// Three.js - http://github.com/mrdoob/three.js 'use strict';var THREE=THREE||{REVISION:"50dev"};self.console||(self.console={info:function(){},log:function(){},debug:function(){},warn:function(){},error:function(){}});self.Int32Array||(self.Int32Array=Array,self.Float32Array=Array); (function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r=this.r+(a.r-this.r)*b;this.g=this.g+(a.g-this.g)*b;this.b=this.b+(a.b-this.b)*b;return this},getHex:function(){return Math.floor(this.r*255)<<16^Math.floor(this.g*255)<<8^Math.floor(this.b*255)},getContextStyle:function(){return"rgb("+Math.floor(this.r*255)+","+Math.floor(this.g*255)+","+Math.floor(this.b*255)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}}; THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;return this},divideScalar:function(a){if(a){this.x= this.x/a;this.y=this.y/a}else this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)}, lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;return this},addScalar:function(a){this.x=this.x+a;this.y=this.y+ a;this.z=this.z+a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x=this.x*a.x;this.y=this.y*a.y;this.z=this.z*a.z;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;return this},divideSelf:function(a){this.x=this.x/a.x;this.y= this.y/a.y;this.z=this.z/a.z;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a}else this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())}, setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this, a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setEulerFromRotationMatrix:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],j=d[5],i=d[9],m=d[2],l=d[6],d=d[10];if(b===void 0||b==="XYZ"){this.y=Math.asin(c(g));if(Math.abs(g)<0.99999){this.x=Math.atan2(-i,d);this.z=Math.atan2(-f,e)}else{this.x=Math.atan2(h,j);this.z=0}}else if(b==="YXZ"){this.x=Math.asin(-c(i));if(Math.abs(i)< 0.99999){this.y=Math.atan2(g,d);this.z=Math.atan2(h,j)}else{this.y=Math.atan2(-m,e);this.z=0}}else if(b==="ZXY"){this.x=Math.asin(c(l));if(Math.abs(l)<0.99999){this.y=Math.atan2(-m,d);this.z=Math.atan2(-f,j)}else{this.y=0;this.z=Math.atan2(g,e)}}else if(b==="ZYX"){this.y=Math.asin(-c(m));if(Math.abs(m)<0.99999){this.x=Math.atan2(l,d);this.z=Math.atan2(h,e)}else{this.x=0;this.z=Math.atan2(-f,j)}}else if(b==="YZX"){this.z=Math.asin(c(h));if(Math.abs(h)<0.99999){this.x=Math.atan2(-i,j);this.y=Math.atan2(-m, e)}else{this.x=0;this.y=Math.atan2(m,d)}}else if(b==="XZY"){this.z=Math.asin(-c(f));if(Math.abs(f)<0.99999){this.x=Math.atan2(l,j);this.y=Math.atan2(g,e)}else{this.x=Math.atan2(-g,d);this.y=0}}return this},setEulerFromQuaternion:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.x*a.x,e=a.y*a.y,f=a.z*a.z,g=a.w*a.w;if(b===void 0||b==="XYZ"){this.x=Math.atan2(2*(a.x*a.w-a.y*a.z),g-d-e+f);this.y=Math.asin(c(2*(a.x*a.z+a.y*a.w)));this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g+d-e-f)}else if(b=== "YXZ"){this.x=Math.asin(c(2*(a.x*a.w-a.y*a.z)));this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g-d-e+f);this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g-d+e-f)}else if(b==="ZXY"){this.x=Math.asin(c(2*(a.x*a.w+a.y*a.z)));this.y=Math.atan2(2*(a.y*a.w-a.z*a.x),g-d-e+f);this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g-d+e-f)}else if(b==="ZYX"){this.x=Math.atan2(2*(a.x*a.w+a.z*a.y),g-d-e+f);this.y=Math.asin(c(2*(a.y*a.w-a.x*a.z)));this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g+d-e-f)}else if(b==="YZX"){this.x=Math.atan2(2*(a.x*a.w-a.z* a.y),g-d+e-f);this.y=Math.atan2(2*(a.y*a.w-a.x*a.z),g+d-e-f);this.z=Math.asin(c(2*(a.x*a.y+a.z*a.w)))}else if(b==="XZY"){this.x=Math.atan2(2*(a.x*a.w+a.y*a.z),g-d+e-f);this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g+d-e-f);this.z=Math.asin(c(2*(a.z*a.w-a.x*a.y)))}return this},getScaleFromMatrix:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x= b;this.y=c;this.z=a;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w!==void 0?a.w:1;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;this.w=this.w+a.w;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},subSelf:function(a){this.x= this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())}, normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);if(b<1.0E-4){this.x=1;this.z=this.y=0}else{this.x=a.x/b;this.y= a.y/b;this.z=a.z/b}return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d,a=a.elements,e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],j=a[9];c=a[2];b=a[6];var i=a[10];if(Math.abs(d-g)<0.01&&Math.abs(f-c)<0.01&&Math.abs(j-b)<0.01){if(Math.abs(d+g)<0.1&&Math.abs(f+c)<0.1&&Math.abs(j+b)<0.1&&Math.abs(e+h+i-3)<0.1){this.set(1,0,0,0);return this}a=Math.PI;e=(e+1)/2;h=(h+1)/2;i=(i+1)/2;d=(d+g)/4;f=(f+c)/4;j=(j+b)/4;if(e>h&&e>i)if(e<0.01){b=0;d=c=0.707106781}else{b=Math.sqrt(e);c=d/b;d=f/b}else if(h> i)if(h<0.01){b=0.707106781;c=0;d=0.707106781}else{c=Math.sqrt(h);b=d/c;d=j/c}else if(i<0.01){c=b=0.707106781;d=0}else{d=Math.sqrt(i);b=f/d;c=j/d}this.set(b,c,d,a);return this}a=Math.sqrt((b-j)*(b-j)+(f-c)*(f-c)+(g-d)*(g-d));Math.abs(a)<0.001&&(a=1);this.x=(b-j)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+i-1)/2);return this}}; THREE.EventTarget=function(){var a={};this.addEventListener=function(b,c){a[b]===void 0&&(a[b]=[]);a[b].indexOf(c)===-1&&a[b].push(c)};this.dispatchEvent=function(b){for(var c in a[b.type])a[b.type][c](b)};this.removeEventListener=function(b,c){var d=a[b].indexOf(c);d!==-1&&a[b].splice(d,1)}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]}; THREE.Frustum.prototype.setFromMatrix=function(a){var b=this.planes,c=a.elements,a=c[0],d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],j=c[6],i=c[7],m=c[8],l=c[9],n=c[10],p=c[11],r=c[12],o=c[13],q=c[14],c=c[15];b[0].set(f-a,i-g,p-m,c-r);b[1].set(f+a,i+g,p+m,c+r);b[2].set(f+d,i+h,p+l,c+o);b[3].set(f-d,i-h,p-l,c-o);b[4].set(f-e,i-j,p-n,c-q);b[5].set(f+e,i+j,p+n,c+q);for(d=0;d<6;d++){a=b[d];a.divideScalar(Math.sqrt(a.x*a.x+a.y*a.y+a.z*a.z))}}; THREE.Frustum.prototype.contains=function(a){for(var b=0,c=this.planes,b=a.matrixWorld,d=b.elements,a=-a.geometry.boundingSphere.radius*b.getMaxScaleOnAxis(),e=0;e<6;e++){b=c[e].x*d[12]+c[e].y*d[13]+c[e].z*d[14]+c[e].w;if(b<=a)return false}return true};THREE.Frustum.__v1=new THREE.Vector3; THREE.Ray=function(a,b,c,d){this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;this.near=c||0;this.far=d||Infinity;var e=new THREE.Vector3,f=new THREE.Vector3,g=new THREE.Vector3,h=new THREE.Vector3,j=new THREE.Vector3,i=new THREE.Vector3,m=new THREE.Vector3,l=new THREE.Vector3,n=new THREE.Vector3,p=function(a,b){return a.distance-b.distance},r=new THREE.Vector3,o=new THREE.Vector3,q=new THREE.Vector3,s,x,u,t=function(a,b,c){r.sub(c,a);s=r.dot(b);x=o.add(a,q.copy(b).multiplyScalar(s)); return u=c.distanceTo(x)},z,D,G,A,w,C,H,O,N=function(a,b,c,d){r.sub(d,b);o.sub(c,b);q.sub(a,b);z=r.dot(r);D=r.dot(o);G=r.dot(q);A=o.dot(o);w=o.dot(q);C=1/(z*A-D*D);H=(A*G-D*w)*C;O=(z*w-D*G)*C;return H>=0&&O>=0&&H+O<1},$=1.0E-4;this.setPrecision=function(a){$=a};this.intersectObject=function(a,b){var c,d=[];if(b===true)for(var o=0,r=a.children.length;oa.scale.x)return[];c={distance:u,point:a.position,face:null,object:a};d.push(c)}else if(a instanceof THREE.Mesh){o=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(),a.matrixWorld.getColumnZ().length());o=a.geometry.boundingSphere.radius*Math.max(o.x,Math.max(o.y,o.z));u=t(this.origin,this.direction,a.matrixWorld.getPosition());if(u>o)return d;var q,s,w=a.geometry,x=w.vertices,z;a.matrixRotationWorld.extractRotation(a.matrixWorld);o=0;for(r=w.faces.length;o< r;o++){c=w.faces[o];j.copy(this.origin);i.copy(this.direction);z=a.matrixWorld;m=z.multiplyVector3(m.copy(c.centroid)).subSelf(j);l=a.matrixRotationWorld.multiplyVector3(l.copy(c.normal));q=i.dot(l);if(!(Math.abs(q)<$)){s=l.dot(m)/q;if(!(s<0)&&(a.doubleSided||(a.flipSided?q>0:q<0))){n.add(j,i.multiplyScalar(s));u=j.distanceTo(n);if(!(uthis.far))if(c instanceof THREE.Face3){e=z.multiplyVector3(e.copy(x[c.a]));f=z.multiplyVector3(f.copy(x[c.b]));g=z.multiplyVector3(g.copy(x[c.c])); if(N(n,e,f,g)){c={distance:u,point:n.clone(),face:c,faceIndex:o,object:a};d.push(c)}}else if(c instanceof THREE.Face4){e=z.multiplyVector3(e.copy(x[c.a]));f=z.multiplyVector3(f.copy(x[c.b]));g=z.multiplyVector3(g.copy(x[c.c]));h=z.multiplyVector3(h.copy(x[c.d]));if(N(n,e,f,h)||N(n,f,g,h)){c={distance:u,point:n.clone(),face:c,faceIndex:o,object:a};d.push(c)}}}}}}d.sort(p);return d};this.intersectObjects=function(a,b){for(var c=[],d=0,e=a.length;df?d:f;e=e>g?e:g}a()};this.add3Points=function(f,g,m,l,n,p){if(h===true){h=false;b=fm?f>n?f:n:m>n?m:n;e=g>l?g>p?g:p:l>p?l:p}else{b=fm?f>n?f>d?f:d:n>d?n:d:m>n?m>d?m:d:n>d?n:d;e=g>l?g>p?g>e?g:e:p>e?p:e:l>p?l>e?l:e:p>e?p:e}a()};this.addRectangle=function(f){if(h===true){h=false;b=f.getLeft();c=f.getTop();d=f.getRight();e=f.getBottom()}else{b=bf.getRight()?d:f.getRight();e=e>f.getBottom()?e:f.getBottom()}a()};this.inflate=function(f){b=b-f;c=c-f;d=d+f;e=e+f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=da.getRight()||ea.getBottom()?false:true};this.empty=function(){h=true;e=d=c=b=0;a()};this.isEmpty=function(){return h}}; THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)}; THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],h=b[9]*b[4]-b[5]*b[8],j=-b[9]*b[0]+b[1]*b[8],i=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*h;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,m=this.elements;m[0]=b*a;m[1]=b*c;m[2]=b*d;m[3]=b*e;m[4]=b*f;m[5]=b*g;m[6]=b*h;m[7]=b*j;m[8]=b*i;return this}, transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,h,j,i,m,l,n,p,r,o){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,e||0,f!==void 0?f:1,g||0,h||0,j||0,i||0,m!==void 0?m:1,l||0,n||0,p||0,r||0,o!==void 0?o:1)}; THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,h,j,i,m,l,n,p,r,o){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=h;q[2]=j;q[6]=i;q[10]=m;q[14]=l;q[3]=n;q[7]=p;q[11]=r;q[15]=o;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(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements, e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();if(g.length()===0)g.z=1;e.cross(c,g).normalize();if(e.length()===0){g.x=g.x+1.0E-4;e.cross(c,g).normalize()}f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],j=c[12],i=c[1],m=c[5],l=c[9],n=c[13],p=c[2],r=c[6],o=c[10],q=c[14],s=c[3],x=c[7],u=c[11],c=c[15],t=d[0],z=d[4], D=d[8],G=d[12],A=d[1],w=d[5],C=d[9],H=d[13],O=d[2],N=d[6],$=d[10],E=d[14],F=d[3],Q=d[7],L=d[11],d=d[15];e[0]=f*t+g*A+h*O+j*F;e[4]=f*z+g*w+h*N+j*Q;e[8]=f*D+g*C+h*$+j*L;e[12]=f*G+g*H+h*E+j*d;e[1]=i*t+m*A+l*O+n*F;e[5]=i*z+m*w+l*N+n*Q;e[9]=i*D+m*C+l*$+n*L;e[13]=i*G+m*H+l*E+n*d;e[2]=p*t+r*A+o*O+q*F;e[6]=p*z+r*w+o*N+q*Q;e[10]=p*D+r*C+o*$+q*L;e[14]=p*G+r*H+o*E+q*d;e[3]=s*t+x*A+u*O+c*F;e[7]=s*z+x*w+u*N+c*Q;e[11]=s*D+x*C+u*$+c*L;e[15]=s*G+x*H+u*E+c*d;return this},multiplySelf:function(a){return this.multiply(this, a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]= b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},multiplyVector3Array:function(a){for(var b=THREE.Matrix4.__v1, c=0,d=a.length;c=0&&e>=0&&g>=0&&h>=0)return true;if(f<0&&e<0||g<0&&h<0)return false; f<0?c=Math.max(c,f/(f-e)):e<0&&(d=Math.min(d,f/(f-e)));g<0?c=Math.max(c,g/(g-h)):h<0&&(d=Math.min(d,g/(g-h)));if(dh&&j.positionScreen.z0)){ca=m[i-2];O.copy(I.positionScreen);N.copy(ca.positionScreen);if(e(O,N)===true){O.multiplyScalar(1/O.w);N.multiplyScalar(1/N.w);ja=void 0;if(s===x.length){ja=new THREE.RenderableLine;x.push(ja)}else ja=x[s];s++;q=ja;q.v1.positionScreen.copy(O);q.v2.positionScreen.copy(N);q.z=Math.max(O.z,N.z);q.material=W.material;D.elements.push(q)}}}}}b=0;for(V=D.sprites.length;b0&&A.z<1){h=void 0;if(t===z.length){h=new THREE.RenderableParticle;z.push(h)}else h=z[t];t++;u=h;u.object=W;u.x=A.x/A.w;u.y=A.y/A.w;u.z=A.z;u.rotation=W.rotation.z;u.scale.x=W.scale.x*Math.abs(u.x-(A.x+f.projectionMatrix.elements[0])/(A.w+f.projectionMatrix.elements[12]));u.scale.y=W.scale.y*Math.abs(u.y-(A.y+f.projectionMatrix.elements[5])/(A.w+f.projectionMatrix.elements[13]));u.material=W.material;D.elements.push(u)}}}g&& D.elements.sort(d);return D}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a,b){var c=Math.cos(a.x/2),d=Math.cos(a.y/2),e=Math.cos(a.z/2),f=Math.sin(a.x/2),g=Math.sin(a.y/2),h=Math.sin(a.z/2);if(b===void 0||b==="XYZ"){this.x=f*d*e+c*g*h;this.y=c*g*e-f*d*h;this.z=c*d*h+f*g*e;this.w=c*d*e-f*g*h}else if(b==="YXZ"){this.x=f*d*e+c*g*h;this.y=c*g*e-f*d*h;this.z= c*d*h-f*g*e;this.w=c*d*e+f*g*h}else if(b==="ZXY"){this.x=f*d*e-c*g*h;this.y=c*g*e+f*d*h;this.z=c*d*h+f*g*e;this.w=c*d*e-f*g*h}else if(b==="ZYX"){this.x=f*d*e-c*g*h;this.y=c*g*e+f*d*h;this.z=c*d*h-f*g*e;this.w=c*d*e+f*g*h}else if(b==="YZX"){this.x=f*d*e+c*g*h;this.y=c*g*e+f*d*h;this.z=c*d*h-f*g*e;this.w=c*d*e-f*g*h}else if(b==="XZY"){this.x=f*d*e-c*g*h;this.y=c*g*e-f*d*h;this.z=c*d*h+f*g*e;this.w=c*d*e+f*g*h}return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this.x=a.x*d;this.y=a.y* d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0],a=b[4],d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],j=b[6],b=b[10],i=c+f+b;if(i>0){c=0.5/Math.sqrt(i+1);this.w=0.25/c;this.x=(j-g)*c;this.y=(d-h)*c;this.z=(e-a)*c}else if(c>f&&c>b){c=2*Math.sqrt(1+c-f-b);this.w=(j-g)/c;this.x=0.25*c;this.y=(a+e)/c;this.z=(d+h)/c}else if(f>b){c=2*Math.sqrt(1+f-c-b);this.w=(d-h)/c;this.x=(a+e)/c;this.y=0.25*c;this.z=(g+j)/c}else{c=2*Math.sqrt(1+b-c-f);this.w=(e-a)/c;this.x= (d+h)/c;this.y=(g+j)/c;this.z=0.25*c}return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y= this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){var c=a.x,d=a.y,e=a.z,f=a.w,g=b.x,h=b.y,j=b.z,i=b.w;this.x=c*i+d*j-e*h+f*g;this.y=-c*j+d*i+e*g+f*h;this.z=c*h-d*g+e*i+f*j;this.w=-c*g-d*h-e*j+f*i;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+e*f+c*h-d*g;this.y=c*a+e*g+d*f-b*h;this.z=d*a+e*h+b*g-c*f;this.w=e*a-b*f-c*g-d*h;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g= this.y,h=this.z,j=this.w,i=j*c+g*e-h*d,m=j*d+h*c-f*e,l=j*e+f*d-g*c,c=-f*c-g*d-h*e;b.x=i*j+c*-f+m*-h-l*-g;b.y=m*j+c*-g+l*-f-i*-h;b.z=l*j+c*-h+i*-g-m*-f;return b},slerpSelf:function(a,b){var c=this.x,d=this.y,e=this.z,f=this.w,g=f*a.w+c*a.x+d*a.y+e*a.z;if(g<0){this.w=-a.w;this.x=-a.x;this.y=-a.y;this.z=-a.z;g=-g}else this.copy(a);if(g>=1){this.w=f;this.x=c;this.y=d;this.z=e;return this}var h=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.001){this.w=0.5*(f+this.w);this.x=0.5*(c+this.x);this.y=0.5* (d+this.y);this.z=0.5*(e+this.z);return this}g=Math.sin((1-b)*h)/j;h=Math.sin(b*h)/j;this.w=f*g+this.w*h;this.x=c*g+this.x*h;this.y=d*g+this.y*h;this.z=e*g+this.z*h;return this},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}}; THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(e<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;e=-e}else c.copy(b);if(Math.abs(e)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var b=Math.acos(e),f=Math.sqrt(1-e*e);if(Math.abs(f)<0.001){c.w=0.5*(a.w+c.w);c.x=0.5*(a.x+c.x);c.y=0.5*(a.y+c.y);c.z=0.5*(a.z+c.z);return c}e=Math.sin((1-d)*b)/f;d=Math.sin(d*b)/f;c.w=a.w*e+c.w*d;c.x=a.x*e+c.x*d;c.y=a.y*e+c.y*d;c.z=a.z*e+c.z*d;return c}; THREE.Vertex=function(a){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.");return a};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3}; THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b0){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,e=this.vertices.length;dc.x)c.x= a.x;if(a.yc.y)c.y=a.y;if(a.zc.z)c.z=a.z}}else{this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;cb&&(b=a)}this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,h,j;f=0;for(g=this.vertices.length;f0;e--)if(d.indexOf(a["abcd"[e]])!==e){d.splice(e,1);this.faces[f]=new THREE.Face3(d[0],d[1],d[2],a.normal,a.color,a.materialIndex); d=0;for(h=this.faceVertexUvs.length;dthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1: f+2;i=this.points[c[0]];m=this.points[c[1]];l=this.points[c[2]];n=this.points[c[3]];h=g*g;j=g*h;d.x=b(i.x,m.x,l.x,n.x,g,h,j);d.y=b(i.y,m.y,l.y,n.y,g,h,j);d.z=b(i.z,m.z,l.z,n.z,g,h,j);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a1&&(O=new THREE.MeshFaceMaterial);c= new THREE.Mesh(H,O);c.name=n;if(x){c.matrixAutoUpdate=false;c.matrix.set(x[0],x[1],x[2],x[3],x[4],x[5],x[6],x[7],x[8],x[9],x[10],x[11],x[12],x[13],x[14],x[15])}else{c.position.set(z[0],z[1],z[2]);if(G){c.quaternion.set(G[0],G[1],G[2],G[3]);c.useQuaternion=true}else c.rotation.set(D[0],D[1],D[2]);c.scale.set(A[0],A[1],A[2])}c.visible=s.visible;c.castShadow=s.castShadow;c.receiveShadow=s.receiveShadow;a.add(c);P.objects[n]=c}}else{z=s.position;D=s.rotation;G=s.quaternion;A=s.scale;G=0;c=new THREE.Object3D; c.name=n;c.position.set(z[0],z[1],z[2]);if(G){c.quaternion.set(G[0],G[1],G[2],G[3]);c.useQuaternion=true}else c.rotation.set(D[0],D[1],D[2]);c.scale.set(A[0],A[1],A[2]);c.visible=s.visible!==void 0?s.visible:false;a.add(c);P.objects[n]=c;P.empties[n]=c}if(s.properties!==void 0)for(var d in s.properties)c.properties[d]=s.properties[d];s.children!==void 0&&e(c,s.children)}}function f(a){return function(b){P.geometries[a]=b;e(P.scene,E.objects);Q=Q-1;j.onLoadComplete();h()}}function g(a){return function(b){P.geometries[a]= b}}function h(){j.callbackProgress({totalModels:K,totalTextures:V,loadedModels:K-Q,loadedTextures:V-L},P);j.onLoadProgress();Q===0&&L===0&&b(P)}var j=this,i=THREE.Loader.prototype.extractUrlBase(c),m,l,n,p,r,o,q,s,x,u,t,z,D,G,A,w,C,H,O,N,$,E,F,Q,L,K,V,P;E=a;c=new THREE.BinaryLoader;F=new THREE.JSONLoader;L=Q=0;P={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{}};if(E.transform){a=E.transform.position;u=E.transform.rotation;w=E.transform.scale; a&&P.scene.position.set(a[0],a[1],a[2]);u&&P.scene.rotation.set(u[0],u[1],u[2]);w&&P.scene.scale.set(w[0],w[1],w[2]);if(a||u||w){P.scene.updateMatrix();P.scene.updateMatrixWorld()}}a=function(a){return function(){L=L-a;h();j.onLoadComplete()}};for(r in E.cameras){w=E.cameras[r];w.type==="perspective"?N=new THREE.PerspectiveCamera(w.fov,w.aspect,w.near,w.far):w.type==="ortho"&&(N=new THREE.OrthographicCamera(w.left,w.right,w.top,w.bottom,w.near,w.far));z=w.position;u=w.target;w=w.up;N.position.set(z[0], z[1],z[2]);N.target=new THREE.Vector3(u[0],u[1],u[2]);w&&N.up.set(w[0],w[1],w[2]);P.cameras[r]=N}for(p in E.lights){u=E.lights[p];r=u.color!==void 0?u.color:16777215;N=u.intensity!==void 0?u.intensity:1;if(u.type==="directional"){z=u.direction;t=new THREE.DirectionalLight(r,N);t.position.set(z[0],z[1],z[2]);t.position.normalize()}else if(u.type==="point"){z=u.position;t=u.distance;t=new THREE.PointLight(r,N,t);t.position.set(z[0],z[1],z[2])}else u.type==="ambient"&&(t=new THREE.AmbientLight(r));P.scene.add(t); P.lights[p]=t}for(o in E.fogs){p=E.fogs[o];p.type==="linear"?$=new THREE.Fog(0,p.near,p.far):p.type==="exp2"&&($=new THREE.FogExp2(0,p.density));w=p.color;$.color.setRGB(w[0],w[1],w[2]);P.fogs[o]=$}if(P.cameras&&E.defaults.camera)P.currentCamera=P.cameras[E.defaults.camera];if(P.fogs&&E.defaults.fog)P.scene.fog=P.fogs[E.defaults.fog];w=E.defaults.bgcolor;P.bgColor=new THREE.Color;P.bgColor.setRGB(w[0],w[1],w[2]);P.bgColorAlpha=E.defaults.bgalpha;for(m in E.geometries){o=E.geometries[m];if(o.type== "bin_mesh"||o.type=="ascii_mesh"){Q=Q+1;j.onLoadStart()}}K=Q;for(m in E.geometries){o=E.geometries[m];if(o.type==="cube"){H=new THREE.CubeGeometry(o.width,o.height,o.depth,o.segmentsWidth,o.segmentsHeight,o.segmentsDepth,null,o.flipped,o.sides);P.geometries[m]=H}else if(o.type==="plane"){H=new THREE.PlaneGeometry(o.width,o.height,o.segmentsWidth,o.segmentsHeight);P.geometries[m]=H}else if(o.type==="sphere"){H=new THREE.SphereGeometry(o.radius,o.segmentsWidth,o.segmentsHeight);P.geometries[m]=H}else if(o.type=== "cylinder"){H=new THREE.CylinderGeometry(o.topRad,o.botRad,o.height,o.radSegs,o.heightSegs);P.geometries[m]=H}else if(o.type==="torus"){H=new THREE.TorusGeometry(o.radius,o.tube,o.segmentsR,o.segmentsT);P.geometries[m]=H}else if(o.type==="icosahedron"){H=new THREE.IcosahedronGeometry(o.radius,o.subdivisions);P.geometries[m]=H}else if(o.type==="bin_mesh")c.load(d(o.url,E.urlBaseType),f(m));else if(o.type==="ascii_mesh")F.load(d(o.url,E.urlBaseType),f(m));else if(o.type==="embedded_mesh"){o=E.embeds[o.id]; o.metadata=E.metadata;o&&F.createModel(o,g(m),"")}}for(q in E.textures){m=E.textures[q];if(m.url instanceof Array){L=L+m.url.length;for(o=0;o256?64:a>64?32:a>16?16:8;this.boneMatrices=new Float32Array(this.boneTextureWidth*this.boneTextureHeight*4);this.boneTexture=new THREE.DataTexture(this.boneMatrices,this.boneTextureWidth,this.boneTextureHeight,THREE.RGBAFormat,THREE.FloatType);this.boneTexture.minFilter=THREE.NearestFilter;this.boneTexture.magFilter= THREE.NearestFilter;this.boneTexture.generateMipmaps=false;this.boneTexture.flipY=false}else this.boneMatrices=new Float32Array(16*a);this.pose()}};THREE.SkinnedMesh.prototype=Object.create(THREE.Mesh.prototype);THREE.SkinnedMesh.prototype.addBone=function(a){a===void 0&&(a=new THREE.Bone(this));this.bones.push(a);return a}; THREE.SkinnedMesh.prototype.updateMatrixWorld=function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a){this.parent?this.matrixWorld.multiply(this.parent.matrixWorld,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixWorldNeedsUpdate=false}for(var a=0,b=this.children.length;a1){g=g[1];c[g]||(c[g]={start:Infinity,end:-Infinity});var h=c[g];if(eh.end)h.end=e;b||(b=g)}}a.firstAnimation=b}; THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){if(!this.geometry.animations)this.geometry.animations={};this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];if(c){this.setFrameRange(c.start,c.end);this.duration=1E3*((c.end-c.start)/b);this.time=0}else console.warn("animation["+a+"] undefined")}; THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time=this.time+this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||this.time<0){this.direction=this.direction*-1;if(this.time>this.duration){this.time=this.duration;this.directionBackwards=true}if(this.time<0){this.time=0;this.directionBackwards=false}}}else{this.time=this.time%this.duration;if(this.time<0)this.time=this.time+this.duration}a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/ b),0,this.length-1);if(a!==this.currentKeyframe){this.morphTargetInfluences[this.lastKeyframe]=0;this.morphTargetInfluences[this.currentKeyframe]=1;this.morphTargetInfluences[a]=0;this.lastKeyframe=this.currentKeyframe;this.currentKeyframe=a}b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b}; THREE.Ribbon.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD=function(){THREE.Object3D.call(this);this.LODs=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){b===void 0&&(b=0);for(var b=Math.abs(b),c=0;c1){a.matrixWorldInverse.getInverse(a.matrixWorld);a=a.matrixWorldInverse;a=-(a.elements[2]*this.matrixWorld.elements[12]+a.elements[6]*this.matrixWorld.elements[13]+a.elements[10]*this.matrixWorld.elements[14]+a.elements[14]);this.LODs[0].object3D.visible=true;for(var b=1;b=this.LODs[b].visibleAtDistance){this.LODs[b-1].object3D.visible=false;this.LODs[b].object3D.visible=true}else break;for(;b0){c(THREE.NormalBlending);b(1); e("rgba("+Math.floor(q.r*255)+","+Math.floor(q.g*255)+","+Math.floor(q.b*255)+","+s+")");o.fillRect(Math.floor(Ja.getX()),Math.floor(Ja.getY()),Math.floor(Ja.getWidth()),Math.floor(Ja.getHeight()))}Ja.empty()}};this.render=function(a,m){function l(a){var b,c,d,e;Ca.setRGB(0,0,0);Ta.setRGB(0,0,0);Ga.setRGB(0,0,0);b=0;for(c=a.length;b>1;l=g.height>> 1;k=f.scale.x*p;i=f.scale.y*r;h=k*m;j=i*l;za.set(a.x-h,a.y-j,a.x+h,a.y+j);if(bb.intersects(za)===false)return;o.save();o.translate(a.x,a.y);o.rotate(-f.rotation);o.scale(k,-i);o.translate(-m,-l);o.drawImage(g,0,0)}o.restore()}else if(g instanceof THREE.ParticleCanvasMaterial){h=f.scale.x*p;j=f.scale.y*r;za.set(a.x-h,a.y-j,a.x+h,a.y+j);if(bb.intersects(za)!==false){d(g.color.getContextStyle());e(g.color.getContextStyle());o.save();o.translate(a.x,a.y);o.rotate(-f.rotation);o.scale(h,j);g.program(o); o.restore()}}}function xd(a,e,f,g){b(g.opacity);c(g.blending);o.beginPath();o.moveTo(a.positionScreen.x,a.positionScreen.y);o.lineTo(e.positionScreen.x,e.positionScreen.y);o.closePath();if(g instanceof THREE.LineBasicMaterial){a=g.linewidth;if(D!==a)D=o.lineWidth=a;a=g.linecap;if(G!==a)G=o.lineCap=a;a=g.linejoin;if(A!==a)A=o.lineJoin=a;d(g.color.getContextStyle());o.stroke();za.inflate(g.linewidth*2)}}function s(a,d,e,g,h,k,i,l){f.info.render.vertices=f.info.render.vertices+3;f.info.render.faces++; b(l.opacity);c(l.blending);E=a.positionScreen.x;F=a.positionScreen.y;Q=d.positionScreen.x;L=d.positionScreen.y;K=e.positionScreen.x;V=e.positionScreen.y;t(E,F,Q,L,K,V);if(l instanceof THREE.MeshBasicMaterial)if(l.map!==null){if(l.map.mapping instanceof THREE.UVMapping){Sa=i.uvs[0];jd(E,F,Q,L,K,V,Sa[g].u,Sa[g].v,Sa[h].u,Sa[h].v,Sa[k].u,Sa[k].v,l.map)}}else if(l.envMap!==null){if(l.envMap.mapping instanceof THREE.SphericalReflectionMapping){a=m.matrixWorldInverse;oa.copy(i.vertexNormalsWorld[g]);jb= (oa.x*a.elements[0]+oa.y*a.elements[4]+oa.z*a.elements[8])*0.5+0.5;ob=(oa.x*a.elements[1]+oa.y*a.elements[5]+oa.z*a.elements[9])*0.5+0.5;oa.copy(i.vertexNormalsWorld[h]);pb=(oa.x*a.elements[0]+oa.y*a.elements[4]+oa.z*a.elements[8])*0.5+0.5;kb=(oa.x*a.elements[1]+oa.y*a.elements[5]+oa.z*a.elements[9])*0.5+0.5;oa.copy(i.vertexNormalsWorld[k]);qb=(oa.x*a.elements[0]+oa.y*a.elements[4]+oa.z*a.elements[8])*0.5+0.5;db=(oa.x*a.elements[1]+oa.y*a.elements[5]+oa.z*a.elements[9])*0.5+0.5;jd(E,F,Q,L,K,V,jb, ob,pb,kb,qb,db,l.envMap)}}else l.wireframe===true?z(l.color,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(l.color);else if(l instanceof THREE.MeshLambertMaterial)if(lb===true)if(l.wireframe===false&&l.shading==THREE.SmoothShading&&i.vertexNormalsWorld.length==3){W.r=R.r=Z.r=Ca.r;W.g=R.g=Z.g=Ca.g;W.b=R.b=Z.b=Ca.b;n(j,i.v1.positionWorld,i.vertexNormalsWorld[0],W);n(j,i.v2.positionWorld,i.vertexNormalsWorld[1],R);n(j,i.v3.positionWorld,i.vertexNormalsWorld[2],Z);W.r=Math.max(0,Math.min(l.color.r* W.r,1));W.g=Math.max(0,Math.min(l.color.g*W.g,1));W.b=Math.max(0,Math.min(l.color.b*W.b,1));R.r=Math.max(0,Math.min(l.color.r*R.r,1));R.g=Math.max(0,Math.min(l.color.g*R.g,1));R.b=Math.max(0,Math.min(l.color.b*R.b,1));Z.r=Math.max(0,Math.min(l.color.r*Z.r,1));Z.g=Math.max(0,Math.min(l.color.g*Z.g,1));Z.b=Math.max(0,Math.min(l.color.b*Z.b,1));ja.r=(R.r+Z.r)*0.5;ja.g=(R.g+Z.g)*0.5;ja.b=(R.b+Z.b)*0.5;Ia=Gc(W,R,Z,ja);lc(E,F,Q,L,K,V,0,0,1,0,0,1,Ia)}else{Y.r=Ca.r;Y.g=Ca.g;Y.b=Ca.b;n(j,i.centroidWorld,i.normalWorld, Y);Y.r=Math.max(0,Math.min(l.color.r*Y.r,1));Y.g=Math.max(0,Math.min(l.color.g*Y.g,1));Y.b=Math.max(0,Math.min(l.color.b*Y.b,1));l.wireframe===true?z(Y,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(Y)}else l.wireframe===true?z(l.color,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(l.color);else if(l instanceof THREE.MeshDepthMaterial){Aa=m.near;ea=m.far;W.r=W.g=W.b=1-fc(a.positionScreen.z,Aa,ea);R.r=R.g=R.b=1-fc(d.positionScreen.z,Aa,ea);Z.r=Z.g=Z.b=1-fc(e.positionScreen.z, Aa,ea);ja.r=(R.r+Z.r)*0.5;ja.g=(R.g+Z.g)*0.5;ja.b=(R.b+Z.b)*0.5;Ia=Gc(W,R,Z,ja);lc(E,F,Q,L,K,V,0,0,1,0,0,1,Ia)}else if(l instanceof THREE.MeshNormalMaterial){Y.r=mc(i.normalWorld.x);Y.g=mc(i.normalWorld.y);Y.b=mc(i.normalWorld.z);l.wireframe===true?z(Y,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(Y)}}function u(a,d,e,g,h,k,i,l,o){f.info.render.vertices=f.info.render.vertices+4;f.info.render.faces++;b(l.opacity);c(l.blending);if(l.map!==void 0&&l.map!==null||l.envMap!==void 0&&l.envMap!== null){s(a,d,g,0,1,3,i,l,o);s(h,e,k,1,2,3,i,l,o)}else{E=a.positionScreen.x;F=a.positionScreen.y;Q=d.positionScreen.x;L=d.positionScreen.y;K=e.positionScreen.x;V=e.positionScreen.y;P=g.positionScreen.x;aa=g.positionScreen.y;da=h.positionScreen.x;I=h.positionScreen.y;ca=k.positionScreen.x;ia=k.positionScreen.y;if(l instanceof THREE.MeshBasicMaterial){x(E,F,Q,L,K,V,P,aa);l.wireframe===true?z(l.color,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(l.color)}else if(l instanceof THREE.MeshLambertMaterial)if(lb=== true)if(!l.wireframe&&l.shading==THREE.SmoothShading&&i.vertexNormalsWorld.length==4){W.r=R.r=Z.r=ja.r=Ca.r;W.g=R.g=Z.g=ja.g=Ca.g;W.b=R.b=Z.b=ja.b=Ca.b;n(j,i.v1.positionWorld,i.vertexNormalsWorld[0],W);n(j,i.v2.positionWorld,i.vertexNormalsWorld[1],R);n(j,i.v4.positionWorld,i.vertexNormalsWorld[3],Z);n(j,i.v3.positionWorld,i.vertexNormalsWorld[2],ja);W.r=Math.max(0,Math.min(l.color.r*W.r,1));W.g=Math.max(0,Math.min(l.color.g*W.g,1));W.b=Math.max(0,Math.min(l.color.b*W.b,1));R.r=Math.max(0,Math.min(l.color.r* R.r,1));R.g=Math.max(0,Math.min(l.color.g*R.g,1));R.b=Math.max(0,Math.min(l.color.b*R.b,1));Z.r=Math.max(0,Math.min(l.color.r*Z.r,1));Z.g=Math.max(0,Math.min(l.color.g*Z.g,1));Z.b=Math.max(0,Math.min(l.color.b*Z.b,1));ja.r=Math.max(0,Math.min(l.color.r*ja.r,1));ja.g=Math.max(0,Math.min(l.color.g*ja.g,1));ja.b=Math.max(0,Math.min(l.color.b*ja.b,1));Ia=Gc(W,R,Z,ja);t(E,F,Q,L,P,aa);lc(E,F,Q,L,P,aa,0,0,1,0,0,1,Ia);t(da,I,K,V,ca,ia);lc(da,I,K,V,ca,ia,1,0,1,1,0,1,Ia)}else{Y.r=Ca.r;Y.g=Ca.g;Y.b=Ca.b;n(j, i.centroidWorld,i.normalWorld,Y);Y.r=Math.max(0,Math.min(l.color.r*Y.r,1));Y.g=Math.max(0,Math.min(l.color.g*Y.g,1));Y.b=Math.max(0,Math.min(l.color.b*Y.b,1));x(E,F,Q,L,K,V,P,aa);l.wireframe===true?z(Y,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(Y)}else{x(E,F,Q,L,K,V,P,aa);l.wireframe===true?z(l.color,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(l.color)}else if(l instanceof THREE.MeshNormalMaterial){Y.r=mc(i.normalWorld.x);Y.g=mc(i.normalWorld.y);Y.b=mc(i.normalWorld.z); x(E,F,Q,L,K,V,P,aa);l.wireframe===true?z(Y,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):Ib(Y)}else if(l instanceof THREE.MeshDepthMaterial){Aa=m.near;ea=m.far;W.r=W.g=W.b=1-fc(a.positionScreen.z,Aa,ea);R.r=R.g=R.b=1-fc(d.positionScreen.z,Aa,ea);Z.r=Z.g=Z.b=1-fc(g.positionScreen.z,Aa,ea);ja.r=ja.g=ja.b=1-fc(e.positionScreen.z,Aa,ea);Ia=Gc(W,R,Z,ja);t(E,F,Q,L,P,aa);lc(E,F,Q,L,P,aa,0,0,1,0,0,1,Ia);t(da,I,K,V,ca,ia);lc(da,I,K,V,ca,ia,1,0,1,1,0,1,Ia)}}}function t(a,b,c,d,e,f){o.beginPath(); o.moveTo(a,b);o.lineTo(c,d);o.lineTo(e,f);o.lineTo(a,b)}function x(a,b,c,d,e,f,g,h){o.beginPath();o.moveTo(a,b);o.lineTo(c,d);o.lineTo(e,f);o.lineTo(g,h);o.lineTo(a,b)}function z(a,b,c,e){if(D!==b)D=o.lineWidth=b;if(G!==c)G=o.lineCap=c;if(A!==e)A=o.lineJoin=e;d(a.getContextStyle());o.stroke();za.inflate(b*2)}function Ib(a){e(a.getContextStyle());o.fill()}function jd(a,b,c,d,f,g,h,k,j,i,l,m,n){if(!(n.image===void 0||n.image.width===0)){if(n.needsUpdate===true||Fa[n.id]===void 0){var p=n.wrapS==THREE.RepeatWrapping, ec=n.wrapT==THREE.RepeatWrapping;Fa[n.id]=o.createPattern(n.image,p===true&&ec===true?"repeat":p===true&&ec===false?"repeat-x":p===false&&ec===true?"repeat-y":"no-repeat");n.needsUpdate=false}e(Fa[n.id]);var p=n.offset.x/n.repeat.x,ec=n.offset.y/n.repeat.y,r=n.image.width*n.repeat.x,q=n.image.height*n.repeat.y,h=(h+p)*r,k=(1-k+ec)*q,c=c-a,d=d-b,f=f-a,g=g-b,j=(j+p)*r-h,i=(1-i+ec)*q-k,l=(l+p)*r-h,m=(1-m+ec)*q-k,p=j*m-l*i;if(p===0){if(na[n.id]===void 0){b=document.createElement("canvas");b.width=n.image.width; b.height=n.image.height;b=b.getContext("2d");b.drawImage(n.image,0,0);na[n.id]=b.getImageData(0,0,n.image.width,n.image.height).data}b=na[n.id];h=(Math.floor(h)+Math.floor(k)*n.image.width)*4;Y.setRGB(b[h]/255,b[h+1]/255,b[h+2]/255);Ib(Y)}else{p=1/p;n=(m*c-i*f)*p;i=(m*d-i*g)*p;c=(j*f-l*c)*p;d=(j*g-l*d)*p;a=a-n*h-c*k;h=b-i*h-d*k;o.save();o.transform(n,i,c,d,a,h);o.fill();o.restore()}}}function lc(a,b,c,d,e,f,g,h,k,j,i,l,m){var n,p;n=m.width-1;p=m.height-1;g=g*n;h=h*p;c=c-a;d=d-b;e=e-a;f=f-b;k=k*n- g;j=j*p-h;i=i*n-g;l=l*p-h;p=1/(k*l-i*j);n=(l*c-j*e)*p;j=(l*d-j*f)*p;c=(k*e-i*c)*p;d=(k*f-i*d)*p;a=a-n*g-c*h;b=b-j*g-d*h;o.save();o.transform(n,j,c,d,a,b);o.clip();o.drawImage(m,0,0);o.restore()}function Gc(a,b,c,d){var e=~~(a.r*255),f=~~(a.g*255),a=~~(a.b*255),g=~~(b.r*255),h=~~(b.g*255),b=~~(b.b*255),j=~~(c.r*255),i=~~(c.g*255),c=~~(c.b*255),l=~~(d.r*255),m=~~(d.g*255),d=~~(d.b*255);Xa[0]=e<0?0:e>255?255:e;Xa[1]=f<0?0:f>255?255:f;Xa[2]=a<0?0:a>255?255:a;Xa[4]=g<0?0:g>255?255:g;Xa[5]=h<0?0:h>255? 255:h;Xa[6]=b<0?0:b>255?255:b;Xa[8]=j<0?0:j>255?255:j;Xa[9]=i<0?0:i>255?255:i;Xa[10]=c<0?0:c>255?255:c;Xa[12]=l<0?0:l>255?255:l;Xa[13]=m<0?0:m>255?255:m;Xa[14]=d<0?0:d>255?255:d;k.putImageData(Wa,0,0);cb.drawImage(rb,0,0);return eb}function fc(a,b,c){a=(a-b)/(c-b);return a*a*(3-2*a)}function mc(a){a=(a+1)*0.5;return a<0?0:a>1?1:a}function Qb(a,b){var c=b.x-a.x,d=b.y-a.y,e=c*c+d*d;if(e!==0){e=1/Math.sqrt(e);c=c*e;d=d*e;b.x=b.x+c;b.y=b.y+d;a.x=a.x-c;a.y=a.y-d}}if(m instanceof THREE.Camera===false)console.error("THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera."); else{var Hc,kd,Qa,Jb;this.autoClear===true?this.clear():o.setTransform(1,0,0,-1,p,r);f.info.render.vertices=0;f.info.render.faces=0;g=i.projectScene(a,m,this.sortElements);h=g.elements;j=g.lights;lb=j.length>0;lb===true&&l(j);Hc=0;for(kd=h.length;Hc 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#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif", lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\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 dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nlVector = normalize( lVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif", lights_phong_pars_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif", lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\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 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvWorldPosition = mPosition.xyz;\n#endif", lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 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 ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#ifdef USE_BUMPMAP\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", 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\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n#ifdef BONE_TEXTURE\nuniform sampler2D boneTexture;\nmat4 getBoneMatrix( const in float i ) {\nfloat j = i * 4.0;\nfloat x = mod( j, N_BONE_PIXEL_X );\nfloat y = floor( j / N_BONE_PIXEL_X );\nconst float dx = 1.0 / N_BONE_PIXEL_X;\nconst float dy = 1.0 / N_BONE_PIXEL_Y;\ny = dy * ( y + 0.5 );\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\nmat4 bone = mat4( v1, v2, v3, v4 );\nreturn bone;\n}\n#else\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\nmat4 getBoneMatrix( const in float i ) {\nmat4 bone = boneGlobalMatrices[ int(i) ];\nreturn bone;\n}\n#endif\n#endif", skinbase_vertex:"#ifdef USE_SKINNING\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\n#endif",skinning_vertex:"#ifdef USE_SKINNING\nvec4 skinned = boneMatX * skinVertexA * skinWeight.x;\nskinned \t += boneMatY * skinVertexB * skinWeight.y;\ngl_Position = projectionMatrix * modelViewMatrix * skinned;\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif", morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\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",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\n#endif", skinnormal_vertex:"#ifdef USE_SKINNING\nmat4 skinMatrix = skinWeight.x * boneMatX;\nskinMatrix \t+= skinWeight.y * boneMatY;\nvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n#endif",defaultnormal_vertex:"vec3 transformedNormal;\n#ifdef USE_SKINNING\ntransformedNormal = skinnedNormal.xyz;\n#endif\n#ifdef USE_MORPHNORMALS\ntransformedNormal = morphedNormal;\n#endif\n#ifndef USE_MORPHNORMALS\n#ifndef USE_SKINNING\ntransformedNormal = normal;\n#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;", shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif", shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nvec4 transformedPosition;\n#ifdef USE_MORPHTARGETS\ntransformedPosition = modelMatrix * vec4( morphed, 1.0 );\n#else\n#ifdef USE_SKINNING\ntransformedPosition = modelMatrix * skinned;\n#else\ntransformedPosition = modelMatrix * vec4( position, 1.0 );\n#endif\n#endif\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * transformedPosition;\n}\n#endif", alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif",linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"}; THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b=0)return a.geometry.materials[b.materialIndex]}function d(a){return a instanceof THREE.MeshBasicMaterial&&!a.envMap||a instanceof THREE.MeshDepthMaterial?false:a&&a.shading!==void 0&&a.shading===THREE.SmoothShading?THREE.SmoothShading:THREE.FlatShading}function e(a){return a.map||a.lightMap||a.bumpMap||a.specularMap||a instanceof THREE.ShaderMaterial?true:false}function f(a,b,c){var d, e,f,g,h=a.vertices;g=h.length;var j=a.colors,i=j.length,l=a.__vertexArray,m=a.__colorArray,n=a.__sortArray,o=a.verticesNeedUpdate,p=a.colorsNeedUpdate,r=a.__webglCustomAttributesList;if(c.sortParticles){Ca.copy(lb);Ca.multiplySelf(c.matrixWorld);for(d=0;d=0;c--)a[c].object===b&&a.splice(c,1)}function o(a,b){for(var c=a.length-1;c>=0;c--)a[c]===b&&a.splice(c,1)}function q(a,b,c,d,f){if(d.needsUpdate){d.program&&K.deallocateMaterial(d);K.initMaterial(d,b,c,f);d.needsUpdate=false}if(d.morphTargets&&!f.__webglMorphTargetInfluences)f.__webglMorphTargetInfluences=new Float32Array(K.maxMorphTargets);var e=false,g=d.program,h=g.uniforms,j=d.uniforms;if(g!==aa){k.useProgram(g);aa=g;e=true}if(d.id!==I){I=d.id;e= true}if(e||a!==ia){k.uniformMatrix4fv(h.projectionMatrix,false,a._projectionMatrixArray);a!==ia&&(ia=a)}if(e){if(c&&d.fog){j.fogColor.value=c.color;if(c instanceof THREE.Fog){j.fogNear.value=c.near;j.fogFar.value=c.far}else if(c instanceof THREE.FogExp2)j.fogDensity.value=c.density}if(d instanceof THREE.MeshPhongMaterial||d instanceof THREE.MeshLambertMaterial||d.lights){if(oa){for(var i,l=0,m=0,n=0,o,p,r,q=rb,s=q.directional.colors,t=q.directional.positions,u=q.point.colors,x=q.point.positions,D= q.point.distances,G=q.spot.colors,E=q.spot.positions,C=q.spot.distances,W=q.spot.directions,H=q.spot.angles,F=q.spot.exponents,Z=0,O=0,R=0,L=r=0,c=L=0,e=b.length;c1||b.__oldAnisotropy)){k.texParameterf(a, Wa.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(b.anisotropy,cb));b.__oldAnisotropy=b.anisotropy}}function D(a,b){k.bindRenderbuffer(k.RENDERBUFFER,a);if(b.depthBuffer&&!b.stencilBuffer){k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_COMPONENT16,b.width,b.height);k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_ATTACHMENT,k.RENDERBUFFER,a)}else if(b.depthBuffer&&b.stencilBuffer){k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_STENCIL,b.width,b.height);k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_STENCIL_ATTACHMENT, k.RENDERBUFFER,a)}else k.renderbufferStorage(k.RENDERBUFFER,k.RGBA4,b.width,b.height)}function G(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?k.NEAREST:k.LINEAR}function A(a){return a===THREE.RepeatWrapping?k.REPEAT:a===THREE.ClampToEdgeWrapping?k.CLAMP_TO_EDGE:a===THREE.MirroredRepeatWrapping?k.MIRRORED_REPEAT:a===THREE.NearestFilter?k.NEAREST:a===THREE.NearestMipMapNearestFilter?k.NEAREST_MIPMAP_NEAREST:a===THREE.NearestMipMapLinearFilter? k.NEAREST_MIPMAP_LINEAR:a===THREE.LinearFilter?k.LINEAR:a===THREE.LinearMipMapNearestFilter?k.LINEAR_MIPMAP_NEAREST:a===THREE.LinearMipMapLinearFilter?k.LINEAR_MIPMAP_LINEAR:a===THREE.UnsignedByteType?k.UNSIGNED_BYTE:a===THREE.UnsignedShort4444Type?k.UNSIGNED_SHORT_4_4_4_4:a===THREE.UnsignedShort5551Type?k.UNSIGNED_SHORT_5_5_5_1:a===THREE.UnsignedShort565Type?k.UNSIGNED_SHORT_5_6_5:a===THREE.ByteType?k.BYTE:a===THREE.ShortType?k.SHORT:a===THREE.UnsignedShortType?k.UNSIGNED_SHORT:a===THREE.IntType? k.INT:a===THREE.UnsignedIntType?k.UNSIGNED_INT:a===THREE.FloatType?k.FLOAT:a===THREE.AlphaFormat?k.ALPHA:a===THREE.RGBFormat?k.RGB:a===THREE.RGBAFormat?k.RGBA:a===THREE.LuminanceFormat?k.LUMINANCE:a===THREE.LuminanceAlphaFormat?k.LUMINANCE_ALPHA:a===THREE.AddEquation?k.FUNC_ADD:a===THREE.SubtractEquation?k.FUNC_SUBTRACT:a===THREE.ReverseSubtractEquation?k.FUNC_REVERSE_SUBTRACT:a===THREE.ZeroFactor?k.ZERO:a===THREE.OneFactor?k.ONE:a===THREE.SrcColorFactor?k.SRC_COLOR:a===THREE.OneMinusSrcColorFactor? k.ONE_MINUS_SRC_COLOR:a===THREE.SrcAlphaFactor?k.SRC_ALPHA:a===THREE.OneMinusSrcAlphaFactor?k.ONE_MINUS_SRC_ALPHA:a===THREE.DstAlphaFactor?k.DST_ALPHA:a===THREE.OneMinusDstAlphaFactor?k.ONE_MINUS_DST_ALPHA:a===THREE.DstColorFactor?k.DST_COLOR:a===THREE.OneMinusDstColorFactor?k.ONE_MINUS_DST_COLOR:a===THREE.SrcAlphaSaturateFactor?k.SRC_ALPHA_SATURATE:0}console.log("THREE.WebGLRenderer",THREE.REVISION);var a=a||{},w=a.canvas!==void 0?a.canvas:document.createElement("canvas"),C=a.precision!==void 0? a.precision:"highp",H=a.alpha!==void 0?a.alpha:true,O=a.premultipliedAlpha!==void 0?a.premultipliedAlpha:true,N=a.antialias!==void 0?a.antialias:false,$=a.stencil!==void 0?a.stencil:true,E=a.preserveDrawingBuffer!==void 0?a.preserveDrawingBuffer:false,F=a.clearColor!==void 0?new THREE.Color(a.clearColor):new THREE.Color(0),Q=a.clearAlpha!==void 0?a.clearAlpha:0,L=a.maxLights!==void 0?a.maxLights:4;this.domElement=w;this.context=null;this.autoUpdateScene=this.autoUpdateObjects=this.sortObjects=this.autoClearStencil= this.autoClearDepth=this.autoClearColor=this.autoClear=true;this.shadowMapEnabled=this.physicallyBasedShading=this.gammaOutput=this.gammaInput=false;this.shadowMapCullFrontFaces=this.shadowMapSoft=this.shadowMapAutoUpdate=true;this.shadowMapCascade=this.shadowMapDebug=false;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=true;this.renderPluginsPre=[];this.renderPluginsPost=[];this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}}; var K=this,V=[],P=0,aa=null,da=null,I=-1,ca=null,ia=null,Y=0,W=-1,R=-1,Z=-1,ja=-1,Fa=-1,na=-1,Aa=-1,ea=-1,Ia=null,Sa=null,jb=null,ob=null,pb=0,kb=0,qb=0,db=0,bb=0,Ja=0,za=new THREE.Frustum,lb=new THREE.Matrix4,Ca=new THREE.Matrix4,Ta=new THREE.Vector4,Ga=new THREE.Vector3,oa=true,rb={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],angles:[],exponents:[]}},k,Wa;try{if(!(k= w.getContext("experimental-webgl",{alpha:H,premultipliedAlpha:O,antialias:N,stencil:$,preserveDrawingBuffer:E})))throw"Error creating WebGL context.";}catch(Xa){console.error(Xa)}a=k.getExtension("OES_texture_float");H=k.getExtension("OES_standard_derivatives");Wa=k.getExtension("EXT_texture_filter_anisotropic")||k.getExtension("MOZ_EXT_texture_filter_anisotropic")||k.getExtension("WEBKIT_EXT_texture_filter_anisotropic");a||console.log("THREE.WebGLRenderer: Float textures not supported.");H||console.log("THREE.WebGLRenderer: Standard derivatives not supported."); Wa||console.log("THREE.WebGLRenderer: Anisotropic texture filtering not supported.");k.clearColor(0,0,0,1);k.clearDepth(1);k.clearStencil(0);k.enable(k.DEPTH_TEST);k.depthFunc(k.LEQUAL);k.frontFace(k.CCW);k.cullFace(k.BACK);k.enable(k.CULL_FACE);k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA,k.ONE_MINUS_SRC_ALPHA);k.clearColor(F.r,F.g,F.b,Q);this.context=k;H=k.getParameter(k.MAX_VERTEX_TEXTURE_IMAGE_UNITS);k.getParameter(k.MAX_TEXTURE_SIZE);var eb=k.getParameter(k.MAX_CUBE_MAP_TEXTURE_SIZE), cb=Wa?k.getParameter(Wa.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,uc=H>0,dc=uc&&a;this.getContext=function(){return k};this.supportsVertexTextures=function(){return uc};this.getMaxAnisotropy=function(){return cb};this.setSize=function(a,b){w.width=a;w.height=b;this.setViewport(0,0,w.width,w.height)};this.setViewport=function(a,b,c,d){pb=a!==void 0?a:0;kb=b!==void 0?b:0;qb=c!==void 0?c:w.width;db=d!==void 0?d:w.height;k.viewport(pb,kb,qb,db)};this.setScissor=function(a,b,c,d){k.scissor(a,b,c,d)};this.enableScissorTest= function(a){a?k.enable(k.SCISSOR_TEST):k.disable(k.SCISSOR_TEST)};this.setClearColorHex=function(a,b){F.setHex(a);Q=b;k.clearColor(F.r,F.g,F.b,Q)};this.setClearColor=function(a,b){F.copy(a);Q=b;k.clearColor(F.r,F.g,F.b,Q)};this.getClearColor=function(){return F};this.getClearAlpha=function(){return Q};this.clear=function(a,b,c){var d=0;if(a===void 0||a)d=d|k.COLOR_BUFFER_BIT;if(b===void 0||b)d=d|k.DEPTH_BUFFER_BIT;if(c===void 0||c)d=d|k.STENCIL_BUFFER_BIT;k.clear(d)};this.clearTarget=function(a,b, c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.addPostPlugin=function(a){a.init(this);this.renderPluginsPost.push(a)};this.addPrePlugin=function(a){a.init(this);this.renderPluginsPre.push(a)};this.deallocateObject=function(a){if(a.__webglInit){a.__webglInit=false;delete a._modelViewMatrix;delete a._normalMatrix;delete a._normalMatrixArray;delete a._modelViewMatrixArray;delete a._modelMatrixArray;if(a instanceof THREE.Mesh)for(var b in a.geometry.geometryGroups){var c=a.geometry.geometryGroups[b]; k.deleteBuffer(c.__webglVertexBuffer);k.deleteBuffer(c.__webglNormalBuffer);k.deleteBuffer(c.__webglTangentBuffer);k.deleteBuffer(c.__webglColorBuffer);k.deleteBuffer(c.__webglUVBuffer);k.deleteBuffer(c.__webglUV2Buffer);k.deleteBuffer(c.__webglSkinVertexABuffer);k.deleteBuffer(c.__webglSkinVertexBBuffer);k.deleteBuffer(c.__webglSkinIndicesBuffer);k.deleteBuffer(c.__webglSkinWeightsBuffer);k.deleteBuffer(c.__webglFaceBuffer);k.deleteBuffer(c.__webglLineBuffer);var d=void 0,e=void 0;if(c.numMorphTargets){d= 0;for(e=c.numMorphTargets;d1&&(b=true);d=0;for(c=f.length;d=0&&h){j=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.normal,j,k.FLOAT,false,0,g*j*4)}h=e.attributes.uv;if(a.uv>=0&&h)if(h.buffer){j=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.uv,j,k.FLOAT,false,0,g*j* 4);k.enableVertexAttribArray(a.uv)}else k.disableVertexAttribArray(a.uv);h=e.attributes.color;if(a.color>=0&&h){j=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.color,j,k.FLOAT,false,0,g*j*4)}h=e.attributes.tangent;if(a.tangent>=0&&h){j=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.tangent,j,k.FLOAT,false,0,g*j*4)}k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.attributes.index.buffer)}k.drawElements(k.TRIANGLES,f[d].count,k.UNSIGNED_SHORT,f[d].start*2); K.info.render.calls++;K.info.render.vertices=K.info.render.vertices+f[d].count;K.info.render.faces=K.info.render.faces+f[d].count/3}}}};this.renderBuffer=function(a,b,c,d,e,f){if(d.visible!==false){var g,j,c=q(a,b,c,d,f),b=c.attributes,a=false,c=e.id*16777215+c.id*2+(d.wireframe?1:0);if(c!==ca){ca=c;a=true}if(!d.morphTargets&&b.position>=0){if(a){k.bindBuffer(k.ARRAY_BUFFER,e.__webglVertexBuffer);k.vertexAttribPointer(b.position,3,k.FLOAT,false,0,0)}}else if(f.morphTargetBase){c=d.program.attributes; if(f.morphTargetBase!==-1){k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[f.morphTargetBase]);k.vertexAttribPointer(c.position,3,k.FLOAT,false,0,0)}else if(c.position>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglVertexBuffer);k.vertexAttribPointer(c.position,3,k.FLOAT,false,0,0)}if(f.morphTargetForcedOrder.length){var i=0;j=f.morphTargetForcedOrder;for(g=f.morphTargetInfluences;i0&&j.push([l,i])}if(j.length>d.numSupportedMorphTargets){j.sort(h);j.length=d.numSupportedMorphTargets}else j.length>d.numSupportedMorphNormals?j.sort(h):j.length===0&&j.push([0,0]);for(i=0;i=0){k.bindBuffer(k.ARRAY_BUFFER,c.buffer);k.vertexAttribPointer(b[c.buffer.belongsToAttribute],c.size,k.FLOAT,false,0,0)}}}if(b.color>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglColorBuffer);k.vertexAttribPointer(b.color,3,k.FLOAT,false,0,0)}if(b.normal>= 0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglNormalBuffer);k.vertexAttribPointer(b.normal,3,k.FLOAT,false,0,0)}if(b.tangent>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglTangentBuffer);k.vertexAttribPointer(b.tangent,4,k.FLOAT,false,0,0)}if(b.uv>=0)if(e.__webglUVBuffer){k.bindBuffer(k.ARRAY_BUFFER,e.__webglUVBuffer);k.vertexAttribPointer(b.uv,2,k.FLOAT,false,0,0);k.enableVertexAttribArray(b.uv)}else k.disableVertexAttribArray(b.uv);if(b.uv2>=0)if(e.__webglUV2Buffer){k.bindBuffer(k.ARRAY_BUFFER,e.__webglUV2Buffer); k.vertexAttribPointer(b.uv2,2,k.FLOAT,false,0,0);k.enableVertexAttribArray(b.uv2)}else k.disableVertexAttribArray(b.uv2);if(d.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinVertexABuffer);k.vertexAttribPointer(b.skinVertexA,4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinVertexBBuffer);k.vertexAttribPointer(b.skinVertexB,4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinIndicesBuffer);k.vertexAttribPointer(b.skinIndex, 4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinWeightsBuffer);k.vertexAttribPointer(b.skinWeight,4,k.FLOAT,false,0,0)}}if(f instanceof THREE.Mesh){if(d.wireframe){d=d.wireframeLinewidth;if(d!==ob){k.lineWidth(d);ob=d}a&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.__webglLineBuffer);k.drawElements(k.LINES,e.__webglLineCount,k.UNSIGNED_SHORT,0)}else{a&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.__webglFaceBuffer);k.drawElements(k.TRIANGLES,e.__webglFaceCount,k.UNSIGNED_SHORT,0)}K.info.render.calls++; K.info.render.vertices=K.info.render.vertices+e.__webglFaceCount;K.info.render.faces=K.info.render.faces+e.__webglFaceCount/3}else if(f instanceof THREE.Line){f=f.type===THREE.LineStrip?k.LINE_STRIP:k.LINES;d=d.linewidth;if(d!==ob){k.lineWidth(d);ob=d}k.drawArrays(f,0,e.__webglLineCount);K.info.render.calls++}else if(f instanceof THREE.ParticleSystem){k.drawArrays(k.POINTS,0,e.__webglParticleCount);K.info.render.calls++;K.info.render.points=K.info.render.points+e.__webglParticleCount}else if(f instanceof THREE.Ribbon){k.drawArrays(k.TRIANGLE_STRIP,0,e.__webglVertexCount);K.info.render.calls++}}};this.render=function(a,b,c,d){if(b instanceof THREE.Camera===false)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else{var e,f,h,l,n=a.__lights,o=a.fog;I=-1;oa=true;this.autoUpdateScene&&a.updateMatrixWorld();b.parent===void 0&&b.updateMatrixWorld();if(!b._viewMatrixArray)b._viewMatrixArray=new Float32Array(16);if(!b._projectionMatrixArray)b._projectionMatrixArray= new Float32Array(16);b.matrixWorldInverse.getInverse(b.matrixWorld);b.matrixWorldInverse.flattenToArray(b._viewMatrixArray);b.projectionMatrix.flattenToArray(b._projectionMatrixArray);lb.multiply(b.projectionMatrix,b.matrixWorldInverse);za.setFromMatrix(lb);this.autoUpdateObjects&&this.initWebGLObjects(a);j(this.renderPluginsPre,a,b);K.info.render.calls=0;K.info.render.vertices=0;K.info.render.faces=0;K.info.render.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor, this.autoClearDepth,this.autoClearStencil);l=a.__webglObjects;d=0;for(e=l.length;d=0){t=r.geometry.materials[t];if(t.transparent){p.transparent=t;p.opaque=null}else{p.opaque=t;p.transparent=null}}}else if(t)if(t.transparent){p.transparent= t;p.opaque=null}else{p.opaque=t;p.transparent=null}f.render=true;if(this.sortObjects)if(h.renderDepth)f.z=h.renderDepth;else{Ta.copy(h.matrixWorld.getPosition());lb.multiplyVector3(Ta);f.z=Ta.z}}}this.sortObjects&&l.sort(g);l=a.__webglObjectsImmediate;d=0;for(e=l.length;d65535){D[z].counter=D[z].counter+1;A=D[z].hash+"_"+D[z].counter;q.geometryGroups[A]===void 0&&(q.geometryGroups[A]={faces3:[],faces4:[],materialIndex:u,vertices:0,numMorphTargets:G,numMorphNormals:E})}w instanceof THREE.Face3?q.geometryGroups[A].faces3.push(s):q.geometryGroups[A].faces4.push(s);q.geometryGroups[A].vertices=q.geometryGroups[A].vertices+x}q.geometryGroupsList=[];var I=void 0;for(I in q.geometryGroups){q.geometryGroups[I].id= Y++;q.geometryGroupsList.push(q.geometryGroups[I])}}for(j in i.geometryGroups){m=i.geometryGroups[j];if(!m.__webglVertexBuffer){var C=m;C.__webglVertexBuffer=k.createBuffer();C.__webglNormalBuffer=k.createBuffer();C.__webglTangentBuffer=k.createBuffer();C.__webglColorBuffer=k.createBuffer();C.__webglUVBuffer=k.createBuffer();C.__webglUV2Buffer=k.createBuffer();C.__webglSkinVertexABuffer=k.createBuffer();C.__webglSkinVertexBBuffer=k.createBuffer();C.__webglSkinIndicesBuffer=k.createBuffer();C.__webglSkinWeightsBuffer= k.createBuffer();C.__webglFaceBuffer=k.createBuffer();C.__webglLineBuffer=k.createBuffer();var W=void 0,H=void 0;if(C.numMorphTargets){C.__webglMorphTargetsBuffers=[];W=0;for(H=C.numMorphTargets;W0||N.faceVertexUvs.length>0)F.__uvArray=new Float32Array(R*2);if(N.faceUvs.length>1||N.faceVertexUvs.length>1)F.__uv2Array=new Float32Array(R*2)}if(L.geometry.skinWeights.length&&L.geometry.skinIndices.length){F.__skinVertexAArray= new Float32Array(R*4);F.__skinVertexBArray=new Float32Array(R*4);F.__skinIndexArray=new Float32Array(R*4);F.__skinWeightArray=new Float32Array(R*4)}F.__faceArray=new Uint16Array(P*3);F.__lineArray=new Uint16Array(Q*2);var da=void 0,ca=void 0;if(F.numMorphTargets){F.__morphTargetsArrays=[];da=0;for(ca=F.numMorphTargets;da0){k.bindBuffer(k.ARRAY_BUFFER,ha.__webglSkinVertexABuffer);k.bufferData(k.ARRAY_BUFFER,ua,$a);k.bindBuffer(k.ARRAY_BUFFER,ha.__webglSkinVertexBBuffer);k.bufferData(k.ARRAY_BUFFER,va,$a);k.bindBuffer(k.ARRAY_BUFFER,ha.__webglSkinIndicesBuffer);k.bufferData(k.ARRAY_BUFFER,wa,$a);k.bindBuffer(k.ARRAY_BUFFER,ha.__webglSkinWeightsBuffer);k.bufferData(k.ARRAY_BUFFER, xa,$a)}}if(Ed&&bd){B=0;for(X=la.length;B0){k.bindBuffer(k.ARRAY_BUFFER,ha.__webglColorBuffer);k.bufferData(k.ARRAY_BUFFER,Oa,$a)}}if(Dd&&Va.hasTangents){B=0;for(X=la.length;B0){k.bindBuffer(k.ARRAY_BUFFER,ha.__webglUVBuffer);k.bufferData(k.ARRAY_BUFFER,Ac,$a)}}if(qd&&gd&&nd){B=0;for(X=la.length;B0){k.bindBuffer(k.ARRAY_BUFFER,ha.__webglUV2Buffer);k.bufferData(k.ARRAY_BUFFER,Bc,$a)}}if(Bd){B=0;for(X=la.length;B=0&&k.enableVertexAttribArray(r.position);r.color>=0&&k.enableVertexAttribArray(r.color);r.normal>=0&&k.enableVertexAttribArray(r.normal);r.tangent>=0&&k.enableVertexAttribArray(r.tangent);if(a.skinning&&r.skinVertexA>=0&&r.skinVertexB>=0&&r.skinIndex>=0&&r.skinWeight>=0){k.enableVertexAttribArray(r.skinVertexA); k.enableVertexAttribArray(r.skinVertexB);k.enableVertexAttribArray(r.skinIndex);k.enableVertexAttribArray(r.skinWeight)}if(a.attributes)for(i in a.attributes)r[i]!==void 0&&r[i]>=0&&k.enableVertexAttribArray(r[i]);if(a.morphTargets){a.numSupportedMorphTargets=0;q="morphTarget";for(i=0;i=0){k.enableVertexAttribArray(r[s]);a.numSupportedMorphTargets++}}}if(a.morphNormals){a.numSupportedMorphNormals=0;q="morphNormal";for(i=0;i=0){k.enableVertexAttribArray(r[s]);a.numSupportedMorphNormals++}}}a.uniformsList=[];for(h in a.uniforms)a.uniformsList.push([a.uniforms[h],h])};this.setFaceCulling=function(a,b){if(a){!b||b==="ccw"?k.frontFace(k.CCW):k.frontFace(k.CW);a==="back"?k.cullFace(k.BACK):a==="front"?k.cullFace(k.FRONT):k.cullFace(k.FRONT_AND_BACK);k.enable(k.CULL_FACE)}else k.disable(k.CULL_FACE)};this.setMaterialFaces=function(a){var b=a.side===THREE.DoubleSide,a=a.side===THREE.BackSide;if(W!==b){b?k.disable(k.CULL_FACE): k.enable(k.CULL_FACE);W=b}if(R!==a){a?k.frontFace(k.CW):k.frontFace(k.CCW);R=a}};this.setDepthTest=function(a){if(Aa!==a){a?k.enable(k.DEPTH_TEST):k.disable(k.DEPTH_TEST);Aa=a}};this.setDepthWrite=function(a){if(ea!==a){k.depthMask(a);ea=a}};this.setBlending=function(a,b,c,d){if(a!==Z){if(a===THREE.NoBlending)k.disable(k.BLEND);else if(a===THREE.AdditiveBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA,k.ONE)}else if(a===THREE.SubtractiveBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD); k.blendFunc(k.ZERO,k.ONE_MINUS_SRC_COLOR)}else if(a===THREE.MultiplyBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.ZERO,k.SRC_COLOR)}else if(a===THREE.CustomBlending)k.enable(k.BLEND);else{k.enable(k.BLEND);k.blendEquationSeparate(k.FUNC_ADD,k.FUNC_ADD);k.blendFuncSeparate(k.SRC_ALPHA,k.ONE_MINUS_SRC_ALPHA,k.ONE,k.ONE_MINUS_SRC_ALPHA)}Z=a}if(a===THREE.CustomBlending){if(b!==ja){k.blendEquation(A(b));ja=b}if(c!==Fa||d!==na){k.blendFunc(A(c),A(d));Fa=c;na=d}}else na=Fa=ja=null}; this.setTexture=function(a,b){if(a.needsUpdate){if(!a.__webglInit){a.__webglInit=true;a.__webglTexture=k.createTexture();K.info.memory.textures++}k.activeTexture(k.TEXTURE0+b);k.bindTexture(k.TEXTURE_2D,a.__webglTexture);k.pixelStorei(k.UNPACK_FLIP_Y_WEBGL,a.flipY);k.pixelStorei(k.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha);var c=a.image,d=(c.width&c.width-1)===0&&(c.height&c.height-1)===0,e=A(a.format),f=A(a.type);z(k.TEXTURE_2D,a,d);a instanceof THREE.DataTexture?k.texImage2D(k.TEXTURE_2D, 0,e,c.width,c.height,0,e,f,c.data):k.texImage2D(k.TEXTURE_2D,0,e,e,f,a.image);a.generateMipmaps&&d&&k.generateMipmap(k.TEXTURE_2D);a.needsUpdate=false;if(a.onUpdate)a.onUpdate()}else{k.activeTexture(k.TEXTURE0+b);k.bindTexture(k.TEXTURE_2D,a.__webglTexture)}};this.setRenderTarget=function(a){var b=a instanceof THREE.WebGLRenderTargetCube;if(a&&!a.__webglFramebuffer){if(a.depthBuffer===void 0)a.depthBuffer=true;if(a.stencilBuffer===void 0)a.stencilBuffer=true;a.__webglTexture=k.createTexture();var c= (a.width&a.width-1)===0&&(a.height&a.height-1)===0,d=A(a.format),e=A(a.type);if(b){a.__webglFramebuffer=[];a.__webglRenderbuffer=[];k.bindTexture(k.TEXTURE_CUBE_MAP,a.__webglTexture);z(k.TEXTURE_CUBE_MAP,a,c);for(var f=0;f<6;f++){a.__webglFramebuffer[f]=k.createFramebuffer();a.__webglRenderbuffer[f]=k.createRenderbuffer();k.texImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=k.TEXTURE_CUBE_MAP_POSITIVE_X+f;k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer[f]); k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,h,g.__webglTexture,0);D(a.__webglRenderbuffer[f],a)}c&&k.generateMipmap(k.TEXTURE_CUBE_MAP)}else{a.__webglFramebuffer=k.createFramebuffer();a.__webglRenderbuffer=k.createRenderbuffer();k.bindTexture(k.TEXTURE_2D,a.__webglTexture);z(k.TEXTURE_2D,a,c);k.texImage2D(k.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null);d=k.TEXTURE_2D;k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer);k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,d,a.__webglTexture, 0);D(a.__webglRenderbuffer,a);c&&k.generateMipmap(k.TEXTURE_2D)}b?k.bindTexture(k.TEXTURE_CUBE_MAP,null):k.bindTexture(k.TEXTURE_2D,null);k.bindRenderbuffer(k.RENDERBUFFER,null);k.bindFramebuffer(k.FRAMEBUFFER,null)}if(a){b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer;c=a.width;a=a.height;e=d=0}else{b=null;c=qb;a=db;d=pb;e=kb}if(b!==da){k.bindFramebuffer(k.FRAMEBUFFER,b);k.viewport(d,e,c,a);da=b}bb=c;Ja=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin); this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=c.wrapS!==void 0?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=c.wrapT!==void 0?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=c.magFilter!==void 0?c.magFilter:THREE.LinearFilter;this.minFilter=c.minFilter!==void 0?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=c.anisotropy!==void 0?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=c.format!==void 0?c.format: THREE.RGBAFormat;this.type=c.type!==void 0?c.type:THREE.UnsignedByteType;this.depthBuffer=c.depthBuffer!==void 0?c.depthBuffer:true;this.stencilBuffer=c.stencilBuffer!==void 0?c.stencilBuffer:true;this.generateMipmaps=true}; THREE.WebGLRenderTarget.prototype.clone=function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.anisotropy=this.anisotropy;a.minFilter=this.minFilter;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps;return a}; THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=true};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)}; THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.material=null;this.uvs=[[]];this.z=null}; THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.material=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null}; THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=this.object=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null}; THREE.ColorUtils={adjustHSV:function(a,b,c,d){var e=THREE.ColorUtils.__hsv;THREE.ColorUtils.rgbToHsv(a,e);e.h=THREE.Math.clamp(e.h+b,0,1);e.s=THREE.Math.clamp(e.s+c,0,1);e.v=THREE.Math.clamp(e.v+d,0,1);a.setHSV(e.h,e.s,e.v)},rgbToHsv:function(a,b){var c=a.r,d=a.g,e=a.b,f=Math.max(Math.max(c,d),e),g=Math.min(Math.min(c,d),e);if(g===f)g=c=0;else{var h=f-g,g=h/f,c=(c===f?(d-e)/h:d===f?2+(e-c)/h:4+(c-d)/h)/6;c<0&&(c=c+1);c>1&&(c=c-1)}b===void 0&&(b={h:0,s:0,v:0});b.h=c;b.s=g;b.v=f;return b}}; THREE.ColorUtils.__hsv={h:0,s:0,v:0}; THREE.GeometryUtils={merge:function(a,b){for(var c,d,e=a.vertices.length,f=b instanceof THREE.Mesh?b.geometry:b,g=a.vertices,h=f.vertices,j=a.faces,i=f.faces,m=a.faceVertexUvs[0],l=f.faceVertexUvs[0],n={},p=0;p1){d=1-d;e=1-e}f=1-d-e;g.copy(a);g.multiplyScalar(d);h.copy(b);h.multiplyScalar(e);g.addSelf(h);h.copy(c);h.multiplyScalar(f);g.addSelf(h);return g},randomPointInFace:function(a,b,c){var d,e,f;if(a instanceof THREE.Face3){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];return THREE.GeometryUtils.randomPointInTriangle(d,e,f)}if(a instanceof THREE.Face4){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];var b=b.vertices[a.d],g;if(c)if(a._area1&&a._area2){c=a._area1;g=a._area2}else{c=THREE.GeometryUtils.triangleArea(d,e,b);g=THREE.GeometryUtils.triangleArea(e,f,b);a._area1=c;a._area2=g}else{c=THREE.GeometryUtils.triangleArea(d,e,b);g=THREE.GeometryUtils.triangleArea(e,f,b)}return THREE.GeometryUtils.random()* (c+g)a?b(c,e-1):i[e] b||r>b||n>b){j=a.vertices.length;u=e.clone();t=e.clone();if(p>=r&&p>=n){i=i.clone();i.lerpSelf(m,0.5);u.a=f;u.b=j;u.c=h;t.a=j;t.b=g;t.c=h;if(e.vertexNormals.length===3){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[1],0.5);u.vertexNormals[1].copy(f);t.vertexNormals[0].copy(f)}if(e.vertexColors.length===3){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[1],0.5);u.vertexColors[1].copy(f);t.vertexColors[0].copy(f)}e=0}else if(r>=p&&r>=n){i=m.clone();i.lerpSelf(l,0.5);u.a=f;u.b=g;u.c= j;t.a=j;t.b=h;t.c=f;if(e.vertexNormals.length===3){f=e.vertexNormals[1].clone();f.lerpSelf(e.vertexNormals[2],0.5);u.vertexNormals[2].copy(f);t.vertexNormals[0].copy(f);t.vertexNormals[1].copy(e.vertexNormals[2]);t.vertexNormals[2].copy(e.vertexNormals[0])}if(e.vertexColors.length===3){f=e.vertexColors[1].clone();f.lerpSelf(e.vertexColors[2],0.5);u.vertexColors[2].copy(f);t.vertexColors[0].copy(f);t.vertexColors[1].copy(e.vertexColors[2]);t.vertexColors[2].copy(e.vertexColors[0])}e=1}else{i=i.clone(); i.lerpSelf(l,0.5);u.a=f;u.b=g;u.c=j;t.a=j;t.b=g;t.c=h;if(e.vertexNormals.length===3){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[2],0.5);u.vertexNormals[2].copy(f);t.vertexNormals[0].copy(f)}if(e.vertexColors.length===3){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[2],0.5);u.vertexColors[2].copy(f);t.vertexColors[0].copy(f)}e=2}z.push(u,t);a.vertices.push(i);f=0;for(g=a.faceVertexUvs.length;fb||r>b||o>b||q>b){s=a.vertices.length;x=a.vertices.length+1;u=e.clone();t=e.clone();if(p>=r&&p>=o&&p>=q||o>=r&&o>=p&&o>=q){p=i.clone();p.lerpSelf(m,0.5);m=l.clone();m.lerpSelf(n,0.5);u.a=f;u.b=s;u.c=x;u.d=j;t.a=s;t.b=g;t.c=h;t.d=x;if(e.vertexNormals.length===4){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[1],0.5);g=e.vertexNormals[2].clone();g.lerpSelf(e.vertexNormals[3],0.5);u.vertexNormals[1].copy(f); u.vertexNormals[2].copy(g);t.vertexNormals[0].copy(f);t.vertexNormals[3].copy(g)}if(e.vertexColors.length===4){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[1],0.5);g=e.vertexColors[2].clone();g.lerpSelf(e.vertexColors[3],0.5);u.vertexColors[1].copy(f);u.vertexColors[2].copy(g);t.vertexColors[0].copy(f);t.vertexColors[3].copy(g)}e=0}else{p=m.clone();p.lerpSelf(l,0.5);m=n.clone();m.lerpSelf(i,0.5);u.a=f;u.b=g;u.c=s;u.d=x;t.a=x;t.b=s;t.c=h;t.d=j;if(e.vertexNormals.length===4){f=e.vertexNormals[1].clone(); f.lerpSelf(e.vertexNormals[2],0.5);g=e.vertexNormals[3].clone();g.lerpSelf(e.vertexNormals[0],0.5);u.vertexNormals[2].copy(f);u.vertexNormals[3].copy(g);t.vertexNormals[0].copy(g);t.vertexNormals[1].copy(f)}if(e.vertexColors.length===4){f=e.vertexColors[1].clone();f.lerpSelf(e.vertexColors[2],0.5);g=e.vertexColors[3].clone();g.lerpSelf(e.vertexColors[0],0.5);u.vertexColors[2].copy(f);u.vertexColors[3].copy(g);t.vertexColors[0].copy(g);t.vertexColors[1].copy(f)}e=1}z.push(u,t);a.vertices.push(p,m); f=0;for(g=a.faceVertexUvs.length;fe- 1?e-1:l+1,r=m-1<0?0:m-1,o=m+1>d-1?d-1:m+1,q=[],s=[0,0,h[(l*d+m)*4]/255*b];q.push([-1,0,h[(l*d+r)*4]/255*b]);q.push([-1,-1,h[(n*d+r)*4]/255*b]);q.push([0,-1,h[(n*d+m)*4]/255*b]);q.push([1,-1,h[(n*d+o)*4]/255*b]);q.push([1,0,h[(l*d+o)*4]/255*b]);q.push([1,1,h[(p*d+o)*4]/255*b]);q.push([0,1,h[(p*d+m)*4]/255*b]);q.push([-1,1,h[(p*d+r)*4]/255*b]);n=[];r=q.length;for(p=0;p 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#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;", THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\nvec3 vViewPosition = cameraPosition - vWorldPosition;\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\nfloat pointDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\npointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\npointVector = normalize( pointVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\nfloat spotDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\nspotVector = normalize( spotVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n#endif\nspotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;\nvec3 spotHalfVector = normalize( spotVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;\n#endif\nif ( enableReflection ) {\nvec3 vReflect;\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, normal, uRefractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, normal );\n}\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}", THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;", THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"#ifdef USE_SKINNING\nvNormal = normalMatrix * skinnedNormal.xyz;\nvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\nvTangent = normalMatrix * skinnedTangent.xyz;\n#else\nvNormal = normalMatrix * normal;\nvTangent = normalMatrix * tangent.xyz;\n#endif\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvUv = uv * uRepeat + uOffset;\nvec3 displacedPosition;\n#ifdef VERTEX_TEXTURES\nif ( enableDisplacement ) {\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\ndisplacedPosition = position + normalize( normal ) * df;\n} else {\n#ifdef USE_SKINNING\nvec4 skinned = boneMatX * skinVertexA * skinWeight.x;\nskinned \t += boneMatY * skinVertexB * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n}\n#else\n#ifdef USE_SKINNING\nvec4 skinned = boneMatX * skinVertexA * skinWeight.x;\nskinned \t += boneMatY * skinVertexB * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n#endif\nvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\nvec4 wPosition = modelMatrix * vec4( displacedPosition, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\nvWorldPosition = wPosition.xyz;\n#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * wPosition;\n}\n#endif\n}"].join("\n")}, cube:{uniforms:{tCube:{type:"t",value:1,texture:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = modelMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );\n}"}}}); THREE.FontUtils={faces:{},face:"helvetiker",weight:"normal",style:"normal",size:150,divisions:10,getFace:function(){return this.faces[this.face][this.weight][this.style]},loadFace:function(a){var b=a.familyName.toLowerCase();this.faces[b]=this.faces[b]||{};this.faces[b][a.cssFontWeight]=this.faces[b][a.cssFontWeight]||{};this.faces[b][a.cssFontWeight][a.cssFontStyle]=a;return this.faces[b][a.cssFontWeight][a.cssFontStyle]=a},drawText:function(a){for(var b=this.getFace(),c=this.size/b.resolution,d= 0,e=(""+a).split(""),f=e.length,g=[],a=0;a0)for(i=0;i2;){if(l--<=0){console.log("Warning, unable to triangulate polygon!");break}j=i;e<=j&&(j=0);i=j+1;e<=i&&(i=0);m=i+1;e<=m&&(m=0);var n;a:{n=a;var p=j,r=i,o=m,q=e,s=g,x=void 0,u=void 0,t=void 0,z=void 0,D=void 0, G=void 0,A=void 0,w=void 0,C=void 0,u=n[s[p]].x,t=n[s[p]].y,z=n[s[r]].x,D=n[s[r]].y,G=n[s[o]].x,A=n[s[o]].y;if(1.0E-10>(z-u)*(A-t)-(D-t)*(G-u))n=false;else{for(x=0;x=0&&N>=0&&E>=0){n=false;break a}}n=true}}if(n){f.push([a[g[j]], a[g[i]],a[g[m]]]);h.push([g[j],g[i],g[m]]);j=i;for(m=i+1;mb.max.x)b.max.x=c;if(db.max.y)b.max.y=d;if(eb.max.z)b.max.z=e}if(a===void 0||a.length===0){this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere= {radius:0};var a=this.attributes.position.array;if(a){for(var b,c=0,d,e,f=0,g=a.length;fc&&(c=b)}this.boundingSphere.radius=c}},computeVertexNormals:function(){if(this.attributes.position&&this.attributes.index){var a,b,c,d;a=this.attributes.position.array.length;if(this.attributes.normal===void 0)this.attributes.normal={itemSize:3,array:new Float32Array(a),numItems:a};else{a=0;for(b=this.attributes.normal.array.length;a0)h=d-1;else{h=d;break}}d=h;if(c[d]==f)return d/(e-1);g=c[d];return c=(d+(f-g)/(c[d+1]-g))/(e-1)};THREE.Curve.prototype.getNormalVector=function(a){a=this.getTangent(a);return new THREE.Vector2(-a.y,a.x)}; THREE.Curve.prototype.getTangent=function(a){var b=a-1.0E-4,a=a+1.0E-4;b<0&&(b=0);a>1&&(a=1);b=this.getPoint(b);return this.getPoint(a).clone().subSelf(b).normalize()};THREE.Curve.prototype.getTangentAt=function(a){return this.getTangent(this.getUtoTmapping(a))};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().subSelf(this.v1);b.multiplyScalar(a).addSelf(this.v1);return b}; THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(){return this.v2.clone().subSelf(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype); THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)};THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b}; THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)}; THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=a==void 0?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype); THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e=e-a;c[0]=a==0?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b}; THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)}; THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){var a=(c-a)*0.5,d=(d-b)*0.5,f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}}; THREE.Curve.create=function(a,b){a.prototype=Object.create(THREE.Curve.prototype);a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.sub(this.v2,this.v1);b.multiplyScalar(a);b.addSelf(this.v1);return b}); THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)}); THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)}); THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a=a-e;c[0]=e==0?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b}); THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e=e-a;a=a+(a>0?0:(Math.floor(Math.abs(a)/d.length)+1)*d.length);c[0]=(a-1)%d.length;c[1]=a%d.length;c[2]=(a+1)%d.length;c[3]=(a+2)%d.length;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);b.z=THREE.Curve.Utils.interpolate(d[c[0]].z, d[c[1]].z,d[c[2]].z,d[c[3]].z,e);return b});THREE.CurvePath=function(){this.curves=[];this.bends=[];this.autoClose=false};THREE.CurvePath.prototype=Object.create(THREE.Curve.prototype);THREE.CurvePath.prototype.add=function(a){this.curves.push(a)};THREE.CurvePath.prototype.checkConnection=function(){};THREE.CurvePath.prototype.closePath=function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-1].getPoint(1);a.equals(b)||this.curves.push(new THREE.LineCurve(b,a))}; THREE.CurvePath.prototype.getPoint=function(a){for(var b=a*this.getLength(),c=this.getCurveLengths(),a=0;a=b){b=c[a]-b;a=this.curves[a];b=1-b/a.getLength();return a.getPointAt(b)}a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb)b=h.x;else if(h.xc)c=h.y;else if(h.yd)d=h.z;else if(h.z0){g=c[c.length-1]; p=g.x;r=g.y}else{g=this.actions[d-1].args;p=g[g.length-2];r=g[g.length-1]}for(f=1;f<=a;f++){o=f/a;g=THREE.Shape.Utils.b2(o,p,l,h);o=THREE.Shape.Utils.b2(o,r,n,j);c.push(new THREE.Vector2(g,o))}break;case THREE.PathActions.BEZIER_CURVE_TO:h=f[4];j=f[5];l=f[0];n=f[1];i=f[2];m=f[3];if(c.length>0){g=c[c.length-1];p=g.x;r=g.y}else{g=this.actions[d-1].args;p=g[g.length-2];r=g[g.length-1]}for(f=1;f<=a;f++){o=f/a;g=THREE.Shape.Utils.b3(o,p,l,i,h);o=THREE.Shape.Utils.b3(o,r,n,m,j);c.push(new THREE.Vector2(g, o))}break;case THREE.PathActions.CSPLINE_THRU:g=this.actions[d-1].args;o=[new THREE.Vector2(g[g.length-2],g[g.length-1])];g=a*f[0].length;o=o.concat(f[0]);o=new THREE.SplineCurve(o);for(f=1;f<=g;f++)c.push(o.getPointAt(f/g));break;case THREE.PathActions.ARC:h=f[0];j=f[1];n=f[2];i=f[3];g=f[4];l=!!f[5];p=g-i;r=a*2;for(f=1;f<=r;f++){o=f/r;l||(o=1-o);o=i+o*p;g=h+n*Math.cos(o);o=j+n*Math.sin(o);c.push(new THREE.Vector2(g,o))}break;case THREE.PathActions.ELLIPSE:h=f[0];j=f[1];n=f[2];m=f[3];i=f[4];g=f[5]; l=!!f[6];p=g-i;r=a*2;for(f=1;f<=r;f++){o=f/r;l||(o=1-o);o=i+o*p;g=h+n*Math.cos(o);o=j+m*Math.sin(o);c.push(new THREE.Vector2(g,o))}}}d=c[c.length-1];Math.abs(d.x-c[0].x)<1.0E-10&&Math.abs(d.y-c[0].y)<1.0E-10&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; THREE.Path.prototype.toShapes=function(){var a,b,c,d,e=[],f=new THREE.Path;a=0;for(b=this.actions.length;a=0?h-1:c.length-1;f=g-1>=0?g-1:i.length-1;var o=[i[g],c[h],c[e]];l=THREE.FontUtils.Triangulate.area(o);var q=[i[g],i[f],c[h]];n=THREE.FontUtils.Triangulate.area(q);p=h;m=g;h=h+1;g=g+ -1;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+i.length);g=g%i.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:i.length-1;o=[i[g],c[h],c[e]];o=THREE.FontUtils.Triangulate.area(o);q=[i[g],i[f],c[h]];q=THREE.FontUtils.Triangulate.area(q);if(l+n>o+q){h=p;g=m;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+i.length);g=g%i.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:i.length-1}l=c.slice(0,h);n=c.slice(h);p=i.slice(g);m=i.slice(0,g);f=[i[g],i[f],c[h]];r.push([i[g],c[h],c[e]]);r.push(f);c=l.concat(p).concat(m).concat(n)}return{shape:c, isolatedPts:r,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,false),f,g,h,j,i={};f=0;for(g=d.length;f1){console.log("THREE.Animation.update: Warning! Scale out of bounds:"+d+" on bone "+l);d=d<0?0:1}if(c==="pos"){c=a.position;if(this.interpolationType===THREE.AnimationHandler.LINEAR){c.x=e[0]+ (f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}else if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){this.points[0]=this.getPrevKeyWith("pos",l,g.index-1).pos;this.points[1]=e;this.points[2]=f;this.points[3]=this.getNextKeyWith("pos",l,h.index+1).pos;d=d*0.33+0.33;e=this.interpolateCatmullRom(this.points,d);c.x=e[0];c.y=e[1];c.z=e[2];if(this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){d= this.interpolateCatmullRom(this.points,d*1.01);this.target.set(d[0],d[1],d[2]);this.target.subSelf(c);this.target.y=0;this.target.normalize();d=Math.atan2(this.target.x,this.target.z);a.rotation.set(0,d,0)}}}else if(c==="rot")THREE.Quaternion.slerp(e,f,a.quaternion,d);else if(c==="scl"){c=a.scale;c.x=e[0]+(f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}}}}}; THREE.Animation.prototype.interpolateCatmullRom=function(a,b){var c=[],d=[],e,f,g,h,j,i;e=(a.length-1)*b;f=Math.floor(e);e=e-f;c[0]=f===0?f:f-1;c[1]=f;c[2]=f>a.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];h=a[c[1]];j=a[c[2]];i=a[c[3]];c=e*e;g=e*c;d[0]=this.interpolate(f[0],h[0],j[0],i[0],e,c,g);d[1]=this.interpolate(f[1],h[1],j[1],i[1],e,c,g);d[2]=this.interpolate(f[2],h[2],j[2],i[2],e,c,g);return d}; THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,g){a=(c-a)*0.5;d=(d-b)*0.5;return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c0?c:0:c>=0?c:c+d.length;c>=0;c--)if(d[c][a]!==void 0)return d[c];return this.data.hierarchy[b].keys[d.length-1]}; THREE.KeyFrameAnimation=function(a,b,c){this.root=a;this.data=THREE.AnimationHandler.get(b);this.hierarchy=THREE.AnimationHandler.parse(a);this.currentTime=0;this.timeScale=0.001;this.isPlaying=false;this.loop=this.isPaused=true;this.JITCompile=c!==void 0?c:true;a=0;for(b=this.hierarchy.length;a=g?b.interpolate(c,g):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=true}}if(this.JITCompile&&f[0][e]===void 0){this.hierarchy[0].updateMatrixWorld(true); for(a=0;a=0?c:c+b.length;c>=0;c--)if(b[c].hasTarget(a))return b[c];return b[b.length-1]}; THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0));this.add(g);var h=new THREE.PerspectiveCamera(90, 1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var j=new THREE.PerspectiveCamera(90,1,a,b);j.up.set(0,-1,0);j.lookAt(new THREE.Vector3(0,0,-1));this.add(j);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){var c=this.renderTarget,n=c.generateMipmaps;c.generateMipmaps=false;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace= 2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.generateMipmaps=n;c.activeCubeFace=5;a.render(b,j,c)}};THREE.CubeCamera.prototype=Object.create(THREE.Object3D.prototype);THREE.CombinedCamera=function(a,b,c,d,e,f,g){THREE.Camera.call(this);this.fov=c;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2;this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,f,g);this.cameraP=new THREE.PerspectiveCamera(c,a/b,d,e);this.zoom=1;this.toPerspective()}; THREE.CombinedCamera.prototype=Object.create(THREE.Camera.prototype);THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.cameraP.fov=this.fov/this.zoom;this.cameraP.updateProjectionMatrix();this.projectionMatrix=this.cameraP.projectionMatrix;this.inPerspectiveMode=true;this.inOrthographicMode=false}; THREE.CombinedCamera.prototype.toOrthographic=function(){var a=this.cameraP.aspect,b=(this.cameraP.near+this.cameraP.far)/2,b=Math.tan(this.fov/2)*b,a=2*b*a/2,b=b/this.zoom,a=a/this.zoom;this.cameraO.left=-a;this.cameraO.right=a;this.cameraO.top=b;this.cameraO.bottom=-b;this.cameraO.updateProjectionMatrix();this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix;this.inPerspectiveMode=false;this.inOrthographicMode=true}; THREE.CombinedCamera.prototype.setSize=function(a,b){this.cameraP.aspect=a/b;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2};THREE.CombinedCamera.prototype.setFov=function(a){this.fov=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.updateProjectionMatrix=function(){if(this.inPerspectiveMode)this.toPerspective();else{this.toPerspective();this.toOrthographic()}}; THREE.CombinedCamera.prototype.setLens=function(a,b){var c=2*Math.atan((b!==void 0?b:24)/(a*2))*(180/Math.PI);this.setFov(c);return c};THREE.CombinedCamera.prototype.setZoom=function(a){this.zoom=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.toFrontView=function(){this.rotation.x=0;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; THREE.CombinedCamera.prototype.toBackView=function(){this.rotation.x=0;this.rotation.y=Math.PI;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toLeftView=function(){this.rotation.x=0;this.rotation.y=-Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toRightView=function(){this.rotation.x=0;this.rotation.y=Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false}; THREE.CombinedCamera.prototype.toTopView=function(){this.rotation.x=-Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toBottomView=function(){this.rotation.x=Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; THREE.FirstPersonControls=function(a,b){function c(a,b){return function(){b.apply(a,arguments)}}this.object=a;this.target=new THREE.Vector3(0,0,0);this.domElement=b!==void 0?b:document;this.movementSpeed=1;this.lookSpeed=0.005;this.lookVertical=true;this.autoForward=false;this.activeLook=true;this.heightSpeed=false;this.heightCoef=1;this.heightMin=0;this.heightMax=1;this.constrainVertical=false;this.verticalMin=0;this.verticalMax=Math.PI;this.theta=this.phi=this.lon=this.lat=this.mouseY=this.mouseX= this.autoSpeedFactor=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=false;this.viewHalfY=this.viewHalfX=0;this.domElement!==document&&this.domElement.setAttribute("tabindex",-1);this.handleResize=function(){if(this.domElement===document){this.viewHalfX=window.innerWidth/2;this.viewHalfY=window.innerHeight/2}else{this.viewHalfX=this.domElement.offsetWidth/2;this.viewHalfY=this.domElement.offsetHeight/2}};this.onMouseDown=function(a){this.domElement!== document&&this.domElement.focus();a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward=true;break;case 2:this.moveBackward=true}this.mouseDragOn=true};this.onMouseUp=function(a){a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward=false;break;case 2:this.moveBackward=false}this.mouseDragOn=false};this.onMouseMove=function(a){if(this.domElement===document){this.mouseX=a.pageX-this.viewHalfX;this.mouseY=a.pageY- this.viewHalfY}else{this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX;this.mouseY=a.pageY-this.domElement.offsetTop-this.viewHalfY}};this.onKeyDown=function(a){switch(a.keyCode){case 38:case 87:this.moveForward=true;break;case 37:case 65:this.moveLeft=true;break;case 40:case 83:this.moveBackward=true;break;case 39:case 68:this.moveRight=true;break;case 82:this.moveUp=true;break;case 70:this.moveDown=true;break;case 81:this.freeze=!this.freeze}};this.onKeyUp=function(a){switch(a.keyCode){case 38:case 87:this.moveForward= false;break;case 37:case 65:this.moveLeft=false;break;case 40:case 83:this.moveBackward=false;break;case 39:case 68:this.moveRight=false;break;case 82:this.moveUp=false;break;case 70:this.moveDown=false}};this.update=function(a){var b=0;if(!this.freeze){if(this.heightSpeed){b=THREE.Math.clamp(this.object.position.y,this.heightMin,this.heightMax)-this.heightMin;this.autoSpeedFactor=a*b*this.heightCoef}else this.autoSpeedFactor=0;b=a*this.movementSpeed;(this.moveForward||this.autoForward&&!this.moveBackward)&& this.object.translateZ(-(b+this.autoSpeedFactor));this.moveBackward&&this.object.translateZ(b);this.moveLeft&&this.object.translateX(-b);this.moveRight&&this.object.translateX(b);this.moveUp&&this.object.translateY(b);this.moveDown&&this.object.translateY(-b);a=a*this.lookSpeed;this.activeLook||(a=0);this.lon=this.lon+this.mouseX*a;if(this.lookVertical)this.lat=this.lat-this.mouseY*a;this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;var b= this.target,c=this.object.position;b.x=c.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=c.y+100*Math.cos(this.phi);b.z=c.z+100*Math.sin(this.phi)*Math.sin(this.theta);b=1;this.constrainVertical&&(b=Math.PI/(this.verticalMax-this.verticalMin));this.lon=this.lon+this.mouseX*a;if(this.lookVertical)this.lat=this.lat-this.mouseY*a*b;this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;if(this.constrainVertical)this.phi=THREE.Math.mapLinear(this.phi, 0,Math.PI,this.verticalMin,this.verticalMax);b=this.target;c=this.object.position;b.x=c.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=c.y+100*Math.cos(this.phi);b.z=c.z+100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(b)}};this.domElement.addEventListener("contextmenu",function(a){a.preventDefault()},false);this.domElement.addEventListener("mousemove",c(this,this.onMouseMove),false);this.domElement.addEventListener("mousedown",c(this,this.onMouseDown),false);this.domElement.addEventListener("mouseup", c(this,this.onMouseUp),false);this.domElement.addEventListener("keydown",c(this,this.onKeyDown),false);this.domElement.addEventListener("keyup",c(this,this.onKeyUp),false);this.handleResize()}; THREE.PathControls=function(a,b){function c(a){return(a=a*2)<1?0.5*a*a:-0.5*(--a*(a-2)-1)}function d(a,b){return function(){b.apply(a,arguments)}}function e(a,b,c,d){var e={name:c,fps:0.6,length:d,hierarchy:[]},f,g=b.getControlPointsArray(),h=b.getLength(),q=g.length,s=0;f=q-1;b={parent:-1,keys:[]};b.keys[0]={time:0,pos:g[0],rot:[0,0,0,1],scl:[1,1,1]};b.keys[f]={time:d,pos:g[f],rot:[0,0,0,1],scl:[1,1,1]};for(f=1;f=0?a:a+g;b=this.verticalAngleMap.srcRange;a=this.verticalAngleMap.dstRange;b=THREE.Math.mapLinear(this.phi,b[0],b[1],a[0],a[1]);var d=a[1]-a[0];this.phi=c((b-a[0])/d)*d+a[0];b=this.horizontalAngleMap.srcRange;a=this.horizontalAngleMap.dstRange;b=THREE.Math.mapLinear(this.theta,b[0],b[1],a[0],a[1]);d=a[1]-a[0];this.theta=c((b-a[0])/d)*d+a[0];a=this.target.position;a.x=100*Math.sin(this.phi)*Math.cos(this.theta);a.y=100*Math.cos(this.phi);a.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(this.target.position)}; this.onMouseMove=function(a){if(this.domElement===document){this.mouseX=a.pageX-this.viewHalfX;this.mouseY=a.pageY-this.viewHalfY}else{this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX;this.mouseY=a.pageY-this.domElement.offsetTop-this.viewHalfY}};this.init=function(){this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var a=new THREE.MeshLambertMaterial({color:30719}), b=new THREE.MeshLambertMaterial({color:65280}),c=new THREE.CubeGeometry(10,10,20),g=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(c,a);a=new THREE.Mesh(g,b);a.position.set(0,10,0);this.animation=e(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.object);this.animationParent.add(this.target);this.animationParent.add(a)}else{this.animation=e(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.target);this.animationParent.add(this.object)}if(this.createDebugPath){var a= this.debugPath,b=this.spline,g=f(b,10),c=f(b,10),h=new THREE.LineBasicMaterial({color:16711680,linewidth:3}),g=new THREE.Line(g,h),c=new THREE.ParticleSystem(c,new THREE.ParticleBasicMaterial({color:16755200,size:3}));g.scale.set(1,1,1);a.add(g);c.scale.set(1,1,1);a.add(c);for(var g=new THREE.SphereGeometry(1,16,8),h=new THREE.MeshBasicMaterial({color:65280}),p=0;p0){var b=this.getContainerDimensions(),c=b.size[0]/2,g=b.size[1]/2;this.moveState.yawLeft=-(a.pageX-b.offset[0]-c)/c;this.moveState.pitchDown=(a.pageY-b.offset[1]-g)/g;this.updateRotationVector()}};this.mouseup=function(a){a.preventDefault();a.stopPropagation();if(this.dragToLook){this.mouseStatus--;this.moveState.yawLeft=this.moveState.pitchDown=0}else switch(a.button){case 0:this.moveForward= false;break;case 2:this.moveBackward=false}this.updateRotationVector()};this.update=function(a){var b=a*this.movementSpeed,a=a*this.rollSpeed;this.object.translateX(this.moveVector.x*b);this.object.translateY(this.moveVector.y*b);this.object.translateZ(this.moveVector.z*b);this.tmpQuaternion.set(this.rotationVector.x*a,this.rotationVector.y*a,this.rotationVector.z*a,1).normalize();this.object.quaternion.multiplySelf(this.tmpQuaternion);this.object.matrix.setPosition(this.object.position);this.object.matrix.setRotationFromQuaternion(this.object.quaternion); this.object.matrixWorldNeedsUpdate=true};this.updateMovementVector=function(){var a=this.moveState.forward||this.autoForward&&!this.moveState.back?1:0;this.moveVector.x=-this.moveState.left+this.moveState.right;this.moveVector.y=-this.moveState.down+this.moveState.up;this.moveVector.z=-a+this.moveState.back};this.updateRotationVector=function(){this.rotationVector.x=-this.moveState.pitchDown+this.moveState.pitchUp;this.rotationVector.y=-this.moveState.yawRight+this.moveState.yawLeft;this.rotationVector.z= -this.moveState.rollRight+this.moveState.rollLeft};this.getContainerDimensions=function(){return this.domElement!=document?{size:[this.domElement.offsetWidth,this.domElement.offsetHeight],offset:[this.domElement.offsetLeft,this.domElement.offsetTop]}:{size:[window.innerWidth,window.innerHeight],offset:[0,0]}};this.domElement.addEventListener("mousemove",c(this,this.mousemove),false);this.domElement.addEventListener("mousedown",c(this,this.mousedown),false);this.domElement.addEventListener("mouseup", c(this,this.mouseup),false);this.domElement.addEventListener("keydown",c(this,this.keydown),false);this.domElement.addEventListener("keyup",c(this,this.keyup),false);this.updateMovementVector();this.updateRotationVector()}; THREE.RollControls=function(a,b){this.object=a;this.domElement=b!==void 0?b:document;this.mouseLook=true;this.autoForward=false;this.rollSpeed=this.movementSpeed=this.lookSpeed=1;this.constrainVertical=[-0.9,0.9];this.object.matrixAutoUpdate=false;this.forward=new THREE.Vector3(0,0,1);this.roll=0;var c=new THREE.Vector3,d=new THREE.Vector3,e=new THREE.Vector3,f=new THREE.Matrix4,g=false,h=1,j=0,i=0,m=0,l=0,n=0,p=0,r=0;this.handleResize=function(){p=window.innerWidth/2;r=window.innerHeight/2};this.update= function(a){if(this.mouseLook){var b=a*this.lookSpeed;this.rotateHorizontally(b*l);this.rotateVertically(b*n)}b=a*this.movementSpeed;this.object.translateZ(-b*(j>0||this.autoForward&&!(j<0)?1:j));this.object.translateX(b*i);this.object.translateY(b*m);if(g)this.roll=this.roll+this.rollSpeed*a*h;if(this.forward.y>this.constrainVertical[1]){this.forward.y=this.constrainVertical[1];this.forward.normalize()}else if(this.forward.y1?d.normalize():d.z=Math.sqrt(1-e*e);g.copy(c.object.position).subSelf(c.target);e=c.object.up.clone().setLength(d.y);e.addSelf(c.object.up.clone().crossSelf(g).setLength(d.x));e.addSelf(g.setLength(d.z));return e}; this.rotateCamera=function(){var a=Math.acos(h.dot(j)/h.length()/j.length());if(a){var b=(new THREE.Vector3).cross(h,j).normalize(),d=new THREE.Quaternion,a=a*c.rotateSpeed;d.setFromAxisAngle(b,-a);d.multiplyVector3(g);d.multiplyVector3(c.object.up);d.multiplyVector3(j);if(c.staticMoving)h=j;else{d.setFromAxisAngle(b,a*(c.dynamicDampingFactor-1));d.multiplyVector3(h)}}};this.zoomCamera=function(){var a=1+(m.y-i.y)*c.zoomSpeed;if(a!==1&&a>0){g.multiplyScalar(a);c.staticMoving?i=m:i.y=i.y+(m.y-i.y)* this.dynamicDampingFactor}};this.panCamera=function(){var a=n.clone().subSelf(l);if(a.lengthSq()){a.multiplyScalar(g.length()*c.panSpeed);var b=g.clone().crossSelf(c.object.up).setLength(a.x);b.addSelf(c.object.up.clone().setLength(a.y));c.object.position.addSelf(b);c.target.addSelf(b);c.staticMoving?l=n:l.addSelf(a.sub(n,l).multiplyScalar(c.dynamicDampingFactor))}};this.checkDistances=function(){if(!c.noZoom||!c.noPan){c.object.position.lengthSq()>c.maxDistance*c.maxDistance&&c.object.position.setLength(c.maxDistance); g.lengthSq()0){c.dispatchEvent(p);d.copy(c.object.position)}};this.domElement.addEventListener("contextmenu",function(a){a.preventDefault()},false); this.domElement.addEventListener("mousemove",function(a){if(c.enabled){if(e){h=j=c.getMouseProjectionOnBall(a.clientX,a.clientY);i=m=c.getMouseOnScreen(a.clientX,a.clientY);l=n=c.getMouseOnScreen(a.clientX,a.clientY);e=false}f!==-1&&(f===0&&!c.noRotate?j=c.getMouseProjectionOnBall(a.clientX,a.clientY):f===1&&!c.noZoom?m=c.getMouseOnScreen(a.clientX,a.clientY):f===2&&!c.noPan&&(n=c.getMouseOnScreen(a.clientX,a.clientY)))}},false);this.domElement.addEventListener("mousedown",function(a){if(c.enabled){a.preventDefault(); a.stopPropagation();if(f===-1){f=a.button;f===0&&!c.noRotate?h=j=c.getMouseProjectionOnBall(a.clientX,a.clientY):f===1&&!c.noZoom?i=m=c.getMouseOnScreen(a.clientX,a.clientY):this.noPan||(l=n=c.getMouseOnScreen(a.clientX,a.clientY))}}},false);this.domElement.addEventListener("mouseup",function(a){if(c.enabled){a.preventDefault();a.stopPropagation();f=-1}},false);window.addEventListener("keydown",function(a){if(c.enabled&&f===-1){a.keyCode===c.keys[0]&&!c.noRotate?f=0:a.keyCode===c.keys[1]&&!c.noZoom? f=1:a.keyCode===c.keys[2]&&!c.noPan&&(f=2);f!==-1&&(e=true)}},false);window.addEventListener("keyup",function(){c.enabled&&f!==-1&&(f=-1)},false);this.handleResize()}; THREE.OrbitControls=function(a,b){var c,d,e;function f(){return 2*Math.PI/60/60*j.autoRotateSpeed}function g(a){a.preventDefault();if(t===c){l.set(a.clientX,a.clientY);n.sub(l,m);j.rotateLeft(2*Math.PI*n.x/i*j.userRotateSpeed);j.rotateUp(2*Math.PI*n.y/i*j.userRotateSpeed);m.copy(l)}else if(t===d){r.set(a.clientX,a.clientY);o.sub(r,p);o.y>0?j.zoomIn():j.zoomOut();p.copy(r)}}function h(){if(j.userRotate){document.removeEventListener("mousemove",g,false);document.removeEventListener("mouseup",h,false); t=e}}THREE.EventTarget.call(this);this.object=a;this.domElement=b!==void 0?b:document;this.center=new THREE.Vector3;this.userZoom=true;this.userZoomSpeed=1;this.userRotate=true;this.userRotateSpeed=1;this.autoRotate=false;this.autoRotateSpeed=2;var j=this,i=1800,m=new THREE.Vector2,l=new THREE.Vector2,n=new THREE.Vector2,p=new THREE.Vector2,r=new THREE.Vector2,o=new THREE.Vector2,q=0,s=0,x=1,u=new THREE.Vector3;e=-1;c=0;d=1;var t=e,z={type:"change"};this.rotateLeft=function(a){a===void 0&&(a=f()); s=s-a};this.rotateRight=function(a){a===void 0&&(a=f());s=s+a};this.rotateUp=function(a){a===void 0&&(a=f());q=q-a};this.rotateDown=function(a){a===void 0&&(a=f());q=q+a};this.zoomIn=function(a){a===void 0&&(a=Math.pow(0.95,j.userZoomSpeed));x=x/a};this.zoomOut=function(a){a===void 0&&(a=Math.pow(0.95,j.userZoomSpeed));x=x*a};this.update=function(){var a=this.object.position,b=a.clone().subSelf(this.center),c=Math.atan2(b.x,b.z),d=Math.atan2(Math.sqrt(b.x*b.x+b.z*b.z),b.y);this.autoRotate&&this.rotateLeft(f()); var c=c+s,d=d+q,d=Math.max(1.0E-6,Math.min(Math.PI-1.0E-6,d)),e=b.length();b.x=e*Math.sin(d)*Math.sin(c);b.y=e*Math.cos(d);b.z=e*Math.sin(d)*Math.cos(c);b.multiplyScalar(x);a.copy(this.center).addSelf(b);this.object.lookAt(this.center);q=s=0;x=1;if(u.distanceTo(this.object.position)>0){this.dispatchEvent(z);u.copy(this.object.position)}};this.domElement.addEventListener("contextmenu",function(a){a.preventDefault()},false);this.domElement.addEventListener("mousedown",function(a){if(j.userRotate){a.preventDefault(); if(a.button===0||a.button===2){t=c;m.set(a.clientX,a.clientY)}else if(a.button===1){t=d;p.set(a.clientX,a.clientY)}document.addEventListener("mousemove",g,false);document.addEventListener("mouseup",h,false)}},false);this.domElement.addEventListener("mousewheel",function(a){j.userZoom&&(a.wheelDelta>0?j.zoomOut():j.zoomIn())},false)}; THREE.CircleGeometry=function(a,b,c,d){THREE.Geometry.call(this);var a=a||50,c=c!==void 0?c:0,d=d!==void 0?d:Math.PI*2,b=b!==void 0?Math.max(3,b):8,e,f=[];e=new THREE.Vector3;var g=new THREE.UV(0.5,0.5);this.vertices.push(e);f.push(g);for(e=0;e<=b;e++){var h=new THREE.Vector3;h.x=a*Math.cos(c+e/b*d);h.y=a*Math.sin(c+e/b*d);this.vertices.push(h);f.push(new THREE.UV((h.x/a+1)/2,-(h.y/a+1)/2+1))}c=new THREE.Vector3(0,0,-1);for(e=1;e<=b;e++){this.faces.push(new THREE.Face3(e,e+1,0,[c,c,c]));this.faceVertexUvs[0].push([f[e], f[e+1],g])}this.computeCentroids();this.computeFaceNormals();this.boundingSphere={radius:a}};THREE.CircleGeometry.prototype=Object.create(THREE.Geometry.prototype); THREE.CubeGeometry=function(a,b,c,d,e,f,g,h){function j(a,b,c,g,h,j,l,m){var n,o=d||1,p=e||1,q=h/2,r=j/2,s=i.vertices.length;if(a==="x"&&b==="y"||a==="y"&&b==="x")n="z";else if(a==="x"&&b==="z"||a==="z"&&b==="x"){n="y";p=f||1}else if(a==="z"&&b==="y"||a==="y"&&b==="z"){n="x";o=f||1}var u=o+1,x=p+1,V=h/o,P=j/p,aa=new THREE.Vector3;aa[n]=l>0?1:-1;for(h=0;h 0){this.vertices.push(new THREE.Vector3(0,g,0));for(h=0;h0){this.vertices.push(new THREE.Vector3(0,-g,0));for(h=0;ha&&(a=a+Math.PI*2);c=(b+a)/2;a=-Math.cos(c);c=-Math.sin(c);return new THREE.Vector2(a,c)}return d.multiplyScalar(g).addSelf(h).subSelf(a).clone()}function e(c,d){var e,f;for(I=c.length;--I>=0;){e=I;f=I-1;f<0&&(f= c.length-1);for(var g=0,h=n+m*2,g=0;g=0;F--){L=F/m;K=j*(1-L);Q=i*Math.sin(L*Math.PI/2);I=0;for(L=E.length;I1.0E-4){h.normalize();d=Math.acos(e[i-1].dot(e[i]));j.makeRotationAxis(h,d).multiplyVector3(f[i])}g[i].cross(e[i],f[i])}if(c){d=Math.acos(f[0].dot(f[b-1]));d=d/(b-1);e[0].dot(h.cross(f[0],f[b-1]))>0&&(d=-d);for(i=1;i=j){for(i=0;i<3;i++){j=[h[i],h[(i+1)%3]];s=true;for(x=0;x0;)this.smooth(a)}; THREE.SubdivisionModifier.prototype.smooth=function(a){function b(){n.debug&&console.log.apply(console,arguments)}function c(){console&&console.log.apply(console,arguments)}function d(a,c,d,e,g,h,i){var j=new THREE.Face4(a,c,d,e,null,g.color,g.materialIndex);if(n.useOldVertexColors){j.vertexColors=[];for(var o,p,q,r=0;r<4;r++){q=h[r];o=new THREE.Color;o.setRGB(0,0,0);for(var s=0;s=u&&a1){var j=h[1];d[j]||(d[j]={start:Infinity,end:-Infinity});h=d[j];if(fh.end)h.end=f;c||(c=j)}}for(j in d){h=d[j];this.createAnimation(j,h.start,h.end,a)}this.firstAnimation=c}; THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a]){a.direction=1;a.directionBackwards=false}};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a]){a.direction=-1;a.directionBackwards=true}};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];if(c){c.fps=b;c.duration=(c.end-c.start)/c.fps}}; THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];if(c){c.duration=b;c.fps=(c.end-c.start)/c.duration}};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];if(c)c.weight=b};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];if(c)c.time=b};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];if(b){b.time=0;b.active=true}else console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=false}; THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||d.time<0){d.direction=d.direction*-1;if(d.time>d.duration){d.time=d.duration;d.directionBackwards=true}if(d.time<0){d.time=0;d.directionBackwards=false}}}else{d.time=d.time%d.duration;if(d.time<0)d.time=d.time+d.duration}var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/ e),0,d.length-1),g=d.weight;if(f!==d.currentFrame){this.morphTargetInfluences[d.lastFrame]=0;this.morphTargetInfluences[d.currentFrame]=1*g;this.morphTargetInfluences[f]=0;d.lastFrame=d.currentFrame;d.currentFrame=f}e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}}; THREE.LensFlarePlugin=function(){function a(a){var c=b.createProgram(),d=b.createShader(b.FRAGMENT_SHADER),e=b.createShader(b.VERTEX_SHADER);b.shaderSource(d,a.fragmentShader);b.shaderSource(e,a.vertexShader);b.compileShader(d);b.compileShader(e);b.attachShader(c,d);b.attachShader(c,e);b.linkProgram(c);return c}var b,c,d,e,f,g,h,j,i,m,l,n,p;this.init=function(r){b=r.context;c=r;d=new Float32Array(16);e=new Uint16Array(6);r=0;d[r++]=-1;d[r++]=-1;d[r++]=0;d[r++]=0;d[r++]=1;d[r++]=-1;d[r++]=1;d[r++]= 0;d[r++]=1;d[r++]=1;d[r++]=1;d[r++]=1;d[r++]=-1;d[r++]=1;d[r++]=0;d[r++]=1;r=0;e[r++]=0;e[r++]=1;e[r++]=2;e[r++]=0;e[r++]=2;e[r++]=3;f=b.createBuffer();g=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,f);b.bufferData(b.ARRAY_BUFFER,d,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.bufferData(b.ELEMENT_ARRAY_BUFFER,e,b.STATIC_DRAW);h=b.createTexture();j=b.createTexture();b.bindTexture(b.TEXTURE_2D,h);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,j);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST); b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);if(b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0){i=false;m=a(THREE.ShaderFlares.lensFlare)}else{i=true;m=a(THREE.ShaderFlares.lensFlareVertexTexture)}l={};n={};l.vertex=b.getAttribLocation(m,"position");l.uv=b.getAttribLocation(m,"uv");n.renderType=b.getUniformLocation(m,"renderType");n.map=b.getUniformLocation(m,"map");n.occlusionMap=b.getUniformLocation(m,"occlusionMap");n.opacity=b.getUniformLocation(m,"opacity");n.color=b.getUniformLocation(m, "color");n.scale=b.getUniformLocation(m,"scale");n.rotation=b.getUniformLocation(m,"rotation");n.screenPosition=b.getUniformLocation(m,"screenPosition");p=false};this.render=function(a,d,e,s){var a=a.__webglFlares,x=a.length;if(x){var u=new THREE.Vector3,t=s/e,z=e*0.5,D=s*0.5,G=16/s,A=new THREE.Vector2(G*t,G),w=new THREE.Vector3(1,1,0),C=new THREE.Vector2(1,1),H=n,G=l;b.useProgram(m);if(!p){b.enableVertexAttribArray(l.vertex);b.enableVertexAttribArray(l.uv);p=true}b.uniform1i(H.occlusionMap,0);b.uniform1i(H.map, 1);b.bindBuffer(b.ARRAY_BUFFER,f);b.vertexAttribPointer(G.vertex,2,b.FLOAT,false,16,0);b.vertexAttribPointer(G.uv,2,b.FLOAT,false,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.disable(b.CULL_FACE);b.depthMask(false);var O,N,$,E,F;for(O=0;O0&&C.x0&& C.y0.001&&F.scale>0.001){w.x=F.x;w.y=F.y;w.z=F.z;G=F.size*F.scale/s;A.x=G*t;A.y=G;b.uniform3f(H.screenPosition,w.x,w.y,w.z);b.uniform2f(H.scale,A.x,A.y);b.uniform1f(H.rotation,F.rotation);b.uniform1f(H.opacity,F.opacity); b.uniform3f(H.color,F.color.r,F.color.g,F.color.b);c.setBlending(F.blending,F.blendEquation,F.blendSrc,F.blendDst);c.setTexture(F.texture,1);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}}}}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(true)}}}; THREE.ShadowMapPlugin=function(){var a,b,c,d,e,f=new THREE.Frustum,g=new THREE.Matrix4,h=new THREE.Vector3,j=new THREE.Vector3;this.init=function(f){a=f.context;b=f;var f=THREE.ShaderLib.depthRGBA,g=THREE.UniformsUtils.clone(f.uniforms);c=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:g});d=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:g,morphTargets:true});e=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader, vertexShader:f.vertexShader,uniforms:g,skinning:true});c._shadowPass=true;d._shadowPass=true;e._shadowPass=true};this.render=function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(i,m){var l,n,p,r,o,q,s,x,u,t=[];r=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);a.enable(a.CULL_FACE);b.shadowMapCullFrontFaces?a.cullFace(a.FRONT):a.cullFace(a.BACK);b.setDepthTest(true);l=0;for(n=i.__lights.length;lj.x)j.x=x.x;if(x.yj.y)j.y=x.y;if(x.zj.z)j.z=x.z}r.left=h.x;r.right=j.x;r.top=j.y;r.bottom=h.y;r.updateProjectionMatrix()}r=p.shadowMap;q=p.shadowMatrix;o=p.shadowCamera;o.position.copy(p.matrixWorld.getPosition()); o.lookAt(p.target.matrixWorld.getPosition());o.updateMatrixWorld();o.matrixWorldInverse.getInverse(o.matrixWorld);if(p.cameraHelper)p.cameraHelper.lines.visible=p.shadowCameraVisible;p.shadowCameraVisible&&p.cameraHelper.update();q.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);q.multiplySelf(o.projectionMatrix);q.multiplySelf(o.matrixWorldInverse);if(!o._viewMatrixArray)o._viewMatrixArray=new Float32Array(16);if(!o._projectionMatrixArray)o._projectionMatrixArray=new Float32Array(16);o.matrixWorldInverse.flattenToArray(o._viewMatrixArray); o.projectionMatrix.flattenToArray(o._projectionMatrixArray);g.multiply(o.projectionMatrix,o.matrixWorldInverse);f.setFromMatrix(g);b.setRenderTarget(r);b.clear();u=i.__webglObjects;p=0;for(r=u.length;p