939. this.fadeIn( duration );
  25940. if ( warp ) {
  25941. var fadeInDuration = this._clip.duration,
  25942. fadeOutDuration = fadeOutAction._clip.duration,
  25943. startEndRatio = fadeOutDuration / fadeInDuration,
  25944. endStartRatio = fadeInDuration / fadeOutDuration;
  25945. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25946. this.warp( endStartRatio, 1.0, duration );
  25947. }
  25948. return this;
  25949. },
  25950. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25951. return fadeInAction.crossFadeFrom( this, duration, warp );
  25952. },
  25953. stopFading: function () {
  25954. var weightInterpolant = this._weightInterpolant;
  25955. if ( weightInterpolant !== null ) {
  25956. this._weightInterpolant = null;
  25957. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25958. }
  25959. return this;
  25960. },
  25961. // Time Scale Control
  25962. // set the time scale stopping any scheduled warping
  25963. // although .paused = true yields an effective time scale of zero, this
  25964. // method does *not* change .paused, because it would be confusing
  25965. setEffectiveTimeScale: function ( timeScale ) {
  25966. this.timeScale = timeScale;
  25967. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25968. return this.stopWarping();
  25969. },
  25970. // return the time scale considering warping and .paused
  25971. getEffectiveTimeScale: function () {
  25972. return this._effectiveTimeScale;
  25973. },
  25974. setDuration: function ( duration ) {
  25975. this.timeScale = this._clip.duration / duration;
  25976. return this.stopWarping();
  25977. },
  25978. syncWith: function ( action ) {
  25979. this.time = action.time;
  25980. this.timeScale = action.timeScale;
  25981. return this.stopWarping();
  25982. },
  25983. halt: function ( duration ) {
  25984. return this.warp( this._effectiveTimeScale, 0, duration );
  25985. },
  25986. warp: function ( startTimeScale, endTimeScale, duration ) {
  25987. var mixer = this._mixer, now = mixer.time,
  25988. interpolant = this._timeScaleInterpolant,
  25989. timeScale = this.timeScale;
  25990. if ( interpolant === null ) {
  25991. interpolant = mixer._lendControlInterpolant();
  25992. this._timeScaleInterpolant = interpolant;
  25993. }
  25994. var times = interpolant.parameterPositions,
  25995. values = interpolant.sampleValues;
  25996. times[ 0 ] = now;
  25997. times[ 1 ] = now + duration;
  25998. values[ 0 ] = startTimeScale / timeScale;
  25999. values[ 1 ] = endTimeScale / timeScale;
  26000. return this;
  26001. },
  26002. stopWarping: function () {
  26003. var timeScaleInterpolant = this._timeScaleInterpolant;
  26004. if ( timeScaleInterpolant !== null ) {
  26005. this._timeScaleInterpolant = null;
  26006. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26007. }
  26008. return this;
  26009. },
  26010. // Object Accessors
  26011. getMixer: function () {
  26012. return this._mixer;
  26013. },
  26014. getClip: function () {
  26015. return this._clip;
  26016. },
  26017. getRoot: function () {
  26018. return this._localRoot || this._mixer._root;
  26019. },
  26020. // Interna
  26021. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26022. // called by the mixer
  26023. if ( ! this.enabled ) {
  26024. // call ._updateWeight() to update ._effectiveWeight
  26025. this._updateWeight( time );
  26026. return;
  26027. }
  26028. var startTime = this._startTime;
  26029. if ( startTime !== null ) {
  26030. // check for scheduled start of action
  26031. var timeRunning = ( time - startTime ) * timeDirection;
  26032. if ( timeRunning < 0 || timeDirection === 0 ) {
  26033. return; // yet to come / don't decide when delta = 0
  26034. }
  26035. // start
  26036. this._startTime = null; // unschedule
  26037. deltaTime = timeDirection * timeRunning;
  26038. }
  26039. // apply time scale and advance time
  26040. deltaTime *= this._updateTimeScale( time );
  26041. var clipTime = this._updateTime( deltaTime );
  26042. // note: _updateTime may disable the action resulting in
  26043. // an effective weight of 0
  26044. var weight = this._updateWeight( time );
  26045. if ( weight > 0 ) {
  26046. var interpolants = this._interpolants;
  26047. var propertyMixers = this._propertyBindings;
  26048. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26049. interpolants[ j ].evaluate( clipTime );
  26050. propertyMixers[ j ].accumulate( accuIndex, weight );
  26051. }
  26052. }
  26053. },
  26054. _updateWeight: function ( time ) {
  26055. var weight = 0;
  26056. if ( this.enabled ) {
  26057. weight = this.weight;
  26058. var interpolant = this._weightInterpolant;
  26059. if ( interpolant !== null ) {
  26060. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26061. weight *= interpolantValue;
  26062. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26063. this.stopFading();
  26064. if ( interpolantValue === 0 ) {
  26065. // faded out, disable
  26066. this.enabled = false;
  26067. }
  26068. }
  26069. }
  26070. }
  26071. this._effectiveWeight = weight;
  26072. return weight;
  26073. },
  26074. _updateTimeScale: function ( time ) {
  26075. var timeScale = 0;
  26076. if ( ! this.paused ) {
  26077. timeScale = this.timeScale;
  26078. var interpolant = this._timeScaleInterpolant;
  26079. if ( interpolant !== null ) {
  26080. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26081. timeScale *= interpolantValue;
  26082. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26083. this.stopWarping();
  26084. if ( timeScale === 0 ) {
  26085. // motion has halted, pause
  26086. this.paused = true;
  26087. } else {
  26088. // warp done - apply final time scale
  26089. this.timeScale = timeScale;
  26090. }
  26091. }
  26092. }
  26093. }
  26094. this._effectiveTimeScale = timeScale;
  26095. return timeScale;
  26096. },
  26097. _updateTime: function ( deltaTime ) {
  26098. var time = this.time + deltaTime;
  26099. var duration = this._clip.duration;
  26100. var loop = this.loop;
  26101. var loopCount = this._loopCount;
  26102. var pingPong = ( loop === LoopPingPong );
  26103. if ( deltaTime === 0 ) {
  26104. if ( loopCount === - 1 ) { return time; }
  26105. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26106. }
  26107. if ( loop === LoopOnce ) {
  26108. if ( loopCount === - 1 ) {
  26109. // just started
  26110. this._loopCount = 0;
  26111. this._setEndings( true, true, false );
  26112. }
  26113. handle_stop: {
  26114. if ( time >= duration ) {
  26115. time = duration;
  26116. } else if ( time < 0 ) {
  26117. time = 0;
  26118. } else {
  26119. this.time = time;
  26120. break handle_stop;
  26121. }
  26122. if ( this.clampWhenFinished ) { this.paused = true; }
  26123. else { this.enabled = false; }
  26124. this.time = time;
  26125. this._mixer.dispatchEvent( {
  26126. type: 'finished', action: this,
  26127. direction: deltaTime < 0 ? - 1 : 1
  26128. } );
  26129. }
  26130. } else { // repetitive Repeat or PingPong
  26131. if ( loopCount === - 1 ) {
  26132. // just started
  26133. if ( deltaTime >= 0 ) {
  26134. loopCount = 0;
  26135. this._setEndings( true, this.repetitions === 0, pingPong );
  26136. } else {
  26137. // when looping in reverse direction, the initial
  26138. // transition through zero counts as a repetition,
  26139. // so leave loopCount at -1
  26140. this._setEndings( this.repetitions === 0, true, pingPong );
  26141. }
  26142. }
  26143. if ( time >= duration || time < 0 ) {
  26144. // wrap around
  26145. var loopDelta = Math.floor( time / duration ); // signed
  26146. time -= duration * loopDelta;
  26147. loopCount += Math.abs( loopDelta );
  26148. var pending = this.repetitions - loopCount;
  26149. if ( pending <= 0 ) {
  26150. // have to stop (switch state, clamp time, fire event)
  26151. if ( this.clampWhenFinished ) { this.paused = true; }
  26152. else { this.enabled = false; }
  26153. time = deltaTime > 0 ? duration : 0;
  26154. this.time = time;
  26155. this._mixer.dispatchEvent( {
  26156. type: 'finished', action: this,
  26157. direction: deltaTime > 0 ? 1 : - 1
  26158. } );
  26159. } else {
  26160. // keep running
  26161. if ( pending === 1 ) {
  26162. // entering the last round
  26163. var atStart = deltaTime < 0;
  26164. this._setEndings( atStart, ! atStart, pingPong );
  26165. } else {
  26166. this._setEndings( false, false, pingPong );
  26167. }
  26168. this._loopCount = loopCount;
  26169. this.time = time;
  26170. this._mixer.dispatchEvent( {
  26171. type: 'loop', action: this, loopDelta: loopDelta
  26172. } );
  26173. }
  26174. } else {
  26175. this.time = time;
  26176. }
  26177. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26178. // invert time for the "pong round"
  26179. return duration - time;
  26180. }
  26181. }
  26182. return time;
  26183. },
  26184. _setEndings: function ( atStart, atEnd, pingPong ) {
  26185. var settings = this._interpolantSettings;
  26186. if ( pingPong ) {
  26187. settings.endingStart = ZeroSlopeEnding;
  26188. settings.endingEnd = ZeroSlopeEnding;
  26189. } else {
  26190. // assuming for LoopOnce atStart == atEnd == true
  26191. if ( atStart ) {
  26192. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26193. } else {
  26194. settings.endingStart = WrapAroundEnding;
  26195. }
  26196. if ( atEnd ) {
  26197. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26198. } else {
  26199. settings.endingEnd = WrapAroundEnding;
  26200. }
  26201. }
  26202. },
  26203. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26204. var mixer = this._mixer, now = mixer.time,
  26205. interpolant = this._weightInterpolant;
  26206. if ( interpolant === null ) {
  26207. interpolant = mixer._lendControlInterpolant();
  26208. this._weightInterpolant = interpolant;
  26209. }
  26210. var times = interpolant.parameterPositions,
  26211. values = interpolant.sampleValues;
  26212. times[ 0 ] = now;
  26213. values[ 0 ] = weightNow;
  26214. times[ 1 ] = now + duration;
  26215. values[ 1 ] = weightThen;
  26216. return this;
  26217. }
  26218. } );
  26219. /**
  26220. *
  26221. * Player for AnimationClips.
  26222. *
  26223. *
  26224. * @author Ben Houston / http://clara.io/
  26225. * @author David Sarno / http://lighthaus.us/
  26226. * @author tschw
  26227. */
  26228. function AnimationMixer( root ) {
  26229. this._root = root;
  26230. this._initMemoryManager();
  26231. this._accuIndex = 0;
  26232. this.time = 0;
  26233. this.timeScale = 1.0;
  26234. }
  26235. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26236. constructor: AnimationMixer,
  26237. _bindAction: function ( action, prototypeAction ) {
  26238. var root = action._localRoot || this._root,
  26239. tracks = action._clip.tracks,
  26240. nTracks = tracks.length,
  26241. bindings = action._propertyBindings,
  26242. interpolants = action._interpolants,
  26243. rootUuid = root.uuid,
  26244. bindingsByRoot = this._bindingsByRootAndName,
  26245. bindingsByName = bindingsByRoot[ rootUuid ];
  26246. if ( bindingsByName === undefined ) {
  26247. bindingsByName = {};
  26248. bindingsByRoot[ rootUuid ] = bindingsByName;
  26249. }
  26250. for ( var i = 0; i !== nTracks; ++ i ) {
  26251. var track = tracks[ i ],
  26252. trackName = track.name,
  26253. binding = bindingsByName[ trackName ];
  26254. if ( binding !== undefined ) {
  26255. bindings[ i ] = binding;
  26256. } else {
  26257. binding = bindings[ i ];
  26258. if ( binding !== undefined ) {
  26259. // existing binding, make sure the cache knows
  26260. if ( binding._cacheIndex === null ) {
  26261. ++ binding.referenceCount;
  26262. this._addInactiveBinding( binding, rootUuid, trackName );
  26263. }
  26264. continue;
  26265. }
  26266. var path = prototypeAction && prototypeAction.
  26267. _propertyBindings[ i ].binding.parsedPath;
  26268. binding = new PropertyMixer(
  26269. PropertyBinding.create( root, trackName, path ),
  26270. track.ValueTypeName, track.getValueSize() );
  26271. ++ binding.referenceCount;
  26272. this._addInactiveBinding( binding, rootUuid, trackName );
  26273. bindings[ i ] = binding;
  26274. }
  26275. interpolants[ i ].resultBuffer = binding.buffer;
  26276. }
  26277. },
  26278. _activateAction: function ( action ) {
  26279. if ( ! this._isActiveAction( action ) ) {
  26280. if ( action._cacheIndex === null ) {
  26281. // this action has been forgotten by the cache, but the user
  26282. // appears to be still using it -> rebind
  26283. var rootUuid = ( action._localRoot || this._root ).uuid,
  26284. clipUuid = action._clip.uuid,
  26285. actionsForClip = this._actionsByClip[ clipUuid ];
  26286. this._bindAction( action,
  26287. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26288. this._addInactiveAction( action, clipUuid, rootUuid );
  26289. }
  26290. var bindings = action._propertyBindings;
  26291. // increment reference counts / sort out state
  26292. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26293. var binding = bindings[ i ];
  26294. if ( binding.useCount ++ === 0 ) {
  26295. this._lendBinding( binding );
  26296. binding.saveOriginalState();
  26297. }
  26298. }
  26299. this._lendAction( action );
  26300. }
  26301. },
  26302. _deactivateAction: function ( action ) {
  26303. if ( this._isActiveAction( action ) ) {
  26304. var bindings = action._propertyBindings;
  26305. // decrement reference counts / sort out state
  26306. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26307. var binding = bindings[ i ];
  26308. if ( -- binding.useCount === 0 ) {
  26309. binding.restoreOriginalState();
  26310. this._takeBackBinding( binding );
  26311. }
  26312. }
  26313. this._takeBackAction( action );
  26314. }
  26315. },
  26316. // Memory manager
  26317. _initMemoryManager: function () {
  26318. this._actions = []; // 'nActiveActions' followed by inactive ones
  26319. this._nActiveActions = 0;
  26320. this._actionsByClip = {};
  26321. // inside:
  26322. // {
  26323. // knownActions: Array< AnimationAction > - used as prototypes
  26324. // actionByRoot: AnimationAction - lookup
  26325. // }
  26326. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26327. this._nActiveBindings = 0;
  26328. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26329. this._controlInterpolants = []; // same game as above
  26330. this._nActiveControlInterpolants = 0;
  26331. var scope = this;
  26332. this.stats = {
  26333. actions: {
  26334. get total() {
  26335. return scope._actions.length;
  26336. },
  26337. get inUse() {
  26338. return scope._nActiveActions;
  26339. }
  26340. },
  26341. bindings: {
  26342. get total() {
  26343. return scope._bindings.length;
  26344. },
  26345. get inUse() {
  26346. return scope._nActiveBindings;
  26347. }
  26348. },
  26349. controlInterpolants: {
  26350. get total() {
  26351. return scope._controlInterpolants.length;
  26352. },
  26353. get inUse() {
  26354. return scope._nActiveControlInterpolants;
  26355. }
  26356. }
  26357. };
  26358. },
  26359. // Memory management for AnimationAction objects
  26360. _isActiveAction: function ( action ) {
  26361. var index = action._cacheIndex;
  26362. return index !== null && index < this._nActiveActions;
  26363. },
  26364. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26365. var actions = this._actions,
  26366. actionsByClip = this._actionsByClip,
  26367. actionsForClip = actionsByClip[ clipUuid ];
  26368. if ( actionsForClip === undefined ) {
  26369. actionsForClip = {
  26370. knownActions: [ action ],
  26371. actionByRoot: {}
  26372. };
  26373. action._byClipCacheIndex = 0;
  26374. actionsByClip[ clipUuid ] = actionsForClip;
  26375. } else {
  26376. var knownActions = actionsForClip.knownActions;
  26377. action._byClipCacheIndex = knownActions.length;
  26378. knownActions.push( action );
  26379. }
  26380. action._cacheIndex = actions.length;
  26381. actions.push( action );
  26382. actionsForClip.actionByRoot[ rootUuid ] = action;
  26383. },
  26384. _removeInactiveAction: function ( action ) {
  26385. var actions = this._actions,
  26386. lastInactiveAction = actions[ actions.length - 1 ],
  26387. cacheIndex = action._cacheIndex;
  26388. lastInactiveAction._cacheIndex = cacheIndex;
  26389. actions[ cacheIndex ] = lastInactiveAction;
  26390. actions.pop();
  26391. action._cacheIndex = null;
  26392. var clipUuid = action._clip.uuid,
  26393. actionsByClip = this._actionsByClip,
  26394. actionsForClip = actionsByClip[ clipUuid ],
  26395. knownActionsForClip = actionsForClip.knownActions,
  26396. lastKnownAction =
  26397. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26398. byClipCacheIndex = action._byClipCacheIndex;
  26399. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26400. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26401. knownActionsForClip.pop();
  26402. action._byClipCacheIndex = null;
  26403. var actionByRoot = actionsForClip.actionByRoot,
  26404. rootUuid = ( action._localRoot || this._root ).uuid;
  26405. delete actionByRoot[ rootUuid ];
  26406. if ( knownActionsForClip.length === 0 ) {
  26407. delete actionsByClip[ clipUuid ];
  26408. }
  26409. this._removeInactiveBindingsForAction( action );
  26410. },
  26411. _removeInactiveBindingsForAction: function ( action ) {
  26412. var bindings = action._propertyBindings;
  26413. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26414. var binding = bindings[ i ];
  26415. if ( -- binding.referenceCount === 0 ) {
  26416. this._removeInactiveBinding( binding );
  26417. }
  26418. }
  26419. },
  26420. _lendAction: function ( action ) {
  26421. // [ active actions | inactive actions ]
  26422. // [ active actions >| inactive actions ]
  26423. // s a
  26424. // <-swap->
  26425. // a s
  26426. var actions = this._actions,
  26427. prevIndex = action._cacheIndex,
  26428. lastActiveIndex = this._nActiveActions ++,
  26429. firstInactiveAction = actions[ lastActiveIndex ];
  26430. action._cacheIndex = lastActiveIndex;
  26431. actions[ lastActiveIndex ] = action;
  26432. firstInactiveAction._cacheIndex = prevIndex;
  26433. actions[ prevIndex ] = firstInactiveAction;
  26434. },
  26435. _takeBackAction: function ( action ) {
  26436. // [ active actions | inactive actions ]
  26437. // [ active actions |< inactive actions ]
  26438. // a s
  26439. // <-swap->
  26440. // s a
  26441. var actions = this._actions,
  26442. prevIndex = action._cacheIndex,
  26443. firstInactiveIndex = -- this._nActiveActions,
  26444. lastActiveAction = actions[ firstInactiveIndex ];
  26445. action._cacheIndex = firstInactiveIndex;
  26446. actions[ firstInactiveIndex ] = action;
  26447. lastActiveAction._cacheIndex = prevIndex;
  26448. actions[ prevIndex ] = lastActiveAction;
  26449. },
  26450. // Memory management for PropertyMixer objects
  26451. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26452. var bindingsByRoot = this._bindingsByRootAndName,
  26453. bindingByName = bindingsByRoot[ rootUuid ],
  26454. bindings = this._bindings;
  26455. if ( bindingByName === undefined ) {
  26456. bindingByName = {};
  26457. bindingsByRoot[ rootUuid ] = bindingByName;
  26458. }
  26459. bindingByName[ trackName ] = binding;
  26460. binding._cacheIndex = bindings.length;
  26461. bindings.push( binding );
  26462. },
  26463. _removeInactiveBinding: function ( binding ) {
  26464. var bindings = this._bindings,
  26465. propBinding = binding.binding,
  26466. rootUuid = propBinding.rootNode.uuid,
  26467. trackName = propBinding.path,
  26468. bindingsByRoot = this._bindingsByRootAndName,
  26469. bindingByName = bindingsByRoot[ rootUuid ],
  26470. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26471. cacheIndex = binding._cacheIndex;
  26472. lastInactiveBinding._cacheIndex = cacheIndex;
  26473. bindings[ cacheIndex ] = lastInactiveBinding;
  26474. bindings.pop();
  26475. delete bindingByName[ trackName ];
  26476. if ( Object.keys( bindingByName ).length === 0 ) {
  26477. delete bindingsByRoot[ rootUuid ];
  26478. }
  26479. },
  26480. _lendBinding: function ( binding ) {
  26481. var bindings = this._bindings,
  26482. prevIndex = binding._cacheIndex,
  26483. lastActiveIndex = this._nActiveBindings ++,
  26484. firstInactiveBinding = bindings[ lastActiveIndex ];
  26485. binding._cacheIndex = lastActiveIndex;
  26486. bindings[ lastActiveIndex ] = binding;
  26487. firstInactiveBinding._cacheIndex = prevIndex;
  26488. bindings[ prevIndex ] = firstInactiveBinding;
  26489. },
  26490. _takeBackBinding: function ( binding ) {
  26491. var bindings = this._bindings,
  26492. prevIndex = binding._cacheIndex,
  26493. firstInactiveIndex = -- this._nActiveBindings,
  26494. lastActiveBinding = bindings[ firstInactiveIndex ];
  26495. binding._cacheIndex = firstInactiveIndex;
  26496. bindings[ firstInactiveIndex ] = binding;
  26497. lastActiveBinding._cacheIndex = prevIndex;
  26498. bindings[ prevIndex ] = lastActiveBinding;
  26499. },
  26500. // Memory management of Interpolants for weight and time scale
  26501. _lendControlInterpolant: function () {
  26502. var interpolants = this._controlInterpolants,
  26503. lastActiveIndex = this._nActiveControlInterpolants ++,
  26504. interpolant = interpolants[ lastActiveIndex ];
  26505. if ( interpolant === undefined ) {
  26506. interpolant = new LinearInterpolant(
  26507. new Float32Array( 2 ), new Float32Array( 2 ),
  26508. 1, this._controlInterpolantsResultBuffer );
  26509. interpolant.__cacheIndex = lastActiveIndex;
  26510. interpolants[ lastActiveIndex ] = interpolant;
  26511. }
  26512. return interpolant;
  26513. },
  26514. _takeBackControlInterpolant: function ( interpolant ) {
  26515. var interpolants = this._controlInterpolants,
  26516. prevIndex = interpolant.__cacheIndex,
  26517. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26518. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26519. interpolant.__cacheIndex = firstInactiveIndex;
  26520. interpolants[ firstInactiveIndex ] = interpolant;
  26521. lastActiveInterpolant.__cacheIndex = prevIndex;
  26522. interpolants[ prevIndex ] = lastActiveInterpolant;
  26523. },
  26524. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26525. // return an action for a clip optionally using a custom root target
  26526. // object (this method allocates a lot of dynamic memory in case a
  26527. // previously unknown clip/root combination is specified)
  26528. clipAction: function ( clip, optionalRoot ) {
  26529. var root = optionalRoot || this._root,
  26530. rootUuid = root.uuid,
  26531. clipObject = typeof clip === 'string' ?
  26532. AnimationClip.findByName( root, clip ) : clip,
  26533. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26534. actionsForClip = this._actionsByClip[ clipUuid ],
  26535. prototypeAction = null;
  26536. if ( actionsForClip !== undefined ) {
  26537. var existingAction =
  26538. actionsForClip.actionByRoot[ rootUuid ];
  26539. if ( existingAction !== undefined ) {
  26540. return existingAction;
  26541. }
  26542. // we know the clip, so we don't have to parse all
  26543. // the bindings again but can just copy
  26544. prototypeAction = actionsForClip.knownActions[ 0 ];
  26545. // also, take the clip from the prototype action
  26546. if ( clipObject === null )
  26547. { clipObject = prototypeAction._clip; }
  26548. }
  26549. // clip must be known when specified via string
  26550. if ( clipObject === null ) { return null; }
  26551. // allocate all resources required to run it
  26552. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26553. this._bindAction( newAction, prototypeAction );
  26554. // and make the action known to the memory manager
  26555. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26556. return newAction;
  26557. },
  26558. // get an existing action
  26559. existingAction: function ( clip, optionalRoot ) {
  26560. var root = optionalRoot || this._root,
  26561. rootUuid = root.uuid,
  26562. clipObject = typeof clip === 'string' ?
  26563. AnimationClip.findByName( root, clip ) : clip,
  26564. clipUuid = clipObject ? clipObject.uuid : clip,
  26565. actionsForClip = this._actionsByClip[ clipUuid ];
  26566. if ( actionsForClip !== undefined ) {
  26567. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26568. }
  26569. return null;
  26570. },
  26571. // deactivates all previously scheduled actions
  26572. stopAllAction: function () {
  26573. var actions = this._actions,
  26574. nActions = this._nActiveActions,
  26575. bindings = this._bindings,
  26576. nBindings = this._nActiveBindings;
  26577. this._nActiveActions = 0;
  26578. this._nActiveBindings = 0;
  26579. for ( var i = 0; i !== nActions; ++ i ) {
  26580. actions[ i ].reset();
  26581. }
  26582. for ( var i = 0; i !== nBindings; ++ i ) {
  26583. bindings[ i ].useCount = 0;
  26584. }
  26585. return this;
  26586. },
  26587. // advance the time and update apply the animation
  26588. update: function ( deltaTime ) {
  26589. deltaTime *= this.timeScale;
  26590. var actions = this._actions,
  26591. nActions = this._nActiveActions,
  26592. time = this.time += deltaTime,
  26593. timeDirection = Math.sign( deltaTime ),
  26594. accuIndex = this._accuIndex ^= 1;
  26595. // run active actions
  26596. for ( var i = 0; i !== nActions; ++ i ) {
  26597. var action = actions[ i ];
  26598. action._update( time, deltaTime, timeDirection, accuIndex );
  26599. }
  26600. // update scene graph
  26601. var bindings = this._bindings,
  26602. nBindings = this._nActiveBindings;
  26603. for ( var i = 0; i !== nBindings; ++ i ) {
  26604. bindings[ i ].apply( accuIndex );
  26605. }
  26606. return this;
  26607. },
  26608. // Allows you to seek to a specific time in an animation.
  26609. setTime: function ( timeInSeconds ) {
  26610. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26611. for ( var i = 0; i < this._actions.length; i ++ ) {
  26612. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26613. }
  26614. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26615. },
  26616. // return this mixer's root target object
  26617. getRoot: function () {
  26618. return this._root;
  26619. },
  26620. // free all resources specific to a particular clip
  26621. uncacheClip: function ( clip ) {
  26622. var actions = this._actions,
  26623. clipUuid = clip.uuid,
  26624. actionsByClip = this._actionsByClip,
  26625. actionsForClip = actionsByClip[ clipUuid ];
  26626. if ( actionsForClip !== undefined ) {
  26627. // note: just calling _removeInactiveAction would mess up the
  26628. // iteration state and also require updating the state we can
  26629. // just throw away
  26630. var actionsToRemove = actionsForClip.knownActions;
  26631. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26632. var action = actionsToRemove[ i ];
  26633. this._deactivateAction( action );
  26634. var cacheIndex = action._cacheIndex,
  26635. lastInactiveAction = actions[ actions.length - 1 ];
  26636. action._cacheIndex = null;
  26637. action._byClipCacheIndex = null;
  26638. lastInactiveAction._cacheIndex = cacheIndex;
  26639. actions[ cacheIndex ] = lastInactiveAction;
  26640. actions.pop();
  26641. this._removeInactiveBindingsForAction( action );
  26642. }
  26643. delete actionsByClip[ clipUuid ];
  26644. }
  26645. },
  26646. // free all resources specific to a particular root target object
  26647. uncacheRoot: function ( root ) {
  26648. var rootUuid = root.uuid,
  26649. actionsByClip = this._actionsByClip;
  26650. for ( var clipUuid in actionsByClip ) {
  26651. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26652. action = actionByRoot[ rootUuid ];
  26653. if ( action !== undefined ) {
  26654. this._deactivateAction( action );
  26655. this._removeInactiveAction( action );
  26656. }
  26657. }
  26658. var bindingsByRoot = this._bindingsByRootAndName,
  26659. bindingByName = bindingsByRoot[ rootUuid ];
  26660. if ( bindingByName !== undefined ) {
  26661. for ( var trackName in bindingByName ) {
  26662. var binding = bindingByName[ trackName ];
  26663. binding.restoreOriginalState();
  26664. this._removeInactiveBinding( binding );
  26665. }
  26666. }
  26667. },
  26668. // remove a targeted clip from the cache
  26669. uncacheAction: function ( clip, optionalRoot ) {
  26670. var action = this.existingAction( clip, optionalRoot );
  26671. if ( action !== null ) {
  26672. this._deactivateAction( action );
  26673. this._removeInactiveAction( action );
  26674. }
  26675. }
  26676. } );
  26677. /**
  26678. * @author mrdoob / http://mrdoob.com/
  26679. */
  26680. function Uniform( value ) {
  26681. if ( typeof value === 'string' ) {
  26682. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26683. value = arguments[ 1 ];
  26684. }
  26685. this.value = value;
  26686. }
  26687. Uniform.prototype.clone = function () {
  26688. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26689. };
  26690. /**
  26691. * @author benaadams / https://twitter.com/ben_a_adams
  26692. */
  26693. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26694. InterleavedBuffer.call( this, array, stride );
  26695. this.meshPerAttribute = meshPerAttribute || 1;
  26696. }
  26697. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26698. constructor: InstancedInterleavedBuffer,
  26699. isInstancedInterleavedBuffer: true,
  26700. copy: function ( source ) {
  26701. InterleavedBuffer.prototype.copy.call( this, source );
  26702. this.meshPerAttribute = source.meshPerAttribute;
  26703. return this;
  26704. }
  26705. } );
  26706. /**
  26707. * @author mrdoob / http://mrdoob.com/
  26708. * @author bhouston / http://clara.io/
  26709. * @author stephomi / http://stephaneginier.com/
  26710. */
  26711. function Raycaster( origin, direction, near, far ) {
  26712. this.ray = new Ray( origin, direction );
  26713. // direction is assumed to be normalized (for accurate distance calculations)
  26714. this.near = near || 0;
  26715. this.far = far || Infinity;
  26716. this.camera = null;
  26717. this.params = {
  26718. Mesh: {},
  26719. Line: {},
  26720. LOD: {},
  26721. Points: { threshold: 1 },
  26722. Sprite: {}
  26723. };
  26724. Object.defineProperties( this.params, {
  26725. PointCloud: {
  26726. get: function () {
  26727. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26728. return this.Points;
  26729. }
  26730. }
  26731. } );
  26732. }
  26733. function ascSort( a, b ) {
  26734. return a.distance - b.distance;
  26735. }
  26736. function intersectObject( object, raycaster, intersects, recursive ) {
  26737. if ( object.visible === false ) { return; }
  26738. object.raycast( raycaster, intersects );
  26739. if ( recursive === true ) {
  26740. var children = object.children;
  26741. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26742. intersectObject( children[ i ], raycaster, intersects, true );
  26743. }
  26744. }
  26745. }
  26746. Object.assign( Raycaster.prototype, {
  26747. linePrecision: 1,
  26748. set: function ( origin, direction ) {
  26749. // direction is assumed to be normalized (for accurate distance calculations)
  26750. this.ray.set( origin, direction );
  26751. },
  26752. setFromCamera: function ( coords, camera ) {
  26753. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26754. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26755. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26756. this.camera = camera;
  26757. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26758. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26759. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26760. this.camera = camera;
  26761. } else {
  26762. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26763. }
  26764. },
  26765. intersectObject: function ( object, recursive, optionalTarget ) {
  26766. var intersects = optionalTarget || [];
  26767. intersectObject( object, this, intersects, recursive );
  26768. intersects.sort( ascSort );
  26769. return intersects;
  26770. },
  26771. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26772. var intersects = optionalTarget || [];
  26773. if ( Array.isArray( objects ) === false ) {
  26774. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26775. return intersects;
  26776. }
  26777. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26778. intersectObject( objects[ i ], this, intersects, recursive );
  26779. }
  26780. intersects.sort( ascSort );
  26781. return intersects;
  26782. }
  26783. } );
  26784. /**
  26785. * @author bhouston / http://clara.io
  26786. * @author WestLangley / http://github.com/WestLangley
  26787. *
  26788. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26789. *
  26790. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26791. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26792. */
  26793. function Spherical( radius, phi, theta ) {
  26794. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26795. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26796. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26797. return this;
  26798. }
  26799. Object.assign( Spherical.prototype, {
  26800. set: function ( radius, phi, theta ) {
  26801. this.radius = radius;
  26802. this.phi = phi;
  26803. this.theta = theta;
  26804. return this;
  26805. },
  26806. clone: function () {
  26807. return new this.constructor().copy( this );
  26808. },
  26809. copy: function ( other ) {
  26810. this.radius = other.radius;
  26811. this.phi = other.phi;
  26812. this.theta = other.theta;
  26813. return this;
  26814. },
  26815. // restrict phi to be betwee EPS and PI-EPS
  26816. makeSafe: function () {
  26817. var EPS = 0.000001;
  26818. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26819. return this;
  26820. },
  26821. setFromVector3: function ( v ) {
  26822. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26823. },
  26824. setFromCartesianCoords: function ( x, y, z ) {
  26825. this.radius = Math.sqrt( x * x + y * y + z * z );
  26826. if ( this.radius === 0 ) {
  26827. this.theta = 0;
  26828. this.phi = 0;
  26829. } else {
  26830. this.theta = Math.atan2( x, z );
  26831. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26832. }
  26833. return this;
  26834. }
  26835. } );
  26836. /**
  26837. * @author Mugen87 / https://github.com/Mugen87
  26838. *
  26839. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26840. *
  26841. */
  26842. function Cylindrical( radius, theta, y ) {
  26843. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26844. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26845. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26846. return this;
  26847. }
  26848. Object.assign( Cylindrical.prototype, {
  26849. set: function ( radius, theta, y ) {
  26850. this.radius = radius;
  26851. this.theta = theta;
  26852. this.y = y;
  26853. return this;
  26854. },
  26855. clone: function () {
  26856. return new this.constructor().copy( this );
  26857. },
  26858. copy: function ( other ) {
  26859. this.radius = other.radius;
  26860. this.theta = other.theta;
  26861. this.y = other.y;
  26862. return this;
  26863. },
  26864. setFromVector3: function ( v ) {
  26865. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26866. },
  26867. setFromCartesianCoords: function ( x, y, z ) {
  26868. this.radius = Math.sqrt( x * x + z * z );
  26869. this.theta = Math.atan2( x, z );
  26870. this.y = y;
  26871. return this;
  26872. }
  26873. } );
  26874. /**
  26875. * @author bhouston / http://clara.io
  26876. */
  26877. var _vector$6 = new Vector2();
  26878. function Box2( min, max ) {
  26879. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26880. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26881. }
  26882. Object.assign( Box2.prototype, {
  26883. set: function ( min, max ) {
  26884. this.min.copy( min );
  26885. this.max.copy( max );
  26886. return this;
  26887. },
  26888. setFromPoints: function ( points ) {
  26889. this.makeEmpty();
  26890. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26891. this.expandByPoint( points[ i ] );
  26892. }
  26893. return this;
  26894. },
  26895. setFromCenterAndSize: function ( center, size ) {
  26896. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26897. this.min.copy( center ).sub( halfSize );
  26898. this.max.copy( center ).add( halfSize );
  26899. return this;
  26900. },
  26901. clone: function () {
  26902. return new this.constructor().copy( this );
  26903. },
  26904. copy: function ( box ) {
  26905. this.min.copy( box.min );
  26906. this.max.copy( box.max );
  26907. return this;
  26908. },
  26909. makeEmpty: function () {
  26910. this.min.x = this.min.y = + Infinity;
  26911. this.max.x = this.max.y = - Infinity;
  26912. return this;
  26913. },
  26914. isEmpty: function () {
  26915. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26916. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26917. },
  26918. getCenter: function ( target ) {
  26919. if ( target === undefined ) {
  26920. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26921. target = new Vector2();
  26922. }
  26923. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26924. },
  26925. getSize: function ( target ) {
  26926. if ( target === undefined ) {
  26927. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26928. target = new Vector2();
  26929. }
  26930. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26931. },
  26932. expandByPoint: function ( point ) {
  26933. this.min.min( point );
  26934. this.max.max( point );
  26935. return this;
  26936. },
  26937. expandByVector: function ( vector ) {
  26938. this.min.sub( vector );
  26939. this.max.add( vector );
  26940. return this;
  26941. },
  26942. expandByScalar: function ( scalar ) {
  26943. this.min.addScalar( - scalar );
  26944. this.max.addScalar( scalar );
  26945. return this;
  26946. },
  26947. containsPoint: function ( point ) {
  26948. return point.x < this.min.x || point.x > this.max.x ||
  26949. point.y < this.min.y || point.y > this.max.y ? false : true;
  26950. },
  26951. containsBox: function ( box ) {
  26952. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26953. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26954. },
  26955. getParameter: function ( point, target ) {
  26956. // This can potentially have a divide by zero if the box
  26957. // has a size dimension of 0.
  26958. if ( target === undefined ) {
  26959. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26960. target = new Vector2();
  26961. }
  26962. return target.set(
  26963. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26964. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26965. );
  26966. },
  26967. intersectsBox: function ( box ) {
  26968. // using 4 splitting planes to rule out intersections
  26969. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26970. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26971. },
  26972. clampPoint: function ( point, target ) {
  26973. if ( target === undefined ) {
  26974. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26975. target = new Vector2();
  26976. }
  26977. return target.copy( point ).clamp( this.min, this.max );
  26978. },
  26979. distanceToPoint: function ( point ) {
  26980. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  26981. return clampedPoint.sub( point ).length();
  26982. },
  26983. intersect: function ( box ) {
  26984. this.min.max( box.min );
  26985. this.max.min( box.max );
  26986. return this;
  26987. },
  26988. union: function ( box ) {
  26989. this.min.min( box.min );
  26990. this.max.max( box.max );
  26991. return this;
  26992. },
  26993. translate: function ( offset ) {
  26994. this.min.add( offset );
  26995. this.max.add( offset );
  26996. return this;
  26997. },
  26998. equals: function ( box ) {
  26999. return box.min.equals( this.min ) && box.max.equals( this.max );
  27000. }
  27001. } );
  27002. /**
  27003. * @author bhouston / http://clara.io
  27004. */
  27005. var _startP = new Vector3();
  27006. var _startEnd = new Vector3();
  27007. function Line3( start, end ) {
  27008. this.start = ( start !== undefined ) ? start : new Vector3();
  27009. this.end = ( end !== undefined ) ? end : new Vector3();
  27010. }
  27011. Object.assign( Line3.prototype, {
  27012. set: function ( start, end ) {
  27013. this.start.copy( start );
  27014. this.end.copy( end );
  27015. return this;
  27016. },
  27017. clone: function () {
  27018. return new this.constructor().copy( this );
  27019. },
  27020. copy: function ( line ) {
  27021. this.start.copy( line.start );
  27022. this.end.copy( line.end );
  27023. return this;
  27024. },
  27025. getCenter: function ( target ) {
  27026. if ( target === undefined ) {
  27027. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27028. target = new Vector3();
  27029. }
  27030. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27031. },
  27032. delta: function ( target ) {
  27033. if ( target === undefined ) {
  27034. console.warn( 'THREE.Line3: .delta() target is now required' );
  27035. target = new Vector3();
  27036. }
  27037. return target.subVectors( this.end, this.start );
  27038. },
  27039. distanceSq: function () {
  27040. return this.start.distanceToSquared( this.end );
  27041. },
  27042. distance: function () {
  27043. return this.start.distanceTo( this.end );
  27044. },
  27045. at: function ( t, target ) {
  27046. if ( target === undefined ) {
  27047. console.warn( 'THREE.Line3: .at() target is now required' );
  27048. target = new Vector3();
  27049. }
  27050. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27051. },
  27052. closestPointToPointParameter: function ( point, clampToLine ) {
  27053. _startP.subVectors( point, this.start );
  27054. _startEnd.subVectors( this.end, this.start );
  27055. var startEnd2 = _startEnd.dot( _startEnd );
  27056. var startEnd_startP = _startEnd.dot( _startP );
  27057. var t = startEnd_startP / startEnd2;
  27058. if ( clampToLine ) {
  27059. t = _Math.clamp( t, 0, 1 );
  27060. }
  27061. return t;
  27062. },
  27063. closestPointToPoint: function ( point, clampToLine, target ) {
  27064. var t = this.closestPointToPointParameter( point, clampToLine );
  27065. if ( target === undefined ) {
  27066. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27067. target = new Vector3();
  27068. }
  27069. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27070. },
  27071. applyMatrix4: function ( matrix ) {
  27072. this.start.applyMatrix4( matrix );
  27073. this.end.applyMatrix4( matrix );
  27074. return this;
  27075. },
  27076. equals: function ( line ) {
  27077. return line.start.equals( this.start ) && line.end.equals( this.end );
  27078. }
  27079. } );
  27080. /**
  27081. * @author alteredq / http://alteredqualia.com/
  27082. */
  27083. function ImmediateRenderObject( material ) {
  27084. Object3D.call( this );
  27085. this.material = material;
  27086. this.render = function ( /* renderCallback */ ) {};
  27087. }
  27088. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27089. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27090. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27091. /**
  27092. * @author mrdoob / http://mrdoob.com/
  27093. * @author WestLangley / http://github.com/WestLangley
  27094. */
  27095. var _v1$5 = new Vector3();
  27096. var _v2$3 = new Vector3();
  27097. var _normalMatrix$1 = new Matrix3();
  27098. var _keys = [ 'a', 'b', 'c' ];
  27099. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27100. this.object = object;
  27101. this.size = ( size !== undefined ) ? size : 1;
  27102. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27103. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27104. //
  27105. var nNormals = 0;
  27106. var objGeometry = this.object.geometry;
  27107. if ( objGeometry && objGeometry.isGeometry ) {
  27108. nNormals = objGeometry.faces.length * 3;
  27109. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27110. nNormals = objGeometry.attributes.normal.count;
  27111. }
  27112. //
  27113. var geometry = new BufferGeometry();
  27114. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27115. geometry.addAttribute( 'position', positions );
  27116. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27117. //
  27118. this.matrixAutoUpdate = false;
  27119. this.update();
  27120. }
  27121. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27122. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27123. VertexNormalsHelper.prototype.update = function () {
  27124. this.object.updateMatrixWorld( true );
  27125. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27126. var matrixWorld = this.object.matrixWorld;
  27127. var position = this.geometry.attributes.position;
  27128. //
  27129. var objGeometry = this.object.geometry;
  27130. if ( objGeometry && objGeometry.isGeometry ) {
  27131. var vertices = objGeometry.vertices;
  27132. var faces = objGeometry.faces;
  27133. var idx = 0;
  27134. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27135. var face = faces[ i ];
  27136. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27137. var vertex = vertices[ face[ _keys[ j ] ] ];
  27138. var normal = face.vertexNormals[ j ];
  27139. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27140. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27141. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27142. idx = idx + 1;
  27143. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27144. idx = idx + 1;
  27145. }
  27146. }
  27147. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27148. var objPos = objGeometry.attributes.position;
  27149. var objNorm = objGeometry.attributes.normal;
  27150. var idx = 0;
  27151. // for simplicity, ignore index and drawcalls, and render every normal
  27152. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27153. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27154. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27155. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27156. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27157. idx = idx + 1;
  27158. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27159. idx = idx + 1;
  27160. }
  27161. }
  27162. position.needsUpdate = true;
  27163. };
  27164. /**
  27165. * @author alteredq / http://alteredqualia.com/
  27166. * @author mrdoob / http://mrdoob.com/
  27167. * @author WestLangley / http://github.com/WestLangley
  27168. */
  27169. var _vector$7 = new Vector3();
  27170. function SpotLightHelper( light, color ) {
  27171. Object3D.call( this );
  27172. this.light = light;
  27173. this.light.updateMatrixWorld();
  27174. this.matrix = light.matrixWorld;
  27175. this.matrixAutoUpdate = false;
  27176. this.color = color;
  27177. var geometry = new BufferGeometry();
  27178. var positions = [
  27179. 0, 0, 0, 0, 0, 1,
  27180. 0, 0, 0, 1, 0, 1,
  27181. 0, 0, 0, - 1, 0, 1,
  27182. 0, 0, 0, 0, 1, 1,
  27183. 0, 0, 0, 0, - 1, 1
  27184. ];
  27185. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27186. var p1 = ( i / l ) * Math.PI * 2;
  27187. var p2 = ( j / l ) * Math.PI * 2;
  27188. positions.push(
  27189. Math.cos( p1 ), Math.sin( p1 ), 1,
  27190. Math.cos( p2 ), Math.sin( p2 ), 1
  27191. );
  27192. }
  27193. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27194. var material = new LineBasicMaterial( { fog: false } );
  27195. this.cone = new LineSegments( geometry, material );
  27196. this.add( this.cone );
  27197. this.update();
  27198. }
  27199. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27200. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27201. SpotLightHelper.prototype.dispose = function () {
  27202. this.cone.geometry.dispose();
  27203. this.cone.material.dispose();
  27204. };
  27205. SpotLightHelper.prototype.update = function () {
  27206. this.light.updateMatrixWorld();
  27207. var coneLength = this.light.distance ? this.light.distance : 1000;
  27208. var coneWidth = coneLength * Math.tan( this.light.angle );
  27209. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27210. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27211. this.cone.lookAt( _vector$7 );
  27212. if ( this.color !== undefined ) {
  27213. this.cone.material.color.set( this.color );
  27214. } else {
  27215. this.cone.material.color.copy( this.light.color );
  27216. }
  27217. };
  27218. /**
  27219. * @author Sean Griffin / http://twitter.com/sgrif
  27220. * @author Michael Guerrero / http://realitymeltdown.com
  27221. * @author mrdoob / http://mrdoob.com/
  27222. * @author ikerr / http://verold.com
  27223. * @author Mugen87 / https://github.com/Mugen87
  27224. */
  27225. var _vector$8 = new Vector3();
  27226. var _boneMatrix = new Matrix4();
  27227. var _matrixWorldInv = new Matrix4();
  27228. function getBoneList( object ) {
  27229. var boneList = [];
  27230. if ( object && object.isBone ) {
  27231. boneList.push( object );
  27232. }
  27233. for ( var i = 0; i < object.children.length; i ++ ) {
  27234. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27235. }
  27236. return boneList;
  27237. }
  27238. function SkeletonHelper( object ) {
  27239. var bones = getBoneList( object );
  27240. var geometry = new BufferGeometry();
  27241. var vertices = [];
  27242. var colors = [];
  27243. var color1 = new Color( 0, 0, 1 );
  27244. var color2 = new Color( 0, 1, 0 );
  27245. for ( var i = 0; i < bones.length; i ++ ) {
  27246. var bone = bones[ i ];
  27247. if ( bone.parent && bone.parent.isBone ) {
  27248. vertices.push( 0, 0, 0 );
  27249. vertices.push( 0, 0, 0 );
  27250. colors.push( color1.r, color1.g, color1.b );
  27251. colors.push( color2.r, color2.g, color2.b );
  27252. }
  27253. }
  27254. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27255. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27256. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27257. LineSegments.call( this, geometry, material );
  27258. this.root = object;
  27259. this.bones = bones;
  27260. this.matrix = object.matrixWorld;
  27261. this.matrixAutoUpdate = false;
  27262. }
  27263. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27264. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27265. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27266. var bones = this.bones;
  27267. var geometry = this.geometry;
  27268. var position = geometry.getAttribute( 'position' );
  27269. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27270. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27271. var bone = bones[ i ];
  27272. if ( bone.parent && bone.parent.isBone ) {
  27273. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27274. _vector$8.setFromMatrixPosition( _boneMatrix );
  27275. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27276. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27277. _vector$8.setFromMatrixPosition( _boneMatrix );
  27278. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27279. j += 2;
  27280. }
  27281. }
  27282. geometry.getAttribute( 'position' ).needsUpdate = true;
  27283. Object3D.prototype.updateMatrixWorld.call( this, force );
  27284. };
  27285. /**
  27286. * @author alteredq / http://alteredqualia.com/
  27287. * @author mrdoob / http://mrdoob.com/
  27288. */
  27289. function PointLightHelper( light, sphereSize, color ) {
  27290. this.light = light;
  27291. this.light.updateMatrixWorld();
  27292. this.color = color;
  27293. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27294. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27295. Mesh.call( this, geometry, material );
  27296. this.matrix = this.light.matrixWorld;
  27297. this.matrixAutoUpdate = false;
  27298. this.update();
  27299. /*
  27300. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27301. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27302. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27303. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27304. var d = light.distance;
  27305. if ( d === 0.0 ) {
  27306. this.lightDistance.visible = false;
  27307. } else {
  27308. this.lightDistance.scale.set( d, d, d );
  27309. }
  27310. this.add( this.lightDistance );
  27311. */
  27312. }
  27313. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27314. PointLightHelper.prototype.constructor = PointLightHelper;
  27315. PointLightHelper.prototype.dispose = function () {
  27316. this.geometry.dispose();
  27317. this.material.dispose();
  27318. };
  27319. PointLightHelper.prototype.update = function () {
  27320. if ( this.color !== undefined ) {
  27321. this.material.color.set( this.color );
  27322. } else {
  27323. this.material.color.copy( this.light.color );
  27324. }
  27325. /*
  27326. var d = this.light.distance;
  27327. if ( d === 0.0 ) {
  27328. this.lightDistance.visible = false;
  27329. } else {
  27330. this.lightDistance.visible = true;
  27331. this.lightDistance.scale.set( d, d, d );
  27332. }
  27333. */
  27334. };
  27335. /**
  27336. * @author abelnation / http://github.com/abelnation
  27337. * @author Mugen87 / http://github.com/Mugen87
  27338. * @author WestLangley / http://github.com/WestLangley
  27339. *
  27340. * This helper must be added as a child of the light
  27341. */
  27342. function RectAreaLightHelper( light, color ) {
  27343. this.type = 'RectAreaLightHelper';
  27344. this.light = light;
  27345. this.color = color; // optional hardwired color for the helper
  27346. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27347. var geometry = new BufferGeometry();
  27348. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27349. geometry.computeBoundingSphere();
  27350. var material = new LineBasicMaterial( { fog: false } );
  27351. Line.call( this, geometry, material );
  27352. //
  27353. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27354. var geometry2 = new BufferGeometry();
  27355. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27356. geometry2.computeBoundingSphere();
  27357. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27358. this.update();
  27359. }
  27360. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27361. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27362. RectAreaLightHelper.prototype.update = function () {
  27363. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27364. if ( this.color !== undefined ) {
  27365. this.material.color.set( this.color );
  27366. this.children[ 0 ].material.color.set( this.color );
  27367. } else {
  27368. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27369. // prevent hue shift
  27370. var c = this.material.color;
  27371. var max = Math.max( c.r, c.g, c.b );
  27372. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27373. this.children[ 0 ].material.color.copy( this.material.color );
  27374. }
  27375. };
  27376. RectAreaLightHelper.prototype.dispose = function () {
  27377. this.geometry.dispose();
  27378. this.material.dispose();
  27379. this.children[ 0 ].geometry.dispose();
  27380. this.children[ 0 ].material.dispose();
  27381. };
  27382. /**
  27383. * @author alteredq / http://alteredqualia.com/
  27384. * @author mrdoob / http://mrdoob.com/
  27385. * @author Mugen87 / https://github.com/Mugen87
  27386. */
  27387. var _vector$9 = new Vector3();
  27388. var _color1 = new Color();
  27389. var _color2 = new Color();
  27390. function HemisphereLightHelper( light, size, color ) {
  27391. Object3D.call( this );
  27392. this.light = light;
  27393. this.light.updateMatrixWorld();
  27394. this.matrix = light.matrixWorld;
  27395. this.matrixAutoUpdate = false;
  27396. this.color = color;
  27397. var geometry = new OctahedronBufferGeometry( size );
  27398. geometry.rotateY( Math.PI * 0.5 );
  27399. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27400. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27401. var position = geometry.getAttribute( 'position' );
  27402. var colors = new Float32Array( position.count * 3 );
  27403. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27404. this.add( new Mesh( geometry, this.material ) );
  27405. this.update();
  27406. }
  27407. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27408. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27409. HemisphereLightHelper.prototype.dispose = function () {
  27410. this.children[ 0 ].geometry.dispose();
  27411. this.children[ 0 ].material.dispose();
  27412. };
  27413. HemisphereLightHelper.prototype.update = function () {
  27414. var mesh = this.children[ 0 ];
  27415. if ( this.color !== undefined ) {
  27416. this.material.color.set( this.color );
  27417. } else {
  27418. var colors = mesh.geometry.getAttribute( 'color' );
  27419. _color1.copy( this.light.color );
  27420. _color2.copy( this.light.groundColor );
  27421. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27422. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27423. colors.setXYZ( i, color.r, color.g, color.b );
  27424. }
  27425. colors.needsUpdate = true;
  27426. }
  27427. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27428. };
  27429. /**
  27430. * @author WestLangley / http://github.com/WestLangley
  27431. */
  27432. function LightProbeHelper( lightProbe, size ) {
  27433. this.lightProbe = lightProbe;
  27434. this.size = size;
  27435. var defines = {};
  27436. defines[ 'GAMMA_OUTPUT' ] = "";
  27437. // material
  27438. var material = new ShaderMaterial( {
  27439. defines: defines,
  27440. uniforms: {
  27441. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27442. intensity: { value: this.lightProbe.intensity }
  27443. },
  27444. vertexShader: [
  27445. 'varying vec3 vNormal;',
  27446. 'void main() {',
  27447. ' vNormal = normalize( normalMatrix * normal );',
  27448. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27449. '}' ].join( '\n' ),
  27450. fragmentShader: [
  27451. '#define RECIPROCAL_PI 0.318309886',
  27452. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27453. ' // matrix is assumed to be orthogonal',
  27454. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27455. '}',
  27456. 'vec3 linearToOutput( in vec3 a ) {',
  27457. ' #ifdef GAMMA_OUTPUT',
  27458. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27459. ' #else',
  27460. ' return a;',
  27461. ' #endif',
  27462. '}',
  27463. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27464. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27465. ' // normal is assumed to have unit length',
  27466. ' float x = normal.x, y = normal.y, z = normal.z;',
  27467. ' // band 0',
  27468. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27469. ' // band 1',
  27470. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27471. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27472. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27473. ' // band 2',
  27474. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27475. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27476. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27477. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27478. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27479. ' return result;',
  27480. '}',
  27481. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27482. 'uniform float intensity; // light probe intensity',
  27483. 'varying vec3 vNormal;',
  27484. 'void main() {',
  27485. ' vec3 normal = normalize( vNormal );',
  27486. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27487. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27488. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27489. ' outgoingLight = linearToOutput( outgoingLight );',
  27490. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27491. '}'
  27492. ].join( '\n' )
  27493. } );
  27494. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27495. Mesh.call( this, geometry, material );
  27496. this.onBeforeRender();
  27497. }
  27498. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27499. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27500. LightProbeHelper.prototype.dispose = function () {
  27501. this.geometry.dispose();
  27502. this.material.dispose();
  27503. };
  27504. LightProbeHelper.prototype.onBeforeRender = function () {
  27505. this.position.copy( this.lightProbe.position );
  27506. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27507. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27508. };
  27509. /**
  27510. * @author mrdoob / http://mrdoob.com/
  27511. */
  27512. function GridHelper( size, divisions, color1, color2 ) {
  27513. size = size || 10;
  27514. divisions = divisions || 10;
  27515. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27516. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27517. var center = divisions / 2;
  27518. var step = size / divisions;
  27519. var halfSize = size / 2;
  27520. var vertices = [], colors = [];
  27521. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27522. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27523. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27524. var color = i === center ? color1 : color2;
  27525. color.toArray( colors, j ); j += 3;
  27526. color.toArray( colors, j ); j += 3;
  27527. color.toArray( colors, j ); j += 3;
  27528. color.toArray( colors, j ); j += 3;
  27529. }
  27530. var geometry = new BufferGeometry();
  27531. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27532. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27533. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27534. LineSegments.call( this, geometry, material );
  27535. }
  27536. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27537. constructor: GridHelper,
  27538. copy: function ( source ) {
  27539. LineSegments.prototype.copy.call( this, source );
  27540. this.geometry.copy( source.geometry );
  27541. this.material.copy( source.material );
  27542. return this;
  27543. },
  27544. clone: function () {
  27545. return new this.constructor().copy( this );
  27546. }
  27547. } );
  27548. /**
  27549. * @author mrdoob / http://mrdoob.com/
  27550. * @author Mugen87 / http://github.com/Mugen87
  27551. * @author Hectate / http://www.github.com/Hectate
  27552. */
  27553. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27554. radius = radius || 10;
  27555. radials = radials || 16;
  27556. circles = circles || 8;
  27557. divisions = divisions || 64;
  27558. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27559. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27560. var vertices = [];
  27561. var colors = [];
  27562. var x, z;
  27563. var v, i, j, r, color;
  27564. // create the radials
  27565. for ( i = 0; i <= radials; i ++ ) {
  27566. v = ( i / radials ) * ( Math.PI * 2 );
  27567. x = Math.sin( v ) * radius;
  27568. z = Math.cos( v ) * radius;
  27569. vertices.push( 0, 0, 0 );
  27570. vertices.push( x, 0, z );
  27571. color = ( i & 1 ) ? color1 : color2;
  27572. colors.push( color.r, color.g, color.b );
  27573. colors.push( color.r, color.g, color.b );
  27574. }
  27575. // create the circles
  27576. for ( i = 0; i <= circles; i ++ ) {
  27577. color = ( i & 1 ) ? color1 : color2;
  27578. r = radius - ( radius / circles * i );
  27579. for ( j = 0; j < divisions; j ++ ) {
  27580. // first vertex
  27581. v = ( j / divisions ) * ( Math.PI * 2 );
  27582. x = Math.sin( v ) * r;
  27583. z = Math.cos( v ) * r;
  27584. vertices.push( x, 0, z );
  27585. colors.push( color.r, color.g, color.b );
  27586. // second vertex
  27587. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27588. x = Math.sin( v ) * r;
  27589. z = Math.cos( v ) * r;
  27590. vertices.push( x, 0, z );
  27591. colors.push( color.r, color.g, color.b );
  27592. }
  27593. }
  27594. var geometry = new BufferGeometry();
  27595. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27596. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27597. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27598. LineSegments.call( this, geometry, material );
  27599. }
  27600. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27601. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27602. /**
  27603. * @author Mugen87 / http://github.com/Mugen87
  27604. */
  27605. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27606. this.audio = audio;
  27607. this.range = range || 1;
  27608. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27609. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27610. var geometry = new BufferGeometry();
  27611. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27612. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27613. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27614. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27615. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27616. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27617. this.update();
  27618. }
  27619. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27620. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27621. PositionalAudioHelper.prototype.update = function () {
  27622. var audio = this.audio;
  27623. var range = this.range;
  27624. var divisionsInnerAngle = this.divisionsInnerAngle;
  27625. var divisionsOuterAngle = this.divisionsOuterAngle;
  27626. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27627. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27628. var halfConeInnerAngle = coneInnerAngle / 2;
  27629. var halfConeOuterAngle = coneOuterAngle / 2;
  27630. var start = 0;
  27631. var count = 0;
  27632. var i, stride;
  27633. var geometry = this.geometry;
  27634. var positionAttribute = geometry.attributes.position;
  27635. geometry.clearGroups();
  27636. //
  27637. function generateSegment( from, to, divisions, materialIndex ) {
  27638. var step = ( to - from ) / divisions;
  27639. positionAttribute.setXYZ( start, 0, 0, 0 );
  27640. count ++;
  27641. for ( i = from; i < to; i += step ) {
  27642. stride = start + count;
  27643. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27644. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27645. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27646. count += 3;
  27647. }
  27648. geometry.addGroup( start, count, materialIndex );
  27649. start += count;
  27650. count = 0;
  27651. }
  27652. //
  27653. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27654. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27655. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27656. //
  27657. positionAttribute.needsUpdate = true;
  27658. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27659. };
  27660. PositionalAudioHelper.prototype.dispose = function () {
  27661. this.geometry.dispose();
  27662. this.material[ 0 ].dispose();
  27663. this.material[ 1 ].dispose();
  27664. };
  27665. /**
  27666. * @author mrdoob / http://mrdoob.com/
  27667. * @author WestLangley / http://github.com/WestLangley
  27668. */
  27669. var _v1$6 = new Vector3();
  27670. var _v2$4 = new Vector3();
  27671. var _normalMatrix$2 = new Matrix3();
  27672. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27673. // FaceNormalsHelper only supports THREE.Geometry
  27674. this.object = object;
  27675. this.size = ( size !== undefined ) ? size : 1;
  27676. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27677. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27678. //
  27679. var nNormals = 0;
  27680. var objGeometry = this.object.geometry;
  27681. if ( objGeometry && objGeometry.isGeometry ) {
  27682. nNormals = objGeometry.faces.length;
  27683. } else {
  27684. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27685. }
  27686. //
  27687. var geometry = new BufferGeometry();
  27688. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27689. geometry.addAttribute( 'position', positions );
  27690. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27691. //
  27692. this.matrixAutoUpdate = false;
  27693. this.update();
  27694. }
  27695. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27696. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27697. FaceNormalsHelper.prototype.update = function () {
  27698. this.object.updateMatrixWorld( true );
  27699. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27700. var matrixWorld = this.object.matrixWorld;
  27701. var position = this.geometry.attributes.position;
  27702. //
  27703. var objGeometry = this.object.geometry;
  27704. var vertices = objGeometry.vertices;
  27705. var faces = objGeometry.faces;
  27706. var idx = 0;
  27707. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27708. var face = faces[ i ];
  27709. var normal = face.normal;
  27710. _v1$6.copy( vertices[ face.a ] )
  27711. .add( vertices[ face.b ] )
  27712. .add( vertices[ face.c ] )
  27713. .divideScalar( 3 )
  27714. .applyMatrix4( matrixWorld );
  27715. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27716. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27717. idx = idx + 1;
  27718. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27719. idx = idx + 1;
  27720. }
  27721. position.needsUpdate = true;
  27722. };
  27723. /**
  27724. * @author alteredq / http://alteredqualia.com/
  27725. * @author mrdoob / http://mrdoob.com/
  27726. * @author WestLangley / http://github.com/WestLangley
  27727. */
  27728. var _v1$7 = new Vector3();
  27729. var _v2$5 = new Vector3();
  27730. var _v3$1 = new Vector3();
  27731. function DirectionalLightHelper( light, size, color ) {
  27732. Object3D.call( this );
  27733. this.light = light;
  27734. this.light.updateMatrixWorld();
  27735. this.matrix = light.matrixWorld;
  27736. this.matrixAutoUpdate = false;
  27737. this.color = color;
  27738. if ( size === undefined ) { size = 1; }
  27739. var geometry = new BufferGeometry();
  27740. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27741. - size, size, 0,
  27742. size, size, 0,
  27743. size, - size, 0,
  27744. - size, - size, 0,
  27745. - size, size, 0
  27746. ], 3 ) );
  27747. var material = new LineBasicMaterial( { fog: false } );
  27748. this.lightPlane = new Line( geometry, material );
  27749. this.add( this.lightPlane );
  27750. geometry = new BufferGeometry();
  27751. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27752. this.targetLine = new Line( geometry, material );
  27753. this.add( this.targetLine );
  27754. this.update();
  27755. }
  27756. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27757. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27758. DirectionalLightHelper.prototype.dispose = function () {
  27759. this.lightPlane.geometry.dispose();
  27760. this.lightPlane.material.dispose();
  27761. this.targetLine.geometry.dispose();
  27762. this.targetLine.material.dispose();
  27763. };
  27764. DirectionalLightHelper.prototype.update = function () {
  27765. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27766. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27767. _v3$1.subVectors( _v2$5, _v1$7 );
  27768. this.lightPlane.lookAt( _v2$5 );
  27769. if ( this.color !== undefined ) {
  27770. this.lightPlane.material.color.set( this.color );
  27771. this.targetLine.material.color.set( this.color );
  27772. } else {
  27773. this.lightPlane.material.color.copy( this.light.color );
  27774. this.targetLine.material.color.copy( this.light.color );
  27775. }
  27776. this.targetLine.lookAt( _v2$5 );
  27777. this.targetLine.scale.z = _v3$1.length();
  27778. };
  27779. /**
  27780. * @author alteredq / http://alteredqualia.com/
  27781. * @author Mugen87 / https://github.com/Mugen87
  27782. *
  27783. * - shows frustum, line of sight and up of the camera
  27784. * - suitable for fast updates
  27785. * - based on frustum visualization in lightgl.js shadowmap example
  27786. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27787. */
  27788. var _vector$a = new Vector3();
  27789. var _camera = new Camera();
  27790. function CameraHelper( camera ) {
  27791. var geometry = new BufferGeometry();
  27792. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27793. var vertices = [];
  27794. var colors = [];
  27795. var pointMap = {};
  27796. // colors
  27797. var colorFrustum = new Color( 0xffaa00 );
  27798. var colorCone = new Color( 0xff0000 );
  27799. var colorUp = new Color( 0x00aaff );
  27800. var colorTarget = new Color( 0xffffff );
  27801. var colorCross = new Color( 0x333333 );
  27802. // near
  27803. addLine( 'n1', 'n2', colorFrustum );
  27804. addLine( 'n2', 'n4', colorFrustum );
  27805. addLine( 'n4', 'n3', colorFrustum );
  27806. addLine( 'n3', 'n1', colorFrustum );
  27807. // far
  27808. addLine( 'f1', 'f2', colorFrustum );
  27809. addLine( 'f2', 'f4', colorFrustum );
  27810. addLine( 'f4', 'f3', colorFrustum );
  27811. addLine( 'f3', 'f1', colorFrustum );
  27812. // sides
  27813. addLine( 'n1', 'f1', colorFrustum );
  27814. addLine( 'n2', 'f2', colorFrustum );
  27815. addLine( 'n3', 'f3', colorFrustum );
  27816. addLine( 'n4', 'f4', colorFrustum );
  27817. // cone
  27818. addLine( 'p', 'n1', colorCone );
  27819. addLine( 'p', 'n2', colorCone );
  27820. addLine( 'p', 'n3', colorCone );
  27821. addLine( 'p', 'n4', colorCone );
  27822. // up
  27823. addLine( 'u1', 'u2', colorUp );
  27824. addLine( 'u2', 'u3', colorUp );
  27825. addLine( 'u3', 'u1', colorUp );
  27826. // target
  27827. addLine( 'c', 't', colorTarget );
  27828. addLine( 'p', 'c', colorCross );
  27829. // cross
  27830. addLine( 'cn1', 'cn2', colorCross );
  27831. addLine( 'cn3', 'cn4', colorCross );
  27832. addLine( 'cf1', 'cf2', colorCross );
  27833. addLine( 'cf3', 'cf4', colorCross );
  27834. function addLine( a, b, color ) {
  27835. addPoint( a, color );
  27836. addPoint( b, color );
  27837. }
  27838. function addPoint( id, color ) {
  27839. vertices.push( 0, 0, 0 );
  27840. colors.push( color.r, color.g, color.b );
  27841. if ( pointMap[ id ] === undefined ) {
  27842. pointMap[ id ] = [];
  27843. }
  27844. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27845. }
  27846. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27847. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27848. LineSegments.call( this, geometry, material );
  27849. this.camera = camera;
  27850. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27851. this.matrix = camera.matrixWorld;
  27852. this.matrixAutoUpdate = false;
  27853. this.pointMap = pointMap;
  27854. this.update();
  27855. }
  27856. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27857. CameraHelper.prototype.constructor = CameraHelper;
  27858. CameraHelper.prototype.update = function () {
  27859. var geometry = this.geometry;
  27860. var pointMap = this.pointMap;
  27861. var w = 1, h = 1;
  27862. // we need just camera projection matrix inverse
  27863. // world matrix must be identity
  27864. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27865. // center / target
  27866. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27867. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27868. // near
  27869. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27870. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27871. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27872. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27873. // far
  27874. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27875. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27876. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27877. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27878. // up
  27879. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27880. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27881. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27882. // cross
  27883. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27884. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27885. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27886. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27887. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27888. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27889. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27890. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27891. geometry.getAttribute( 'position' ).needsUpdate = true;
  27892. };
  27893. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27894. _vector$a.set( x, y, z ).unproject( camera );
  27895. var points = pointMap[ point ];
  27896. if ( points !== undefined ) {
  27897. var position = geometry.getAttribute( 'position' );
  27898. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27899. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27900. }
  27901. }
  27902. }
  27903. /**
  27904. * @author mrdoob / http://mrdoob.com/
  27905. * @author Mugen87 / http://github.com/Mugen87
  27906. */
  27907. var _box$2 = new Box3();
  27908. function BoxHelper( object, color ) {
  27909. this.object = object;
  27910. if ( color === undefined ) { color = 0xffff00; }
  27911. 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 ] );
  27912. var positions = new Float32Array( 8 * 3 );
  27913. var geometry = new BufferGeometry();
  27914. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27915. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27916. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27917. this.matrixAutoUpdate = false;
  27918. this.update();
  27919. }
  27920. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27921. BoxHelper.prototype.constructor = BoxHelper;
  27922. BoxHelper.prototype.update = function ( object ) {
  27923. if ( object !== undefined ) {
  27924. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27925. }
  27926. if ( this.object !== undefined ) {
  27927. _box$2.setFromObject( this.object );
  27928. }
  27929. if ( _box$2.isEmpty() ) { return; }
  27930. var min = _box$2.min;
  27931. var max = _box$2.max;
  27932. /*
  27933. 5____4
  27934. 1/___0/|
  27935. | 6__|_7
  27936. 2/___3/
  27937. 0: max.x, max.y, max.z
  27938. 1: min.x, max.y, max.z
  27939. 2: min.x, min.y, max.z
  27940. 3: max.x, min.y, max.z
  27941. 4: max.x, max.y, min.z
  27942. 5: min.x, max.y, min.z
  27943. 6: min.x, min.y, min.z
  27944. 7: max.x, min.y, min.z
  27945. */
  27946. var position = this.geometry.attributes.position;
  27947. var array = position.array;
  27948. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27949. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27950. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27951. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27952. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27953. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27954. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27955. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27956. position.needsUpdate = true;
  27957. this.geometry.computeBoundingSphere();
  27958. };
  27959. BoxHelper.prototype.setFromObject = function ( object ) {
  27960. this.object = object;
  27961. this.update();
  27962. return this;
  27963. };
  27964. BoxHelper.prototype.copy = function ( source ) {
  27965. LineSegments.prototype.copy.call( this, source );
  27966. this.object = source.object;
  27967. return this;
  27968. };
  27969. BoxHelper.prototype.clone = function () {
  27970. return new this.constructor().copy( this );
  27971. };
  27972. /**
  27973. * @author WestLangley / http://github.com/WestLangley
  27974. */
  27975. function Box3Helper( box, color ) {
  27976. this.type = 'Box3Helper';
  27977. this.box = box;
  27978. color = color || 0xffff00;
  27979. 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 ] );
  27980. 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 ];
  27981. var geometry = new BufferGeometry();
  27982. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27983. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27984. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27985. this.geometry.computeBoundingSphere();
  27986. }
  27987. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27988. Box3Helper.prototype.constructor = Box3Helper;
  27989. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27990. var box = this.box;
  27991. if ( box.isEmpty() ) { return; }
  27992. box.getCenter( this.position );
  27993. box.getSize( this.scale );
  27994. this.scale.multiplyScalar( 0.5 );
  27995. Object3D.prototype.updateMatrixWorld.call( this, force );
  27996. };
  27997. /**
  27998. * @author WestLangley / http://github.com/WestLangley
  27999. */
  28000. function PlaneHelper( plane, size, hex ) {
  28001. this.type = 'PlaneHelper';
  28002. this.plane = plane;
  28003. this.size = ( size === undefined ) ? 1 : size;
  28004. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28005. 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 ];
  28006. var geometry = new BufferGeometry();
  28007. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28008. geometry.computeBoundingSphere();
  28009. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28010. //
  28011. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28012. var geometry2 = new BufferGeometry();
  28013. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28014. geometry2.computeBoundingSphere();
  28015. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28016. }
  28017. PlaneHelper.prototype = Object.create( Line.prototype );
  28018. PlaneHelper.prototype.constructor = PlaneHelper;
  28019. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28020. var scale = - this.plane.constant;
  28021. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28022. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28023. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28024. this.lookAt( this.plane.normal );
  28025. Object3D.prototype.updateMatrixWorld.call( this, force );
  28026. };
  28027. /**
  28028. * @author WestLangley / http://github.com/WestLangley
  28029. * @author zz85 / http://github.com/zz85
  28030. * @author bhouston / http://clara.io
  28031. *
  28032. * Creates an arrow for visualizing directions
  28033. *
  28034. * Parameters:
  28035. * dir - Vector3
  28036. * origin - Vector3
  28037. * length - Number
  28038. * color - color in hex value
  28039. * headLength - Number
  28040. * headWidth - Number
  28041. */
  28042. var _axis = new Vector3();
  28043. var _lineGeometry, _coneGeometry;
  28044. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28045. // dir is assumed to be normalized
  28046. Object3D.call( this );
  28047. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28048. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28049. if ( length === undefined ) { length = 1; }
  28050. if ( color === undefined ) { color = 0xffff00; }
  28051. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28052. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28053. if ( _lineGeometry === undefined ) {
  28054. _lineGeometry = new BufferGeometry();
  28055. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28056. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28057. _coneGeometry.translate( 0, - 0.5, 0 );
  28058. }
  28059. this.position.copy( origin );
  28060. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28061. this.line.matrixAutoUpdate = false;
  28062. this.add( this.line );
  28063. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28064. this.cone.matrixAutoUpdate = false;
  28065. this.add( this.cone );
  28066. this.setDirection( dir );
  28067. this.setLength( length, headLength, headWidth );
  28068. }
  28069. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28070. ArrowHelper.prototype.constructor = ArrowHelper;
  28071. ArrowHelper.prototype.setDirection = function ( dir ) {
  28072. // dir is assumed to be normalized
  28073. if ( dir.y > 0.99999 ) {
  28074. this.quaternion.set( 0, 0, 0, 1 );
  28075. } else if ( dir.y < - 0.99999 ) {
  28076. this.quaternion.set( 1, 0, 0, 0 );
  28077. } else {
  28078. _axis.set( dir.z, 0, - dir.x ).normalize();
  28079. var radians = Math.acos( dir.y );
  28080. this.quaternion.setFromAxisAngle( _axis, radians );
  28081. }
  28082. };
  28083. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28084. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28085. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28086. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28087. this.line.updateMatrix();
  28088. this.cone.scale.set( headWidth, headLength, headWidth );
  28089. this.cone.position.y = length;
  28090. this.cone.updateMatrix();
  28091. };
  28092. ArrowHelper.prototype.setColor = function ( color ) {
  28093. this.line.material.color.set( color );
  28094. this.cone.material.color.set( color );
  28095. };
  28096. ArrowHelper.prototype.copy = function ( source ) {
  28097. Object3D.prototype.copy.call( this, source, false );
  28098. this.line.copy( source.line );
  28099. this.cone.copy( source.cone );
  28100. return this;
  28101. };
  28102. ArrowHelper.prototype.clone = function () {
  28103. return new this.constructor().copy( this );
  28104. };
  28105. /**
  28106. * @author sroucheray / http://sroucheray.org/
  28107. * @author mrdoob / http://mrdoob.com/
  28108. */
  28109. function AxesHelper( size ) {
  28110. size = size || 1;
  28111. var vertices = [
  28112. 0, 0, 0, size, 0, 0,
  28113. 0, 0, 0, 0, size, 0,
  28114. 0, 0, 0, 0, 0, size
  28115. ];
  28116. var colors = [
  28117. 1, 0, 0, 1, 0.6, 0,
  28118. 0, 1, 0, 0.6, 1, 0,
  28119. 0, 0, 1, 0, 0.6, 1
  28120. ];
  28121. var geometry = new BufferGeometry();
  28122. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28123. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28124. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28125. LineSegments.call( this, geometry, material );
  28126. }
  28127. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28128. AxesHelper.prototype.constructor = AxesHelper;
  28129. /**
  28130. * @author mrdoob / http://mrdoob.com/
  28131. */
  28132. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28133. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28134. return new Face3( a, b, c, normal, color, materialIndex );
  28135. }
  28136. var LineStrip = 0;
  28137. var LinePieces = 1;
  28138. function MeshFaceMaterial( materials ) {
  28139. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28140. return materials;
  28141. }
  28142. function MultiMaterial( materials ) {
  28143. if ( materials === undefined ) { materials = []; }
  28144. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28145. materials.isMultiMaterial = true;
  28146. materials.materials = materials;
  28147. materials.clone = function () {
  28148. return materials.slice();
  28149. };
  28150. return materials;
  28151. }
  28152. function PointCloud( geometry, material ) {
  28153. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28154. return new Points( geometry, material );
  28155. }
  28156. function Particle( material ) {
  28157. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28158. return new Sprite( material );
  28159. }
  28160. function ParticleSystem( geometry, material ) {
  28161. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28162. return new Points( geometry, material );
  28163. }
  28164. function PointCloudMaterial( parameters ) {
  28165. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28166. return new PointsMaterial( parameters );
  28167. }
  28168. function ParticleBasicMaterial( parameters ) {
  28169. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28170. return new PointsMaterial( parameters );
  28171. }
  28172. function ParticleSystemMaterial( parameters ) {
  28173. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28174. return new PointsMaterial( parameters );
  28175. }
  28176. function Vertex( x, y, z ) {
  28177. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28178. return new Vector3( x, y, z );
  28179. }
  28180. //
  28181. function DynamicBufferAttribute( array, itemSize ) {
  28182. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28183. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28184. }
  28185. function Int8Attribute( array, itemSize ) {
  28186. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28187. return new Int8BufferAttribute( array, itemSize );
  28188. }
  28189. function Uint8Attribute( array, itemSize ) {
  28190. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28191. return new Uint8BufferAttribute( array, itemSize );
  28192. }
  28193. function Uint8ClampedAttribute( array, itemSize ) {
  28194. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28195. return new Uint8ClampedBufferAttribute( array, itemSize );
  28196. }
  28197. function Int16Attribute( array, itemSize ) {
  28198. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28199. return new Int16BufferAttribute( array, itemSize );
  28200. }
  28201. function Uint16Attribute( array, itemSize ) {
  28202. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28203. return new Uint16BufferAttribute( array, itemSize );
  28204. }
  28205. function Int32Attribute( array, itemSize ) {
  28206. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28207. return new Int32BufferAttribute( array, itemSize );
  28208. }
  28209. function Uint32Attribute( array, itemSize ) {
  28210. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28211. return new Uint32BufferAttribute( array, itemSize );
  28212. }
  28213. function Float32Attribute( array, itemSize ) {
  28214. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28215. return new Float32BufferAttribute( array, itemSize );
  28216. }
  28217. function Float64Attribute( array, itemSize ) {
  28218. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28219. return new Float64BufferAttribute( array, itemSize );
  28220. }
  28221. //
  28222. Curve.create = function ( construct, getPoint ) {
  28223. console.log( 'THREE.Curve.create() has been deprecated' );
  28224. construct.prototype = Object.create( Curve.prototype );
  28225. construct.prototype.constructor = construct;
  28226. construct.prototype.getPoint = getPoint;
  28227. return construct;
  28228. };
  28229. //
  28230. Object.assign( CurvePath.prototype, {
  28231. createPointsGeometry: function ( divisions ) {
  28232. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28233. // generate geometry from path points (for Line or Points objects)
  28234. var pts = this.getPoints( divisions );
  28235. return this.createGeometry( pts );
  28236. },
  28237. createSpacedPointsGeometry: function ( divisions ) {
  28238. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28239. // generate geometry from equidistant sampling along the path
  28240. var pts = this.getSpacedPoints( divisions );
  28241. return this.createGeometry( pts );
  28242. },
  28243. createGeometry: function ( points ) {
  28244. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28245. var geometry = new Geometry();
  28246. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28247. var point = points[ i ];
  28248. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28249. }
  28250. return geometry;
  28251. }
  28252. } );
  28253. //
  28254. Object.assign( Path.prototype, {
  28255. fromPoints: function ( points ) {
  28256. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28257. this.setFromPoints( points );
  28258. }
  28259. } );
  28260. //
  28261. function ClosedSplineCurve3( points ) {
  28262. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28263. CatmullRomCurve3.call( this, points );
  28264. this.type = 'catmullrom';
  28265. this.closed = true;
  28266. }
  28267. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28268. //
  28269. function SplineCurve3( points ) {
  28270. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28271. CatmullRomCurve3.call( this, points );
  28272. this.type = 'catmullrom';
  28273. }
  28274. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28275. //
  28276. function Spline( points ) {
  28277. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28278. CatmullRomCurve3.call( this, points );
  28279. this.type = 'catmullrom';
  28280. }
  28281. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28282. Object.assign( Spline.prototype, {
  28283. initFromArray: function ( /* a */ ) {
  28284. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28285. },
  28286. getControlPointsArray: function ( /* optionalTarget */ ) {
  28287. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28288. },
  28289. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28290. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28291. }
  28292. } );
  28293. //
  28294. function AxisHelper( size ) {
  28295. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28296. return new AxesHelper( size );
  28297. }
  28298. function BoundingBoxHelper( object, color ) {
  28299. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28300. return new BoxHelper( object, color );
  28301. }
  28302. function EdgesHelper( object, hex ) {
  28303. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28304. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28305. }
  28306. GridHelper.prototype.setColors = function () {
  28307. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28308. };
  28309. SkeletonHelper.prototype.update = function () {
  28310. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28311. };
  28312. function WireframeHelper( object, hex ) {
  28313. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28314. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28315. }
  28316. //
  28317. Object.assign( Loader.prototype, {
  28318. extractUrlBase: function ( url ) {
  28319. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28320. return LoaderUtils.extractUrlBase( url );
  28321. }
  28322. } );
  28323. Loader.Handlers = {
  28324. add: function ( /* regex, loader */ ) {
  28325. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28326. },
  28327. get: function ( /* file */ ) {
  28328. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28329. }
  28330. };
  28331. function XHRLoader( manager ) {
  28332. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28333. return new FileLoader( manager );
  28334. }
  28335. function BinaryTextureLoader( manager ) {
  28336. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28337. return new DataTextureLoader( manager );
  28338. }
  28339. Object.assign( ObjectLoader.prototype, {
  28340. setTexturePath: function ( value ) {
  28341. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28342. return this.setResourcePath( value );
  28343. }
  28344. } );
  28345. //
  28346. Object.assign( Box2.prototype, {
  28347. center: function ( optionalTarget ) {
  28348. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28349. return this.getCenter( optionalTarget );
  28350. },
  28351. empty: function () {
  28352. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28353. return this.isEmpty();
  28354. },
  28355. isIntersectionBox: function ( box ) {
  28356. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28357. return this.intersectsBox( box );
  28358. },
  28359. size: function ( optionalTarget ) {
  28360. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28361. return this.getSize( optionalTarget );
  28362. }
  28363. } );
  28364. Object.assign( Box3.prototype, {
  28365. center: function ( optionalTarget ) {
  28366. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28367. return this.getCenter( optionalTarget );
  28368. },
  28369. empty: function () {
  28370. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28371. return this.isEmpty();
  28372. },
  28373. isIntersectionBox: function ( box ) {
  28374. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28375. return this.intersectsBox( box );
  28376. },
  28377. isIntersectionSphere: function ( sphere ) {
  28378. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28379. return this.intersectsSphere( sphere );
  28380. },
  28381. size: function ( optionalTarget ) {
  28382. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28383. return this.getSize( optionalTarget );
  28384. }
  28385. } );
  28386. Line3.prototype.center = function ( optionalTarget ) {
  28387. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28388. return this.getCenter( optionalTarget );
  28389. };
  28390. Object.assign( _Math, {
  28391. random16: function () {
  28392. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28393. return Math.random();
  28394. },
  28395. nearestPowerOfTwo: function ( value ) {
  28396. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28397. return _Math.floorPowerOfTwo( value );
  28398. },
  28399. nextPowerOfTwo: function ( value ) {
  28400. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28401. return _Math.ceilPowerOfTwo( value );
  28402. }
  28403. } );
  28404. Object.assign( Matrix3.prototype, {
  28405. flattenToArrayOffset: function ( array, offset ) {
  28406. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28407. return this.toArray( array, offset );
  28408. },
  28409. multiplyVector3: function ( vector ) {
  28410. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28411. return vector.applyMatrix3( this );
  28412. },
  28413. multiplyVector3Array: function ( /* a */ ) {
  28414. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28415. },
  28416. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28417. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28418. return this.applyToBufferAttribute( buffer );
  28419. },
  28420. applyToVector3Array: function ( /* array, offset, length */ ) {
  28421. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28422. }
  28423. } );
  28424. Object.assign( Matrix4.prototype, {
  28425. extractPosition: function ( m ) {
  28426. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28427. return this.copyPosition( m );
  28428. },
  28429. flattenToArrayOffset: function ( array, offset ) {
  28430. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28431. return this.toArray( array, offset );
  28432. },
  28433. getPosition: function () {
  28434. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28435. return new Vector3().setFromMatrixColumn( this, 3 );
  28436. },
  28437. setRotationFromQuaternion: function ( q ) {
  28438. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28439. return this.makeRotationFromQuaternion( q );
  28440. },
  28441. multiplyToArray: function () {
  28442. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28443. },
  28444. multiplyVector3: function ( vector ) {
  28445. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28446. return vector.applyMatrix4( this );
  28447. },
  28448. multiplyVector4: function ( vector ) {
  28449. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28450. return vector.applyMatrix4( this );
  28451. },
  28452. multiplyVector3Array: function ( /* a */ ) {
  28453. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28454. },
  28455. rotateAxis: function ( v ) {
  28456. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28457. v.transformDirection( this );
  28458. },
  28459. crossVector: function ( vector ) {
  28460. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28461. return vector.applyMatrix4( this );
  28462. },
  28463. translate: function () {
  28464. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28465. },
  28466. rotateX: function () {
  28467. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28468. },
  28469. rotateY: function () {
  28470. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28471. },
  28472. rotateZ: function () {
  28473. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28474. },
  28475. rotateByAxis: function () {
  28476. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28477. },
  28478. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28479. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28480. return this.applyToBufferAttribute( buffer );
  28481. },
  28482. applyToVector3Array: function ( /* array, offset, length */ ) {
  28483. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28484. },
  28485. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28486. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28487. return this.makePerspective( left, right, top, bottom, near, far );
  28488. }
  28489. } );
  28490. Plane.prototype.isIntersectionLine = function ( line ) {
  28491. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28492. return this.intersectsLine( line );
  28493. };
  28494. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28495. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28496. return vector.applyQuaternion( this );
  28497. };
  28498. Object.assign( Ray.prototype, {
  28499. isIntersectionBox: function ( box ) {
  28500. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28501. return this.intersectsBox( box );
  28502. },
  28503. isIntersectionPlane: function ( plane ) {
  28504. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28505. return this.intersectsPlane( plane );
  28506. },
  28507. isIntersectionSphere: function ( sphere ) {
  28508. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28509. return this.intersectsSphere( sphere );
  28510. }
  28511. } );
  28512. Object.assign( Triangle.prototype, {
  28513. area: function () {
  28514. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28515. return this.getArea();
  28516. },
  28517. barycoordFromPoint: function ( point, target ) {
  28518. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28519. return this.getBarycoord( point, target );
  28520. },
  28521. midpoint: function ( target ) {
  28522. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28523. return this.getMidpoint( target );
  28524. },
  28525. normal: function ( target ) {
  28526. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28527. return this.getNormal( target );
  28528. },
  28529. plane: function ( target ) {
  28530. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28531. return this.getPlane( target );
  28532. }
  28533. } );
  28534. Object.assign( Triangle, {
  28535. barycoordFromPoint: function ( point, a, b, c, target ) {
  28536. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28537. return Triangle.getBarycoord( point, a, b, c, target );
  28538. },
  28539. normal: function ( a, b, c, target ) {
  28540. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28541. return Triangle.getNormal( a, b, c, target );
  28542. }
  28543. } );
  28544. Object.assign( Shape.prototype, {
  28545. extractAllPoints: function ( divisions ) {
  28546. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28547. return this.extractPoints( divisions );
  28548. },
  28549. extrude: function ( options ) {
  28550. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28551. return new ExtrudeGeometry( this, options );
  28552. },
  28553. makeGeometry: function ( options ) {
  28554. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28555. return new ShapeGeometry( this, options );
  28556. }
  28557. } );
  28558. Object.assign( Vector2.prototype, {
  28559. fromAttribute: function ( attribute, index, offset ) {
  28560. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28561. return this.fromBufferAttribute( attribute, index, offset );
  28562. },
  28563. distanceToManhattan: function ( v ) {
  28564. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28565. return this.manhattanDistanceTo( v );
  28566. },
  28567. lengthManhattan: function () {
  28568. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28569. return this.manhattanLength();
  28570. }
  28571. } );
  28572. Object.assign( Vector3.prototype, {
  28573. setEulerFromRotationMatrix: function () {
  28574. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28575. },
  28576. setEulerFromQuaternion: function () {
  28577. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28578. },
  28579. getPositionFromMatrix: function ( m ) {
  28580. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28581. return this.setFromMatrixPosition( m );
  28582. },
  28583. getScaleFromMatrix: function ( m ) {
  28584. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28585. return this.setFromMatrixScale( m );
  28586. },
  28587. getColumnFromMatrix: function ( index, matrix ) {
  28588. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28589. return this.setFromMatrixColumn( matrix, index );
  28590. },
  28591. applyProjection: function ( m ) {
  28592. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28593. return this.applyMatrix4( m );
  28594. },
  28595. fromAttribute: function ( attribute, index, offset ) {
  28596. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28597. return this.fromBufferAttribute( attribute, index, offset );
  28598. },
  28599. distanceToManhattan: function ( v ) {
  28600. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28601. return this.manhattanDistanceTo( v );
  28602. },
  28603. lengthManhattan: function () {
  28604. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28605. return this.manhattanLength();
  28606. }
  28607. } );
  28608. Object.assign( Vector4.prototype, {
  28609. fromAttribute: function ( attribute, index, offset ) {
  28610. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28611. return this.fromBufferAttribute( attribute, index, offset );
  28612. },
  28613. lengthManhattan: function () {
  28614. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28615. return this.manhattanLength();
  28616. }
  28617. } );
  28618. //
  28619. Object.assign( Geometry.prototype, {
  28620. computeTangents: function () {
  28621. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28622. },
  28623. computeLineDistances: function () {
  28624. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28625. }
  28626. } );
  28627. Object.assign( Object3D.prototype, {
  28628. getChildByName: function ( name ) {
  28629. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28630. return this.getObjectByName( name );
  28631. },
  28632. renderDepth: function () {
  28633. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28634. },
  28635. translate: function ( distance, axis ) {
  28636. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28637. return this.translateOnAxis( axis, distance );
  28638. },
  28639. getWorldRotation: function () {
  28640. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28641. }
  28642. } );
  28643. Object.defineProperties( Object3D.prototype, {
  28644. eulerOrder: {
  28645. get: function () {
  28646. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28647. return this.rotation.order;
  28648. },
  28649. set: function ( value ) {
  28650. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28651. this.rotation.order = value;
  28652. }
  28653. },
  28654. useQuaternion: {
  28655. get: function () {
  28656. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28657. },
  28658. set: function () {
  28659. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28660. }
  28661. }
  28662. } );
  28663. Object.defineProperties( LOD.prototype, {
  28664. objects: {
  28665. get: function () {
  28666. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28667. return this.levels;
  28668. }
  28669. }
  28670. } );
  28671. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28672. get: function () {
  28673. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28674. },
  28675. set: function () {
  28676. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28677. }
  28678. } );
  28679. SkinnedMesh.prototype.initBones = function () {
  28680. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28681. };
  28682. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28683. get: function () {
  28684. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28685. return this.arcLengthDivisions;
  28686. },
  28687. set: function ( value ) {
  28688. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28689. this.arcLengthDivisions = value;
  28690. }
  28691. } );
  28692. //
  28693. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28694. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28695. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28696. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  28697. this.setFocalLength( focalLength );
  28698. };
  28699. //
  28700. Object.defineProperties( Light.prototype, {
  28701. onlyShadow: {
  28702. set: function () {
  28703. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28704. }
  28705. },
  28706. shadowCameraFov: {
  28707. set: function ( value ) {
  28708. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28709. this.shadow.camera.fov = value;
  28710. }
  28711. },
  28712. shadowCameraLeft: {
  28713. set: function ( value ) {
  28714. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28715. this.shadow.camera.left = value;
  28716. }
  28717. },
  28718. shadowCameraRight: {
  28719. set: function ( value ) {
  28720. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28721. this.shadow.camera.right = value;
  28722. }
  28723. },
  28724. shadowCameraTop: {
  28725. set: function ( value ) {
  28726. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28727. this.shadow.camera.top = value;
  28728. }
  28729. },
  28730. shadowCameraBottom: {
  28731. set: function ( value ) {
  28732. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28733. this.shadow.camera.bottom = value;
  28734. }
  28735. },
  28736. shadowCameraNear: {
  28737. set: function ( value ) {
  28738. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28739. this.shadow.camera.near = value;
  28740. }
  28741. },
  28742. shadowCameraFar: {
  28743. set: function ( value ) {
  28744. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28745. this.shadow.camera.far = value;
  28746. }
  28747. },
  28748. shadowCameraVisible: {
  28749. set: function () {
  28750. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28751. }
  28752. },
  28753. shadowBias: {
  28754. set: function ( value ) {
  28755. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28756. this.shadow.bias = value;
  28757. }
  28758. },
  28759. shadowDarkness: {
  28760. set: function () {
  28761. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28762. }
  28763. },
  28764. shadowMapWidth: {
  28765. set: function ( value ) {
  28766. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28767. this.shadow.mapSize.width = value;
  28768. }
  28769. },
  28770. shadowMapHeight: {
  28771. set: function ( value ) {
  28772. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28773. this.shadow.mapSize.height = value;
  28774. }
  28775. }
  28776. } );
  28777. //
  28778. Object.defineProperties( BufferAttribute.prototype, {
  28779. length: {
  28780. get: function () {
  28781. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28782. return this.array.length;
  28783. }
  28784. }
  28785. } );
  28786. Object.assign( BufferAttribute.prototype, {
  28787. copyIndicesArray: function ( /* indices */ ) {
  28788. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28789. },
  28790. setArray: function ( array ) {
  28791. console.warn( 'THREE.BufferAttribute: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28792. this.count = array !== undefined ? array.length / this.itemSize : 0;
  28793. this.array = array;
  28794. return this;
  28795. }
  28796. } );
  28797. Object.assign( BufferGeometry.prototype, {
  28798. addIndex: function ( index ) {
  28799. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28800. this.setIndex( index );
  28801. },
  28802. addDrawCall: function ( start, count, indexOffset ) {
  28803. if ( indexOffset !== undefined ) {
  28804. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28805. }
  28806. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28807. this.addGroup( start, count );
  28808. },
  28809. clearDrawCalls: function () {
  28810. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28811. this.clearGroups();
  28812. },
  28813. computeTangents: function () {
  28814. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28815. },
  28816. computeOffsets: function () {
  28817. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28818. }
  28819. } );
  28820. Object.defineProperties( BufferGeometry.prototype, {
  28821. drawcalls: {
  28822. get: function () {
  28823. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28824. return this.groups;
  28825. }
  28826. },
  28827. offsets: {
  28828. get: function () {
  28829. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28830. return this.groups;
  28831. }
  28832. }
  28833. } );
  28834. Object.assign( InterleavedBuffer.prototype, {
  28835. setArray: function ( array ) {
  28836. console.warn( 'THREE.InterleavedBuffer: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28837. this.count = array !== undefined ? array.length / this.stride : 0;
  28838. this.array = array;
  28839. return this;
  28840. }
  28841. } );
  28842. //
  28843. Object.assign( ExtrudeBufferGeometry.prototype, {
  28844. getArrays: function () {
  28845. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28846. },
  28847. addShapeList: function () {
  28848. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28849. },
  28850. addShape: function () {
  28851. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28852. }
  28853. } );
  28854. //
  28855. Object.defineProperties( Uniform.prototype, {
  28856. dynamic: {
  28857. set: function () {
  28858. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28859. }
  28860. },
  28861. onUpdate: {
  28862. value: function () {
  28863. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28864. return this;
  28865. }
  28866. }
  28867. } );
  28868. //
  28869. Object.defineProperties( Material.prototype, {
  28870. wrapAround: {
  28871. get: function () {
  28872. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28873. },
  28874. set: function () {
  28875. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28876. }
  28877. },
  28878. overdraw: {
  28879. get: function () {
  28880. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28881. },
  28882. set: function () {
  28883. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28884. }
  28885. },
  28886. wrapRGB: {
  28887. get: function () {
  28888. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28889. return new Color();
  28890. }
  28891. },
  28892. shading: {
  28893. get: function () {
  28894. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28895. },
  28896. set: function ( value ) {
  28897. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28898. this.flatShading = ( value === FlatShading );
  28899. }
  28900. },
  28901. stencilMask: {
  28902. get: function () {
  28903. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28904. return this.stencilFuncMask;
  28905. },
  28906. set: function ( value ) {
  28907. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28908. this.stencilFuncMask = value;
  28909. }
  28910. }
  28911. } );
  28912. Object.defineProperties( MeshPhongMaterial.prototype, {
  28913. metal: {
  28914. get: function () {
  28915. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28916. return false;
  28917. },
  28918. set: function () {
  28919. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28920. }
  28921. }
  28922. } );
  28923. Object.defineProperties( ShaderMaterial.prototype, {
  28924. derivatives: {
  28925. get: function () {
  28926. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28927. return this.extensions.derivatives;
  28928. },
  28929. set: function ( value ) {
  28930. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28931. this.extensions.derivatives = value;
  28932. }
  28933. }
  28934. } );
  28935. //
  28936. Object.assign( WebGLRenderer.prototype, {
  28937. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28938. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28939. this.setRenderTarget( renderTarget );
  28940. this.clear( color, depth, stencil );
  28941. },
  28942. animate: function ( callback ) {
  28943. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28944. this.setAnimationLoop( callback );
  28945. },
  28946. getCurrentRenderTarget: function () {
  28947. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28948. return this.getRenderTarget();
  28949. },
  28950. getMaxAnisotropy: function () {
  28951. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28952. return this.capabilities.getMaxAnisotropy();
  28953. },
  28954. getPrecision: function () {
  28955. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28956. return this.capabilities.precision;
  28957. },
  28958. resetGLState: function () {
  28959. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28960. return this.state.reset();
  28961. },
  28962. supportsFloatTextures: function () {
  28963. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28964. return this.extensions.get( 'OES_texture_float' );
  28965. },
  28966. supportsHalfFloatTextures: function () {
  28967. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28968. return this.extensions.get( 'OES_texture_half_float' );
  28969. },
  28970. supportsStandardDerivatives: function () {
  28971. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28972. return this.extensions.get( 'OES_standard_derivatives' );
  28973. },
  28974. supportsCompressedTextureS3TC: function () {
  28975. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28976. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28977. },
  28978. supportsCompressedTexturePVRTC: function () {
  28979. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28980. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28981. },
  28982. supportsBlendMinMax: function () {
  28983. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28984. return this.extensions.get( 'EXT_blend_minmax' );
  28985. },
  28986. supportsVertexTextures: function () {
  28987. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28988. return this.capabilities.vertexTextures;
  28989. },
  28990. supportsInstancedArrays: function () {
  28991. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28992. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28993. },
  28994. enableScissorTest: function ( boolean ) {
  28995. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28996. this.setScissorTest( boolean );
  28997. },
  28998. initMaterial: function () {
  28999. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29000. },
  29001. addPrePlugin: function () {
  29002. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29003. },
  29004. addPostPlugin: function () {
  29005. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29006. },
  29007. updateShadowMap: function () {
  29008. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29009. },
  29010. setFaceCulling: function () {
  29011. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29012. },
  29013. allocTextureUnit: function () {
  29014. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29015. },
  29016. setTexture: function () {
  29017. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29018. },
  29019. setTexture2D: function () {
  29020. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29021. },
  29022. setTextureCube: function () {
  29023. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29024. },
  29025. getActiveMipMapLevel: function () {
  29026. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29027. return this.getActiveMipmapLevel();
  29028. }
  29029. } );
  29030. Object.defineProperties( WebGLRenderer.prototype, {
  29031. shadowMapEnabled: {
  29032. get: function () {
  29033. return this.shadowMap.enabled;
  29034. },
  29035. set: function ( value ) {
  29036. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29037. this.shadowMap.enabled = value;
  29038. }
  29039. },
  29040. shadowMapType: {
  29041. get: function () {
  29042. return this.shadowMap.type;
  29043. },
  29044. set: function ( value ) {
  29045. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29046. this.shadowMap.type = value;
  29047. }
  29048. },
  29049. shadowMapCullFace: {
  29050. get: function () {
  29051. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29052. return undefined;
  29053. },
  29054. set: function ( /* value */ ) {
  29055. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29056. }
  29057. },
  29058. context: {
  29059. get: function () {
  29060. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29061. return this.getContext();
  29062. }
  29063. }
  29064. } );
  29065. Object.defineProperties( WebGLShadowMap.prototype, {
  29066. cullFace: {
  29067. get: function () {
  29068. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29069. return undefined;
  29070. },
  29071. set: function ( /* cullFace */ ) {
  29072. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29073. }
  29074. },
  29075. renderReverseSided: {
  29076. get: function () {
  29077. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29078. return undefined;
  29079. },
  29080. set: function () {
  29081. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29082. }
  29083. },
  29084. renderSingleSided: {
  29085. get: function () {
  29086. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29087. return undefined;
  29088. },
  29089. set: function () {
  29090. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29091. }
  29092. }
  29093. } );
  29094. //
  29095. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29096. activeCubeFace: {
  29097. set: function ( /* value */ ) {
  29098. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29099. }
  29100. },
  29101. activeMipMapLevel: {
  29102. set: function ( /* value */ ) {
  29103. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29104. }
  29105. }
  29106. } );
  29107. //
  29108. Object.defineProperties( WebGLRenderTarget.prototype, {
  29109. wrapS: {
  29110. get: function () {
  29111. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29112. return this.texture.wrapS;
  29113. },
  29114. set: function ( value ) {
  29115. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29116. this.texture.wrapS = value;
  29117. }
  29118. },
  29119. wrapT: {
  29120. get: function () {
  29121. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29122. return this.texture.wrapT;
  29123. },
  29124. set: function ( value ) {
  29125. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29126. this.texture.wrapT = value;
  29127. }
  29128. },
  29129. magFilter: {
  29130. get: function () {
  29131. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29132. return this.texture.magFilter;
  29133. },
  29134. set: function ( value ) {
  29135. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29136. this.texture.magFilter = value;
  29137. }
  29138. },
  29139. minFilter: {
  29140. get: function () {
  29141. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29142. return this.texture.minFilter;
  29143. },
  29144. set: function ( value ) {
  29145. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29146. this.texture.minFilter = value;
  29147. }
  29148. },
  29149. anisotropy: {
  29150. get: function () {
  29151. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29152. return this.texture.anisotropy;
  29153. },
  29154. set: function ( value ) {
  29155. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29156. this.texture.anisotropy = value;
  29157. }
  29158. },
  29159. offset: {
  29160. get: function () {
  29161. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29162. return this.texture.offset;
  29163. },
  29164. set: function ( value ) {
  29165. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29166. this.texture.offset = value;
  29167. }
  29168. },
  29169. repeat: {
  29170. get: function () {
  29171. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29172. return this.texture.repeat;
  29173. },
  29174. set: function ( value ) {
  29175. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29176. this.texture.repeat = value;
  29177. }
  29178. },
  29179. format: {
  29180. get: function () {
  29181. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29182. return this.texture.format;
  29183. },
  29184. set: function ( value ) {
  29185. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29186. this.texture.format = value;
  29187. }
  29188. },
  29189. type: {
  29190. get: function () {
  29191. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29192. return this.texture.type;
  29193. },
  29194. set: function ( value ) {
  29195. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29196. this.texture.type = value;
  29197. }
  29198. },
  29199. generateMipmaps: {
  29200. get: function () {
  29201. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29202. return this.texture.generateMipmaps;
  29203. },
  29204. set: function ( value ) {
  29205. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29206. this.texture.generateMipmaps = value;
  29207. }
  29208. }
  29209. } );
  29210. //
  29211. Object.defineProperties( WebVRManager.prototype, {
  29212. standing: {
  29213. set: function ( /* value */ ) {
  29214. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29215. }
  29216. },
  29217. userHeight: {
  29218. set: function ( /* value */ ) {
  29219. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29220. }
  29221. }
  29222. } );
  29223. //
  29224. Audio.prototype.load = function ( file ) {
  29225. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29226. var scope = this;
  29227. var audioLoader = new AudioLoader();
  29228. audioLoader.load( file, function ( buffer ) {
  29229. scope.setBuffer( buffer );
  29230. } );
  29231. return this;
  29232. };
  29233. AudioAnalyser.prototype.getData = function () {
  29234. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29235. return this.getFrequencyData();
  29236. };
  29237. //
  29238. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29239. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29240. return this.update( renderer, scene );
  29241. };
  29242. //
  29243. var GeometryUtils = {
  29244. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29245. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29246. var matrix;
  29247. if ( geometry2.isMesh ) {
  29248. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29249. matrix = geometry2.matrix;
  29250. geometry2 = geometry2.geometry;
  29251. }
  29252. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29253. },
  29254. center: function ( geometry ) {
  29255. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29256. return geometry.center();
  29257. }
  29258. };
  29259. ImageUtils.crossOrigin = undefined;
  29260. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29261. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29262. var loader = new TextureLoader();
  29263. loader.setCrossOrigin( this.crossOrigin );
  29264. var texture = loader.load( url, onLoad, undefined, onError );
  29265. if ( mapping ) { texture.mapping = mapping; }
  29266. return texture;
  29267. };
  29268. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29269. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29270. var loader = new CubeTextureLoader();
  29271. loader.setCrossOrigin( this.crossOrigin );
  29272. var texture = loader.load( urls, onLoad, undefined, onError );
  29273. if ( mapping ) { texture.mapping = mapping; }
  29274. return texture;
  29275. };
  29276. ImageUtils.loadCompressedTexture = function () {
  29277. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29278. };
  29279. ImageUtils.loadCompressedTextureCube = function () {
  29280. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29281. };
  29282. //
  29283. function CanvasRenderer() {
  29284. console.error( 'THREE.CanvasRenderer has been removed' );
  29285. }
  29286. //
  29287. function JSONLoader() {
  29288. console.error( 'THREE.JSONLoader has been removed.' );
  29289. }
  29290. //
  29291. var SceneUtils = {
  29292. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29293. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29294. },
  29295. detach: function ( /* child, parent, scene */ ) {
  29296. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29297. },
  29298. attach: function ( /* child, scene, parent */ ) {
  29299. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29300. }
  29301. };
  29302. //
  29303. function LensFlare() {
  29304. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29305. }
  29306. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29307. /* eslint-disable no-undef */
  29308. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29309. revision: REVISION,
  29310. } } ) );
  29311. /* eslint-enable no-undef */
  29312. }
  29313. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29314. exports.AddEquation = AddEquation;
  29315. exports.AddOperation = AddOperation;
  29316. exports.AdditiveBlending = AdditiveBlending;
  29317. exports.AlphaFormat = AlphaFormat;
  29318. exports.AlwaysDepth = AlwaysDepth;
  29319. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29320. exports.AmbientLight = AmbientLight;
  29321. exports.AmbientLightProbe = AmbientLightProbe;
  29322. exports.AnimationClip = AnimationClip;
  29323. exports.AnimationLoader = AnimationLoader;
  29324. exports.AnimationMixer = AnimationMixer;
  29325. exports.AnimationObjectGroup = AnimationObjectGroup;
  29326. exports.AnimationUtils = AnimationUtils;
  29327. exports.ArcCurve = ArcCurve;
  29328. exports.ArrayCamera = ArrayCamera;
  29329. exports.ArrowHelper = ArrowHelper;
  29330. exports.Audio = Audio;
  29331. exports.AudioAnalyser = AudioAnalyser;
  29332. exports.AudioContext = AudioContext;
  29333. exports.AudioListener = AudioListener;
  29334. exports.AudioLoader = AudioLoader;
  29335. exports.AxesHelper = AxesHelper;
  29336. exports.AxisHelper = AxisHelper;
  29337. exports.BackSide = BackSide;
  29338. exports.BasicDepthPacking = BasicDepthPacking;
  29339. exports.BasicShadowMap = BasicShadowMap;
  29340. exports.BinaryTextureLoader = BinaryTextureLoader;
  29341. exports.Bone = Bone;
  29342. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29343. exports.BoundingBoxHelper = BoundingBoxHelper;
  29344. exports.Box2 = Box2;
  29345. exports.Box3 = Box3;
  29346. exports.Box3Helper = Box3Helper;
  29347. exports.BoxBufferGeometry = BoxBufferGeometry;
  29348. exports.BoxGeometry = BoxGeometry;
  29349. exports.BoxHelper = BoxHelper;
  29350. exports.BufferAttribute = BufferAttribute;
  29351. exports.BufferGeometry = BufferGeometry;
  29352. exports.BufferGeometryLoader = BufferGeometryLoader;
  29353. exports.ByteType = ByteType;
  29354. exports.Cache = Cache;
  29355. exports.Camera = Camera;
  29356. exports.CameraHelper = CameraHelper;
  29357. exports.CanvasRenderer = CanvasRenderer;
  29358. exports.CanvasTexture = CanvasTexture;
  29359. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29360. exports.CineonToneMapping = CineonToneMapping;
  29361. exports.CircleBufferGeometry = CircleBufferGeometry;
  29362. exports.CircleGeometry = CircleGeometry;
  29363. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29364. exports.Clock = Clock;
  29365. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29366. exports.Color = Color;
  29367. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29368. exports.CompressedTexture = CompressedTexture;
  29369. exports.CompressedTextureLoader = CompressedTextureLoader;
  29370. exports.ConeBufferGeometry = ConeBufferGeometry;
  29371. exports.ConeGeometry = ConeGeometry;
  29372. exports.CubeCamera = CubeCamera;
  29373. exports.CubeGeometry = BoxGeometry;
  29374. exports.CubeReflectionMapping = CubeReflectionMapping;
  29375. exports.CubeRefractionMapping = CubeRefractionMapping;
  29376. exports.CubeTexture = CubeTexture;
  29377. exports.CubeTextureLoader = CubeTextureLoader;
  29378. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29379. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29380. exports.CubicBezierCurve = CubicBezierCurve;
  29381. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29382. exports.CubicInterpolant = CubicInterpolant;
  29383. exports.CullFaceBack = CullFaceBack;
  29384. exports.CullFaceFront = CullFaceFront;
  29385. exports.CullFaceFrontBack = CullFaceFrontBack;
  29386. exports.CullFaceNone = CullFaceNone;
  29387. exports.Curve = Curve;
  29388. exports.CurvePath = CurvePath;
  29389. exports.CustomBlending = CustomBlending;
  29390. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29391. exports.CylinderGeometry = CylinderGeometry;
  29392. exports.Cylindrical = Cylindrical;
  29393. exports.DataTexture = DataTexture;
  29394. exports.DataTexture2DArray = DataTexture2DArray;
  29395. exports.DataTexture3D = DataTexture3D;
  29396. exports.DataTextureLoader = DataTextureLoader;
  29397. exports.DecrementStencilOp = DecrementStencilOp;
  29398. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29399. exports.DefaultLoadingManager = DefaultLoadingManager;
  29400. exports.DepthFormat = DepthFormat;
  29401. exports.DepthStencilFormat = DepthStencilFormat;
  29402. exports.DepthTexture = DepthTexture;
  29403. exports.DirectionalLight = DirectionalLight;
  29404. exports.DirectionalLightHelper = DirectionalLightHelper;
  29405. exports.DirectionalLightShadow = DirectionalLightShadow;
  29406. exports.DiscreteInterpolant = DiscreteInterpolant;
  29407. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29408. exports.DodecahedronGeometry = DodecahedronGeometry;
  29409. exports.DoubleSide = DoubleSide;
  29410. exports.DstAlphaFactor = DstAlphaFactor;
  29411. exports.DstColorFactor = DstColorFactor;
  29412. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29413. exports.EdgesGeometry = EdgesGeometry;
  29414. exports.EdgesHelper = EdgesHelper;
  29415. exports.EllipseCurve = EllipseCurve;
  29416. exports.EqualDepth = EqualDepth;
  29417. exports.EqualStencilFunc = EqualStencilFunc;
  29418. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29419. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29420. exports.Euler = Euler;
  29421. exports.EventDispatcher = EventDispatcher;
  29422. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29423. exports.ExtrudeGeometry = ExtrudeGeometry;
  29424. exports.Face3 = Face3;
  29425. exports.Face4 = Face4;
  29426. exports.FaceColors = FaceColors;
  29427. exports.FaceNormalsHelper = FaceNormalsHelper;
  29428. exports.FileLoader = FileLoader;
  29429. exports.FlatShading = FlatShading;
  29430. exports.Float32Attribute = Float32Attribute;
  29431. exports.Float32BufferAttribute = Float32BufferAttribute;
  29432. exports.Float64Attribute = Float64Attribute;
  29433. exports.Float64BufferAttribute = Float64BufferAttribute;
  29434. exports.FloatType = FloatType;
  29435. exports.Fog = Fog;
  29436. exports.FogExp2 = FogExp2;
  29437. exports.Font = Font;
  29438. exports.FontLoader = FontLoader;
  29439. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29440. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29441. exports.FrontSide = FrontSide;
  29442. exports.Frustum = Frustum;
  29443. exports.GammaEncoding = GammaEncoding;
  29444. exports.Geometry = Geometry;
  29445. exports.GeometryUtils = GeometryUtils;
  29446. exports.GreaterDepth = GreaterDepth;
  29447. exports.GreaterEqualDepth = GreaterEqualDepth;
  29448. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29449. exports.GreaterStencilFunc = GreaterStencilFunc;
  29450. exports.GridHelper = GridHelper;
  29451. exports.Group = Group;
  29452. exports.HalfFloatType = HalfFloatType;
  29453. exports.HemisphereLight = HemisphereLight;
  29454. exports.HemisphereLightHelper = HemisphereLightHelper;
  29455. exports.HemisphereLightProbe = HemisphereLightProbe;
  29456. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29457. exports.IcosahedronGeometry = IcosahedronGeometry;
  29458. exports.ImageBitmapLoader = ImageBitmapLoader;
  29459. exports.ImageLoader = ImageLoader;
  29460. exports.ImageUtils = ImageUtils;
  29461. exports.ImmediateRenderObject = ImmediateRenderObject;
  29462. exports.IncrementStencilOp = IncrementStencilOp;
  29463. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29464. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29465. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29466. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29467. exports.Int16Attribute = Int16Attribute;
  29468. exports.Int16BufferAttribute = Int16BufferAttribute;
  29469. exports.Int32Attribute = Int32Attribute;
  29470. exports.Int32BufferAttribute = Int32BufferAttribute;
  29471. exports.Int8Attribute = Int8Attribute;
  29472. exports.Int8BufferAttribute = Int8BufferAttribute;
  29473. exports.IntType = IntType;
  29474. exports.InterleavedBuffer = InterleavedBuffer;
  29475. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29476. exports.Interpolant = Interpolant;
  29477. exports.InterpolateDiscrete = InterpolateDiscrete;
  29478. exports.InterpolateLinear = InterpolateLinear;
  29479. exports.InterpolateSmooth = InterpolateSmooth;
  29480. exports.InvertStencilOp = InvertStencilOp;
  29481. exports.JSONLoader = JSONLoader;
  29482. exports.KeepStencilOp = KeepStencilOp;
  29483. exports.KeyframeTrack = KeyframeTrack;
  29484. exports.LOD = LOD;
  29485. exports.LatheBufferGeometry = LatheBufferGeometry;
  29486. exports.LatheGeometry = LatheGeometry;
  29487. exports.Layers = Layers;
  29488. exports.LensFlare = LensFlare;
  29489. exports.LessDepth = LessDepth;
  29490. exports.LessEqualDepth = LessEqualDepth;
  29491. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29492. exports.LessStencilFunc = LessStencilFunc;
  29493. exports.Light = Light;
  29494. exports.LightProbe = LightProbe;
  29495. exports.LightProbeHelper = LightProbeHelper;
  29496. exports.LightShadow = LightShadow;
  29497. exports.Line = Line;
  29498. exports.Line3 = Line3;
  29499. exports.LineBasicMaterial = LineBasicMaterial;
  29500. exports.LineCurve = LineCurve;
  29501. exports.LineCurve3 = LineCurve3;
  29502. exports.LineDashedMaterial = LineDashedMaterial;
  29503. exports.LineLoop = LineLoop;
  29504. exports.LinePieces = LinePieces;
  29505. exports.LineSegments = LineSegments;
  29506. exports.LineStrip = LineStrip;
  29507. exports.LinearEncoding = LinearEncoding;
  29508. exports.LinearFilter = LinearFilter;
  29509. exports.LinearInterpolant = LinearInterpolant;
  29510. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29511. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29512. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29513. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29514. exports.LinearToneMapping = LinearToneMapping;
  29515. exports.Loader = Loader;
  29516. exports.LoaderUtils = LoaderUtils;
  29517. exports.LoadingManager = LoadingManager;
  29518. exports.LogLuvEncoding = LogLuvEncoding;
  29519. exports.LoopOnce = LoopOnce;
  29520. exports.LoopPingPong = LoopPingPong;
  29521. exports.LoopRepeat = LoopRepeat;
  29522. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29523. exports.LuminanceFormat = LuminanceFormat;
  29524. exports.MOUSE = MOUSE;
  29525. exports.Material = Material;
  29526. exports.MaterialLoader = MaterialLoader;
  29527. exports.Math = _Math;
  29528. exports.Matrix3 = Matrix3;
  29529. exports.Matrix4 = Matrix4;
  29530. exports.MaxEquation = MaxEquation;
  29531. exports.Mesh = Mesh;
  29532. exports.MeshBasicMaterial = MeshBasicMaterial;
  29533. exports.MeshDepthMaterial = MeshDepthMaterial;
  29534. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29535. exports.MeshFaceMaterial = MeshFaceMaterial;
  29536. exports.MeshLambertMaterial = MeshLambertMaterial;
  29537. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29538. exports.MeshNormalMaterial = MeshNormalMaterial;
  29539. exports.MeshPhongMaterial = MeshPhongMaterial;
  29540. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29541. exports.MeshStandardMaterial = MeshStandardMaterial;
  29542. exports.MeshToonMaterial = MeshToonMaterial;
  29543. exports.MinEquation = MinEquation;
  29544. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29545. exports.MixOperation = MixOperation;
  29546. exports.MultiMaterial = MultiMaterial;
  29547. exports.MultiplyBlending = MultiplyBlending;
  29548. exports.MultiplyOperation = MultiplyOperation;
  29549. exports.NearestFilter = NearestFilter;
  29550. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29551. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29552. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29553. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29554. exports.NeverDepth = NeverDepth;
  29555. exports.NeverStencilFunc = NeverStencilFunc;
  29556. exports.NoBlending = NoBlending;
  29557. exports.NoColors = NoColors;
  29558. exports.NoToneMapping = NoToneMapping;
  29559. exports.NormalBlending = NormalBlending;
  29560. exports.NotEqualDepth = NotEqualDepth;
  29561. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29562. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29563. exports.Object3D = Object3D;
  29564. exports.ObjectLoader = ObjectLoader;
  29565. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29566. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29567. exports.OctahedronGeometry = OctahedronGeometry;
  29568. exports.OneFactor = OneFactor;
  29569. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29570. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29571. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29572. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29573. exports.OrthographicCamera = OrthographicCamera;
  29574. exports.PCFShadowMap = PCFShadowMap;
  29575. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29576. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29577. exports.ParametricGeometry = ParametricGeometry;
  29578. exports.Particle = Particle;
  29579. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29580. exports.ParticleSystem = ParticleSystem;
  29581. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29582. exports.Path = Path;
  29583. exports.PerspectiveCamera = PerspectiveCamera;
  29584. exports.Plane = Plane;
  29585. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29586. exports.PlaneGeometry = PlaneGeometry;
  29587. exports.PlaneHelper = PlaneHelper;
  29588. exports.PointCloud = PointCloud;
  29589. exports.PointCloudMaterial = PointCloudMaterial;
  29590. exports.PointLight = PointLight;
  29591. exports.PointLightHelper = PointLightHelper;
  29592. exports.Points = Points;
  29593. exports.PointsMaterial = PointsMaterial;
  29594. exports.PolarGridHelper = PolarGridHelper;
  29595. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29596. exports.PolyhedronGeometry = PolyhedronGeometry;
  29597. exports.PositionalAudio = PositionalAudio;
  29598. exports.PositionalAudioHelper = PositionalAudioHelper;
  29599. exports.PropertyBinding = PropertyBinding;
  29600. exports.PropertyMixer = PropertyMixer;
  29601. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29602. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29603. exports.Quaternion = Quaternion;
  29604. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29605. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29606. exports.REVISION = REVISION;
  29607. exports.RGBADepthPacking = RGBADepthPacking;
  29608. exports.RGBAFormat = RGBAFormat;
  29609. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29610. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29611. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29612. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29613. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29614. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29615. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29616. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29617. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29618. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29619. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29620. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29621. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29622. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29623. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29624. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29625. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29626. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29627. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29628. exports.RGBDEncoding = RGBDEncoding;
  29629. exports.RGBEEncoding = RGBEEncoding;
  29630. exports.RGBEFormat = RGBEFormat;
  29631. exports.RGBFormat = RGBFormat;
  29632. exports.RGBM16Encoding = RGBM16Encoding;
  29633. exports.RGBM7Encoding = RGBM7Encoding;
  29634. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29635. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29636. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29637. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29638. exports.RawShaderMaterial = RawShaderMaterial;
  29639. exports.Ray = Ray;
  29640. exports.Raycaster = Raycaster;
  29641. exports.RectAreaLight = RectAreaLight;
  29642. exports.RectAreaLightHelper = RectAreaLightHelper;
  29643. exports.RedFormat = RedFormat;
  29644. exports.ReinhardToneMapping = ReinhardToneMapping;
  29645. exports.RepeatWrapping = RepeatWrapping;
  29646. exports.ReplaceStencilOp = ReplaceStencilOp;
  29647. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29648. exports.RingBufferGeometry = RingBufferGeometry;
  29649. exports.RingGeometry = RingGeometry;
  29650. exports.Scene = Scene;
  29651. exports.SceneUtils = SceneUtils;
  29652. exports.ShaderChunk = ShaderChunk;
  29653. exports.ShaderLib = ShaderLib;
  29654. exports.ShaderMaterial = ShaderMaterial;
  29655. exports.ShadowMaterial = ShadowMaterial;
  29656. exports.Shape = Shape;
  29657. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29658. exports.ShapeGeometry = ShapeGeometry;
  29659. exports.ShapePath = ShapePath;
  29660. exports.ShapeUtils = ShapeUtils;
  29661. exports.ShortType = ShortType;
  29662. exports.Skeleton = Skeleton;
  29663. exports.SkeletonHelper = SkeletonHelper;
  29664. exports.SkinnedMesh = SkinnedMesh;
  29665. exports.SmoothShading = SmoothShading;
  29666. exports.Sphere = Sphere;
  29667. exports.SphereBufferGeometry = SphereBufferGeometry;
  29668. exports.SphereGeometry = SphereGeometry;
  29669. exports.Spherical = Spherical;
  29670. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29671. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29672. exports.Spline = Spline;
  29673. exports.SplineCurve = SplineCurve;
  29674. exports.SplineCurve3 = SplineCurve3;
  29675. exports.SpotLight = SpotLight;
  29676. exports.SpotLightHelper = SpotLightHelper;
  29677. exports.SpotLightShadow = SpotLightShadow;
  29678. exports.Sprite = Sprite;
  29679. exports.SpriteMaterial = SpriteMaterial;
  29680. exports.SrcAlphaFactor = SrcAlphaFactor;
  29681. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29682. exports.SrcColorFactor = SrcColorFactor;
  29683. exports.StereoCamera = StereoCamera;
  29684. exports.StringKeyframeTrack = StringKeyframeTrack;
  29685. exports.SubtractEquation = SubtractEquation;
  29686. exports.SubtractiveBlending = SubtractiveBlending;
  29687. exports.TOUCH = TOUCH;
  29688. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29689. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29690. exports.TetrahedronGeometry = TetrahedronGeometry;
  29691. exports.TextBufferGeometry = TextBufferGeometry;
  29692. exports.TextGeometry = TextGeometry;
  29693. exports.Texture = Texture;
  29694. exports.TextureLoader = TextureLoader;
  29695. exports.TorusBufferGeometry = TorusBufferGeometry;
  29696. exports.TorusGeometry = TorusGeometry;
  29697. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29698. exports.TorusKnotGeometry = TorusKnotGeometry;
  29699. exports.Triangle = Triangle;
  29700. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29701. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29702. exports.TrianglesDrawMode = TrianglesDrawMode;
  29703. exports.TubeBufferGeometry = TubeBufferGeometry;
  29704. exports.TubeGeometry = TubeGeometry;
  29705. exports.UVMapping = UVMapping;
  29706. exports.Uint16Attribute = Uint16Attribute;
  29707. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29708. exports.Uint32Attribute = Uint32Attribute;
  29709. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29710. exports.Uint8Attribute = Uint8Attribute;
  29711. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29712. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29713. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29714. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29715. exports.Uniform = Uniform;
  29716. exports.UniformsLib = UniformsLib;
  29717. exports.UniformsUtils = UniformsUtils;
  29718. exports.UnsignedByteType = UnsignedByteType;
  29719. exports.UnsignedInt248Type = UnsignedInt248Type;
  29720. exports.UnsignedIntType = UnsignedIntType;
  29721. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29722. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29723. exports.UnsignedShort565Type = UnsignedShort565Type;
  29724. exports.UnsignedShortType = UnsignedShortType;
  29725. exports.VSMShadowMap = VSMShadowMap;
  29726. exports.Vector2 = Vector2;
  29727. exports.Vector3 = Vector3;
  29728. exports.Vector4 = Vector4;
  29729. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29730. exports.Vertex = Vertex;
  29731. exports.VertexColors = VertexColors;
  29732. exports.VertexNormalsHelper = VertexNormalsHelper;
  29733. exports.VideoTexture = VideoTexture;
  29734. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29735. exports.WebGLRenderTarget = WebGLRenderTarget;
  29736. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29737. exports.WebGLRenderer = WebGLRenderer;
  29738. exports.WebGLUtils = WebGLUtils;
  29739. exports.WireframeGeometry = WireframeGeometry;
  29740. exports.WireframeHelper = WireframeHelper;
  29741. exports.WrapAroundEnding = WrapAroundEnding;
  29742. exports.XHRLoader = XHRLoader;
  29743. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29744. exports.ZeroFactor = ZeroFactor;
  29745. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29746. exports.ZeroStencilOp = ZeroStencilOp;
  29747. exports.sRGBEncoding = sRGBEncoding;
  29748. Object.defineProperty(exports, '__esModule', { value: true });
  29749. }));
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