// ThreeWebGL.js r43 - http://github.com/mrdoob/three.js var THREE=THREE||{};if(!window.Int32Array)window.Int32Array=Array,window.Float32Array=Array;THREE.Color=function(b){b!==void 0&&this.setHex(b);return this}; THREE.Color.prototype={constructor:THREE.Color,r:1,g:1,b:1,copy:function(b){this.r=b.r;this.g=b.g;this.b=b.b;return this},setRGB:function(b,c,d){this.r=b;this.g=c;this.b=d;return this},setHSV:function(b,c,d){var e,h,j;if(d==0)this.r=this.g=this.b=0;else switch(e=Math.floor(b*6),h=b*6-e,b=d*(1-c),j=d*(1-c*h),c=d*(1-c*(1-h)),e){case 1:this.r=j;this.g=d;this.b=b;break;case 2:this.r=b;this.g=d;this.b=c;break;case 3:this.r=b;this.g=j;this.b=d;break;case 4:this.r=c;this.g=b;this.b=d;break;case 5:this.r= d;this.g=b;this.b=j;break;case 6:case 0:this.r=d,this.g=c,this.b=b}return this},setHex:function(b){b=Math.floor(b);this.r=(b>>16&255)/255;this.g=(b>>8&255)/255;this.b=(b&255)/255;return this},getHex:function(){return~~(this.r*255)<<16^~~(this.g*255)<<8^~~(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(b,c){this.set(b||0,c||0)}; THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(b,c){this.x=b;this.y=c;return this},copy:function(b){this.x=b.x;this.y=b.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},add:function(b,c){this.x=b.x+c.x;this.y=b.y+c.y;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;return this},sub:function(b,c){this.x=b.x-c.x;this.y=b.y-c.y;return this},subSelf:function(b){this.x-=b.x;this.y-=b.y;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;return this}, divideScalar:function(b){b?(this.x/=b,this.y/=b):this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(b){return this.x*b.x+this.y*b.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(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){var c=this.x-b.x,b=this.y-b.y;return c*c+b*b},setLength:function(b){return this.normalize().multiplyScalar(b)}, unit:function(){return this.normalize()},equals:function(b){return b.x==this.x&&b.y==this.y}};THREE.Vector3=function(b,c,d){this.set(b||0,c||0,d||0)}; THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(b,c,d){this.x=b;this.y=c;this.z=d;return this},copy:function(b){this.x=b.x;this.y=b.y;this.z=b.z;return this},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)},add:function(b,c){this.x=b.x+c.x;this.y=b.y+c.y;this.z=b.z+c.z;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;this.z+=b.z;return this},addScalar:function(b){this.x+=b;this.y+=b;this.z+=b;return this},sub:function(b,c){this.x=b.x-c.x;this.y=b.y-c.y;this.z= b.z-c.z;return this},subSelf:function(b){this.x-=b.x;this.y-=b.y;this.z-=b.z;return this},multiply:function(b,c){this.x=b.x*c.x;this.y=b.y*c.y;this.z=b.z*c.z;return this},multiplySelf:function(b){this.x*=b.x;this.y*=b.y;this.z*=b.z;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;this.z*=b;return this},divideSelf:function(b){return this.divide(this,b)},divideScalar:function(b){b?(this.x/=b,this.y/=b,this.z/=b):this.set(0,0,0);return this},negate:function(){return this.multiplyScalar(-1)}, dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.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 this.x+this.y+this.z},normalize:function(){return this.divideScalar(this.length())},setLength:function(b){return this.normalize().multiplyScalar(b)},cross:function(b,c){this.x=b.y*c.z-b.z*c.y;this.y=b.z*c.x-b.x*c.z;this.z=b.x*c.y-b.y*c.x;return this},crossSelf:function(b){return this.set(this.y* b.z-this.z*b.y,this.z*b.x-this.x*b.z,this.x*b.y-this.y*b.x)},distanceTo:function(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){return(new THREE.Vector3).sub(this,b).lengthSq()},setPositionFromMatrix:function(b){this.x=b.n14;this.y=b.n24;this.z=b.n34},setRotationFromMatrix:function(b){var c=Math.cos(this.y);this.y=Math.asin(b.n13);Math.abs(c)>1.0E-5?(this.x=Math.atan2(-b.n23/c,b.n33/c),this.z=Math.atan2(-b.n12/c,b.n11/c)):(this.x=0,this.z=Math.atan2(b.n21,b.n22))},isZero:function(){return this.lengthSq()< 1.0E-4}};THREE.Vector4=function(b,c,d,e){this.set(b||0,c||0,d||0,e||1)}; THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(b,c,d,e){this.x=b;this.y=c;this.z=d;this.w=e;return this},copy:function(b){return this.set(b.x,b.y,b.z,b.w||1)},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},add:function(b,c){this.x=b.x+c.x;this.y=b.y+c.y;this.z=b.z+c.z;this.w=b.w+c.w;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;this.z+=b.z;this.w+=b.w;return this},sub:function(b,c){this.x=b.x-c.x;this.y=b.y-c.y;this.z=b.z-c.z;this.w=b.w-c.w;return this}, subSelf:function(b){this.x-=b.x;this.y-=b.y;this.z-=b.z;this.w-=b.w;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;this.z*=b;this.w*=b;return this},divideScalar:function(b){b?(this.x/=b,this.y/=b,this.z/=b,this.w/=b):this.set(0,0,0,1);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.z+this.w*b.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())}, setLength:function(b){return this.normalize().multiplyScalar(b)},lerpSelf:function(b,c){this.x+=(b.x-this.x)*c;this.y+=(b.y-this.y)*c;this.z+=(b.z-this.z)*c;this.w+=(b.w-this.w)*c;return this}};THREE.Ray=function(b,c){this.origin=b||new THREE.Vector3;this.direction=c||new THREE.Vector3}; THREE.Ray.prototype={constructor:THREE.Ray,intersectScene:function(b){return this.intersectObjects(b.objects)},intersectObjects:function(b){var c,d,e=[];c=0;for(d=b.length;c0&&b>0&&g+b<1}if(b instanceof THREE.Particle){var e=c(this.origin,this.direction,b);if(!e||e>b.scale.x)return[];return[{distance:e,point:b.position,face:null,object:b}]}else if(b instanceof THREE.Mesh){e=c(this.origin,this.direction,b);if(!e||e>b.geometry.boundingSphere.radius*Math.max(b.scale.x,Math.max(b.scale.y,b.scale.z)))return[];var h,j,g,k, q,m,o,p,r,v,C=b.geometry,x=C.vertices,E=[],e=0;for(h=C.faces.length;e0:p<0))if(o=o.dot((new THREE.Vector3).sub(g, r))/p,r=r.addSelf(v.multiplyScalar(o)),j instanceof THREE.Face3)d(r,g,k,q)&&(j={distance:this.origin.distanceTo(r),point:r,face:j,object:b},E.push(j));else if(j instanceof THREE.Face4&&(d(r,g,k,m)||d(r,k,q,m)))j={distance:this.origin.distanceTo(r),point:r,face:j,object:b},E.push(j);return E}else return[]}}; THREE.Rectangle=function(){function b(){j=e-c;g=h-d}var c,d,e,h,j,g,k=!0;this.getX=function(){return c};this.getY=function(){return d};this.getWidth=function(){return j};this.getHeight=function(){return g};this.getLeft=function(){return c};this.getTop=function(){return d};this.getRight=function(){return e};this.getBottom=function(){return h};this.set=function(g,j,o,p){k=!1;c=g;d=j;e=o;h=p;b()};this.addPoint=function(g,j){k?(k=!1,c=g,d=j,e=g,h=j):(c=cg?e:g,h=h>j?h:j);b()};this.add3Points= function(g,j,o,p,r,v){k?(k=!1,c=go?g>r?g:r:o>r?o:r,h=j>p?j>v?j:v:p>v?p:v):(c=go?g>r?g>e?g:e:r>e?r:e:o>r?o>e?o:e:r>e?r:e,h=j>p?j>v?j>h?j:h:v>h?v:h:p>v?p>h?p:h:v>h?v:h);b()};this.addRectangle=function(g){k?(k=!1,c=g.getLeft(),d=g.getTop(),e=g.getRight(),h=g.getBottom()):(c=cg.getRight()?e:g.getRight(),h=h> g.getBottom()?h:g.getBottom());b()};this.inflate=function(g){c-=g;d-=g;e+=g;h+=g;b()};this.minSelf=function(g){c=c>g.getLeft()?c:g.getLeft();d=d>g.getTop()?d:g.getTop();e=e=0&&Math.min(h,b.getBottom())-Math.max(d,b.getTop())>=0};this.empty=function(){k=!0;h=e=d=c=0;b()};this.isEmpty=function(){return k}};THREE.Matrix3=function(){this.m=[]}; THREE.Matrix3.prototype={constructor:THREE.Matrix3,transpose:function(){var b,c=this.m;b=c[1];c[1]=c[3];c[3]=b;b=c[2];c[2]=c[6];c[6]=b;b=c[5];c[5]=c[7];c[7]=b;return this},transposeIntoArray:function(b){var c=this.m;b[0]=c[0];b[1]=c[3];b[2]=c[6];b[3]=c[1];b[4]=c[4];b[5]=c[7];b[6]=c[2];b[7]=c[5];b[8]=c[8];return this}};THREE.Matrix4=function(b,c,d,e,h,j,g,k,q,m,o,p,r,v,C,x){this.set(b||1,c||0,d||0,e||0,h||0,j||1,g||0,k||0,q||0,m||0,o||1,p||0,r||0,v||0,C||0,x||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(b,c,d,e,h,j,g,k,q,m,o,p,r,v,C,x){this.n11=b;this.n12=c;this.n13=d;this.n14=e;this.n21=h;this.n22=j;this.n23=g;this.n24=k;this.n31=q;this.n32=m;this.n33=o;this.n34=p;this.n41=r;this.n42=v;this.n43=C;this.n44=x;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(b){this.set(b.n11,b.n12,b.n13,b.n14,b.n21,b.n22,b.n23,b.n24,b.n31,b.n32,b.n33,b.n34,b.n41,b.n42,b.n43,b.n44);return this},lookAt:function(b, c,d){var e=THREE.Matrix4.__v1,h=THREE.Matrix4.__v2,j=THREE.Matrix4.__v3;j.sub(b,c).normalize();if(j.length()===0)j.z=1;e.cross(d,j).normalize();e.length()===0&&(j.x+=1.0E-4,e.cross(d,j).normalize());h.cross(j,e).normalize();this.n11=e.x;this.n12=h.x;this.n13=j.x;this.n21=e.y;this.n22=h.y;this.n23=j.y;this.n31=e.z;this.n32=h.z;this.n33=j.z;return this},multiplyVector3:function(b){var c=b.x,d=b.y,e=b.z,h=1/(this.n41*c+this.n42*d+this.n43*e+this.n44);b.x=(this.n11*c+this.n12*d+this.n13*e+this.n14)*h; b.y=(this.n21*c+this.n22*d+this.n23*e+this.n24)*h;b.z=(this.n31*c+this.n32*d+this.n33*e+this.n34)*h;return b},multiplyVector4:function(b){var c=b.x,d=b.y,e=b.z,h=b.w;b.x=this.n11*c+this.n12*d+this.n13*e+this.n14*h;b.y=this.n21*c+this.n22*d+this.n23*e+this.n24*h;b.z=this.n31*c+this.n32*d+this.n33*e+this.n34*h;b.w=this.n41*c+this.n42*d+this.n43*e+this.n44*h;return b},rotateAxis:function(b){var c=b.x,d=b.y,e=b.z;b.x=c*this.n11+d*this.n12+e*this.n13;b.y=c*this.n21+d*this.n22+e*this.n23;b.z=c*this.n31+ d*this.n32+e*this.n33;b.normalize();return b},crossVector:function(b){var c=new THREE.Vector4;c.x=this.n11*b.x+this.n12*b.y+this.n13*b.z+this.n14*b.w;c.y=this.n21*b.x+this.n22*b.y+this.n23*b.z+this.n24*b.w;c.z=this.n31*b.x+this.n32*b.y+this.n33*b.z+this.n34*b.w;c.w=b.w?this.n41*b.x+this.n42*b.y+this.n43*b.z+this.n44*b.w:1;return c},multiply:function(b,c){var d=b.n11,e=b.n12,h=b.n13,j=b.n14,g=b.n21,k=b.n22,q=b.n23,m=b.n24,o=b.n31,p=b.n32,r=b.n33,v=b.n34,C=b.n41,x=b.n42,E=b.n43,J=b.n44,ya=c.n11,za= c.n12,sa=c.n13,V=c.n14,u=c.n21,Q=c.n22,O=c.n23,T=c.n24,U=c.n31,qa=c.n32,N=c.n33,L=c.n34,f=c.n41,ua=c.n42,Aa=c.n43,ta=c.n44;this.n11=d*ya+e*u+h*U+j*f;this.n12=d*za+e*Q+h*qa+j*ua;this.n13=d*sa+e*O+h*N+j*Aa;this.n14=d*V+e*T+h*L+j*ta;this.n21=g*ya+k*u+q*U+m*f;this.n22=g*za+k*Q+q*qa+m*ua;this.n23=g*sa+k*O+q*N+m*Aa;this.n24=g*V+k*T+q*L+m*ta;this.n31=o*ya+p*u+r*U+v*f;this.n32=o*za+p*Q+r*qa+v*ua;this.n33=o*sa+p*O+r*N+v*Aa;this.n34=o*V+p*T+r*L+v*ta;this.n41=C*ya+x*u+E*U+J*f;this.n42=C*za+x*Q+E*qa+J*ua;this.n43= C*sa+x*O+E*N+J*Aa;this.n44=C*V+x*T+E*L+J*ta;return this},multiplyToArray:function(b,c,d){this.multiply(b,c);d[0]=this.n11;d[1]=this.n21;d[2]=this.n31;d[3]=this.n41;d[4]=this.n12;d[5]=this.n22;d[6]=this.n32;d[7]=this.n42;d[8]=this.n13;d[9]=this.n23;d[10]=this.n33;d[11]=this.n43;d[12]=this.n14;d[13]=this.n24;d[14]=this.n34;d[15]=this.n44;return this},multiplySelf:function(b){this.multiply(this,b);return this},multiplyScalar:function(b){this.n11*=b;this.n12*=b;this.n13*=b;this.n14*=b;this.n21*=b;this.n22*= b;this.n23*=b;this.n24*=b;this.n31*=b;this.n32*=b;this.n33*=b;this.n34*=b;this.n41*=b;this.n42*=b;this.n43*=b;this.n44*=b;return this},determinant:function(){var b=this.n11,c=this.n12,d=this.n13,e=this.n14,h=this.n21,j=this.n22,g=this.n23,k=this.n24,q=this.n31,m=this.n32,o=this.n33,p=this.n34,r=this.n41,v=this.n42,C=this.n43,x=this.n44;return e*g*m*r-d*k*m*r-e*j*o*r+c*k*o*r+d*j*p*r-c*g*p*r-e*g*q*v+d*k*q*v+e*h*o*v-b*k*o*v-d*h*p*v+b*g*p*v+e*j*q*C-c*k*q*C-e*h*m*C+b*k*m*C+c*h*p*C-b*j*p*C-d*j*q*x+c*g* q*x+d*h*m*x-b*g*m*x-c*h*o*x+b*j*o*x},transpose:function(){var b;b=this.n21;this.n21=this.n12;this.n12=b;b=this.n31;this.n31=this.n13;this.n13=b;b=this.n32;this.n32=this.n23;this.n23=b;b=this.n41;this.n41=this.n14;this.n14=b;b=this.n42;this.n42=this.n24;this.n24=b;b=this.n43;this.n43=this.n34;this.n43=b;return this},clone:function(){var b=new THREE.Matrix4;b.n11=this.n11;b.n12=this.n12;b.n13=this.n13;b.n14=this.n14;b.n21=this.n21;b.n22=this.n22;b.n23=this.n23;b.n24=this.n24;b.n31=this.n31;b.n32=this.n32; b.n33=this.n33;b.n34=this.n34;b.n41=this.n41;b.n42=this.n42;b.n43=this.n43;b.n44=this.n44;return b},flatten:function(){this.flat[0]=this.n11;this.flat[1]=this.n21;this.flat[2]=this.n31;this.flat[3]=this.n41;this.flat[4]=this.n12;this.flat[5]=this.n22;this.flat[6]=this.n32;this.flat[7]=this.n42;this.flat[8]=this.n13;this.flat[9]=this.n23;this.flat[10]=this.n33;this.flat[11]=this.n43;this.flat[12]=this.n14;this.flat[13]=this.n24;this.flat[14]=this.n34;this.flat[15]=this.n44;return this.flat},flattenToArray:function(b){b[0]= this.n11;b[1]=this.n21;b[2]=this.n31;b[3]=this.n41;b[4]=this.n12;b[5]=this.n22;b[6]=this.n32;b[7]=this.n42;b[8]=this.n13;b[9]=this.n23;b[10]=this.n33;b[11]=this.n43;b[12]=this.n14;b[13]=this.n24;b[14]=this.n34;b[15]=this.n44;return b},flattenToArrayOffset:function(b,c){b[c]=this.n11;b[c+1]=this.n21;b[c+2]=this.n31;b[c+3]=this.n41;b[c+4]=this.n12;b[c+5]=this.n22;b[c+6]=this.n32;b[c+7]=this.n42;b[c+8]=this.n13;b[c+9]=this.n23;b[c+10]=this.n33;b[c+11]=this.n43;b[c+12]=this.n14;b[c+13]=this.n24;b[c+14]= this.n34;b[c+15]=this.n44;return b},setTranslation:function(b,c,d){this.set(1,0,0,b,0,1,0,c,0,0,1,d,0,0,0,1);return this},setScale:function(b,c,d){this.set(b,0,0,0,0,c,0,0,0,0,d,0,0,0,0,1);return this},setRotationX:function(b){var c=Math.cos(b),b=Math.sin(b);this.set(1,0,0,0,0,c,-b,0,0,b,c,0,0,0,0,1);return this},setRotationY:function(b){var c=Math.cos(b),b=Math.sin(b);this.set(c,0,b,0,0,1,0,0,-b,0,c,0,0,0,0,1);return this},setRotationZ:function(b){var c=Math.cos(b),b=Math.sin(b);this.set(c,-b,0, 0,b,c,0,0,0,0,1,0,0,0,0,1);return this},setRotationAxis:function(b,c){var d=Math.cos(c),e=Math.sin(c),h=1-d,j=b.x,g=b.y,k=b.z,q=h*j,m=h*g;this.set(q*j+d,q*g-e*k,q*k+e*g,0,q*g+e*k,m*g+d,m*k-e*j,0,q*k-e*g,m*k+e*j,h*k*k+d,0,0,0,0,1);return this},setPosition:function(b){this.n14=b.x;this.n24=b.y;this.n34=b.z;return this},getPosition:function(){if(!this.position)this.position=new THREE.Vector3;this.position.set(this.n14,this.n24,this.n34);return this.position},getColumnX:function(){if(!this.columnX)this.columnX= new THREE.Vector3;this.columnX.set(this.n11,this.n21,this.n31);return this.columnX},getColumnY:function(){if(!this.columnY)this.columnY=new THREE.Vector3;this.columnY.set(this.n12,this.n22,this.n32);return this.columnY},getColumnZ:function(){if(!this.columnZ)this.columnZ=new THREE.Vector3;this.columnZ.set(this.n13,this.n23,this.n33);return this.columnZ},setRotationFromEuler:function(b,c){var d=b.x,e=b.y,h=b.z,j=Math.cos(d),d=Math.sin(d),g=Math.cos(e),e=Math.sin(e),k=Math.cos(h),h=Math.sin(h);switch(c){case "YXZ":var q= g*k,m=g*h,o=e*k,p=e*h;this.n11=q+p*d;this.n12=o*d-m;this.n13=j*e;this.n21=j*h;this.n22=j*k;this.n23=-d;this.n31=m*d-o;this.n32=p+q*d;this.n33=j*g;break;case "ZXY":q=g*k;m=g*h;o=e*k;p=e*h;this.n11=q-p*d;this.n12=-j*h;this.n13=o+m*d;this.n21=m+o*d;this.n22=j*k;this.n23=p-q*d;this.n31=-j*e;this.n32=d;this.n33=j*g;break;case "ZYX":q=j*k;m=j*h;o=d*k;p=d*h;this.n11=g*k;this.n12=o*e-m;this.n13=q*e+p;this.n21=g*h;this.n22=p*e+q;this.n23=m*e-o;this.n31=-e;this.n32=d*g;this.n33=j*g;break;case "YZX":q=j*g;m= j*e;o=d*g;p=d*e;this.n11=g*k;this.n12=p-q*h;this.n13=o*h+m;this.n21=h;this.n22=j*k;this.n23=-d*k;this.n31=-e*k;this.n32=m*h+o;this.n33=q-p*h;break;case "XZY":q=j*g;m=j*e;o=d*g;p=d*e;this.n11=g*k;this.n12=-h;this.n13=e*k;this.n21=q*h+p;this.n22=j*k;this.n23=m*h-o;this.n31=o*h-m;this.n32=d*k;this.n33=p*h+q;break;default:q=j*k,m=j*h,o=d*k,p=d*h,this.n11=g*k,this.n12=-g*h,this.n13=e,this.n21=m+o*e,this.n22=q-p*e,this.n23=-d*g,this.n31=p-q*e,this.n32=o+m*e,this.n33=j*g}return this},setRotationFromQuaternion:function(b){var c= b.x,d=b.y,e=b.z,h=b.w,j=c+c,g=d+d,k=e+e,b=c*j,q=c*g;c*=k;var m=d*g;d*=k;e*=k;j*=h;g*=h;h*=k;this.n11=1-(m+e);this.n12=q-h;this.n13=c+g;this.n21=q+h;this.n22=1-(b+e);this.n23=d-j;this.n31=c-g;this.n32=d+j;this.n33=1-(b+m);return this},scale:function(b){var c=b.x,d=b.y,b=b.z;this.n11*=c;this.n12*=d;this.n13*=b;this.n21*=c;this.n22*=d;this.n23*=b;this.n31*=c;this.n32*=d;this.n33*=b;this.n41*=c;this.n42*=d;this.n43*=b;return this},extractPosition:function(b){this.n14=b.n14;this.n24=b.n24;this.n34=b.n34}, extractRotation:function(b,c){var d=1/c.x,e=1/c.y,h=1/c.z;this.n11=b.n11*d;this.n21=b.n21*d;this.n31=b.n31*d;this.n12=b.n12*e;this.n22=b.n22*e;this.n32=b.n32*e;this.n13=b.n13*h;this.n23=b.n23*h;this.n33=b.n33*h}}; THREE.Matrix4.makeInvert=function(b,c){var d=b.n11,e=b.n12,h=b.n13,j=b.n14,g=b.n21,k=b.n22,q=b.n23,m=b.n24,o=b.n31,p=b.n32,r=b.n33,v=b.n34,C=b.n41,x=b.n42,E=b.n43,J=b.n44;c===void 0&&(c=new THREE.Matrix4);c.n11=q*v*x-m*r*x+m*p*E-k*v*E-q*p*J+k*r*J;c.n12=j*r*x-h*v*x-j*p*E+e*v*E+h*p*J-e*r*J;c.n13=h*m*x-j*q*x+j*k*E-e*m*E-h*k*J+e*q*J;c.n14=j*q*p-h*m*p-j*k*r+e*m*r+h*k*v-e*q*v;c.n21=m*r*C-q*v*C-m*o*E+g*v*E+q*o*J-g*r*J;c.n22=h*v*C-j*r*C+j*o*E-d*v*E-h*o*J+d*r*J;c.n23=j*q*C-h*m*C-j*g*E+d*m*E+h*g*J-d*q*J;c.n24= h*m*o-j*q*o+j*g*r-d*m*r-h*g*v+d*q*v;c.n31=k*v*C-m*p*C+m*o*x-g*v*x-k*o*J+g*p*J;c.n32=j*p*C-e*v*C-j*o*x+d*v*x+e*o*J-d*p*J;c.n33=h*m*C-j*k*C+j*g*x-d*m*x-e*g*J+d*k*J;c.n34=j*k*o-e*m*o-j*g*p+d*m*p+e*g*v-d*k*v;c.n41=q*p*C-k*r*C-q*o*x+g*r*x+k*o*E-g*p*E;c.n42=e*r*C-h*p*C+h*o*x-d*r*x-e*o*E+d*p*E;c.n43=h*k*C-e*q*C-h*g*x+d*q*x+e*g*E-d*k*E;c.n44=e*q*o-h*k*o+h*g*p-d*q*p-e*g*r+d*k*r;c.multiplyScalar(1/b.determinant());return c}; THREE.Matrix4.makeInvert3x3=function(b){var c=b.m33,d=c.m,e=b.n33*b.n22-b.n32*b.n23,h=-b.n33*b.n21+b.n31*b.n23,j=b.n32*b.n21-b.n31*b.n22,g=-b.n33*b.n12+b.n32*b.n13,k=b.n33*b.n11-b.n31*b.n13,q=-b.n32*b.n11+b.n31*b.n12,m=b.n23*b.n12-b.n22*b.n13,o=-b.n23*b.n11+b.n21*b.n13,p=b.n22*b.n11-b.n21*b.n12,b=b.n11*e+b.n21*g+b.n31*m;b==0&&console.error("THREE.Matrix4.makeInvert3x3: Matrix not invertible.");b=1/b;d[0]=b*e;d[1]=b*h;d[2]=b*j;d[3]=b*g;d[4]=b*k;d[5]=b*q;d[6]=b*m;d[7]=b*o;d[8]=b*p;return c}; THREE.Matrix4.makeFrustum=function(b,c,d,e,h,j){var g;g=new THREE.Matrix4;g.n11=2*h/(c-b);g.n12=0;g.n13=(c+b)/(c-b);g.n14=0;g.n21=0;g.n22=2*h/(e-d);g.n23=(e+d)/(e-d);g.n24=0;g.n31=0;g.n32=0;g.n33=-(j+h)/(j-h);g.n34=-2*j*h/(j-h);g.n41=0;g.n42=0;g.n43=-1;g.n44=0;return g};THREE.Matrix4.makePerspective=function(b,c,d,e){var h,b=d*Math.tan(b*Math.PI/360);h=-b;return THREE.Matrix4.makeFrustum(h*c,b*c,h,b,d,e)}; THREE.Matrix4.makeOrtho=function(b,c,d,e,h,j){var g,k,q,m;g=new THREE.Matrix4;k=c-b;q=d-e;m=j-h;g.n11=2/k;g.n12=0;g.n13=0;g.n14=-((c+b)/k);g.n21=0;g.n22=2/q;g.n23=0;g.n24=-((d+e)/q);g.n31=0;g.n32=0;g.n33=-2/m;g.n34=-((j+h)/m);g.n41=0;g.n42=0;g.n43=0;g.n44=1;return g};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3; THREE.Object3D=function(){this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=this.dynamic=!1;this.renderDepth=null;this.rotationAutoUpdate=!0;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate=!0;this.quaternion=new THREE.Quaternion; this.useQuaternion=!1;this.boundRadius=0;this.boundRadiusScale=1;this.visible=!0;this.receiveShadow=this.castShadow=!1;this._vector=new THREE.Vector3;this.name=""}; THREE.Object3D.prototype={constructor:THREE.Object3D,translate:function(b,c){this.matrix.rotateAxis(c);this.position.addSelf(c.multiplyScalar(b))},translateX:function(b){this.translate(b,this._vector.set(1,0,0))},translateY:function(b){this.translate(b,this._vector.set(0,1,0))},translateZ:function(b){this.translate(b,this._vector.set(0,0,1))},lookAt:function(b){this.matrix.lookAt(b,this.position,this.up);this.rotationAutoUpdate&&this.rotation.setRotationFromMatrix(this.matrix)},addChild:function(b){if(this.children.indexOf(b)=== -1){b.parent!==void 0&&b.parent.removeChild(b);b.parent=this;this.children.push(b);for(var c=this;c.parent!==void 0;)c=c.parent;c!==void 0&&c instanceof THREE.Scene&&c.addChildRecurse(b)}},removeChild:function(b){var c=this.children.indexOf(b);if(c!==-1)b.parent=void 0,this.children.splice(c,1)},getChildByName:function(b,c){var d,e,h;d=0;for(e=this.children.length;d=1)return d.w=b.w,d.x=b.x,d.y=b.y,d.z=b.z,d;var j=Math.acos(h),g=Math.sqrt(1-h*h);if(Math.abs(g)<0.001)return d.w=0.5*(b.w+c.w),d.x=0.5*(b.x+c.x),d.y=0.5*(b.y+c.y),d.z=0.5*(b.z+c.z),d;h=Math.sin((1-e)*j)/g;e=Math.sin(e*j)/g;d.w=b.w*h+c.w*e;d.x=b.x*h+c.x*e;d.y=b.y*h+c.y*e;d.z=b.z*h+c.z*e;return d};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,c,d,e,h,j){this.a=b;this.b=c;this.c=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=h instanceof THREE.Color?h:new THREE.Color;this.vertexColors=h instanceof Array?h:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,c,d,e,h,j,g){this.a=b;this.b=c;this.c=d;this.d=e;this.normal=h instanceof THREE.Vector3?h:new THREE.Vector3;this.vertexNormals=h instanceof Array?h:[];this.color=j instanceof THREE.Color?j:new THREE.Color;this.vertexColors=j instanceof Array?j:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3};THREE.UV=function(b,c){this.set(b||0,c||0)}; THREE.UV.prototype={constructor:THREE.UV,set:function(b,c){this.u=b;this.v=c;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=!1}; THREE.Geometry.prototype={constructor:THREE.Geometry,computeCentroids:function(){var b,c,d;b=0;for(c=this.faces.length;b0){this.boundingBox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y],z:[this.vertices[0].position.z,this.vertices[0].position.z]};for(var c=1,d=this.vertices.length;cthis.boundingBox.x[1])this.boundingBox.x[1]=b.position.x;if(b.position.ythis.boundingBox.y[1])this.boundingBox.y[1]=b.position.y;if(b.position.zthis.boundingBox.z[1])this.boundingBox.z[1]=b.position.z}}},computeBoundingSphere:function(){for(var b=0,c=0,d=this.vertices.length;cthis.points.length-2?j:j+1;d[3]=j>this.points.length-3?j:j+2;m=this.points[d[0]];o=this.points[d[1]]; p=this.points[d[2]];r=this.points[d[3]];k=g*g;q=g*k;e.x=c(m.x,o.x,p.x,r.x,g,k,q);e.y=c(m.y,o.y,p.y,r.y,g,k,q);e.z=c(m.z,o.z,p.z,r.z,g,k,q);return e};this.getControlPointsArray=function(){var b,c,d=this.points.length,e=[];for(b=0;b1){b=d.matrixWorldInverse;b=-(b.n31*this.position.x+b.n32*this.position.y+b.n33*this.position.z+b.n34);this.LODs[0].object3D.visible=!0;for(var e=1;e=this.LODs[e].visibleAtDistance)this.LODs[e-1].object3D.visible=!1, this.LODs[e].object3D.visible=!0;else break;for(;e=0&&h>=0&&g>=0&&j>=0?!0:e<0&&h<0||g<0&&j<0?!1:(e<0?d=Math.max(d,e/(e-h)):h<0&&(f=Math.min(f,e/(e-h))),g<0?d=Math.max(d,g/(g-j)):j<0&&(f=Math.min(f,g/(g-j))),fsa&&g.positionScreen.z0&&V.z<1))Ba=za[ya]=za[ya]||new THREE.RenderableParticle,ya++,J=Ba,J.x=V.x/V.w,J.y=V.y/V.w,J.z=V.z,J.rotation=K.rotation.z,J.scale.x=K.scale.x*Math.abs(J.x- (V.x+h.projectionMatrix.n11)/(V.w+h.projectionMatrix.n14)),J.scale.y=K.scale.y*Math.abs(J.y-(V.y+h.projectionMatrix.n22)/(V.w+h.projectionMatrix.n24)),J.materials=K.materials,f.push(J);j&&f.sort(c);return f}}; THREE.ShaderChunk={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform int combine;\n#endif", envmap_fragment:"#ifdef USE_ENVMAP\nvec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refractionRatio;\nuniform bool useRefract;\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif", map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif",map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );\n#endif",map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform vec4 offsetRepeat;\n#endif",map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",map_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif", lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif",lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif",lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform 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 ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef PHONG\nvPointLight[ i ] = vec4( lVector, lDistance );\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( vec3( 0.0 ), 1.0 );\nvec4 pointSpecular = vec4( vec3( 0.0 ), 1.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight * pointDistance;\npointSpecular += mSpecular * pointSpecularWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( vec3( 0.0 ), 1.0 );\nvec4 dirSpecular = vec4( vec3( 0.0 ), 1.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif", morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform float shadowDarkness;\nuniform float shadowBias;\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_SOFT\nconst float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;\nconst float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;\n#endif\nvec4 shadowColor = vec4( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nif ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nfor ( float y = -1.25; y <= 1.25; y += 1.25 )\nfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\nvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < ( shadowCoord.z + shadowBias ) )\nshadow += 1.0;\n}\nshadow /= 9.0;\nshadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < ( shadowCoord.z + shadowBias ) )\nshadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );\n#endif\n}\n}\ngl_FragColor = gl_FragColor * 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 ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif"}; THREE.UniformsUtils={merge:function(b){var c,d,e,h={};for(c=0;c=0)f.bindBuffer(f.ARRAY_BUFFER,g.__webglVertexBuffer),f.vertexAttribPointer(b.position,3,f.FLOAT,!1,0,0);else if(j.morphTargetBase){c=h.program.attributes;j.morphTargetBase!==-1?(f.bindBuffer(f.ARRAY_BUFFER,g.__webglMorphTargetsBuffers[j.morphTargetBase]),f.vertexAttribPointer(c.position, 3,f.FLOAT,!1,0,0)):c.position>=0&&(f.bindBuffer(f.ARRAY_BUFFER,g.__webglVertexBuffer),f.vertexAttribPointer(c.position,3,f.FLOAT,!1,0,0));if(j.morphTargetForcedOrder.length)for(var e=0,A=j.morphTargetForcedOrder,m=j.morphTargetInfluences;eq&&(B=F,q=m[B]);f.bindBuffer(f.ARRAY_BUFFER,g.__webglMorphTargetsBuffers[B]);f.vertexAttribPointer(c["morphTarget"+e],3,f.FLOAT,!1,0,0);j.__webglMorphTargetInfluences[e]=q;A[B]=1;q=-1;e++}}h.program.uniforms.morphTargetInfluences!==null&&f.uniform1fv(h.program.uniforms.morphTargetInfluences,j.__webglMorphTargetInfluences)}if(g.__webglCustomAttributes)for(k in g.__webglCustomAttributes)b[k]>= 0&&(c=g.__webglCustomAttributes[k],f.bindBuffer(f.ARRAY_BUFFER,c.buffer),f.vertexAttribPointer(b[k],c.size,f.FLOAT,!1,0,0));b.color>=0&&(f.bindBuffer(f.ARRAY_BUFFER,g.__webglColorBuffer),f.vertexAttribPointer(b.color,3,f.FLOAT,!1,0,0));b.normal>=0&&(f.bindBuffer(f.ARRAY_BUFFER,g.__webglNormalBuffer),f.vertexAttribPointer(b.normal,3,f.FLOAT,!1,0,0));b.tangent>=0&&(f.bindBuffer(f.ARRAY_BUFFER,g.__webglTangentBuffer),f.vertexAttribPointer(b.tangent,4,f.FLOAT,!1,0,0));b.uv>=0&&(g.__webglUVBuffer?(f.bindBuffer(f.ARRAY_BUFFER, g.__webglUVBuffer),f.vertexAttribPointer(b.uv,2,f.FLOAT,!1,0,0),f.enableVertexAttribArray(b.uv)):f.disableVertexAttribArray(b.uv));b.uv2>=0&&(g.__webglUV2Buffer?(f.bindBuffer(f.ARRAY_BUFFER,g.__webglUV2Buffer),f.vertexAttribPointer(b.uv2,2,f.FLOAT,!1,0,0),f.enableVertexAttribArray(b.uv2)):f.disableVertexAttribArray(b.uv2));h.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0&&(f.bindBuffer(f.ARRAY_BUFFER,g.__webglSkinVertexABuffer),f.vertexAttribPointer(b.skinVertexA,4, f.FLOAT,!1,0,0),f.bindBuffer(f.ARRAY_BUFFER,g.__webglSkinVertexBBuffer),f.vertexAttribPointer(b.skinVertexB,4,f.FLOAT,!1,0,0),f.bindBuffer(f.ARRAY_BUFFER,g.__webglSkinIndicesBuffer),f.vertexAttribPointer(b.skinIndex,4,f.FLOAT,!1,0,0),f.bindBuffer(f.ARRAY_BUFFER,g.__webglSkinWeightsBuffer),f.vertexAttribPointer(b.skinWeight,4,f.FLOAT,!1,0,0));j instanceof THREE.Mesh?(h.wireframe?(f.lineWidth(h.wireframeLinewidth),f.bindBuffer(f.ELEMENT_ARRAY_BUFFER,g.__webglLineBuffer),f.drawElements(f.LINES,g.__webglLineCount, f.UNSIGNED_SHORT,0)):(f.bindBuffer(f.ELEMENT_ARRAY_BUFFER,g.__webglFaceBuffer),f.drawElements(f.TRIANGLES,g.__webglFaceCount,f.UNSIGNED_SHORT,0)),L.data.vertices+=g.__webglFaceCount,L.data.faces+=g.__webglFaceCount/3,L.data.drawCalls++):j instanceof THREE.Line?(j=j.type==THREE.LineStrip?f.LINE_STRIP:f.LINES,f.lineWidth(h.linewidth),f.drawArrays(j,0,g.__webglLineCount),L.data.drawCalls++):j instanceof THREE.ParticleSystem?(f.drawArrays(f.POINTS,0,g.__webglParticleCount),L.data.drawCalls++):j instanceof THREE.Ribbon&&(f.drawArrays(f.TRIANGLE_STRIP,0,g.__webglVertexCount),L.data.drawCalls++)}}function h(b,c,d){if(!b.__webglVertexBuffer)b.__webglVertexBuffer=f.createBuffer();if(!b.__webglNormalBuffer)b.__webglNormalBuffer=f.createBuffer();b.hasPos&&(f.bindBuffer(f.ARRAY_BUFFER,b.__webglVertexBuffer),f.bufferData(f.ARRAY_BUFFER,b.positionArray,f.DYNAMIC_DRAW),f.enableVertexAttribArray(c.attributes.position),f.vertexAttribPointer(c.attributes.position,3,f.FLOAT,!1,0,0));if(b.hasNormal){f.bindBuffer(f.ARRAY_BUFFER, b.__webglNormalBuffer);if(d==THREE.FlatShading){var e,g,h,j,k,m,q,B,F,p,r=b.count*3;for(p=0;p=0;d--)b[d].object==c&&b.splice(d,1)}function sa(b){function c(b){var e=[];d=0;for(f=b.length;d65535&&(p[k].counter+=1,m=p[k].hash+"_"+p[k].counter,b.geometryGroups[m]==void 0&&(b.geometryGroups[m]={faces:[],materials:j,vertices:0,numMorphTargets:q})),b.geometryGroups[m].faces.push(e),b.geometryGroups[m].vertices+=h}function V(b,c,d){b.push({buffer:c,object:d,opaque:{list:[],count:0},transparent:{list:[], count:0}})}function u(b){if(b!=D){switch(b){case THREE.AdditiveBlending:f.blendEquation(f.FUNC_ADD);f.blendFunc(f.SRC_ALPHA,f.ONE);break;case THREE.SubtractiveBlending:f.blendEquation(f.FUNC_ADD);f.blendFunc(f.ZERO,f.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:f.blendEquation(f.FUNC_ADD);f.blendFunc(f.ZERO,f.SRC_COLOR);break;default:f.blendEquationSeparate(f.FUNC_ADD,f.FUNC_ADD),f.blendFuncSeparate(f.SRC_ALPHA,f.ONE_MINUS_SRC_ALPHA,f.ONE,f.ONE_MINUS_SRC_ALPHA)}D=b}}function Q(b,c,d){(d.width& d.width-1)==0&&(d.height&d.height-1)==0?(f.texParameteri(b,f.TEXTURE_WRAP_S,N(c.wrapS)),f.texParameteri(b,f.TEXTURE_WRAP_T,N(c.wrapT)),f.texParameteri(b,f.TEXTURE_MAG_FILTER,N(c.magFilter)),f.texParameteri(b,f.TEXTURE_MIN_FILTER,N(c.minFilter)),f.generateMipmap(b)):(f.texParameteri(b,f.TEXTURE_WRAP_S,f.CLAMP_TO_EDGE),f.texParameteri(b,f.TEXTURE_WRAP_T,f.CLAMP_TO_EDGE),f.texParameteri(b,f.TEXTURE_MAG_FILTER,qa(c.magFilter)),f.texParameteri(b,f.TEXTURE_MIN_FILTER,qa(c.minFilter)))}function O(b,c){if(b.needsUpdate){if(!b.__webglInit)b.__webglTexture= f.createTexture(),b.__webglInit=!0;f.bindTexture(f.TEXTURE_2D,b.__webglTexture);b.image.data?f.texImage2D(f.TEXTURE_2D,0,N(b.format),b.image.width,b.image.height,0,N(b.format),f.UNSIGNED_BYTE,b.image.data):f.texImage2D(f.TEXTURE_2D,0,f.RGBA,f.RGBA,f.UNSIGNED_BYTE,b.image);Q(f.TEXTURE_2D,b,b.image);f.bindTexture(f.TEXTURE_2D,null);b.needsUpdate=!1}f.activeTexture(f.TEXTURE0+c);f.bindTexture(f.TEXTURE_2D,b.__webglTexture)}function T(b){if(b&&!b.__webglFramebuffer){if(b.depthBuffer===void 0)b.depthBuffer= !0;if(b.stencilBuffer===void 0)b.stencilBuffer=!0;b.__webglFramebuffer=f.createFramebuffer();b.__webglRenderbuffer=f.createRenderbuffer();b.__webglTexture=f.createTexture();f.bindTexture(f.TEXTURE_2D,b.__webglTexture);f.texParameteri(f.TEXTURE_2D,f.TEXTURE_WRAP_S,N(b.wrapS));f.texParameteri(f.TEXTURE_2D,f.TEXTURE_WRAP_T,N(b.wrapT));f.texParameteri(f.TEXTURE_2D,f.TEXTURE_MAG_FILTER,N(b.magFilter));f.texParameteri(f.TEXTURE_2D,f.TEXTURE_MIN_FILTER,N(b.minFilter));f.texImage2D(f.TEXTURE_2D,0,N(b.format), b.width,b.height,0,N(b.format),N(b.type),null);f.bindRenderbuffer(f.RENDERBUFFER,b.__webglRenderbuffer);f.bindFramebuffer(f.FRAMEBUFFER,b.__webglFramebuffer);f.framebufferTexture2D(f.FRAMEBUFFER,f.COLOR_ATTACHMENT0,f.TEXTURE_2D,b.__webglTexture,0);b.depthBuffer&&!b.stencilBuffer?(f.renderbufferStorage(f.RENDERBUFFER,f.DEPTH_COMPONENT16,b.width,b.height),f.framebufferRenderbuffer(f.FRAMEBUFFER,f.DEPTH_ATTACHMENT,f.RENDERBUFFER,b.__webglRenderbuffer)):b.depthBuffer&&b.stencilBuffer?(f.renderbufferStorage(f.RENDERBUFFER, f.DEPTH_STENCIL,b.width,b.height),f.framebufferRenderbuffer(f.FRAMEBUFFER,f.DEPTH_STENCIL_ATTACHMENT,f.RENDERBUFFER,b.__webglRenderbuffer)):f.renderbufferStorage(f.RENDERBUFFER,f.RGBA4,b.width,b.height);f.bindTexture(f.TEXTURE_2D,null);f.bindRenderbuffer(f.RENDERBUFFER,null);f.bindFramebuffer(f.FRAMEBUFFER,null)}var c,d;b?(c=b.__webglFramebuffer,d=b.width,b=b.height):(c=null,d=Ea,b=wa);c!=ta&&(f.bindFramebuffer(f.FRAMEBUFFER,c),f.viewport(K,Ba,d,b),ta=c)}function U(b,c){var d;b=="fragment"?d=f.createShader(f.FRAGMENT_SHADER): b=="vertex"&&(d=f.createShader(f.VERTEX_SHADER));f.shaderSource(d,c);f.compileShader(d);if(!f.getShaderParameter(d,f.COMPILE_STATUS))return console.error(f.getShaderInfoLog(d)),console.error(c),null;return d}function qa(b){switch(b){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return f.NEAREST;default:return f.LINEAR}}function N(b){switch(b){case THREE.RepeatWrapping:return f.REPEAT;case THREE.ClampToEdgeWrapping:return f.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return f.MIRRORED_REPEAT; case THREE.NearestFilter:return f.NEAREST;case THREE.NearestMipMapNearestFilter:return f.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return f.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return f.LINEAR;case THREE.LinearMipMapNearestFilter:return f.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return f.LINEAR_MIPMAP_LINEAR;case THREE.ByteType:return f.BYTE;case THREE.UnsignedByteType:return f.UNSIGNED_BYTE;case THREE.ShortType:return f.SHORT;case THREE.UnsignedShortType:return f.UNSIGNED_SHORT; case THREE.IntType:return f.INT;case THREE.UnsignedShortType:return f.UNSIGNED_INT;case THREE.FloatType:return f.FLOAT;case THREE.AlphaFormat:return f.ALPHA;case THREE.RGBFormat:return f.RGB;case THREE.RGBAFormat:return f.RGBA;case THREE.LuminanceFormat:return f.LUMINANCE;case THREE.LuminanceAlphaFormat:return f.LUMINANCE_ALPHA}return 0}var L=this,f,ua=[],Aa=null,ta=null,va=!0,Y=null,pa=null,D=null,W=null,P=null,S=null,fa=null,K=0,Ba=0,Ea=0,wa=0,ha=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4, new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],Z=new THREE.Matrix4,Fa=new Float32Array(16),Da=new Float32Array(16),Ha=new THREE.Vector4,Ta={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},b=b||{},Ia=b.canvas!==void 0?b.canvas:document.createElement("canvas"),Ya=b.stencil!==void 0?b.stencil:!0,Za=b.preserveDrawingBuffer!==void 0?b.preserveDrawingBuffer:!1,$a=b.antialias!==void 0?b.antialias:!1,xa=b.clearColor!==void 0?new THREE.Color(b.clearColor): new THREE.Color(0),Ja=b.clearAlpha!==void 0?b.clearAlpha:0;this.data={vertices:0,faces:0,drawCalls:0};this.maxMorphTargets=8;this.domElement=Ia;this.sortObjects=this.autoClear=!0;this.shadowMapBias=0.0039;this.shadowMapDarkness=0.5;this.shadowMapHeight=this.shadowMapWidth=512;this.shadowCameraNear=1;this.shadowCameraFar=5E3;this.shadowCameraFov=50;this.shadowMap=[];this.shadowMapEnabled=!1;this.shadowMapSoft=!0;var ma,Qa=[],b=THREE.ShaderLib.depthRGBA,Wa=THREE.UniformsUtils.clone(b.uniforms),Ra=new THREE.MeshShaderMaterial({fragmentShader:b.fragmentShader, vertexShader:b.vertexShader,uniforms:Wa}),Ua=new THREE.MeshShaderMaterial({fragmentShader:b.fragmentShader,vertexShader:b.vertexShader,uniforms:Wa,morphTargets:!0});Ra._shadowPass=!0;Ua._shadowPass=!0;try{if(!(f=Ia.getContext("experimental-webgl",{antialias:$a,stencil:Ya,preserveDrawingBuffer:Za})))throw"Error creating WebGL context.";console.log(navigator.userAgent+" | "+f.getParameter(f.VERSION)+" | "+f.getParameter(f.VENDOR)+" | "+f.getParameter(f.RENDERER)+" | "+f.getParameter(f.SHADING_LANGUAGE_VERSION))}catch(ab){console.error(ab)}f.clearColor(0, 0,0,1);f.clearDepth(1);f.enable(f.DEPTH_TEST);f.depthFunc(f.LEQUAL);f.frontFace(f.CCW);f.cullFace(f.BACK);f.enable(f.CULL_FACE);f.enable(f.BLEND);f.blendEquation(f.FUNC_ADD);f.blendFunc(f.SRC_ALPHA,f.ONE_MINUS_SRC_ALPHA);f.clearColor(xa.r,xa.g,xa.b,Ja);this.context=f;var Xa=f.getParameter(f.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0,t={};t.vertices=new Float32Array(16);t.faces=new Uint16Array(6);i=0;t.vertices[i++]=-1;t.vertices[i++]=-1;t.vertices[i++]=0;t.vertices[i++]=1;t.vertices[i++]=1;t.vertices[i++]= -1;t.vertices[i++]=1;t.vertices[i++]=1;t.vertices[i++]=1;t.vertices[i++]=1;t.vertices[i++]=1;t.vertices[i++]=0;t.vertices[i++]=-1;t.vertices[i++]=1;t.vertices[i++]=0;i=t.vertices[i++]=0;t.faces[i++]=0;t.faces[i++]=1;t.faces[i++]=2;t.faces[i++]=0;t.faces[i++]=2;t.faces[i++]=3;t.vertexBuffer=f.createBuffer();t.elementBuffer=f.createBuffer();f.bindBuffer(f.ARRAY_BUFFER,t.vertexBuffer);f.bufferData(f.ARRAY_BUFFER,t.vertices,f.STATIC_DRAW);f.bindBuffer(f.ELEMENT_ARRAY_BUFFER,t.elementBuffer);f.bufferData(f.ELEMENT_ARRAY_BUFFER, t.faces,f.STATIC_DRAW);t.program=f.createProgram();f.attachShader(t.program,U("fragment",THREE.ShaderLib.sprite.fragmentShader));f.attachShader(t.program,U("vertex",THREE.ShaderLib.sprite.vertexShader));f.linkProgram(t.program);t.attributes={};t.uniforms={};t.attributes.position=f.getAttribLocation(t.program,"position");t.attributes.uv=f.getAttribLocation(t.program,"uv");t.uniforms.uvOffset=f.getUniformLocation(t.program,"uvOffset");t.uniforms.uvScale=f.getUniformLocation(t.program,"uvScale");t.uniforms.rotation= f.getUniformLocation(t.program,"rotation");t.uniforms.scale=f.getUniformLocation(t.program,"scale");t.uniforms.alignment=f.getUniformLocation(t.program,"alignment");t.uniforms.map=f.getUniformLocation(t.program,"map");t.uniforms.opacity=f.getUniformLocation(t.program,"opacity");t.uniforms.useScreenCoordinates=f.getUniformLocation(t.program,"useScreenCoordinates");t.uniforms.affectedByDistance=f.getUniformLocation(t.program,"affectedByDistance");t.uniforms.screenPosition=f.getUniformLocation(t.program, "screenPosition");t.uniforms.modelViewMatrix=f.getUniformLocation(t.program,"modelViewMatrix");t.uniforms.projectionMatrix=f.getUniformLocation(t.program,"projectionMatrix");var Va=!1;this.setSize=function(b,c){Ia.width=b;Ia.height=c;this.setViewport(0,0,Ia.width,Ia.height)};this.setViewport=function(b,c,d,e){K=b;Ba=c;Ea=d;wa=e;f.viewport(K,Ba,Ea,wa)};this.setScissor=function(b,c,d,e){f.scissor(b,c,d,e)};this.enableScissorTest=function(b){b?f.enable(f.SCISSOR_TEST):f.disable(f.SCISSOR_TEST)};this.enableDepthBufferWrite= function(b){va=b;f.depthMask(b)};this.setClearColorHex=function(b,c){xa.setHex(b);Ja=c;f.clearColor(xa.r,xa.g,xa.b,Ja)};this.setClearColor=function(b,c){xa.copy(b);Ja=c;f.clearColor(xa.r,xa.g,xa.b,Ja)};this.clear=function(){f.clear(f.COLOR_BUFFER_BIT|f.DEPTH_BUFFER_BIT|f.STENCIL_BUFFER_BIT)};this.getContext=function(){return f};this.initMaterial=function(b,c,d,e){var g,h,j;b instanceof THREE.MeshDepthMaterial?j="depth":b instanceof THREE.MeshNormalMaterial?j="normal":b instanceof THREE.MeshBasicMaterial? j="basic":b instanceof THREE.MeshLambertMaterial?j="lambert":b instanceof THREE.MeshPhongMaterial?j="phong":b instanceof THREE.LineBasicMaterial?j="basic":b instanceof THREE.ParticleBasicMaterial&&(j="particle_basic");if(j){var k=THREE.ShaderLib[j];b.uniforms=THREE.UniformsUtils.clone(k.uniforms);b.vertexShader=k.vertexShader;b.fragmentShader=k.fragmentShader}var m,p,q;m=q=k=0;for(p=c.length;m=0&&f.enableVertexAttribArray(r.position);r.color>=0&&f.enableVertexAttribArray(r.color);r.normal>=0&&f.enableVertexAttribArray(r.normal);r.tangent>=0&&f.enableVertexAttribArray(r.tangent);b.skinning&&r.skinVertexA>=0&&r.skinVertexB>=0&&r.skinIndex>=0&&r.skinWeight>=0&&(f.enableVertexAttribArray(r.skinVertexA),f.enableVertexAttribArray(r.skinVertexB),f.enableVertexAttribArray(r.skinIndex), f.enableVertexAttribArray(r.skinWeight));if(b.attributes)for(g in b.attributes)r[g]!==void 0&&r[g]>=0&&f.enableVertexAttribArray(r[g]);if(b.morphTargets)for(g=b.numSupportedMorphTargets=0;g=0&&(f.enableVertexAttribArray(r[t]),b.numSupportedMorphTargets++)};this.render=function(b,c,o,t){var G,J,ga,A,Pa,R,B,F,D=b.lights,Oa=b.fog;this.shadowMapEnabled&&C(b,c);L.data.vertices=0;L.data.faces=0;L.data.drawCalls=0;c.matrixAutoUpdate&&c.update(void 0,!0);b.update(void 0, !1,c);c.matrixWorldInverse.flattenToArray(Da);c.projectionMatrix.flattenToArray(Fa);Z.multiply(c.projectionMatrix,c.matrixWorldInverse);q(Z);this.initWebGLObjects(b);T(o);(this.autoClear||t)&&this.clear();Pa=b.__webglObjects.length;for(t=0;t=0;t--)if(G=b.__webglObjects[t],G.render){B=G.object;F=G.buffer;ga=G.opaque;j(B);for(G=0;G0||u.faceVertexUvs.length>0)k.__uvArray=new Float32Array(p*2);if(u.faceUvs.length>1||u.faceVertexUvs.length>1)k.__uv2Array=new Float32Array(p*2)}if(m.geometry.skinWeights.length&&m.geometry.skinIndices.length)k.__skinVertexAArray= new Float32Array(p*4),k.__skinVertexBArray=new Float32Array(p*4),k.__skinIndexArray=new Float32Array(p*4),k.__skinWeightArray=new Float32Array(p*4);k.__faceArray=new Uint16Array(v*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0));k.__lineArray=new Uint16Array(C*2);if(k.numMorphTargets){k.__morphTargetsArrays=[];u=0;for(t=k.numMorphTargets;u=0;h--)d[h]==e&&d.splice(h,1)}else e instanceof THREE.MarchingCubes&&za(d.__webglObjectsImmediate,e);b.__objectsRemoved.splice(0,1)}d=0;for(e=b.__webglObjects.length;d0&&(f.bindBuffer(f.ARRAY_BUFFER,m.__webglColorBuffer),f.bufferData(f.ARRAY_BUFFER,oa,p));Aa&&(f.bindBuffer(f.ARRAY_BUFFER,m.__webglNormalBuffer),f.bufferData(f.ARRAY_BUFFER,Z,p));Ba&&ra.hasTangents&&(f.bindBuffer(f.ARRAY_BUFFER,m.__webglTangentBuffer),f.bufferData(f.ARRAY_BUFFER,$,p));qa&&W>0&&(f.bindBuffer(f.ARRAY_BUFFER,m.__webglUVBuffer),f.bufferData(f.ARRAY_BUFFER,ma,p));qa&&Y>0&&(f.bindBuffer(f.ARRAY_BUFFER,m.__webglUV2Buffer),f.bufferData(f.ARRAY_BUFFER,pa,p));va&&(f.bindBuffer(f.ELEMENT_ARRAY_BUFFER, m.__webglFaceBuffer),f.bufferData(f.ELEMENT_ARRAY_BUFFER,ha,p),f.bindBuffer(f.ELEMENT_ARRAY_BUFFER,m.__webglLineBuffer),f.bufferData(f.ELEMENT_ARRAY_BUFFER,Ca,p));w>0&&(f.bindBuffer(f.ARRAY_BUFFER,m.__webglSkinVertexABuffer),f.bufferData(f.ARRAY_BUFFER,aa,p),f.bindBuffer(f.ARRAY_BUFFER,m.__webglSkinVertexBBuffer),f.bufferData(f.ARRAY_BUFFER,ca,p),f.bindBuffer(f.ARRAY_BUFFER,m.__webglSkinIndicesBuffer),f.bufferData(f.ARRAY_BUFFER,da,p),f.bindBuffer(f.ARRAY_BUFFER,m.__webglSkinWeightsBuffer),f.bufferData(f.ARRAY_BUFFER, ea,p));E&&(delete m.__inittedArrays,delete m.__colorArray,delete m.__normalArray,delete m.__tangentArray,delete m.__uvArray,delete m.__uv2Array,delete m.__faceArray,delete m.__vertexArray,delete m.__lineArray,delete m.__skinVertexAArray,delete m.__skinVertexBArray,delete m.__skinIndexArray,delete m.__skinWeightArray)}h.__dirtyVertices=!1;h.__dirtyMorphTargets=!1;h.__dirtyElements=!1;h.__dirtyUvs=!1;h.__dirtyNormals=!1;h.__dirtyTangents=!1;h.__dirtyColors=!1;ya(k)}else if(g instanceof THREE.Ribbon){h= g.geometry;if(h.__dirtyVertices||h.__dirtyColors){g=h;j=f.DYNAMIC_DRAW;k=C=v=v=void 0;u=g.vertices;m=g.colors;r=u.length;p=m.length;q=g.__vertexArray;E=g.__colorArray;t=g.__dirtyColors;if(g.__dirtyVertices){for(v=0;v