|
@@ -271,7 +271,7 @@ a);return a};THREE.SpriteAlignment={};THREE.SpriteAlignment.topLeft=new THREE.Ve
|
|
|
THREE.SpriteAlignment.bottomRight=new THREE.Vector2(-1,1);THREE.Scene=function(){THREE.Object3D.call(this);this.overrideMaterial=this.fog=null;this.matrixAutoUpdate=!1;this.__objects=[];this.__lights=[];this.__objectsAdded=[];this.__objectsRemoved=[]};THREE.Scene.prototype=Object.create(THREE.Object3D.prototype);
|
|
|
THREE.Scene.prototype.__addObject=function(a){if(a instanceof THREE.Light)-1===this.__lights.indexOf(a)&&this.__lights.push(a),a.target&&void 0===a.target.parent&&this.add(a.target);else if(!(a instanceof THREE.Camera||a instanceof THREE.Bone)&&-1===this.__objects.indexOf(a)){this.__objects.push(a);this.__objectsAdded.push(a);var b=this.__objectsRemoved.indexOf(a);-1!==b&&this.__objectsRemoved.splice(b,1)}for(b=0;b<a.children.length;b++)this.__addObject(a.children[b])};
|
|
|
THREE.Scene.prototype.__removeObject=function(a){if(a instanceof THREE.Light){var b=this.__lights.indexOf(a);-1!==b&&this.__lights.splice(b,1)}else a instanceof THREE.Camera||(b=this.__objects.indexOf(a),-1!==b&&(this.__objects.splice(b,1),this.__objectsRemoved.push(a),b=this.__objectsAdded.indexOf(a),-1!==b&&this.__objectsAdded.splice(b,1)));for(b=0;b<a.children.length;b++)this.__removeObject(a.children[b])};
|
|
|
-THREE.Fog=function(a,b,c){this.color=new THREE.Color(a);this.near=void 0!==b?b:1;this.far=void 0!==c?c:1E3};THREE.FogExp2=function(a,b){this.color=new THREE.Color(a);this.density=void 0!==b?b:2.5E-4};
|
|
|
+THREE.Fog=function(a,b,c){this.color=new THREE.Color(a);this.near=void 0!==b?b:1;this.far=void 0!==c?c:1E3};THREE.Fog.prototype.clone=function(){return new THREE.Fog(this.color.getHex(),this.near,this.far)};THREE.FogExp2=function(a,b){this.color=new THREE.Color(a);this.density=void 0!==b?b:2.5E-4};THREE.FogExp2.prototype.clone=function(){return new THREE.FogExp2(this.color.getHex(),this.density)};
|
|
|
THREE.CanvasRenderer=function(a){function b(a){z!==a&&(z=q.globalAlpha=a)}function c(a){u!==a&&(a===THREE.NormalBlending?q.globalCompositeOperation="source-over":a===THREE.AdditiveBlending?q.globalCompositeOperation="lighter":a===THREE.SubtractiveBlending&&(q.globalCompositeOperation="darker"),u=a)}function d(a){t!==a&&(t=q.strokeStyle=a)}function e(a){E!==a&&(E=q.fillStyle=a)}console.log("THREE.CanvasRenderer",THREE.REVISION);var a=a||{},f=this,g,h,i,j=new THREE.Projector,m=void 0!==a.canvas?a.canvas:
|
|
|
document.createElement("canvas"),n,l,p,o,q=m.getContext("2d"),r=new THREE.Color(0),s=0,z=1,u=0,t=null,E=null,A=null,v=null,x=null,B,F,H,J,I=new THREE.RenderableVertex,L=new THREE.RenderableVertex,C,G,R,P,Q,Y,oa,N,M,da,S,K,O=new THREE.Color,ha=new THREE.Color,Z=new THREE.Color,aa=new THREE.Color,ia=new THREE.Color,U=new THREE.Color,ea=new THREE.Color,eb={},Aa={},Ja,Ta,ra,Ma,qb,nb,fb,Wa,zb,Ab,ob=new THREE.Rectangle,Na=new THREE.Rectangle,ka=new THREE.Rectangle,kb=!1,Ha=new THREE.Color,cb=new THREE.Color,
|
|
|
lb=new THREE.Color,ua=new THREE.Vector3,gb,Xa,rb,va,Ya,Za,a=16;gb=document.createElement("canvas");gb.width=gb.height=2;Xa=gb.getContext("2d");Xa.fillStyle="rgba(0,0,0,1)";Xa.fillRect(0,0,2,2);rb=Xa.getImageData(0,0,2,2);va=rb.data;Ya=document.createElement("canvas");Ya.width=Ya.height=a;Za=Ya.getContext("2d");Za.translate(-a/2,-a/2);Za.scale(a,a);a--;this.domElement=m;this.sortElements=this.sortObjects=this.autoClear=!0;this.info={render:{vertices:0,faces:0}};this.setSize=function(a,b){n=a;l=b;p=
|
|
@@ -468,16 +468,16 @@ Ca.value[Va],Ca.array[Ga]=jb.x,Ca.array[Ga+1]=jb.y,Ca.array[Ga+2]=jb.z,Ga+=3;els
|
|
|
!fa.dynamic),fa.verticesNeedUpdate=!1,fa.colorsNeedUpdate=!1):(ka=e(Aa,fa),ua=ka.attributes&&r(ka),(fa.verticesNeedUpdate||fa.colorsNeedUpdate||Aa.sortParticles||ua)&&i(fa,k.DYNAMIC_DRAW,Aa),fa.verticesNeedUpdate=!1,fa.colorsNeedUpdate=!1,ka.attributes&&s(ka)))}};this.initMaterial=function(a,b,c,d){var e,f,g,h,i,j,l,m,n;a instanceof THREE.MeshDepthMaterial?n="depth":a instanceof THREE.MeshNormalMaterial?n="normal":a instanceof THREE.MeshBasicMaterial?n="basic":a instanceof THREE.MeshLambertMaterial?
|
|
|
n="lambert":a instanceof THREE.MeshPhongMaterial?n="phong":a instanceof THREE.LineBasicMaterial?n="basic":a instanceof THREE.ParticleBasicMaterial&&(n="particle_basic");if(n){var o=THREE.ShaderLib[n];a.uniforms=THREE.UniformsUtils.clone(o.uniforms);a.vertexShader=o.vertexShader;a.fragmentShader=o.fragmentShader}var p,q,s;e=p=q=s=o=0;for(f=b.length;e<f;e++)g=b[e],g.onlyShadow||(g instanceof THREE.DirectionalLight&&p++,g instanceof THREE.PointLight&&q++,g instanceof THREE.SpotLight&&s++,g instanceof
|
|
|
THREE.HemisphereLight&&o++);q+s+p+o<=S?e=p:(e=Math.ceil(S*p/(q+p)),s=q=S-e,o=e);f=q;g=s;h=o;o=p=0;for(s=b.length;o<s;o++)q=b[o],q.castShadow&&(q instanceof THREE.SpotLight&&p++,q instanceof THREE.DirectionalLight&&!q.shadowCascade&&p++);m=p;fc&&d&&d.useVertexTexture?l=1024:(b=k.getParameter(k.MAX_VERTEX_UNIFORM_VECTORS),b=Math.floor((b-20)/4),void 0!==d&&d instanceof THREE.SkinnedMesh&&(b=Math.min(d.bones.length,b),b<d.bones.length&&console.warn("WebGLRenderer: too many bones - "+d.bones.length+", this GPU supports just "+
|
|
|
-b+" (try OpenGL instead of ANGLE)")),l=b);var r;a:{q=a.fragmentShader;s=a.vertexShader;o=a.uniforms;b=a.attributes;p=a.defines;var c={map:!!a.map,envMap:!!a.envMap,lightMap:!!a.lightMap,bumpMap:!!a.bumpMap,normalMap:!!a.normalMap,specularMap:!!a.specularMap,vertexColors:a.vertexColors,fog:c,useFog:a.fog,sizeAttenuation:a.sizeAttenuation,skinning:a.skinning,maxBones:l,useVertexTexture:fc&&d&&d.useVertexTexture,boneTextureWidth:d&&d.boneTextureWidth,boneTextureHeight:d&&d.boneTextureHeight,morphTargets:a.morphTargets,
|
|
|
-morphNormals:a.morphNormals,maxMorphTargets:this.maxMorphTargets,maxMorphNormals:this.maxMorphNormals,maxDirLights:e,maxPointLights:f,maxSpotLights:g,maxHemiLights:h,maxShadows:m,shadowMapEnabled:this.shadowMapEnabled&&d.receiveShadow,shadowMapSoft:this.shadowMapSoft,shadowMapDebug:this.shadowMapDebug,shadowMapCascade:this.shadowMapCascade,alphaTest:a.alphaTest,metal:a.metal,perPixel:a.perPixel,wrapAround:a.wrapAround,doubleSided:a.side===THREE.DoubleSide,flipSided:a.side===THREE.BackSide},t,u,v,
|
|
|
-d=[];n?d.push(n):(d.push(q),d.push(s));for(u in p)d.push(u),d.push(p[u]);for(t in c)d.push(t),d.push(c[t]);n=d.join();t=0;for(u=O.length;t<u;t++)if(d=O[t],d.code===n){d.usedTimes++;r=d.program;break a}t=[];for(v in p)u=p[v],!1!==u&&(u="#define "+v+" "+u,t.push(u));u=t.join("\n");v=k.createProgram();t=["precision "+R+" float;",u,gc?"#define VERTEX_TEXTURES":"",K.gammaInput?"#define GAMMA_INPUT":"",K.gammaOutput?"#define GAMMA_OUTPUT":"",K.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",
|
|
|
-"#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_HEMI_LIGHTS "+c.maxHemiLights,"#define MAX_SHADOWS "+c.maxShadows,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?
|
|
|
-"#define USE_SKINNING":"",c.useVertexTexture?"#define BONE_TEXTURE":"",c.boneTextureWidth?"#define N_BONE_PIXEL_X "+c.boneTextureWidth.toFixed(1):"",c.boneTextureHeight?"#define N_BONE_PIXEL_Y "+c.boneTextureHeight.toFixed(1):"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals?"#define USE_MORPHNORMALS":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":
|
|
|
-"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\n#ifdef USE_MORPHNORMALS\nattribute vec3 morphNormal0;\nattribute vec3 morphNormal1;\nattribute vec3 morphNormal2;\nattribute vec3 morphNormal3;\n#else\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
|
|
|
+b+" (try OpenGL instead of ANGLE)")),l=b);var r;a:{q=a.fragmentShader;s=a.vertexShader;o=a.uniforms;b=a.attributes;p=a.defines;var c={map:!!a.map,envMap:!!a.envMap,lightMap:!!a.lightMap,bumpMap:!!a.bumpMap,normalMap:!!a.normalMap,specularMap:!!a.specularMap,vertexColors:a.vertexColors,fog:c,useFog:a.fog,fogExp:c instanceof THREE.FogExp2,sizeAttenuation:a.sizeAttenuation,skinning:a.skinning,maxBones:l,useVertexTexture:fc&&d&&d.useVertexTexture,boneTextureWidth:d&&d.boneTextureWidth,boneTextureHeight:d&&
|
|
|
+d.boneTextureHeight,morphTargets:a.morphTargets,morphNormals:a.morphNormals,maxMorphTargets:this.maxMorphTargets,maxMorphNormals:this.maxMorphNormals,maxDirLights:e,maxPointLights:f,maxSpotLights:g,maxHemiLights:h,maxShadows:m,shadowMapEnabled:this.shadowMapEnabled&&d.receiveShadow,shadowMapSoft:this.shadowMapSoft,shadowMapDebug:this.shadowMapDebug,shadowMapCascade:this.shadowMapCascade,alphaTest:a.alphaTest,metal:a.metal,perPixel:a.perPixel,wrapAround:a.wrapAround,doubleSided:a.side===THREE.DoubleSide,
|
|
|
+flipSided:a.side===THREE.BackSide},t,u,v,d=[];n?d.push(n):(d.push(q),d.push(s));for(u in p)d.push(u),d.push(p[u]);for(t in c)d.push(t),d.push(c[t]);n=d.join();t=0;for(u=O.length;t<u;t++)if(d=O[t],d.code===n){d.usedTimes++;r=d.program;break a}t=[];for(v in p)u=p[v],!1!==u&&(u="#define "+v+" "+u,t.push(u));u=t.join("\n");v=k.createProgram();t=["precision "+R+" float;",u,gc?"#define VERTEX_TEXTURES":"",K.gammaInput?"#define GAMMA_INPUT":"",K.gammaOutput?"#define GAMMA_OUTPUT":"",K.physicallyBasedShading?
|
|
|
+"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_HEMI_LIGHTS "+c.maxHemiLights,"#define MAX_SHADOWS "+c.maxShadows,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.vertexColors?
|
|
|
+"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.useVertexTexture?"#define BONE_TEXTURE":"",c.boneTextureWidth?"#define N_BONE_PIXEL_X "+c.boneTextureWidth.toFixed(1):"",c.boneTextureHeight?"#define N_BONE_PIXEL_Y "+c.boneTextureHeight.toFixed(1):"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals?"#define USE_MORPHNORMALS":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":
|
|
|
+"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\n#ifdef USE_MORPHNORMALS\nattribute vec3 morphNormal0;\nattribute vec3 morphNormal1;\nattribute vec3 morphNormal2;\nattribute vec3 morphNormal3;\n#else\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
|
|
|
u=["precision "+R+" float;",c.bumpMap||c.normalMap?"#extension GL_OES_standard_derivatives : enable":"",u,"#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_HEMI_LIGHTS "+c.maxHemiLights,"#define MAX_SHADOWS "+c.maxShadows,c.alphaTest?"#define ALPHATEST "+c.alphaTest:"",K.gammaInput?"#define GAMMA_INPUT":"",K.gammaOutput?"#define GAMMA_OUTPUT":"",K.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",
|
|
|
-c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.vertexColors?"#define USE_COLOR":"",c.metal?"#define METAL":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?
|
|
|
-"#define FLIP_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");u=H("fragment",u+q);t=H("vertex",t+s);k.attachShader(v,t);k.attachShader(v,u);k.linkProgram(v);k.getProgramParameter(v,k.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+k.getProgramParameter(v,
|
|
|
-k.VALIDATE_STATUS)+", gl error ["+k.getError()+"]");k.deleteShader(u);k.deleteShader(t);v.uniforms={};v.attributes={};var x;t="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences".split(" ");c.useVertexTexture?t.push("boneTexture"):t.push("boneGlobalMatrices");for(x in o)t.push(x);x=t;t=0;for(u=x.length;t<u;t++)d=x[t],v.uniforms[d]=k.getUniformLocation(v,d);t="position normal uv uv2 tangent color skinIndex skinWeight".split(" ");for(x=0;x<c.maxMorphTargets;x++)t.push("morphTarget"+
|
|
|
+c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fogExp?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.vertexColors?"#define USE_COLOR":"",c.metal?"#define METAL":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":
|
|
|
+"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");u=H("fragment",u+q);t=H("vertex",t+s);k.attachShader(v,t);k.attachShader(v,u);k.linkProgram(v);k.getProgramParameter(v,k.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+k.getProgramParameter(v,k.VALIDATE_STATUS)+
|
|
|
+", gl error ["+k.getError()+"]");k.deleteShader(u);k.deleteShader(t);v.uniforms={};v.attributes={};var x;t="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences".split(" ");c.useVertexTexture?t.push("boneTexture"):t.push("boneGlobalMatrices");for(x in o)t.push(x);x=t;t=0;for(u=x.length;t<u;t++)d=x[t],v.uniforms[d]=k.getUniformLocation(v,d);t="position normal uv uv2 tangent color skinIndex skinWeight".split(" ");for(x=0;x<c.maxMorphTargets;x++)t.push("morphTarget"+
|
|
|
x);for(x=0;x<c.maxMorphNormals;x++)t.push("morphNormal"+x);for(r in b)t.push(r);r=t;x=0;for(t=r.length;x<t;x++)u=r[x],v.attributes[u]=k.getAttribLocation(v,u);v.id=ha++;O.push({program:v,code:n,usedTimes:1});K.info.memory.programs=O.length;r=v}a.program=r;r=a.program.attributes;0<=r.position&&k.enableVertexAttribArray(r.position);0<=r.color&&k.enableVertexAttribArray(r.color);0<=r.normal&&k.enableVertexAttribArray(r.normal);0<=r.tangent&&k.enableVertexAttribArray(r.tangent);a.skinning&&(0<=r.skinIndex&&
|
|
|
0<=r.skinWeight)&&(k.enableVertexAttribArray(r.skinIndex),k.enableVertexAttribArray(r.skinWeight));if(a.attributes)for(j in a.attributes)void 0!==r[j]&&0<=r[j]&&k.enableVertexAttribArray(r[j]);if(a.morphTargets){a.numSupportedMorphTargets=0;v="morphTarget";for(j=0;j<this.maxMorphTargets;j++)x=v+j,0<=r[x]&&(k.enableVertexAttribArray(r[x]),a.numSupportedMorphTargets++)}if(a.morphNormals){a.numSupportedMorphNormals=0;v="morphNormal";for(j=0;j<this.maxMorphNormals;j++)x=v+j,0<=r[x]&&(k.enableVertexAttribArray(r[x]),
|
|
|
a.numSupportedMorphNormals++)}a.uniformsList=[];for(i in a.uniforms)a.uniformsList.push([a.uniforms[i],i])};this.setFaceCulling=function(a,b){a?(!b||"ccw"===b?k.frontFace(k.CCW):k.frontFace(k.CW),"back"===a?k.cullFace(k.BACK):"front"===a?k.cullFace(k.FRONT):k.cullFace(k.FRONT_AND_BACK),k.enable(k.CULL_FACE)):k.disable(k.CULL_FACE)};this.setMaterialFaces=function(a){var b=a.side===THREE.DoubleSide,a=a.side===THREE.BackSide;Ja!==b&&(b?k.disable(k.CULL_FACE):k.enable(k.CULL_FACE),Ja=b);Ta!==a&&(a?k.frontFace(k.CW):
|