// ThreeWebGL.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,f=d[0],e=d[4],h=d[8],j=d[1],l=d[5],k=d[9],i=d[2],m=d[6],d=d[10];if(b===void 0||b==="XYZ"){this.y=Math.asin(c(h));if(Math.abs(h)<0.99999){this.x=Math.atan2(-k,d);this.z=Math.atan2(-e,f)}else{this.x=Math.atan2(j,l);this.z=0}}else if(b==="YXZ"){this.x=Math.asin(-c(k));if(Math.abs(k)< 0.99999){this.y=Math.atan2(h,d);this.z=Math.atan2(j,l)}else{this.y=Math.atan2(-i,f);this.z=0}}else if(b==="ZXY"){this.x=Math.asin(c(m));if(Math.abs(m)<0.99999){this.y=Math.atan2(-i,d);this.z=Math.atan2(-e,l)}else{this.y=0;this.z=Math.atan2(h,f)}}else if(b==="ZYX"){this.y=Math.asin(-c(i));if(Math.abs(i)<0.99999){this.x=Math.atan2(m,d);this.z=Math.atan2(j,f)}else{this.x=0;this.z=Math.atan2(-e,l)}}else if(b==="YZX"){this.z=Math.asin(c(j));if(Math.abs(j)<0.99999){this.x=Math.atan2(-k,l);this.y=Math.atan2(-i, f)}else{this.x=0;this.y=Math.atan2(i,d)}}else if(b==="XZY"){this.z=Math.asin(-c(e));if(Math.abs(e)<0.99999){this.x=Math.atan2(m,l);this.y=Math.atan2(h,f)}else{this.x=Math.atan2(-h,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,f=a.y*a.y,e=a.z*a.z,h=a.w*a.w;if(b===void 0||b==="XYZ"){this.x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-d-f+e);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),h+d-f-e)}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),h-d-f+e);this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-d+f-e)}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),h-d-f+e);this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-d+f-e)}else if(b==="ZYX"){this.x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-d-f+e);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),h+d-f-e)}else if(b==="YZX"){this.x=Math.atan2(2*(a.x*a.w-a.z* a.y),h-d+f-e);this.y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+d-f-e);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),h-d+f-e);this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+d-f-e);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,f=a[0];d=a[4];var e=a[8],h=a[1],j=a[5],l=a[9];c=a[2];b=a[6];var k=a[10];if(Math.abs(d-h)<0.01&&Math.abs(e-c)<0.01&&Math.abs(l-b)<0.01){if(Math.abs(d+h)<0.1&&Math.abs(e+c)<0.1&&Math.abs(l+b)<0.1&&Math.abs(f+j+k-3)<0.1){this.set(1,0,0,0);return this}a=Math.PI;f=(f+1)/2;j=(j+1)/2;k=(k+1)/2;d=(d+h)/4;e=(e+c)/4;l=(l+b)/4;if(f>j&&f>k)if(f<0.01){b=0;d=c=0.707106781}else{b=Math.sqrt(f);c=d/b;d=e/b}else if(j> k)if(j<0.01){b=0.707106781;c=0;d=0.707106781}else{c=Math.sqrt(j);b=d/c;d=l/c}else if(k<0.01){c=b=0.707106781;d=0}else{d=Math.sqrt(k);b=e/d;c=l/d}this.set(b,c,d,a);return this}a=Math.sqrt((b-l)*(b-l)+(e-c)*(e-c)+(h-d)*(h-d));Math.abs(a)<0.0010&&(a=1);this.x=(b-l)/a;this.y=(e-c)/a;this.z=(h-d)/a;this.w=Math.acos((f+j+k-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],f=c[2],e=c[3],h=c[4],j=c[5],l=c[6],k=c[7],i=c[8],m=c[9],n=c[10],q=c[11],u=c[12],o=c[13],r=c[14],c=c[15];b[0].set(e-a,k-h,q-i,c-u);b[1].set(e+a,k+h,q+i,c+u);b[2].set(e+d,k+j,q+m,c+o);b[3].set(e-d,k-j,q-m,c-o);b[4].set(e-f,k-l,q-n,c-r);b[5].set(e+f,k+l,q+n,c+r);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(),f=0;f<6;f++){b=c[f].x*d[12]+c[f].y*d[13]+c[f].z*d[14]+c[f].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 f=new THREE.Vector3,e=new THREE.Vector3,h=new THREE.Vector3,j=new THREE.Vector3,l=new THREE.Vector3,k=new THREE.Vector3,i=new THREE.Vector3,m=new THREE.Vector3,n=new THREE.Vector3,q=function(a,b){return a.distance-b.distance},u=new THREE.Vector3,o=new THREE.Vector3,r=new THREE.Vector3,p,v,x,F=function(a,b,c){u.sub(c,a);p=u.dot(b);v=o.add(a,r.copy(b).multiplyScalar(p)); return x=c.distanceTo(v)},s,I,A,N,D,H,G,R,U=function(a,b,c,d){u.sub(d,b);o.sub(c,b);r.sub(a,b);s=u.dot(u);I=u.dot(o);A=u.dot(r);N=o.dot(o);D=o.dot(r);H=1/(s*N-I*I);G=(N*A-I*D)*H;R=(s*D-I*A)*H;return G>=0&&R>=0&&G+R<1},T=1.0E-4;this.setPrecision=function(a){T=a};this.intersectObject=function(a,b){var c,d=[];if(b===true)for(var o=0,u=a.children.length;oa.scale.x)return[];c={distance:x,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));x=F(this.origin,this.direction,a.matrixWorld.getPosition());if(x>o)return d;var r,p,s=a.geometry,v=s.vertices,A;a.matrixRotationWorld.extractRotation(a.matrixWorld);o=0;for(u=s.faces.length;o< u;o++){c=s.faces[o];l.copy(this.origin);k.copy(this.direction);A=a.matrixWorld;i=A.multiplyVector3(i.copy(c.centroid)).subSelf(l);m=a.matrixRotationWorld.multiplyVector3(m.copy(c.normal));r=k.dot(m);if(!(Math.abs(r)0:r<0))){n.add(l,k.multiplyScalar(p));x=l.distanceTo(n);if(!(xthis.far))if(c instanceof THREE.Face3){f=A.multiplyVector3(f.copy(v[c.a]));e=A.multiplyVector3(e.copy(v[c.b]));h=A.multiplyVector3(h.copy(v[c.c])); if(U(n,f,e,h)){c={distance:x,point:n.clone(),face:c,object:a};d.push(c)}}else if(c instanceof THREE.Face4){f=A.multiplyVector3(f.copy(v[c.a]));e=A.multiplyVector3(e.copy(v[c.b]));h=A.multiplyVector3(h.copy(v[c.c]));j=A.multiplyVector3(j.copy(v[c.d]));if(U(n,f,e,j)||U(n,e,h,j)){c={distance:x,point:n.clone(),face:c,object:a};d.push(c)}}}}}}d.sort(q);return d};this.intersectObjects=function(a,b){for(var c=[],d=0,e=a.length;de?d:e;f=f>h?f:h}a()};this.add3Points=function(e,h,i,m,n,q){if(j===true){j=false;b=ei?e>n?e:n:i>n?i:n;f=h>m?h>q?h:q:m>q?m:q}else{b=ei?e>n?e>d?e:d:n>d?n:d:i>n?i>d?i:d:n>d?n:d;f=h>m?h>q?h>f?h:f:q>f?q:f:m>q?m>f?m:f:q>f?q:f}a()};this.addRectangle=function(e){if(j===true){j=false;b=e.getLeft();c=e.getTop();d=e.getRight();f=e.getBottom()}else{b=be.getRight()?d:e.getRight();f=f>e.getBottom()?f:e.getBottom()}a()};this.inflate=function(e){b=b-e;c=c-e;d=d+e;f=f+e;a()};this.minSelf=function(e){b=b>e.getLeft()?b:e.getLeft();c=c>e.getTop()?c:e.getTop();d=da.getRight()||fa.getBottom()?false:true};this.empty=function(){j=true;f=d=c=b=0;a()};this.isEmpty=function(){return j}}; 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],f=-b[10]*b[4]+b[6]*b[8],e=b[10]*b[0]-b[2]*b[8],h=-b[6]*b[0]+b[2]*b[4],j=b[9]*b[4]-b[5]*b[8],l=-b[9]*b[0]+b[1]*b[8],k=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*f+b[2]*j;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,i=this.elements;i[0]=b*a;i[1]=b*c;i[2]=b*d;i[3]=b*f;i[4]=b*e;i[5]=b*h;i[6]=b*j;i[7]=b*l;i[8]=b*k;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,f,e,h,j,l,k,i,m,n,q,u,o){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,f||0,e!==void 0?e:1,h||0,j||0,l||0,k||0,i!==void 0?i:1,m||0,n||0,q||0,u||0,o!==void 0?o:1)}; THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,f,e,h,j,l,k,i,m,n,q,u,o){var r=this.elements;r[0]=a;r[4]=b;r[8]=c;r[12]=d;r[1]=f;r[5]=e;r[9]=h;r[13]=j;r[2]=l;r[6]=k;r[10]=i;r[14]=m;r[3]=n;r[7]=q;r[11]=u;r[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, f=THREE.Matrix4.__v1,e=THREE.Matrix4.__v2,h=THREE.Matrix4.__v3;h.sub(a,b).normalize();if(h.length()===0)h.z=1;f.cross(c,h).normalize();if(f.length()===0){h.x=h.x+1.0E-4;f.cross(c,h).normalize()}e.cross(h,f);d[0]=f.x;d[4]=e.x;d[8]=h.x;d[1]=f.y;d[5]=e.y;d[9]=h.y;d[2]=f.z;d[6]=e.z;d[10]=h.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,f=this.elements,e=c[0],h=c[4],j=c[8],l=c[12],k=c[1],i=c[5],m=c[9],n=c[13],q=c[2],u=c[6],o=c[10],r=c[14],p=c[3],v=c[7],x=c[11],c=c[15],F=d[0],s=d[4], I=d[8],A=d[12],N=d[1],D=d[5],H=d[9],G=d[13],R=d[2],U=d[6],T=d[10],z=d[14],K=d[3],V=d[7],E=d[11],d=d[15];f[0]=e*F+h*N+j*R+l*K;f[4]=e*s+h*D+j*U+l*V;f[8]=e*I+h*H+j*T+l*E;f[12]=e*A+h*G+j*z+l*d;f[1]=k*F+i*N+m*R+n*K;f[5]=k*s+i*D+m*U+n*V;f[9]=k*I+i*H+m*T+n*E;f[13]=k*A+i*G+m*z+n*d;f[2]=q*F+u*N+o*R+r*K;f[6]=q*s+u*D+o*U+r*V;f[10]=q*I+u*H+o*T+r*E;f[14]=q*A+u*G+o*z+r*d;f[3]=p*F+v*N+x*R+c*K;f[7]=p*s+v*D+x*U+c*V;f[11]=p*I+v*H+x*T+c*E;f[15]=p*A+v*G+x*z+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,f=a.z,e=1/(b[3]*c+b[7]*d+b[11]*f+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*f+b[12])*e;a.y=(b[1]*c+b[5]*d+b[9]*f+b[13])*e;a.z=(b[2]*c+b[6]*d+b[10]*f+b[14])*e;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,f=a.z,e=a.w;a.x=b[0]*c+b[4]*d+b[8]*f+b[12]*e;a.y=b[1]*c+b[5]*d+b[9]*f+b[13]*e;a.z=b[2]*c+b[6]*d+b[10]*f+b[14]*e;a.w=b[3]*c+b[7]*d+b[11]*f+b[15]*e;return a},multiplyVector3Array:function(a){for(var b=THREE.Matrix4.__v1, c=0,d=a.length;c=0&&h>=0&&f>=0&&j>=0)return true;if(e<0&&h<0||f<0&&j<0)return false;e<0?c=Math.max(c,e/(e-h)):h<0&&(d=Math.min(d,e/(e-h)));f<0?c=Math.max(c,f/(f-j)):j<0&&(d=Math.min(d, f/(f-j)));if(df&&j.positionScreen.z0)){ba=k[l-2];G.copy(S.positionScreen);R.copy(ba.positionScreen);if(d(G,R)===true){G.multiplyScalar(1/G.w);R.multiplyScalar(1/R.w);Aa=void 0;if(r===p.length){Aa=new THREE.RenderableLine;p.push(Aa)}else Aa=p[r];r++;o=Aa;o.v1.positionScreen.copy(G);o.v2.positionScreen.copy(R);o.z=Math.max(G.z,R.z);o.material=L.material;s.elements.push(o)}}}}}a=0;for($= s.sprites.length;a<$;a++){L=s.sprites[a].object;qa=L.matrixWorld;if(L instanceof THREE.Particle){A.set(qa.elements[12],qa.elements[13],qa.elements[14],1);N.multiplyVector4(A);A.z=A.z/A.w;if(A.z>0&&A.z<1){f=void 0;if(x===F.length){f=new THREE.RenderableParticle;F.push(f)}else f=F[x];x++;v=f;v.x=A.x/A.w;v.y=A.y/A.w;v.z=A.z;v.rotation=L.rotation.z;v.scale.x=L.scale.x*Math.abs(v.x-(A.x+e.projectionMatrix.elements[0])/(A.w+e.projectionMatrix.elements[12]));v.scale.y=L.scale.y*Math.abs(v.y-(A.y+e.projectionMatrix.elements[5])/ (A.w+e.projectionMatrix.elements[13]));v.material=L.material;s.elements.push(v)}}}h&&s.elements.sort(c);return s}};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),f=Math.cos(a.z/2),e=Math.sin(a.x/2),h=Math.sin(a.y/2),j=Math.sin(a.z/2);if(b===void 0||b==="XYZ"){this.x=e*d*f+c*h*j;this.y=c*h*f-e*d*j;this.z=c*d*j+e*h*f;this.w=c*d*f-e*h*j}else if(b==="YXZ"){this.x=e*d*f+c*h*j;this.y=c*h*f-e*d*j;this.z= c*d*j-e*h*f;this.w=c*d*f+e*h*j}else if(b==="ZXY"){this.x=e*d*f-c*h*j;this.y=c*h*f+e*d*j;this.z=c*d*j+e*h*f;this.w=c*d*f-e*h*j}else if(b==="ZYX"){this.x=e*d*f-c*h*j;this.y=c*h*f+e*d*j;this.z=c*d*j-e*h*f;this.w=c*d*f+e*h*j}else if(b==="YZX"){this.x=e*d*f+c*h*j;this.y=c*h*f+e*d*j;this.z=c*d*j-e*h*f;this.w=c*d*f-e*h*j}else if(b==="XZY"){this.x=e*d*f-c*h*j;this.y=c*h*f-e*d*j;this.z=c*d*j+e*h*f;this.w=c*d*f+e*h*j}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],f=b[1],e=b[5],h=b[9],j=b[2],l=b[6],b=b[10],k=c+e+b;if(k>0){c=0.5/Math.sqrt(k+1);this.w=0.25/c;this.x=(l-h)*c;this.y=(d-j)*c;this.z=(f-a)*c}else if(c>e&&c>b){c=2*Math.sqrt(1+c-e-b);this.w=(l-h)/c;this.x=0.25*c;this.y=(a+f)/c;this.z=(d+j)/c}else if(e>b){c=2*Math.sqrt(1+e-c-b);this.w=(d-j)/c;this.x=(a+f)/c;this.y=0.25*c;this.z=(h+l)/c}else{c=2*Math.sqrt(1+b-c-e);this.w=(f-a)/c;this.x= (d+j)/c;this.y=(h+l)/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){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,f=this.w,e=a.x,h=a.y,j=a.z,a=a.w;this.x=b*a+f*e+c*j-d*h;this.y=c*a+f*h+d*e-b*j;this.z=d*a+f*j+b*h-c*e;this.w=f*a-b*e-c*h-d*j;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,f=a.z, e=this.x,h=this.y,j=this.z,l=this.w,k=l*c+h*f-j*d,i=l*d+j*c-e*f,m=l*f+e*d-h*c,c=-e*c-h*d-j*f;b.x=k*l+c*-e+i*-j-m*-h;b.y=i*l+c*-h+m*-e-k*-j;b.z=m*l+c*-j+k*-h-i*-e;return b},slerpSelf:function(a,b){var c=this.x,d=this.y,f=this.z,e=this.w,h=e*a.w+c*a.x+d*a.y+f*a.z;if(h<0){this.w=-a.w;this.x=-a.x;this.y=-a.y;this.z=-a.z;h=-h}else this.copy(a);if(h>=1){this.w=e;this.x=c;this.y=d;this.z=f;return this}var j=Math.acos(h),l=Math.sqrt(1-h*h);if(Math.abs(l)<0.0010){this.w=0.5*(e+this.w);this.x=0.5*(c+this.x); this.y=0.5*(d+this.y);this.z=0.5*(f+this.z);return this}h=Math.sin((1-b)*j)/l;j=Math.sin(b*j)/l;this.w=e*h+this.w*j;this.x=c*h+this.x*j;this.y=d*h+this.y*j;this.z=f*h+this.z*j;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 f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(f<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;f=-f}else c.copy(b);if(Math.abs(f)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var b=Math.acos(f),e=Math.sqrt(1-f*f);if(Math.abs(e)<0.0010){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}f=Math.sin((1-d)*b)/e;d=Math.sin(d*b)/e;c.w=a.w*f+c.w*d;c.x=a.x*f+c.x*d;c.y=a.y*f+c.y*d;c.z=a.z*f+c.z*d;return c};THREE.Vertex=function(){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.")}; THREE.Face3=function(a,b,c,d,f,e){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=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=e;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,f=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,f=Math.pow(10,4),e,h,j,l;e=0;for(h=this.vertices.length;e0;f--)if(d.indexOf(a["abcd"[f]])!==f){d.splice(f,1);this.faces[e]=new THREE.Face3(d[0],d[1],d[2],a.normal,a.color,a.materialIndex); d=0;for(j=this.faceVertexUvs.length;dthis.points.length-2?this.points.length-1:e+1;c[3]=e>this.points.length-3?this.points.length-1: e+2;k=this.points[c[0]];i=this.points[c[1]];m=this.points[c[2]];n=this.points[c[3]];j=h*h;l=h*j;d.x=b(k.x,i.x,m.x,n.x,h,j,l);d.y=b(k.y,i.y,m.y,n.y,h,j,l);d.z=b(k.z,i.z,m.z,n.z,h,j,l);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a1&&(R=new THREE.MeshFaceMaterial); a=new THREE.Mesh(G,R);a.name=n;if(v){a.matrixAutoUpdate=false;a.matrix.set(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7],v[8],v[9],v[10],v[11],v[12],v[13],v[14],v[15])}else{a.position.set(s[0],s[1],s[2]);if(A){a.quaternion.set(A[0],A[1],A[2],A[3]);a.useQuaternion=true}else a.rotation.set(I[0],I[1],I[2]);a.scale.set(N[0],N[1],N[2])}a.visible=p.visible;a.doubleSided=p.doubleSided;a.castShadow=p.castShadow;a.receiveShadow=p.receiveShadow;J.scene.add(a);J.objects[n]=a}}else{s=p.position;I=p.rotation;A=p.quaternion; N=p.scale;A=0;a=new THREE.Object3D;a.name=n;a.position.set(s[0],s[1],s[2]);if(A){a.quaternion.set(A[0],A[1],A[2],A[3]);a.useQuaternion=true}else a.rotation.set(I[0],I[1],I[2]);a.scale.set(N[0],N[1],N[2]);a.visible=p.visible!==void 0?p.visible:false;J.scene.add(a);J.objects[n]=a;J.empties[n]=a}}}function e(a){return function(b){J.geometries[a]=b;f();V=V-1;l.onLoadComplete();j()}}function h(a){return function(b){J.geometries[a]=b}}function j(){l.callbackProgress({totalModels:$,totalTextures:fa,loadedModels:$- V,loadedTextures:fa-E},J);l.onLoadProgress();V===0&&E===0&&b(J)}var l=this,k=THREE.Loader.prototype.extractUrlBase(c),i,m,n,q,u,o,r,p,v,x,F,s,I,A,N,D,H,G,R,U,T,z,K,V,E,$,fa,J;z=a;c=new THREE.BinaryLoader;K=new THREE.JSONLoader;E=V=0;J={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{}};if(z.transform){a=z.transform.position;x=z.transform.rotation;D=z.transform.scale;a&&J.scene.position.set(a[0],a[1],a[2]);x&&J.scene.rotation.set(x[0],x[1], x[2]);D&&J.scene.scale.set(D[0],D[1],D[2]);if(a||x||D){J.scene.updateMatrix();J.scene.updateMatrixWorld()}}a=function(a){return function(){E=E-a;j();l.onLoadComplete()}};for(u in z.cameras){D=z.cameras[u];D.type==="perspective"?U=new THREE.PerspectiveCamera(D.fov,D.aspect,D.near,D.far):D.type==="ortho"&&(U=new THREE.OrthographicCamera(D.left,D.right,D.top,D.bottom,D.near,D.far));s=D.position;x=D.target;D=D.up;U.position.set(s[0],s[1],s[2]);U.target=new THREE.Vector3(x[0],x[1],x[2]);D&&U.up.set(D[0], D[1],D[2]);J.cameras[u]=U}for(q in z.lights){x=z.lights[q];u=x.color!==void 0?x.color:16777215;U=x.intensity!==void 0?x.intensity:1;if(x.type==="directional"){s=x.direction;F=new THREE.DirectionalLight(u,U);F.position.set(s[0],s[1],s[2]);F.position.normalize()}else if(x.type==="point"){s=x.position;F=x.distance;F=new THREE.PointLight(u,U,F);F.position.set(s[0],s[1],s[2])}else x.type==="ambient"&&(F=new THREE.AmbientLight(u));J.scene.add(F);J.lights[q]=F}for(o in z.fogs){q=z.fogs[o];q.type==="linear"? T=new THREE.Fog(0,q.near,q.far):q.type==="exp2"&&(T=new THREE.FogExp2(0,q.density));D=q.color;T.color.setRGB(D[0],D[1],D[2]);J.fogs[o]=T}if(J.cameras&&z.defaults.camera)J.currentCamera=J.cameras[z.defaults.camera];if(J.fogs&&z.defaults.fog)J.scene.fog=J.fogs[z.defaults.fog];D=z.defaults.bgcolor;J.bgColor=new THREE.Color;J.bgColor.setRGB(D[0],D[1],D[2]);J.bgColorAlpha=z.defaults.bgalpha;for(i in z.geometries){o=z.geometries[i];if(o.type=="bin_mesh"||o.type=="ascii_mesh"){V=V+1;l.onLoadStart()}}$=V; for(i in z.geometries){o=z.geometries[i];if(o.type==="cube"){G=new THREE.CubeGeometry(o.width,o.height,o.depth,o.segmentsWidth,o.segmentsHeight,o.segmentsDepth,null,o.flipped,o.sides);J.geometries[i]=G}else if(o.type==="plane"){G=new THREE.PlaneGeometry(o.width,o.height,o.segmentsWidth,o.segmentsHeight);J.geometries[i]=G}else if(o.type==="sphere"){G=new THREE.SphereGeometry(o.radius,o.segmentsWidth,o.segmentsHeight);J.geometries[i]=G}else if(o.type==="cylinder"){G=new THREE.CylinderGeometry(o.topRad, o.botRad,o.height,o.radSegs,o.heightSegs);J.geometries[i]=G}else if(o.type==="torus"){G=new THREE.TorusGeometry(o.radius,o.tube,o.segmentsR,o.segmentsT);J.geometries[i]=G}else if(o.type==="icosahedron"){G=new THREE.IcosahedronGeometry(o.radius,o.subdivisions);J.geometries[i]=G}else if(o.type==="bin_mesh")c.load(d(o.url,z.urlBaseType),e(i));else if(o.type==="ascii_mesh")K.load(d(o.url,z.urlBaseType),e(i));else if(o.type==="embedded_mesh"){o=z.embeds[o.id];o.metadata=z.metadata;o&&K.createModel(o,h(i), "")}}for(r in z.textures){i=z.textures[r];if(i.url instanceof Array){E=E+i.url.length;for(o=0;o1){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(;b 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\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\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\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#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 = 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 = 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 = 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\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\nvec4 skinned = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\nskinned \t += ( boneGlobalMatrices[ int( skinIndex.y ) ] * 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;\nvec3 transformedNormal = normalMatrix * morphedNormal;\n#else\nvec3 transformedNormal = normalMatrix * normal;\n#endif", skinnormal_vertex:"#ifdef USE_SKINNING\nmat4 skinMatrix = skinWeight.x * boneGlobalMatrices[ int( skinIndex.x ) ];\nskinMatrix \t+= skinWeight.y * boneGlobalMatrices[ int( skinIndex.y ) ];\nvec4 skinnedNormal = skinMatrix * vec4( transformedNormal, 0.0 );\ntransformedNormal = skinnedNormal.xyz;\n#endif",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\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n#ifdef USE_MORPHTARGETS\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );\n#else\n#ifdef USE_SKINNING\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * skinned;\n#else\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n#endif\n#endif\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,f={};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 f(a){return a.map||a.lightMap||a instanceof THREE.ShaderMaterial?true:false}function e(a,b,c){var d,e,f,h,i=a.vertices;h=i.length; var j=a.colors,k=j.length,m=a.__vertexArray,l=a.__colorArray,n=a.__sortArray,o=a.verticesNeedUpdate,q=a.colorsNeedUpdate,r=a.__webglCustomAttributesList;if(c.sortParticles){Lb.copy(Mb);Lb.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 r(a,b,c,d,f){if(d.needsUpdate){d.program&&E.deallocateMaterial(d);E.initMaterial(d,b,c,f);d.needsUpdate=false}if(d.morphTargets&&!f.__webglMorphTargetInfluences)f.__webglMorphTargetInfluences=new Float32Array(E.maxMorphTargets);var e=false,h=d.program,i=h.uniforms,j=d.uniforms;if(h!==J){g.useProgram(h);J=h;e=true}if(d.id!==S){S=d.id;e=true}if(e||a!==aa){g.uniformMatrix4fv(i.projectionMatrix, false,a._projectionMatrixArray);a!==aa&&(aa=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(Wa){for(var k,m=0,l=0,n=0,o,q,r,p=fc,u=p.directional.colors,s=p.directional.positions,v=p.point.colors,x=p.point.positions,z=p.point.distances,D=p.spot.colors,I=p.spot.positions,K=p.spot.distances, H=p.spot.directions,G=p.spot.angles,R=p.spot.exponents,T=0,V=0,U=0,L=r=0,c=L=0,e=b.length;c0};this.setSize=function(a,b){N.width=a;N.height=b;this.setViewport(0,0,N.width,N.height)};this.setViewport=function(a,b,c,d){Tb=a;ec=b;Ub=c;gc=d;g.viewport(Tb,ec,Ub,gc)};this.setScissor=function(a,b,c,d){g.scissor(a,b,c,d)};this.enableScissorTest=function(a){a?g.enable(g.SCISSOR_TEST):g.disable(g.SCISSOR_TEST)};this.setClearColorHex=function(a,b){z.setHex(a);K=b;g.clearColor(z.r,z.g,z.b,K)};this.setClearColor=function(a,b){z.copy(a);K=b;g.clearColor(z.r,z.g,z.b,K)};this.getClearColor= function(){return z};this.getClearAlpha=function(){return K};this.clear=function(a,b,c){var d=0;if(a===void 0||a)d=d|g.COLOR_BUFFER_BIT;if(b===void 0||b)d=d|g.DEPTH_BUFFER_BIT;if(c===void 0||c)d=d|g.STENCIL_BUFFER_BIT;g.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._objectMatrixArray;if(a instanceof THREE.Mesh)for(var b in a.geometry.geometryGroups){var c=a.geometry.geometryGroups[b];g.deleteBuffer(c.__webglVertexBuffer);g.deleteBuffer(c.__webglNormalBuffer);g.deleteBuffer(c.__webglTangentBuffer);g.deleteBuffer(c.__webglColorBuffer);g.deleteBuffer(c.__webglUVBuffer);g.deleteBuffer(c.__webglUV2Buffer);g.deleteBuffer(c.__webglSkinVertexABuffer); g.deleteBuffer(c.__webglSkinVertexBBuffer);g.deleteBuffer(c.__webglSkinIndicesBuffer);g.deleteBuffer(c.__webglSkinWeightsBuffer);g.deleteBuffer(c.__webglFaceBuffer);g.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&&i){j=i.itemSize;g.bindBuffer(g.ARRAY_BUFFER,i.buffer);g.vertexAttribPointer(a.normal,j,g.FLOAT,false,0,h*j*4)}i=e.attributes.uv; if(a.uv>=0&&i)if(i.buffer){j=i.itemSize;g.bindBuffer(g.ARRAY_BUFFER,i.buffer);g.vertexAttribPointer(a.uv,j,g.FLOAT,false,0,h*j*4);g.enableVertexAttribArray(a.uv)}else g.disableVertexAttribArray(a.uv);i=e.attributes.color;if(a.color>=0&&i){j=i.itemSize;g.bindBuffer(g.ARRAY_BUFFER,i.buffer);g.vertexAttribPointer(a.color,j,g.FLOAT,false,0,h*j*4)}i=e.attributes.tangent;if(a.tangent>=0&&i){j=i.itemSize;g.bindBuffer(g.ARRAY_BUFFER,i.buffer);g.vertexAttribPointer(a.tangent,j,g.FLOAT,false,0,h*j*4)}g.bindBuffer(g.ELEMENT_ARRAY_BUFFER, e.attributes.index.buffer)}g.drawElements(g.TRIANGLES,f[d].count,g.UNSIGNED_SHORT,f[d].start*2);E.info.render.calls++;E.info.render.vertices=E.info.render.vertices+f[d].count;E.info.render.faces=E.info.render.faces+f[d].count/3}}}};this.renderBuffer=function(a,b,c,d,e,f){if(d.visible!==false){var h,i,c=r(a,b,c,d,f),b=c.attributes,a=false,c=e.id*16777215+c.id*2+(d.wireframe?1:0);if(c!==ba){ba=c;a=true}if(!d.morphTargets&&b.position>=0){if(a){g.bindBuffer(g.ARRAY_BUFFER,e.__webglVertexBuffer);g.vertexAttribPointer(b.position, 3,g.FLOAT,false,0,0)}}else if(f.morphTargetBase){c=d.program.attributes;if(f.morphTargetBase!==-1){g.bindBuffer(g.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[f.morphTargetBase]);g.vertexAttribPointer(c.position,3,g.FLOAT,false,0,0)}else if(c.position>=0){g.bindBuffer(g.ARRAY_BUFFER,e.__webglVertexBuffer);g.vertexAttribPointer(c.position,3,g.FLOAT,false,0,0)}if(f.morphTargetForcedOrder.length){var k=0;i=f.morphTargetForcedOrder;for(h=f.morphTargetInfluences;k0&&i.push([l,k])}if(i.length>d.numSupportedMorphTargets){i.sort(j);i.length=d.numSupportedMorphTargets}else i.length>d.numSupportedMorphNormals? i.sort(j):i.length===0&&i.push([0,0]);for(k=0;k=0){g.bindBuffer(g.ARRAY_BUFFER,c.buffer);g.vertexAttribPointer(b[c.buffer.belongsToAttribute],c.size,g.FLOAT,false,0,0)}}}if(b.color>=0){g.bindBuffer(g.ARRAY_BUFFER, e.__webglColorBuffer);g.vertexAttribPointer(b.color,3,g.FLOAT,false,0,0)}if(b.normal>=0){g.bindBuffer(g.ARRAY_BUFFER,e.__webglNormalBuffer);g.vertexAttribPointer(b.normal,3,g.FLOAT,false,0,0)}if(b.tangent>=0){g.bindBuffer(g.ARRAY_BUFFER,e.__webglTangentBuffer);g.vertexAttribPointer(b.tangent,4,g.FLOAT,false,0,0)}if(b.uv>=0)if(e.__webglUVBuffer){g.bindBuffer(g.ARRAY_BUFFER,e.__webglUVBuffer);g.vertexAttribPointer(b.uv,2,g.FLOAT,false,0,0);g.enableVertexAttribArray(b.uv)}else g.disableVertexAttribArray(b.uv); if(b.uv2>=0)if(e.__webglUV2Buffer){g.bindBuffer(g.ARRAY_BUFFER,e.__webglUV2Buffer);g.vertexAttribPointer(b.uv2,2,g.FLOAT,false,0,0);g.enableVertexAttribArray(b.uv2)}else g.disableVertexAttribArray(b.uv2);if(d.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0){g.bindBuffer(g.ARRAY_BUFFER,e.__webglSkinVertexABuffer);g.vertexAttribPointer(b.skinVertexA,4,g.FLOAT,false,0,0);g.bindBuffer(g.ARRAY_BUFFER,e.__webglSkinVertexBBuffer);g.vertexAttribPointer(b.skinVertexB,4,g.FLOAT, false,0,0);g.bindBuffer(g.ARRAY_BUFFER,e.__webglSkinIndicesBuffer);g.vertexAttribPointer(b.skinIndex,4,g.FLOAT,false,0,0);g.bindBuffer(g.ARRAY_BUFFER,e.__webglSkinWeightsBuffer);g.vertexAttribPointer(b.skinWeight,4,g.FLOAT,false,0,0)}}if(f instanceof THREE.Mesh){if(d.wireframe){d=d.wireframeLinewidth;if(d!==wb){g.lineWidth(d);wb=d}a&&g.bindBuffer(g.ELEMENT_ARRAY_BUFFER,e.__webglLineBuffer);g.drawElements(g.LINES,e.__webglLineCount,g.UNSIGNED_SHORT,0)}else{a&&g.bindBuffer(g.ELEMENT_ARRAY_BUFFER,e.__webglFaceBuffer); g.drawElements(g.TRIANGLES,e.__webglFaceCount,g.UNSIGNED_SHORT,0)}E.info.render.calls++;E.info.render.vertices=E.info.render.vertices+e.__webglFaceCount;E.info.render.faces=E.info.render.faces+e.__webglFaceCount/3}else if(f instanceof THREE.Line){f=f.type===THREE.LineStrip?g.LINE_STRIP:g.LINES;d=d.linewidth;if(d!==wb){g.lineWidth(d);wb=d}g.drawArrays(f,0,e.__webglLineCount);E.info.render.calls++}else if(f instanceof THREE.ParticleSystem){g.drawArrays(g.POINTS,0,e.__webglParticleCount);E.info.render.calls++; E.info.render.points=E.info.render.points+e.__webglParticleCount}else if(f instanceof THREE.Ribbon){g.drawArrays(g.TRIANGLE_STRIP,0,e.__webglVertexCount);E.info.render.calls++}}};this.render=function(a,b,c,d){var e,f,j,m,n=a.__lights,o=a.fog;S=-1;Wa=true;if(b.parent===void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");a.add(b)}this.autoUpdateScene&&a.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);Mb.multiply(b.projectionMatrix,b.matrixWorldInverse);Nb.setFromMatrix(Mb);this.autoUpdateObjects&&this.initWebGLObjects(a);l(this.renderPluginsPre,a,b);E.info.render.calls=0;E.info.render.vertices=0;E.info.render.faces=0;E.info.render.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor, this.autoClearDepth,this.autoClearStencil);m=a.__webglObjects;d=0;for(e=m.length;d=0){s=r.geometry.materials[s];if(s.transparent){q.transparent=s;q.opaque=null}else{q.opaque=s;q.transparent=null}}}else if(s)if(s.transparent){q.transparent= s;q.opaque=null}else{q.opaque=s;q.transparent=null}f.render=true;if(this.sortObjects)if(j.renderDepth)f.z=j.renderDepth;else{pb.copy(j.matrixWorld.getPosition());Mb.multiplyVector3(pb);f.z=pb.z}}}this.sortObjects&&m.sort(h);m=a.__webglObjectsImmediate;d=0;for(e=m.length;d65535){F[z].counter=F[z].counter+1;D=F[z].hash+"_"+F[z].counter;p.geometryGroups[D]===void 0&&(p.geometryGroups[D]={faces3:[],faces4:[],materialIndex:x,vertices:0,numMorphTargets:I,numMorphNormals:J})}v instanceof THREE.Face3?p.geometryGroups[D].faces3.push(r):p.geometryGroups[D].faces4.push(r);p.geometryGroups[D].vertices=p.geometryGroups[D].vertices+A}p.geometryGroupsList=[];var K=void 0;for(K in p.geometryGroups){p.geometryGroups[K].id= va++;p.geometryGroupsList.push(p.geometryGroups[K])}}for(j in k.geometryGroups){l=k.geometryGroups[j];if(!l.__webglVertexBuffer){var H=l;H.__webglVertexBuffer=g.createBuffer();H.__webglNormalBuffer=g.createBuffer();H.__webglTangentBuffer=g.createBuffer();H.__webglColorBuffer=g.createBuffer();H.__webglUVBuffer=g.createBuffer();H.__webglUV2Buffer=g.createBuffer();H.__webglSkinVertexABuffer=g.createBuffer();H.__webglSkinVertexBBuffer=g.createBuffer();H.__webglSkinIndicesBuffer=g.createBuffer();H.__webglSkinWeightsBuffer= g.createBuffer();H.__webglFaceBuffer=g.createBuffer();H.__webglLineBuffer=g.createBuffer();var L=void 0,N=void 0;if(H.numMorphTargets){H.__webglMorphTargetsBuffers=[];L=0;for(N=H.numMorphTargets;L0||T.faceVertexUvs.length>0)G.__uvArray=new Float32Array(R*2);if(T.faceUvs.length>1||T.faceVertexUvs.length>1)G.__uv2Array=new Float32Array(R*2)}if(S.geometry.skinWeights.length&&S.geometry.skinIndices.length){G.__skinVertexAArray= new Float32Array(R*4);G.__skinVertexBArray=new Float32Array(R*4);G.__skinIndexArray=new Float32Array(R*4);G.__skinWeightArray=new Float32Array(R*4)}G.__faceArray=new Uint16Array(aa*3);G.__lineArray=new Uint16Array(ba*2);var ra=void 0,Kb=void 0;if(G.numMorphTargets){G.__morphTargetsArrays=[];ra=0;for(Kb=G.numMorphTargets;ra0){g.bindBuffer(g.ARRAY_BUFFER,Y.__webglSkinVertexABuffer);g.bufferData(g.ARRAY_BUFFER,la,Ma);g.bindBuffer(g.ARRAY_BUFFER,Y.__webglSkinVertexBBuffer);g.bufferData(g.ARRAY_BUFFER,ma,Ma);g.bindBuffer(g.ARRAY_BUFFER,Y.__webglSkinIndicesBuffer);g.bufferData(g.ARRAY_BUFFER,na,Ma);g.bindBuffer(g.ARRAY_BUFFER,Y.__webglSkinWeightsBuffer);g.bufferData(g.ARRAY_BUFFER,oa,Ma)}}if(rd&&Wc){y=0;for(M=da.length;y0){g.bindBuffer(g.ARRAY_BUFFER,Y.__webglColorBuffer);g.bufferData(g.ARRAY_BUFFER,Ea,Ma)}}if(qd&&Ja.hasTangents){y=0;for(M=da.length;y0){g.bindBuffer(g.ARRAY_BUFFER,Y.__webglUVBuffer);g.bufferData(g.ARRAY_BUFFER,oc,Ma)}}if(hd&&ad&&ed){y=0;for(M=da.length;y0){g.bindBuffer(g.ARRAY_BUFFER,Y.__webglUV2Buffer);g.bufferData(g.ARRAY_BUFFER,pc,Ma)}}if(od){y=0;for(M=da.length;y0?"#define VERTEX_TEXTURES":"",E.gammaInput?"#define GAMMA_INPUT":"",E.gammaOutput?"#define GAMMA_OUTPUT":"",E.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING": "","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_SHADOWS "+c.maxShadows,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals?"#define USE_MORPHNORMALS":"",c.perPixel?"#define PHONG_PER_PIXEL":"", c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\n#ifdef USE_MORPHNORMALS\nattribute vec3 morphNormal0;\nattribute vec3 morphNormal1;\nattribute vec3 morphNormal2;\nattribute vec3 morphNormal3;\n#else\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n"); e=["precision "+D+" float;","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_SHADOWS "+c.maxShadows,c.alphaTest?"#define ALPHATEST "+c.alphaTest:"",E.gammaInput?"#define GAMMA_INPUT":"",E.gammaOutput?"#define GAMMA_OUTPUT":"",E.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP": "",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.metal?"#define METAL":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"); e=x("fragment",e+n);d=x("vertex",d+o);g.attachShader(r,d);g.attachShader(r,e);g.linkProgram(r);g.getProgramParameter(r,g.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+g.getProgramParameter(r,g.VALIDATE_STATUS)+", gl error ["+g.getError()+"]");g.deleteShader(e);g.deleteShader(d);r.uniforms={};r.attributes={};var s,d=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","boneGlobalMatrices","morphTargetInfluences"];for(s in m)d.push(s); s=d;d=0;for(m=s.length;d=0&&g.enableVertexAttribArray(p.position);p.color>=0&&g.enableVertexAttribArray(p.color);p.normal>=0&&g.enableVertexAttribArray(p.normal);p.tangent>=0&&g.enableVertexAttribArray(p.tangent);if(a.skinning&&p.skinVertexA>=0&&p.skinVertexB>=0&&p.skinIndex>=0&&p.skinWeight>=0){g.enableVertexAttribArray(p.skinVertexA);g.enableVertexAttribArray(p.skinVertexB);g.enableVertexAttribArray(p.skinIndex);g.enableVertexAttribArray(p.skinWeight)}if(a.attributes)for(j in a.attributes)p[j]!==void 0&&p[j]>= 0&&g.enableVertexAttribArray(p[j]);if(a.morphTargets){a.numSupportedMorphTargets=0;r="morphTarget";for(j=0;j=0){g.enableVertexAttribArray(p[s]);a.numSupportedMorphTargets++}}}if(a.morphNormals){a.numSupportedMorphNormals=0;r="morphNormal";for(j=0;j=0){g.enableVertexAttribArray(p[s]);a.numSupportedMorphNormals++}}}a.uniformsList=[];for(i in a.uniforms)a.uniformsList.push([a.uniforms[i],i])};this.setFaceCulling=function(a, b){if(a){!b||b==="ccw"?g.frontFace(g.CCW):g.frontFace(g.CW);a==="back"?g.cullFace(g.BACK):a==="front"?g.cullFace(g.FRONT):g.cullFace(g.FRONT_AND_BACK);g.enable(g.CULL_FACE)}else g.disable(g.CULL_FACE)};this.setObjectFaces=function(a){if(L!==a.doubleSided){a.doubleSided?g.disable(g.CULL_FACE):g.enable(g.CULL_FACE);L=a.doubleSided}if(qa!==a.flipSided){a.flipSided?g.frontFace(g.CW):g.frontFace(g.CCW);qa=a.flipSided}};this.setDepthTest=function(a){if(Ba!==a){a?g.enable(g.DEPTH_TEST):g.disable(g.DEPTH_TEST); Ba=a}};this.setDepthWrite=function(a){if(Qa!==a){g.depthMask(a);Qa=a}};this.setBlending=function(a,b,c,d){if(a!==xa){if(a===THREE.NoBlending)g.disable(g.BLEND);else if(a===THREE.AdditiveBlending){g.enable(g.BLEND);g.blendEquation(g.FUNC_ADD);g.blendFunc(g.SRC_ALPHA,g.ONE)}else if(a===THREE.SubtractiveBlending){g.enable(g.BLEND);g.blendEquation(g.FUNC_ADD);g.blendFunc(g.ZERO,g.ONE_MINUS_SRC_COLOR)}else if(a===THREE.MultiplyBlending){g.enable(g.BLEND);g.blendEquation(g.FUNC_ADD);g.blendFunc(g.ZERO, g.SRC_COLOR)}else if(a===THREE.CustomBlending)g.enable(g.BLEND);else{g.enable(g.BLEND);g.blendEquationSeparate(g.FUNC_ADD,g.FUNC_ADD);g.blendFuncSeparate(g.SRC_ALPHA,g.ONE_MINUS_SRC_ALPHA,g.ONE,g.ONE_MINUS_SRC_ALPHA)}xa=a}if(a===THREE.CustomBlending){if(b!==Aa){g.blendEquation(A(b));Aa=b}if(c!==Pa||d!==ja){g.blendFunc(A(c),A(d));Pa=c;ja=d}}else ja=Pa=Aa=null};this.setTexture=function(a,b){if(a.needsUpdate){if(!a.__webglInit){a.__webglInit=true;a.__webglTexture=g.createTexture();E.info.memory.textures++}g.activeTexture(g.TEXTURE0+ b);g.bindTexture(g.TEXTURE_2D,a.__webglTexture);g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL,a.flipY);g.pixelStorei(g.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);F(g.TEXTURE_2D,a,d);a instanceof THREE.DataTexture?g.texImage2D(g.TEXTURE_2D,0,e,c.width,c.height,0,e,f,c.data):g.texImage2D(g.TEXTURE_2D,0,e,e,f,a.image);a.generateMipmaps&&d&&g.generateMipmap(g.TEXTURE_2D);a.needsUpdate=false;if(a.onUpdate)a.onUpdate()}else{g.activeTexture(g.TEXTURE0+ b);g.bindTexture(g.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=g.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=[];g.bindTexture(g.TEXTURE_CUBE_MAP,a.__webglTexture);F(g.TEXTURE_CUBE_MAP,a,c); for(var f=0;f<6;f++){a.__webglFramebuffer[f]=g.createFramebuffer();a.__webglRenderbuffer[f]=g.createRenderbuffer();g.texImage2D(g.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var h=a,i=g.TEXTURE_CUBE_MAP_POSITIVE_X+f;g.bindFramebuffer(g.FRAMEBUFFER,a.__webglFramebuffer[f]);g.framebufferTexture2D(g.FRAMEBUFFER,g.COLOR_ATTACHMENT0,i,h.__webglTexture,0);s(a.__webglRenderbuffer[f],a)}c&&g.generateMipmap(g.TEXTURE_CUBE_MAP)}else{a.__webglFramebuffer=g.createFramebuffer();a.__webglRenderbuffer= g.createRenderbuffer();g.bindTexture(g.TEXTURE_2D,a.__webglTexture);F(g.TEXTURE_2D,a,c);g.texImage2D(g.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null);d=g.TEXTURE_2D;g.bindFramebuffer(g.FRAMEBUFFER,a.__webglFramebuffer);g.framebufferTexture2D(g.FRAMEBUFFER,g.COLOR_ATTACHMENT0,d,a.__webglTexture,0);s(a.__webglRenderbuffer,a);c&&g.generateMipmap(g.TEXTURE_2D)}b?g.bindTexture(g.TEXTURE_CUBE_MAP,null):g.bindTexture(g.TEXTURE_2D,null);g.bindRenderbuffer(g.RENDERBUFFER,null);g.bindFramebuffer(g.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=Ub;a=gc;d=Tb;e=ec}if(b!==ra){g.bindFramebuffer(g.FRAMEBUFFER,b);g.viewport(d,e,c,a);ra=b}uc=c;vc=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.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.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;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.faceMaterial=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.faceMaterial=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=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.BufferGeometry=function(){this.id=THREE.GeometryCount++;this.attributes={};this.dynamic=false;this.boundingSphere=this.boundingBox=null;this.hasTangents=false;this.morphTargets=[]}; THREE.BufferGeometry.prototype={constructor:THREE.BufferGeometry,applyMatrix:function(a){var b,c;if(this.attributes.position)b=this.attributes.position.array;if(this.attributes.normal)c=this.attributes.normal.array;if(b!==void 0){a.multiplyVector3Array(b);this.verticesNeedUpdate=true}if(c!==void 0){b=new THREE.Matrix4;b.extractRotation(a);b.multiplyVector3Array(c);this.normalsNeedUpdate=true}},computeBoundingBox:function(){if(!this.boundingBox)this.boundingBox={min:new THREE.Vector3(Infinity,Infinity, Infinity),max:new THREE.Vector3(-Infinity,-Infinity,-Infinity)};var a=this.attributes.position.array;if(a)for(var b=this.boundingBox,c,d,f,e=0,h=a.length;eb.max.x)b.max.x=c;if(db.max.y)b.max.y=d;if(fb.max.z)b.max.z=f}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,f,e=0,h=a.length;ec&&(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.x0&& H.y0.0010&&K.scale>0.0010){D.x=K.x;D.y=K.y;D.z=K.z;A=K.size*K.scale/p;N.x=A*F;N.y=A;b.uniform3f(G.screenPosition,D.x,D.y,D.z);b.uniform2f(G.scale,N.x,N.y);b.uniform1f(G.rotation,K.rotation);b.uniform1f(G.opacity,K.opacity); b.uniform3f(G.color,K.color.r,K.color.g,K.color.b);c.setBlending(K.blending,K.blendEquation,K.blendSrc,K.blendDst);c.setTexture(K.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,f,e=new THREE.Frustum,h=new THREE.Matrix4,j=new THREE.Vector3,l=new THREE.Vector3;this.init=function(e){a=e.context;b=e;var e=THREE.ShaderLib.depthRGBA,h=THREE.UniformsUtils.clone(e.uniforms);c=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:h});d=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:h,morphTargets:true});f=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader, vertexShader:e.vertexShader,uniforms:h,skinning:true});c._shadowPass=true;d._shadowPass=true;f._shadowPass=true};this.render=function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(k,i){var m,n,q,u,o,r,p,v,x,F=[];u=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);m=0;for(n=k.__lights.length;ml.x)l.x=v.x;if(v.yl.y)l.y=v.y;if(v.zl.z)l.z=v.z}u.left=j.x;u.right=l.x;u.top=l.y;u.bottom=j.y;u.updateProjectionMatrix()}u=q.shadowMap;r=q.shadowMatrix;o=q.shadowCamera;o.position.copy(q.matrixWorld.getPosition()); o.lookAt(q.target.matrixWorld.getPosition());o.updateMatrixWorld();o.matrixWorldInverse.getInverse(o.matrixWorld);if(q.cameraHelper)q.cameraHelper.lines.visible=q.shadowCameraVisible;q.shadowCameraVisible&&q.cameraHelper.update();r.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);r.multiplySelf(o.projectionMatrix);r.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);h.multiply(o.projectionMatrix,o.matrixWorldInverse);e.setFromMatrix(h);b.setRenderTarget(u);b.clear();x=k.__webglObjects;q=0;for(u=x.length;q