// ThreeWebGL.js r38 - http://github.com/mrdoob/three.js var THREE=THREE||{};THREE.Color=function(b){this.setHex(b)}; THREE.Color.prototype={autoUpdate:!0,copy:function(b){this.r=b.r;this.g=b.g;this.b=b.b;this.hex=b.hex;this.__styleString=b.__styleString},setRGB:function(b,d,e){this.r=b;this.g=d;this.b=e;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHSV:function(b,d,e){var h,g,m,j,o,p;if(e==0)h=g=m=0;else{j=Math.floor(b*6);o=b*6-j;b=e*(1-d);p=e*(1-d*o);d=e*(1-d*(1-o));switch(j){case 1:h=p;g=e;m=b;break;case 2:h=b;g=e;m=d;break;case 3:h=b;g=p;m=e;break;case 4:h=d;g=b;m=e;break;case 5:h=e;g=b; m=p;break;case 6:case 0:h=e;g=d;m=b}}this.r=h;this.g=g;this.b=m;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHex:function(b){this.hex=~~b&16777215;if(this.autoUpdate){this.updateRGB();this.updateStyleString()}},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGB:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},updateStyleString:function(){this.__styleString="rgb("+~~(this.r*255)+","+~~(this.g* 255)+","+~~(this.b*255)+")"},clone:function(){return new THREE.Color(this.hex)}};THREE.Vector2=function(b,d){this.set(b||0,d||0)}; THREE.Vector2.prototype={set:function(b,d){this.x=b;this.y=d;return this},copy:function(b){this.set(b.x,b.y);return this},addSelf:function(b){this.set(this.x+b.x,this.y+b.y);return this},add:function(b,d){this.set(b.x+d.x,b.y+d.y);return this},subSelf:function(b){this.set(this.x-b.x,this.y-b.y);return this},sub:function(b,d){this.set(b.x-d.x,b.y-d.y);return this},multiplyScalar:function(b){this.set(this.x*b,this.y*b);return this},negate:function(){this.set(-this.x,-this.y);return this},unit:function(){this.multiplyScalar(1/ this.length());return this},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(b,d,e){this.set(b||0,d||0,e||0)}; THREE.Vector3.prototype={set:function(b,d,e){this.x=b;this.y=d;this.z=e;return this},copy:function(b){this.set(b.x,b.y,b.z);return this},add:function(b,d){this.set(b.x+d.x,b.y+d.y,b.z+d.z);return this},addSelf:function(b){this.set(this.x+b.x,this.y+b.y,this.z+b.z);return this},addScalar:function(b){this.set(this.x+b,this.y+b,this.z+b);return this},sub:function(b,d){this.set(b.x-d.x,b.y-d.y,b.z-d.z);return this},subSelf:function(b){this.set(this.x-b.x,this.y-b.y,this.z-b.z);return this},cross:function(b, d){this.set(b.y*d.z-b.z*d.y,b.z*d.x-b.x*d.z,b.x*d.y-b.y*d.x);return this},crossSelf:function(b){var d=this.x,e=this.y,h=this.z;this.set(e*b.z-h*b.y,h*b.x-d*b.z,d*b.y-e*b.x);return this},multiply:function(b,d){this.set(b.x*d.x,b.y*d.y,b.z*d.z);return this},multiplySelf:function(b){this.set(this.x*b.x,this.y*b.y,this.z*b.z);return this},multiplyScalar:function(b){this.set(this.x*b,this.y*b,this.z*b);return this},divideSelf:function(b){this.set(this.x/b.x,this.y/b.y,this.z/b.z);return this},divideScalar:function(b){this.set(this.x/ b,this.y/b,this.z/b);return this},negate:function(){this.set(-this.x,-this.y,-this.z);return this},dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.z},distanceTo:function(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){var d=this.x-b.x,e=this.y-b.y;b=this.z-b.z;return d*d+e*e+b*b},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},lengthManhattan:function(){return this.x+this.y+this.z},normalize:function(){var b= this.length();b>0?this.multiplyScalar(1/b):this.set(0,0,0);return this},setPositionFromMatrix:function(b){this.x=b.n14;this.y=b.n24;this.z=b.n34},setRotationFromMatrix:function(b){this.y=Math.asin(b.n13);var d=Math.cos(this.y);if(Math.abs(d)>1.0E-5){this.x=Math.atan2(-b.n23/d,b.n33/d);this.z=Math.atan2(-b.n13/d,b.n11/d)}else{this.x=0;this.z=Math.atan2(b.n21,b.n22)}},setLength:function(b){return this.normalize().multiplyScalar(b)},isZero:function(){return Math.abs(this.x)<1.0E-4&&Math.abs(this.y)< 1.0E-4&&Math.abs(this.z)<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(b,d,e,h){this.set(b||0,d||0,e||0,h||1)}; THREE.Vector4.prototype={set:function(b,d,e,h){this.x=b;this.y=d;this.z=e;this.w=h;return this},copy:function(b){this.set(b.x,b.y,b.z,b.w||1);return this},add:function(b,d){this.set(b.x+d.x,b.y+d.y,b.z+d.z,b.w+d.w);return this},addSelf:function(b){this.set(this.x+b.x,this.y+b.y,this.z+b.z,this.w+b.w);return this},sub:function(b,d){this.set(b.x-d.x,b.y-d.y,b.z-d.z,b.w-d.w);return this},subSelf:function(b){this.set(this.x-b.x,this.y-b.y,this.z-b.z,this.w-b.w);return this},multiplyScalar:function(b){this.set(this.x* b,this.y*b,this.z*b,this.w*b);return this},divideScalar:function(b){this.set(this.x/b,this.y/b,this.z/b,this.w/b);return this},lerpSelf:function(b,d){this.set(this.x+(b.x-this.x)*d,this.y+(b.y-this.y)*d,this.z+(b.z-this.z)*d,this.w+(b.w-this.w)*d)},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Ray=function(b,d){this.origin=b||new THREE.Vector3;this.direction=d||new THREE.Vector3}; THREE.Ray.prototype={intersectScene:function(b){var d,e,h=b.objects,g=[];b=0;for(d=h.length;b0&&Y>0&&$+Y< 1}var e,h,g,m,j,o,p,u,E,G,I,H=b.geometry,L=H.vertices,M=[];e=0;for(h=H.faces.length;e0:E<0)){u=u.dot((new THREE.Vector3).sub(m, G))/E;G=G.addSelf(I.multiplyScalar(u));if(g instanceof THREE.Face3){if(d(G,m,j,o)){g={distance:this.origin.distanceTo(G),point:G,face:g,object:b};M.push(g)}}else if(g instanceof THREE.Face4&&(d(G,m,j,p)||d(G,j,o,p))){g={distance:this.origin.distanceTo(G),point:G,face:g,object:b};M.push(g)}}}return M}}; THREE.Rectangle=function(){function b(){m=h-d;j=g-e}var d,e,h,g,m,j,o=!0;this.getX=function(){return d};this.getY=function(){return e};this.getWidth=function(){return m};this.getHeight=function(){return j};this.getLeft=function(){return d};this.getTop=function(){return e};this.getRight=function(){return h};this.getBottom=function(){return g};this.set=function(p,u,E,G){o=!1;d=p;e=u;h=E;g=G;b()};this.addPoint=function(p,u){if(o){o=!1;d=p;e=u;h=p;g=u}else{d=dp?h:p;g=g>u?g:u}b()}; this.add3Points=function(p,u,E,G,I,H){if(o){o=!1;d=pE?p>I?p:I:E>I?E:I;g=u>G?u>H?u:H:G>H?G:H}else{d=pE?p>I?p>h?p:h:I>h?I:h:E>I?E>h?E:h:I>h?I:h;g=u>G?u>H?u>g?u:g:H>g?H:g:G>H?G>g?G:g:H>g?H:g}b()};this.addRectangle=function(p){if(o){o=!1;d=p.getLeft();e=p.getTop();h=p.getRight();g=p.getBottom()}else{d=dp.getRight()? h:p.getRight();g=g>p.getBottom()?g:p.getBottom()}b()};this.inflate=function(p){d-=p;e-=p;h+=p;g+=p;b()};this.minSelf=function(p){d=d>p.getLeft()?d:p.getLeft();e=e>p.getTop()?e:p.getTop();h=h=0&&Math.min(g,p.getBottom())-Math.max(e,p.getTop())>=0};this.empty=function(){o=!0;g=h=e=d=0;b()};this.isEmpty=function(){return o}}; THREE.Matrix3=function(){this.m=[]};THREE.Matrix3.prototype={transpose:function(){var b,d=this.m;b=d[1];d[1]=d[3];d[3]=b;b=d[2];d[2]=d[6];d[6]=b;b=d[5];d[5]=d[7];d[7]=b;return this},transposeIntoArray:function(b){var d=this.m;b[0]=d[0];b[1]=d[3];b[2]=d[6];b[3]=d[1];b[4]=d[4];b[5]=d[7];b[6]=d[2];b[7]=d[5];b[8]=d[8];return this}}; THREE.Matrix4=function(b,d,e,h,g,m,j,o,p,u,E,G,I,H,L,M){this.set(b||1,d||0,e||0,h||0,g||0,m||1,j||0,o||0,p||0,u||0,E||1,G||0,I||0,H||0,L||0,M||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; THREE.Matrix4.prototype={set:function(b,d,e,h,g,m,j,o,p,u,E,G,I,H,L,M){this.n11=b;this.n12=d;this.n13=e;this.n14=h;this.n21=g;this.n22=m;this.n23=j;this.n24=o;this.n31=p;this.n32=u;this.n33=E;this.n34=G;this.n41=I;this.n42=H;this.n43=L;this.n44=M;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(b){this.set(b.n11,b.n12,b.n13,b.n14,b.n21,b.n22,b.n23,b.n24,b.n31,b.n32,b.n33,b.n34,b.n41,b.n42,b.n43,b.n44);return this},lookAt:function(b,d,e){var h=THREE.Matrix4.__v1, g=THREE.Matrix4.__v2,m=THREE.Matrix4.__v3;m.sub(b,d).normalize();if(m.length()===0)m.z=1;h.cross(e,m).normalize();if(h.length()===0){m.x+=1.0E-4;h.cross(e,m).normalize()}g.cross(m,h).normalize();this.n11=h.x;this.n12=g.x;this.n13=m.x;this.n21=h.y;this.n22=g.y;this.n23=m.y;this.n31=h.z;this.n32=g.z;this.n33=m.z;return this},multiplyVector3:function(b){var d=b.x,e=b.y,h=b.z,g=1/(this.n41*d+this.n42*e+this.n43*h+this.n44);b.x=(this.n11*d+this.n12*e+this.n13*h+this.n14)*g;b.y=(this.n21*d+this.n22*e+this.n23* h+this.n24)*g;b.z=(this.n31*d+this.n32*e+this.n33*h+this.n34)*g;return b},multiplyVector4:function(b){var d=b.x,e=b.y,h=b.z,g=b.w;b.x=this.n11*d+this.n12*e+this.n13*h+this.n14*g;b.y=this.n21*d+this.n22*e+this.n23*h+this.n24*g;b.z=this.n31*d+this.n32*e+this.n33*h+this.n34*g;b.w=this.n41*d+this.n42*e+this.n43*h+this.n44*g;return b},rotateAxis:function(b){var d=b.x,e=b.y,h=b.z;b.x=d*this.n11+e*this.n12+h*this.n13;b.y=d*this.n21+e*this.n22+h*this.n23;b.z=d*this.n31+e*this.n32+h*this.n33;b.normalize(); return b},crossVector:function(b){var d=new THREE.Vector4;d.x=this.n11*b.x+this.n12*b.y+this.n13*b.z+this.n14*b.w;d.y=this.n21*b.x+this.n22*b.y+this.n23*b.z+this.n24*b.w;d.z=this.n31*b.x+this.n32*b.y+this.n33*b.z+this.n34*b.w;d.w=b.w?this.n41*b.x+this.n42*b.y+this.n43*b.z+this.n44*b.w:1;return d},multiply:function(b,d){var e=b.n11,h=b.n12,g=b.n13,m=b.n14,j=b.n21,o=b.n22,p=b.n23,u=b.n24,E=b.n31,G=b.n32,I=b.n33,H=b.n34,L=b.n41,M=b.n42,Y=b.n43,O=b.n44,ca=d.n11,ma=d.n12,wa=d.n13,$=d.n14,J=d.n21,xa=d.n22, ta=d.n23,ea=d.n24,c=d.n31,U=d.n32,V=d.n33,na=d.n34;this.n11=e*ca+h*J+g*c;this.n12=e*ma+h*xa+g*U;this.n13=e*wa+h*ta+g*V;this.n14=e*$+h*ea+g*na+m;this.n21=j*ca+o*J+p*c;this.n22=j*ma+o*xa+p*U;this.n23=j*wa+o*ta+p*V;this.n24=j*$+o*ea+p*na+u;this.n31=E*ca+G*J+I*c;this.n32=E*ma+G*xa+I*U;this.n33=E*wa+G*ta+I*V;this.n34=E*$+G*ea+I*na+H;this.n41=L*ca+M*J+Y*c;this.n42=L*ma+M*xa+Y*U;this.n43=L*wa+M*ta+Y*V;this.n44=L*$+M*ea+Y*na+O;return this},multiplyToArray:function(b,d,e){this.multiply(b,d);e[0]=this.n11; e[1]=this.n21;e[2]=this.n31;e[3]=this.n41;e[4]=this.n12;e[5]=this.n22;e[6]=this.n32;e[7]=this.n42;e[8]=this.n13;e[9]=this.n23;e[10]=this.n33;e[11]=this.n43;e[12]=this.n14;e[13]=this.n24;e[14]=this.n34;e[15]=this.n44;return this},multiplySelf:function(b){this.multiply(this,b);return this},multiplyScalar:function(b){this.n11*=b;this.n12*=b;this.n13*=b;this.n14*=b;this.n21*=b;this.n22*=b;this.n23*=b;this.n24*=b;this.n31*=b;this.n32*=b;this.n33*=b;this.n34*=b;this.n41*=b;this.n42*=b;this.n43*=b;this.n44*= b;return this},determinant:function(){var b=this.n11,d=this.n12,e=this.n13,h=this.n14,g=this.n21,m=this.n22,j=this.n23,o=this.n24,p=this.n31,u=this.n32,E=this.n33,G=this.n34,I=this.n41,H=this.n42,L=this.n43,M=this.n44;return h*j*u*I-e*o*u*I-h*m*E*I+d*o*E*I+e*m*G*I-d*j*G*I-h*j*p*H+e*o*p*H+h*g*E*H-b*o*E*H-e*g*G*H+b*j*G*H+h*m*p*L-d*o*p*L-h*g*u*L+b*o*u*L+d*g*G*L-b*m*G*L-e*m*p*M+d*j*p*M+e*g*u*M-b*j*u*M-d*g*E*M+b*m*E*M},transpose:function(){var b;b=this.n21;this.n21=this.n12;this.n12=b;b=this.n31;this.n31= this.n13;this.n13=b;b=this.n32;this.n32=this.n23;this.n23=b;b=this.n41;this.n41=this.n14;this.n14=b;b=this.n42;this.n42=this.n24;this.n24=b;b=this.n43;this.n43=this.n34;this.n43=b;return this},clone:function(){var b=new THREE.Matrix4;b.n11=this.n11;b.n12=this.n12;b.n13=this.n13;b.n14=this.n14;b.n21=this.n21;b.n22=this.n22;b.n23=this.n23;b.n24=this.n24;b.n31=this.n31;b.n32=this.n32;b.n33=this.n33;b.n34=this.n34;b.n41=this.n41;b.n42=this.n42;b.n43=this.n43;b.n44=this.n44;return b},flatten:function(){this.flat[0]= this.n11;this.flat[1]=this.n21;this.flat[2]=this.n31;this.flat[3]=this.n41;this.flat[4]=this.n12;this.flat[5]=this.n22;this.flat[6]=this.n32;this.flat[7]=this.n42;this.flat[8]=this.n13;this.flat[9]=this.n23;this.flat[10]=this.n33;this.flat[11]=this.n43;this.flat[12]=this.n14;this.flat[13]=this.n24;this.flat[14]=this.n34;this.flat[15]=this.n44;return this.flat},flattenToArray:function(b){b[0]=this.n11;b[1]=this.n21;b[2]=this.n31;b[3]=this.n41;b[4]=this.n12;b[5]=this.n22;b[6]=this.n32;b[7]=this.n42; b[8]=this.n13;b[9]=this.n23;b[10]=this.n33;b[11]=this.n43;b[12]=this.n14;b[13]=this.n24;b[14]=this.n34;b[15]=this.n44;return b},flattenToArrayOffset:function(b,d){b[d]=this.n11;b[d+1]=this.n21;b[d+2]=this.n31;b[d+3]=this.n41;b[d+4]=this.n12;b[d+5]=this.n22;b[d+6]=this.n32;b[d+7]=this.n42;b[d+8]=this.n13;b[d+9]=this.n23;b[d+10]=this.n33;b[d+11]=this.n43;b[d+12]=this.n14;b[d+13]=this.n24;b[d+14]=this.n34;b[d+15]=this.n44;return b},setTranslation:function(b,d,e){this.set(1,0,0,b,0,1,0,d,0,0,1,e,0,0, 0,1);return this},setScale:function(b,d,e){this.set(b,0,0,0,0,d,0,0,0,0,e,0,0,0,0,1);return this},setRotationX:function(b){var d=Math.cos(b);b=Math.sin(b);this.set(1,0,0,0,0,d,-b,0,0,b,d,0,0,0,0,1);return this},setRotationY:function(b){var d=Math.cos(b);b=Math.sin(b);this.set(d,0,b,0,0,1,0,0,-b,0,d,0,0,0,0,1);return this},setRotationZ:function(b){var d=Math.cos(b);b=Math.sin(b);this.set(d,-b,0,0,b,d,0,0,0,0,1,0,0,0,0,1);return this},setRotationAxis:function(b,d){var e=Math.cos(d),h=Math.sin(d),g= 1-e,m=b.x,j=b.y,o=b.z,p=g*m,u=g*j;this.set(p*m+e,p*j-h*o,p*o+h*j,0,p*j+h*o,u*j+e,u*o-h*m,0,p*o-h*j,u*o+h*m,g*o*o+e,0,0,0,0,1);return this},setPosition:function(b){this.n14=b.x;this.n24=b.y;this.n34=b.z;return this},setRotationFromEuler:function(b){var d=b.x,e=b.y,h=b.z;b=Math.cos(d);d=Math.sin(d);var g=Math.cos(e);e=Math.sin(e);var m=Math.cos(h);h=Math.sin(h);var j=b*e,o=d*e;this.n11=g*m;this.n12=-g*h;this.n13=e;this.n21=o*m+b*h;this.n22=-o*h+b*m;this.n23=-d*g;this.n31=-j*m+d*h;this.n32=j*h+d*m;this.n33= b*g;return this},setRotationFromQuaternion:function(b){var d=b.x,e=b.y,h=b.z,g=b.w,m=d+d,j=e+e,o=h+h;b=d*m;var p=d*j;d*=o;var u=e*j;e*=o;h*=o;m*=g;j*=g;g*=o;this.n11=1-(u+h);this.n12=p-g;this.n13=d+j;this.n21=p+g;this.n22=1-(b+h);this.n23=e-m;this.n31=d-j;this.n32=e+m;this.n33=1-(b+u);return this},scale:function(b){var d=b.x,e=b.y;b=b.z;this.n11*=d;this.n12*=e;this.n13*=b;this.n21*=d;this.n22*=e;this.n23*=b;this.n31*=d;this.n32*=e;this.n33*=b;this.n41*=d;this.n42*=e;this.n43*=b;return this},extractPosition:function(b){this.n14= b.n14;this.n24=b.n24;this.n34=b.n34},extractRotation:function(b,d){var e=1/d.x,h=1/d.y,g=1/d.z;this.n11=b.n11*e;this.n21=b.n21*e;this.n31=b.n31*e;this.n12=b.n12*h;this.n22=b.n22*h;this.n32=b.n32*h;this.n13=b.n13*g;this.n23=b.n23*g;this.n33=b.n33*g}}; THREE.Matrix4.makeInvert=function(b,d){var e=b.n11,h=b.n12,g=b.n13,m=b.n14,j=b.n21,o=b.n22,p=b.n23,u=b.n24,E=b.n31,G=b.n32,I=b.n33,H=b.n34,L=b.n41,M=b.n42,Y=b.n43,O=b.n44;d===undefined&&(d=new THREE.Matrix4);d.n11=p*H*M-u*I*M+u*G*Y-o*H*Y-p*G*O+o*I*O;d.n12=m*I*M-g*H*M-m*G*Y+h*H*Y+g*G*O-h*I*O;d.n13=g*u*M-m*p*M+m*o*Y-h*u*Y-g*o*O+h*p*O;d.n14=m*p*G-g*u*G-m*o*I+h*u*I+g*o*H-h*p*H;d.n21=u*I*L-p*H*L-u*E*Y+j*H*Y+p*E*O-j*I*O;d.n22=g*H*L-m*I*L+m*E*Y-e*H*Y-g*E*O+e*I*O;d.n23=m*p*L-g*u*L-m*j*Y+e*u*Y+g*j*O-e*p*O; d.n24=g*u*E-m*p*E+m*j*I-e*u*I-g*j*H+e*p*H;d.n31=o*H*L-u*G*L+u*E*M-j*H*M-o*E*O+j*G*O;d.n32=m*G*L-h*H*L-m*E*M+e*H*M+h*E*O-e*G*O;d.n33=g*u*L-m*o*L+m*j*M-e*u*M-h*j*O+e*o*O;d.n34=m*o*E-h*u*E-m*j*G+e*u*G+h*j*H-e*o*H;d.n41=p*G*L-o*I*L-p*E*M+j*I*M+o*E*Y-j*G*Y;d.n42=h*I*L-g*G*L+g*E*M-e*I*M-h*E*Y+e*G*Y;d.n43=g*o*L-h*p*L-g*j*M+e*p*M+h*j*Y-e*o*Y;d.n44=h*p*E-g*o*E+g*j*G-e*p*G-h*j*I+e*o*I;d.multiplyScalar(1/b.determinant());return d}; THREE.Matrix4.makeInvert3x3=function(b){var d=b.m33,e=d.m,h=b.n33*b.n22-b.n32*b.n23,g=-b.n33*b.n21+b.n31*b.n23,m=b.n32*b.n21-b.n31*b.n22,j=-b.n33*b.n12+b.n32*b.n13,o=b.n33*b.n11-b.n31*b.n13,p=-b.n32*b.n11+b.n31*b.n12,u=b.n23*b.n12-b.n22*b.n13,E=-b.n23*b.n11+b.n21*b.n13,G=b.n22*b.n11-b.n21*b.n12;b=b.n11*h+b.n21*j+b.n31*u;if(b==0)throw"matrix not invertible";b=1/b;e[0]=b*h;e[1]=b*g;e[2]=b*m;e[3]=b*j;e[4]=b*o;e[5]=b*p;e[6]=b*u;e[7]=b*E;e[8]=b*G;return d}; THREE.Matrix4.makeFrustum=function(b,d,e,h,g,m){var j;j=new THREE.Matrix4;j.n11=2*g/(d-b);j.n12=0;j.n13=(d+b)/(d-b);j.n14=0;j.n21=0;j.n22=2*g/(h-e);j.n23=(h+e)/(h-e);j.n24=0;j.n31=0;j.n32=0;j.n33=-(m+g)/(m-g);j.n34=-2*m*g/(m-g);j.n41=0;j.n42=0;j.n43=-1;j.n44=0;return j};THREE.Matrix4.makePerspective=function(b,d,e,h){var g;b=e*Math.tan(b*Math.PI/360);g=-b;return THREE.Matrix4.makeFrustum(g*d,b*d,g,b,e,h)}; THREE.Matrix4.makeOrtho=function(b,d,e,h,g,m){var j,o,p,u;j=new THREE.Matrix4;o=d-b;p=e-h;u=m-g;j.n11=2/o;j.n12=0;j.n13=0;j.n14=-((d+b)/o);j.n21=0;j.n22=2/p;j.n23=0;j.n24=-((e+h)/p);j.n31=0;j.n32=0;j.n33=-2/u;j.n34=-((m+g)/u);j.n41=0;j.n42=0;j.n43=0;j.n44=1;return j};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3; THREE.Object3D=function(){this.parent=undefined;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.scale=new THREE.Vector3(1,1,1);this.rotationAutoUpdate=!0;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixAutoUpdate=!0;this.matrixWorldNeedsUpdate=!0;this.quaternion=new THREE.Quaternion;this.useQuaternion=!1;this.boundRadius=0;this.boundRadiusScale=1;this.visible= !0;this._vector=new THREE.Vector3}; THREE.Object3D.prototype={translate:function(b,d){this.matrix.rotateAxis(d);this.position.addSelf(d.multiplyScalar(b))},translateX:function(b){this.translate(b,this._vector.set(1,0,0))},translateY:function(b){this.translate(b,this._vector.set(0,1,0))},translateZ:function(b){this.translate(b,this._vector.set(0,0,1))},lookAt:function(b){this.matrix.lookAt(this.position,b,this.up);this.rotationAutoUpdate&&this.rotation.setRotationFromMatrix(this.matrix)},addChild:function(b){if(this.children.indexOf(b)===-1){b.parent!== undefined&&b.parent.removeChild(b);b.parent=this;this.children.push(b);for(var d=this;d instanceof THREE.Scene===!1&&d!==undefined;)d=d.parent;d!==undefined&&d.addChildRecurse(b)}},removeChild:function(b){var d=this.children.indexOf(b);if(d!==-1){b.parent=undefined;this.children.splice(d,1)}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrix.setRotationFromQuaternion(this.quaternion):this.matrix.setRotationFromEuler(this.rotation);if(this.scale.x!==1||this.scale.y!== 1||this.scale.z!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,Math.max(this.scale.y,this.scale.z))}this.matrixWorldNeedsUpdate=!0},update:function(b,d,e){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||d){b?this.matrixWorld.multiply(b,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixRotationWorld.extractRotation(this.matrixWorld,this.scale);this.matrixWorldNeedsUpdate=!1;d=!0}b=0;for(var h=this.children.length;b=1){e.w=b.w;e.x=b.x;e.y=b.y;e.z=b.z;return e}var m=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.0010){e.w=0.5*(b.w+d.w);e.x=0.5*(b.x+d.x);e.y=0.5*(b.y+d.y);e.z=0.5*(b.z+d.z);return e}g=Math.sin((1-h)*m)/j;h=Math.sin(h*m)/j;e.w=b.w*g+d.w*h;e.x=b.x*g+d.x*h;e.y=b.y*g+d.y*h;e.z=b.z*g+d.z*h;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,d,e,h,g,m){this.a=b;this.b=d;this.c=e;this.normal=h instanceof THREE.Vector3?h:new THREE.Vector3;this.vertexNormals=h instanceof Array?h:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=m instanceof Array?m:[m];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,d,e,h,g,m,j){this.a=b;this.b=d;this.c=e;this.d=h;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=m instanceof THREE.Color?m:new THREE.Color;this.vertexColors=m instanceof Array?m:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3};THREE.UV=function(b,d){this.set(b||0,d||0)}; THREE.UV.prototype={set:function(b,d){this.u=b;this.v=d;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; THREE.Geometry.prototype={computeCentroids:function(){var b,d,e;b=0;for(d=this.faces.length;b0){this.boundingBox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y],z:[this.vertices[0].position.z,this.vertices[0].position.z]};for(var d=1,e=this.vertices.length;dthis.boundingBox.x[1])this.boundingBox.x[1]=b.position.x; if(b.position.ythis.boundingBox.y[1])this.boundingBox.y[1]=b.position.y;if(b.position.zthis.boundingBox.z[1])this.boundingBox.z[1]=b.position.z}}},computeBoundingSphere:function(){for(var b=this.boundingSphere===null?0:this.boundingSphere.radius,d=0,e=this.vertices.length;d1){console.log("THREE.Animation.update: Warning! Scale out of bounds:"+h+" on bone "+H);h=h<0?0:1}if(e==="pos"){e=b.position;if(this.interpolationType===THREE.AnimationHandler.LINEAR){e.x=g[0]+(m[0]-g[0])*h;e.y=g[1]+(m[1]-g[1])*h;e.z=g[2]+(m[2]-g[2])*h}else if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){this.points[0]= this.getPrevKeyWith("pos",H,j.index-1).pos;this.points[1]=g;this.points[2]=m;this.points[3]=this.getNextKeyWith("pos",H,o.index+1).pos;h=h*0.33+0.33;g=this.interpolateCatmullRom(this.points,h);e.x=g[0];e.y=g[1];e.z=g[2];if(this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){h=this.interpolateCatmullRom(this.points,h*1.01);this.target.set(h[0],h[1],h[2]);this.target.subSelf(e);this.target.y=0;this.target.normalize();h=Math.atan2(this.target.x,this.target.z);b.rotation.set(0,h,0)}}}else if(e=== "rot")THREE.Quaternion.slerp(g,m,b.quaternion,h);else if(e==="scl"){e=b.scale;e.x=g[0]+(m[0]-g[0])*h;e.y=g[1]+(m[1]-g[1])*h;e.z=g[2]+(m[2]-g[2])*h}}}}if(this.JITCompile&&E[0][u]===undefined){this.hierarchy[0].update(undefined,!0);for(H=0;Hb.length-2?m:m+1;e[3]=m>b.length-3?m:m+2;m=b[e[0]];o=b[e[1]];p=b[e[2]];u=b[e[3]];e=g*g;j=g*e;h[0]=this.interpolate(m[0],o[0],p[0],u[0],g,e,j);h[1]=this.interpolate(m[1],o[1],p[1],u[1],g,e,j);h[2]=this.interpolate(m[2],o[2],p[2],u[2],g,e,j);return h}; THREE.Animation.prototype.interpolate=function(b,d,e,h,g,m,j){b=(e-b)*0.5;h=(h-d)*0.5;return(2*(d-e)+b+h)*j+(-3*(d-e)-2*b-h)*m+b*g+d};THREE.Animation.prototype.getNextKeyWith=function(b,d,e){var h=this.data.hierarchy[d].keys;if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)e=e0?e:0:e>=0?e:e+h.length;e>=0;e--)if(h[e][b]!==undefined)return h[e];return this.data.hierarchy[d].keys[h.length-1]}; THREE.Camera=function(b,d,e,h,g){THREE.Object3D.call(this);this.fov=b||50;this.aspect=d||1;this.near=e||0.1;this.far=h||2E3;this.target=g||new THREE.Object3D;this.useTarget=!0;this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=null;this.updateProjectionMatrix()};THREE.Camera.prototype=new THREE.Object3D;THREE.Camera.prototype.constructor=THREE.Camera;THREE.Camera.prototype.supr=THREE.Object3D.prototype; THREE.Camera.prototype.translate=function(b,d){this.matrix.rotateAxis(d);this.position.addSelf(d.multiplyScalar(b));this.target.position.addSelf(d.multiplyScalar(b))};THREE.Camera.prototype.updateProjectionMatrix=function(){this.projectionMatrix=THREE.Matrix4.makePerspective(this.fov,this.aspect,this.near,this.far)};THREE.Camera.prototype.updateMatrix=function(){this.update(undefined,!0)}; THREE.Camera.prototype.update=function(b,d,e){if(this.useTarget){this.matrix.lookAt(this.position,this.target.position,this.up);this.matrix.setPosition(this.position);b?this.matrixWorld.multiply(b,this.matrix):this.matrixWorld.copy(this.matrix);THREE.Matrix4.makeInvert(this.matrixWorld,this.matrixWorldInverse);d=!0}else{this.matrixAutoUpdate&&(d|=this.updateMatrix());if(d||this.matrixWorldNeedsUpdate){b?this.matrixWorld.multiply(b,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixWorldNeedsUpdate= !1;d=!0;THREE.Matrix4.makeInvert(this.matrixWorld,this.matrixWorldInverse)}}for(b=0;b1){b=e.matrixWorldInverse;b=-(b.n31*this.position.x+b.n32*this.position.y+b.n33*this.position.z+b.n34);this.LODs[0].object3D.visible=!0;for(var h=1;h=this.LODs[h].visibleAtDistance){this.LODs[h-1].object3D.visible= !1;this.LODs[h].object3D.visible=!0}else break;for(;h=0&&ya>=0&&aa>=0&&pa>=0)return!0;else if(Ga<0&&ya<0||aa<0&&pa<0)return!1;else{if(Ga<0)na=Math.max(na,Ga/(Ga-ya));else ya<0&&(Fa=Math.min(Fa,Ga/(Ga-ya)));if(aa<0)na=Math.max(na,aa/(aa-pa));else pa<0&&(Fa=Math.min(Fa,aa/(aa-pa)));if(FaGa&&j.positionScreen.z0&&$.z<1){Pa=ma[ca]=ma[ca]||new THREE.RenderableParticle;ca++;O=Pa;O.x=$.x/$.w;O.y=$.y/$.w;O.z=$.z;O.rotation=ga.rotation.z;O.scale.x=ga.scale.x*Math.abs(O.x-($.x+V.projectionMatrix.n11)/($.w+V.projectionMatrix.n14));O.scale.y=ga.scale.y*Math.abs(O.y-($.y+V.projectionMatrix.n22)/($.w+V.projectionMatrix.n24));O.materials=ga.materials;Fa.push(O)}}}}na&&Fa.sort(d);return Fa}}; THREE.SoundRenderer=function(){this.volume=1;this.domElement=document.createElement("div");this.domElement.id="THREESound";this.cameraPosition=new THREE.Vector3;this.soundPosition=new THREE.Vector3;this.render=function(b,d,e){e&&b.update(undefined,!1,d);e=b.sounds;var h,g=e.length;for(h=0;h 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef PHONG\nvPointLight[ i ] = vec4( lVector, lDistance );\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight * pointDistance;\npointSpecular += mSpecular * pointSpecularWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif", morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif"}; THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},lightMap:{type:"t",value:2,texture:null},envMap:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refractionRatio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)},morphTargetInfluences:{type:"f", value:0}},lights:{enableLighting:{type:"i",value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightDistance:{type:"fv1",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1},map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4}, fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}}; THREE.ShaderLib={lensFlare:{vertexShader:"uniform \tvec3 \tscreenPosition;\nuniform\tvec2\tscale;\nuniform\tfloat\trotation;\nattribute \tvec2 \tposition;\nattribute vec2\tUV;\nvarying\tvec2\tvUV;\nvoid main(void)\n{\nvUV = UV;\nvec2 pos;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\ngl_Position = vec4(( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tfloat\t\topacity;\nuniform int renderPink;\nvarying\tvec2\t\tvUV;\nvoid main( void )\n{\nif( renderPink == 1 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );\n} else {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity;\ngl_FragColor = color;\n}\n}"}, shadowPost:{vertexShader:"uniform \tmat4 \tprojectionMatrix;\nattribute \tvec3 \tposition;\nvoid main(void)\n{\ngl_Position = projectionMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform \tfloat \tdarkness;\nvoid main( void )\n{\ngl_FragColor = vec4( 0, 0, 0, darkness );\n}"},shadowVolumeDynamic:{uniforms:{directionalLightDirection:{type:"fv",value:[]}},vertexShader:"uniform \tvec3 \tdirectionalLightDirection;\nvoid main() {\nvec4 pos = objectMatrix * vec4( position, 1.0 );\nvec3 norm = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 extruded = vec4( directionalLightDirection * 5000.0 * step( 0.0, dot( directionalLightDirection, norm )), 0.0 );\ngl_Position = projectionMatrix * viewMatrix * ( pos + extruded );\n}", fragmentShader:"void main() {\ngl_FragColor = vec4( 1, 1, 1, 1 );\n}"},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"}, normal:{uniforms:{opacity:{type:"f",value:1}},fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;", THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:[THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex, THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},lambert:{uniforms:Uniforms.merge([THREE.UniformsLib.common, THREE.UniformsLib.lights]),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment, THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["varying vec3 vLightWeighting;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex, THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},phong:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;", THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.lights_fragment,THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"), vertexShader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex, THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragmentShader:["uniform vec3 psColor;\nuniform float opacity;", THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n")}}; THREE.WebGLRenderer=function(b){function d(f,s,n){var k,q,A,v=f.vertices,x=v.length,z=f.colors,t=z.length,w=f.__vertexArray,y=f.__colorArray,D=f.__sortArray,B=f.__dirtyVertices,N=f.__dirtyColors;if(n.sortParticles){ga.multiplySelf(n.matrixWorld);for(k=0;kt){w=y;t=z[w]}c.bindBuffer(c.ARRAY_BUFFER,q.__webglMorphTargetsBuffers[w]);c.vertexAttribPointer(s["morphTarget"+n],3,c.FLOAT,!1,0,0);A.__webglMorphTargetInfluences[n]=t;x[w]=1;t=-1;n++}}c.uniform1fv(k.program.uniforms.morphTargetInfluences,A.__webglMorphTargetInfluences)}else{c.bindBuffer(c.ARRAY_BUFFER,q.__webglVertexBuffer);c.vertexAttribPointer(f.position,3,c.FLOAT,!1,0,0)}if(q.__webglCustomAttributes)for(v in q.__webglCustomAttributes)if(f[v]>=0){s=q.__webglCustomAttributes[v];c.bindBuffer(c.ARRAY_BUFFER, s.buffer);c.vertexAttribPointer(f[v],s.size,c.FLOAT,!1,0,0)}if(f.color>=0){c.bindBuffer(c.ARRAY_BUFFER,q.__webglColorBuffer);c.vertexAttribPointer(f.color,3,c.FLOAT,!1,0,0)}if(f.normal>=0){c.bindBuffer(c.ARRAY_BUFFER,q.__webglNormalBuffer);c.vertexAttribPointer(f.normal,3,c.FLOAT,!1,0,0)}if(f.tangent>=0){c.bindBuffer(c.ARRAY_BUFFER,q.__webglTangentBuffer);c.vertexAttribPointer(f.tangent,4,c.FLOAT,!1,0,0)}if(f.uv>=0)if(q.__webglUVBuffer){c.bindBuffer(c.ARRAY_BUFFER,q.__webglUVBuffer);c.vertexAttribPointer(f.uv, 2,c.FLOAT,!1,0,0);c.enableVertexAttribArray(f.uv)}else c.disableVertexAttribArray(f.uv);if(f.uv2>=0)if(q.__webglUV2Buffer){c.bindBuffer(c.ARRAY_BUFFER,q.__webglUV2Buffer);c.vertexAttribPointer(f.uv2,2,c.FLOAT,!1,0,0);c.enableVertexAttribArray(f.uv2)}else c.disableVertexAttribArray(f.uv2);if(k.skinning&&f.skinVertexA>=0&&f.skinVertexB>=0&&f.skinIndex>=0&&f.skinWeight>=0){c.bindBuffer(c.ARRAY_BUFFER,q.__webglSkinVertexABuffer);c.vertexAttribPointer(f.skinVertexA,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER, q.__webglSkinVertexBBuffer);c.vertexAttribPointer(f.skinVertexB,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,q.__webglSkinIndicesBuffer);c.vertexAttribPointer(f.skinIndex,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,q.__webglSkinWeightsBuffer);c.vertexAttribPointer(f.skinWeight,4,c.FLOAT,!1,0,0)}if(A instanceof THREE.Mesh)if(k.wireframe){c.lineWidth(k.wireframeLinewidth);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,q.__webglLineBuffer);c.drawElements(c.LINES,q.__webglLineCount,c.UNSIGNED_SHORT,0)}else{c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, q.__webglFaceBuffer);c.drawElements(c.TRIANGLES,q.__webglFaceCount,c.UNSIGNED_SHORT,0)}else if(A instanceof THREE.Line){A=A.type==THREE.LineStrip?c.LINE_STRIP:c.LINES;c.lineWidth(k.linewidth);c.drawArrays(A,0,q.__webglLineCount)}else if(A instanceof THREE.ParticleSystem)c.drawArrays(c.POINTS,0,q.__webglParticleCount);else A instanceof THREE.Ribbon&&c.drawArrays(c.TRIANGLE_STRIP,0,q.__webglVertexCount)}}function g(f,s,n){if(!f.__webglVertexBuffer)f.__webglVertexBuffer=c.createBuffer();if(!f.__webglNormalBuffer)f.__webglNormalBuffer= c.createBuffer();if(f.hasPos){c.bindBuffer(c.ARRAY_BUFFER,f.__webglVertexBuffer);c.bufferData(c.ARRAY_BUFFER,f.positionArray,c.DYNAMIC_DRAW);c.enableVertexAttribArray(s.attributes.position);c.vertexAttribPointer(s.attributes.position,3,c.FLOAT,!1,0,0)}if(f.hasNormal){c.bindBuffer(c.ARRAY_BUFFER,f.__webglNormalBuffer);if(n==THREE.FlatShading){var k,q,A,v,x,z,t,w,y,D,B=f.count*3;for(D=0;D0.0010&&z.scale>0.0010){D[0]=z.x;D[1]=z.y;D[2]=z.z;w=z.size*z.scale/Ca;y[0]=w*t;y[1]=w;c.uniform3fv(T.screenPosition, D);c.uniform1f(T.rotation,z.rotation);c.uniform2fv(T.scale,y);c.uniform1f(T.opacity,z.opacity);ma(z.blending);$(z.texture,0);c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}}}c.enable(c.CULL_FACE);c.enable(c.DEPTH_TEST);c.depthMask(Ga)}function M(f,s){f._modelViewMatrix.multiplyToArray(s.matrixWorldInverse,f.matrixWorld,f._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(f._modelViewMatrix).transposeIntoArray(f._normalMatrixArray)}function Y(f){var s,n,k,q,A;if(f instanceof THREE.Mesh){n=f.geometry; for(s in n.geometryGroups){k=n.geometryGroups[s];A=!1;for(q in k.__webglCustomAttributes)if(k.__webglCustomAttributes[q].needsUpdate){A=!0;break}if(n.__dirtyVertices||n.__dirtyMorphTargets||n.__dirtyElements||n.__dirtyUvs||n.__dirtyNormals||n.__dirtyColors||n.__dirtyTangents||A){A=c.DYNAMIC_DRAW;var v=void 0,x=void 0,z=void 0,t=void 0;z=void 0;var w=void 0,y=void 0,D=void 0,B=void 0,N=void 0,W=void 0,P=void 0,T=void 0,Ha=void 0,R=void 0,Q=void 0,S=void 0,ra=void 0;y=void 0;D=void 0;t=void 0;B=void 0; t=void 0;var r=void 0,F=void 0;y=void 0;r=void 0;F=void 0;var i=void 0,Ka=void 0;r=void 0;F=void 0;i=void 0;Ka=void 0;r=void 0;F=void 0;i=void 0;Ka=void 0;r=void 0;F=void 0;i=void 0;t=void 0;B=void 0;w=void 0;z=void 0;z=void 0;r=void 0;F=void 0;i=void 0;var Wa=void 0,sa=0,Aa=0,$a=0,ab=0,Ja=0,La=0,da=0,Ma=0,va=0,C=0,Ba=0;F=r=0;var Da=k.__vertexArray,ib=k.__uvArray,jb=k.__uv2Array,Qa=k.__normalArray,ha=k.__tangentArray,Ea=k.__colorArray,ia=k.__skinVertexAArray,ja=k.__skinVertexBArray,ka=k.__skinIndexArray, la=k.__skinWeightArray,kb=k.__morphTargetsArrays,Ra=k.__webglCustomAttributes;i=void 0;var Na=k.__faceArray,Oa=k.__lineArray,rb=k.__needsSmoothNormals;W=k.__vertexColorType;N=k.__uvType;P=k.__normalType;var Ia=f.geometry,lb=Ia.__dirtyVertices,mb=Ia.__dirtyElements,gb=Ia.__dirtyUvs,nb=Ia.__dirtyNormals,ob=Ia.__dirtyTangents,pb=Ia.__dirtyColors,qb=Ia.__dirtyMorphTargets,bb=Ia.vertices,sb=k.faces,wb=Ia.faces,tb=Ia.faceVertexUvs[0],ub=Ia.faceVertexUvs[1],cb=Ia.skinVerticesA,db=Ia.skinVerticesB,eb=Ia.skinIndices, Xa=Ia.skinWeights,Za=Ia.edgeFaces,Ta=Ia.morphTargets;if(Ra)for(Wa in Ra){Ra[Wa].offset=0;Ra[Wa].offsetSrc=0}v=0;for(x=sb.length;v0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglColorBuffer);c.bufferData(c.ARRAY_BUFFER,Ea,A)}if(nb){c.bindBuffer(c.ARRAY_BUFFER,k.__webglNormalBuffer);c.bufferData(c.ARRAY_BUFFER,Qa,A)}if(ob&&Ia.hasTangents){c.bindBuffer(c.ARRAY_BUFFER,k.__webglTangentBuffer);c.bufferData(c.ARRAY_BUFFER,ha,A)}if(gb&&$a>0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglUVBuffer);c.bufferData(c.ARRAY_BUFFER, 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c.bindBuffer(c.ARRAY_BUFFER,X.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,X.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,X.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,X.faces,c.STATIC_DRAW);X.program=c.createProgram();c.attachShader(X.program,xa("fragment",THREE.ShaderLib.shadowPost.fragmentShader));c.attachShader(X.program,xa("vertex",THREE.ShaderLib.shadowPost.vertexShader));c.linkProgram(X.program);X.vertexLocation=c.getAttribLocation(X.program,"position");X.projectionLocation= c.getUniformLocation(X.program,"projectionMatrix");X.darknessLocation=c.getUniformLocation(X.program,"darkness")}var K={};K.vertices=new Float32Array(16);K.faces=new 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16,0,c.RGB,c.UNSIGNED_BYTE,null);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,c.NEAREST);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,c.NEAREST);K.program=c.createProgram();c.attachShader(K.program,xa("fragment",THREE.ShaderLib.lensFlare.fragmentShader));c.attachShader(K.program,xa("vertex",THREE.ShaderLib.lensFlare.vertexShader));c.linkProgram(K.program);K.attributes= {};K.uniforms={};K.attributes.vertex=c.getAttribLocation(K.program,"position");K.attributes.uv=c.getAttribLocation(K.program,"UV");K.uniforms.map=c.getUniformLocation(K.program,"map");K.uniforms.opacity=c.getUniformLocation(K.program,"opacity");K.uniforms.scale=c.getUniformLocation(K.program,"scale");K.uniforms.rotation=c.getUniformLocation(K.program,"rotation");K.uniforms.screenPosition=c.getUniformLocation(K.program,"screenPosition");K.uniforms.renderPink=c.getUniformLocation(K.program,"renderPink"); this.setSize=function(f,s){U.width=f;U.height=s;this.setViewport(0,0,U.width,U.height)};this.setViewport=function(f,s,n,k){Z=f;ua=s;oa=n;Ca=k;c.viewport(Z,ua,oa,Ca)};this.setScissor=function(f,s,n,k){c.scissor(f,s,n,k)};this.enableScissorTest=function(f){f?c.enable(c.SCISSOR_TEST):c.disable(c.SCISSOR_TEST)};this.enableDepthBufferWrite=function(f){Ga=f;c.depthMask(f)};this.setClearColorHex=function(f,s){var n=new THREE.Color(f);c.clearColor(n.r,n.g,n.b,s)};this.setClearColor=function(f,s){c.clearColor(f.r, f.g,f.b,s)};this.clear=function(){c.clear(c.COLOR_BUFFER_BIT|c.DEPTH_BUFFER_BIT|c.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(f){X.darkness=f};this.initMaterial=function(f,s,n,k){var q,A,v;if(f instanceof THREE.MeshDepthMaterial)v="depth";else if(f instanceof THREE.ShadowVolumeDynamicMaterial)v="shadowVolumeDynamic";else if(f instanceof THREE.MeshNormalMaterial)v="normal";else if(f instanceof THREE.MeshBasicMaterial)v="basic";else if(f instanceof THREE.MeshLambertMaterial)v="lambert"; else if(f instanceof THREE.MeshPhongMaterial)v="phong";else if(f instanceof THREE.LineBasicMaterial)v="basic";else f instanceof THREE.ParticleBasicMaterial&&(v="particle_basic");if(v){var x=THREE.ShaderLib[v];f.uniforms=Uniforms.clone(x.uniforms);f.vertexShader=x.vertexShader;f.fragmentShader=x.fragmentShader}var z,t,w;z=w=x=0;for(t=s.length;z0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS 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0&&c.enableVertexAttribArray(y.normal);y.tangent>=0&&c.enableVertexAttribArray(y.tangent);if(f.skinning&&y.skinVertexA>=0&&y.skinVertexB>=0&&y.skinIndex>=0&&y.skinWeight>=0){c.enableVertexAttribArray(y.skinVertexA);c.enableVertexAttribArray(y.skinVertexB);c.enableVertexAttribArray(y.skinIndex);c.enableVertexAttribArray(y.skinWeight)}for(q in f.attributes)y[q]>=0&&c.enableVertexAttribArray(y[q]);if(f.morphTargets){f.numSupportedMorphTargets=0;if(y.morphTarget0>=0){c.enableVertexAttribArray(y.morphTarget0); f.numSupportedMorphTargets++}if(y.morphTarget1>=0){c.enableVertexAttribArray(y.morphTarget1);f.numSupportedMorphTargets++}if(y.morphTarget2>=0){c.enableVertexAttribArray(y.morphTarget2);f.numSupportedMorphTargets++}if(y.morphTarget3>=0){c.enableVertexAttribArray(y.morphTarget3);f.numSupportedMorphTargets++}if(y.morphTarget4>=0){c.enableVertexAttribArray(y.morphTarget4);f.numSupportedMorphTargets++}if(y.morphTarget5>=0){c.enableVertexAttribArray(y.morphTarget5);f.numSupportedMorphTargets++}if(y.morphTarget6>= 0){c.enableVertexAttribArray(y.morphTarget6);f.numSupportedMorphTargets++}if(y.morphTarget7>=0){c.enableVertexAttribArray(y.morphTarget7);f.numSupportedMorphTargets++}k.__webglMorphTargetInfluences=new Float32Array(this.maxMorphTargets);f=0;for(q=this.maxMorphTargets;f0||D.faceVertexUvs.length>0)v.__uvArray=new Float32Array(z*2);if(D.faceUvs.length>1||D.faceVertexUvs.length>1)v.__uv2Array=new Float32Array(z*2)}if(x.geometry.skinWeights.length&&x.geometry.skinIndices.length){v.__skinVertexAArray=new Float32Array(z*4);v.__skinVertexBArray=new Float32Array(z*4);v.__skinIndexArray= new Float32Array(z*4);v.__skinWeightArray=new Float32Array(z*4)}v.__faceArray=new Uint16Array(N*3+(x.geometry.edgeFaces?x.geometry.edgeFaces.length*6:0));v.__lineArray=new Uint16Array(W*2);if(v.numMorphTargets){v.__morphTargetsArrays=[];D=0;for(B=v.numMorphTargets;D=0;q--){k=n.__webglObjects[q].object; s==k&&n.__webglObjects.splice(q,1)}f.__objectsRemoved.splice(0,1)}s=0;for(n=f.__webglObjects.length;s0}}; THREE.WebGLRenderTarget=function(b,d,e){this.width=b;this.height=d;e=e||{};this.wrapS=e.wrapS!==undefined?e.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=e.wrapT!==undefined?e.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=e.magFilter!==undefined?e.magFilter:THREE.LinearFilter;this.minFilter=e.minFilter!==undefined?e.minFilter:THREE.LinearMipMapLinearFilter;this.format=e.format!==undefined?e.format:THREE.RGBFormat;this.type=e.type!==undefined?e.type:THREE.UnsignedByteType;this.depthBuffer=e.depthBuffer!== undefined?e.depthBuffer:!0;this.stencilBuffer=e.stencilBuffer!==undefined?e.stencilBuffer:!0};